Sajan Gadadvara

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Last night my party used a goat as bait to lure a monster out of hiding.

the party Gnome ended up riding him and scoring the critical hit that killed the monster.

one of our players is a skin walker and can speak to animals. He convinced the goat to join the party.

so now the party is super pumped about having "adventure goat" in the party. they spent all there money on a military exotic saddle for him and barding.

my rules Question is this.

how do I do have a goat as a part of the party and how do I equip the goat with armor.

I want to know the extend of his participation in the party. the skinwalker can speak to animals but what does that actually mean in terms of goat communication??

I found this stat
http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/goat

or a dire goat?

I want to make the goat a part of the party he will split XP and gold. but not make him anything more that a goat.


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Vidmaster7 wrote:

I think the question on what classes are effected the most is kind of obvious since I've seen plenty discussion of MAD and SAD classes. So the pathfinder standard is 15 I personally use 25 point buy and i don't notice as big of a problem with MAD characters as I've seen expressed.

So assuming monsters would get buffed up with a higher point buy used what would be the best point buy to allow more of a balance between MAD and SAD character?

I Think the biggest Transition of mad vs sad would be monk vs wizard. If someone has better pile on!

Can I ask why people seem to like point buy? I always have my players roll 4d6 reroll 1 drop lowest.

i always find point buy makes the characters pretty predictable in terms of stats?

there is nothing like forcing a character to roleplay a -7 int but 18 str.

with point buy that isnt really feasible?

can i get a pro point buy poitn of view so i can understand the point buy though process?


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MasterZelgadis wrote:

Oh my god, we just started playing this campaign, had the second session saturday, and my party made it through the cave, we stopped at the metal doors.

The party consists of:
a half elven sorceress
a human monk
a half elven cleric
a dwarfen fighter
and a gnome druid with a bear pet.

I don't know how a party can be so not-creative :D

The room where the brown mold makes everything cold was a really tough challenge. But not because of the mold itself, the party was so stupid..

"You see a room, covered entirely in brown dust, as you come nearer, you feel that it gets really cold. At the east wall you see a human body"
"Hm..okay..I reach my hand out into the room, does it get colder?"
"Yes, much colder"
"I step into the room"
"[facepalm]..okay, you now feel it's really really cold, your whole body is shivering and you think you can't endure this for a minute longer"
"Hm..I go to the body on that wall and insoect it"
"Okay, you wanted this..3d6=13 non-lethal cold damage"
"What? I am at -4"
"You drop on the floor, unconcious and freezing to death"

After the rest of the party managed to get him out of there, nearly losing the cleric also, a little debate started on how unfair this was and what they were supposed to do.. I simply answered "maybe ask 'what is that brown dust'? After a relatively easy dungeoneering roll I would have said 'This is known as brown mold, it absorbs heat and emits cold, and if you get too close, you are freezing to death!'"

Then after a few more minutes of helplessness I suggested they could of course get back to the inn to recover, and that they are not supposed to explore the whole cave in one run. Such a thing as "go back, recover, come back later" was a fully new and innovative concept to them :D

First time Iran this the PCs threw Fire in the cold room and they all nearly passed out also except for a sorcerer who just happened to be 5 feet back. This is a common theme i am reading.

the second time I did this I let the party create water and make a "ice bridge" to the body then the monk lassoed it and was pulled back. i had to fudge it but these were all new players and they had such a good time being creative with the create water i figure the rule of "yes" worked much better than no.


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WE did this once with like 16 players we had 2 DMs it worked okay.


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Rynjin wrote:
Why does everyone hate Monks so hard?

Haters gonna hate, they are mostly jealous of the MOnks pure bathrobe wearing fists of doom.


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there was one encounter where a druid had a Albnio Alligator that was fun to wrestle it think it was a CR2


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I would rule the opposite. the Mace is specifically designed to destroy one type of creature only. so the mace overwrites the admantium golems description because the Golem is a construct. and the description below of the vorpral admantium sword ect.. is in my mind a general description of how to normally kill a AD Golem.

i think it ruins the whole point of a mace of smiting if it doesnt do what it says. I cant think of a time when i have read the maces description and said...gotta buy that. it wont happen alot in your game chances are unless your characters know they are going to admantium Golem city.


