I want to play a Divine character but I am conflicted on which one of them to play as. I normally play a Bard and I have been dying to play an Arcanist but I want a character who can cast and fight in melee and I don't see much of how a Arcanist could do that.
So I was thinking either Cleric, Paladin, or Warpriest.
Assume the best scores possible because right now its in theory.
I am considering a Bad Touch or Necro Cleric, Paladins are always fun but the LG can be tricky depending on which DM I get (One is more lax on what Lawful means) and Warpriest is just sweet for a melee fighter who casts a bit of divine.
But I know Cleric can go full battle mode as well. So I am really conflicted. Which is a better option for someone who wants to be able to do it all. Cast spells, move into melee and deal some nice damage, step back and do some skill rolls, and maybe even dabble in Face.
I am playing a Illithid character, using the Savage Species progression on the other side of a Gestalt build.
One I do not know what class to pair with the 15 level progression.
I also want advice on how to sate their appetite without eating people. Basically a Vegetarian Illithid (Twilight joke), at least to eat animal brains or the brains of lesser humanoids, ones he might not get into trouble for eating.
Also is there any items he might be able to pick up to disguise himself as a human or at least humaniod and not like a Illithid.
I did run this by my GM and he doesn't really care to be honest so long as I can find a plausible way to keep him from killing the party for food, and for him to be able to hide what he is from the town guards and others.

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Ok so I was going through Savage Species from 3.5 and I found the Lillend race and I really like the fluff and look of it. The classic naga look with wings.
But its quite powerful as its a total of a 13 level monster class.
But thats using 3.5 LA rules as well.
And PF uses CR which is 7, and the race has 7 RHD so that works. But this also means in 7 levels it gets the following:
Outsider (Chaotic, Good)
7d8 RHD
Full BAB; All good Saves
8+Int
Str: +10
Dex: +6
Con: +4
Int: +4
Wis: +6
Cha: +8
Tail Slap 2d6 +1/2 Str
Improved Grab (If Tailslap hits a foe its size or smaller)
Constrict
+5 Natural Armor
Fire Resistance 10
Large Size
Fly 70 ft (Average)
20 ft Landspeed
Bard Abilities: Starting at 2nd level, a lillend casts spells
and has the bardic music ability of a bard of half its class level.
Lillend World Powers (Sp): Beginning at 3rd level, a lillend
can use the following spell-like abilities once per day:
darkness, hallucinatory terrain, knock, and light. At 9th level
and higher it can use them three times per day. The lillend’s
caster level is its effective bard level + 4.
Lillend Talk Powers (Sp): Beginning at 5th level, a lillend
can use the following spell-like abilities once per day:
charm person, speak with animals, and speak with plants. Its
caster level is its effective bard level + 4.
I know this is insanely good but it does take 7 levels to reach this level and I would only be able to take this at 7th level and take only a class level at 8th level.
I want to make the most powerful optimized monk possible. Because I have a fellow player who believes monks are useless and the only good monk is a Sacred Fist Warpriest.
The race is going to be a Kasatha because why not make this hurt worse.
Assume perfect stats.
Ok so in some of the feats Prerequisite(s) section we have a lay out that goes X, X; X
Now I was always told that the ; indicated a break in Prerequisite(s) allowing for more then one way to skin the cat as it were. So either you had the X, X or you had the X after the ; is that correct?
I was looking into a gestalt idea and while this is purely for fun now I may actually use this guy in an upcoming game.
Sacred Fist//Inspired Blade
This nets a Full BAB, Good Saves, 4+Int, d10 HD which is a pretty good character over all.
Now of course I was looking at this and yeah Wis on a character who needs Cha is MAD.
But with a feat from Dragonlance Dynamic Priest I can shift my casting stat to Cha which makes me a more Cha focused character.
So currently I think the feats should look like
Human: Dynamic Priest
Swash: Swashbuckler Finesse
Swash: Weapon Focus (Rapier)
1rst Level Feat: Divine Protection
3rd Level: Fencer's Grace
War: Agile Maneuvers
Swash: Combat Reflexes
5th Level Feat: Crusader's Flurry
So at level 5 he has a +3/+3 to attack on a Full BAB so an additional 5. The rapier does 1d6 at 15-20/x2 adding Dex and his Level to Dmg.
I thought I saw a feat somewhere that makes a weapon count as an unarmed strike during a flurry but I don't know if thats true.
In my upcoming game I am taking part in an odd gestalt game.
One half of our Gestalt has to be one of the Godling classes from Super Genius Games.
I was thinking of taking the Mighty Godling as my side of the gestalt, but I am not sure what best suits a d12 HD, Full BAB, Good Fort and Reflex.
The character is a human character with options to take as many as four Flaws so long as they fit the character and get approved.
The game is starting at 5th level, and we are working with the 10500 GP WBL for that level.
I am allowed any Template that is CR 2 or less, provided I take the hit on the other side not the Godling side.
I did consider pairing Mighty Godling with Adept Godling and taking the wizard/Sorcerer spell list as my choice because it is one of the most powerful spell lists in the game and would net me the good will and 6+Int for the boatload of skills I would be getting.
Any Advice?
We are also allowed 3.5 Material so long as I can provide a source for review.
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?
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?
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?

