Xyver's page

28 posts. No reviews. No lists. No wishlists.


RSS


Brambleman wrote:
Xyver wrote:
Moglun wrote:
Punishing kick is Con 13 Wis 13, not Int. Don't know if that helps you, but my capoeira monk/rogue uses it do great effect.

I need 13 int for combat expertise, a pre req for vicious stomp, and 13 con for punishing kick

No go on either of those.... :(

Use your monk bonus feat to skip the prereq on combat expertise.

Hmmmmmm maybe.

Ki throw looks good, but it's a higher level feat, I'll decide on that later :P Good suggestion though


Moglun wrote:
Punishing kick is Con 13 Wis 13, not Int. Don't know if that helps you, but my capoeira monk/rogue uses it do great effect.

I need 13 int for combat expertise, a pre req for vicious stomp, and 13 con for punishing kick

No go on either of those.... :(


Well, so far he's worked out well. We're level 4 now, just had our level 3 adventure last night (we're leveling really fast, DM says we'll drop to normal speed at 5-6). He did pretty good. He dove into combat, kicked guys around, didn't get hurt too bad, and all went well.

We do have a huge party, if they all show up. Up to 7 people, and we usually get 6 of them. So I don't have to be an optimised character. Usually, I make a character and optimize them, but this guy is more for fun.

I found out I can't get both martial artist and Flowing monk, they replace some of the same abilities.

He's a giant black man with white dreadlocks, and piercing green eyes, whos jamaican (been practicing my accent!), always super chill (maybe stoned?), and scared of "da voodoos". He's good fun to play, I'm happy with what I got.

I made up feats for the next few levels, what do you think?

3- Janni style
5- Janni tempest
Bonus feat 6- sidestep?
7 - Mobility (maybe improved reposition, either replacing this or sidestep)
9 - janni rush.

I like the idea of being able to dance around combat, tripping enemies and moving allies away from harm

EDIT:: I dont have the stats for Punishing kick nor Viscious stomp... Int 13 and Con 13 required. It's really fun playing a stupid character (less then 10 intelligence) haha.


SO here he is!

Flowing Monk Archtype, Level 1

Strength: 15
Dex 14
Con 10
int 8
Wisdom 18
Charisma 10

Skills in acrobatics, perception, perform, and sleight of hand (got the trait)

Fights unarmed, carries 2 Kamas for slashing damage if he can't punch something

Feats are Combat reflexes, Improved trip, Dodge

Traits are Reactionary (+2 initiative) and Child of the Streets (sleight of hand)

My DM says that monks dont have to be monastaristic, he's just a martial artist. I'm thinking his diety will be Irori, but not sure what alignment. Something neutral, neither good nor evil. Something in the middle row.


Janni Style is excellent! I was hoping to possibly build into Whirlrwind attack, but it has a very feat heavy buildup....

Also I won't get my character stats up till tomorrow....

Im thinking for abilites

Dex 16
Wisdom 18
Strength 15 (get 16 at level 4)
Intelligence 8
Charisma 10
Con 10

I'm not the main fighter of the group, we have a paladin, I'm hoping to be able to dart in and out of combat tripping and repositioning people, setting them up for kills for others


So we're starting our campaign tomorrow night, and I'm writing up my character now. I'm going to make a Flowing Monk Archtype (perhaps Martial artist as well) and make a monk that dives into combat and dances about hitting everyone.

For those who don't know capoeria: http://www.youtube.com/watch?v=6H0D8VaIli0

I'll write him up later (in a few hours, going out now) and post what I got. Any suggestions would be appreciated though


Is there a melee equivalent to the feat Clustered Shot? http://www.d20pfsrd.com/feats/combat-feats/clustered-shots-combat

Something like all your attacks can strike the same spot to overcome damage reduction....


Another question, you get to pick bonus feats at level 1 and 2 as a monk, yet some of those feats have prerequisites. Do you have to meet the prerequisites, or can you just get the feats?