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its all about having fun not having the best stuff.


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Wait,

did I saw paladin the guy was a dwarven bard not a paladin. stupid Auto correct. can we end the thread now?


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Barry Armstrong wrote:

The prisoners are bound/helpless. The Paladin's code prevents him from murdering them (which is what he'd be doing in this scenario). In my game, as well, it would result in a Fallen Paladin.

That being said, I have a major issue with your scenario: It seems like you're metagaming to me.

Your Ninja is CN. Why would he care enough to write a letter to the Paladin's superiors? Would he even know how, when, or where to accomplish this? Where exactly did he learn the protocol? Why would he even care enough to stop working with him? Does it affect your Ninja personally that the Paladin killed some random prisoners? Wouldn't the duality of a goody-two-shoes murdering someone in cold blood when the rage/desire struck APPEAL to your chaotic nature?

The real tell here is the statement "I have decided that my Ninja will not aid the Paladin..."

YOU decided this. Based on metagaming principles and a misapplication/misunderstanding of your own alignment.

NOT your Ninja. NOT his principles. NOT his experience. Yours.

Be careful treading this path. Although I'm glad you and the Paladin's player have no beef and have talked offline about the in-game drama. Good call on your part.

My character doesn't like the paladin plain and simple because of his actions in the past we have had to fight more bad guys than we needed instead of letting me run in there and kill sleeping guys. a Drow showed up and held a knife to his throat and tried to reason with him in undercommon. Because the paladin didn't speak the language and he said he can detect evil he decided to attack waking up the whole compound and forcing us to fight 30+ guys for no reason. putting me in danger because I was in a bunk full of sleeping bad guys.

my character is a ninja but even he has rules and has been in jail has part of his back story. He is sympathetic to the criminal element if you will he was going to let these prisoners go because quite simply because he could. And then along comes a dwarf stone lord paladin who just passes judgment with out even asking questions. Yeah normally I would not care but you know what this guy pretends to be all holy but deep inside he is just like me a cold blooded killer. Proving to me there is no such thing as a good person deep inside we are all selfish killers. He challenged my authority plain and simple now I plan to get him kicked out of his paladin club not because I care that he killed a few guys but because I can. I don't follow a creed or rule I do not pretend to hide behind a code he does. That makes him a hypocrite and now I will destroy him because we don't need him in the party he does not bring any value except for condescension ( all how my character thinks)


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what about playing a AP not a home brew?

I agree when you sit down at rocketman1969s house he lays down the rules what class to take and what not to take. by sitting at his table you are agreeing to follow his home brew rules.

now if you want to multiclass to a acceptable class that is not banned under his initial dm speech that is not okay. I woudl say if you are playing a AP then any class is fair game because you are running somebodies else adventure.

I think I agree with what most of what folks are saying i think int he extreme circumstances is when this vitrol is bubbling up.

i think it is a safe bet to assume that if you are playing DND you can come up with a reason why your paladin went wizard in the middle of the hellscape of cronos on the 5th parellel of zod.


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I will weigh in and every body will skip my comment like usual. I think the Ops problem isn't with "you have to justify it" I think it is with play style.

I always play a masked wrestler it is my "thing" I always come up with some back story. and usually about half way through the build I realize that a level of lets say Barbarian would raise my strength and give me some speed and such... I make the case using the guise of "father issues"
that is me. I shouldn't have to justify it at all. the only restrictions are the nonalignment and stat restrictions. My dm never even asks what my next level is really it is none of his business what character I play. has long as I do not:

1. cheat
2. be disruptive to the game
3. overshadow the party with my masked wrestling and tears of father anxt.
4. is rules legal

now another example is the player who just plays what he thinks is "cool"
every level he just does what "feels" right when he sees the part wizard kill a charging t-rex with magic missiles he thinks to himself that would be cool so the next time he levels up he takes a level of wizard because he has no CHA. he just wants to shoot magic missiles I dont think he has to justify it, I under stand the OPs point really by RAW he can be a fighter /wizard he doesn't have to explain his magic missiles into existence.

