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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?


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


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


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.


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.


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?


hey guys I know theres tons out there but I figured I'd throw my thoughts ontot he pile too

Stats: Unforuntaly I dont have them atm the gm thats running is giving set numbers for us to place.

Feats: I've got an idea

1st: Scorpian Strike
Human: Belier's Bite
Bonus: Combat Reflexes

Bonus: Dodge

3rd: Weapon Focus: Unarmed

5th: Mobility

6th: Gorgon's Fist

7th: Improved Natural Attack: Unarmed

9th: Spring Attack

Bonus: Medusa's Wrath

if there is any comments or feat suggestions please one request for feats only use pathfinder feats. Thank you


New Build Need some Pointers

Stats would be (unless the gm changes them)
18,17,16,15,14,14

1st level Rogue

Race: thinking human but its open if someone comes up a better opinion


Hey people,

I'm putting a fighter together and I was wondering what other people thought. I know it s simple class the fighter but I feel as though with the Armor and Weapon training it makes it abit more dynamic.

Heres the basic idea

Full Name Brend Reidar "Little Raven Warrior"

Race Human - Shoanti Skoan Quah Tribe

Classes/Levels Fighter/1

Gender Male

Size Medium

Age 18

Special Abilities None

Alignment Chaotic Neutral

Deity

Location The Cinderlands

Languages Common, Shoanti, Cheilaxian

Occupation Nomad

Strength 18
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 17
Charisma 15

Feats: Weapon Focus: Earthbreaker
Weapon Focus: Klar
Two Weapon Fighting

2nd lvl feat: Thunder and Fang ( curse of the crimson throne book 4 pg 29 )

3rd: Improved Shield Bash

4th: Weapon Specialization: Earthbreaker

5th: Weapon Specialization: Klar

6th: Shield Bash

7th: Double Slice

8th: Shield Focus

9th: Greater Shield Focus

10th: Improved Two Weapon Fighting

11th: Shield Master

ect ect...