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Oh, thanks. I missed the after the spell part.


Breath of Life (Cl 5) says: "If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life..."

How is that different from any other spell?


Deighton Thrane wrote:
Actually, scratch that. Nodachi, not a Falchion. Still save the feat though.

Over-Sized Nodachi isn't an option for a medium character. As a standard size, it's very slightly behind the standard Falcata at the current level. At higher levels though, Falcata should be better.


Secret Wizard wrote:
I don't think Falcata over Falchion is that much of a DPR boost to justify a feat. You should probably grab Iron Will, Dodge, Disruptive, etc. More utilities in place of so much damage

Falchion's 30% crit chance, Falcata 20%, but it does 1,5x damage compared. It just crits less often for more.


Nickadeamous wrote:
How do you plan on acquiring Arcane strike with no attributes high enough to take arcane classes?

I have Alter Self racial spell, which scales with level and that's how I qualify for the Arcane Strike Feat. It's an Arcane spell, I hope.


Hi, I made this build strictly focusing on damage and I'd like you to comment on it. What's not allowed or what to improve. Thanks

Fighter, Two-Handed Warrior lvl 8, Tiefling
Str 20/+5
Dex 14/+2
Con 16/+3
Int 8/-1
Wis 12/+1
Cha 5/-3

Items:
+2 Weapon (+1, Ghost Touch)
Amulet of Nature Armor +1
O-Yoroi (AC 22)

Feats:
Fiendish Heritage (Oni-Spawn, Over-Sized Limbs)
Weapon Focus
Power Attack
Furious Focus
Arcane Strike
Exotic Weapon
Lunge
Greater Weapon Focus
Improved Critical

Traits:
Second Chance, +1 Will, +1 Armor (Warded Against Nature drawback)

Over-Sized Falcata
+17 / +9, 2d6+23 (17-20/x3)

(Perhaps Nodachi 1d10+23 15-20/x2 and going Human for two feats (Cleave? or something) might be a better option)


Hi,
I play a Zen Archer lvl 6. We have a weird GM with not so decent rule knowledge and something like a cover, shooting into combat, or preparing spells is "whatever". We just got our second magic item.

I have a +1 longbow, with all the feats and everything +11/+11/+6 1d6+9.
I will be getting +2 instead. What enhancement should I apply to it?

I read straight bonuses are the best. We play against fire vulnerable targets a lot, so I considered flaming, but I reckon we'll soon be leaving this world to go to a different one against WhoKnowsWhat.

I know Guided would be perfect, but that should be only for melee. Also, I can imagine what I'd get to hear if requesting a +5 to damage weapon from the GM.

Any "the best" enhancements I should consider?
Thanks


knightnday wrote:
ZickZak wrote:
Maybe it's the play-style. With INT -1, I do random things (not stupid, but random), like licking a door we can't go through, double-somersaulting during combat for no reason (sometimes I fall prone) and so on. The rest are just "I attack, I pick it up, I leave" players.
Is that a typo, or did you actually mean to write that you lick doors? Because, and opinions may vary on this, that isn't random that is crazy.

Oh, my character is crazy, but it didn't come to that yet, really. We couldn't get through a door for an hour and half, with my "looking for anything I can open the door with" perception of natural 20+14 finding nothing.

Only later on he says "There's a key hole" and when questioning him about my search attempt, he said "I thought you were looking for some mechanisms".
I think either he doesn't listen or plays against us. I said at a point "We are both leaving the room, closing the door and running to the other part of the group" when the second player says "I search the room". So I stop and I say "okay, I'll go in front of him, he's too low on HP" and the GM says "No, you closed the door and run to the other guys".
So it appears that my character occasionally turns into mindless robot, because lvl 4 solo-running through an undead burial catacombs for lvls 6 is cool, or the GM just wanted me gone.


Imbicatus wrote:

If it takes a year to go up two levels, something is wrong. Also having a level 8 and a level 4 teamed with several level sixes is bad. The level 8 will marginalize everyone, and the level 4 will be completely irrelevant and if anything that is an appropriate challenge for the group hits you, you'll be dead.

I wouldn't play for this GM is it was the only game in the state.

They went from 1 to 6 in 9 months, playing 3 hrs a week. He put me to 4, because yea.


I3igAl wrote:


1) Weapon Focus is only applied to attack not damage.
2) Point Blank Shot goes only into damage.
3) Flurry gives one extra attack.

