Headless Horseman's Horse

Zuloph's page

Organized Play Member. 64 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




So I've been toying around with the idea for a bit here since a friend of mine has been planning to start up a game using only the Core Rulebook and APG available to players. The game is going to be run at level 5 perpetually which is an interesting idea. Not including items, this is what I've come up with so far (20 point buy)

Race - Half Orc.

2 levels in ranger (no archetype, natural weapon fighting style)
2 levels in barbarian (totem warrior)
1 level in Sorcerer / Inqusitior

Favoured Class Barbarian +2 rage rounds

Level 4 bonus in to either Wis or Cha?

STR 16
DEX 14
CON 14 + 2 Racial
INT 10
WIS 10
CHA 10

Alternate Racial Traits

Sacred Tattoo (+1 lck bonus all saves)

Traits (unfortunately Fate's Favoured wasn't in the APG lol)
1 - Reactionary +2 Initiative
2 - Magical Knack +2 sorcerer / inquisitor casting class

Feats
1 - Power Attack
2 - Aspect of the Beast (claws / combat style bonus feat)
3 - Razortusk (kind of leaning for this over toothy since I get all the damage types with the bite this way)
5 - Extra Rage / Arcane Strike

Rage Power
1 - Lesser Fiend Totem (Gore)

(if inquisitor, deity Desna & Travel Domain)
(if sorcerer bloodline Draconic)

This build will give me 3 Natural attacks at all times, 4 when raging. I was leaning more towards Sorcerer for my 5th level for the Arcane strike as well as some minor casting (more than likely I'll end up in Mithral Breastplate so I'll have fairly low spell faliure at only 15%).

Also this unlocks the Robes of Arcane heritage which would give me my bloodline powers as a 5th level Sorcerer, maybe higher later on if wishes happen.

With Inquisitor there is no spell faliure, I get far more limited casting but I would also get 1 Judgement per day which could come in handy.

Would like some ideas on how I could improve this build or peoples views on Sorcerer vs. Inquisitor. Also looking for a way to get additional natural attacks using just the core rulebook and apg, but short of Wild Shape I don't think there is any way between these two books.

Edit : Small note. I did think about improved unarmed strike but taking -5 to hit with all my natural weapons could end up being pretty painful, as well as the -6/-6 to hit on the unarmed strikes if I were to TWF and without access to multiweapon mastery I didn't see a point.


The revised action economy does a fairly good job of explaining things but one thing I can't really find an explanation for is Rapid Shot and Many Shot. Many shot only triggers on a full attack action and Rapid Shot gives you an extra attack at your full BAB at the cost of giving -2 to all your attacks.

The way I see Rapid Shot working is it just gives you an extra act (like haste but not stacking with haste) for a single attack but then I don't understand how the -2 on all attacks would work now. TWF only applies on the attack you choose to TWF to my understanding so I guess that extra act would be at a -2.

Many shot though is interesting because you need to make a full attack. Under the revised action economy I can't see how to make it work because if you only choose to make one attack and then do other stuff it shouldn't work.


This is something I've been working on a little in my spare time. Just a fun project. I enjoy playing straight fighters. They are always useful to a group but with this guy I wanted to give him a bit more utility to function on his own. Any advice / critique would be appreciated.

Keeping the build to level 7 with a 20 point buy. I don't want to over plan this guy.

Half - Elf "Martial Master" Fighter.

Str 14 + 2 Race = 16 / Dex 14 / Con 14 / Int 10 / Wis 12 + 1 Level 4 = 13 / Cha 13

Feats
1 - Half-Drow Paragon
1 - Power Attack
2 - Improved Bravery
3 - Drow Nobility
4 - Dodge
5 - Drow Nobility, Improved
6 - Vital Strike
7 - Drow Nobility, Greater

I don't have anything really in the way of offense (minus power attack & vital strike because those are useful no matter what I pick up) because I can use Martial Flexibility to pick that stuff up. I was thinking perhaps dropping Dodge for Point Blank Shot just because that way I can use Martial Flexibility to get down that feat line easier later on.


I wanted to build a natural weapon fighter and I'm looking at ways to get additional natural attacks on my base character, no rage powers / bloodline abilities that just give them temporarily.

Currently I'm looking at Tengu with the Beak and Claws for a total of 3 attacks or a Half Orc with Toothy and a 2 level dip in ranger (or anything else that grants ranger fighting styles if someone has a suggestion) for Aspect of the Beast (Claws).

I can't see any other way really of picking up something else. A slam attack somehow would be nice. The plan is to take this guy 2 ranger (if I go the Half Orc route which would open up Orc / Human feats) then just straight fighter with the Unarmed Fighter Archetype just because I like it and want a fun way of using it.

I can use Celestial Armour along with an Agile amulet of Mighty Fists or going the Slashing Grace route with Martial Versatility to have it apply to all my natural attacks (not sure if the Slashing Grace option actually works. It says it doesn't work when fighting with two weapons but natural attacks and weapons are two different things so it should unless I'm missing something).

Any advice on gaining extra natural attacks that I'm missing would be nice but quite honestly 3 is pretty nice too, especially when I'm going to be fighting with full BAB.

Edit : Oh yeah, I already have an idea in ind for a point buy and feats but feel free to leave suggestions. Perhaps I'll see something interesting that I missed. LV5 start, 20 Point Buy.


Having some issues on rulings with the Ring of Ki Mastery. The issue is popping up with the Qinggong Monk. The Qinggong monk has the ability "Ki Powers" but the wording at the end of the Ring of Ki Mastery

As long as there are at least 2 ki points stored in the ring, the
wearer reduces the number of ki points needed to use a ninja
trick or ki ability by 1 (minimum 1 ki point).

Now at the start of the Qinggong monk's Ki Powers entry it says

Ki powers are abilities that draw on the power of a monk’s
ki.

but the ability is still called "Ki Powers" and not "Ki Abilities" so would the ring affect the Qinggong Monk's Ki Powers? Something here is worded poorly and the Ultimate Equipment where this item is located has yet to get a second printing where as Ultimate Magic has, though before the item was created. Having some clarification on this would be nice.


Ok so I am thinking of building a monk of the elemental fist but I have a couple questions about how the feat works.

I just read it and it doesn't say what action it takes to use it. Does this mean I can declare I am using it then do flurry of blows and get it off each hit?

My other question is if I can use it and make flurry of blows to get it off of every attack would it use up say...four uses if the monk had four attacks on his flurry or just one?


This is still pertaining to my zen archer question earlier but let's take a look at the base monk flurry of blows wording.

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

When he is making his flurry of blows he is doing it "as if using two weapon fighting", "as if using improved two weapon fighting" and "as if using greater two weapon fighting".

Now, my questing is is he actually using the Two Weapon fighting feats or is it just using the Two Weapon fighting feats as an example? My DM is saying a level 8 zen archer monk can only flurry of blows making two attacks where as a level 8 monk can flurry of blows and make 4 and it is all coming back to the flurry of blows mentioning two weapon fighting.


Ok, so in the Zen Archer's flurry of blows it reads

Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

The thing that gets me is "A zen archer’s flurry of blows otherwise functions as normal for a monk of his level." because the normal monk makes his flurry of blows as if with the Two Weapon fighting feats. So lets say a normal level 8 monk makes a Flurry of Blows. His BAB for this is 6/6/1/1, but he is doing it as if with the two-weapon fighting feat. My question is does the Zen Archer lose attacks on his flurry because of this? I mean how do you two weapon fight with a bow? Would a level 8 Zen Archers flurry not be 6/1 instead of 6/6/1/1 or does he retain the additional attacks?