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Wonderstell wrote:
Unit620 wrote:
i prefer to be the main damage dealer, the other people i play with like to do more of the out of combat stuff, i like to be able to do unusual things in combat

Since you're starting at lv 1, you may want a build that comes online real quick. I've had a lot of early level fun with the Reach Battle Dancer and all the mobility it gives you, so I do recommend it for people starting at lower levels as you're fully online at lv 3.

If you like reach weapons, tactical movement, and denying enemies their full-attacks while forcing AoOs then it might be a good fit.

I'd recommend this spread for a Strength-based build.

Stats (Grid):
Str 14+2 (Human)
Dex 16
Con 15
Int 10
Wis 16
Cha 15

Do you have a link or something to this build sounds fun.


LordKailas wrote:
Unit620 wrote:
I am not a huge caster person, i think we will have an arcane caster already. and i think a rogue as well
I have a document of theorycraft builds you're welcome to look at. But what kind of thing might you want to do in combat and out of combat? it helps narrow things down.

i prefer to be the main damage dealer, the other people i play with like to do more of the out of combat stuff, i like to be able to do unusual things in combat


Wonderstell wrote:

Do you have an idea of what your party members will play as, and do you favor casters before martials?

I am not a huge caster person, i think we will have an arcane caster already. and i think a rogue as well


Alright everyone i'm struggling to come up with a PC that isn't just a plain and boring build for a new campaign that i'm starting in a few weeks. The campaign is Strange Aeons. I have Prerolled stats, the first one being Grid=
S |D |C
I|10|16|15
W|12|12|16
CH|14|15|10
Then i have weighted= S=16 D=18 C=9 I=14 W=15 CH=10, Then i have 1DA= 17,14,11,10,14,10 used in anyway, and i also have a crappy Mixed Bag= 5,12,11,8,10,6 used in anyway.

Rules for the build are as follows:
Traits= standard two traits + One Campaign only trait
Races= any core race and Oread,Undine,Sylph,Eefrit,Changeling,Suli

General Rules:
Starting at level 1
150gp to start
Hit Points will be done same as PFS
(Anit)paladins are alignment of their deity
Any questions about rules can be passed by GM for a House Rule ruling.

I'm looking for a odd build that you dont see alot, i also am playing a white hair witch right now so probably not doing that again for this campaign.

If any of you theory crafters out there could give me a idea/build going up to say level 10 that would be awesome. I'm just stuck in a rut for new ideas.


Joynt Jezebel wrote:

Here is a url docs.google.com/document/d/1dvDRSXWqnO4CebgMmD8P-nU94wXL_2qWE3n5TTFTzOQ/edi t?pli=1 to a very good non gestalt build with a very similar idea called The Bride of Hell.

Do you have a different link to it i copy and pasted the url you gave and it said unavailable, trying to find The Bride of Hell just by google searching and cant seem to find it either


Hello everyone i just need some help with ideas on how to make my character work and be somewhat functional. The Gm has decided to let the players use the gestalt class thing (combine two classes at every level). I had an idea in my head to play as a white hair witch to grapple enemies and hold them while i beat them to death with a weapon which lead me to the idea of a titan fighter so that i can hold them so they are useless then i can beat them down with a large greataxe or something.

Stats that i can use where rolled stats-
Grid method:
S C D
I 16 14 13
W 12 18 7
Cha 12 6 14

Wighted: use in any order you wish
9, 13, 16, 15, 10, 10

1D8:
S: 14
C: 13
D: 11
W: 13
I: 10
Cha: 8

Using the grid method i can up with
S: 16
C: 18
D: 14
I: 14
W: 12
Cha: 12

We will be starting at level 4 with 150gp and can use any race from the Core, Featured or Uncommon tables at the bottom of this website: https://www.d20pfsrd.com/races. I would like to stay at least also need to be prepared for level 5 for first session. so if you have any ideas on how i can pull this off or a build with these stats that you would think will work better than this idea feel free to post them i might like them better and decided to change everything, pretty much anything is able to be used except the standard summoner class, the leadership feat, so 3rd party stuff. other than that its pretty much free range.


Wonderstell wrote:
Has anyone mentioned the Shifter yet? Both the Deinonychus and Tiger forms gives you Pounce at level 4, and if you take the Weretouched archetype you don't need to wildshape into an animal to use it.

@Wonderstell

Can you elaborate on this not understanding how to can use pounce with out wildshaping


What items are there for someone building a grappling PC


Ryze Kuja wrote:
Is there any reason that Pounce, Greater Grapple and Rapid Grappler wouldn’t work for what you’re trying to do? Pounce gives you Full round after charge, grapple as your standard, Greater grapple allows you to grapple as a move, and rapid grappler lets you get a third grapple as a swift.

I don't think it would work because of charge being a full round action

So I have to get access to pounce to use it.


Wonderstell wrote:
Unit620 wrote:

@wonderstell

My GM says that u can't use the constable ability to maintain or pin and opponent, it's ability is to start a Grapple so he doesn't think the nets and this would work together, and a net gives entangled condition not the grappled condition.

Good thing that it doesn't work that way, then.

If you press on the "show" button in my previous post, it shows you the feats we're using.

*****

Flinging Charge allows you to make a ranged attack and a melee attack during a charge.

1. You throw a net at the enemy you're charging. This is a ranged touch attack with a thrown weapon.

The Apprehend ability of the Constable archetype allows you to make a grapple maneuver instead of the melee attack at the end of a charge.