Now a good DM would sit down with him and work with him on a back story if it is important to the story line or the DM think arthur the tv show. sounds like it is more a DM issue than a players.


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CLAP CLAP CLAP

you have managed to bring in religion in to the discusion I am so proud of how this is spiraling out of control...

now can somebody make Godwins law true and we can be on our merry way for this thread to be shut down....


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Greater grappple:
Maintaining a grapple is second nature to you.

Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.

Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Normal: Maintaining a grapple is a standard action

I apologize this keeps coming up in my game and I still do not get it.

I understand I use my Standard action to start a grapple using my CMB.
then round 2 rolls around my foe hasn't broken out here is my understanding:
1. I roll my grapple check CMB once with a +5 then I can do two grapple checks ie pin, damage or move is this correct?

2. what do I do with my Standard action? can I then roll a second CMB check and pin, damage, or move again?

3. Or can I use my standard action to attack my foe using my unarmed strike? (I am a monk for this example so I can use my knees and stuff)

I get the sense reading greater grapple that I cant use my standard action to grapple check again? I wish we used a different word for CMB roll and the pin,move, or damage they are both referred to has "grapple checks" which is confusing.

I have looked at the other threads but I don't get the answers I am asking,


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I have greater grapple and improved grapple and stunning pin,

last night I grappled the gorilla king and was confused about the progression of grapple with greater grapple.

round one 1. i charged and punched

round 2 I made a grapple using the Standard action I made it
I then used my move action to deal damage correct? or did I get one more grapple check?

now here is where I got confused

round 3 he failed the grapple check. and then I used my standard action to maintain.
then i chose to pin him with my second check? here is where i am getting confused.

does greater grapple replace the grapple CMB to a move action and give me 2 checks in essences for the price of one? if so what am i supposed to do with my standard action?

my idea was to use stunning ping to apply jaw breaker to drain him of str.

how does grapple flow with thee feats?


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SO pretend that I am incredibly handsome but no to bright what is the difference? the "-" in the DR


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Rathyr wrote:

Found this gem the other day. Poisoner's Gloves, UE, pg 239.

"The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as two claws or two slams)."

There you go. Another nail in the coffin that is people arguing you can't TWF with Unarmed Strikes. Unlike the barbarian rage power, there is no wiggle room for what is intended with this game element. As the gloves can only be used with unarmed attacks (or natural weapons), there is zero room for misreading this paragraph when it refers to two weapon fighting. It HAS to be used with unarmed strikes.

every one of you is missing this item above which clearly states you can TWF with UAS.


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DO pinning Rend and Pinning Knock out stack?

My new character has about every grappling related feat possible. When I make a grapple and deal damage do I deal both? or choose which one?

Stunning pin: says I can a swift action to make a stunning fist attack. I this different then a normal Stunning fist attempt? that can only be made once a round?

and Jaw breaker and Bone breaker do they stack? can I apply both condidtions? to my attack while grappling?


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Adamantine Dragon wrote:
I pretty much despise everything about gunslingers. The concept ignores the actual history of gunpowder to such an extent that it violates every precept of verisimilitude for me. It's like you made up a game and put laptop computers in them but nobody had yet invented the light bulb.

so your okay with a talking badger and a guy who wears a bathrobe and shoots fireballs with bat poop covered hands...but a a guy with a musket that is a "no go" for you?


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think about it a cup that is enchanted to kill dwarves. you sit down with them have a few drinks then swing the cup right at them. Pure Genius


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Let me share a backwards story. I play a gunslinger I have a STR of 10 we had a underwater battle. I was absolutely worthless i even had a +1 underwater fighting sword but missed every other time. you know what i ended up doing? I dropped my gear grabbed a but-ton of potions and swam them to my party and was the potion medic.

my point is a character shouldn't be forced to use a weapon he is absolutely terrible with just so you are happy it was frustrating to me and no fun at all.