I'm thinking of making a Flowing monk martial artist roof running rogue. I'm nit sure about the flowing monk yet, I just like the different monk feats...

Get 4 levels in monk, then switch to 2 levels in rogue. I think this will be a little campaign, so that should be enough. Then I'll decide if I want more monk or more rogue.


I seem to remember that in D&D, if you multi class as a monk, you can not go back and get more monk levels. For example, if you start as a monk, and get to say level 3, then decide to multiclass into a fighter, you can no longer get monk levels.

Is this true in Pathfinder? Or am I completally off.

EDIT: Another question, you get to pick bonus feats at level 1 and 2 as a monk, yet some of those feats have prerequisites. Do you have to meet the prerequisites, or can you just get the feats?


@ Blackbloodtroll That legacy of fire doesn't tell much.... There are lots of encounters everywhere :P


I have plenty of time to figure out details... Maybe I'll make the leaders of the planes elemental dragons. Those are CR ~20.

I'm not lining up the planes exactly, or at least properly, but I have a picture in my head and it'll work. Elemental planes are the 4 sides, negative on top positive on bottom. And between the planes are the para planes. Near the core of the "cube" of planes are the essences of the elements, and you can pass between I just finished almost all of my beastiary tonight, so I've got all the monsters that I'm going to use (organized by planed and CR!), except the negative plane (need more undead)

Check it out! https://docs.google.com/folder/d/0BwdRUJY2LhzISUxsRVA3cmEwNUk/edit


Actually, I'm making some sub planes, so they can travel from plane to plane without returning to the material plane. Thank you for that idea Ciaran Barnes. I'm thinking obsidian plane between fire and water, desert between earth and air, mud between water and earth, magma between earth and fire, and ice between air and water. I found some cool monsters to stick into each one.


They're just teleporting back to the material plane after finishing at each plane, but there are going to be areas where they get sucked from one plane to another.

As for the leaders, I'm just using the names of the 4 elemental lords from D&D. Grumbar, Akadi, Istishia, and Kossuth. They will be Elder elementals.

I can share the pages I'm working on, I've been writing all the adventures in google docs. Perhaps when it's finished I'll post everything.


Who are the leaders of each of the planes? Earth Air Fire Water leaders?


Yup, it'll be difficult. Maybe they have to be higher level then 9 xD Or else I'll just give them more help.

I'm doing a pathfinder campaign, so stuff specific to that would be prefered, but I can do some D&D conversions.

The undead is good, makes perfect sense for the negative plane. I think my idea is a lich discovered how to raise undead elementals. Yes, I know they are a single entity and have no soul, but magic!


The characters are level 9 to start, but they will be picking up allies on the way. So creatures of CR less then 20 are good.


Hey, I'm about to start running my first campaign. The adventurers must travel to the core of each elemental plane (earth, air, fire, water) to retrieve the essence of the plane. Then, they will find out that the negative plane is drawing too much energy, and they have to go there to correct the imbalance.

So, I need information on the planes. I've found a bunch already, I just have a few questions.

What are cool monsters/places on each plane? I've pretty much got the elements covered, just working on the negative plane now. I've got a good base of creatures for the others, but please suggest some cool ones in case I've missed them. Mostly I need stuff for the Negative plane, all I know is that it's full of undead.

Where can I find more information on the planes? Is there a book at all dedicated to them?


Yeah, some spells you just say "I do this." and it happens.

Other ones, Marthian explained them perfectly.


Hey, sorry for the late reply. I almost forgot about this thread :P Weekly pathfinder was coming up, so I remembered!

For items, I actually haven't bought any items, I've just been collecting what has been dropped. So, we killed some guys and they dropped a Masterwork mace, so I grabbed that, and someone else dropped a crossbow, so I grabbed that as well. It's kinda funny actually, when we made these characters we never actually bought any items.... The DM rolled for us to get magic items, so we all started with a few, but we never really worked out any starting gold. So I've been getting what I can when I need it :P I do shoot the crossbow, it's rare that I actually ever enter combat. An upgrade to that would be good.

