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So, I know the general question has been asked several times, but I was wondering specifically what can and can't be combined together for a specific character.

Specifically, a level 15 Half-Orc Bloodrager (with Beast Totem via Primalist archetype.

1-Claws x 2 (From one of the beast totem Rage powers)
2-Bite (From the Tusked trait)
3-Gore (From the Helm of the Mammoth Lords)
4-Unarmed Strikes x3 (as iterative attacks from BAB)
4.5-Instead of Unarmed Strikes, a Beaststrike Club.
5-Hooves x2 from Monstrous Extremities

The way I think it works...

a) If using the Beastrike Club, the character would lose one Claw attack;
b) Bite and Gore can both be used (certainly there's no shortage of monsters who can do both at the same time)
c) Improved Unarmed Strike, for a non-monk, has to be a punch and so would also cost a claw attack.

Thanks in advance!


2 people marked this as FAQ candidate.

So - let's say a Monk of the Empty Hand picks up a longsword+2.

He treats it as an improvised weapon - but is it magical? i.e. is it treated as a club +2?

What about if he picks up a greatsword +2? A regular greatsword would be treated as a quarterstaff, but would the greatsword +2 be considered as a double weapon with a +2 enhancement on each end?


So, in looking for ways to improve on my Stunning Fist DC, I've stumbled upon the Nightmare Striker feat.

http://www.d20pfsrd.com/feats/combat-feats/nightmare-striker-combat

Now, this is a completely atrocious way of boosting the Stunning Fist DC (a three-feat investment? Come on!) But more to the point... as far as I can tell, the only build that can benefit from this a monk-druid, or a druid who got Stunning Fist somehow, or I guess a rogue with the appropriate Rogue talent and feats (admittedly possible, but...)

I mean, this feat chain is aimed at absurdly specific builds. Unless I'm missing something, which is definitely possible.

So, is there a way for someone to either add a spell to their class spell list, or get a one-spell spellcasting ability that I missed?


Another quick question:

The gauntlet's description (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/gaun tlet) says that "A strike with a gauntlet is otherwise considered an unarmed attack"

Could a monk use enchanted gauntlets to give himself an enhancement bonus to unarmed strikes instead of an Amulet of Mighty Fists? Obviously, it would do 1d3 damage (plus whatever damage enhancements) and not the monk's unarmed strike damage.

EDIT: that would be for the purpose of having an enhanced to-hit chance when, say, using Snake Fang, and/or when delivering Stunning Fists attempts without Cornugon Strike or whatever it's called.


I was wondering if a Monk1 (who hasn't sacrificed Ki pool through archetypes, obviously) can benefit for a Necklace of Ki Serenity?

I mean, technically the monk1 doesn't have the Ki Pool class ability, right?

(Yeah, I'm aware that an Amulet of Natural Armor/Mighty Fists is probably a better use of the neck slot anyways.)


First - this is my first post here, so I guess I should start by saying "Hi."

I'm going to be playing in a Pathfinder campaign fairly soon. We've created characters, but while I've DMed D&D in its various forms for many, many years, this is one of my first 3.x PC, and my second Pathfinder PC.

I've created a Monk1-Witch5 character. The plan is to take a second level of monk at level 7 then continue on strictly as a witch.

The character concept is basically a mix of the witch and fallen master archetypes from wuxia films. I'm not setting out to play a villain, however, I'd like to see how I can take that archetype and see where it takes me.

My concern is that the first Pathfinder character I created ended up being fairly inefficient due to spreading myself too thin.

So I'd like to run my current character with expert Pathfinder players to see if it's tolerably good. I don't necessarily want to outshine everyone - but I'd like to at least avoid my character being a liability. I don't need perfect optimization, but I do need to know how survivable/efficient my character will turn out to be.

My basic idea is to be a caster who the party won't have to worry about protecting. My spells and hexes should normally be my main contribution. I'm a fairly standard witch build, although my spells do slant a bit toward inflicting the Shaken condition, as one of our other PCs rely on it for some neat tricks. Anyways - spell selection is easy to fix in-game if I find out my picks are too sub-optimal.

I've taken the Evil Eye, Cackle, Fortune, Misfortune, and Healing Hexes (using some feats on Extra Hexes - we also get to use one Flaw). I'Ve also taken that trait that gives +2 to caster level. All in all, the witch levels don't worry me that much.

The monk levels, however... I've taken the Sohei and Master of Many Styles archetype. I also have that feat that reduces arcane spell failure by 10%, so I can use a mithral chain shirt and mithral buckler without issues.

My first real question is which Styles to use. My first monk level is level 3, so I picked Snake Style with my regular feat and Dragon Style with my monk bonus feat. I should probably take the monk level at 1 to pick up an extra HP there, but no matter.

At level 7, I intend to pick up Kirin Style as my regular feat and Kirin Strike as my monk bonus feat. Would that be legal?

I have a +11 to Sense Motive for Snake Style, and already +12 to +15 to the relevant knowledge skills for the Kirin path.

Also - I'm mostly focused on making sure my defenses are good enough - and, ideally, that I have one tolerable physical option. Stat block below for comments:

Female Elf Monk (Master of Many Styles, Sohei) 1 Witch 5
LN Medium Humanoid (Elf)
Init +7; Senses Low-Light Vision; Perception +11
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DEFENSE
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AC 21, touch 14, flat-footed 17 (+5 armor, +2 shield, +4 Dex)
hp 41 (1d8+5d6+6)
Fort +8, Ref +9, Will +6
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
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Melee Unarmed Strike +2 (1d6/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2) (Hmm... shouldn't that be +6, Hero Lab?)
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STATISTICS
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Str 10, Dex 18, Con 12, Int 20/22, Wis 7, Cha 7
Base Atk +2; CMB +2; CMD 16

Anyway, thank you for your help!