|
The Cube of Rubix's page
87 posts (192 including aliases). No reviews. No lists. No wishlists. 6 aliases.
|
Jarl wrote: Without multiweapon fighting it is -6/-10/-10/-10
With it you are looking at -2/-6/-6/-6
Pretty large deficits to overcome.
Except does that mean if I am fighting with a long sword in one hand and a short in the other I take a -2/-6?
Your Off-Hand is a Light Weapon, you have the multi-weapon fighting feat so shouldnt it act as Two-Weapon Fighting?
I was thinking an opposed Str Roll.
And the original scene was what inspired the second idea.
Centaur character who harpoons (3.5) or nets his opponent and full out runs thats 200 feet per round, no normal character can match that to catch up.
Explain the -4 penalty when it should be -2 I mean unarmed strike is Light Weapon
Yes but I dont know how to find that out. Fall damage at least had set rules. And if you have 5 feet out the ground is moving faster, but further away its slower and each impact is allowed to fully bunce you around.
Centaurs have 50 ft per round and thats without something like fleet. How would you have ti do damage.
Lilith, James Jacob who is the creative design director says yes they get a total of 4 attacks even at level 1. He also admits they are way OP because of this and are not suppose to be common player characters.
Ok so one of my players wanted to know something, we house ruled it last game but I would like to know if legit rules exist.
They lassoed a orc and their wagon was being pulled by a team of horses at full run. They dragged the orc off the horse and down the road behind them. I rolled damage every round as if the orc was taking fall damage equal to the amount of rope they let out, so 30 foot fall damage each round.
But are there rules?
According to James Jacob a four armed player character would indeed get four attacks, because Unarmed Strike is a Light weapon however all his attacks suffer a -2. So it would look like -2/-2/-2/-2.
But yes Flurry of Blows is useless to the Kasatha, I recommend taking Master of Many Styles to trade it for flurry of style which can be used.
Ok I was always curious so I figured I would ask.
Say I have a Breast Plate and Tower Shield fight his total ACP is -14 from Breastplate and Shield.
Now if I Mithral both Breastplate and Shield (5000 GP) reduces this buy -6 (-3 each)
If both are Mwk thats another -2
Now say I take both Armor Expert and Armor Master for another -2
Now if I use a Dwarven forged enhancement from AEG-Mercenaries from 3.5 days I can reduce that by another -1
So a total ACP of 3.
But does my ACP get calculated as a sum total or to each piece of gear.
Meaning I need to specify Armor Expert and Master to be for my Shield or Armor, rather then just dropping the collective total.
Ok so here is the brief explanation of commonplace guns
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
Now however, if you have the Gunsmithing feat or are a gunslinger you can make ammo for 10% of the cost it normally would take.
I think normally that is like 2 gold and 2 silver a round.
But with this new things saying their ammo costs 25% of the amount listed.. so I calculate the costs down to 25% then use 10% of that new number?
Chengar Qordath wrote: The Cube of Rubix wrote: I think a big concern for Paizo is that Monk's are semi self sufficient and really do not need to worry much as the other guys for gear. Their Wis to Ac is a big deal and can be added bonuses to for little cost were as their go to weapon costs 0 gold and can never be disarmed.
But yeah brass knuckles or cestus should deal Unharmed Damage same as a Gauntlet should do. Yeah, I find that their concerns are a bit overblown, though. Unarmed strikes come with plenty of disadvantages to offset their advantages. Most notably the bad critical stats and the fact that there are spells and monster abilities like Burn that will do bad things to an unarmed striker, but not a weapon-user. I agree, I am just saying I think it is one of their concerns,
anyone playtest the new Unchained or Unleashed book coming out soon with the new take on monks from paizo?
I love this module, and the flavor is really nice.
As for what to do, the first time we ran this, we had a cavalier with us, a core Cavalier and he hated it, because his horse was forced to stay outside. So unless your pet is small enough to move in the space don't work on pet combat, though they can be good scouts, we had a summoner the first time and it helped to scout the area ahead.
Tower Shield specialist would be awesome for specific areas and would really shine in those area without feeling to far back.
At the junctions where the narrow halls open up Combat Reflex fighters could be of use, stand next to the opening and as the creatures pass through they eat AoO.
I think a big concern for Paizo is that Monk's are semi self sufficient and really do not need to worry much as the other guys for gear. Their Wis to Ac is a big deal and can be added bonuses to for little cost were as their go to weapon costs 0 gold and can never be disarmed.
But yeah brass knuckles or cestus should deal Unharmed Damage same as a Gauntlet should do.
Pretty much exactly what Kestral said, not just Cayden, loads have Rapier or other high crit weapons.
I would love to make an Achilles (Troy) build off the spear trick idea, using the spear and shield combo. Would be really fun and iconic.
The Fighter 3/Shield Champion X would be very nice to do that but I am not sure it captures it all. But it definitely makes me want too.
1 person marked this as a favorite.
|
Way to much to have for one feat. Honestly a one level dip and then deadly agility gives you dex to damage for virtually any weapon if you pick up Weapon Versatility
I am curious, I know they have feats to allow for Net and Trident combos. But is that a good fighting style, a fair investment for those numerous feats that it requires to come online.
Anyone else play with it?
Hmm Phalanx Soldier 3/Shield Brawler X would be a good Achillies build. Use the beginning free feats to set up your Reach build and then focus on shield bash for close range combat.

