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I have a few issues here:

1. Why are rogues not trained with the star knife or the main gauche?
I could see some thoughts on not getting the main gauche but the star knife 100% should be a rogue weapon

2. if you are playing a class that starts trained and gets expert or better later, there is no point in taking a weapon training feat, because when you go up to expert it only ups ones from your class.

3. Why bother making weapon or armor training feats as general feats when everyone can just take fighter multiclass and get them all. I know what people will say, you have to have a 16 str or dex. however how many people actually have a character with nothing over 16 in those? So far I have seen none.

4. Reload 1 and reload 0 weapons. Why would anyone use a reload 1 crossbow that does not get propulsive when they can use a bow they reloads free and adds half a stat. My fix would be give crossbows dex to damage and bows keep propulsive.

Any thoughts?


So my character plan is this.
A graceful swashbuckler type character, who uses a rapier in one hand but I would like him to use a "shield" in the other hand that is not a shield.

I know there is a feat that let's you use a cape or sash as a buckler, which I like.

However, I would really like it if he could somehow use his scabbard as a buckler.

Any feat, trait, magic item that can pull that off?


I love the movie Bunraku, I am using it as the basis for the villain setup in my campaign.

One huge city, ruled over by the master villain and his 10 killers.

Killer number 2 is a great villain with his fighting style and attitude.

So here are some criteria.

Must be human, or have a racial trait to look human.

Fights with the feat Combat Cloak so he has a scarf wrapped around his offhand as a buckler.

Uses a rapier as a main weapon, but fights with his sword in the sheath until he has to be serious.

I am thinking swashbuckler.

Stats are 18, 16, 14, 14, 12, 10
Level 12 total.
Can't cast spells.
Gear is 50% more gold than standard 12th level.

It would be nice if he did not have to wear armor but that is not 100% required.


Ok let's say I have a blink back belt and have a BAB of 11, I have TWF and ITWF, and GTWF.

I carry one thrown weapon in my Blink back belt, maybe a dagger or javelin.

Can I quick draw and throw the weapon 3 times, and only use my main hand or can I quick draw the dagger with my main hand 3 times, and then because the dagger is still a weapon on my belt can I quick draw it again with my off hand for 6 attacks.

Is their any rule, in writing, in the book, that says I have to throw a different weapon?


I am toying with the idea of running a game with 5 players from level 1 to 20, Hoeven all 5 players will be of the same class.

The question is, which classes and archtypes work the best.

I can easily see a group of 5 clerics working as a group.

Same with 5 oracles, druids, bards, and vigilantes.

I am leaning toward alchemists, but am open to ideas for other classes.

Stats are 18, 16, 14, 14, 12, 10.
Alignments do not exist so neither do their requirements.
Any non oddball race 16 points or under works.
3rd party is fine within reason, ex. Most archtypes are fine unless they are built around using assault rifles or something.

Any ideas on class and archtype combinations?


Ok, so here is my plan.

I have a group of NPCS I am making as an opposing group for my pcs, and I have so e odd criteria for them.

The PC group is:
Human Inspired Swashbuckler
Human Mutation Master Brawler
Human Cleaner Slayer
Human Bolt Ace Gunslinger
Elf White Mage Arcanist who is utility heals

The whole game is set in one huge city.

Here is the plan for the NPC team.

The leader is an arcane class of some kind, an elf, but flavor of caster does not matter but he needs to be good at social skills. He is the up front guy.

However he has 4 Wyrwood NPCS that follow him and fake being his pet constructs and or familiar/homunculous.

The leader does not really do much other that be the up front obvious guy while hos Wyrwood teammates sneak around and get the work done.

Rules for the team:

Leader has to be an Elf and Arcane of some kind with social skills.

The 4 Wyrwood NPCS have to have:

At least average or better stealth abilities.

Be self sufficient without their arcane backup.

I am thinking:

Alchemist bomber
Alchemist vivisectionist or promethian.
Magus of some kind.
Unchained Rogue
Or something else out of the blue.

Any ideas?


