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So I'm starting in a game that started a while ago. I'm excited to get back tot he table, i'm also excited to try one of the hybrid classes: HUNTER. I wanted to reach out to the community to see what everyone has heard or to get your thoughts on this class.

Here is what I have started:

Half-Orc
Melee Hunter (Hybrid Class)
Animal Companion: Bat

Starting at level 6

(20 point buy) totals
Str 15 Lvl 1 and 4 bonus 18 +4
Dex 12 12 +1
Con 14 14 +2
Int 13 13 +1
Wis 14 14 +2
Cha 8 8 -1

Main weapon: GreatClub (For the Spell Shillelagh, +1 bonus and the weapon gets to be treated as 2 sizes large, damage is now 3d8)
2nd: Mace, heavy
Range: Longbow

Feat's (haven’t thought about this yet)
1: Toughness
3: Power Attack
5:
7:
9:
11:
13:
15:

Spells: (haven't thought of this yet)
***the only spells I've thought about yet are:
Shillelagh
Ironskin
Thunderstomp


I have a character that is low level (currently) He just purchased Sleeves of Many Garments....

Sleeves of Many Garments
Aura faint illusion; CL 1st
Slot wrists; Price 200 gp; Weight 1 lb.

DESCRIPTION

These translucent cloth tubes easily fit over their wearer’s arms.

The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

....If I'm looking at this right, this character can use these to look like city guard and walk past a check point (if he/she passes checks), look like he/she is wearing armor, etc...

the buckler the player has will look like a larger shield, that dagger on the belt looks like a sword or some other weapon.

Thoughts?


First and foremost, I hope this belongs here rather than Rules.
Second, thank you for the help.

As the title says I have a fighter that is CN. After a fight, battle, or some sort of disagreement that could put him or the party...or him in any danger down the road with the law or vengeful ruler or family. (the only time he would do any of the following)

The Goal: I'm looking for ways to prevent the dead from speaking.

Here are a few options I had in mind. Listed "ok" to pushing alignment.

1. Do nothing and hope no one questions

2. Silver Coin in the mouth to pay for the dead to keep their mouth shut and to cover the cost of the "bridge guardian" (My characters thoughts on the afterlife***ie no $, no paradise...Paradise has all the gods together across the bridge...blah blah blah)

3. Destroy the voicebox or vocal cords, stomp (make it look like an injury from the fight)

4. Remove Tongue

5. Stuffs cloth down the throat of the fallen - How this works/the thought behind this- the cloth will work two ways. I. it will clog up the throat. II. it will clot and dry the blood in the throat and also harden in the throat creating a blockage.
***when someone wants to speak with this person they can't because the voicebox/cords are blocked. If it dries in the throat you have a block. ie....Say the vengeful party has the ability to revive the fallen, after the cloth has started to dry... the fallen awakens to the blockage, can't breathe, can't ask for assistance. Return to the after life.

Please give me your thoughts, feedback.


1. I think this is the right area.
2. Looking at a Bard's 1st level spell (Lighten Object)
----Reduce weight of 1 object by 50%
3. Looked for the opposite of this spell and couldn't locate anything.

Is there a Bard spell to make an object heavier or no?

Thanks


So I would like to start off asking if this should have been in Rules or here in Advice. Sorry if its in the wrong place.

So I was thinking of a concept of a Fighter Character (starting at Level 1 developing to 10 with 25 point buy) that just used a Tower Shield not only for defense but also for the attack. (shield bash, swing/punch) that kinda stuff.

My question I have is what sort of attack penalties would I be looking at if this is the only thing I'm using...would I still suffer from the -2?

What are some other penalties that i'm overlooking/not thinking of currently.

Also, how would you work around them?

Thanks

still working on stats and everything just looking to try something different.


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Hi Everyone...still being new to pathfinder I'm entering back into a game after having to take a personal leave for family issues.

I'm coming back at lvl 13

So I was thinking...since this is my 3rd character ever why not try Elf/Monk/LN
Looking to build a tripping and disarming monk (Quarterstaff and Sai)
Saw Flowing Monk - looks cool but do I really need to do crane style etc? or can I just do feat trees for tripping and disarming? Please remember I'm still new to this so simple is better.

My goal is to create a character that is a battle field support. We have 3 heavy hitters, 2 protectors, and 1.5 healers. I'm looking to bounce from enemy to enemy tripping and disarming them as they are then attacked by everyone else.

Here is what I was going to do:
25 point buy
Mod Total
STR - 12 = 1 12
DEX - 14 = 4 (18) 4th & 8th level boost
CON - 14 = 1 14
INT - 13 = 2 13
WIS - 16 = 3 (17) 12th level boost
CHA - 10 = 0 10

lvl 1 bonus feat - Weapon Finesse
lvl 2 bonus feat - Improved Trip
lvl 6 bonus feat - Improved Disarm
lvl 10 bonus feat - Repositioning Strike
lvl 14 bonus feat -
lvl 18 bonus feat -

Feats:
1 Weapon Focus (quarterstaff)
3 Combat Expertise
5 Weapons Specialization (quarterstaff)
7 Greater Disarm
9 Quarterstaff Master - use quarter staff one handed
11 Tripping Staff - Treat a quarterstaff as if it had the trip weapon special feature******(not 100% sure what they mean by "Treat a quarterstaff as if it had the trip weapon special feature" can someone please enlighten me)
13 Tripping Twirl - Use a quarterstaff to make a trip attempt against all adjacent enemies
15
17
19

Quarterstaff and Sai and for range Shurikens

Community what do you think?


Hello all,

So this is what I had in mind...

Monk with a Profession of Doctor. I feel that this would be super helpful to be a battle field medic and also support for the heavy hitters. The reason I would like to do Doctor for the Profession is because well The Monk doesn't get a Heal check.

I'm looking to present this to my GM and I wanted to get everyone's thoughts as to why or why not this wouldn't work. (I'm thinking he will be cool with it)

I'm thinking it would work because being a Doctor is a Profession. (simple)

Items to go in my type IV bag of holding to help with my profession...just to name a few and to show that this is a serous profession:

*Tent (after battle surgery if needed)
*Portable Alter (would call it an Alter...operating table would pay the gold price for this item
*Cure Wounds Potions
*Doctors Tools (not found in any book, took the price of thief MW tools)
*Alcohol to sanitize and sterilize
*Bandages
*Cots
*Fish Hook & Line for stitches
*Cloth for wraps and ties

(Please add items if you would like)

Thank you in advance for all the help.