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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?


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


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


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.


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


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.