Scott Wilhelm wrote: I was just looking at the Phalanx Soldier Fighter Archetype, and I'm impressed by the ability to use shield and polearm. Since polearms and spears have such a cornecopia of special tricks: reach, trip, brace, and disarm, and many of them have impressive damage for-1 handed weapons, there is a wealth of options.
With the Bashing Enchantment a heavy spiked shield or a Klar does 2d6 damage. With Shield Slam, you can maintain reach, Bull Rushing anyone away who gets too close.
With a good bashing shield and a reach pole arm, you could Great Cleave everyone within 10'. Pretty cool.
You could use 2 weapon with a small spiked shield and a halberd or something and do quite respectable damage, although my favorite manufactured 2 weapon fighting combo is Thunder and Fang.
A tripping build with a tripping reach polearm is classic.
I've always wanted to do a build that develops the Brace feature, exploiting battlefield position and maybe a feat like Goad or Antagonize to finesse a charge out of opponents.
Since pole weapons have a variety of special features, this character might be a good candidate for Quick Draw with the ability to always have the right tool for a job whenever you need it, throwing spears until the enemy charges, then bristling out with a reach brace pole arm taking multiple attacks of opportunity that do double damage, and when they finally get close to you, you bull rush them away and tenderize them more.
Pretty cool.
Imagine that on a build that has martial flexibility so they can trade out manuever feats at will.
Dynamic Priest from Dragonlance transfers Wis to Cha for Divine Spellcasters casting requirements.
So you would have a Monk like character who can wear armor and flurry with a weapon that crits like crazy.
Though this does make me wonder if Flurry of blows with a rapier adds precise strike to each hit
You know I wonder, I was curious about flurrying with a spear in my gestalt game. Three level dip into Phalanx Solider for Spear in one hand and using a shield and then using Swashbuckler beyond that (Dex and Level to damage is just appealing)

1 person marked this as FAQ candidate.
|
We all know a Monk loses his AC bonus, his Flurry and Fast movement is he picks up a shield.
However the way Sacred Fist is written is a little more obscure.
It says for example it works like the monk ability of the same name. But Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Now Monk's AC bonus does call out shields but that is not part of the Flurry's specific ability.
SF's AC ability says only when Unarmed and Unencumbered does he gain his Ac bonus. Shield Bonus is not an Armor Bonus is it?
So can a Sacred Fist pick up a shield and still flurry?
Its an old 3.5 setting, Unearthed Arcana if I am remembering right,
Well Serrated and Laminated can only be applied to Slashing Weapons.
Well they are enhancements like Masterwork. the way it works is it takes the Cost of the weapon + 300 (Mwk) + 300 (Serrated) + 900 (Laminated) x3
what it would do to a rapier is make it a 1d6+1 dmg, 17-20/x3 for something like 4560 GP
Well we use a book from 3.5 called AEG Mercenaries which allows for the Laminated and Serrated Blades on a Rapier.
Well I was curious if there was a way to change a weapon with the Piercing quality to slashing
Is there any way to change a weapons type for the purposes of enhancements, such as turning a Bludgeoning weapon to a Piercing or a Piercing to a Slashing weapon?

1 person marked this as a favorite.
|
Skylancer4 wrote: Lord Foul II wrote: The official rules for playing as a drow noble is a suggestion that you start one level lower (I guess in only one of your classes you're gestalt) The OP touched on that in their first post. When it was posted there hadn't been the commotion about "Paizo employee posts" that lead to the now current only the design team publishes errata/FAQs. So they are choosing to ignore the post as "official" rules.
As I mentioned that post was in late 2009 and they have since published more "appropriate" rules (I guess you'd say) for players playing noble drow in the ARG in 2012. I looked up that page, and well it doesn't seem to say to play a drow noble use those feats. They definitely help make a drow noble character. But I have to disagree that taking the feats is even a valid option.
I mean that's honestly like suggesting Magical Tail to a Kitsune.
Sure they are nice feats, that totally gimp your character for something that is overshadowed greatly by the time you get it.
To get all 6 feats you would have to be a level 11 character.
Level 11 is when Wizard's get their 6th level spells. You are saying at any point in those feats they compare even slightly in power to a 6th level spell?
Basically if you are forced to take the 6 feats to be a noble, either you have to be a full caster, or pray to whomever you worship the build you want requires 0 feat investments... and that seems unlikely for a Paladin
I see I didn't notice they changed the abilities text.

