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Maya Coleman wrote:
Rioko Ray wrote:
Forgive me for bothering you, I haven't found how to delete this topic. But I decided not to play as an iconic character. Because I don't feel it belongs to me. I'm currently trying to make a build for the cavalier archetype.
You do not have to delete it! The topic has simply evolved! How are you building the new character so far?

I had a ready-made character for the first edition, I wanted to play a small cavalier. To operate not only in open spaces, but also inside the building. I had a build prepared, and a character. But my friends switched to the second edition. So I decided to play as a cavalier, taking the fighter class. The goblin on the wolf.


DMurnett wrote:
Always happy to help my community ^_^
Maya Coleman wrote:

Thanks for sharing this resource, DMurnett!

Rioko Ray, please let us know if you still need some assistance, but you're in luck! These were created to be a good place to start!

Forgive me for bothering you, I haven't found how to delete this topic. But I decided not to play as an iconic character. Because I don't feel it belongs to me. I'm currently trying to make a build for the cavalier archetype.


We switched to PF2 from the first edition. I've never played the second edition. And I haven't had time to figure out the second edition. So I wanted to play as Iconic alchemist Fumbus.

I would like to ask knowledgeable people, advise skils, Fits on which to pay attention to. Or even builds. I will be glad to any help.

But I want the world to burn )

[img]https://ibb.co/G33Thnmd[/img]


gnoams wrote:

I've played one and it works perfectly as written. Don't overcomplicate it. It does what it says and nothing more. You climb on the creature just like you would climb on anything else using the normal rules for climbing.

If you are climbing on an object and the object moves, you move with the object.

You don't enter the wall's square to climb on the wall so why would you enter the creature's square?

It changes nothing about flanking, just follow the normal rules.

There are plenty of existing rules that would work to attempt to knock someone climbing off of a wall, all of those work in this case too.

Note- Since it changes nothing about the climbing rules, there's some pretty big penalties to be aware of. You need both hands free to start climbing, then you can pull a one handed weapon to stab with. You can't use a shield. You really want to take the climb skill unlock at level 5 so as not to be flat footed. And every time you take damage, you have to make a new climb check or fall off.

I fight with my claws. So I have both hands free all the time.

Thank you all for your valuable advice.


The hard option seems pretty interesting but makes the ability too expensive. To get a small advantage, you spend a huge amount of everything. I trade a full attack for a chance to get a small bonus. Getting heaps of fines and a chance to fall. Since at a high level the opponents have a fairly large СMB, it will not be difficult for them to get rid of my. Which makes the ability more harmful than useful.

We agreed DM, to use the first option but with the condition that I spend a quick action. Since this archetype gets a bonus for dirty tricks by climbing on an opponent. And the archetype can activate a dirty trick with a quick action. I'll have to decide whether I want to get the climbing bonus or use a dirty trick.


Limb-Climber (Ex)
When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.

This ability replaces trapfinding.

Improved Dirty Trick (Ex)
At 2nd level, a vexing dodger gains Improved Dirty Trick as a bonus feat, even if she doesn’t meet the prerequisites.

This ability replaces the rogue talent gained at 2nd level.

Underfoot Agility (Ex)
At 3rd level, a vexing dodger gains a +1 morale bonus on Acrobatics, Climb, and Escape Artist attempts against creatures at least one size category larger than herself. This bonus increases by 1 for every 3 levels beyond 3rd.

This ability replaces trap sense.

Underfoot Trickster (Ex)
At 4th level, a vexing dodger can move through the space of a creature two size categories larger than herself without needing to attempt an Acrobatics check. She would still need to succeed at Acrobatics checks to avoid attacks of opportunity provoked by leaving a threatened space; this ability covers only the ability to move. Additionally, whenever the vexing dodger hits a larger foe with a melee sneak attack, she can choose to forgo the sneak attack bonus damage and instead attempt make a dirty trick combat maneuver as a swift action.

This ability replaces uncanny dodge.

Distracting Climber (Ex)
At 8th level, when a vexing dodger attempts a dirty trick maneuver against a creature she’s climbing, she gets a bonus on the combat maneuver check equal to the number of sneak attack dice she has.

If she chooses to sicken the target with her dirty trick and succeeds at her combat maneuver check, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the vexing dodger’s level + her Intelligence modifier) or be nauseated for 1 round.

How exactly "Limb-Climber" feature of Vexing Dodger works?
И тело вопроса что-то вроде. "Limb Climber" is not very well explained. It is not a one-sided grapple similar to stirges and the like (it says so in text), so how exactly does it work? If I am climbing a creature, do I move with the creature? When I am climbing, am I positioned in creature's space or adjacent to it? Do I provide flanking if I am climbing in it's space? If I do not move with the creature, do I just kinda drop at the space I am if it moves away? If I move with the creature, how can it stop me from climbing it? Is it some kind of CMB check, should it try to bullrush me or something? I've looked at similar climbing mechanic on Kaiju, but it's not elaborated there too


Thanks for the tip. Because my character is just focusing on dirty tricks. Do you know if a character can have two such tattoos? For each hand.


I play a rogue retfolk that uses natural attacks, claws, bite and tail. I am interested in the question of whether a Serpentine Tattoo works with natural attacks. Because the description doesn't say anything about natural attacks.

Serpentine Tattoo
Three times per day when the bearer makes a successful melee attack with a monk or performance weapon or an unarmed strike, he can cause the tattoo to lunge like a snake at the creature hit. This allows the bearer to perform a dirty trick combat maneuver as an immediate action that does not provoke attacks of opportunity.