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The base build thus far is this. The GM had us do a different setup having 3 negative lvl stuff, just odd.

-3: Unarmed Strike / +1 Fort Sv / 1d12 HP
Trait: Nonchalant Thuggery

-2: Fluid Nature (Ex) / +1 Ref Sv / 1d10 HP / +1 BaB
Feat: Skill Focus - Sleight of Hand

-1: Combat Reflexes / +1 Will Sv / 1d8 HP

----------------------------------------------------------------------

1st: Sneak Attack +1d6 / Measure the Mark (Ex)
Feat: Dodge, Sap Adept
Trait:

2nd: Evasion / Talent: Finesse Rogue - Unarmed

3rd: Sneak Attack +2d6 / Stab and Grad (Ex)
Feat: Mobility

4th: Uncanny Dodge / Ability Point +1 Wis
Talent: Weapon Training - Unarmed

5th: Sneak Attack +3d6 / Feat: Sap Master

6th: Talent: Bleeding Attack, Combat Trick - Panther Style

7th: Sneak Attack +4d6 / Feat: Panther Claw


StreamOfTheSky wrote:

You can only use one style at a time unless a Master of Many Styles, so unless you went with that archetype, I would say it is not beneficial enough to justify spending the feats.

I would go MoMS, take Snake Style as one of my odd level feats either before entering or at the same level I enter, and use the bonus feat to immediately grab Snake Fang, the feat that single0handedly makes snake awesome.

Just my opinion, though.

I had thought of MoMS though that particular archetype cancels out Flurry of Blows, as well Flowing archetype would let me possibly take advantage of using my sneak attack from its 2nd lvl ability.


Ok, I've been working with panther style on my sap master rogue and I'm thinking of going Monk Flowing Archetype. I guess my question is would picking up serpent style be beneficial?


Helikon wrote:
I am playing a shoanti human ranger with Earthbraker and klar combo, maybe suboptimal, but style beats power in my book ;-)

Although I agree with the Thunder and Fang feat set to do that would be nice but it on its own is a little feat heavy as well for a non fighter.


My apologies, I skimmed the opening post.


two handed rogue hmm you may take a look at the half orc rogue archetype skulking slayer


Zerumm wrote:
Knight Magenta wrote:

61 point buy :) I think you can do pretty much anything and be a death machine.

There are some cool lore-warden ideas in the weapon finesse thread.

Actually he didn't do a point buy system, the stat method for this one was 10 +1d8

The finesse thread was a pretty good read though in this case I think I will stick to strength.


Knight Magenta wrote:

61 point buy :) I think you can do pretty much anything and be a death machine.

There are some cool lore-warden ideas in the weapon finesse thread.

Actually he didn't do a point buy system, the stat method for this one was 10 +1d8


I guess to continue to improve it I could of taken the trait family heirloom and pick the +2 to a CMB/CMD manuver.


Hmm I do have to admit though I know I mentioned the character was abit inspired by soul calibur but time to come clean it was actually put together on a whim as the gm mentioned make a power ranger. Seeing as I have to much time on my hands atm I took him up on it. The idea is to fight Sword/Unarmed and to do the cheesey fight scene antics in such a power rangers way.


Gignere wrote:
Zerumm wrote:
Xerres wrote:
Serisan wrote:
I have no idea what Superior Unarmed Strike is (I couldn't find it in PRD or d20PFSRD), but it should probably be changed to Iron Will.

I think its a feat from the Tome of Battle. Increases your base unarmed damage, based on your level. Goes up to about 2d6.

Not quite a Monk, but he'll be handy with his fists.

Exactly, not trying to be a monk but I do like the ability to have better damage. I dunno I guess I'm a bit spoiled on the feat I try to get a hold of it when ever I can. I understand the monk progression the unarmed damage should go up as a means of showing his study or use. I don't see how a fighter picks up unarmed strike and then is never able to progress it further then a 1d3.

Because a fighter has a better means of increasing unarmed damage: weapon training and weapon specialization feats. Guaranteed damage > rolled. A level 20 fighter unarmed damage will be 1d3 + 8, average of 10 damage. Superior Unarm strike average damage at 20 is only 7.

