Empyreal Lord, Cernunnos

Yaakov'Tovah's page

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Hello all, I wanted to grab some additional input for a Pathfinder campaign I'll soon be joining.

Without getting much into it, I wanted to play something I generally have next to no experience using. Checking out RPGBOT gave me a lot of insight in what I *could* use, but I don't have much time dissecting all the options in sufficient detail for me to make the best choice.

We have a few days to decide and gather around to roll out our characters, so I have some time to decide, but not as much as I would've liked to fully explore my options.

My quandary is this: Which one should I be? I have potentially three choices I'm looking at. I could either be;

A) Druid, something I've played before, but with the Menhir Savant Archetype, something I haven't done before, as I've only ever played vanilla Druid.

or

B) Oracle with Time Mystery, which looks pretty awesome on the surface.

or

C) Cleric, going through the Death Domain. I never played a negative Cleric and have always been tempted to give a shot, but most DMs have shot me down before. Can't imagine why (sarcasm). This DM is open to the idea, so I don't know.

For additional context, we're starting out at Level 5 and I've worked with the DM to determine that my race would be an Oakling, because I wanted to be a Dryad but wanted some way of circumventing or completely ignoring the whole, "locked to a tree", restriction. I know for certain we will have a Monk and Samurai in the party, another is undecided and I'm fairly certain one of us said they'd be heals, so I shouldn't have to worry too much about needing a healer.

Help deciding would be fantastic, or, if you have an idea that might be awesome for me to try out, that'd be awesome! I've tried pretty much every standard class before, so I'm looking for more archetypes or weird choices, but not so weird they're useless. Bonuses for awesome flavor to characterize, as I like having good role-playing options beyond, "I feel the burning desire to bury my axe into it until our problem is solved."


This should be a no-brainer, but I need additional opinions and information about this question.

A couple days ago, a friend of mine, who also takes part in my own campaigns, joined another group and made a Level 10, Human Monk using Unchained rules, to be entered into a Mythic campaign. We were regaling about Monk usage, when he claimed he would be rolling 8d8 per his usual attacks and it raised an alarm bell.

Being an avid Monk user, it threw up a red flag, that he shouldn't be rolling that many dice for his level. His explanation was that in addition to his standard attacks, his two fists, he would go into Flurry of Blows.

I KNOW this to be wrong, as they are separated as Standard and Full-Attack actions, that they shouldn't be able to do that. According to him, this DM has been playing D&D and it's forms for 15 years and supposedly condones this and plays this way. I believe he even mentioned once that they're supposed to take up the movement part of turns, which also is bogus as far as I'm concerned on the matter.

This sounds exorbitantly unorthodox and we had a bit of a heated debate about it. Being at work, with only phones to check up on rough details, we couldn't reach a conclusion and he seemed to be in a huff about it, so I dropped the conversation.

This problem still bugged me though, so I finally dug into the Pathfinder rules and, based on pages for combat rules 181-184 of the Pathfinder Core Rulebook, as well as the Flurry of Blows rules on page 57, detailing that they are a full-attack action, it supports my argument.

However, I won't say I'm completely right until I have all the information. As of now, I don't have a way of physically looking at the Unchained Rulebook for Monks and, while I seriously doubt the book would change combat rules on how Monks work, as well as just throwing out old combat rules entirely, I needed to post this up to sate my curiosity and, potentially, put this issue to rest.

Any and all information is appreciated. Please, thank you and blessed be.


This is probably a stupid question, but I need clarification on what precisely this does in a particular instance.

Source: Pathfinder Core Rulebook Page 127

"Improved Critical (Combat)
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your
threat range is doubled.
Special: You can gain Improved Critical multiple times.
The effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
This effect doesn’t stack with any other effect that
expands the threat range of a weapon."

I understand the implications of what it does, but I have a bothersome question that I've searched and searched around for but it either has never been directly asked or perhaps it's really as simple as it seems and I'm dumb.

Nevertheless! I have a Drow Monk. As a typical, Medium size category monk, his Unarmed Strikes have forever been locked at merely x2 on 20 with not a lot of ways of advancing it. When I get to it, I've been thinking about taking this feat since his fists do ridiculous damage with Monk's Robe at 2d6 and +5 permanent enchantment from Greater Magic Fang, but here's my question; it doubles the range, but if the range is 20, does that mean it's an inert feat? Does it become 19-20 or 18-20? For the life of me I can't figure out what it means, so I turn to the community for an answer.

Please and thank you.