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Liberty's Edge

Hi,

I'm playing in my first PF homegame starting Monday and I'm trying to build a beefy lvl6 unarmed combatant by then. Please assist. I'm interested in full progression, planning ahead, etc.

I'm having trouble finding pf monk charops that take into account material outside the core book.

The world is going to be very One Piece inspired. I expect lots of ship travel. I've been itching to play an unarmed combatant anyway, so this works. We start in prison on prison island, the size of South Carolina.

No worries about what the rest of the group is, tanking and spells always get covered with this group.

We start at level 7. With no money and no gear that costs more than 1GP and/or could reasonably be made in prison.

PF rules base with almost anything from 3.5 allowed expect Savage Species.

The DM has a bunch of homebrew stuff and I'm using some of it:

race is cool fluff that results in +2 to two ability scores and -2 to one, all my choice; 120ft darkvision

1st level feat can be large creature, small creature, flight, really good swim - I'm leaning towards large creature - +2 str -2 dex and fist die size goes up by one then be str-based with wis DC stuff like scorpion and gorgon

Later when we have money I can get "handwraps" if I want. They can be enchanted with any bludgeoning or generic weapon enchantment. Wouldn't stack with enchanted fist necklace.

Sounds like anything will stack to add to fist die size.

At level 4 I get +2 to one ability score.

I'm fine with multiclassing and grabbing lots of PrCs as needed. I really don't want weapons and don't really care about offensive spells. Self-buffs are cool if lengthy.

Base ability scores are:

13
16
17
12
15
18

OR

14
14
16
14
13
14

any order

My thoughts:

Been reading about Fist of the Forest, con to AC, bigger fists, 1/day increase to dex, cool fluff.

Can't find any PF monk PrCs.

Ability Scores:

Given my stats, do Monk 6/Forest 1. Take the DM's large feat, focus on wis, str, con, dex in that order for AC/DC, hit/dmg, AC/HP, AC/Ref/Init.

Wis 22 +6
Str 21 +5
Con 15 +2
Dex 14 +2
Cha 13 +1
Int 10 +0

(Cha over Int for personality over skills - I know this DM)

Then once I have cash (depending on how combats are going), I'll grab gear to up either str for hit/dmg or con for ac/hp.

That means:

22 AC (6 wis, 2 con, 2 dex, 1 dodge, 1 monk, 10 base)

DC 19 (6 wis, 3 half level, 10 base)

11 ki (3 half monk level, 6 wis, 2 vow [see below])

51 HP (max at first, rolled, con)

+5 BAB

flurry: 5/5/0 (am I doing this right?)

+ 10 CMB (maybe +2 when grappling, see below)

22 CMD (maybe +2 versus grapple, see below)

Feats:

Large
Dodge
WF: Fists
Power Attack
Great Fortitude
Scorpion Style
Improved Grapple OR Gorgon's Fist (Thoughts? iGrapple for mages but I dunno if bonus is needed badly right now versus Gorgon's to stagger melee guys and deny full attack)

Use the Ultimate Magic thing to swap Slow Fall for either Ki Stand or Barkskin. Since it's prison stuff then open sea stuff, I don't expect to fall much. I figure grapple, pin as an anti-mage thing then when he's dead stand back up easily with no OA. OR Barkskin self for the AC since I dunno how long until I'll be able to buy a wand for the caster.

Take Vow of Truth for more ki. Fluff-wise also probably why I got sent to prison. I told the truth about some situation I misunderstood and they thought I should have understood and acted to stop whatever.

How does my plan sound? Thoughts? Redesigns? Links to charop guides that include PF splat book and 3.5 material?

Liberty's Edge

There's a $25 badge for all weekend, no individual table costs, there's food and drink on-site Saturday and Sunday, and we're offering lots of Season 1 material, including the mods that will be released at the end of this month!

You can find out more about SIEGE here: http://www.diceheadsiege.com/

And you can browse our lineup and sign up for PFS events here: http://warhorn.net/siege/

Liberty's Edge

More DMs needed!

For running at least one 4-hour slot I can get you a discounted badge of $15 for the entire con all weekend and you can pick it up from a separate staff line, lunch on Saturday, and access to the Hospitality Room all weekend.

2 consecutive years of serving 16+ documented hours gets you to where you pay $0 the 3rd year.

After 4 consecutive* years of 16+ documented hours on your fifth year you get a Free Con Nooga Hotel Room (minimum of 4 staff per room).

*At any year you do not put in 16+ hours - you drop back to 2 years of status but can regain the additional benefits in the future.

Thanks,

Kyle Turner
Senior GM
Con Nooga 2010
SIEGE 2010

Liberty's Edge

1) When I used clone to make setting up another event easier, I could then change some details that were different. However, anything I try to change the event location on either event it changes the other automatically. I would prefer it didn't do that.

2) After finding a thread here, I have been writing josh@paiso.com for a couple weeks requesting more info about con support. If I can get that info anywhere, anyhow, please let me know what I need to do! My convention is coming up soon and I need to plan my schedule, with or without PFS, but preferably with!

Thanks,

Kyle

Liberty's Edge

The TVGA is holding a free gameday this Saturday at Intergalactic CC&G in Etowah, TN.

All TVGA Gamedays are free events, and you can reserve your seat using our warhorn page.

Date: Saturday, October 24th

Location: Intergalactic CC & G
822 S Tennessee Ave
Etowah, TN 37331

For more information: forge0169@aol.com or post here.

We'll be offering:

Slot 1: 1pm-5pm

PFS#29: The Devil We Know Part I: Shipyard Rats

By Joshua J. Frost. When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?

Slot 2: 6pm-10pm

PFS#30: The Devil We Know Part II: Cassomir's Locker

By Joshua J. Frost. The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?

Thanks and we hope to see you there!

- Kyle