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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?
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?
I was talking to a few people and it seems we might get a game going either tonight or monday, likely monday but tonight is possible so I wanted to make up a character for this game. It could be a one shot, but I don't know yet.
I selected Barbarian//Monk
Using the Adopted Trait to pick up the Aasimar's Enlightened Warrior Trait to get out of LG monk.
The Archetypes are:
Barbarian: Serene (3pp) and Invulnerable Rager
Monk: Kata Master and Master of Many Styles, Qinggong is a possibility to trade out off things.
Race is a Kasatha, taking flaws to gain Multiweapon fighting for his unarmed strikes.
Now this is likely going to be level 5, due to us starting most at level 5 games.
If I didn't go monk and instead went Sacred Fist, which is possible how much would change really? I wouldn't gain access to master of many styles bonus feats for sure, but I would have access to spells.
Which is better?
Barbarian//Monk
or
Barbarian//Warpriest (Sacred Fist)
I was wondering how a Gunpriest would work out?
A Gunpriest is a Gestalt or less likely a multiclassing of a Gunslinder and a Warpriest with their Weapon Focus going to Firearms specifically their weapon of choice.
Both seem to key best off Wis and Dex. So how well would the build go?

Here is what I want, a Monkey King like character.
This is a Gestalt build
Vanara as the Base Race
I have 12,000 GP to start
Level 5
I was thinking of taking the Half-Troll Temple to gain claws and bite, as well as that lovely Rend ability, plus the enhanced NA and FH5.
Probably take flaws to pick up Toughness and Troll-Blooded
So total Stat adjust would be - Str +6, Dex +4, Con +6, Int -1, Wis +2, Cha -4
Now as for classes I am not sure. I would love to add Monk just due to the flavor but thats not bond in stone yet. I am curious how a Shaman might go for this, as it allows lots of magic, hexes for even further fun.
So would a CR 2/Monk 3//Shaman 5 be any good?
For his weapon I was thinking the Rod of Surprises from MIC which that book labels at 6,000 GP. It can extend to 60 feet, lift 800 lbs, shift into a Quarterstaff (As well as a Scythe, Kama, Spear, Shortsword, etc)
Any suggestions?
Flaws are also up for debate, as I don't think this will be much of a character for ranged attacks like Arrows or Shurikens. Not sure if Shaky penalizes Spell Ranged attacks.
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?
Is there any? I mean is there any way to use the Bow as a weapon or something. I seem to recall a feat that allows you to use a arrow as a improvised weapon or something.