Ok so here is the deal, I loved 3.5 warlock and I want to try the equivalent in pathfinder, but as we all know Kinetecist is pretty much unplayable.

However Warlock Vigilante looks awesome, but I do not care for the dual identity and social talents. Consumed takes care of all of that, but here is the issue.

I can not find info on the specifics of consumed archtype, so help a brother out.

Human, stats are 10 12 14 14 16 18

Going to take mystic accuracy and genius vigilante at level 1.

Past that I got no info to go on.


I am planning to run a game for a few friends and have decided to make gestalt characters for them to play, however here is where it gets tricky.

1. The entire campaign is going to be set in one city from level 1 to 20, they will travel every once in a while to handle things but the mega city will always be the main hub.

2. There will only be 3 people in the game, that way I will give more 1 on 1 time to each player and the challenge can be balanced easier.

3. The races do not have to be the same but I am leaning toward 3 different breeds of Aasimar, but no rolling on the alternate trait table

4. Here is the big one, for each gestalt character one of the classes has to be Vigilante 1 to 20, but you can do whatever archtype in vigilante you want to make it fit easier.

4. Stats are: 18, 16, 14, 14, 12, 10.

So, what combo of vigilante archtype and class makes a 3 person group work the best?


What is your belief on role playing stats that are outside the norm?

Mid level stats are easy, stats from 8 - 20 are not too tough but what about the extremes.

Maybe this will help those trying to figure out how to role play their characters with outlier stats.

Low: 5 and under
High: 25 and up

Strength:

It is not usually that hard to role play strength as a stat.

LOW:
- you have trouble carrying things
- trouble with moving objects or even moving through certain terrain
- as for help with physical activities

HIGH:
- mostly just showing off
- carry most of the party gear
- push around heavy things

Dex:

LOW:
- You drop things
- You are generally clumsy
- Have trouble with fine motor skills

HIGH:
- You make quick reactions
- You might even perform dexterous stunts such as juggling or gymnastics
- Move light on your feet

Constitution:

LOW:
- You get tired quicker
- Might get a cold or sick on occasion
- Generally frail and can't take a hit

HIGH:
- Heavy drinking
- Rarely getting tired
- Skipping meals/sleep/rations

Here comes the harder ones.

Intelligence:

LOW:
- Get facts wrong
- Forget things often (could be a wis thing too)
- Lack of common knowledge

HIGH:
- Keen knowledge of many subjects
- Fast deduction of info.
- Wide spread talents in many areas.

Wisdom:

LOW:
- Horrible decision making
- Gullibility
- Bad judge of things
- Oblivious

HIGH:
- Self assured
- Tactical accumen
- Good judgment of people and situations

Charisma:

LOW:
- Bad with words
- Bad attitude
- No tact at all

HIGH:
- Very convincing speech
- Manipulating others
- Center of attention

EX.

I am currently playing a Slayer with a Dex of 24 but a Charisma 7.

I tend to walk quietly, flip around a coin/dagger absentmindedly, and such to show the Dex but conversely my character never really keeps his opinion to himself, and is pretty much a jerk to everyone.

What are your thoughts and added ideas.


Some background...

We are in a city based game, 3 players: Myself the Slayer, a Ninja and a Bard.

It is a very Role Play based game. Thus why some of my choices are not the most optimized for combat.

We had a 15 point buy but because we were a little underpowered we gained +1 to two different stats at every 4 levels.

The entire games is based in one city, and the caves under it. It is a very social and political however I am the only real front liner.

Race: Human
Ali: We do not use alignment but if I had one it would be Lawful Evil.
Class: Cleaner Archtype Slayer

Str: 20
Dex: 16
Con: 10 (yeah, I know, the only real beatstick of the group with a 10 con.)
Int: 16
Wis: 10
Cha: 7

Traits: Student of Philosophy and Clever Word Play, to cover my horribly charisma.

We currently have about 25K in gear.

I have very high skills due to being Human, having good Int, and from Slayer, so skills are great.

I am built to be amazing at the cleaner aspect: lots of bluff, perception, disguise, survival, diplomacy, Stealth, and intimidate.