I agree guaranteed damage is probably better then rolled but numbers-wise I'm not to concerned. At the time I look at stuff I just go with things that work in my head. Thank you I appreciate the input.


Xerres wrote:
Serisan wrote:
I have no idea what Superior Unarmed Strike is (I couldn't find it in PRD or d20PFSRD), but it should probably be changed to Iron Will.

I think its a feat from the Tome of Battle. Increases your base unarmed damage, based on your level. Goes up to about 2d6.

Not quite a Monk, but he'll be handy with his fists.

Exactly, not trying to be a monk but I do like the ability to have better damage. I dunno I guess I'm a bit spoiled on the feat I try to get a hold of it when ever I can. I understand the monk progression the unarmed damage should go up as a means of showing his study or use. I don't see how a fighter picks up unarmed strike and then is never able to progress it further then a 1d3. And thank you for the info I appreciate it.


Atarlost wrote:

I think 14 con is normal and your level 7 ability is contingent on knowledge checks. You might consider swapping con and int.

You're also not doing anything with improved unarmed strike. I'd take that into either the grapple chain or a style chain if you want to have it. Crane Style would synergize nicely with Falcata/Fist TWF, though Falcata may not be worth the feat over scimitar or longsword when you're trying to do maneuvers and TWF and anti-caster stuff in one character.

I though it might be mentioned, yeah I probably do need some more in the unarmed feat department but the simple basis was to twf that style, to many year of playing games like soul caliber. Though, thank you I appreciate the info


Mercurial wrote:
An extensive breakdown of my own Lore Warden is shown here, though obviously he hasn't been built with your rather impressive attributes. I hope it helps!

Thank you I appreciate it


Serisan wrote:
I have no idea what Superior Unarmed Strike is (I couldn't find it in PRD or d20PFSRD), but it should probably be changed to Iron Will.

Superior Unarmed Strike was from 3.5

SUPERIOR UNARMED STRIKE
Your unarmed strikes have become increasingly
deadly, enabling you to strike your
foes in their most vulnerable areas.

Prerequisite: Improved Unarmed Strike,
base attack bonus +3.

Benefit: You deal more damage with your unarmed strikes,
as shown on the table below.

Character Level Unarmed Damage
3rd 1d4
4th–7th 1d6
8th–11th 1d8
12th–15th 1d10
16th–20th 2d6

Special: If you are a monk, you instead deal unarmed
damage as a monk four levels higher.


Yeah, the gm does tend to lean on the higher power games.


Ok, starting out in a new game running in the Jade Regent set and I have a Lore Warden Fighter. I just need a hand at I have a feat progression idea but any advice is appreciated.

Stats:
Str: 20
Dex: 17
Con: 16
Int: 14
Wis: 17
Cha: 13
--------------------------
LvL 1:
Class Abilities: Scholastic
Feats: Combat Expertise, Improved Disarm,
Exotic Weapon Proficiency: Falcata

LvL 2:
Class Abilities: Expertise
Feats: Improved Trip(used in place of combat expertise gm already approved), Improved Unarmed Strike

LvL 3:
Class Abilities: Maneuver Mastery
Feats: Superior Unarmed Strike

LvL 4:
Class Ability:
Feats: Two Weapon Fighting
Ability Point: Wisdom

LvL 5:
Class Abilities: Weapon Training: Heavy Blades (+1a, +1d)
Feats: Weapon Focus: Double Slice

LvL 6:
Class Abilities:
Feats: Greater Disarm

LvL 7:
Class Abilities: Know Thy Enemy
Feats: Greater Trip

LvL 8:
Class Abilities:
Feats: Break Guard
Ability Point: Dexterity

LvL 9:
Class Abilities: Weapon Training: Heavy Blades, Close (+2/1a, +2/1d)
Feats: Leadership

LvL 10:
Class Abilities:
Feats: Combat Reflexes

LvL 11:
Class Abilities: Hair’s Breadth
Feats: Pindown

LvL 12:
Class Abilities:
Feats: Disruptive
Ability Point: Strength

LvL 13:
Class Abilities: Weapon Training: Heavy Blade, Close, Thrown (+3/2/1a, +3/2/1d)
Feats: Spellbreaker

