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Organized Play Member. 517 posts (937 including aliases). No reviews. 1 list. No wishlists. 5 aliases.




I have a barbarian who was under rage when he was knocked unconscious and dying. That of course ended his rage. However I have a Second Darkness campaign trait (Opportunistic Gambler) that increases morale bonus duration by 1d4 rounds after they have ended. So even if I am dying and fatigued, do I still get to keep my morale bonuses from Rage?


Male Filipino Gamemaster 10/Artist (Starving Artist) 10

So it's morning. All of you are in your respective homes or places you call home and the day goes by as normal. However, you notice that a harrow card has been placed somewhere where you would first see it. Goffred, finds an inquisitor card in his spellbook. Tristain finds a midwife card inserted in a pile of chalk he prepared the night before. Durriken finds an avalanche card in his wrist sheath. Theron discovers a cricket card on Korada's symbol. Raseri discovers the juggler card placed neatly on her greatsword.

As different as these cards may be, they all have one thing in common: a message, and by the discreet location you have found the cards, it is certain this message was for you.

"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done."

As the day has just started, there is still much time till sunset. If you wish, you may check the townspeople if anyone knows who lives at 3 Lancet or if something similar may have happened.


Male Filipino Gamemaster 10/Artist (Starving Artist) 10

Congratulations to everyone that made it. In a few days, the five of you shall embark on an epic journey within the city of Korvosa. stop riots, combat a plague, root out organized crime, and rescue political prisoners before escaping to the harsh badlands of the Storval Plateau.

For starters, please check in with your aliases here. Also make sure that your aliases follow THIS TEMPLATE for character profile. I work better in uniformity. If you wish to expand or intertwine your backgrounds, please do so so now.

Next, gameplay posting rules.

  • "Bolded text in quotation marks is for dialogue."
  • Italics are for inner monologues.
  • Bigger text is for shouts.
  • Smaller text is for whispers.
  • Spoilers:
    are for private messages between one another. I will use this gracefully.

  • Out of character discussions as well as quotes from your stat blocks will go to ooc tags.

For better understanding of these codes, there is a 'How to format your text' section below.

Also I will take screenshots of Maptools for battle purposes.

Note that you were all taken in for your willingness to write interestingly and the synergy you have with your starting builds.

Thank you once again and congratulations. We're going to have a rocking good time.


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The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.

Player's Guide

Deadline: February 6
Player Count: 5

CHARACTER CREATION:
  • Backstory: 500 words minimum; Should be the focus of your character and sync with most of the character's details, especially traits, and describe how the character was wronged by Gaedren Lamm. "The campaign you are about to begin starts as you and several other promising young heroes are brought together to do what the city guards cannot (or will not) do—to see that Gaedren Lamm answers for his crimes, be that in a court of law or at the edge of a vengeful blade." More info on Gaedren Lamm may be found in the Campaign Info tab.
  • Experience: 1st level
  • Ability Points: 20 Point Buy
  • Wealth: Maximum gold for desired starting class
  • Health: Max at first level, Average beyond.
  • Alignment Restrictions: no NE or CE. LE characters must have a heavy-set, semi-Paladinesque code of honor and sees evil as selfishness rather than stereotypical evil.
  • Racial Restrictions: Core races and Tieflings are allowed. Tieflings may take Fiendish Heritage as a social trait rather than a feat. Heritage may be chosen, however the race trait must be picked from three d% rolls.
  • Class Restrictions: No 3PP classes are allowed. Online reference must be available.
  • Traits: 2. One trait must come from the Curse of the Crimson Throne Player's Guide. (pp 14-16)
  • Favored Class Bonus: You may choose optional favored class bonuses of any of the core races.
  • Item Creation Feats: Characters with bonus Item Creation feats may choose their replacement PFS feat instead. Alchemists may replace Brew Potion with Extra Bombs; Wizards and Clerics of the Rune Domain may get Spell Focus instead of Scribe Scroll.
  • Clerics of Irori: Clerics of Irori gain Improved Unarmed Strike as a bonus feat at level 1.

ADDITIONAL RULES:
  • Sneak Attack: Any character that gains Sneak Attack as a class ability gains Cheapy's Oppurtunities Aplenty instead.
  • Leadership: The Leadership feat is not allowed. Clerics and Druids of the Nobility Domain gain the Persuasive feat instead.
  • 2d10: We will be using 2d10 instead of d20. For critical purposes in attack rolls, getting an 18-20 counts as a 20, 17 counts as a 19 or 20 keen, 16 counts as a 18, 15 counts as 19 keen, and 14 sounds as 18 keen. This allows a higher tendency to hit the average.
  • Multiclass BAB: If a character multiclasses between two classes with the same non-full BAB progression, the BAB advances as if he or she did not multiclass. I.E.: A rogue 1/bard 1 would have a BAB of +1, not +0.
  • Multiclass Saves: If a character multiclasses to a class with good saves in a save he or she is already good at, that save gains a -1 penalty.
  • Agile Finesse: Weapon Finesse and Agile Maneuvers are now combined into one feat called Agile Finesse
  • Weapon Proficiency: Each character may take Weapon Proficiency as a combat trait at level 1. This is only available at level 1 and applies only to one weapon. Any additional weapon proficiencies must be taken as a feat as normal.
  • Weapon Restrictions: No advanced firearms.
  • Spell Restrictions: No Time Stop, Wish, Miracle, or related spells.
  • Atonement: The Atonement spell does not exist. This is figured out through role-playing repentance and acts to prove it.


So we have a barbarian, a druid, an oracle, and a wizard. We lost our bard. How would you split the skills?


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I'm putting the AM Baby project into hiatus because there's too much figures to think about. I needed to rest.

Allow me to introduce my newest project: Trixie, the Damsel who Distresses

She is a Half-Elf Martial Artist 11/Weapon Master 3/Beastmorph Vivisectionist 4/Invulnerable Rager 2.