2. You make a grapple check at the end of your charge.

Bushwack allows you to make a grapple check to pin your opponent, if you've grappled someone who is flat-footed and unaware of you.

3. Assuming you fulfill those conditions, you do now make a grapple check to pin your opponent as a free action.

Equipment Trick: Net allows you to make a grapple check to tie someone up as a swift action, if the opponent has been pinned while entangled by a net you control.

4. You now use your swift action to tie up, since the opponent is entangled by your net and you've successfully pinned it.

*****

@ doomman47

I also considered Maneuver Monk, but that ability only triggers on a full-attack action, while charging is a full-round action.

Ok that's my bad I miss understood what you where saying


What are the ways a PC can gain the pounce ability?


Selvaxri wrote:
Dragon Style or Charging Stag Style to be able to run though allies and difficult terrain.

I am using Dragon style right now


@wonderstell

My GM says that u can't use the constable ability to maintain or pin and opponent, it's ability is to start a Grapple so he doesn't think the nets and this would work together, and a net gives entangled condition not the grappled condition.


@ blahpers

Ok I'll have to look into that thank you


Unit620 wrote:
blahpers wrote:

I don't know of a way to do what you're asking.

How exactly are you avoiding the -10 penalty for tying up an opponent while you are grappling said opponent?

Constable archtype from cavalier at 2nd lvl

My mistake it's the order not the archtype


blahpers wrote:

I don't know of a way to do what you're asking.

How exactly are you avoiding the -10 penalty for tying up an opponent while you are grappling said opponent?

Constable archtype from cavalier at 2nd lvl


Ok is there anyway to get 2 combat maneuver checks at the end if a charge.
I have built a grapple barbarian and I want to be able to 2 grapple checks at the end of a charge so that I can charge my opponent grapple them then make a second check to tie them up.

I have two lvls of brawer with Strangler archtype so I don't take grappled condition penalties, 2 lvls of cavalier with constable archetype which allows me to make a grapple check at the end of a charge and at 2lvl I don't have the -10 penalty for tieing up a grappled opponent that isn't pinned, and plan on taking the rest of my lvls in barbarian (unchained) with the deepwater rager archtype allows me to charge in multiple directions at 2lvl and at 5lvl gives my grappled opponent the sickened condition and has a chance of falling prone if the grapple ends for any reason (Acrobatics check DC: my CMD, and gain constrict ability at 14lvl. Unless I need to change the plan.

Some my idea is charge my opponent then grapple then make a second grapple check to tie them up. Basically take out the most vital opponent before they even get a chance to move.

So if you have any ideas of how I could pull this off plz comment them


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Kilaim Orefinder wrote:
I haven't been able to find it anywhere. Can someone charge into a grapple? I realize it's not beautiful but I have the hair brained idea of a dwarf charging into an opponent, grappling them and then bashing them to death with his helmet via the improvised weapon rules. It's mostly for flavor but a move I would like to use!

The Cavalier as a archtype called Constable, which at 2nd level allows you to make a Grapple attempt (in place of the melee attack) at the end of a charge.


Ok first off I want to State the my GM is pretty open to about anything as long as it isn't extremely rule breaking, sticking close to PFS rule with some exceptions if he approves.

My character is as follows currently.

Race: Human
Brawler lvl2
Archetype: Strangler

S: 22
D: 15
C: 15
I: 12
W: 13
Cha: 11

Hp: 21
AC: 18(10+5Armor, +2Dex, +1Dodge)
Fort: 6
Ref: 6
Will: 6

Feats:
Dodge
Improved Grapple
Improved Unarmed Strike

Traits:
Indomitable Faith
Serpentine Squeeze

Armor: +1 Chain Shirt

Main Attack:
Grapple +11
Pin or Damage +2d6 Strangle

There are some in game items or other things that alter some of the stats that I have listed

I'm currently looking for lvls 3 Thur 5 as a prepared range because alot of stats or other buffs or problems may happen while in game.

Looking to maximize damage and ability to Grapple, and would also be to pick up a weapon and use it if the need may arise.


Sammy T wrote:
One to circumvent this is to say that as part of your morning routine you life link everyone in the party (or immediately after the briefing if it’s a dive right in scenario). If you’re life linking during combat, you’re countering the main purpose of life link: action economy.

yes i will do that but as of right now i only have 2 bonds so i cant cover everyone that needs it


*Thelith wrote:

Shouldn't need to bounce them around much...

in the party i play 99% of the time we have mostly front liners. we very rarely have any casters/ranged. everyone likes to be right in the enemys face.


Mostly trying to decide if at say level 2 you have 2 bonds. i say that i can end and start a bond as needed to help keep the party alive. more or less bounce the bonds around depending on who is hurt and as a life oracle you don't do a whole lot at low levels anyway so a standard action to do so doesn't seem like a big deal to me, mostly because it take the standard action to do it.


To me its the hex itself that limits the range not the actual life link itself.
Because all the the life spirits hexs are limited to a range of 30ft.


The Life Link revelation does not give a range or state how the bond is formed, It says its effective to medium range. so can i form a bond as long as they are within medium range.
My GM for society states that you must touch a person to form the bond. I disagree with him on that because the only thing the Life Link states is that its a Standard Action to from the bond and its effective to medium range.
So i say that i should be able to take a standard action to form the bond with them as long as they are within medium range.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).