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Monk!
One Hand Free for punches
Movement
Wisdom to ac
Punches
Cool new weapons
Punches
Saving throws
Skills
Punches!


Yeah thats my cup of tea

We ha a pretty similar setting a few month ago and the undead wasnt the worst
Thing that happend to us. Parts of Saint Cuthbert church freaked out and formed the scariest Inquisition you can imagine.
No apocalypse without holy nutjobs.


Your range as a slinger is bad and your game master will know.
having a backup slap with your empty hand is to good do deny, also you don't have to take dodge as a monk feat there is this thingy with lowering the opponent movement, shoot, slap, run...shoot a lot.
also there is a feat that count half your non monk levels to calculate your unarmed damage so this is a real winner.
There is nothing wong
dipping to the mong :-D


Monk for sure.
you get a lot of stuff in level 1 wisdom to ac, unarmed strike to defend yourself with your free hand and a feat from the monk list.

Edit: make the library part of a monastery and you're fine


Thanks you. Changing class is something I mentioned before but my gm says that the point in the adventure is bad.
We are alone at the moment.

I kicked kensai out for more spells so we do get a chance to change a little during the session wich is fair, but now my ac is bloody bad.

The fighter rogue plans to become loreseeker ( I hope this is the right translation for his pc) what is a nice idea.

Your other ideas will be mentioned but i have to read the leadership thing and try to get it work theoretically before I get it up.


Hello,

I'm pretty new here as a poster and signed up for the advanced guide playtest but now I have a serious need for help.

A friend of mine (rogue/fighter dex) and me (vanilla strength build magus) play the first adventure of skulls and shakles.

We don't want more players because our working times are pretty lousy.

So our gm seems not to understand that it's pretty hard for us to go through this path just as a duo and give us a very hard time, I die every session (negativ hp but not really dead)

Please give me some advice how I can help her that we feel like the heroes in the path not like the cannon fodder. She isn't really the changing-the-dice type.

I do not ask for spoilers I don't want to ruin my session but we die a lot and I think she don't have an idea how this bugs us and how to change the enemys or the path.

Thanks in advance


This will be my first rulebook in english
I can't wait for the translation additional...


Archetypes..
A good gun slinging brawler and I will yell out loud with tears of joy!


No time left on my working break. Did somebody just tell you that mysterious stranger and pistolero are not available at the same build?


Or he means the arcana.
Walters guide to the magus is very helpful, please search the forum.


Maybe grit in exchange of the ki pool isn't that bad.
a good way to add wis to ac is it also or isn't that possible because this mechanic is to much of a gunslinger? I said that before but I think there is no good solution in sight.


As time goes by magical fists that improve every so and so levels sounds better with every hour...

Hey i know a lot of people (me too) don't want a mystical aspect in the brawler but look at this conversations, a good alternative seems to far away.


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Eventually it is clever to allow brawlers to enchant gloves (not armoured gloves but normal from leather or something) such a glove will not stack with weapons in the hand.
I.e. I wear a longsword +1 and gloves +2
attack on second level with 2wf dealing 1d8 +full str bonus +1 and 1 d6 offhand + full str bonus +2

Or special arm jewelry? Braceletts? I don't know the word.

Edit: or allow brawler to deal his unarmed damage with armoured gloves and this other weapons that doing the same sort of damage (bludgeoning)


From the core races I prefer humans for the feat and the plus 2 on a stat of your choice.
You can dump int more than other races as a human and get more points for dex or wis.
Rich parents (the trait for 900 start gold) is very good because slingers are expensive. You can gear up your start pistol for 300 g to masterwork, don't miss this.
you can also buy alchemy equip or masterwork armour from start.
do you want vanilla slinger? Look at the monk for dip. Gives you wis to ac and a nice punch. Remember you need one free hand for reload but you can use it for fighting as well.


The idea of martial maneuvers is strong, really neat and for advanced players in a group with an advanced gamemaster there is everything fine, no doubt.
My concerns are still the same, to much variations.
please hold back the stones....
everybody knows this one guy who will cheat to the gm...
Everybody knows another guy who is absolutely 100% sure that feat x works like he said (and it didn't).
and we all know someone who blames the brawler player for choosing feat x over maneuver y because he knew better.
Or he uses a third party feat he can't find KNOW....but it's exist....for sure...
this are very very soft arguments I know but this will happen on tables all over the world.