For the Eidilon tanking, I may have to run some stats to see how good he could get at that. I've been giving the Eidilon stealth and perception (we have a rouge with perception through the roof, something like +16 to rolls, so not too much perception) as well as track and stuff. He's kinda utility, I use summons more then my Eidilon.

For half level, it is correct that he is level 3. It says Eidilon is half level, to a minimum of 1. So that means at level 1 and 2 I get a level 1 Eidilon, 3 and 4 is level 2, 5 and 6 is level 3, and so on. So it makes sense. I realized that recently, had an adventure that he was only level 2 when he was supposed to be level 3 :P

As for spells, I could get the Eidilon healing and recalling, but like I said, I don't use him that often, so it'd be a waste. I get so few spells, gotta choose them carefully.

Again, here is the guide I've kinda been following, or at least trying to emulate. Soon, I'm going to make a big list of all the spells I am planning to get, see if I can plan my future a little more.
Guide to being a God


I've asked a few questions here before, getting suggestions for feats and such, but here I will share my entire summoner build for your scrutiny. I'd be grateful if you could take a look at it and see if there are any glaring errors or things that I am missing.

Here we go! He is a Master Summoner, Level 5. We used a 20 point buy

Str: 10
Dex: 14
Con: 12
Int: 13
Wis: 10
Cha: 21 (16+2(human)+1(increase)+2(Item))

HP: 34
Fort/Reflex/Will(Cloak of resistance +1): 3/4/5
BAB: 3
Initiative: 6 (dex + Improved init)
AC: 16

Masterwork morning star, +4 to hit, 1d8 damage
Studded leather armor +1
Light crossbow +5 to hit

Skills: Fly 5, Handle Animal 13, Knowledge Arcane/nature/planes 5/5/5, linguistics 7 (3 extra languages), ride 5, spellcraft 9, UMD 8, Bluff 5, Sense motive 4, Diplomacy 9.

Languages: Common, Bendarian, Terran, Aquan, Auran

Items of note: Headband of Charisma +2, Cloak of Resistance +1, and I have 87 platinum and 2133 gold.

Feats: Craft Wonderous item, Augment summoning (Master summoner class), Superior summoning, Improved initiative.

Abilities: Summon Monster III 10 times per day, lasts minutes not rounds, life link, and a half leveled Eidilon.

Spells:
0: Guidance, Detect Magic, Message, Mage Hand, Resistance, Read Magic
1: Mage Armor, Grease, Enlarge, Shield
2: Haste, Invisibility, Create Pit

Eidilon Quadroped (half level):

Str: 15
Dex: 15
Con: 13
Int: 7
Wis: 10
Cha: 11

HP: 23
Fort/Reflex/Will: 5/6/2
BAB: 3
Initiative: 2
AC: 18

Evolutions: Bite, Legs x2, Claws (1), Improved Natural Armor (1), Pounce (1), Climb (1), Magic attack (1)

Skills: Bluff 3, Knowledge Planes 1, Perception 5, Sense motive 3, Stealth 8, Escape Artist 5, Track 5, Climb 7, Intimidate 6.

Feats: Evasion, Combat Reflexes, Stand Still

Abilities: Darkvision 60 ft, Link, Share Spells.

We are a party of 7 (Inquisitor, dual wielding ranger, Cleric, archer rogue, fighter, skill monkey rogue, and me), and so far I have not been building myself super... Damagey. I'm going more of a support/battlefield control role. This guide looked pretty excellent, been taking ideas from this: http://community.wizards.com/go/thread/view/75882/19873034/Treantmonks_guid e_to_Wizards:_Being_a_God

I'm planning on buying some metal magic rods, getting Extend ASAP, as well as a dex item for my eidilon, and upgrade my cloak of resistance.