Alright so I had a player/party mate die last session. We are only level 5, so yeah we do not have the gold or contacts yet to really revive him.
Well this is gestalt so monsters are acceptable I told him this before the game as several others are rolling unique members of the party. One is a Goliath, One is a Leprechaun (really is mostly party face and flank buddy), and one is a Changeling from 3.5 (Totally normal in game but still thought I would mention it.
Well after his dwarf got killed he said he would be back with a new character next session, one that could roll with a party of unique adventurers and of course I told him it would have to make sense, so no damn mind flayers. He comes back with a Half-Giant (Dreamscarred Press) Half-Troll (Template here)
Now I am ok with powerful characters and the Leprechaun (named Darby O'Gill) has been the most powerful by far in this game, with spell-like abilities and the like being very useful for the party mostly out of combat. the Goliath brings a big bad melee fighter, and this is likely to eclipse him by leaps and bounds. He also informs me for his character he is taking two flaws and picking up toughness and troll blooded.
Now of course I am fine with because.. your a half troll sure you can have troll blood in you...
but this means he has Fast Healing 5 and Regeneration 1
I am curious how this will work? Will it mean he regenerates 6 HP a turn, except when dropped to negs... then just 1 a turn unless its fire or acid?
I do not know the class on the other side yet, but given I tend to drop a LA normally he would have had Half-Troll 3/Other Class 2//Other class X but I am gonna keep all 4 LA this time, so he has a level in another class. he asked what would be best for his character given what he could do. I was thinking either Barbarian (god help anyone he hits while raging) or Bloodrager on one side, and not sure on the other. He does say he doesn't want the guy to be some forest moot who has no clue what he is doing.
The spin given is this character is the son of a Half-Giant who got raped and knocked up by a troll, the troll of course was later driven off by the Half-Giant's friends and the mother gave birth. He is medium in size, but he is built like David Bautista (Drax the Destroyer from the new Guardians of the Galaxy movie) so obviously huge and scary (thanks to powerful build). The guy was raised by his mother and his mothers friends and former adventuring buddies in how to use weapons and the like but he really never left his home valley till now. So he is young and naive and has never really had to deal with being called out for being part troll though he is a big 6'6" 350 lbs green skinned man with tusk and shoulder length jet black hair.
Edit: I am having him play well under WBL for his character, he is getting roughly 3500 GP rather then the 10500 GP he would normally get at level 5. He has said he is ok with this because of his background.
Ok so I was over at my friends house last night and they where gaming (I do not have a character in their campaign) and I was just Bsing with them. One of them asked a question and I honestly was not sure what the answer would be.
If his character has a Klar in each hand and is using TWF, as well as shield focus feat, would he gain the Shield Bonus from both weapons and would Shield Focus add an additional +2 to that number.
I think the way he imagines it is using it like a basket katar were the skull is basically like a armored gauntlet that lets him deflect an attack off the skull before striking with the spike like blade.

Alright so now that we were talking about my friends build I am kind of wanting to work on a build for a Achilles style character (from the movie Troy especially) maybe throw in some Leonidas style shield and weapon focus.
This is a Gestalt Character
Level 5 maybe
Stats are Here
Weapons & Gear:
Light Steel Shield (Perhaps Quickdraw)
Falcata
Spear
Pilum (x3)
Two Flaws
Shaky -2 to ranged attacks
Murky-Eyed In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
We use a mix of 3.X
AEG's mercenaries for example is another book we use.
So Laminated Serrated Steel (+1 to damage, +1 to threat range and multiplier) So the Falcata would deal 1d8+1 18-20/x4.
This would simulate his one shotting foes, even if the blade is not perfect.
So a human bonus feat is used for the Weapon Prof for the Falcata
So that means me with 5 feats (3 from Fighter and 2 from flaws)
I was thinking Mobile Fighter would be great on one side. But I am not sure what would go well on the other. I was thinking Ranger which would give a good reflex, and good skills, as well as bonus feats for Shield and weapon style.
Edit: thinking Mithral Breastplate with Armored Kilt would work for theme and style, as well as keeping it at medium armor. With AEG's stuff I can boost the AC bonus of both for just 1800 GP.
I am sorry I know there are tons.
Ok so we are all familiar with "To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler." But my question is... what if I am using a shield bigger then a buckler in the other hand, as my one hand piercing weapon?
I mean to say, say I am fighting with a Shield and Sword combo, and my shield is a heavy spiked shield, it is a one handed piercing weapon. If I shield bashed with this weapon, would I be allowed to add precise strike damage to it so long as I didn't use my sword?

Alright my friend heard about me posting here and he asked if I could post something to help him get around this block he is hitting.
He wants to play a character that uses Spears or at least Polearms. So he is looking at Polearm Master for one of the sides of this Gestalt Build.
He is basing this character off the character Oberyn Martell at least an influence of that character (Who used a spear in combat.)
But he is not sure what else should be added on the other side. He also considered taking the Phalanx Soldier to make it a spear and shield style fighter, which allows him to one hand a spear or polearm.
He considered taking Swashbuckler so his spear would take benefit of Precise Strike since he would not be two handing the spear and thus losing the benefit of the 1.5x Str.
I jokingly suggested him taking Kasatha as the race and having two arms using long spears, and one shortspear for those who get close. But that would likely not work for his desired build.
Any advice for me to give him?