-Half-Elf because of multiple favored classes and free skill focus
-Martial Artist for fighter levels and chaotic monk.
-Weapon Master because Weapon Training + Dueling Gloves is better than Brawler's Close Combatant
-Beastmorph Vivisectionist for Alter Self, Sneak Attack, and Mutagens
-Invulnerable Rager because Brutal Pugilist just doesn't work here so I'll just pass with the DR

Trixie's Signature Move is the Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Raging Giants.

Trixie's 20-Level Development:
For the following, MA stands for Martial Artist, WM stands for Weapon Master, BV stands for Beastmorph Vivisectionist, and IR stands for Invulnerable Rager. Feats are bolded while Discoveries and Rage Powers are italicized.

1.WM1- Skill Focus: Survival, Power Attack, Weapon Focus: Unarmed Strike
2.MA1- Improved Unarmed Strike, Stunning Fist, Combat Reflexes, AC Bonus, Flurry of Blows,
3.MA2- Scorpion Style, Dragon Style, Evasion
4.MA3- Fast Movement, Maneuver Training, Pain Points
5.MA4- Dragon Ferocity, Martial Arts Master, Exploit Weakness
6.MA5- Extreme Endurance, High Jump
7.IR1- Raging Vitality, Fast Movement, Rage
8.WM2- Furious Focus, Weapon Guard: Unarmed Strike
9.IR2- Eldritch Heritage: Orc, Reckless Abandon, Damage Reduction
10.BV1- Brew Potion, Throw Anything, Sneak Attack 1d6, Mutagen
11.WM3- Improved Eldritch Heritage Orc 9, Weapon Training: Unarmed Strike
12.BV2- Bleeding Attack, Torturer's Eye, Poison Use
13.BV3- Greater Weapon Focus: Unarmed Strike, Sneak Attack 2d6, Beastmorph Mutagen
14.MA6- Gorgon Fist
15.MA7- Weapon Specialization: Unarmed Strike, Physical Resistance
16.BV4- Spontaneous Healing (or Extend Potion)
17.MA8- Greater Weapon Specialization: Unarmed Strike
18.MA9- Improved Evasion
19.MA10- Medusa's Wrath, Greater Eldritch Heritage: Orc
20.MA11- None (Gotten for 2d8 unarmed damage with Monk's Robe)


Trixie's Equipment:
Armor- None
Belts- Belt of Physical Perfection +6 (144,000)
Body- Monk's Robe (13,000)
Chest- Mantle of Spell Resistance (90,000)
Eyes- Goggles of Night (12,000)
Feet- Boots of Speed (12,000)
Hands- Gloves of Dueling (15,000)
Head- Vudran Ashak Helmet (22,000)
Headband- Headband of Mental Superiority +4 (64,000)
Neck- Amulet of Mighty Fists: Furious, Ghost Touch, Frost, Flaming, Shock (125,000)
Ring 1- Protection +5 (50,000)
Ring 2- Freedom of Movement (40,000)
Shoulders- Cloak of Resistance +5 (25,000)
Wrist- Bracers of Armor +8 (64,000)
Permanency- Greater Magic Fang: Unarmed (12,300)
Book- Manual of Gainful Exercise +5 (137,500)
(825,800g/880,000)
Spend the rest on a boyfriend? You've got 7 Charisma

Trixie's Stats:
Starting stats at 20 point buy:
Str20/Dex12/Con10/Int10/Wis14/Cha7

Stats at level 20
Str36/Dex18/Con16/Int10/Wis20/Cha7

Stats at level 20 under Rage, Mutagen, Enlarge Person, and Power of Giants
52/Dex14/Con24/Int8/Wis14/Cha7


The Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Rage:
Attack Bonus for Flurry of Medusa's Hasted Reckless Power Sneak Dragons under Power of Enlarged Mutagenic Rage
+62/+57/+57/+57/+57/+52/+52/+47/+47/+42

Damage for Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Rage
2d8 Unarmed Attack +47 Bonus +2d6 Power Sneak Attack +2 Bleed +1d6 cold +1d6 fire +1d6 electricity
2d8+5d6+47+2+Dragon Stuff
87~126 first hit
66~105 every other hit
681~1071 total if all attacks hit

These are achieved by the following bonuses

Bonuses wrote:

Dragon Style +31

Dragon Ferocity +10
Str Bonus +21
Power Attack -5/+10 (Furious Focus)
Greater Magic Fang +5
Furious +2
Weapon Focus/Spec +2/+4
Exploit Weakness +2 (attack only)
Touch of Rage +9
Reckless Abandon +1 (attack only)
Weapon Training + Duelist Gloves +3
Enlarge -1
+1 Haste(Attack)

Tell me if I missed out anything or if I miscalculated

Other Notes:
Under Power of Enlarged Mutagenic Rage, these are some of Trixie's other stats.
HP: 126
AC: 42, T30, FF39 (2 Dex + 5 Wis + 3 Monk - 2 Rage + 6 Nat +1 Dodge +5 Deflection + 8 Armor +4 Shield (supposing you casted Shield))
Fort: 26 Ref: 18 Will: 28
DR1/SR21
BAB +16/+11/+6/+1
CMB40, CMD52
70 ft. Speed
15ft. Reach
Huge
Immune to sleep, fear, flanking, self-poisoning, fatigue, exhaustion
Darkvision 60ft.
Ignore DR
Once again, tell me if I miscalculated

So that's about it. Can I improve on this more? Is my math wrong?


Cestus: "While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus."

Emei Piercer: "The ring prevents the wielder from being disarmed and turns unarmed strikes into piercing attacks."

Here's my first question. Does this mean when I use these weapons, they are considered unarmed strikes for the purposes of class abilities, feats, so on and so forth?

If yes, I have a second question. A normal unarmed attack is 1d3, while a cestus hit is 1d4. Does this mean wearing a cestus increases a monk's unarmed damage by one die step?


