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![]() I'm looking to build a Oona, a Dreamthief, from Michael Moorcock's The Dreamthief's Daughter (an Elric of Melnibone tale). I was thinking of (UC) Rogue plus Dreamspun sorcerer bloodline. Elf or half-elf. 20-pt buy. (maybe 25) There's probably a witch archetype or shaman or something that works better, but there are just too damn many archetypes now to keep track of! Any suggestions? Equipment? Thanks! ![]()
![]() Based on a discussion on the Rules forum: Can you be flanked without knowing you are flanked? I was wondering: could you Bluff someone into thinking that there is someone/something in a position to provide flanking? Not a feint, which would probably be better as it makes them flat-footed, but - well, just a thought. I believe there's a Feat that allows an illusion to provide flanking, so I wondered: "What if I just pretended I had an ally there? Could I convince them that I have a hidden or invisible ally in a position that would grant me the flanking bonus?" Do-able? Worth it? Already exists as a Feat somewhere? ![]()
![]() Hi all I've tried poking around, and I can't seem to locate any Fey Lords in the Pathfinder Bestiaries (1-4). I find references to them as "the Eldest", but can't find actual stat blocs for them. I'm looking for someone (something) like Hern, Master of the Wild Hunt, or Talos; a fey Lord, more Celtic or even Norse in flavor. Not Baba Yaga, which I can locate. I can find an Erlking, which is close, but not quite what I'm looking for. I'm sure they're in there, probably under some heading that I'm not seeing. I want to find out what names they go by in Pathfinder. Thanks! ![]()
![]() I have a friend who made a Slyph Kapenia Dancer Hexcrafter Magus that's pretty effective. I'm looking to make one as an Undine and use:
I looked thru the Magus guides, but can't find one that deals with the Kapenia Dancer archetype. (Why Kapenia Dancer? It fits the concept of the character better than, say, the Kensai or Bladebound, etc. Gypsy dancer who can kick butt and control the field through trips and disarms with her bladed scarf.) 20-point buy. Suggested attribute and feats thru lvl 12? I'm thinking attributes @ 1st:
(I don't build with dumping stats, so this was my likely stat spread based on 20-points. It may go to 25, but this way I've got a base to start from.) Thanks! ![]()
![]() Weekly; semi-monthly. Have GM'd but am learning PF and 5e, so would like a group where I can start as a Player, or switch off GM duties. Modules; AP's; home brew. (I do mainly home brew myself.) Weekends better than weeknights. (Fridays = never.) I'm in Reseda, CA. Not sure what groups may be in the area, or gaming stores with tables. ![]()
![]() I'm curious about how the whole "5'-step" came about. It didn't exist in AD&D. I assume it's a 3.xx carry over? I've been reading the "unbeatable stealth?" thread, and the 5'-step keeps being brought up, and it made me wonder: What is the logic behind it? It's not a move action, yet it is movement. It avoids an AoO, okay - but it also seems to create all sorts of problems and slow combat down. And the Withdraw action? Still subject to AoO's, so what's the point of it? OK - I get the idea behind a 5'-step preventing an AoO. I'm only moving slightly, hardly at all, just a minor repositioning, and so my guard is still up and focused on any adjacent enemies, so I prevent AoO's. But, my God, talk about all the mechanics and Feats that have become involved with this simple little non-move movement! It's one of those "grey area" things in PF - not really one thing or another. It just seems like it would be so much simpler to just do away with it. How many people really use it, both as GM and as Players? Just curious. ![]()
![]() House rule: If the Chirurgeon takes the Infusion discovery, their curative extracts heal an additional amount of hit point damage equal to their INT modifier. This way, a Chirurgeon's archetype with its healing focus has a slight advantage over any other alchemist who can also create infusions when it comes to healing extracts. ![]()