Ok this was a thought I had early this morning. A Samurai or at least Swordsmen with only one arm.
It would be a Gestalt build because I simply prefer that style of game.
Samurai//Swashbuckler seems to be the best idea currently.
Sword Saint Archetype on the Samurai half.
As I said in my other thread we use 3.5 when it works. Hermean's blood is generic enough to allow to add any skills so long as they both relay on the same ability. So I was thinking of adding Iaijutsu focus, as it fits with the Sword Saint archetypes theme.
I may give him the flaw to -2 to hit with a melee weapon or enhance Shaky's -2 to a inability to use ranged weapons period (As he cannot use a bow or the like, and shuriken will likely never come up.)
But suffice it to say I will take two flaws and so thus have more feats.
He would be a human so a total of 4 feats at level one. Which feats should these be if I am focusing on a Samurai using a Katana in one hand.
Edit: Also I need a way to get people Flat-Footed as often as possible.

Hello People of the Forums,
I am worried I have poured a lot of effort into a build and idea, but I am concerned I have focused perhaps a little to much on Melee Damage and AC bonuses.
The race of the character is a Kasatha, an alien on a foreign world is always kind of fun to play.
My character is a gestalt build of a Monk and Barbarian. Monk is a Martial Artist and Barbarian is a 3pp Archetype known as the Serene Barbarian.
Serene replaces rage, and acts like a Zen or Combat Trance that allows you to add a +4 Dex and Wis instead of the Str and Con of a normal Rager.
Now as you can guess for a Monk thats a godsend right there.
Wis and Dex is a 20 so +5 to each of those plus the +2 Dodge bonus means at level 1 I have a AC of 22 (Touch AC mind you) that while in serenity goes to 26.
Now we use 3.5 material so long as we can provide were the stuff comes from and its from a book the DM agrees to use. So for example Spirit Lion Totem Barbarian replacement of Fast Movement to allow for Pounce.
As my first level feat I took Multiweapon fighting which according to James Jacob allows me to drop the penalty of using the four arms to a -2 for his main and three ofhands. He confirmed Kasatha use 4 arms and get four attacks.
Well with four arms and four attacks a turn I can honestly say damage output is not an issue for this monk build. As I took two flaws (Shaky and Murky-eyed) to gain Weapon Finesse, and Deadly Agility for his unarmed strikes (Deadly Agility is from Dreamscarred Press's PoW books)
So at level 1 I currently have three feats, Multiweapon fighting, Weapon Finesse, and Deadly Agility. Not including bonus feats like Improved Unarmed Strike and Stunning Fist.
So when Serenity is activated he gains a +2 bonus to hit and damage. Currently he has a 1d6+5 with Serenity this is a 1d6+7. But even with the +5 I can throw four punches as a full attack at level 1.
Am I focusing to much on Damage output and Defensive AC and not yet enough to skills and other abilities and aspects he might have open to him. (I do not want to gimp him)
For the Purpose of this argument assume perfect score of all 18s because at this point it is still theorycrafting as I have yet to use him In Character yet. And I may or may not have a banked score or blackmail on the DM (Kidding)
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Ok so since I introduced a build for the Leprechaun for our current game one of the other players wanted to play a doppleganger.
So it seems he brought this up to the DM before because guess what we just found being level drained in a dungeon?
So this is his new character but it only has 1 HD rather then the 4 normal ones.
Doppleganger
But he wants to play a Slayer//Investigator. But is unsure of what side to take the RHD, and of course with his stats boosted he is happy with our party array.
18, 18, 12, 14, 14, 16
Someone rolled that and so the whole party is given the same array to make it fair.
The game currently is at level 6 now after our last session, his Doppleganger will start at the same EXP as his old character (Whos is being retired) was before this session so nearly 6.