3 people marked this as FAQ candidate.

One of the choices from fiendish heritage is as follows:

"You have oversized limbs, allowing you to use Large weapons without penalty."

Does this mean only minus the -2 per size penalty, or does it mean I can use a large two-handed as a two-handed?


So about a week or two ago, I asked you guys about your favorite house rules. The list is amazing, and I have compiled some of them for my own use. That's all thanks to you guys.

Now here's a new question. What are your favorite 3PP archetypes? I'm collecting a list of archetypes that I can use together with Paizo originals, so I'm looking for ones that are balanced and amazing.

(Small side question: Is there a good rogue/ninja archetype that uses bombs and bomb discoveries instead of sneak attack and sneak attack talents?)


I'm looking for an area of Golarion that is most like Switzerland. Like how Osirion is to Egypt and Galt is to old France


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Hi. I'm compiling a list of houserules, additional rules, and grey-area considerations for when I GM. I want to know what are your favorites.

Also: How do you handle PBP? There isn't a solid rulebook to it. Just a set of unspoken rules and regulations.


Ok. I know that a PFS module should take the standard 4-hour meetup. What is the average runtime for a Gamemastery Module? Also, what is the average runtime for an Adventure Path book?


Hi. I've been thinking of playing PBP for quite some time so I guess I could start now.

Playing Style: I'm an optimization geek that loves to crunch numbers. I also like to roleplay and heavily define my character as I have many years experience with IRC-based roleplays and used to moderate an RP group of my own.

Party Role: I love playing characters that play various roles for the party. I am the Lore Warden that gains fighting capability through knowledge of maneuvers and opponents. I am the Archaeologist that disables traps, intimidates foes, and talks to probable business partners. I love being the 4th party member that takes things up front, of course with a few tricks up his sleeve.

Access: My group is almost complete with Paizo books. Also D20PFSRD rules! My group, however, does not collect 3PP as we want to focus our RPG book money on the vast library that Paizo already has.

Time Available: My timezone is GMT+8 and I have a flexible schedule, though that might change once I get my new job. I might not be available during certain hours of Wednesdays and Fridays.

Hopefully, I'll enjoy PBP and whoever picks me up enjoys me as a player too. Please and thank you!


My friend wants a crafter of magical items. I'm in charge of his character sheet as I have the most experience in Pathfinder. However this hits two things I'm not good at. Full casters and crafters. We originally decided Alchemist, but chose to forgo it because of the higher spell levels and the Arcane Discovery to build things faster.

Help. Paizo Products only. Monster and DE races allowed. We start at level 1, but a 12-20 level list would help. 20 Point Buy. I want to know about Spells, Feats, and whatever other choices to optimize this guy to the greatest Magitech Engineer.


My apologies if this concept was already taken.

So I was visiting Mike Schneider's thread about Sohei rants. Then it got to me. What if AM Barbarian and AMY Alchy had a child? The Idea is to use the tactics of AM Barbarian, while keeping the basic build of AMY.

basic idea:
Sohei 6 (For Monastic Mount, Flurry with a Large Flameburst Lance, and other cheese)
Beastmorph Vivisectionist 10 (For pounce, sneak attack, mutagen, and other cheese)
Scout Thug 4 (For sneak attack upon charge and sicken upon sneak attack)

The idea is to drink your mutagen, get into Kirin Style, charge in with your monastic mount (or monastic Synthesist, whichever floats your boat), sneak attack and pounce-flurry activate due to Beastmorph and Scout, forgo 1d6 worth of sneak attack to sicken, run away with Ride-By-Attack. This technique is otherwise known as...

KIRINSTRENGTHMUTAGENSNEAKATTACKFLURRYPOUNCE

You realize though, that we're working with a lot of gray area here. First off, Leadership. Pure cheese. Second, due to the Sohei's description, while in armor, he retains his flurry. Third, Pouncing due to a mount's charge. This is just gray area cause of looking at it realistically. Among many other things.

basic build:
CL1:S1: Improved Unarmed Strike, Mounted Combat, Power Attack, Flurry of Blows, AC Bonus, Devoted Guardian
CL2: S2: Evasion, Dodge
CL3: S3: Ride By Attack, Maneuver Training, Still Mind
CL4: S4: Ki Pool, Monastic Mount, Ki Weapon
CL5: S5: Spirited Charge, Purity of Body, High Jump
CL6: S6: Improved Trip, Weapon Training: Spears
CL7: BV1: Leadership, Throw Anything, Brew Potion, Sneak Attack (1d6), Mutagen, Extracts
CL8: BV2: Bleeding Attack, Torturer's Eye
CL9: BV3: Skill Focus: Survival, Beastform Mutagen, Sneak Attack 2d6, Cruel Anatomist
CL10: BV4: Spontaneous Healing
CL11: BV5: Eldritch Heritage: Orc, Sneak Attack 3d6
CL12: BV6: Enhance Potion, Improved Beastform Mutagen
CL13: BV7: Improved Eldritch Heritage: Orc (Strength of the Beast), Sneak Attack 4d6, Torturous Transformation (Anthropomorphic Animal)
CL14: BV8: Combine Extract
CL15: BV9: Kirin Style, Sneak Attack 5d6
CL16: BV10: Crippling Strike, Greater Beastform Mutagen
CL17: ST1: Greater Eldritch Heritage: Orc, Sneak Attack 6d6, Frightening
CL18: ST2: Combat Trick: Greater Trip
CL19: ST3: Kirin Strike, Sneak Attack 7d6, Brutal Beating
CL20: ST4: Ki Pool (Talent), Scout's Charge

As you can see, the build is still pretty rough, but basically, it is a combination of both its parents builds. The one problem I see is the MADness of it. I don't think I left out any ability score actually, with Charisma needing a minimum of 17 by level 17. I don't have his/her ability scores yet, or its equipment. I'm making a Google Doc about it.

Comments? Suggestions?