My weapon is a Pickaxe, ( grew up as a miner, and we live in a abandoned Dwarven city of all stone and on top of MASSIVE mines, nobody pays attention to the guy with a pick axe)

Combat wise I went the Cornugon Smash/shatter defense/power attack route.

Concept is that I am the orphan of murdered parents, my father was an assassin who failed a mission and they killed him and my mom for it, my whole life is about Vengeance, I am so obsessed with vengeance that I have fallen to complete evil in it's pursuit. However our entire group is in the process of organizing all the crime in the city... (Think if Ghost Rider had the mentality of Punisher)

I am the only person who is built for combat, we have a extremely non-combative Street Entertainer Bard who does not fight at all and a Ninja built on more classic ninja skills instead of combat and is going to go Crimson Assassin.
Here is my problem, I find the class to be very boring.

I finally got my misdirect ability at level 7 of Slayer and am looking for something else.

I have no plan as where to go after level 7.

I can not really afford to lose a ton of skills, I could live with a 4/level class but a 2/level would be pretty hard.

I was looking at Hell Knight but it fits thematically other than the heavy armor, but later that is no big deal thanks to their training.

I really have nothing here guys, any advice will be appreciated.

Feel free to ask for any other info you need to know.


I have been putting together a replacement character for when my current one dies, I have settled on a Kobold with mainly sniping abilities.

BTW this is not the crappy Kobold in the monster manual, this is a Scarred Lands Kobold.

Racial: -2 Str, +2 Dex and Wis, +1 Natural armor and some skill bonus I can not remember

Stats will be: 16, 14, 14, 12, 12, 10 pre-racial.

We are level 8, and do not have to pay for our weapon, it is a +3 equivalent family heirloom.

The issue is: Bolt Ace, or Musket Master?

Any ideas?


Ok so I have a plan that I know is not the best, but I love the idea of it.

I am trying to put together a Magus, specifically a Myrmidarch who uses Deadly Dealer to throw cards from a harrow deck as his weapons.

My only question is:

Stay Magus 1-20, go harrower to keep the thematics but can probably not hit the broad side of a barn, or go eldritch knight for 10 levels.

Stats will be 16, 14, 14, 12, 12, 10.

Race will be human.

Traits will be Harrowed, and one other.

What can we do with this people?

Never played a Magus before so feel free to throw out the info.

P.S. Any way to make the deck a bonded item like a wizard would be nice.


I can see this coming up in a game soon so I need some clarification.

A magus uses spell strike to aft Shocking Grasp to his attack.
A Swashbuckler or Duelist uses their parry ability to make the attack miss.

Does the spell still go off because a parry touches their weapon or does it not go off because the attack misses?

Thanks for the help.


I am trying to put together a character for a game, in preparation for when my current one dies.

I always wanted to put together an Arcane Archer with an Eldritch Knights, the question is what classes beforehand.

Stats will be

16,14,14,12,12,10 pre-racial. (Probably human)

I want him to end up as Arcane Archer 2 / Eldritch Knight 10.

The question is, what to start with.

magus 8?
Wizard 5, Ranger 3?
Witch x, fighter x?
Arcanist (White mage) 7, Fighter 1?

Any insight here?


Ok so here is the situation.

I have always wanted to play a sniper type character in D&D. However nobody that runs games where I live would ever allow firearms use, until now. However I know that is not the only option.

He are the guidelines.

Stats: 16, 14, 14, 12, 12, 10 Before Racial. (Given not point buy or rolled.)

Available races:
Human
Elf
Halfling
Kobold: (Stats are +2 Dex, +2 Wis, -2 Str, all other radials the same.)
Halfling
Tengu
Ratkin (Stats are +2 Dex, +2 Int, -2 Str, all other radials the same.)

Gold: 25K, no weapon or armor over a +3.

Lets say starting level is 7, but feel free to make one higher.

I love the look of the the Phantom Ammunition enchantment for ammo.

Looking for the best one shot a round sniper. Damage is key, survivability is nice.

