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Would concealment from mythic wind stance allow me to perform a stealth check in the middle of combat? Would this also allow me to hide form creatures with blindsense, scent, etc since the concealment isn't broken?

http://www.d20pfsrd.com/mythic/mythic-feats/mythic-wind-stance-mythic


Does Canny Tumble work if the creature is unable to attack you with an attack of opportunity? Maybe they already used their AoO or a rogue used Distracting Attack. Circling Mongoose would be a use case for this or spring attack.

http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---ro gue-talents/distracting-attack-ex
http://www.d20pfsrd.com/feats/combat-feats/canny-tumble-combat
http://www.d20pfsrd.com/feats/combat-feats/circling-mongoose-combat


I was wondering what exist to increase the chance of succeeding dispel checks, specifically for the purpose of counterspell. Keep in mind this is for a full caster, so extra caster levels won't help ( They can't go above HD ).

Counterspell


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ACG pg26 wrote:
A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks

Is there any clarification on how this functionality is suppose to work? It doesn't say anything about uses per day, which makes sense honestly given how underwhelming the hunter class is overall.

ACG pg26 wrote:
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

This seems to imply that summoning nature's ally was intended to be a worthwhile class feature. However with you capping at level 6 druid spells they seem to not be very useful past the lower levels. Am I missing something?


1. Does the synthesis summoner still get the bonus feats / skills for the Eidolon? I realize the Eidolon itself has no feats / skills.

2. Do I assume my attributes before or after my Eidolon is present for feat requirements?


About to play Carrion Crown AP with a sorcerer and have been reading about crafting. I really enjoy the idea but i'm concerned that it may not be the best for certain APs.

Will Carrion Crown have time for crafting through out the adventure path? If so how much time will I be looking at and will it be spread through out the adventure?


About to start a new campaign (Carrion Crow) with the following party any advice on what I should play?

Fighter - Tank of the group, mainly focused on combat
Druid - Healer / Buffer of the group
Magus - DPS

Currently my thoughts are:
Sorcerer Arcane - Controller - Pick up diplomacy

Dervish Dancer Bard - talker, skill monkey, melee

Ninja - Talker (they have diplomacy!), skill monkey, melee

Rogue (Archetype maybe?) - Not sure why to take this over ninja but same concept as the ninja


Does anyone have any experience doing a multiclass monk / druid that isn't a 1 level monk dip? All of the information I see so far sort of assumes you're dipping into monk just for 1 level.

I'm looking for a character that is basically the monk with wild shape, though only for animals (character concept purposes). From the Shaping Focus feat in ultimate magic I could get the strongest wild shape for animals at level 4 (Anyone think it's odd that beast shape IV is missing?). This to my understanding would also allow for an 8 hour shift time and 3 times a day.

Is there any other benefit (feat?) i'm missing from multiclassing into druid? Is this going to gimp my monk in some way i'm missing?


Why are so many people a fan of the wizard when compared to the sorc in terms of spell casting?

Wizards have fewer spells per day and has to prepare them ahead of time. This can result in preparing spells completely useful for that day or not having a spell prepared which is critical. The only real advantage I see is the ability to get higher level spells 1 level earlier than the sorc. Am I missing something? Perhaps someone can explain the popularity difference?


So I have been running through the Kingmaker campaign and just got up to the part where we are starting to build the kingdom. Side note, if anyone has any advice on what buildings to start making and a good starting location let me know!

Currently I'm a 4th level monk and I seem to be taking incredible amounts of damage compared to the rest of the party. The other melee is a fighter built to take damage (26 AC), a cleric who stays out of melee (Idk why he has 22ish AC), and a gunslinger(roughly my ac level). Does anyone have any suggestions on how I can lower the amount of damage I'm taking without sacrificing large amounts of damage and the "classic" monk flavor abilities like slow fall, high jump, diamond body, etc? This can also be in the form of combat tactics rather then sheet changes.

STR 18
DEX 16
CON 12
INT 13
WIS 14
CHA 8

Feats
Combat Expertise, Improved Trip, Combat Reflexes, Vicious stomp, and Deflect Arrow

Defenses
AC 16 (15 Touch, 13 Flat) +1 from bracers of armor

My initial idea here is to use improved trip / disarm to help keep the person I'm dealing with disabled minimizing the damage I take while not reducing my own damage output by much. (Break Guard, Greater Trip, Vicious Stomp helps keep my damage up) However, on creatures with no weapons, multiple legs, huge size, no legs, etc this method will be mute.


When comparing viscous stomp with greater trip there seems to be a bit of an issue. If someone was to have both of these feats you could essentially trip a guy and get two attacks for free. Limited by AoO's you have however this seems a bit overkill. Perhaps trip is not the same as falling prone?


5 people marked this as FAQ candidate.

Topic says it all, can a monk enchant his clothing?


http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/cestu s

The above weapon is rather ambiguous along with several other weapons similar to it. While in the book it states the damage (d4 I think?) it also refers to unarmed attacks while equipped with it. "your unarmed strikes may deal bludgeoning or piercing damage" I was wondering if you are considered unarmed for this weapon in terms of monk damage, ki strike, etc or is this another weapon like a sword (mechanically).

Basically, could a monk equip this weapon and deal his unarmed damage, ki strike, etc while having it enchanted to be a +5 weapon adding the normal benefits?


Below is my understanding of the options available to this animal companion for attacking. Any corrections would be greatly appreciated and citations would be amazing!

