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![]() So I'm looking through Bestiary 4 and I came across a monster that most would over look, the Tikbalang. The reason it caught my eye is because it's the first and only monstrous humanoid that I'm aware of with the pounce ability. On top of the ability to pounce said monster can trample, make two hoove attacks, and bite. That got me all excited because this means I can make a melee character that full attacks on a charge without having to resort to class dipping or turning into an animal, all I'd need now would be a wand and UMD. For me Monstrous Physique II has skyrockected into usefulness. Now I've noticed this is also a Magus spell so this got me wondering. Can you pounce and use spell combat at the same time? I want to say no as pounce alloys full attack on a charge, which is a full-round action, while spell combat itself is also full-round action. I'd like to hear your opinions on this. If anything else this pulls Monstrous Physique out of obscurity when compared to beast shape and giant form. ![]()
![]() This is the result of trying to make a pouncing character throw out as many natural attacks as possible. I've played around with many builds from Aasimar Antipaladin/Ranger or Barbarian or straight up Aasimar Barbarian. Many interesting builds were made and discarded, then the Viking Archetype for Fighter came on the seen. At first I thought it was the poor man's Barbarian then I found it was more than that, much more. A fighter that can take Rage Powers as bonus feats? Nice! It's a 20 level build because that's how I roll. Human Viking Fighter (Haste, Rage, and Giant Form II)
Skills: Acrobatics +28, Intimidate +27, Perception +27, Use Magic Device +27 Level-Feat and Ability Score Choices
Magic Items:
AC: 49, touch 13, flat-footed 24 (+9 armor, +6 shield, +4 dex, +11 natural armor, +1 dodge, +1 insight, +1 AC bonus, -2 rage, -2 size)
Melee: Primary Unarmed Strikes +44/+44/+39/+34/+29 (first attack 3d6+73 19-20/x2 and 3d6+59 19-20/x2 for the rest), Off-Hand Unarmed Strikes +44/+39/+34 (3d6+53 19-20/x2), Gore +39 (2d6+44 19-20/x2), 2 Tentacles +39 (2d6+44 19-20/x2), Bite +39 (1d8+44 19-20/2x), 2 Claws +39 (3d6+44 19-20/x3), 2 Slams +39 (2d6+44 19-20/x2) Average Damage: 964.5 Damage Breakdown:
To clarify things here is that I'm using magic items and the Beast Totem rage power chain to grant myself different forms of natural attacks. I'm taking feats to increase the effectiveness of unarmed strikes such as Weapon Focus and Dragon Style. Finally I took Martial Versatility, Martial Mastery, and Feral Combat Training to allow for Weapon Focus, Weapon Specialization, Dragon Style, and Dragon Ferocity to be applied to both unarmed strikes and natural weapons. And to top it all off I get to charge and full attack. What I would like to know is that 1) Did I do the math right? 2)Would gloves of dueling work with this? 3)Is there better magic item and/or feat choices I can make to increase the damage? ![]()
![]() So I understand so far that if you have 4 arms and you're wielding a two-handed weapon as a off-hand weapon the Str bonus to damage is 0.75 your Str modifier (1.5 two handed x 0.5 off-hand) and 1.5 with Double Slice. What's the damage bonus for wielding a single weapon with more than two limbs? Say you decided to get a greatsword and just wield it with 4 limbs. I know back in 3.X that you add an additional 0.5 Str bonus for each additional limb beyond the first so that if you're wielding with four arms it's 2.5 Str bonus to damage. Does this still hold up? Has there been any ruling on such? ![]()
![]() Okay I'm not entirely sure I got this right because of how ridiculous the damage is but I believe everything is in order. Ratfolk 20th lvl Pistelero Gunslinger Starting Dex 20 +5
Feats:
2x +5 Distance, Corrosive, Flaming, Frost, Shock Double-Barreled Pistols
Regular attack: +41/+36/+31/+26 (+20 BAB, +13 Dex, +1 size, +1 Weapon Focus, +1 Point-Blank Shot)
All out attack(Rapid Shot, Two-Weapon Fighting, Hasted, Deadly Aim, Weapon Chord Shenanigans): +26/+26, +26/+26, +26/+26, +26/+26, +21/+21, +21/+21, +16/+16, +16/+16, +11/+11
Assuming all the attacks hit we get something like this for each consecutive attack: 69/70/71/72/73/74/75/76/77/78/79/80/81/82/83/84/85/86 damage All together that's 1395 points of damage not counting crits! That's enough to drop anything in one round! Did I do this right? I'm not even running this thing in any game, it's just a thought experiment. ![]()