You full attack should therefore be something like: +10/+10(d6+2)

Now to the question: I wouldn't consider this character OP at all, though the 20 Wis, 6 Cha seems weird.
However OP or not OP depends on your group. If the other characters aren't optimized you may outshine them and ruin their day. In the end you have to ask you, if your character is to strong. This depends more on the other players(is your wizard a dude with Weapon Focus, Dodge, Lightning Reflexes, who only casts Magic Missiles?). It all depends on your groups System Mastery.
If your character is much stronger you might have to tone it down.

It might also be a flavor thing with your GM not liking somethign else about your PC. Maybe he is displeased with the flavour of "Point Blank Master" or your playstyle or something?

Oh, sorry. I mistyped, it's meant to be +1 for Composite Longbow.

I looked up PBS at http://www.d20pfsrd.com and it says "You get a +1 bonus on attack and damage rolls..."
My current attack is +11 / +11 (d6+3)

The problem is that I am at level 4, because I started a year later than the rest and they're all lvl 6, one of them lvl 8 (6 players altogether). The lvl 8 Cleric can do insane damage compared to me, too.

Maybe it's the play-style. With INT -1, I do random things (not stupid, but random), like licking a door we can't go through, double-somersaulting during combat for no reason (sometimes I fall prone) and so on. The rest are just "I attack, I pick it up, I leave" players.


redward wrote:
My advice: don't get into a passive-aggressive fight with the guy who controls the game universe. Talk it out.

Right, and what if he doesn't talk? He says "Yea? Don't fight me, that's how it is, or you'll get pwned."

And I can't do anything just listen, because he's the one, as you say, controlling the game and I live in a small town where getting another group together is nearly impossible atm, so I have to stay, if I wanna play.


Ughbash wrote:

There is more to this story then you are telling us.

How the hell do you get those stats?????

20 Wisdom as a Halfling does not compute. (even with rolled stats)
6 Charisma with a halfling sounds it is rolled stats because point buy does not let you get it below 9.

So give us a little more information please.

"Abilities may seem odd, but that's how it was given it to me, by THE VERY SAME GM."


So I made this character with advices from some of you and today GM told me I'm munchkin as hell. So, pissed off as I am, spending hours on making the char decent but not OP, I need an advice. Is this really that OP? If not, how, in the future (lvl 5+), can I make this as OP as possible?

Abilities may seem odd, but that's how it was given it to me, by THE VERY SAME GM. I cannot change it, I cannot change anything at the moment, only add the next levels. I don't have any gold and any equipment beside +1 magic longbow and standard equipment like a rope, bedroll and waterskin.

Zen Archer Monk, Halfling, lvl 4
STR 12 / +1
DEX 14 / +2
CON 12 / +1
INT 8 / -1
WIS 20 / +5
CHA 6 / -2

HP: 31

FOR: 6 = 4 (Base) + 1 (CON) + 1 (½ling)
REF: 7 = 4 (Base) + 2 (DEX) + 1 (½ling)
WIL: 10 = 4 (Base) + 5 (WIS) + 1 (½ling)

AC: 20 = 10 (Base) + 2 (DEX) + 5 (WIS) + 1 (Monk) + 1 (½ling) + 1 (Dodge)
CMD: 22 = 10 (Base) + 3 (BAB) + 1 (STR) + 2 (DEX) + 5 (WIS) + 1 (Monk) - 1 (½ling) + 1 (Dodge)

Full Attack:
Bow Flurry
+11 = +2 (Flurry) + 1 (½ling) + 5 (WIS) + 1 (W.Foc) + 1 (Magic) + 1 (PointBS)
1d6 + 3 = +1 (PointBS) +1 (W.Foc) +1 (Magic)

Ki Pool: 7 = 1/2*4 + 5
Perfect Strike: 7 = 4 (Monk) + 1/4*4 (Base) + ½*4 (½ling favorite class)
Unarmed Strike
Fast Movement: 10 feet

Qinggong Monk:
Slow Fall replaced by Barkskin

Feats:
Point-Blank Shot
Crane Style
Precise Shot
Dodge
Point-Blank Master
Weapon Focus

Deadly Aim (lvl 5)
Improved Precise Shot (lvl 6)

Traits:
Lessons of Chaldira
Wisdom in the Flesh (Acrobatics)

Skills:
Acrobatics: 14
Climb: 7
Perception: 14
Stealth: 13
Swim: 5


GinoA wrote:

This post is pointed to by the d20pfsrd entry for that (3.5) enhancement.

Suppose it didn't change in PF, what would be the next best for a Zen Archer?


Hi,
is Guided weapon meant for melee only? I would like to use it for a Zen Archer Monk, but it seems it can't be added on bows, am I right?