NOTE ON LANGUAGES: We just had a "planar shift", we switched from the pathfinder world (we were playing Return to the Temple of Elemental Evil) and jumped to our DM's custom world. So we had to learn the new language, and I lost Ignan. So I'm planning on learning Ignan, Celestial, and Infernal in the next few levels.

So far what I've done in combat is summon creatures (mostly earth elementals) and beat the crap out of things. I've heard rumours that "Wall" spells could be used with the summon monster ability, I'm asking my DM about that now. That would give me more ability to control the battle, and use up less spell slots.

The great thing about master summoner is that I can get unlimited summons out at a time, or 1 summon monster spell and my eidilon out. That, along with superior summons, truly means I can spam the battle field. We were ambushed one night by bugbears, so we were all in bed (Eidilon was standing guard, he go killed stealthily), and we woke up with bug bears standing over us. I just lay there, and summoned earth elementals, got 4 of them (Yay superior summoning!), who all proceeded to wreck the bugbears while we were getting out of bed.

My idea for the eidilon is to make him Large, and give him huge reach, then use his Combat Reflexes and Stand Still to be a moving wall around the battle field. I'm going to get an item for him to boost his Dex so he can have more attacks of opportunity. I'm also building him tanky.

Any suggestions?


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

This is more of a clarification, it says in the Master summoner text that "A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.

This ability replaces the summoner’s normal eidolon ability."

And it says in the "Large" evolution can only be taken at summoner level 8.

Does that mean that a Master Summoner has to be level 16 to get a large eidilon?


Oh.... That's unfortunate. But I guess I get the summons as a standard action any ways, so good to go!

Thank's for pointing that out.


Any other ones?


I've had great fun with Haste, we have a fighter, a dual weilding ranger, and a archer that I cast it on, as well as my eidilon.

I'm also going to level soon and get the attribute buff spells, trying to decide what to get (owls wisdom, eagles splendor, bulls strength, bears endurance, cats grace) and which ones to scroll/wand.

I've also had a good time with the Grease spell. We encoutered a room full of skeletons, and most of them spent the battle on the floor, or trying to balance.

Also, for Sacred Summons, I have this list http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html
, and it says " Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment." So does that apply for the sacred summons?


I might take superior summoning as the 6th level feat, then i can summon multiple elementals. Right now, there's not much I could get from the level 1 summon list that would be too great.

I was thinking about improved initiative, it's on my maybe list.

Extend rods are definitely on my shopping list, once we get to a bigger town that can provide them :P

Also, one of the feats I already have is Craft Wonderous item. Extra summons seems unnecessary, I already get 9 a day and they last minutes, not rounds, and that'll go up as i get more Cha. So I'm sure I'll have plenty of summons. Extra evolutions, maybe, but I'm happy focusing more on summoning and less on my eidilon. He's already a pretty beastly guy who can wreck stuff

My first two items to make with wonderous item are going to be a headband of Charisma (+2 for now) and a cloak of resistance (probably +2 as well If i get the cash)


Superior Summons sounds great, Skeletal summoner seems to necromatic. I am neutral good XD

Sacred summons seems like a good idea


I have made a summoner character for a Return to the Temple of Elemental Evil campaign. We are a party of 7 (big, I know) and I have made a Master Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---s ummoner-archetypes/master-summoner) and and having great fun in spamming monsters in combat.

As of now, since we have a huge party, I have no need to optimize my character, I just like spamming summoned monsters and want to make them better/be able to summon more. Right now I can summon 9 monsters a day for free (5+4 Cha), have the Augment summoning feat (no Spell Focus (conjuration)), as well as two more feats to pick. I have no idea what to get. All I do in combat is summon a monster (so far, I've had fun with the elementals), and play that monster as well as my eidilon, and my summoner just shots a few crossbow bolts (if I remember xD)

What are good feats to make summons better? Any feats that you would suggest? If all else fails, I could just get point blank and precise shot, so I'd be better at crossbow shooting, but that seems lame. Spamming monsters is much more fun :) DM says I can get any Pathfinder feat as long as I can show him what book it's from.