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![]() I believe you miscalculated your Catfolk's point-buy... Taking off her 4th and 8th lvl bonuses to Str and her +2cha headband leaves her: 18 14 16 14 08 16.
11,12,13 each cost +1 point
I would buy her : 16 12 14 12 11 14.
as for which to play... without knowing your party makeup or what your GM plans to throw at you, I say play the catfolk. You have her fleshed out more and even have a plan how to role-play her. You can always flesh out the oread and play her in a different game. ![]()
![]() Rerednaw wrote:
Well I already have a Half-Elf Oracle, and I have a Aasimar Paladin (both built on str/dmg), but I don't have any small characters, so I figured I'd build around a small character who didn't have to worry about his strength score because he cast Blasty spells and had an Animal Comp to soak for him... That small Aasimar looks really good though..I'll have to see which benefit I want more... But there is no benefit where the Bear or Wolf out shine the Tiger past level 7? ![]()
![]() The Campaign starts at Lvl 7. My character will be a gnome Lunar Oracle with the Blackened Curse. I plan on casting fire spells while my AC melee attacks. I dont know what the party makeup will be yet, nor do i know what the GM plans to throw at us. Im looking at the Bear, tiger or wolf, but I am still open to other Ideas. Im limited by the Lunar Oracle Companion List, and don't know if i'll be able to talk the GM into expanding it. Thanks for any advice you can give me! Also im looking at the Gnome Oracle Favored class bonus... Is it worth it to lose out on 7+ skills/HP to get Wall of fire 3 levels early? Thanks again. ![]()
![]() Mathwei ap Niall wrote:
That's because he has a Morningstar in the other hand, and therefore cant use it as a claw. Why they didn't add a shield bash then put: "or 2 Claws" like with other creatures (devils and demons for example) I don't know. ![]()
![]() Redneckdevil wrote: Okay so what's up with the sentence about using another limb when ur BAB goes up that ur not using? Why even put that in there if there wasn't an amount u can use then? The one that states when ur BAB gets high enough, u don't gain an extra attack, u can use another limb that u haven't used for a natural attack to attack with a natural attack? You mean this? : Page 182 Core Rule Book wrote: You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack. This is for the Limbs stuff I was talking about... One of those Clawed hands carries the sword and attacks multiple times with the high BAB, but does not get to be used as a claw. Don't read the second "receive" as meaning that a higher BAB gets you those extra limb attacks. The "receive"s are not meant to replace one another... the writers just use the same word. You receive additional natural attacks from actually having multiple body parts that can attack, and you receive more melee attacks from having higher a BAB. ![]()
![]() If you had two claws, a bite, two wings, a tail? you have 6. (3 primary at full BAB, 3 secondary at BAB-5) Two claws, a bite, two wings, a tail, and a +6 BAB? you have 6. Two claws, a bite, two wings, a tail, and a +11 BAB? you have 6. Two claws, a bite, two wings, a tail, and a +6 BAB with 1 claw holding a longsword? you have 7: Longsword+6/+1 and (1)Claw, Bite, Wing, Wing, Tail all at +1 because they are now all secondary. Above with 11BAB:
Etc... ![]()
![]() Rynjin wrote:
Not Quite. It is not Murder by legal terms AFTER the law is applied to it, but the act by itself before you look at it through the eyes of the law... is 'murder'. If you want to differentiate between the Legal term 'Murder' and 'Murder' : The Evil killing of sentient life. then we can try to do that. Superman doesn't kill Lex Luthor, Batman doesn't kill Joker, Spiderman doesn't kill Venom, this is all because there is always another option: stopping them without killing them, then trying to guide them back to the path of good. To not try that option is to not respect their right to live, and to be a Good guy you have to respect life. ![]()
![]() Yeebin wrote:
Incorrect. If you kill your enemy in a time of war you are not CHARGED with murder. But to kill is still murder. It is just legal and unpunishable. That is why people look for just causes to follow so we can justify murder in our hearts. To continue 'Nearyn's examples:
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![]() Nearyn wrote:
This. Exactly This. It is Lawful Evil. The Act of Enjoying the Killing is Evil, but then limiting that enjoyment to only 'Bad Guys' is Lawful. The lawful evil person knows that killing is looked down upon, but forgets/doesn't-understand/doesn't-care why. If he likes killing, and he notices that people complain less when 'Bad Guys' die, then he starts to kill THEM instead so he can get away with it/pretend to be the 'Good-Guy'. He is more concerned with his enjoyment (Evil) then the fact that every life is supposed to be equal and sacred. He finds a way within the law (Lawful) to get what he wants.
