Yes the strangle rules as written are useless in most combat situations. In the time that you can choke out a kobold you can kill 8 of them with a sword. Now in a roleplay 1-2 player game this could be more useful or against one enemy, but usually you're wasting your time.
Paladins get swift action heal self, lesser restoration, greater magic weapon, smite evil, yes they can take the place of a fighter in combat. In legacy of fire my pally often did over 100 damage on a smite/charge towards the end of the game only being able to miss most enemies on a 2.
I'm pretty sure there's only one person who thinks you are right.. I vote for acrobatics +5 DC for moving through an enemy square.
As gm circumstance bonuses are your friend. You are firing a loud firearm, the enemy has a +5 circumstance bonus to hear you. also he can't sneak attack from outside 30 feet typically.
Kydeem de'Morcaine wrote:
magical knack traithuman 1ftr/5wiz(probably diviner for never missing surprise round)/10 eldritch knight
lvl 1(dodge), human(toughness), fighter(shield focus)
level 3 feat(still spell)
13 dex + full plate + tower shield is your survivability, full caster lvl, at low levels take feather fall/true strike as your spells for no arcane spell failure chance til you can use still spell on your lvl 1 spells you want to cast.
Gnome Oracle of Lore: sidestep secret: 7 dex 20 cha lvl 1 20+ AC minimum DC 15 on any spell
The only oponents that would be really useful on is if they have some ferocity or regeneration or a cleric type to heal them. at -1 they are already no threat. wasted feat in my book, nothing compared to dazing assault
Veldan Rath wrote:
I have run this campaign with 7 players. He will definately want to tailer the campaign to the group. A group with many players needs to help the GM also to make the game fun. I had players run mook/mindless enemies and keep track of initiative, etc. There is a fine line with buffing these encounters and tpk. He will want to often add more monsters, but also just reading about the monsters may add to their deadliness as several have abilities that will be missed if they are just full attack machines. Adding the advanced template works sometimes. Some enemies in this campaign are so weak as to be laughable, adding a stronger enemy in with them is a nice route. Wealth in the campaign is outrageous, he should reconsider the 25 point buy, I did 20 and had PC's that were super powerful.
reach is a weapon property that doubles your reach, so if you have a 5 foot reach you have a 10 foot reach with a reach weapon... if you have a 10 foot reach you have a 20 foot reach with a reach weapon. Unless your character has an ability to let them use reach weapons up close it cannot be done by raw. if you take catch off guard your dm will probably let you use the part of the chain you are holding up close and the blade out further.
David Hopper wrote:
certain powerful abilities like this call for two saves. phantasmal killer comes to mind. I think you have it right.
Douglas Muir 406 wrote:
Good dragon disciple builds for melee are not going to be straight sorcerer and they don't have 14 str. If the player wants to melee he needs to have a high starting str, 16 minimum. 5 bard/10 dragon disciple is a nice option. vanilla bard or arcane duelist come to mind. then he can at least wear armor and probably buff the group quite well.
4 paladin/1 sorc/10 dragon disciple can be fun for a metallic dragon disciple. Barbarian/fighter is another nice entry. 14 str no armor does not belong in melee on purpose.
This is correct. The shielded fighter really lends itself to using a net or whip to trip/disarm/entangle people then smashing them to bits with your shield. Also a heavy spiked shield with the bashing enhancement has a very nice base damage even if it does have a terrible crit range. 4 attacks for 2d6 damage at lvl 6 is not shabby.
If you want to have your cake and eat it too do invulnerable route with 4 levels of vanilla rogue, you can take fast stealth(or trap spotter is nice) and weapon focus as rogue talents, get uncanny dodge and evasion, 2d6 sneak attack, all for the cost of 1 bab. could be really fun with an orc double axe half orc barb/rogue
When did having a statement that is incorrect, but is somewhere close to the markbecome technically correct. Varisians...
Some call me Tim wrote:
But my way IS funnier.. at least to me..
Owl, bullfrog--not so much.
YELLING and extra !!!, just annoying.
*Your mileage may vary.
NO YOUR MILEAGE MAY VARY!!!
My Core Rulebook says I can use a one handed weapon two handed.
You can by the rules use your shield two handed for extra damage. You may not purchase full plate at level 1. you do not qualify for shield spec at level one nor does shield spec add to your AC, just AC vs criticals. Shield of Swings is a shield bonus so it does not stack with your shield bonus from your shield. Otherwise you are good.