AMY's Google Doc
AM's Google Doc
BABY's Google Doc


So in my last few threads, I was making a bard. Still am. Now I need spells.

This is my build so far.:
CN Human Archaeologist
Str16/Dex13/Con12/Int14/Wis10/Cha14
Traits: Maestro of the Society, Resilient
Weapons: Longsword
Skill Points Per Level: 10 (8+human+favored)
Skill Points Every Level: Acrobatics, Intimidate, Perform (Oratory), Spellcraft, Stealth, Use Magic Device
Skill Points Every Other Level: Disable Device, Knowledges (Arcana, Dungeoneering, Local, Nature, Planes, Religion), Perception
Notes: After level 10, stop ranking up Perform. Place instead at Perception and Disable Device

Class Ability and Feat Development
CL1- Weapon Focus: Longsword, Lingering Performance, Archaeologist's Luck +1, Bardic Knowledge,
CL2- Clever Explorer, Uncanny Dodge
CL3- Power Attack, Trap Sense +1
CL4- +1 to Dex, Strong Impression (Intimidating Prowess)
CL5- Cornugon Smash, Evasion, Lore Master 1/day, Archeologist's Luck +2
CL6- Trap Sense +2
CL7- Dazzling Display
CL8- +1 to Str, Combat Trick: Shatter Defenses
CL9- Gory Finish, Trap Sense +3
CL10- Jack of all Trades
CL11- Discordant Voice, Lore Master 2/day, Archaeologist's Luck +3
CL12- +1 to Str, Opportunist

This is the build if I wanted more performance rounds for spells, sacrificing a higher Intimidate bonus for 5 levels.:
CN Human Archaeologist
Str16/Dex13/Con12/Int14/Wis10/Cha14
Traits: Maestro of the Society, Resilient
Weapons: Longsword
Skill Points Per Level: 10 (8+human+favored)
Skill Points Every Level: Acrobatics, Intimidate, Bluff, Spellcraft, Stealth, Use Magic Device
Skill Points Every Other Level: Disable Device, Knowledges (Arcana, Dungeoneering, Local, Nature, Planes, Religion), Perception

Class Ability and Feat Development
CL1- Extra Performance, Lingering Performance, Archaeologist's Luck +1, Bardic Knowledge,
CL2- Clever Explorer, Uncanny Dodge
CL3- Power Attack, Trap Sense +1
CL4- +1 to Dex, Weapon Training: Longsword
CL5- Cornugon Smash, Evasion, Lore Master 1/day, Archeologist's Luck +2
CL6- Trap Sense +2
CL7- Dazzling Display
CL8- +1 to Str, Combat Trick: Shatter Defenses
CL9- Intimidating Prowess, Trap Sense +3
CL10- Jack of all Trades
CL11- Gory Finish/b], Lore Master 2/day, Archaeologist's Luck +3
CL12- +1 to Str, Opportunist

[b]Out of Combat: A skill monkey as well as a knowledge junkie. I could decrease the knowledge rank gain for a rank in the rest of the knowledges or even some development in bluff and diplomacy, but that would be skill overload.

In Combat: A buffed warrior/damage support. He'll be buffing himself before battle, then power-attacking, intimidating, and performing luck through out combat.

So my question is what spells would benefit this guy the most? I'm looking at the bard-only spells, and they kinda rock.


I'm currently optimizing an Archaeologist and have just discovered a rogue talent called Esoteric Scholar which allows me to use Knowledge skills without training. I thought that would be awesome with Bardic Knowledge, however it has come to my understanding that if I use this tactic, I am missing out on the skill rank and the +3 class skill bonus. What would you take?

I have 8 skill ranks per level and want to train the following skills.

Acrobatics, Disable Device, Intimidate (Going to get Cornugon Smash and Intimidating Prowess), Perception, Perform (Oratory) (For Discordant Voice at level 11), Spellcraft, Stealth, Use Magic Device.

Should I take Esoteric Scholar, or train? Also should I forget one of my skills, such as Perform, for a different feat?


Supposing I'm a level 1 Rogue, or a level 3 Archaeologist. Can I take this feat? It still is a class feature.


I'm trying to make a bruiser-type archaeologist if that's possible. Something that buffs himself, uses luck, and goes in for the kill. I need to know what feats and rogue talents to get this guy, especially since archaeologists don't have sneak attack. Also should I dip into vivisectionist for the sneak attack for better rogue talents?


So I decided that my first main character, Squawk, hasn't been getting any love. So I decided that he needs a revamp.

Flavor: A kleptomaniac, pathologically-lying Tengu with a penchant for "shiny things". He has a good heart, but god-awful sticky fingers

He started out as a skill monkey rogue, then when UC came out, he automatically became a ninja with a level in urban barbarian for flavor. Now, after thinking about it, I decided to make him into a straight archaeologist with ninja tricks

build:
CN Tengu Archaeologist Bard
Str12/Dex16/Con12/Int14/Wis10/Cha14
Weapons: Heavy Crossbow, Large Bastard Sword (Yes this is for flavor and why he's a Tengu)
Skill Ranks at CL20: Acrobatics 17, Bluff 17, Diplomacy 10, Disable Device 9, Knowledge (each) 1 (10 total), Perception 9, Sense Motive 17, Sleight of Hand 17, Spellcraft 18, Stealth 18, Use Magic Device 18

CL1- Great Fortitude, Archaeologist's Luck +1, Bardic Knowledge,
CL2- Clever Explorer, Uncanny Dodge
CL3- Lingering Performance, Trap Sense +1
CL4- +1 to Dex, Ki Pool
CL5- ERT:NT:Smoke Bomb, Lore Master 1/day, Archeologist's Luck +2
CL6- Evasion, Trap Sense +2
CL7- Extra Ki
CL8- +1 to Dex, NT: Poison Bomb
CL9- ERT:NT:Choking Bomb, Trap Sense +3
CL10- Jack of all Trades
CL11- ERT: NT: Forgotten Trick, Lore Master 2/day Archaeologist's Luck +3
CL12- +1 to Dex, Rumormonger

ERT stands for Extra Rogue Talent (the feat), and NT stands for Ninja Trick (the rogue talent).