![]() I've seen some complaints about the lack of pet/summon/cohort support. I know there's going to be more Paths later on but I would like to advocate a Mythic Companion path solely intended for Animal Companions, Cohorts, Eidolons, Familiars, Mounts, and so on. Some of us are not all that special but sometimes in the company of a truly extraordinary person we're pushed to limits we never thought possible. There's always someone special that brings the best out of us, we work harder, we do things better, we behave at our best. Well we were at that time the Mythic Companion to a Mythic Person. The Iolaus to Hercules, Robin to Batman, Simon to Kamina, Arthur to The Tick. The trusty steed, the true friend, the loyal family pet. They're never anything incredibly special really but they always had a friend that saw something special in them and they end accomplishing really great things in the presence of very superior people. This is more than enough to support a Mythic Path that only eidolons, animal companions, summons, cohorts, etc can take. They're mythic flaw could be that they have to be the companion of a Mythic Character and once they're no longer the companion they lose this Mythic Path. Their Mythic tier will match the Mythic Character's tier. You can keep all the standard Mythic Tier abilities that the PCs get even up to immortality cause there's always a scene where a friend dies and they come back to life miraculously. The benefits of a Mythic Companion path are that players don't have to feel shoehorned into a support path and companions keep up with the power of the PC especially if it's a class that relies on companions. ![]()
![]() So guys we're doing a arabian adventures-like campaign in Pathfinder's Golarion setting. I'm not to sure about party balance though. Current party set up as follows: Characters
All the rogues have UMD up the wazoo. Especially me since I'm a charisma rogue. Parrots are not skilled for close combat, makes for great dirty coward roleplay. And the DM has nerfed the Genie's wish ability to limited wishes. We're all experienced players but I can't help but think there's something off by this party. Any suggestions to fix this? ![]()
![]() I'm running a game with a druid and transmuter in my group and I'm one of those DMs that likes seeing their players have plenty of options to play around with. So we're flipping through Bestiary 2 looking at all the new creatures they can use with the polymorph school and wild shape (alright more dinosaurs!) and noticed that some of the monsters do some form of extra elemental damage with their natural attacks. A couple of noticeable examples are the Viper Vine which does extra acid damage with it's bite and the Dragon Horse which does an extra electricity extra with it's hooves. We got curious and checked Bestiary 1 and saw that the Ankheg and Winter Wolf do acid and cold damage with their bites respectively. There's no mention of extra elemental damage being added to attacks in the universal monster rules other than the burn ability. And it's not mentioned in the creature description other than Ankheg's acid spray, but it only says you don't get it if you use the acid spray. So I'm curious, would changing into a form that does extra elemental damage with natural attacks do you gain the ability to do extra damage with your natural attacks? ![]()
![]() It's a playtest of Ultimate Magic and no one is talking about spells, let's correct this. This thread will be about what is everybody hoping will in be included, what could be done with old spells, and general ideas. I'll get started. APG realized alot of what I thought could be done with a bard and then some. BUT the bard's spell list has always irked me, alot of useful spells but never really the bite I was looking for. I've been thinking about this ever since I found out that the assassin didn't have spell-casting anymore, why not take all those spells and give 'em to the bard? Now, I'm not just talking about the old standard spell list but the expanded list that included many unique assassin only spells. Some of those spells could be re-used and influence a line of spells following similar lines of thought. I think this gives alot to the bard without really taking away what it is to be a bard while adding a sinister aspect a player could really enjoy and explore. This might be wishful thinking but I'm hopeful it's considered. A bard varient did get half-progression sneak attack... ![]()
![]() Me and a friend had a debate about Antimagic Field and large/huge size from spells and what effect it would have on the enlarged creature. We came to the conclusion of "not sure." This came about because of this line here at the end of Antimagic Field. "Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field." I'm probably stretching it but I'm assuming that if someone is large size or larger due to Shapechange, Wild Shape, or whatever is caught partway in the AMF then he remains unaffected mostly by the AMF and remains the larger size. If true this provides a nice advantage for a druid and wizard against a AMFed warrior. Any thoughts on this? Am I right or am I having a serious case of wishful thinking? |