LvL 14:
Class Abilities: Swift Lore,
Feats: Teleport Tactician

LvL 15:
Class Abilities:
Feats: Improved Critical - Falcata

LvL 16:
Class Abilities:
Feats: Improved Critical - Unarmed Strike
Ability Point: Stength

LvL 17:
Class Abilities: Weapon Training: Heavy Blade, Close, Thrown, Bows (+4/3/2/1a, +4/3/2/1d)
Feats: Critical Focus - Falcata

LvL 18:
Class Abilities:
Feats: Critical Focus - Unarmed Strike

LvL 19:
Class Abilities: Know Weakness
Feats: Penetrating Strike

LvL 20:
Class Abilities: Weapon Mastery - Falcata
Feats: Greater Penetrating Strike
Ability Point: Strength


If your set on using the revolvers I would say go archetype Pistolero and possibly dip fighter for the mentioned weapon training and the feats. Currently I'm in a shackles game with a goblin pistolero and he is wrecking fools.


It may later in the progression I would suggest Wind stance and Lightning stance, as long as your moving you have concealment so you could possibly save some of your haunted gnome uses.


Lokiron wrote:

I don't understand the advantage of Haunted Gnome. Can someone explain, please? I appears weak to me...

EDIT: So Shroud is the big thing in this feat chain, right? But you missed it on your updated list.

I can see the use in it though in this case I do believe it is used in combination with the Moonlight Stalker feats.

Alexander Kilcoyne wrote:
Same. Its an extremely high feat investment for very little effect.

I may differ with that opinion, granted it is abit feat hungry but 20% concealment then adding another 10% from Moonlight Stalker Master. To mee that is pretty nice also in that same train of though it would go nicely with a cloak of displacement.


Though offhand to get Agile weapon enchantment you have to have weapon finesse feat with the hook hammer first.


Perhaps Greater Feint then perhaps continue the TWF tree. I agree with Black though Agile weapon enchantment would be good for both sides of your Hook Hammer. As for a a possible archetype how about the Two Weapon Fighter.


If your simply looking for some ridiculous amount of damage then why not just a rogue or ninja with the feats sap adept, sap master, knockout artist and the 3 vital strikes. As long as it is non lethal it seems pretty potent. Lets not forget the talent Underhanded as well.


Abraham spalding wrote:

jlord I suggest either the mobile fighter, or a Rondelero duelist fighter from Taldor.

The Rondelero can use a buckler to shield bash and his training specifically improves both the buckler and the falcata.

Also if you really thing about it, the Rondelero Duelist is also a disarming Machine.I'm Working on a build for one too. if every feat is taken at the right time you would a bonus to disarm of +8 adding the Equipment trait Heirloom Weapon it could go to a +10. Thats abit ridiculous in my opinion but its a thought.


Klaypex - Rain (feat. Sara Kay) while playing tetris


I believe you still incur penalty for using two handed weapons one handed.


Well you could the route of of a Katana, double walking stick, Combat Sharpened Scabard, or a Hanbo

Combat scabbard, sharpened 10gp 1d4 1d6 18–20/×2 — 1 lb. S

Combat Scabbard, Sharpened:
This combat scabbard has a sharp blade on the outer edge, allowing you to use it as a weapon.

Katana, double walking stick 50 gp 1d4/1d4 1d6/1d6 ×3 — 6 lbs. B double

Katana, Double Walking Stick: This single case conceals a pair of matched fighting swords perfectly balanced to be wielded as a pair. Despite their name, the blades more closely resemble the shorter wakizashi. When the blades are concealed in their case, this weapon can be used as a quarterstaff.

Hanbo 1 gp 1d4 1d6 ×2 — 2 lbs. B monk, trip
Hanbo: The hanbo is a staff less than a yard long, often carved to look like a walking stick.


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DGRM44 wrote:
What book contains the stats for the Katana sword?

There are a number of weapons available to ninja and samurai

that are not found in the Core Rulebook. For the purposes of
this playtest, you can use the following statistics to represent
these weapons.
For the katana, use the statistics and rules for a bastard
sword.
For the naginata, use the statistics and rules for a glaive.
For the wakizashi, use the statistics and rules for a short
sword.