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I use a merciful +1 pistol. rubber bullets, I also use Admantium bullets, cold iron bullets and Silver bullets. the best so far has been ranged it increases the first Range increment so you hit against touch ac at 40 instead of 20. besides that it is up to you.


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they have access to all the deeds a slong as they meet the level requirments.


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so If i have a +8 wisdom modifier and I use panther style feat chain can I make 8 attacks against my opponent? before his AAO?

Panther Claw
Prerequisite: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.

Benefit: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.

An orc with an axe, is standing there I walk up past him he takes the AOO, I have panther style activated and the full feat chain, what happens next?

If i get 8 attacks what is the BAB i use? I have 14/9


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Ssalarn wrote:
You won't deal your UAS damage with a cestus, though based on the way it is written it sounds like you could equip one and have the option of dealing piercing damage with an unarmed strike... I can tell you with absolute certainty though that the designers have adamantly stated on numerous occasions that they will not give a weapon capable of dealing monk unarmed strike damage and being enchanted like a normal weapon. So if you're using the cestus, you're dealing 1d4 damage.

I actually consider static damage more important than base damage and the Cestus can be critical-ed out to 17-20. which I think would be more effective.

I may look again at a monk dip and take away the armor of brawling for gloce sof dueling.

what do you think is a more effective archetpe? brawler or unarmed fighter?
I think unarmed fighter is a better grapple build as when you are grappling you get DR/-.

"Tough Guy (Ex)

At 3rd level, an unarmed fighter gains DR/— equal to half his fighter level against nonlethal damage or damage taken while he is grappled. "


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and my "job" is to have fun punch mummys and make kungfu noises


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Did I do something wrong here? the damage output is terrible I can switch turtle clutch to dragon style. i am going for grapple master. think El santo but after living in the world of full BAB I feel spoiled can any body make a few suggestions? I can also drop my +1 to str at 8th level 8 and make it wisdom. then ability focus to make my stunning fist to 25?

Tetori:

Unnamed Hero
Human (Mwangi) Monk (Tetori) 10
LN Medium Humanoid (human)
Init +3; Senses Perception +20
--------------------
Defense
--------------------
AC 26, touch 23, flat-footed 23 (+3 armor, +3 Dex)
hp 72 (10d8+10)
Fort +8, Ref +10, Will +14; +2 vs. enchantment
Defensive Abilities Evasion; Immune disease
--------------------
Offense
--------------------
Speed 60 ft.
Melee Unarmed strike +13/+8 (2d6+6/x2)
Special Attacks Ki Strike, Lawful, Ki Strike, Magic
--------------------
Statistics
--------------------
Str 20/22, Dex 16, Con 12, Int 11, Wis 19/25, Cha 9
Base Atk +7; CMB +16 (+20 Grappling); CMD 36 (41 vs. Grapple)
Feats Greater Grapple, Improved Grapple, Improved Unarmed Strike, Monk Weapon Proficiencies, Pinning Knockout, Pinning Rend, Rapid Grappler, Snapping Turtle Clutch, Snapping Turtle Shell, Snapping Turtle Style +2, Stunning Fist (11/day) (DC 22), Stunning Pin
Traits Sacred Touch, World Traveler (Sense Motive)
Skills Acrobatics +16, Escape Artist +16, Perception +20, Sense Motive +21
Languages Common, Polyglot
SQ AC Bonus +10, Break Free +10, Counter-Grapple, Fast Movement (+30'), Graceful Grappler, Inescapable Grasp, Ki Defense, Ki Pool, Maneuver Training, Purity of Body, Still Mind, Stunning Fist (Stun, Fatigue, Sicken), Unarmed Strike (2d6), Wholeness of Body (10 HP/use)
Other Gear Belt of giant strength +2, Bracers of armor +3, Headband of inspired wisdom +6, Monk's robe
--------------------
Special Abilities
--------------------
AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Break Free +10 (Ex) At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from
Counter-Grapple (Ex) At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Immunity to Disease You are immune to diseases.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inescapable Grasp (Su) At 9th level, a tetori can spend 1 point from his ki pool to suppress his opponents' freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th level, this ability also duplicates the effect of {i
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Pinning Knockout Against a pinned opponent, you may double nonlethal damage with grapple check
Pinning Rend Against pinned opponent, you may deal bleed damage with Grapple check
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Shell AC bonus increases by 2, and opponents receive -4 on critical confirmations
Snapping Turtle Style +2 Gain +1 shield bonus to AC when at least one hand is free
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (11/day) (DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Stunning Pin Use Stunning Fist against pinned opponents
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (10 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license..