Ok so looking through it I found this
Quote: Greater Charmed Life (Ex)
At 4th level, the mysterious avenger gains three extra uses of charmed life. As an immediate action, she can expend one use of charmed life to gain a bonus to her AC equal to her Charisma modifier (minimum 1). She must choose to do this before the attack roll is made against her.
This ability replaces the bonus feat gained at 4th level.
Now it is obvious this is meant to be just for that attack. But it doesn't give a duration on the amount of time. Now even in the book it does not say this, I found this on the SRD.
Was this ever Errated or FAQed?
Because it looks like RAW might be kind of funny on this one.
Also
Quote: Avenger's Target (Ex)
At 5th level, a mysterious avenger gains a +1 bonus on attack and damage rolls with light or one-handed piercing melee weapons and whips. Furthermore, a mysterious avenger can study an opponent she can see as a move action. The mysterious avenger then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of any deeds used against that opponent. A mysterious avenger can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the mysterious avenger studies a new target.
At 10th, 15th, and 20th levels, these mysterious avenger's bonuses against a studied target increase by 1. In addition, at each such interval, a mysterious avenger is able to maintain these bonuses against an additional studied target at the same time. A mysterious avenger can discard this connection to a studied target as a free action, allowing her to study another target in its place.
At 10th level, a mysterious avenger can study an opponent as a move or swift action.
This ability replaces swashbuckler weapon training.
Why does this sound like Slyaer's studied target? And why does it seem like you get a default +1 to hit and damage from it and if you take a move action you add another +1 to hit and damage... and these bonuses increase every five levels... so +8 to hit and damage by level 20 if you spend a turn studying your target?
Alright so this is a house rule game. We sometimes allow archetypes that overlap to be used, if what they both give in that replacing it not overly powerful.
So in this case I wanted to make a Magus who uses the Staff Magus and Kensai Archetypes. Well of course when I thought of that I immediately wanted to use a Vanara as the race. I got the Ok for that as well.
I am adding the Advanced Template to him, due to his 8 RP points and even with the +1 CR I should still be on level with the others.
Now of course I wanted advice on what enhancements would be good for the quarterstaff. What other feats would be good to make best use of the staff and touch delivery spells?
What traits should be used to best make use of the class/race/concept.
We also use 3.5 Material and Splatbooks such as the AEG Mercenaries.

Leprechaun
Stat Array: 18, 18, 16, 16, 17, 12 [Yes I rolled these, yes it was confirmed by the DM of the game, it was a random number generator that my DM then proceeded to test for 10 minutes with repeated rolls that all landed much much lower then these. Total number of this array is 97, most never go above 79]
Its a CR2 creature so I must play it at level 3. This will be a Gestalt Campaign starting at level 5 (Retrain the first five levels to indicate a time jump and training during it in our new field)
So I want to play a character who can work with his racial abilities but also stand on his own as a proper gentlemen and swordsmen. I was thinking Swashbuckler hits this perfectly.
Now of course constant shillelagh is nice being able to pick up a stick and go to town, but I do need a proper blade.
And we are allowed to use Dreamscarred Press material so Deadly Agility works with Weapon Finesse, which Swashbuckler gets for free, to add Dex to damage with anything that is weapon finessed.
I think I will likely be carrying a Short Sword so I can pick up Piranha Strike to add even more damage.
So that covers my RHD feats, I am not sure I would get a feat at ECL 3, or have to wait till 5th.
We do use Flaws in the game we are playing so I can take up to 2 Flaws and get two feats, though not sure if I get to pick my RHD feats or if its always Weapon Finesse and Improved Initiative.
We use Buyoff System similar to Unearthed Arcana's LA buyoff, we buy off CR using that table
What class to Gestalt with this? What feat and gear suits a Leprechaun best when he is brash, arrogant, and loves to play tricks.
Well I am curious if its possible to make a character who does really well/reasonably as well off a horse as he is on? If a character is somewhat build to optimize the Lance when on horse back, but then must go inside and cannot use his horse (Unless are we dealing with Small creatures and Medium mounts)
We had a fellow player once who rolled up the Cavalier (Before a lot of the good Archetypes game out and we only had the core book) and he felt useless.. Sure on horseback he was pretty good mowing down baddies but when we had to go inside the crypt or manor house or something he always seemed to be forced to slip to the back because he could not deal as much damage or seem to do much without his horse and charging.
Is there a way to get a build off the ground that can do both well?
would it be possible with a gestalt campaign easier then single class progression? How early could it come online?