DGRM44 wrote:
What book contains the stats for the Katana sword?

in the ult combat playtest pdf it mentioned using a bastard sword for stats for a katana


Personally if your looking for a powerhouse type animal companion I'd have to throw my vote twords

Dragonne Companions
Dragonne animal companions progress as follows:
Starting Statistics: Size Large; Speed 40 ft., f ly 30 ft.
(poor); AC +7 natural; Attack bite (2d6), 2 claws (2d4);
Ability Scores Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12;
Special Attacks pounce; Special Qualities darkvision 60
ft., low-light vision, scent.
10th-Level Advancement: Ability Scores Str +2, Con +2;
Special Attacks roar.

Roar (Su) A dragonne can unleash a devastating
roar every 1d4 rounds as a standard action. All creatures
except dragonnes within 120 feet must succeed on a DC
17 Fortitude save or become fatigued. Those within
30 feet who fail their saves are also deafened for
2d4 rounds. This is a sonic effect. The save DC is
Constitution-based.

He is found in the Bonus Beastiary page 10

oh and for the non animal companion people, take leadership

Dragonnes as Mounts
A character with the Leadership feat can take a dragonne
as a mount using the animal companion rules. Such
characters must have an effective druid level of 10th.
A character with a dragonne mount counts as 4 levels
lower when determining the abilities and statistics of the
dragonne (meaning that the character’s effective druid
level is 6th for determining abilities when the dragonne
is first acquired). Taking a dragonne in this way counts as
the character’s cohort.


Hayato Ken wrote:
Shadow_of_death wrote:

Throw it farther? AC 5 isn't hard to hit even with a -10.

Hell extra range is a pretty damn good use for this ability.

This is quite sure, but you can use the "distance" weapon enchantment too, you only need a +2 bonus on the weapon in total which isnt that much. Don´t forget the "subtle wrist, strong arm trait" too The thing is if this is a good option at all. On lower levels it seems good to deal 1d6 to several oponents, but 5d6 are not much actually. It is questionable if you can deal sneak attack damag with this attack, if yes its awesome, if not it sucks in my opinion. On level 10 you deal 5d6 s.a.d. with every hit and with flurry of stars you can have 4 attacks ( at -2 though), dealing possible 20d6 damage to one oponent, or hitting 4 and dealing them additional 5 bleed if you took that feat.

I agree "subtle wrist, strong arm trait" would be beneficial but unfortunately that but is not on the list of allowed material, all we get is Players guide, Advanced Players Guide and both bestiary. As for Ki Charge and Flurry of Stars the way I understood it due tot he nature of those abilities your only able to do one at a time


Ok, I know a simple solution but at the same time I'd like others opinions. In a way I see a problem with Ki Charge.

Shuriken - range 10ft

Ki Charge - Blast Radius 10ft

Problem...

Without consulting the PG, I figured the feat Far Shot would remedy this but upon closer inspection I was slightly disappointed when I found PF's version of Far Shot no longer enhances distance. I do understand the trade off of no range increase for lower range increment penalties.

Far Shot (Combat)
You are more accurate at longer ranges.
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range
increment between you and your target when using a
ranged weapon.
Normal: You suffer a –2 penalty per full range increment
between you and your target.

Perhaps its just my timmy side showing alittle


With the ninja, personally I kinda wish it had abit more monk-ish feel, don't get me wrong the rogue nature is great but meh just an opinion


Not really sure if it s a great build per say but I'm doing a halfling ninja lvl 4 slightly powered game.

feats:
1- Childlike
3- Pass as Human

Ninja Tricks:
2- Ki Charge
4-Flurry of Stars

further lvling would involve picking up stuff like improved and greater trip, Under and Over, Improved Unarmed strike and scorpion style

later lvls possibly kick up some monk lvls then pick up Ki Throw


cibet44 wrote:

I see many posts from people that are actually playing 3.5/PF and many posts from those who are not. I also see many posts from those who obviously played D&D (1E/2E/3E) in the past but no longer play.

So my question is: Are you actively playing 3.5/PF on a regular basis?

For purposes of this survey actively playing means you meet ALL of the following criteria:
- Sessions at least once a month
- Sessions in person (no play-by-post or online only)
- Sessions with a group of at least 2 players and a DM (no solo or one-on-one groups)

Well umm I meet with two groups a week. About 5-7 in each group 3.5 though have done PF afew times. we meet on a weekly basis


Rathendar wrote:
Zerumm wrote:

Reasoning behind this is the working int he Skirmish description.