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I am so sorry I started this thread..........


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When I get home I will post my build but I have a level 10 Brawler with the Improved Unarmed Strike Feat I am using Hero Lab and have taken TWF improved TWF and Double Slice. I am not seeing it allowing me to use my unarmed strike with TWF. now I am new to the program.

but I didn't take a level in monk so my unarmed strike has an of hand correct? is it possible to do TWF with UAS?


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Matthew Morris wrote:
Lobolusk wrote:
the Quick and simple answer is NO they don't have a soul and aren't alive. it is no different than torturing a big talking scary looking toaster,

Number Six: Are you alive?

Military Liaison: Yes.
Number Six: Prove it.

Leoben: I have a soul. I see patterns. I know you, you're damaged. You were born to a woman who believed that suffering was good for the soul, so you suffered. Your life is a testament to pain. Injuries. Accidents. Some inflicted upon others, others inflicted upon yourself. It surrounds you like a bubble. But it's not real, it's just... It's just something she put in your head. It's something that you want to believe because it means you're the problem, not the world that you live in. You want to believe it because it means that you're bad luck. You're like a cancer that needs to be removed. Because you hear her voice every day and you want her to be right.

Caprica Sharon: [to Commander Adama] It's what you said at the ceremony before the attack, when Galactica was being decommissioned. You gave a speech, it sounded like it wasn't the one you prepared. You said that humanity was a flawed creation, and that people still kill one another for petty jealousy and greed. You said that humanity never asked itself why it deserved to survive. Maybe you don't.

Just for a different point of view. :-)

Along your argument though, if the undead doesn't have a soul, then why torture it? You don't torture a computer, or a toaster.

From a purely Theological standpoint right or wrong the Cylons don't have a soul either only those who are created in the image of GOD have a soul. regardless if you believe that. the cylons were created in mans image so they are nothing more than advanced machines Biblically speaking

as for torturing it it can still give you information. have you ever slammed your hands on a key board in frustration? or fake humped your wives stuffed animals in front of her to freak her out?
I think torture is wrong because no human being deserves to be treated that way. Jesus would never condone torture ever.


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the Quick and simple answer is NO they don't have a soul and aren't alive. it is no different than torturing a big talking scary looking toaster,


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Gorbacz wrote:
Maybe Lobolusk is a Canadian of the "break their nose and they'll say sorry" variety? ;-)

did you just Quote Weird Al yankovick at me?


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I just wanted to take a minute and say thank you to the community for not being a bunch of ass-hats. I spend the majority of my online forum time at this website and this website only. So I have have been accustomed to civility and Reasonable discourse. long story short I have a WRX and went to a Well Known WRX forum and posted a simple question about what I should next to my car now that I have some money. just like asking character advise. I keep forgetting that this forum exists in a bubble and people are nice. I was told that less than helpful advise even though every Dang time it happens I keep coming back. (so in a way it is your fault for lulling me to a false sense of internet decency) never again it i snot worth it and people don't answer my question or even ask other qualifying questions about what I need. not like here. What I am trying to say is this place is my internet cheers and Toz and Gorb are the Norms and Grick is the Cliff, and Ashiel is the Diane and black blood troll is the Sam. and tiny coffee golem is the Frasier. I feel lucky to be able to sit here at the bar next to you and be a small part of your community thank you.


