Hellknight

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Armor Spikes: You can have spikes ADDED to your armor which allow you to deal extra piercing damage on a successful grapple attack...yadda yadda.

I would not assume that every armor shop carries both spiked and non-spiked versions of their armor. Even more so since we will be dealing with light armors. Could some plate mails be built with the spikes built in to make it look more awesome? Sure, but just the same they could simply change out the rounded shoulder/ elbows or w/e for more spiky versions.

(On a side note, how does one quote other posts on this forum? I'm actually new to the whole forum thing too. Thanks)


Let's say I'm fond of the spikes on my spiked armor for whatever reason (they are MW or +1 ect..) and I find new armor taht I want to wear. Are there any rules against removing my spikes and installing them on the new armor?


As for the spikes, you can have them added to your armor at any time, why not remove them and ads them to a diffrent set of armor. Just pay the 50 GP agin for the service of removing and adding them. I donno, I don't think there is a rule addressing it.


Yeah, trying to avoid to much cheese. I want to make a good first impression. XD. There are monks, but... I don't really feel monkey latley. Right now I'm thinking lore master 3 -> rouge. Just trying to figure out how to be less gimpy those first few levels. 1d6+2 for my dmg output makes the munckin in me cringe, but starting lvl 5 would be +6 CMB +11CMD w/out stats/BAB or gear calculated in. Prob +14 CMB +31CMD at lvl 5. (for grappling anyways) And I think I like those numbers.


I would think grappling the guy with the two-handed weapon would be the smart move seeing as once grappled he can't hit me with it XD. As for the AC. People keep mentioning Lore Wardens, however

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

So I would be stuck with light armor as it is. I almost want to take 3 levels of fighter lore warden, then go into rouge. Just build a dex heavy fighter as apposed to str. Would only be 2 sneak attacks behind.. well 3 since I would have to wait till lvl 6 to get strangler.

Is there anywhere that says I can't remove my spikes and have them put onto diffrent armor? Or that my armor and the spike HAVE to upgrated at the same time?

Thanks for all the input.


Main reason for the Rouge dilema...

Strangler (Combat)
Throttling the life out of enemies is second nature to you.

Prerequisites: Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.

Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.

Being human I would take it at lvl 3, lvl 2 I would rouge talent: combat trick for Agile manuvers.


Ehh? Why?
Armor Spikes: You can have spikes added to your armor which allow you to deal extra piercing damage on a successful grapple attack. The spikes count as a martial weapon. If you aren't proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can aslo blah blah blah... Seems pretty cut and dry you can and should grapple with armor spikes....


Sorry, just read small for haflings, On'y get the -1 now.... Maybe.


Yes this is true, But I think the -4 overall from haflings being small would hurt too much. ^.^ Also I would be down a feat. I did think about making a hafling becuase I love em. But I don't see being very effective at what I want to do as one. Also I think humans get that class altenitive as well for fighters.


I didn't say they rules we're too restiv\ctive and I understand why they are there. But It is a bit of a culture shot/ trun off from what I am normally used to. Nothing I'm sure I won't get used to now.

(Side note, I don't mind some campains where there is a 'star' hero that the story kinda revolves around. I find games tend to move a lot smoother when you have at least one char who deticated to the plot... not that things don't get de-railed anyways. lol)


Seeing as this will be my fist Pathfinder Society char I thought I would try a play style I haven't tried out yet. Grappling!

I am at a impass on how I want to do this though. either way I dont think I will be multi-classing. My options I'm stuck on are fighter or a rouge.

I plan on taking the Heirloom Weapon trait for armor spikes and choosing the +2 trait bonus on one kind of combat maneuver when
using that specific weapon.

If I go fighter I have alot more feat options which I love.

If I go rouge I'll want to take the Swashbuckler archetype losing my trapfinding but being proficient with the spikes. Also My main draw to rouge is the Strangler feat.

Fighter will get to buisness right away, were as the fisrt couple lvls of being a rouge will be rough. your thoughts?


Ehh If I'm gonna do a home game I don't want to restrict myself with the OP rules we got going on until lvl 12 ^.^

I kind of view the society rules as a sort of "hardcore" mode compared to how I normaly play.


Well that's good to know. In my last group we seemed to change "stories" after hitting around lvl 5-6 and then start over. It's kind of getting old and I would like to see one of my many character concepts grow until his time comes. Thanks for the quick responces.


Hi, so I just moved to a new town and wanted to get in on the RPing action. The only open table it appears to be a Society table, so here I am.

After a few days of creeping on the forums, reading all the ajusted rules and ajusting my self to a "Pathfinder only" mentality I think I'm good to go. Only question I have that kinda worries me is I belive I've read in here that you stop playing your PC after lvl 12. Is this true?