Even though I typed until level 12, this guy is obviously not for PFS. Also, when Tengu aren't allowed, he is an Elf with 11 Wisdom, uses a composite Longbow and a rapier, and gets a +1 to Wisdom on level 4, while the rest are increases to Charisma. Either that, or I play something else.

As you see, he's battlefield control/skill monkey. In battle, he'll be mostly using wands, spells, and, bombs. At CL12, he'll start spreading rumors that he did everything while his party members (including the tank) did nothing.


I noticed that there is a Master Trick that allows you to get Advanced Talents, but not vice versa. Is it allowed?

This is for my Archaeoloninja build.


I know I asked this question before, but I seem to have forgotten the answer.

According to the core rulebook, a monk's unarmed strikes never count as off-hand attacks. Now this dispels the need for TWF for anyone who has levels in monk. But I was thinking do you need ITWF and GTWF for more attacks? Also do MoMSs need TWF feats?

This goes for my character who single-wields a jutte.


So I have an idea for a character. Might either use him as a PC or vault him in my archive of recurring NPCs. The idea is somewhat that of a very smart duelist. Someone who sees combat as just another division of knowledge to pursue. He should also be more of a warrior than a caster.

So the following classes have been thought of.

Lore Warden. I'll be making use of the CMBs for this guy. Probably the main class.
Archivist. Way down in the list. This guy would pride in his information and wouldn't give it out so blatantly.
Cleric of Irori. The idea of hinting a bit of religion tickles me. A dip.
Tounged Oracle of Lore. Same religion thing, only now with amazing Revelations. Also a bit of flavor, like he speaks and thinks in Celestial during combat. Also a dip.
Strategist Standard Bearer. I don't see this guy as much of mounting guy, but as a student of war, he should know a few tactics
Alchemist. Cause he could be a doctor.
Kensai. Low on the list not because of mechanics, but because of flavor.

Also I thought of the Student of War, Duelist, and Pathfinder Delver prestige classes.

My current idea is a Human Lore Warden that 1 level dips into Tongued Oracle of Lore then prestiges into Student of War or Duelist. He uses a rapier and keeps an empty off hand.

Now with what I have told you, how do you think this character could be improved while keeping the flavor? Also which of the prestige classes is better? Could you give advice on feats and traits?


I'd like ideas to improve this build.

So I recently thought of Inquisitors and how they can use Teamwork Feats by themselves. Now these feats are pretty badass. Some of the strongest feats are in this list. So I decided to create something that centers around that ability just for fun. A sort of character that fuels upon friends.

The idea started off as an Inquisitor 3/Fighter X. Maybe a Gladiator, cause performance feats are cool too. I started dabbling with the idea, like what if he was a Ninja who would gain bonuses from adjacent allies and flanking ones? Or what if he was an Inquisitor 3/ Unarmed Fighter X/MoMS 2 of Snake and Panther? A friend who would retaliate at anyone who hurt you.

So what do you guys think? How would you optimize a build based solely on teamwork feats?


I'm starting a campaign soon and my players are creating their characters. We've got a goblin vanilla druid (shapeshifter/animal companion build), an elven grenadier alchemist (bomber build), a human seer time oracle (diviner/ homebrew edited to be a child prodigy), a gnome bard (buffer, not yet created), and a half-orc barbarian (probably big bad weapon, not yet created).

We'll be starting at level 1, and the front-liners will be the barbarian and the druid. The grenadier will take on ranged, using his bombs, a longbow, and most probably dex mutagens. Support will include the bard and the oracle.

Now the players are asking questions. The oracle needs a battle-role. What should she do? Healing will mostly take part as the alchemist making wands and potions. Is this enough? The bard is mostly clueless on her build, but she wants to be a buffer. Any advice?


Preferably the iconic one in the Skyrim trailer. How would you make one?

EDITED


Is there such a thing? Best if it'd be in the Makati/Manila area.


A player of mine is thinking of a diviner. She's pretty much set on a Haunted Time Oracle of Pharasma with or without Seer archetype. Could you give me advice? I'd like some balance between fluff and optimization.


What I'm planning is something like a Council of Thieves meets the Watchmen. Probably set in Galt. I'm currently reading the Vlad Taltos series for it. I want organized crime, corrupt officials, city riots, drug cartels, celebrities in the high society, and the like with a medieval high fantasy tinge to it.

I'm updating my soon-to-be players with a Tumblr account

Could you give me your insights and suggestions? Anything that would help a fellow DM/enthusiast.


Is it possible to handle a huge brass knuckle as a two handed weapon?


And would you know which books I can find them in?

Examples would be the Lore Warden Fighter and Seeker Sorcerer found in the Pathfinder Society Field Guide.


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Someone at the forums complained that there was no optimal shapeshifting class in Pathfinder. Let's see what I can do about it.

First off I would like to thank Treantmonk, because this build is based on his guide.

Race::
Here, we're going to take my favorite race, the Human. The extra feat and skill points will be handy. Also, humans have the Eclectic trait.

Alignment::
For future purposes, I suggest to stay Neutral in the Good/Evil axis.

Abilities::
Str>Dex>Con>Wis>Int>Cha. Strength will be your primary ability as you will be a melee warrior. Dexterity and Constitution are important as they will decide your defensive capabilities. Wisdom is important, even if casting is not your primary objective. Intelligence and Charisma are dump stats, although a bonus to Intelligence might help with skill points.