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flurry of blows isn't a game breaking mechanic or a rule that is being bent! I disagree


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I like .......monks they fight in bathrobes and are cool


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Long story short our party ran up against a few cocooned things. the sorcerer dropped a fire ball in to this web and the web lit on fire instantly burning up the cocooned prisoners. I specifically told the Sorc to have a care where she drops that fire ball. now we discover that the cocooned things were people. what the heck am I supposed to do now?

that is murder in my mind. but people are responsible for there own actions and as a paladin I understand that not every body is lawful good. but how do I resolve this with out PVP or Lawful stupidity.

the thing is the sorc has run into this before and knew damn well there were bodies in the cocoons,


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adamentium fists ! http://paizo.com/forums/dmtz4eoc?Can-I-chop-my-hands-off-and-replace-them-w ith#1


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Doctor Carrion wrote:
Redwidow wrote:

Hi all!

I was wondering if I was the only one who despises the monk class? Am I the only one who thinks like I do?

The reason is not even related to what it does as far as game mechanics go; I just don't like the concept of it. In fact, I never even read the class skills and abilities...

Here are my reasons:

1-A martial arts style typically oriental type of class has no place whatsoever in a typical western meieval-based role-playing game, in my opinion at least

2- the concept that a halfling can poud a dragon or iron golem to death with its bare fist, for example, would be enough to switch me back to Vampire the Masquerade...

In my opinion the fighting-monk priest kit from 2nd Ed was sooo popular that that is why they added the monk as an individual class in 3rd ed and up.

I respect those that like the monks, simply as DM I have enver allowed them in my game.

Also, if someone can give me a reasoning/concept/flavor/justification they use or know to why Monks have their place in a medieval-europe themed game, I am all ears and might even let people play one in my game.

Cheers!

RW

I agree on both counts. I thought I was the only one!

I really have a "Medieval Europish" comfort zone with my fantasy games- I never budge from that. I usually throw elves in the east (there is no asia, only elves!) and dwarves in the north. The "barbarians" that live far from civilization are orcs and the like.

Take a look back at the lord of the rings films:

Were there any black people? Asians? Hispanics? No. It's a eurocentric fantasy story. There is no martial artist. There is no ninja. There is no mayan warrior, etc. And that's the way I like it.

you may of missed my post but lotr absolutely has martial artists. http://en.wikipedia.org/wiki/Tulkas


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Unarmed fighting has a rich and unique history in LOTR one of the original gods was a laughing monk.
http://en.wikipedia.org/wiki/Tulkas


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Focused Study: All humans are skillful, but some,
rather than being generalists, tend to specialize in a
handful of skills. At 1st, 8th, and 16th level, such humans
gain Skill Focus in a skill of their choice as a bonus feat.
This racial trait replaces the bonus feat trait

Dual Talent: Some humans are uniquely skilled at
maximizing their natural gifts. These humans pick two
ability scores and gain a +2 racial bonus in each of those
scores. This racial trait replaces the +2 bonus to any one
ability score, the bonus feat, and the skilled traits.


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I thought the Quadratic wizard was a new Archetype and Bounded accuracy a new class feat...sigh


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he does he never shuts up about intensified shocking grasp


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the build that I ran last night was pretty impressive. i managed to take out a huge threat in like 2 rounds. also the Saves are amazing for once I don't dread rolling a will save only to know that I will fail.. my only thing is that my dm was a little cheesed out by my double pistol build. I did take merciful for my guns. to make up for it. but all in all it was a pretty solid damage dealing build.


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Okay my build is done and I super pumped by it I am also a little ashamed of how amazing it is.
PLEASE take a look and help me correct any math errors.