Now I am curious about something hence the title. I recently discovered a thread involving a discussion about Effortless Lace
Quote: Pathfinder Player Companion:Giant Hunter’s Handbook. wrote:
EFFORTLESS LACE
PRICE: 2,500 GP
SLOT none CL 15th WEIGHT —
AURA strong transmutation
This elegant silk ribbon gleams like mithral and feels like polished steel.
When wrapped around the grip of a one-handed piercing or slashing melee weapon for 24 hours, the ribbon’s magic permanently merges with the weapon, reducing the attack roll penalty incurred by a wielder who is smaller than the weapon’s intended wielder by 2 (to a minimum penalty of 0). If the weapon is wielded by a creature whose size matches that of the weapon’s intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons. Once an effortless lace’s abilities have been conveyed to a weapon, the ribbon must remain attached to the weapon or its effects end immediately, its magic is permanently lost, and it is reduced to worthless cloth. Effects that would dispel the magic of the weapon or cause the weapon to gain the broken condition (such as sundering) destroy the ribbon as well.
CONSTRUCTION REQUIREMENTS COST 1,250 GP
Craft Magic Arms and Armor, shrink item.
So this got me thinking about a character I have that uses a Bastard Sword.
Now if you used this on a Bastard Sword and had the Exotic Prof to make it one handed it would become a light weapon for the purposes of feats and the like.
Now here is a FAQ about the Bastard Sword and Handednesses for you, and in it it states you would indeed get the power attack bonus with a Bastard Sword (so -1 to hit, +3 to damage)
Now we have determined Power Attack will work with a Bastard Sword, but now what about Piranha strike? It now counts as a light weapon for feats so it should in theory work.
So would my total be if I used both -2 to hit and +5 to damage at level 1 (If you could take the feats together and so forth)
At level 4 of a full BAB it would be something like -4 to hit (-2 from each feat) +10 to Damage.
Does that sound right to anyone else? I mean to me that is insanity levels of damage for a level 4 and only goes more insane the higher you go.
I mean at level twenty its what a -10 to hit? +15 from power attack alone (With the 50% increaase) and + 10 from Piranha strike soa total of +25 to damage?
Clerics are stated as being proficient in the weapon of their god, as are Warpriests.
So why are Paladins not proficient in the weapon of their god? They are their god's champions after all.

Alright so this will be obviously a Gestalt build. It also uses 3.5 Material and Flaws
Now the classes involved are Barbarian and Monk, now I know what you are thinking "You cannot have a Barbarian Monk Gestalt, one is Any Lawful and one is Any Non-Lawful alignments." Well you are right. Which is why I am using Archetypes.
Monk is using the Master of Many Styles Archetype as well as the Martian Artist to remove Alignment issues.
Barbarian is using a 3rd party from 4 winds fantasy gaming called the Serene Barbarian (Link Here)
Now as you can see, those compliment one another very well.
My race is a Kasatha (Because they are basically made to be Monks, and their lore make them good Barbarians.)
+2 Wis, +2 Dex +2 Dodge Bonus are the big highlights as this is a +4 to AC total.
I rolled these dice in front of my DM and after checking my dice they are approved.
Str: 14
Dex: 18 +2 [20]
Con: 14
Int: 15 +1 [16]
Wis: 18 +2 [20]
Cha: 12
This makes my starting AC 10+5+5+2=22 Touch AC Normally. With Serenity it becomes 10+7+7+2=26
All Good Saves d12 HD, 4+Int Skills
1rst Level Feat: Multiweapon Fighting
Flaw Feat (Yes we use them): Weapon Finesse (Unarmed Strike is effected by it)
Monk Bonus Style Feat: Pummeling Style
Monk Bonus Style Feat: Boar Style
3rd Level Feat: Weapon Focus (unarmed strike)
5th Level Fear: Slashing Grace
Serenity does trigger Fatigue.
However, Martial Artist Monk is immune to Fatigue at level 5.
Starting Wealth at Level 5 is 10,500 GP
I am not sure what to invest my money into since I do not need Armor or Weapons.
I know I should take a Belt and Headband to increase Wis and Dex but I am not wanting to shoe horn myself into just damage dealer with no way out of combat to be effective, or just a speed boxer, though I like that idea.
I may for 5th level on Monk side take Fist of the Forest (Which is a Barbarian Monk fusion. That adds another +2 to his AC and takes his speed from 50 to 60 a round, which is nice since it specifically says it stacks with the other classes. Feral Trance stacks with Serenity (If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects.)(another +4 to Dex, and a specifically called out +2 on damage rolls for unarmed strikes) and a free bite attack 1d6+Str and can do this twice a day if I took it to level 3 PRC.
Yes it comes with him having to live a little bit like an animal but not more then a normal adventurer might.
Traits may focus on getting a few skills I dont have, like Knowledge Skills or Sleight of Hand and something else.
Any Advice? Also... Is that good damage output for a 5th level Gestalt?
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