Skills::
Knowledge (Nature) is important as you can't turn into something if you don't know how it looks like. Perception is amazingly important in any game. Handle Animal is important as you must teach your Animal Companion. Fly is needed when you learn to fly. And single dips into Climb, Swim, Survival, and Heal would be helpful as well. You also need 10 ranks in Spellcraft and 5 ranks in Knowledge (Planes)

Items::

• Armor: Wild Ironwood Fullplate
• Belt: Belt of Giant Strength/Physical Might (Str/Con)/Physical Perfection
• Body: Druid's Vestment
• Chest: Mantle of Spell Resistance
• Eyes: Goggles of the Night
• Feet: Boots of Speed
• Hands: Any
• Head: Mask of Giants
• Headband: Headband of Inspired Wisdom
• Neck: Amulet of Might Fists
• Rings: Ring of Protection
• Shield: Wild Heavy Shield
• Shoulders: Cloak of Resistance
• Wrist: Bracers of Armor

Class Progression::

Level 1: Take this in Druid. Vanilla Druid is perfect for this. First off, choose Animal Companion as your Nature Bond. Ape is a solid choice because you'll be taking Boon Companion. Tigers are epic starting at level 3 (being a level 7 companion). I suggest to take a Roc at later levels. A large flying bird would be helpful for scouting and transporting people. This choice is here, because soon, you'll be multiclassing, and your companion won't be as battle-ready as you'd like it to be. Looking at a logical perspective, adventurers are not always on missions. There are those dry days. Use those to switch companions. For feats, take Boon Companion as recently stated, and Power Attack.

Level 2: Nothing special here. Woodland Stride, I'd think, would be more useful in later levels, unless your GM's the type to have you guys in difficult terrain battles at early levels.

Level 3: Take Improved Overrun. This is a chain to better

Level 4: FINALLY. Wild Shape baby. Now transform and make babies with your Animal Companion. No. Not really. That's gross.

Level 5: Natural Spell. Spellcasting while in Wild Shape is quite useful.

Level 6: More Wild Shape, more animal choices. Now strut like the Dire Tiger you are.

Level 7: Take Wild Speech. If you're spending the entire day as an animal, you might as well talk.

Level 8: More animal choices! But that's mostly it.

Level 9: Time to multiclass. You've got 12 hours of Wild Shape anyways and have unlocked all the forms. Invulnerable Rager Barbarian. I'd take Drunken as well, but most animals can't hold bottles. Take Shaping Focus for your feat.

Level 10: Rage powers. Knockback. This rage power, mixed with a dire tiger's pounce is quite epic.

Level 11: Take Quick Wild Shape. The penalty in Druid levels shouldn't be a problem cause the plant forms and most of the elemental forms suck.

Level 12: Take Superstition. This is a great bonus when fighting spellcasters and fey

Level 13: Your final Wild Shape feat. Take Powerful Shape. This is why it's important to stay Neutral in the Good/Evil axis.

Level 14: Let's take Swift Foot. Pounce is your friend.

Level 15: Now that you're done with Wild Shape feats, let's focus on pounce. The Charge Through feat gives you the ability to overrun someone in the path of your charge.

Level 16: Swift Foot once more. Well fine. Every time I say Swift Foot, you can go Witch Hunter, Strength Surge, or Disruptive.

Level 17: Elephant Stomp. That guy you cross? He's getting a hit in the head.

Level 18: Swift Foot! … or Flesh Wound.

Level 19: Last feat. Might as well finish the overrun chain. Greater Overrun. Also you get Greater Rage.

Level 20: Last Rage Power. Swift Foot! I know you can only take this four times, but read the /foot note/ at level 16.


1 person marked this as FAQ candidate.

Ok. to solve the drinking problem, I thought a party member or an Animal Companion with opposable thumbs could feed the Druid/Alchemist his own mutagens. However, would this really work? This becomes more of an issue when you bring in the Beastmorph Archetype. Do you get a dire tiger with wings and a scorpion tail?


1 person marked this as FAQ candidate.

It's stated that a Monk's unarmed attacks never count as off hand. If so, the Improved and Greater Two Weapon Fighting feats would not, by definition, affect it. So how does a Monk full attack? is it considered that he attacks twice for every BAB number stated? or can he never get the feats, thus having less attack than a TWF Fighter?


1 person marked this as FAQ candidate.

Basically, either than Dex, Cha, and Int skill checks, what can't you do during rage?

Can you sneak attack? Can you cast spells (without a needed concentration check), Can you create a mutagen? Can you inspire? Can you use revelations or channel? What other stuff did I miss out?


Stuck at my aunt's house, I decided to make a new build. Lol. I know a lot of my ideas have to do with monks, but that's because my favorite attack are unarmed ones. So here goes.

Race::
You're a vanilla Half-Elf. Skill Focus is needed at Level 1, and this build multiclasses. You can also take Human and get the Eclectic trait. Actually, this would be wiser.

Abilities::
Str>Cha>Wis>Dex>Con>Int. Strength is important for more damage. Charisma is needed for the Eldritch Heritage line, as well as performance feats and party facing. Wisdom is needed due to Will being your worst save, plus it adds AC if you're armorless. Dexterity and Constitution are mostly there for defense purposes, and Int is there for skill points. If you want to be more of a party face, give Int more importance, but not enough to make you a Venetian Glass cannon.

Skills::
This build requires a charismatic fighter. So let's be the party face. Intimidate is a class skill and important to mid-level skills. Max it out. Other important Face skills would be Bluff, Diplomacy, and Sense Motive. Perception is the most-used skill in the game, and this build requires at least 1 rank in Survival at level 1

Items::

Armor: None
Belt: Belt of Physical Might/Giant Strength/Physical Perfection
Body: Monk's Robe
Chest: Mantle of Spell Resistance
Eyes: Goggles of the Night
Feet: Boots of Speed
Hands: Any
Head: Medusa's Mask
Headband: Headband of Inspired Wisdom/ Mental Superiority/ Mental Prowess
Neck: Amulet of Might Fists
Rings: Ring of Protection
Shield: None
Shoulders: Cloak of Resistance
Wrist: Bracers of Armor

Class Progression:

Level 1: Take a level in Monk. Specifically, Master of Many Styles and Monk of the Sacred Mountain. Your chosen feats should be Scorpion Style, Skill-Focus (Survival), and Dragon Style. Scorpion Style is not a style feat, so you may mix it in with Dragon Style. Other than that, you get Improved Unarmed Strike, and Stunning Fist. Also, Skill Focus is a chain to the higher feats.