So what looks better, Bolt Ace Gunslinger, Ranger, Spell-less Ranger (3rd part book), Fighter, Slayer, or something I have missed. I am looking for a guy built around taking just 1 shot a round, whether from crossbow, bow, or rifle.

P.S THIS IS NOT A PFS GAME SO IGNORE SOCIETY RULES.


Ok here is the deal.

My buddy is starting a new campaign.
The entire campaign is set to be in the same city from 1 - 20.
There are only 3 people in the game.
We start at level 1.
It is a 15 point buy.
We will have LOW cash for a long while. IE we start with 25 G max.
We have to be human.
The other two players are a Ninja, and an Entertainer Bard.
We all grew up in the same gang, (so no Lawful) as kids and are out on our own at age 16ish.

Here is my issue.

Essentially the group needs a front liner that can at least heal a little, that can get by on low funds and low point buy. The other two players have all kinds of skills handled so skills are not an issue.

I was thinking Druid, I wild shape for combat and have some back up healing if I have to.
I might can pull of an Alchemist? Maybe.

Any thoughts?


Ok, so here is the situation.

I am playing a Druid, with very good stats and gear currently.

This is all after gear and being Level 10.

Ali: CN. Race: Ashura Blooded Tiefling

Str: 8
Dex: 22
Con: 14
Int: 12
Wis: 26
Cha: 12

So far other than the Feats of Weapon finesse and Dervish Dance, not real plan for feats.
For Traits I went with Reactionary and whatever the one where it gives you training and +1 on stealth.

Thanks to Storm Druid I have access to the Air and Weather Domains, and spontaneous cast those spells, not summon.

I have given up wild shape for storm based spell like abilities as per the Storm Lord archtype from Super Genius Games.

This game is going to get to level 20.

I have an Artifact Scimitar that gives me the ability to Wild Shape but only 2 times a day and only into elementals as Wild Shape would give me the choice of for my level.

I will not be summoning creatures as a normal strategy, so my questions are...

1. What spells to throw against people with high saves, our enemies are usually about +5 CR ahead.

2. What feats to take that are not involved with wild shape or summoning?

3. I greatly foresee the group trying to kill each other at some point so shutting down people with no save would be great.

4. General wondrus item advice? Other than the basic stat/save/skill bonus items?

Any Advice will be appreciated.


Ok, so I am in a game with 3 other people.

We are 25 point buy and have average equipment for our level.

The group consists of:

A dual blooded Orc/Draconic fireball expert Sorcerer
A Ranger Archer
A Zen Archer Monk
And finally me,
as the Hopsitaler/warrior of holy light Paladin.

I am the only healer, the only melee, and the only person taking the hits.
Needless to say, I will definitely be the first person to die.

My plan is that when I die I want to come back as a mage killign shutdown expert.

I was thinking either:

A Fighter with Brawler archtype, to get nice shutdown abilities.

or

Barbarian with the anti-caster rage powers.

So far my plan for the Brawler is:

Level
1 Weapon Finesse, Combat Reflexes, TWF
2 Weapon Focus +1 to all Bull Rush, Drag and Reposition rolls. +1 / 4 levels after 2
3 Double Slice Close Combat: +1 Hit and +3 Dmg, +1 / 4 levels past 3.
4 Weapon Spec
5 Stand Still
6 IMP TWF
7 Piranha Strike Menacing Stance: enemies take -1 hit, -4 concentration, +1 / 4 after 7
8 Disruptive
9 Gtr Wpn Focus No Escape: 5 Foot Step and Withdraw provokes AoO
10 Spellbreaker
11 GTR TWF
12 Two Weapon Rend
13 Critical Focus +1/2 level to Stand Still check, GTR Wpn Spec
14 Bleeding Critical

Any further refining?

Any ideas will be cool.


Ok, so I am planning way ahead here. I am currently in a game that is going very well as a Paladin but I am the only tank, the only healer and the only melee so if anyone is going to die, I will be first.

I want to play a caster killer, built around the Brawler archetype for Fighters.

So far my Feats plan is as follows:

I want to close on the caster(or really any class) and shut them down, making it where they can not get away and can not cast spells without extreme difficulty.