Interesting, I was always curious about that.
So Regeneration makes all damage not of Fire and Acid non-lethal damage.
I was curious how this would interact with a Warforged from 3.5, Warforged are immune to Non-Lethal damage so they would take 0 damage from anything short of Acid and Fire, but with that enhancement on their body armor and a shield they could be immune to all damage.
then you take 5 levels of Warforged Juggernaut which has these additions
Construct Perfection (Ex): A warforged that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a warforged juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its intelligence and sentience, a warforged juggernaut gains the following construct features as it advances in level.
Construct Perfection I—At 2nd level, a warforged juggernaut is no longer subject to nonlethal damage or extra damage from critical hits.
Construct Perfection II—At 3rd level, a warforged juggernaut gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
Construct Perfection III—At 4th level, a warforged juggernaut gains immunity to death effects and necromancy effects.
Construct Perfection IV—At 5th level, a warforged juggernaut is no longer subject to ability damage or ability drain.
Alright so I know Regeneration is restricted to specific things that turn it off. Like Acid and fire for a troll.
What happens if you are immune to both fire and Acid, or at least one of those, for example an enhancement in the MIC from 3.5 for armor or shield was Energy Immunity (I think it was a +2 Enhancement) so say someone who had taken the Troll-Blooded feat took this enhancement and placed it on their armor to make them immune to fire.
Do they somehow lose their regeneration? Would they only be able to be killed if someone sundered their armor and thus broke the enhancement?
PF is suppose to be backward compatible, sure its out of PFS but not out of question for most tables.
Oncoming_Storm wrote: Abuse RAW by using Catch Off Guard and play a Zen Archer, then using flurry of blows, whack bad guys in the face with your bow.
Disclaimer:
I'm half joking.
Technically speaking that should really work.
I am curious if I should invest in getting a Swordbow from the Magic Item Compendium
It can Inspire ideas I did not meant it was a required use.
DominusMegadeus wrote: The Cube of Rubix wrote: Heck I have played games where we played with just straight 14s not including Racial Adjustments and we had a blast. Sure it felt a little more Bleh because you don't get that thrill of a "Sweet I rolled really good on this one" feeling which is part of the game. It didn't have to feel bleh. That's the point. The game could have been exactly the same except without the bleh, but you purposefully chose the bleh. Why would you do that? It only felt bleh because of the lack of that thrill. Because when you roll well or even average it still feels like a small thrill./ I mean I could have rolled so much worse. Also it gives you RP opportunities when you roll a 9 and have to stick it somewhere. Why does it have to be a 9, well maybe your impulsive so your 9 Wisdom makes sense. So the character is effected as they would be.

DominusMegadeus wrote: I don't even know what you're arguing, Rubix.
People are willing to roll randomly for attacks and skills because you can try again.
With stats, which inform class/feat choice, you get your roll and that's it. You rolled like crap? Hope you didn't like this campaign. I know people talk about the good old days where everyone was miserable and liked it, but there's no reason to subject oneself to that.
The dice still fall where they may in-game, but I get to choose who I am and what I can do before that happens.
That is why I like the way we play, roll roughly about 6 times and take the highest set average. Figure out how you like either number of adjustment bonuses (add all the +# together to find a total) or add the number of the total together (18+12+16, etc) to find the total.
I know one guy tried a digital dice roller to roll a d48 and take the number, and add that to whatever ability score you like. your stats start at 10 each and say you rolled a 48 that evens out to 18 each stat.
You can break anything into a point buy, I mean hell one of the digital dice rollers I use can be marked to tell you the point buy value of your randomly generated rolls in much the same way as Dennis mentions.
It is still random, everyone could roll really low at the start nothing over 14, and still have fun. Heck I have played games where we played with just straight 14s not including Racial Adjustments and we had a blast. Sure it felt a little more Bleh because you don't get that thrill of a "Sweet I rolled really good on this one" feeling which is part of the game.