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![]() He definitely has monk lvls, with infinite Ki... BUT, Because the gods are so powerful, I try to imagine them not as single-class 20lvl characters. Instead each and everyone of them are 'super' mystictheurges with 20lvls of cleric 20lvls of wizard, and 20(yes 20) lvls of mystictheurge, with all spells prepared and the ability to cast them all with metamagic spontaneously. with that as a starting point, I then think... what would separate Mystictheurge (Irori) with Mystictheurge (other god)? Probably another 20lvls of monk atleast, and a higher-than-the-average-god Wisdom score however high a god wisdom score is... because they are not really stat-ed, and for the above reason. ![]()
![]() Does +2 Int item stone give skill points? Yes.
The idea behind this is that this way the +2 Int Item gives the Character immediate Mastery of one skill, as opposed to slightly increased proficiency spread out. For instance: A Wizard with 0 ranks in knowledge(History) puts on the Item... 'BOOM' "I Know all the history someone of my level could possibly know" ![]()
![]() I don't see why not. Only a magus can cast a spell and weapon attack, but that's not what you are asking... How I read the rules for this situation: a 4th level rogue with 18Dex, 10Str, two-weapon fighting, weapon finesse, Minor magic- something, and Major magic- Chill Touch, while flanking an enemy with rapier drawn, and an empty hand could: Round 1 (Cast spell, move, and touch)
Round 2 (start two weapon fighting)
Round 3-4 (Rinse repeat)
(The Arcane Trickster class has an ability that adds sneak attack damage to Spell damage) Edit: Just reread your question... I'm not sure about multiple touch attacks in the same round... I think that topic has been FAQed and changed many times and there are many threads that discuss how spells like chill touch actually work. I do know though that the above way of doing it works for chill touch... ![]()
![]() I believe there is an alternate Aasimar, that gives +2 to dex and wisdom (Plumekith aasimar). I think it also has some archery traits associated with it. Its spell like ability is see invisibility instead of daylight though... im not sure how attached you are to daylight. for first level feat take pointblank shot for +1attack and damage when with 30ft ![]()
![]() I cant find anything about this in the rules, but I think when awaken was cast on him, you were effectivly upgrading his elemental spirit to an elemental soul... The soul/spirit of somthing is the free will that controls it, so adding another soul would just give his body 2 masters... I think all you need to turn the flesh golem into a humanoid is just polymorph its body. ![]()
![]() PsychoMilkman wrote:
so non-core races only except half-orc... An Angel-kin assimar who "resents people expecting him to be perfect and wants to show them just how wrong they can be" would be an interesting kind of evil, and would also give +2 to STR and CHA but without the Nagi Int penalty... though with the CHA preference Int may be your dump stat anyway as a fighter should never dump Wisdom.On that note a wayfinder with a clear spindle Ioun Stone in it is your ticket to not being charmed into killing your allies... (along with the normal benefits of not needing to eat or drink) Ive seen math that for a +6 strength mod or higher a Falcata is the best weapon to use 2handed (even beating the greatsword, which unlike the Falcata cant be used onehanded with a shield) It will burn one of your feats for EWP. Power attack is a must as well as weapon focus and specialization in your chosen weapon. Its up to you whether you want to go reach weapon (Lucernhammer is my favorite, but fauchard is 1d10 18-20crit and has trip) combat reflexes, trip whirlwind attack... or just straight up damage and defenses for the rest of your feats. below is a rough 20pt buy using the assimar without Magic items.
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![]() I usually prefer heavy shields when I make my Hoplite-style fighters. The Spear, large shield and short sword (or Gladius) combo is more in line with my idea of the Greek shield wall. However, It does lend to not being able to two weapon fight effectively until you throw the spear and draw the light shortsword. You might want to take lunge (or maybe use a long spear after third level) for the flavor to hit with reach while still being able to shield bash. With seven characters using 25 point-buy I assume you are ok trading some optimization for more Hoplite flavor... + 1 to all previous feat and weapon comments. definitely get weapon focus spear and Improved shield bash at first level... I've never felt the need to take quick draw though... perhaps TWF or Weapon focus Shield Bash instead? ![]()
![]() The Character-making Gods of the messageboards might ask for some more information...
Do you have a race preference/ preferences in general?
