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Charon's Little Helper wrote:

Just change it from "unarmed" to "defenseless". Otherwise you might also have issues with going first in a combat where the enemy hasn't drawn their weapons yet.

Kind of a manliness code. You could even carry a few weapons around which you never use (or use for mundane tasks - peel potatoes with a scimitar) which you toss to people who you want to kill but aren't properly armed. If they still refuse to fight... that's their problem.

We've decided to change it as killing a helpless foe, less restricting that way and the meditating was changed to just a short prayer in thanks for his masters.

Well Jacob did pretty well in this campaign so far, but to keep it spoil free as possible ( for those who've yet to play the AP) he has made a lot of friends, won a duel, survived a few lethal encounters. and next week we begin our 1st naval combat.

Thank you everyone for all the feedback. and have fun.


Imbicatus wrote:

Or just do non-lethal damage. You knock 'em out. Let someone else kill 'em.

Non-Lethal is mainly what i was going for, if there are capt... sorry i mean cap'n's with a price on their head, who's to say we can't cash in on it,

Chengar Qordath wrote:
Just make sure to include the caveat that people with unarmed combat training count as armed, and casters are armed with magic.

^this is what i intended also, people who are considered trained to use their fists (monks, brawlers etc.) or spellcasters with intent to harm/kill jacob will be seen as an act of hostility hence, regardless of his code, he will fight back if not to kill, then beat them to an inch of their life :)

might need to rephrase the code :)


Charon's Little Helper wrote:
Nitemare wrote:


just have to remember to keep it lawful or else i lose out big time.
Actually - that's something to check with the GM on. How much of "Lawful" does he see as needing to obey outside laws, and how much is simply having a personal code etc. (I prefer the latter - especially for monks.)

GM was aware and said if you make a small set of rituals/code to follow such examples as.

never drink, never kill a man while he's unarmed etc.

Then it shouldn't be too much of a problem


Charon's Little Helper wrote:

@OP

Arrrrrr you now ready for your pirate campaign? (sorry... couldn't resist)

Yarr ye bet yer scurvy sea dog.

already planning to take the 1st captains hat i see be there a body or not.

just have to remember to keep it lawful or else i lose out big time.


Dragon Style will be an absoloute must-have for Jacob, (up to ferocity)
along with power attack later.

Feat wise i have thought about.

1CB: Improved Grapple
1H: Power Attack
1: Weapon Focus (unarmed strike)

what i've planned up to lvl 5 is

2B: Combat reflexes
3: Dragon Style
5: Dragon Ferocity

Is it worth making an investment in another style, although feat heavy,
Combat style mastery might save me, spending a free action instead of a swift, to ensure i can pull of full round actions?


Charon's Little Helper wrote:
Ciaran Barnes wrote:
Put points into Perception and Stealth. Boom, you're a scout. Skills like Climb and Survival will add your scoutiness.
And in Skull & Shackles - take Swim.

Already have along with Profession (sailor)


Rynjin wrote:

I'd nab Dragon Style and Dragon Ferocity ASAP then work on Snake Style if you want another.

With Combat Style Master you can swap to Snake Style as a Free action off your turn (or while moving) to get its benefits, and then swap to Dragon for attacking.

Very potent combo I always enjoy using.

oh this sounds wickedly nasty :)


Charon's Little Helper wrote:
Edit: Just noticed the 'sworn to use nothing but his fists only' - that kinda sucks that the GM is forcing you to stick with the RP choices of the previous player.

I don't mind this tbh, it gives me something new and fresh to work with compared to my other characters who mix from summoners, wizards and a samurai which the GM hates :D.

I asked about using archtypes for unchained classes, the GM's clearly made that he won't allow that, which is fine. (unless its the normal variant)

Dragon style has piqued my interest greatly mainly because it's a low tax style unlike crane style which i will try to work in also, pummeling strike, i'm not sure how it works tbh? (wording confuses me a little) my english isn't the best i'm afraid.

for this AP Skulls & Shackles I know my character was raised in a monk temple as he was left there by his mother who was a renowned pirate (campaign trait Buccaneers blood) which might affect my alignment, unless i go N.E i think.