Edit: i Know it is the advanced class guide but I don't want to ban the brawler because my friend has "just" 2 years dnd experience. The majority of players can't handle so much information and variation.
just because we read everything we can get and try to be state of the art in pathfinder dont mean everyone else do.


If you go to your "my downloads" section you'll find the old pdf up to date. Download it again.


Sean K Reynolds wrote:
W. Kristoph Nolen wrote:

But, I just simply do not understand the idea that a trained boxer can hit you with his bare knuckles and then put on a pair of brass knuckles and have it hurt less. I'm simply confounded by it.

I hope someone can tell me that I've simply missed it, and it's in there. Right?
Let me ask you this: what is it that you want?

Damage with my limbs good enough to compete with other classes.

Or brass knuckles to enchant and give up all naked hands abilities. For example I lose the ability to overcome dr when I equip knuckles or gloves so I have a choice to fight withy God given talents or chose to hire a magic guy to enchant my brass knuckles or armor gloves.
An easy mechanic like grit so 1 need one book to play the brawler. I own a lot of books but others don't and I don't want to slow the game down just show and tell what my chosen feat is up to.


What really grind my gears are weapons in this class. I will give up everything except knuckles for more feats. I thought brawler smashes things with her bare hands and feet? Am I missing something?
Cut the armour give it wisdom to dex and unique grit feats that copy feats from the fighter like disarm and trip etc so that every brawler can be the nicely done with the core book and the advanced class guide.
On the other hand it's more like a monk slinger hybrid...
I'm desperately want a nice brawler and as time goes by I get more and more passionate.


I agree about the limitation of martial maneuvers.
To be fair spellcasters are screwed in low levels too.
connecting the limit of martial maneuvers to a stat is a very neat idea and I beg you to do it with wisdom. First it will increase some skills and multiclassing with a gunslinger will be awesome :-D
dibs for gun wielding archetype btw.
i really like the brawler and unarmed combat and play non magical characters for 20 years, but right now I will dip in monk for the d6 damage benefit and everything else on her first level.
hard to explain what is missing the play style in my region seems very different and is more very low fantasy so I can never tell how broken the class if you add powerfull magical items in high levels. Out of curiosity we started with adventure paths here some months ago and were suprised about the number of magical items and gold you can get in low levels, but liked the storys.
I want this class so freaking much work perfectly but my lack of english skills and knowledge about high end gear and min maxing isn't helpfull.
Hard really, really hard.


Thank you all for the explaining.
Now I am wondering about a term in my language :-D
Pennermörder may work.


I never heard the term murderhobo... Is this a hobo who kills people or a guy killing hobos?

Very funny btw.


Try to leave a message at your local gamer store. Sort of a flyer. With your name, age and your favorite systems, mail or phone number.

Search the web for forums like this and ask for players in your region.

Good luck i know how hard it could be to find players.


Bbauzh ap Aghauzh wrote:

What if:

Armor & Weapon Proficiencies = Zero. None. Zilch. Nada. (save em for an archetype).

They get an ability called:

Brawler's Scarring (EX): Due to the constant use of his hands, arms, legs, and forehead to violently pummel his enemies, the brawler gains scar tissue across its body. The scar tissue forms in such a way, that they can choose to do slashing or piercing damage instead of bludgeoning damage. Additionally they gain natural armor of 2.

At 3rd level, this scar tissue becomes hardened and can be enchanted like a weapon. At 7th level the scar tissue can also be enchanted like armor. The cost is he same to enchant a weapon or armor, but the brawler must be available for 8 hours a day for the enchanter to work their magic.

At 5th level, the scar tissue becomes so tough that they can avoid magical DR. Brawler's fists, however, are not considered magical weapons unless enchanted as above. At 9th level the brawler can avoid cold iron or silver DR, alignment based DR at 12th level, and adamantine DR at 17th level.

This rule will grow chesthair and a beard.

sounds absolutely awesome


Very funny idea. I worry about the amount of roleplaying but with enough inmates and (semi)friendly encouters it could work.
ask yourself in forehand what level does a charakter start who dies as 4th level with good gear in level 3. Balancing the group wich get killed a lot can be tough.


Writing down any given spell in a small book isnt that bad.
First you need just this book at the table and copying it will help you
to memorize spells on your own.
Maybe different colors will help you to browse a lot faster through the pages or you sort the spells different for your needs.
I hope my english is good enough.... Far away from native.


1 d 12 + dex + others for each shot is correct.
Would you roll each shot seperatly, hit and roll damage there is no
reason why the second shot would be just a d12