Human (25 point buy)

1 Weapon Finesse or power attack, Combat Reflexes, TWF
2 Weapon Focus: Something
3 Double Slice
4 Weapon Spec: Something
5 Stand Still
6 IMP TWF
7 Piranha Strike or open feat.
8 Disruptive
9 Gtr Wpn Focus
10 Spellbreaker
11 GTR TWF
12 Two Weapon Rend
13
14
15
16
17
18
19
20

So my questions are:

1. What weapons to use?
A: I have the idea of going Spiked Shield based with spiked armor so I could go lots of shield feats and also take Spiked Destroyer.
Speaking of which, is it ever specified what part of your body are used to attack with armor spikes? For example could I use the shield two handed and Slam/kick/whatever with the armor spikes?

or

B: Dual wield one of the Close Combat weapons that Brawlers specialize in, but which ones.

or

C: The idea of Agile weapons with weapon finesse sounds good to make all the dex more valuable.

Further info that might help:

1. The GM HATES combat maneuver builds, so shy away from those.
2. Gold should be about standard for the levels we will be at.
3. This game will go 1-20 loosely based on Rise of the Runelord, but with the combat difficulty about tripled.
4. Would prefer not to multi class, Brawler 1-20 is the plan.

Thanks for any help that you guys can come up with.


Ok, so I have this plan that might be a little strange.

I plan to play a Fighter who took 2 levels of Alchemist first to take the Vestigial Arm Discovery and his third level feat as Extra Discovery to take the other Vestigial Arm.

So essential a Fighter with 4 arms.

Here is the rules question:

Because I have 4 arms, and the extra 2 arms work just as well as normal ones, but they do not allow any extra attacks or anything, can I use them to wield 2 handed weapons on each side?

Ex:
Longbow / Tower Shield
Heavy Crossbow / Heavy Crossbow
Longbow / Longbow
Falchion / Falchion
Ect.

Is a ruling laying around for what exactly you can and can't do with more than 2 arms?

Further question.
Could the extra arms be used as natural attacks if say I was playing a race that has claws?


By the way, for those of who gave advice on the pathfinder question earlier, thanks.

So, I am playing a Rage Priest, for those who have not seen it, it can be found here.

http://mcarchetype.wikispaces.com/Rage+Priest

For those who do not want to follow the link. Think of a D10 HD Cleric that gives up one domain and ha a short list for the second, gives up spontaneous casting, and gets a different kind of channel ability in place of them gets the ability to rage and a rage power every 4 levels starting at third.

My stats are as follows:

Tiefling: Oni Blooded. Clawed, Tail, Wings and Natural armor. (he is about as demonic looking character you could imagine) Rolled on the chart and got a Bite attack too. (Normally the rolled trait replace traits but he let us all keep it. Everyone else is an Aasimar.)

Str: 20
Dex: 12
Con: 14
Int: 10
Wis: 16
Cha: 5

Brief backstory:

A Chaotic Good follower of Cayden Cailean who tries his best to be a good person and believes in people should just be free to do as they will if they do not hurt anyone. However, the Oni-blood tends to make him gruff and ill-tempered.

Under normal conditions he tries to be civil and goes sword and board, however when he rages he drops both and goes tooth and claw.

My plan:
Rage Powers:
Level 3: Reckless Abandon
Level 7: Clarity of Mind
Past that, no clue

Feats:
Level 1: Combat Casting or Toughness
Level 3: ERP Lesser Fiendish Totem
Level 5: Power Attack
Level 7: ERP Fiend Totem
Level 9: Rending Claw
Level 11: Rending Fury
Level 13: Improved Rending Fury
Level 15: no idea
Level 17: Greater Rending Fury
Level 19: no idea

I will take any advice that can be given, between ways to improve natural attack methods, gear or prestige classes that do not suck.


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Ok so for those who saw my last thread, A follow up. For those who did not to summarize.

We have a group of 5 VERY skilled players starting a Rise of the Rune Lords campaign.