The shielded or phalanx fighter gets some options to provide cover to alies with their shield, etc. might look into archtypes in the apg
The only shield that can give cover unless you have a class ability that says otherwise is a tower shield can be used to grant cover fron one direction. Usually they just provide you an AC bonus.
this thread is for all things monk from the sweet sound of nun chucks hitting goblin skull to not having to wear armor and being able to punch red dragons in the eyes. drop a line and say why you think the monk is sweet
Because a level 20 monk can do 2d10 damage with any part of his body.
Quantum Steve wrote:
If your level 1 character can afford the +5 Vorpal sword and the feat pays 300 gold for the masterwork component you are correct, because the feat pays for the masterwork component. I haven't played in a game where I had starting gold over 1000 gold though.
Well for High Con char a plain old dwarven fighter/barbarian will probably fit the bill. If you go dwarrven barb lookup the feat in the APG that lets you gain extra CON while raging.
For the second I recommend a fighter with a reach weapon, combat reflexes, perhaps a couple combat manuevers(trip, disarm come to mind), and combat patrol. You dont need to specialize much with weapon training and power attack you will do plenty damage. Shield of swings can help your ac when performing combat manuevers. A fighter can actually get whirlwind at level 4 so you can have a lot of fun with a reach weapon very early in the game. Take a combat bonus feat you plan to drop at four and use take spring attack for your lvl 4 feet and whirlwind for your replacement fighter feat from 1 or 2.
chill touch would deal extra negative energy damage since it deals neg energy damage, sneak attack acid arrow deals extra acid damage, etc.
Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
That says nothing about using it in place of the normal damage. You get a touch attack as a standard action to damage their constitution.
VS does not work with that.
Nowhere does it say it's a standard action, but I'm tempted to default to that.
Also nowhere does it say in sneak attack that it has to deal hit point damage. Sneak attack does extra damage of the same type though that seems a bit sick if you look at doing 1d6 con +5d6 con from a level 10 rogue. I'm tempted to go with some 3.5 errata and have the additional damage be negative energy instead of con damage
The weapon does con damage in place of it's normal damage this is what leads me to believe it works with VS, if it is a standard it does not though, it's not spelled out in the item it just says in place of it's normal damage.
Fing Mandragoran wrote:
now what if your two handed fighter misses his iterative, (highly likely on difficult enemies), and the natural weapons hit 3 times, also highly likely as they're all at the highest BAB. Noone is saying the two handed fighter is bad, they're saying that natural weapons is a nice Viable option, keyword option. Note that you can use a manufactured weapon and get your natural weapons also something along the lines of longsword +10/+5, claw +8, bite +8
Brian Bachman wrote:
I get your point, guys, but the OP was specifically talking about a ranger build, with an effective claw/claw/bite routine, which is not achievable with the standard races. I'm sure there are any number of other edge cases folks can throw up, but they are just that, edge cases.
actually the natural weapons ranger variant from the APG can get natural weapons with his first bonus feat at level 2, if he's half orc he can be claw claw bite all at level 2 not too shabby
I would sooner base a character around skill focus(profession:cook) because that is more useful in combat.
You don't need an arcane bond to be a great level 1 wizard! You need scribe scroll! And you get it for free. Scribe everything especially no save/limited caster level benefit spells. You can always be prepared. Or be a verdent sorcerer and pretend you're a druid.
heh noone's allowed to complain now since they just found about 225k in loot, that should be enough to cover the three reincarnates and removing the 9 negative levels.
Warning. Long and extreme violence.
Council of thieves has been a deadly campaign. I have not been posting deaths, however last night was particularly gruesome. Backstory is the party had a diabloist sorcerer Razoul who turned into a vampire and his imps stole the morowfall. The group did not really like him when he was aliive, but now that he is undead he has been a skirmisher/annoyer since that point. Last night they met him, his imps, and his vampire spawn in walcourt. He successfully ghoul touched 3/4 party members who were present. All of whom are coup de grace'd for 1d4+3 from the spawn and fail their saves spending hero points to not truly die. The gnome alchemist who lives spens his hero points to true strike dispelling bomb and reverse the morrowfall to set off the sunburst ability. All other vamps die but Razoul makes his save and the imps have evasion. I let the gnome with throw anything use cure potions as splash weapons. and he gets Razoul 10 hps from dead. Razoul is about to ddoor out and the gnome spends his last hero point to act out of turn, hitting and killing him. Congratulations you saved the day and win your artifact back.