Roland Towersbane

paladin 2
Mysterious stranger 7

STR 11
DEX 19 (belt of dex +4)
CON 14
INT 12
WIS 11
CHA 24( HEADBAND OF CHARISMA+4)

HP 87

ac 19 (4 dex 4 chain shirt 1 deflection )

saves
Fort 18 (+2 CON +8 BASE+ 1 CLOAK OF RES +7 CHARISMA +1 resilient trait.)
Ref 16 (+4 DEX +5 BASE +1 CLOAK AND +7 CHARISMA)
Wil 15 +0 WILL +5 BASE + 1 CLOAK +2 LUCKY +7 CHARISMA)

FEATS ARE:

POINT BLANK
PRECISE SHOT
RAPID RELOAD
GUN 3 -RAPID SHOT
GUN 5-DEADLY AIM
GUN 6 SNAPSHOT
GUN 7WEAPON FOCUS PISTOL
GUN 9 IMPROVED SNAPSHOT

GEAR IS
+1 CHAIN SHIRT
+1 CLOAK OF RESISTANCE
+2 DOUBLE BAREL PISTOL
BELT OF DEX +4
HEADBAND OF CHAR +4
VEST OF VERSITILITY
AMMO:

130 ALCHEMICAL PAPER CARTRIDGES
--- 10 ADAMANTIUM
---- 20 SILVER
----- 90 COLD IRON
-------10 GHOST BLANCHED COLD IRON
GUN SMITHING KIT

I HAVE 147 GP LEFT OVER

Attacks:

1. dbl pistol standard shot
+16/11 ad8+2

2.dbl pistol charisma damage deadly aim
13/8 1d8+15

3. full bore every feat both barrels deadly aim and rapid shot and charisma damage
7/7/7/7//2/2 1d8+15 6X

4. full bore smiting shot no charisma damage
14/7/7/7/2/2 first damage die 1d8+10 rest 1d8 +8

5. one barrel deadly aim charisma
9/4 1d8+15

the list goes on.

the only thing i thinking of doing is adding merciful to my guns. in my back story I had to kill a whole town in self defense if I would of had the merciful ability I would of been way better off.

9/


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I like monks!


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@mergy

what I don't want to do TWF is there a substitution build you can think of?

I don't think my Dm will go for the weapon cord build.

EDIT: couldn't I do a quick draw instead of a weapon cord? that would make more sense? fire fire fire, pull out the second un and finish the job? or can I reverse Quick Draw? put the gun in my waist?


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My new character was killed last night along with 3/4 of the party.

I am going to go mysterious stranger 1/holy gun 8.

does any body have any suggestions?

so far i have a +2 distance pistol.

Does that mean because the pistol now has 40 ft as its first range increment that the other 4 range increments are basically the same as a musket now?

my starting stats are 16,15 12 11,11,and 14.

i was going to pump the 15 to a 16 and add the +2 for being human to it and make it 18 dex

then buy a head band of charisma +4 for my charisma and then buy a belt of dex +2 and increase my dex. and then give my self a 14 con.

then possibly buy a ion stone of dex+2 also but does the bonus form an 8,000 ion stone stack with the belt of dex?

then +3 mithril chain shirt.

At this point we have been getting our butts handed to us. by ghosts and demons and such. \any idea on how to make the best feats possible to be a high damage dealer.

I want to be a effective damage dealing pistol wielding gunslinger.

this i just my verbal diarrhea so there isnt a bunch of rhyme or reason to the order of this post .


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Accidental tank. I usually pick a concept then build a class around it.

I was a masked luchador named the Mwangi Mauler fighter/barbarian mix

now I play a southern gentlemen jungle explorer named Jubal Jackson Harkness but you can just call him "Mwangi Jack" he is chaotic good but he calls it "Chaotic handsome", he has a rifle and a Rapier and he ends up being the tank even though I didn't design him to. he is a musket master 1 Lore warden 7


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Nerfherder wrote:
Sowde Da'aro wrote:
No, sadly the devs nerfed the Brass Knuckles...
Thank gawd!

that there is fighting words