Originally i was thinking of a grapple type of monk with a few styles to boot (like dragon & crane) any more tips on how i can improve this character.

Btw I appreciate all the feedback i;m geting from everyone you're all a great help.


mplindustries wrote:
3 levels of Rogue isn't a bad idea, at least, so you can deal Dex damage with your fists.

That seems a good idea, but wouldn't it be better in the long run to get an agile weapon(s)?

also GM has come back to me and said it's ok to not take rogue as a multiclass, and has given me the opportunity to reroll his base stats,

so now i have the following

Str 16(18)
Dex 15
Con 16
Int 13
Wis 18
Cha 13

but in return i must stick with his story as writtin, so it means sticking with an unarmed monk, now i have room to breathe, now i need to think of a plan to maximize his potentional as the only unarmed fighter in the party.

EDIT: sorry for my spelling mistakes.


kyrt-ryder wrote:

I'm with Rynjin, there's no good reason to blow levels on Rogue.

Please petition your GM not to force you to do that. A role is NOT a class [let alone an Archetype of a Class.] The Archetype is named after a role and supposedly designed to fill it better than the base class... maybe... barely... really it was more Paizo's half-baked legal imitation of Wizard's Scout Class from 3.5

I've left my petition giving a clear reason as to not multiclass with a rogue(scout), i've just to awat a reply now, but it still leaves me with unarmed combat, so i should focus on specific fighting styles like the crane right?


So i joined a group of players who are playing Skulls & Shackles campaign which will eventually go on after the campaign book, 1 player dropped out so i was given his char sheet to play.

Jacob "Iron fist" Human
Unchained monk 1

(stats were rolled with 4d6 reroll 1's & 2's take highest 3 no stats higer than 18)

Str 12
Dex 16 (18)
Con 16
Int 14
Wis 18
Cha 16

feats

1C: IUS, Stunning fist,
1CB: Dodge
1H: Weapon finesse
1: Weapon focus (unarmed strike)

now this is where i need the help, the char backstory says 2 things which the DM is strict on for this char.

1). he's sworn to use nothing but his fists only

2). he is appointed as a scout on the ship (meaning taking scout archtype for rogue)

While i'm ok with this, it just leaves me very limited to what i can use, should i go monk 1/scout 19?, do i go balanced 10/10, what can i do to achieve the best i can do in later levels to be a benefit rather than a hinderance to the group?

iirc the team is

Lizardfolk barberian
Tengu swashbuckler
Human Corsair (fighter)
Gnome bard.

your thoughts experts?


So i joined a group of players who are playing Skulls & Shackles campaign which will eventually go on after the campaign book, 1 player dropped out so i was given his char sheet to play.

Jacob "Iron fist" Human
Unchained monk 1

(stats were rolled with 4d6 reroll 1's & 2's take highest 3 no stats higer than 18)

Str 12
Dex 16 (18)
Con 16
Int 14
Wis 18
Cha 16

feats

1C: IUS, Stunning fist,
1CB: Dodge
1H: Weapon finesse
1: Weapon focus (unarmed strike)

now this is where i need the help, the char backstory says 2 things which the DM is strict on for this char.

1). he's sworn to use nothing but his fists only

2). he is appointed as a scout on the ship (meaning taking scout archtype for rogue)

While i'm ok with this, it just leaves me very limited to what i can use, should i go monk 1/scout 19?, do i go balanced 10/10, what can i do to achieve the best i can do in later levels to be a benefit rather than a hinderance to the group?

iirc the team is

Lizardfolk barberian
Tengu swashbuckler
Human Corsair (fighter)
Gnome bard.

your thoughts experts?


These are all very helpful and after hours (yes hours) of reading and comparing the classes you have advised to me as well as the theme of the campaign, the soul forger from the magus sounds ideal for Gado, I can make him into a foehammer or barberian but we already have a future barberian, and summoner (which i'm allowed to make armor and weapons for)

DM didn't allow the change to expert and since we have 2 dedicated strikers a 3rd might be a little overkill.