Standard Action:
Bite Attack
OR
2 Claw Attacks

In this case the 2 Claw Attacks are considered a primary attack therefor the -5 penalty to attack is NOT included in either attack. (Bestiary 315)

Full Round Action:
Bite Attack
AND
2 Claw Attacks

In this case either the bite attack OR 2 claw attacks are considered a secondary attack. Therefor either both claws OR the bite will receive -5 attack bonus.

Rake while grappling:
(Bite Attack OR 2 Claw Attack)
AND
2 Claw Attacks

This is where I truly start to become lost. First off normally when you grapple you do your checks then as part of that you can choose to do damage (Core 200). Does this require an attack roll and when referring to a natural attack are the 2 claws considered one natural attack? In addition to the normal stuff does this animal companion gain 2 additional claw attacks (requiring an attack roll) due to rake? The ambiguity arises in that rake simple says 1d4 / 1d6 as opposed to most creatures which list 2 claws for the attack. No -5 penalty is applied for multiple attacks.

Pounce:
Bite Attack
AND
2 Claw Attacks
AND
2 Claw Attacks

This one is as I understand now simple your full round action (above) added with your rake (questioned above). -5 penalty is applied to either the bite attack or 2 claw attacks.

In addition does the grab special attack affect all of the creatures natural weapons? Normally for the bestiary creatures it's listed beside the attack is effects.


Afternoon folks,

My character is a monk of Irori and I tend to search a lot for good role-playing ideas for my characters. After digging around a little about Irori and loving this god, I noticed one of his servants is an intelligent celestial white tiger (Chem Chem - http://pathfinder.wikia.com/wiki/Irori). Now I'm a bit of a fan boy when it comes to white tigers and would like to adopt this into my character in ways that I don't think the existing rule set would allow. I have created two options to portray this in my character and will be going with whichever one seems more balanced and fun. After reviewing the alternate class features I have decided following this outline would be the best way to do this. Keep in mind this is a rough draft.

The first is that a shapeshifting ability has been granted to me by Irori. An aspect of Chem Chem if you will. Problem with this is that I'm worried about how to balance this as it seems like it could be overpowering.

Shapeshifter

Shapeshift 1st Level:

At 1st level, you gain the supernatural ability to
turn yourself into an aspect of Chem Chem (White Tiger) and back
again once per day. The effect
lasts for 1 hour per monk level, or until you change back.
Changing form (to animal or back) is a swift action
and doesn’t provoke an attack of opportunity. While in this form a monk can use all of his monk abilities treating any attacks made as unarmed attacks. However, while in this form his attacks must be considered lethal.

You lose your ability to speak while in this
form because you're limited to the sounds that a normal,
untrained tiger can make, but you can communicate
normally with other animals of the same general
grouping as this form.

A druid can use this ability an additional time per day
at 2nd level and every two levels thereafter. At 20th level, you can use this ability at will.

While in this form you gain the follow attribute increases. These increases are considered size bonuses.
+2 Str
+2 Dex
+2 Natural Armor

You also gain the following abilities.
Scent
Low-Light Vision.

At the below levels these bonuses are increased to and the additional abilities are added.
6th
+4 Str
+4 Dex
+4 Natural Armor

Abilities
Pounce
Darkvision

12th
+6 Str
+6 Dex
+6 Natural Armor

Abilties
Large Creature

18th
+8 Str
+8 Dex
+8 Natural Armor

This ability replaces Stunning Fist, Abundant Step, Quivering Palm, and Empty Body.

My Thoughts:

I'm afraid this is going to be very overpowering attribute wise. Perhaps remove the dex bonus? 16th and 18th level is also lacking in abilities, would like to add some flavor type things. Like the one I saw somewhere else, run at 10 times your speed once per hour maybe?

The second is an animal companion. A character similar to Chem Chem who has been sent to protect me along my travels. I actually kind of like this over the previous option. The problem here is that I don't know how terrible effective the animal companion will be especially without the buffs from a druid. I haven't played many d20 games with companions to know how to properly balance this so this option isn't underpowered.

Animal Companion

Animal Companion 1st Level:

This options functions identically to the druids animal companion with these exceptions. If the animal companion is ever killed it is reincarnated and returns to the monk within 24 hours. The monk must select the type Cat, Big. This ability replaces Stunning Fist.

The animal companion gains an intellect of 8 and can understand common. Though it cannot speak to anyone outside of it's type (cats). Given the animals intelligence the DM may control the animal as his discretion. Keep in mind though that this animal was sent by a diety to protect the monk. This ability replaces link.

The animal companion gains the ki strike ability at level 4, 10, and 16 respectfully. This ability follows the same rules as the monks ki strike, however it is always considered active (The animal companion has no ki pool). This ability replaces shared spell.

Companion thoughts:

The changes to link are to reflect the roleplaying side of things. This isn't a normal creature and it helps with the fact that monk doesn't have handle animal. Also helps balance out the lack of spells (speak to animals).

The ki strike addition is to help with the monks obvious lack of spells. So later on he will be able to overcome damage reduction which would normally be done through spells.

Addition of monk abilities:

Your animal companion gains several monk abilities. When you obtain the following abilities your animal companion also benefits from them.

3rd Level: Fast Movement
3rd Level: Maneuver Training
4th Level: Slow Fall
5th Level: High Jump
5th Level: Purity Of Body
11th Level: Diamond Body
13th Level: Diamond Soul
17th Level: Timeless Body
20th Level: Perfect Self

These abilites replace Abundant Step, Quivering Palm, and Empty Body.

Again, these are rough ideas and I know they are probably horrible imbalanced but looked for some help with that!