1. An Aasimar Ranger Switch Hitter build
2. An Aasimar Zen Archer Monk
3. A Human Evoker Wizard with mostly Ranged touch Spells.
4. A Tiefling Dawnflower Dervish Bard
5. Finally me. A Tiefling Rage Priest, who specializes on Natural Weapons.
(Rage Priest found here - http://mcarchetype.wikispaces.com/Rage+Priest )

Notes on our DM.

- He will make everything much harder than in the book because those modules are not made to challenge expert players with well made characters. Generally he doubles the HP of critters and raises their AC and saves by 3 to 5 each.

- He hates build shenanigans or abilities that trivialize encounters.

We are all cool with these things it is to be expected to make the game challenging.

My question is however, without giving away any spoilers, will we be ok on rise of the rune lords modules 1-20?

Notes on my Character
As a Cleric who essentially traded a domain, spontaneous casting and changed channeling in for Rage and rage powers. Due to racial alternate traits and a roll on the alternate table I have Claws and A bite attack. When I hit level 3 I will gain a 4th attack due to rage powers.

At level 3 while raging I should have Claw/Claw/Bite/Gore, but is that all?
Are there more ways to get natural attacks that I have missed? Unfortunately Tieflings can not take the wings feats that Aasimar can.

Any advise would be very appreciated.


Ok, so my group is starting a Rise of the Runelords campaign, which I have intentionally read nothing on to make sure it is all new to me.

However, nobody in the group likes to play a healer, as a matter of fact you could go so far as to say the rest of them hate it. So I will be party healer, no problem, I have done it plenty of times.

Here is the issue.

I have a Paladin - Warrior of Holy Light/Hospitaler built, and I think it is a pretty solid build.

The problem is though, the group found the Multiclass Archtypes and really want me to play a Divine Emissary.

Found here.
http://mcarchetype.wikispaces.com/Divine+Emissary

However, not only is that class horribly written, (it gets Paladin spells up to sixth level... yeah all those Paladin 5th and 6th level spells) it is way overpowered in my opinion.

So it has come to this, I am the only healer, I want to play the Warrior of Holy Light/Hospitaler, yet the party wants me to play the broken, overpowered, class found on a website that as far as I can tell was essentially just made from a forum. The GM did say that the class could use Cleric Spells instead of Paladin spells.

So what do you think?


Ok so in a group of 5 people:

We have a Magus and a Sorcerer on one side of a faction.
A Cleric on one side
Finally is myself and a friend both playing Paladins, also of the same god, and both Aasimar on the last side

So our plan is this:

I wil go 2 handed beatstick, Warrior of Holy Light.
He is going Divine Hunter archer.

He will be taking mostly archery feats, I will be taking Power attack, furious Focus and then mostly just Extra Lay on hands.

Any good pally/pally feats I might be missing?

P.S. Our stats are pretty good, his are a little better than mine. I had 18,18,16,16,13,12 he had, 18, 18, 17, 17, 16, 15. We are also staying 1-20 Paladin simply because there are not that many great PrC that I have see that fit.


Ok so here is the deal.

I am in a game that is level 7 as of right now. We rolled stats, not point buy, and for once I actually rolled really well.

Human LN Swashbuckler 6 for now.

Str: 13
Dex: 26 (rolled 4 6s, so started 19, 4 dex item, 2 from human, 1 at 4th level)
Con: 16
Int: 17
Wis: 15
Cha: 16

If it matters we are running Kingmaker, but in Scarred Lands. Yeah not a fun place to be.
We also have quite a funding of gold due to some excellent roleplaying.

Current feats:
Level 1: Weapon Finesse, Evade (dodge), Weapon Focus (Scimitar), Power Attack
Level 3: Dervish Dance, Quick (Scarred lands feat)
Level 5: Improved Initiative.
Level 6: Weapon Spec. (Scimitar)

My question is: at 7 Taking

One level of Unarmed Fighter to get IMS and Crane Style, and my 7th level feat for Crane Wing
OR
7th Level Feat of Mobility and go Duelist
OR
Stay more Swashbuckler

Feel free to throw out any advice on nifty things like feats, gear or classes.
Only thing is I really do not want to take any classes that do not get a Full BAB.

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