They flee heal up and come back and meet the Calikang. The gnome climbs down first. He has crazy ac from dex mutagen barkskin and shield but is still scared by the 8 attacks and backs into a small room and unleashes a vomit swarm effectively negating the calikan's fast healing. the group starts climbing down the rope and it unleashes it's energy blast up the hole dealing 60 something damage to everyone on the rope. It then full attacks knocking the fighter unconscious once she gets down. The paladin is running like a little girl back up the rope, very funny. And the life oracle is staying on the rope casting reach cure spells on the fighter. Fighter wakes up and x3 crits the calikang for 80 something damage. calikang knocks chain lightnings itself the swarm and fighter and the gnome knocking the fighter out again and rolls a 3 on it's caster level check which i decided would recharge it's energy beam don't know if that's raw but it kinda made sense. He plasts next round and drops the life oracle
If you are playing a straight monk you should skip rapid/manyshot, if you want to qualify for rapid shot and many shot with 13 dex wearing full plate as a fighter/monk they become great bonus feats
Any GM that's dumb enough to let you play it that way deserves what he gets. Brass knuckles are not unarmed attacks they are armed attacks that happen to do more damage if a monk puts them on. They don't suddenly become a natural weapon. As such they qualify as a weapon for enchantment, sundering being targeted by spells that target weapons, etc. and someone not trained in unarmed combat can use them without taking AoO's.
The brass knuckles are not a natural attack therefore cannot benefit from anything that augments only natural attacks.
If you take brass knuckles out of the equation this works. If you hit with brass knuckles you are no longer hitting with a natural weapon, but a manufactured weapon. You gotta choose one way or the other.
I would let you use the arrow for about 3 fights then disarm it and shoot you with it destroying the arrow
I believe you're thinking of, "HEY GUYS, I GOT A 4 ON MY STEALTH CHECK! GUYS! I GOT A 4!"
and bluff bluff bluff bluff bluff the stupid ogre
It may not fit your concept, but oracle of lore witha gnome is incredible, use your cha for your ac and reflex saves instead of dex and you can heal well and have skillpoints as an oracle.. either that or dip it for a level then go into cleric :)
The dark stalkers in question have 4 levels in rogue, fast stealth, and in deeper darkness a +64(+24 normal +40 from invisibility) stealth check, so he could really dance around in circles if he felt like it as long as the magus forgets he has daylight prepared, so going and getting the weapon was a very safe move, much safer than staying with the seeking shotgun gnome vital striking him with exploding dice
So I'm trying to create an organic feel for the game where the players have freedom to do things, and they have consequenses. One of the players rightfully should have died but we had a split encounter and he wasnt there the next session, but he was a sorcerer in melee with a bone devil with 7 hps. He wanted to playtest the Magus class, so I decided instead of killing him I would turn him into a vampire since the group realy hated the sorcerer for sunbursting them with the morrowfall. He is a diabloist and went to their ship, they have a boat they stay on and dominated the rogue and got the morrowfall with one of his imps and stole it. This was about a month ago. Last night in Walcourt the rogue dropped his +1 defending mithril rapier to use his bow in a deeper darkness spell. The enemies can't hit except on a 20 on anyone in the group so the dark stalker grabbed his rapier and ran. Is this too cruel? Should I replace the items with others? I have a plan for them to get the morrowfall back before they face Ilnerik, but I felt that is exactly what the enemies would do in that situation. Any thoughts?
Tweak = adding advanced template to monsters to add challenge for high power parties.
Overhaul = redoing entire encounters because they simply do not work.
tweak (darn.. there's no not equal sign) not equal overhaul
Just for the record, looking at Liebdaga's hitroll, he doesn't have -5 levels, he has more like -17 levels. Just saying.
Our party is not particulary optimized and we used the medium point build. They do have a lot of wealth. I did not want to change this encounter, I was really hoping that the fight with the pit fiend would be epic and memorable. It was, just more in the way the lemure cage fight went to the fighter solo without a scratch. Don't worry though, Abe, I won't be making the mistake of running the adventure how it's written anymore. At least I almost got to kill the gnome with madjaw!