You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that flicker with dancing flames. The only Strikes you can make are fire talon Strikes. These deal 1d4 fire damage; are in the brawling group; and have the agile, finesse, fire, nonlethal, and unarmed traits.
While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1).
I earned the ability to use this in Society play, but I don't see why anyone would ever want to use it. It doesn't seem as useful as other stances, locks you into an attack that is weaker than your base unarmed attack and, unlike every other Stance, you never get a better ability to use with it.
The enemy that used this stance had a really cool attack that isn't really accounted for by other Monk abilities.
Did the creator not compare this to other Stances when making it? Did they come up with a later feat for the Stance and then just not publish it? Will there be a feat released that makes this equivalent to other stances?
What do other players make of this stance? Can you make a good build using it? Is there a way to make the fire resistance and fire-only attacks together useful?
Bandolier: A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them.
The first sentence seems to imply that it keeps any light item within "easy reach". The last sentence seems to imply that the quick draw effect only applies to tools. Which is right?
As long as they stick to the 8 item limit, can an alchemist use this to quick draw bombs for attacks? Or potions? What about weapons?
Could a rogue with nothing in their hands keep daggers in their bandolier and use Twin Feint, drawing the daggers "as part of the action that requires them"?
Could a thrown weapon user fill up a bandolier with javelins or darts or starknives and draw them as part of the action to attack with them?
Can someone with a buckler or other light shield (such as reflecting shield) raise their shield from a bandolier without the action to draw it? Can they also put it away for free?
I've been toying with making a "wrestler" character for a while now and I am having a lot of trouble deciding what class to play. The more I research, the more options I seem to find for being a good grappler.
I've seen people post that Animal Instinct Barbarian has the best grapple, but without giving any reason why. I also see good grappling abilities on the Monk and Fighter. As a skill, it can be built for by any class, with Clerics having a focus spell to boost it and Rogues being able to take advantage of the flat-footed condition for their sneak attacks.
With Escape being an attack action that utilizes MAP, trading one action you can take advantage of for one or more enemy actions seems like a good deal.
So, which class has the best athletics score for grapples? Which class best takes advantage of grapples? Who is the wrestling champ?
I don't have much experience with play by post, so any help would be appreciated. This would not be a rules-heavy game.
What I have so far:
Background:
In a world of myth and magic, heroes and villains, gods and demons - you're normal. That is to say, you see the world differently and have always had to work hard for the things that other people take for granted.
Lately, though, things have been looking up for you. A chain of seemingly random events has led you to the small town of Rapture, to a large, old building with heavy iron doors that open as you approach.
Character Creation:
All races are acceptable, but give +2 to one stat, +1 to two stats and -2 to one stat with no racial traits or feats.
NPC classes only: Commoner changes are d8 HD, 4+ skills, all saves high progression.
All alignments acceptable. No traits. 1st level.
HP will be full HD+Con mod+CL each level.
All characters will soon have flexible abilities that they can use as their minds see fit with very fast progression.
For those that want to help in determining those abilities:
Enchanting:
Characters will learn how to mold themselves and their surrounding based on magical concepts they are taught based on a variable pool available as the characters reach different levels. The concepts can be utility, power, or directive.
Most effects will have a linear level-based progression, with damage progression being level squared.
Characters will start knowing the concept of Self and will soon learn two other concepts of their choosing.
Concept ideas so far: Self, Object, Other, Heat, Cool, Electricity, Ground, Conduct, Mind/Thought, Bind, Bone, Lift, Push, Enthrall, Alter, Sense, Order, Hide, Blood, Seek/Locate, Leech, Pull, Fracture, Induce, Poison, Truth, Discern.
I'm looking for new concepts to add and to consolidate similar concepts.
The Discussion tab will be for character introduction, ooc, and gameplay focused on the school grounds such as learning new concepts. The Gameplay tab would be for "class projects." Basically it would be the exploration, battles, and adventure.
I will post on both tabs daily once the game starts and twice daily during battles when I can about 12 hours apart. Character initiative will be player initiative, meaning that those who post first act first and those that don't post that day are treated as Mark the Red from Gamers.
The subject pretty much explains it. I'm looking for a GM and players in or near Sumner to play with. I prefer to play over being a GM as I like not knowing as much about what is going on and am sometimes bad at planning my time to prep.
I've run homebrew games for BESM, BESM d20, DnD 3.5, and Pathfinder and also played in a few WoD campaigns in addition to those systems.
I very rarely play magical characters and like combat types and religious and philosophical ideals that are a bit eccentric.
From my point of view, there is nothing more satisfying than protecting a caravan or group of players from a group of bandit PKs or hunting down that one with a ridiculous list of kills.
That said, some of the features being listed on Goblinworks are really going to ruin my entire experience.
A character who, for role-playing purposes or simply for fun, chooses a chaotic-evil alignment and joins a settlement of like minded characters should not be forced to suffer penalties or live in crumbling buildings
WE THE PLAYERS ARE THAT PENALTY or lack thereof.
There should not be "secure zones" with "Marshals".
WE THE PLAYERS ENFORCE WHICH ZONES ARE SECURE
WE THE PLAYERS ARE THE MARSHALS
I say, if humanity is such that the biggest kingdom is that of bandits or barbarians, then let it be so.
I'll be the one on the other side of that war, ensuring the safety of my friends and fighting those bandit kings because that is an awesome challenge.