Gado hates everything (including religion) the warpriest is a no-go there, but a solid choice if i didn't create the characters personality 1st then i would of gone for it.

Thank you all for your valuble feedback, i've learned a lot more after this :)


I'm joining a zombie campaign where every character will start as an npc class, later down the line we will develop into a class, but i'm having a hard time thinking what class suits my character, i'll give a very short description of him.

Gado is a blacksmith who loves metal, stone, ale and wenches and hates everything else (including this thread) his father was involved in the first ever creation of the steam train and since then he has been inspired to create an invention greater than his fathers, before the sun rises and falls, you can hear Gado hammering away to help the village out as well as his wacky inventions in his free time.

The problem is, i can't find a specific class that fits into the nature of Gado, at first i saw an Artificer as it fits mostly with the flavour but it's a 3rd party class and the DM won't allow 3rd party classes ( unless i convince him so) so i ask everyone what future class fits the best for a grumpy blacksmith?


Thank you both for your advice, they are very helpful, i think i will start of as a Centaur style Eidolon, wielding Lance's (each hand if able, if not then multiple limbs) for maximum damage.

Plan for future Evolutions: Limbs(arms)[x2*], Large, Improv Nat Attack.

This is what i plan on going with however i need to read up a lot more on evolutions, but i have not even reached level 2 yet but i want to plan it beforehand, any future help is appreciated :)


Mark_Twain007 wrote:

I prefer to let my Eidolon and summons do as much of the fighting for me as possible. It keeps you alive longer.

Question: Skill focus conjuration isn't a thing, so are you after spell focus, or is that your skill focus ability for being a half elf?

Next question: what books/rules from pathfinder is your GM allowing. There are some interesting options for summoner, especially being a half elf, that I think are great.

Another Question: the hand crossbow is an exotic weapon, so I don't think you are proficient with it, are you?

A couple of things I know I would change is I would not take mounted combat, and instead take Spell Focus(Conjuration) so my next feat can be augment summoning. I would also take the half elf favored class bonus that gives you extra evolution points for your Eidolon. The Ancestral arms alternate racial trait in advanced players guide, can give you proficiency in 1 weapon( which could be how you got the hand crossbow.) I would say take it, and choose longbow, that way you can shoot arrows on rounds you aren't buffing your Eidolon. It would give you something to do in combat, and keep you and your light armored self out of danger.

Answer 1: Yea i meant spell focus on that part (misread it)

Answer 2: GM is following Core and advanced books only (need to ask if Ultimate books are included)

Answer 3: That was a mistype on my half, i meant to say light crossbow,

Thank you for your advice, so far is what i was originally going for, taking spell focus (conjuration) for augmented summoning later on, Ancestral arms sounds very handy indeed since I'm taking the favoured class for extra Evolution pts in later levels, the longbow does sound more beneficial compared to the light crossbow, any tips for a Quadruped Eidolon?


Hi there, for the first time in my 6 months playing D&D 4e, the GM has opened up a pathfinder campaign for us, Now this is all still new to me, and the Summoner piqued my interest, i would like some advice from players experienced on what to look out for, first a bit of my character (mechanical)

Note: GM rules for stats was 4d6 take highest 3 (reroll 1's) and no stats above 18 (including racial bonuses)

Raina (half-elf) Summoner 1

Str- 16
Dex- 17
Con- 14
Int- 14
Wis- 12
Cha- 18

Feat 1: Mounted combat/Skill focus (conjuration)
Spell 0: Guidance, Detect Magic, Message, open/close
Spell 1: Grease, Mage Armour

Weapons: Hand Crossbow & Long-spear

Eidolon (Quadraped)

Base Evo: Limbs (legs)(2), Bite

Extra Evo's: Claws (front legs), Improved Nat Armour, Pounce

Feat 1: Power attack

Now i can't decide on where i should go with this, should i go for a mounted summon build or do i stick with a buffing build and allow my Eidolon to dish out damage, what would you recommend for a first timer?


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