![]() I've been hooked on the Brawler class lately, and was working up a Strangler as sort of a stealth killer and thought: This guy needs Silence is Golden from the Daring Infiltrator Swashbuckler deeds! Since grapple takes at least 2 rnds before you can start to Strangle, he'd need to be able to keep his victim from calling out for help. But there doesn't seem to be any mechanic (Feat or class ability) that bestows that. Is there a way to get that deed without taking 3 levels of Swashbuckler? Silence is Golden wrote: Silence Is Golden (Ex): At 3rd level, when a daring infiltrator with at least 1 panache point succeeds at a trip or grapple combat maneuver check, the target is rendered mute for 1 round. For every 5 by which the result of the combat maneuver check exceeds the opponent's CMD, the target remains mute for an additional round. A mute creature cannot speak, use language-dependent effects or verbal components, or use command words. This deed replaces menacing swordplay. I suppose not since it replaces a class ability for the Swashbuckler. But - man! - that would be sweet! ![]()
![]() Hello all! I want to make a Flowing Monk/Iaijutsu, but not as a gestalt. I want to add: Canny Defense (INT to AC); and to add the Iaijutsu features @ 7th, Critical Perfection @9th, and Superior Reflexes @ 11th, to the Flowing Monk archetype. I really have no interest in all the Magus abilities (spells, spell-strike, all that jazz). I'm building him based on the Uncle Doj character from Glenn Cook's The Chronicles of the Black Company series, a swordmaster with his sword "Ash Wand." Agile, semi-mystical (hence monk), and deadly with his sword. The Weapon Master didn't capture it as well as the Flowing Monk, but the Kensai was close except for all the Magus stuff. edit: I mean Weapon Adept, not Weapon Master. To bring this to my group and see if the GM will allow him, I want to offer some features to sacrifice if needed. What would be fair to give up in exchange? Evasion? Flowing Monk already loses Stunning Fist; Fast Movement; Purity of Body and Diamond Body. (All for Flowing Monk feats, which are the flavor I am after.) Yes - he will be a bit MAD, but most Monk builds are. I've mocked up a multi-class in Hero Lab on a 20-pt buy as an Aasimar that was alright, but took waaaay too long to develop, at a huge loss of BAB. I'd rather go Flowing Monk with a few of the Kensai features added in and stay (more or less) single class. Thoughts? ![]()
![]() I'm currently running RotRL Anniversary Edition with 5 players, one of whom wanted to play a Summoner. I don't really like the class myself, but he loves it, and I haven't seen it in play, so I said "okay". Then he hits me with: Master Summoner archetype, which is rather broken. And, of course, he summons the Eagle, which is OP compared to the other creatures on the list of Summon Monster 1: 3 attacks, all at full +3; flight; 80' movement. PLUS, he got Augmented Summoning at lvl 2 (+4 STR & CON to summoned creatures). So his Eagle comes into play where he wants it positioned, deals 3 attacks doing 3-6 hp/per, and is absolutely shredding the goblins in the encounter. I'm wondering: how do I reasonably counter a Master Summoner? Is there a guide somewhere on countering/dealing with Summoned Creatures? I am really trying to not house-rule anything in this. I am using the AP to learn the Pathfinder mechanics better, and don't want to start making up rules just to counter his character. They have now reached lvl 3, so I know he plans on dismissing his eidolon to free him up for multiple SLA summonings, all at 3 min durations. I don't want to unfairly counter his character by throwing in things specifically to counter him, but I have to do something. He's only 1 of 5 players, with a ranger, a slayer, a rogue, and a witch in the mix. Right now, I am adding things like: nets for the goblins (to take down his eagles); more ranged attacks (short bows); tanglefoot bags and thunderstones. I'm thinking of adding a scroll of "Prot vs Good" as well, but that would be for only certain NPCs as the goblin chief couldn't use it. They are at Thistletop for those who know the AP. They just cleared out the bramble tunnels in front of the keep, and will enter the keep this weekend. Suggestions are welcome! |