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Can someone help me understand the rules on afflicted lycanthropy?

What I've gathered from what I'm reading is that originally it doesn't onset until the full moon. When the full moon is out you turn into your full form automatically and become an NPC until the next morning where you get a DC 20 will save to realize you've become a werewolf. From that point on, you can make a DC 15 Con check to transform into your hybrid form or DC 20 to true form. You retain +2 wis -2 Cha in all forms, +2 str and +2 con, DR 5/Silver +2 AC in animalistic forms, and when you're in an animal form you apply any stats from the animal that are higher to your character.


Also, I'm thinking this would be cool and would fit my character well but at the same time I don't want to lose control of my character forever, so that is what I'm looking for advice on.


Can someone help me understand the rules on afflicted lycanthropy?

What I've gathered from what I'm reading is that originally it doesn't onset until the full moon. When the full moon is out you turn into your full form automatically and become an NPC until the next morning where you get a DC 20 will save to realize you've become a werewolf. From that point on, you can make a DC 15 Con check to transform into your hybrid form or DC 20 to true form. You retain +2 wis -2 Cha in all forms, +2 str and +2 con in animalistic forms, and when you're in an animal form you apply any stats from the animal that are higher to your character.

Is this how it works, or am I missing or misinterpreting something?


I want to, but I really can't afford it, this character is going into a Kingmaker campaign and I want to be ready for everything that gets thrown at me monster-wise. Later I'll end up just grabbing the feat for extra traits most likely :P


Man yeah, Magus won't work how I wanted it to... That's unfortunate was gonna be pretty cool. Heriloom Weapon for Longbow proficiency, doesn't give masterwork anymore.

Heirloom Weapon text:
Quote:

You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

*Benefit: When you select this trait, choose one of the following benefits:

proficiency with that specific weapon
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note: You pay the standard gp cost for the weapon.

Heriloom weapon is an equipment trait whereas rich parents is a social trait, so all good in that department.

Definitely going to amend that con/cha swap. Completely worth it, not sure why I put the 17 in cha, lol. Thanks for that.


thegreenteagamer wrote:

Go half orc instead of full. Not worth losing 2 into for +4 str when you can get +2 str at no penalty with half orc. Plus, you need to take lower levels into account and you're starring a wizard.

Out of curiousity, why not Magus?

Or if you're insistant on full orc, why not scarred witch Dr into EK?

I'm being an Orc because the character is basically an inside joke about a stubborn Orc who never gives up challenges that one day was challenged to become a wizard. Pretty stuck on that for the character concept. I just looked into Magus and it's really awesome. I think I would take two levels of it after finishing up EK just for spellstrike. Would be pretty cool, cast Vampiric Touch & attack with Keen falchion, crit into a disintegrate.

Scarred Witch doesn't really fit the theme of the character either, though I did look into it and it is really awesome, just thinking I'll stick with wizard. Trying to find a better feat for first level, wish I had +1 BAB for Power Attack.


Oh, and...

Equipment:

Spellbook 3
Spell Component Pouch 2
Invisible ink, simple -
Inkpen -
Parchment x5 -
Waterproof Pouch 1/2
Waterskin 4
Wandermeal x7 3 1/2
Tear-away Swarmsuit 10
Hot Weather Outfit 4
Cold Weather Outfit 7
Tear-away Explorer's Outfit 8
Smoked goggles -
Adventurer's Sash 3
Bedroll 5
Medium Tent (2 person) 30
Sewing Needle & Thread 5
Fishing Tackle 5
Weapon Cord -
Hemp Rope 300ft 60
Torch x1 1
Grappling Hook 4
Cooking Kit 2
Map Making Kit 4
Masterwork Backpack 4
Earplugs -
Flask of Oil x22 22
Whetstone 1
Caltrops 2
Marbles x9 18
Powder x3 1 1/2

Also, just looking for any suggestions tips or things I missed...


So, this character rolled exceptionally well and I wanted to go for something awesome with it.

I'll list a couple of ways to see the character, here we go...

Stats:
Str 23 Dex 16 Con 15 Int 15 Wis 10 Cha 15

Misc:
Race: Orc Class: Wizard 1

Traits:
Rich Parents, Heirloom Weapon(Longbow) (we get two)

Special Abilities:

Orc Ferocity
Cantrips
Bonded Object (Falchion)
Light Sensitivity
Arcane School (Specialized: Transmutation/Shapechange Prohibited Schools Divination/Necromancy)
Darkvision 60ft

Feats:
Scribe Scroll, Arcane Strike

Skills:
Knowledge (Arcana), Linguistics, Profession (Porter), Spellcraft

Weapons:
Masterwork Falchion +7 2d4+9 18/20x2 +6 Might Composite Longbow +3 1d8+6 x3

Languages:
Orc Common Draconic Elven & Undercommon

I also have the character on PDF here: http://www.pdfhost.net/index.php?Action=Download&File=822b4c7e75bc52ffc b55fbd8f4c092b4


Eric Clingenpeel wrote:
Ah, but being invisible does not make your targets flat-footed. It denies them their dex bonus, but that is different than being flat-footed.

Yes, this is true. I only mentioned the invisibility for a +40 sneak so that you could snipe with stealth skill and still have a high sneak check.

With that in mind, you could use surprise round & first round of combat (assuming you go first) to make your attacks, couldn't you?


c873788 wrote:

Yes, it is too good to be true. Unlike the normal qualifications for sneak attack damage, sap master damage requires that the target is flat-footed. This is a lot more difficult to achieve than just denying the target a Dexterity bonus to AC.

I know the build is still feasible for melee but you will have to invest heavily in feats that allow you to catch your opponent flat-footed. I'm not sure if it works for a ranged build.

It isn't too difficult with a ranged weapon, ninja invisibility and sniping with the stealth skill.


blackbloodtroll wrote:
Doing something crazy at 20th level is not grand feat.

This is a rules check.


Sorry, yes. You would be using blunt arrows.


First time poster, I was just going through the pfsrd and I noticed a pretty gruesome combo so I'm not really sure if it works.

1d6(shortbow)+5(enhancement bonus)+4(strength bonus)+1d6(merciful enchantment)+20d6(sneak attack doubled with sap master)+40(sap adept) = 121 avg dmg

+15(hasted)/+15(flurry of blows)/+15/+10/+5

So if all attacks hit then the average damage of this at level Ninja 19/Monk(zen archer) 1 is 605.

Grappling with sap adept, sap master, strangler & pinning knockout:

1d4(sai)+5(enhancement bonus)+4(strength)+20d6(sap master sneak attack)+40(sap adept)x2(pinning knockout)= 243 dmg + (20d6+40 strangler+ sap adept + sap master) = 353 dmg

This can be modified to get quite a bit higher as well by taking all the other classes which gives sneak attack +1d6 at first level.

I just wanted to check see what you guys thought about this, since I'm probably not doing all of this correctly.