If so, what would be the next best enchantment to get on a zen archer? I already ignore most covers and concealments with Improved Precise Shot.
Thanks.


Brad McDowell wrote:
Why have 2 styles when you can only use 1 at a time?

Because I would use both in different situations and even if, switching isn't such a hard thing to do.


TheBlackPlague wrote:


As for the build itself, it looks pretty damn solid. Are you looking for particularly feedback on something specific or more general observations?

I suppose general ideas how and if anything is worth the change.

One thing: I was trying to find a class to MC into, such as a Hunter, mainly for RP (Hybrid Classes, 4 levels with Divine Hunter Archetype) or perhaps 3 levels of an Arcane Archer for the Enhanced Arrows, but I am not sure.
We play once a week and we shouldn't be hitting levels higher than 10 until the summer break.

Improved Precise Shot seems like a good idea, I missed that one.

Thanks a lot


Yes, you could, if it follows the 10 point race build featured in Advanced Race Guide, Chapter 4: Race Builder (+18 +7 would be probably something like 90 point build beating even Gargoyles by 50+points), or if your GM allows it.

To get to the actual point, I'll edit it for you to this:

Halfling Monk, lvl 6 (Epic 25 point build)

STR 14/+2
DEX 13/+1
CON 14/+2
INT 10/+0
WIS 18/+4
CHA 9/-1


Yes, I can cherry pick, exactly what I did. I kept the Dex which is IMO the main trait of a halfling and changed the rest. I love halflings and I'd like to play them, but with their usual abilities, it wouldn't be that good.

Also, we're fairly benevolent to these things. Nowhere it says that there couldn't be a race of halflings like that and using Advanced Race Guide, I could change the race a lot more.

Regardless, if that's the problem, you can treat my abilities with 9/-1 CHA as a 25 point build and standard halfling traits, OR 20 point build with -1 to DMG (-2 STR)and +3 to CHA.


Hello,
I've made this character and I'd love to hear some opinions. I am unsure about the Monkey Style feat, but I don't know where else to spend it. I would like to get Ninja's trick Higher Jumper, or to be precise some other way to half the DC for jumps, if possible.

Halfling Monk, lvl 6 (Epic 25 point build)

STR 14/+2
DEX 13/+1
CON 14/+2
INT 10/+0
WIS 18/+4
CHA 9/-1

Feats:
1. Point-Blank Shot
3. Crane Style
5. Monkey Style
M1. Precise Shot
M2. Dodge
M6. Deadly Aim
Z2. Weapon Focus
Z3. Point-Blank Master
Z6. Weapon Specialization

Qinggong Power Replacement
4. Slow Fall -> Barkskin

AC. 19 = WIS +4, Monk +1, Dexterity +1, Halfling +1, Bracers of Armor +1, Dodge +1
CMD. 21

Longbow Composite, Bow Flurry
+10/+10/+5 = +4 WIS, +4 Flurry of Blows, +1 Size, +1 WFocus, +1 Point-Blank Shot, +1 Magic Weapon, -2 Deadly Aim
1d6+10 = +2 STR, +4 Deadly Aim, +2 Specialization, +1 Magic Weapon, +1 Point-Blank Shot

Skills:
Acrobatics = 19 (25 jumps) (Monkey Style, High Jump, Wisdom in the Flesh)
Perception = 15
Stealth = 14


Considering Ninja / Shadowdancer - if standing behind a half-orc cleric, can I get all attacks Sneaked? (If I manage to hide via the Sniper feature of Stealth, of course)
Improved Sniping, Hide in Plain Sight, Rapid Fire.


Hello,
should any of you have a guide or links or any advice for these, I'd appreciate it.

What I'm trying to get is an archer, any race, for now, that would be somewhat OK in terms of damage. On top of that I'd like it to be very good at acrobatics. Currently at lower level, but I'd like it to be working around level 5, or 6 at least.

I've tried Ninja with tricks Acrobatic Master and High Jumper, combinations of Zen Archer, Elven Archer/Halfling Slinger, Rogue, Ninja, Shadowdancer, Hunter etc. and so far I didn't get to anything useful. Either I get to that Acrobatics and I lose a lot of damage, or I manage the damage and I lose everything else.

The best one so far seemed to be Ninja, but without Hide in Plain Sight I can rarely get the Sneak Attack, if at all, and investing into Shadowdancer leaves me practically feat-less.

Zen Archer Monk on the other hand somewhat works on level 6, but with +3 BAB, and it's strange either way and I was hoping you guys would have some better ideas.

Thanks a lot.