Level 2: Another level in Monk. Take Dragon Ferocity. Due to Sacred Mountain, you also get +1 natural armor and Toughness.

Level 3: Now, we multi class to Brawler/Gladiator Fighter. Remember that Skill Focus? Take Eldritch Heritage for the Orc Bloodline. As your Fighter feat, take Weapon Focus (Unarmed Strike). You also get Performance Weapon Mastery. So much feats in 3 levels. 10 in total. Lol.

Level 4: Fighter again. Go take Power Attack. Everyone loves this feat for a reason.

Level 5: Fighter. Make your Power attack even better with Furious Focus.

Level 6: You're now a Level 4 Fighter. That means Weapon Specialization on your Unarmed Strikes.

Level 7: I think it's safe to say Fighter until said otherwise. Take Gorgon's Fist.

Level 8: Remember that you're a warrior of high Charisma. Take Dazzling Display.

Level 9: Most Fighters that would take Dazzling Display go for Shatter Defenses, but we don't want that. Welcome Performing Combatant. Are you not entertained yet?

Level 10: Here's the split in my build. You have three choices. Be more of a Gladiator and take Savage Display for more damage, take a long awaited Iron Will, or you can be more accurate and take Greater Weapon Focus. You decide. This decision will affect you for a very long time, be it minimal.

Level 11: Improved Eldritch Heritage. Take the 9th level option. You get more Strength.

Level 12: Medusa's Wrath. More attacks! Yay!

Level 13: Take the Improved Eldritch Heritage once again. Take the other choice for more natural armor bonus and immunity to fear.

Level 14: Greater Weapon Specialization. Your punch should be immensely tough by now.

Level 15: Remember that you're a Monk of MANY Styles? Take Boar Style. More damage. This time, it's bleed.

Level 16: Another choice here. Actually a dump. It's practically free here. You could take whatever feat you missed at 10. You could take Hero's Display, which is a better version of Shatter Defenses. You could take Improved Initiative. You could take Leadership if your GM allows it, so that you'd always have a crowd around you, plus a buffing Wizard sidekick. You could take Boar Ferocity. You could take Improved Natural Armor. Actually, since the next and last feat needed is Character Level based, you could even multiclass. Go back to Monk, or forsake the lawful ways and go Barbarian. You could go Rogue or Ninja for a sneak. Maybe even go wild with a Ragechemist/Vivisectionist Alchemist.

Level 17: Take Greater Eldritch Heritage. You can now enlarge yourself with better buffs than the spell.

Levels 18-20: Dump levels. Read "Level 16"

So that's about it. What do you think?


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I want to see how far this thing can go. 20PP, 2 traits, 20 levels of straight Commoner.


I want to start a homebrew campaign for around 4-6 people. These people I'm inviting are in it more for the rich story and colorful backgrounds rather than the slash and bash technicalities, and I really don't want to start a WoD campaign, so that's out of the question.

story:
So for, my idea is to have the campaign based on government-affiliated criminal organizations and arcane drug cartels. A sort of Pathfinder Noir so to speak. Adventures could include gang wars, covert recovery missions, and alleyway assassination encounters.

mechanics:
I'm thinking whether to start at Lv1 or Lv4. 20pb and 2 traits, which must be part of the character's backstory. No two players may have the same favored class unless Half-Elf or Eclectic Human (in which case they may select one already selected favored class and one unselected one). Deities may be made up but must use Paizo-created portfolios (for that story-telling edge). Certain monster races will be allowed. Some will be edited. Level up every 12 hours of gameplay (Just like PFS, but in hours). No 3PPs

If you have any ideas story-wise or mechanic-wise, I'd love to hear them.


Cause I'm thinking up to what extent are they one and the same. Does the Synth grow without the eidolon, thus releasing it? or do they grow together?


NOTE: I did get the basic monk gist early on, but it was by Cheapy's Dragon Alchemonk that made me decide this wouldn't be half-bad as an Alchemonk either.

I wanted to discover a way to deal as much damage as possible. Usually, when you think of this, you go all heroic and think of number of attacks, and individual damage. However one must remember that you are more often than not with a group, and honing their ability to attack, as well as yours, would be key for optimizing damage. Thus I write you this build.

Now when thinking of honing the party's damage as a whole, the first thing that comes to mind is attacks of opportunity. The usual trigger to an AoO is either movement or spells. However this build relies on another trigger: Standing Up from Prone.

To get someone prone, the instinctive thing to do whether in game or in real life is to trip them. In order to get as much AoOs as possible is to trip as much people as possible within a given round. Trips replace melee attacks. And what character has more melee attacks than the monk?

Ok. What you want to be is an Ancestral Arms Half-Elf. You need the bonus feat for Exotic Weapon Proficiency (9-section whip). This weapon is usually a one-handed weapon at 1d8 with blocking, distracting, monk, and trip weapon descriptor. If you make it large however, it becomes a two-handed weapon with 2d6 damage This is higher than your Unarmed Strike damage until level 12, wherein it will equal the said damage until level 15. Your starting stats must be in this order: Str>Dex>Wis>Int>Con>Cha.

The Build:

Level 1. You take this to Flowing Qinggong Monk. Take Improved Trip for your bonus feat. Other than that, you should also have Improved Unarmed Strike and Exotic Weapon Proficiency. For your level 1 feat, I'd suggest Fury's Fall (add Dex to Trip CMB). Note that other than the usual Trip, you also have Redirection, which is basically Trip as a melee counter-attack.