TOZ wrote: The Cube of Rubix wrote: I am starting to wonder if people who use Point Buy even really like rolling dice. I mean the random chance must drive them mad because its unfair and unknowable. Attack rolls and skill checks are localized. Stat rolls are global. There is a difference in degrees of importance. Your speculation is unwarranted and rather insulting. No insult meant, but it is coming off as the argument is simply "Its random so its unfair" but all rolls are random. Is it fair that jimmy can't seem to roll above a 5 all night and Bobby is rolling nothing but 18s, 19s, and 20s that is not fair but its the RNG at work.
Point Buy feels honestly a little PC so that everyone can feel special together. but really its easy to minmax into power with Point Buy.
15 point buy. you can get a 18 Str, 12 Dex, and 14 Con, with 7 in Int and cha and 9 in Wis and still function. With human bonus that 18 goes to 20. So when Mr. Fighter here swings his big ol Great Sword with two hands and rolls 2d6+7+2 He is likely to deal 11-21 damage (7 comes from 1.5x Str 2 from PA) so yeah he is killing anything that gets in his way and he is effective. Same with a Wizard in physical stats he can dump Str, Cha, and Wis do the lowest possible and have a 20 in Int allowing him a lot of Spells from level 1 on and of course higher DCs. So yes SAD characters get an advantage in Point Buy.
2 people marked this as a favorite.
|
I am starting to wonder if people who use Point Buy even really like rolling dice. I mean the random chance must drive them mad because its unfair and unknowable. I mean sure they could use a system like Hero Points to confirm hits and such but really this aversion to random chance in a game based on it seems counter intuitive.

EvilTwinSkippy wrote: The Cube of Rubix wrote: What my group does is this, we all sit down and roll out 4d6, drop lowest, reroll 1s 6 times. We figure out what our stat blocks look at, then we determine who had the best rolls at the table.
So say Jimmy rolled, 11, 15, 10, 18, 13, 14
But Bobby rolled 15, 16, 12, 16, 14, 18
One is clearly a better set then the other. Well we all use the better rolls. So we all take Bobby's stat array and affix it to our own characters.
So everybody in your game get an equivalent of a 51 point buy? That's just insane. Even though Jimmy had decent and considerably better than average stats (equivalent 33 point buy).
The Cube of Rubix wrote: Point Buy is unfair to classes that are MAD because you are forced to be absolutely abysmal in dump stats (Monk for example need Str, Dex, Con, and Wis as primary stats, and can dump Cha and Int) while only being Meh at best in the primary stats... This is the opposite of what is true.
In reality, if I roll an abysmally low 5 (cuz hey, it happens) and am playing a wizard, I can reasonably put that crappy stat into Strength or maybe even Wisdom, since I don't need strength and I have a good Will save. But what am I going to do with a roll of 5 if I want to play a Cleric or a Rogue or a Ranger. Not everyone wants to play characters who are mentally or socially challenged. That seems neither classically heroic nor fun.
The fact remains that rolling for stats is more likely to preclude you from playing a class that you'd like, rather than helping. I can tell you, it's worked pretty much exactly like that since first addition, when character classes had required stats to play. "You want to play a Paladin? Sorry man, not with crap rolls like that." If you are so worried about s*!$ty rolls why nto play with straight 12s that would be utterly and without a doubt fair and balanced.
But what if jimmy rolls a bad to hit score and bobby rolls really high (on pure dice) thats not fair, so should Jimmy be able to use some buy method to be as equally good as bobby in a pure luck and chance setting? Dice are not always fair. You can roll straight 18s and still die in opening combat due to bad luck. Why pretend your not in a luck based game from the start?
Also when we roll really high, our NPCs and Mobs get higher stat arrays as well.

Wow I feel like the odd man out, though I get the benefits of Point Buy, but it seems silly to rely on Luck for every other aspect of the game and not when rolling the characters.
What my group does is this, we all sit down and roll out 4d6, drop lowest, reroll 1s 6 times. We figure out what our stat blocks look at, then we determine who had the best rolls at the table.
So say Jimmy rolled, 11, 15, 10, 18, 13, 14
But Bobby rolled 15, 16, 12, 16, 14, 18
One is clearly a better set then the other. Well we all use the better rolls. So we all take Bobby's stat array and affix it to our own characters. This means is someone rolls really well we all don't feel so left out. Also if someone rolls straight 8s (Happened once) we don't make them use a useless character.
Point Buy is unfair to classes that are MAD because you are forced to be absolutely abysmal in dump stats (Monk for example need Str, Dex, Con, and Wis as primary stats, and can dump Cha and Int) while only being Meh at best in the primary stats. While someone who is SAD like the Wizard can pour a big ol' 16+2(Racial) in Int and Meh in all others and still be fine the wizard doesn't care if his Str is 11 as wella s everything else. He is powerful where it matters for his character.
Well I don't think figuring out if it was light or not was the issue here. Just if it was possible to use two and get stacking effects, but as its not possible it shouldnt be an issue.
I guess it is, thought like I said it makes sense. Bone is lighter then steel, so it would be a Light Weapon in comparison.
It is just what I was always told seemed to make sense, never really bothered to look through it so its possibly a house rule. I only ever see Klar as a one handed weapon to be honest.
The Klar is a skull with a blade coming out of it. The bone version of the skull apparently is the light weapon type. If the skull is metal its a one handed weapon.
Thats the feat I was thinking of.
I believe his was bone which is the light version, Metal one is One-Handed.
|