this should help them narrow down the list of characters they will throw at you. ![]()
![]() slade867 wrote:
The problem is we are trying to use 21st century logic to solve a problem that doesn't exist in the 21st century. If you are on your computer using this site you PROBABLY don't! in a place where slaves, servants, cohorts or or other people who have different rights exist. We used to have these things, but we decided that it was unfair of us to treat them so poorly, so we got rid of them. Pathfinder is reminiscent of a time when slaves and cohorts existed and these people did not have equal rights. Cohorts in particular (for lack of a better term) 'enslaved' themselves to you of their own free will in order to bask in your leadership and receive whatever gifts you decided to throw them. ![]()
![]() Viable Yes. Will he be better than a straight up fighter archer? No, but only because he has less feats and needs to spend standard actions to buff himself before he starts to shoot. Have Erastil as your deity, then take the feat where you use your wisdom modifier for attacks with your deity favored weapon. This allows you to ignore the archers need for dex. Depending on races allowed you could then be an Oread or dwarf for a higher wisdom, or human if you feel you need that extra feat. Are you looking to play an archer made out of a cleric? Or more of a cleric who uses a bow? ![]()
![]() Hitokiri Battõsai wrote:
I think that Bald Guy who was the leader of the 'Crazy 88' gang from 'Kill Bill' #1 fights with a double walking stick Katana. ![]()
![]() Buri wrote:
yes, but masterwork gives a +1 enhancement bonus to attack rolls only it is not the same as the so-named "+1 enhancement bonus" that you magically add to a weapon for 2000gp. I agree the writers could have been more clear in their distinction between the two, but they are fantasy writers, not lawyers... I cant actually prove you are wrong per RAW (especially without my book on me), but the intent has always been to have everyone make their weapons magic first, and then add magic properties to your now magic weapon. ![]()
![]() Blave wrote:
I don't think "Cartmanbeck" meant that the two rules you mentioned attually stated "one natural weapon" instead of "one natural attack", because you are right and they dont... I think he was trying to explain the difference between having "one natural attack" and having "one natural attack"... which is confusing... For example:
If they Full attack, the Boar gets (1) 'gore' attack at 1.5xStr dmg to his attack. The skeleton gets (2) claw attacks at 1xStr dmg. If they use a standard action to attack the Boar still gets his one attack at 1.5xStr dmg, but the Skeleton that has (2) claw natural attacks still only gets 1xStr dmg to his (1) claw attack that round. So the number of actual attacks they get in a round doesnt matter... as creatures they still have the same number of attacks regardless of how many they use that round. So you cast "Haste" on both of them the skeleton would get (3) claw attacks each at 1xStr dmg, and the boar would get (2) gore attacks at 1.5xStr to each. Hope this helps. ![]()
![]() Clangis wrote:
Even if you are only using the core rule book there are several melee roles your fighter can fill. 1. If you only care about dmg, a high strenth "two-handed" build can put out the most dmg consistantly. Go Earthbreaker, Dwarven Dorn Drugar (awesome dwarf weapon btw), or other highdamage/high crit weapon. 2. If by "lack of" you mean your party has zero melee besides you, I might want to focus more "Sword and Board" and be the wall between the enemy and the rest of your party while wielding a Waraxe and Tower Shield. This build would focus less on dmg but more on staying alive so you can keep the party alive. (You can also still move-action drop the Shield and twohand the waraxe when necessary.) 3. If you arent the only guy who can melee you could also go the two-weapon-fighting route and flank with the other 'melee' guy to ensure both your strikes hit. This build pumps a little more into Dex/Int than the other builds to ensure you can control the bad guys better with trips/disarms. You can still shieldbash with a Light Shield in your off hand weapon with this build if you want more AC. What works will depends on your party makeup but more so on what you think you will have fun playing. If you are still unsure at first level, it pays to stay flexible. Use a weapon you can use in one or two hands, grab a shield and make sure you have a ranged weapon. (at the very least grab a sling, they are free!!) ![]()
![]() Ravingdork wrote:
The actions you take are important when it comes to alignment, but so are the motivations behind them. For example: If your party members die, what would he want to do with their gear and What is the reason behing it? Option A:
Option B:
Option C:
Notice the shift in thinking from careing about the group: "you, you, you" to caring only about your self: "I, I, I." That is essentially the difference between good and evil. A is obviously "Good", B is "Neutral", and C "Evil". If your character is turned off by the wicked deeds he sees his religion performing against others, he probably wouldnt wish harm on his allies, and should have an interest in their survival. He might be reluctant if their survival cost him something, but shouldnt wish them outright harm. ![]()
![]() Gauss wrote:
The Meteor mode option was poorly written, but I think we can all agree that RAI: 1. In Fortress mode you hold the Meteor Hammer with two hands to attack with one end. You hold it as you would a two handed reach weapon, with one hand near the middle of the weapon and one hand close to the butt of the weapon. This allows you to use your main hand to attack with reach and allows your off-hand near the "butt" of the weapon to be used as if you were holding a buckler/small shield (thus the +1 to AC). 2. In meteor mode you hold the Meteor Hammer as you would any other double weapon to two weapon fight with it. (At two points equal distance from the center, allowing you to hit with each end like you would a Dire Flail) Meteor Hammer wrote:
I believe the intent of the "Meteor" mode passage is to say that you can two weapon fight with it, because if you look at "Fortress" mode it is already your "Option B" way of using it, so "Meteor" mode would be "Option A". The way I see it if you use Jotungrip with two Meteor Hammers you would have to have both in "Fortress" mode (double weapon "Option B") because you cannot TWF (double weapon "option A" AKA "Meteor" mode) with both ends of the same Meteor Hammer if you hold it in one hand. Edit: now that I read this I begin to see RAW "Option C": if you are medium, you hold a small sized Meteor Hammer wrapped around one hand. It is now a one handed weapon w/o reach and w/o the +1 AC. If you add Jotungrip it is now medium weapon w/o reach ect.. held in one hand to attack adjacent targets. You could then Jotungrip the other whole Meteor Hammer in "Fortress" mode to attack at reach. (Though to use both in the same round you would still take the TWF penalty) (The above option looks very similar to how a Dwarf with Dwarven Dorn Dergor Master would TWF while holding and a light shield and a Dwarven Dorn-Dergor.) ![]()
![]() Animation wrote:
There is a "Composaurus?" (I forget how it is spelled) in Beastiary 2 off the top of my head I think it is page 91? It has a poisonous Bite and it gives you +4 to your inititive, but I believe it requires you to have the improved familiar feat. ![]()
![]() Alex the Rogue wrote: Why are you trying to add "realism" to a fantasy game? I hope that works for you! One has to attempt to make the game real. "Real" is the one base line we can all agree on when arguments arise. Even though it is fantasy, the fantasy has to be believable, if not your mind will keep trying to wake you up from it and you will lose interest. ![]()
![]() See my edit above, but yes, one has to treat both the Melee part and the range part of the weapon separatly for the purpose of encantments for balance reasons. A two weapon fighter has to enchant both of the weapons he uses, a person using a double weapon has to enchant both ends of his double weapon, so I can easily follow the rule saying someone who buys a weapon that has a dedicated part for ranged attacks and a part for melee attacks having to enchant both of those parts even if he cant two weapon fight with them yet. ![]()
![]() I believe there is a feat in Ultimate Combat that allows you to "two weapon fight" while wielding a ranged weapon in one hand and a melee weapon in the other. I belive it is called "sword and pistol."
The sling staff says you treat it as a Club of its size when you melee with it making it a one handed weapon... but if I were your GM I would allow you to use the choke up ability the polearm fighter has to use it as a double weapon. Other wise I would have you wield a sling staff in each hand to two weapon fight. Edit: Come to think of it though... As long as the Musket axe is a two-handed ranged weapon...it would mean you pull the trigger with one hand while the other hand holds the end that has the Axe head. In my mind this would make it work like a double weapon while using "Sword and Pistol"... So I would allow it. ![]()
![]() The clear spindle IOUN stone, when put into a Wayfinder, protects you against being posessed as well as other mind effects. I believe it only cost 2000GP plus the 500 for the wayfinder. It is the perfect gift for any weak willed figher type you wouldnt want murdering his own party members!! as for getting him unpossessed...well...i cant think of anything but, an ounce of prevention is worth a pound of cure. ![]()
![]() Gronk de'Morcaine wrote:
Point blank master is ok and only requires Weapon spec. Snap Shot is just better in my opinion, but requires weapon focus, rapid shot and 6BAB.If you have a Int of at least 14 I would take Focused shot. So for feats: weapon focus, Focused shot, precise shot, IPS, Crossbow mastery, rapid reload, rapidshot, manyshot, 1: deadly Aim
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![]() casiel wrote:
an aspergillum different from the one in the APG?? I forget what page it is on (and my work wont allow me on the SRD), but I think it does 1d6+STR+1dmg from Holywater, but you must hold it upright when filled or loose the water and you have to move action to refill it after so many uses.It is not awesome but it is in there. ![]()
![]() YrdBrd wrote:
This has been brought up before. I forget which thread, but the result was that the Samuri lvls do count as Fighter lvls for that purpose and you do not need to take a lvl of fighter to take those feats. ![]()
![]() Tels wrote:
If it helps... the difference between Jealousy and Envy is ownership of the thing in question. So you can be jealous when someone else drives your car or hangs out with your girlfriend, but you are envious of someone when they buy a new car or when they snag a Girlfriend HOTTER than yours...This begs the question for Tannaris: does she cause other people to be envious of her? Or is the sword itself envious of others? For instance have you thought of having the sword steal the abilities of the people it strikes? So if someone with fire resist 5 or haste fights her, upon a successful hit, she takes that ability/spell away from them and gives it to the wielder, because "it looks better on you anyway" and "you deserve it more" OR if the sword is envious of other weapons it could steal thier powers and give them to itself... so fighting someone with a flameburst sword would give Tannaris the flameburst quality. An Envious person is so because they are insecure with what they have, so having the "Sword of ENVY" mimic and even steal the abilities (especially abjuration powered defensive abilities) of those around her to cover what she thinks she lacks seems to fit the bill, at least in my mind.
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