Level 2. Vivisectionist Ragechemist Alchemist. Congratulations. Sneak Attack. Also spells. Preferably for Enlarge Person. That's more damage and reach. One more thing. Mutagens. Strength, Strength, Strength. This is your friend.

Level 3. Back to the Monk. Nothing really special. Just chaining to Monk 3. Also take Weapon Focus. More accuracy!

Level 4. Monk again. This time, you get a higher CMB. That's great! Depending on whatever stats you generated, place your new stat point wisely.

Level 5. Monk. Now your Qinggong side shows. You've got Ki Pool, which allows you one more attack with flurry of blows, and Slow Fall, which you should replace with either Barkskin or Scorching Ray. Feat should be Power Attack.

Level 6. Back to the Alchemist. Rage Mutagen. Your Strength Mutagen is now stronger for the price of possible Will and Intelligence damage. Remember to prize your AC. It is now more important than ever. This is the real reason why Wisdom and Dexterity are high in the charts. Supposing you had 10 Intelligence. 5 rounds of damage and you're comatose. It's also important to note that your job is to surround yourself with as much enemies as you can trip within one Flurry of Blows and trip them all. For a discovery, I guess you could get Vestigial Arm (Could come in… handy. *wink*) or Tumor. There's no available discovery that could help our build at the moment.

By now, you should get the point of this build. Trip things when you can. Attack things when you can't. Remember that this build seems to neglect defense. It'd be wise to pick things up like Iron Will, Dodge, and Toughness. Magic items could also help here, as well as those Formulae or defense-based Qinggong abilities.

If neither class seems to get you going, grab some Fighter Levels. I'd go Barbarian if we could, but non-Martial Artist Monks can be Barbarians. Grab a level of Master Chymist too. The more Mutagen, the better.

Some more good feats would be Greater Trip, Quick Draw, Furious Focus, and Ki Throw.

That's about it. I'll try to get to a 20 level rundown as soon as I can. :)


I noticed that Flurry of Blows expects you to be dual-wielding. It says "As if using the Two Weapon Fighting Feat," "As if using the Greater Two Weapon Fighting Feat" and so on.

Normally, this would be the case. However, if one were to wield... let's say a Large 9 Section Whip, which would be a two-handed weapon, would a level 20 Monk get 7 hits, or just 4?


Vulcan

+2 Strength, +2 Wisdom, -2 Charisma. Vulcans are strong due to their heavier gravity and pride on logic above all else, but tend to be emotionally distant. (0 RP)
Emotional Purge: Vulcans gain a +2 racial bonus on saving throws against fear and despair. Also once per day, after a natural roll of 1 on a d20, Vulcans may reroll and use the second roll. (2 RP, Eternal Hope)
Desert child: Vulcans receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot and cold environments. (2 RP, Desert Runner)
Spell-like abilities: message and endure elements (hot) each 1/day, using his total character level as his caster level. (2 RP, 1 RP per spell)
Languages: Vulcans begin play speaking Common and Vulcan. Vulcans with high intelligence can choose any language as a bonus language. (except druidic and other secret languages) (2 RP)

Cactus (based on a friend's OC):

Plant type: Cacti are considered plants and not humanoid. They breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that Cacti can sleep in order to regain spells, but sleep is not required to survive or stay in good health. (8 RP)
+2 Wisdom, +2 Charisma, -2 Constitution. Cacti are understanding and tend to speak their mind, however they are fragile. (0 RP)
Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, -1 penalty to CMB and CMD, and a +4 size bonus on stealth checks) (0 RP)
Movement: base speed (20 feet) (-1 RP)
Senses: Low-light vision (0 RP due to Plant)
Immunities: Cacti are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, phantasms) as well as paralysis, poison, polymorph, sleep effects, and stunning. (0 RP due to Plant)
Gifted Linguist: Cacti gain a +4 racial bonus on Linguistics checks and they learn one additional language every time they put a rank in the Linguistics skill. (2 RP)
Languages: Cacti begin play speaking Common and Desertspeak. Cacti with high intelligence can learn the following languages as bonus languages: Elven, Sylvan, Sphinx, Aklo, Undercommon, Celestial, and any dialect of Human tongue. (1 RP)

Viaxar (A test on how overpowered a 10 RP race could get. A travel-type)

Outsider (Native) (2 RP)
+4 Dexterity, +2 Constitution. The Viaxar are agile and hardy. (2 RP, Flexible, +2 Dex through Cat's Luck)
Movement:The Viaxar have a climb speed of 20 feet and a swim speed of 30 feet and have a b+8 racial bonus on Climb and Swim checks. in addition their speed increases by 10 feet whenever they charge, run or withdraw. (3 RP, Climb, Swim, Sprint)
Amphibious: The Viaxar can breathe both air and water. (2 RP)
Senses: Darkvision 60 feet. (0 RP due to Native Outsider)
Light Blindness: Abrupt exposure to bright light blinds Viaxar for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. (-2 RP)
Cat's Luck: Once per day, when you make a Reflex saving throw, you can roll twice and take the better result. You must decide to use this ability before the saving throw is attempted. (1 RP)
Stability: The Viaxar receive a +4 racial bonus to their CMD when resisting a bullrush or trip attempt while standing on the ground. (1 RP)
Relentless: Viaxar gain a +2 bonus on combat maneuver checks made to bullrush r overrun an opponent. This bonus only applies while both the Viaxar and its opponent are standing on the ground. (1 RP)
Languages: The Viaxar begin play speaking Viaxar. Viaxar with high intelligence may learn Common, Azlanti, Auran, and Aquan as bonus languages. (0 RP)


link

I plan to update this regularly. If you've got comments and suggestions on how I run the blog, constructive criticism would be awesome!


It's kinda advice. Basically word from one player to another... so I guess that's advice.

http://pathfinderjournal.tumblr.com/

I plan to update this regularly. If you've got comments and suggestions on how I run the blog, constructive criticism would be awesome!