I.E: Skirmish(EX): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet.

Multiple attacks while moving were not part of the scouts skirmish power for free. The scout was however a 3.5 class that had access to feats from the PHB2 like : Improved and Greater Spring Attack, and the Two-Weapon Pounce. All of which would gain the benefit from Skirmish.

I can understand that I guess my argument is the fact that Skirmish is a Extraordinary Ability and wording used in its description.


Reasoning behind this is the working int he Skirmish description.

I.E: Skirmish(EX): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet.


Ok I am pretty sure this has been gone over more then I care to count but I need a ruling on the Scouts Skirmish(EX) ability.

From the way I read it it sounds as though you get multiple attacks (granted if your high enough lvl to have them) or is it seen much like a charge were you only receive 1 attack for moving more then 5ft.

I see it as you do but my DM see's it like a charge movement.


Oh and umm the skill points and skill list is pretty good too.


Personal preference would be a Fighter/Scout, they are a fast moving artillery piece on the field.

Reason: 6th lvl Ftr/Sct you have a 2 attacks by now with the fighter base attack and with the addition of rapid shot or two weapon fighting would bump you up to 3 attacks. Now the messy part. By that lvl you also quality for the feat Improved Skirmish, Skirmish 20ft an extra 2d6 and 2 ac more.

Example: you skirmish the 20ft and rapid shot an opponent, those three attacks you make given thay all connect you add skirmish dmg to each.

On a further messy note: If you also happen to pick the Telling Blow feat when you conform a critical hit you add you skirmish or sneak attack dmg to the total amount.

P.S yes I know this post sounds rather Timmy the Power Gamer-ish. I am in no means against or for it. I'll admit I have a itch for powering it out sometimes. But only in moderation.


Thank you for all the information people I really do appreciate it.


Viletta Vadim wrote:
Skirmish only requires that you move ten feet before attacking. If that criteria is met, you get the bonus damage. So, if you're ten feet away from someone, charge at them, and punch them, you get the bonus damage with no additional feats required (though you do still provoke an AoO if you don't have Improved Unarmed Strike or the like).

Alright though wouldn't you need Imp Bull Rush or Overrun so you dont inccur a AoO from the charge. Yes the player have improved Unarmed strike.


Sorry should clarified, Yes it is the Scout PrC from the Complete Adventurer. The basis of the Imp Bull Rush or Overron is due to the player wanted to use the skirmish like a charge to deliver a unarmed strike attack while getting the skirmish bonus damage.


hey people,

Seems I'm here again, had a player in one of the games I playing ask a question that I'm not sure how to answer. The basic Idea is using the Skirmish ability as a charge would you need Improved bull rush or improved overrun or both, niether. I kinda waffled on the ruling. Luckly I'm not the one running the game but for future refrence knowledge is helpful.

My idea you need imp bull rush or overrun.

Appreciate the help.


well the situation is they kinda need a full healer but I to be honest am not much for casting. Since I'm still kinda waffling on what to play I thought I would figure it out first.


I'm looking at it, I don't know why but I get this odd feeling it was something else.


hey people

I hope I'm right in this but I seem to recall a specific cleric spell that once cast allowed you to exchange your cleric levels for fighter levels for the duration of the spell.

For what sanity I'm clinging to Am I right in this and if so whats the spell


hey people, got a simple question.

Elemental Ray (Sp): Starting at 1st level, you can unleash an
elemental ray as a standard action, targeting any foe within
30 feet as a ranged touch attack. This ray deals 1d6 points of
damage of your energy type + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per
day equal to 3 + your Charisma modifier.

Basically, does that mean at at level 3 its becomes 2d6 or 1d6+1?


How about a Earth or Salt Mephit Monk for a strange-ish character


Not sure if it a strange character, I would say more of a strange pairing is more like it.

Kobold - Black dragon blood line Sorcerer
with leadership with his cohort being a
Half Orge - Barbarian

the kobold rides in the cohorts back pack like a saddle due to the fact the caster put Enlarge person on the Half orge then made it perminate. So, the cohort is seen as a Large size class.

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