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Need some advice guys. Just hit level 4 hunter and am having a hard time choosing my spells known. I have access to everything including third party.
I play ranged with a giant weasel companion. Any thoughts?


my wife is starting a campaign soon and has told us, (2 players, plus her having a dm character) to gestalt our characters,

the info i have is that the campaign is gonna be loosly based off of disney's newer movie Moana,

i dont think she is gonna follow the plot, but now you at least have a rough idea for the setting,

ive been told there will be water travel, and she wants to master an underwater campaign, so that means we will be spending alot of time either on top of water, or submerged in it,

my build will include witch, and i need some advice deciding what to mix with it. i was going to go with scarred witch doctor, but she said i cannot be an orc.
she said i am allowed to use another race as long as it wont break her game, that being said, im looking for some interesting and varied mashups of abilities, im thinking being able to heal and drain life, as well as having an aquatic theme to the character. lets see what you guys can come up with! help me out !


here we go again.
back to the age old question, is the arcane archer prestige class worth it?
heres my current rough build.

first 3 levels of my character were gestalted by GM discretion but 4th level onward is single class only.

level3 zen archer monk, gestalt with lvl 3 eldritch archer magus.

allowed 3 traits with one drawback
reactionary
magical lineage-snowball
gifted adept - snowball

drawback meticulous

i want to see if arcane archer is worth it to take to level 10, or if i should even include it at all, at my current rate, i already qualify for entry to the class minus the BAB of +6, ill meet that at level 7. i used unchained monk as the base of the zen archer.

my primary styles of attack are to rapid shot spell combat some orisons for 3 attacks with spells at -4 atk for the round,
alternatively i can flurry of bows. and spend a ki point from unchained to get 3 attacks at full BAB. no spell combat, built for diversity i took the spell scars magus arcana and the arcane acuracy with extra arcana feat.

my ability scores are
STR 12
DEX 14
CON 12
INT 16
WIS 18
CHA 12


ok, now ive poured myself all over all the forums all over so many sites, and ive wasted many hours at work trying to puzzle out the answer to my question, and i think i found the answer but i wanted to make sure that i typed it out nice and easy clear as day for the other peeps that follow me.

how do the rules work with sneak attack+pounce?

does the pounce automatically grant sneak attack?

do any of my attacks get denied thier precision damage from sneak attack?

how exactly does this combination work by the rules?

heres the answer i found.

pounce allows you to make a full attack at the end of your charge. but not with all your iterative attacks, (sorry twf guys) and with your entire natural attack routine.

sneak attack precision damage specifically states that only the first attack in a routine that qualifies for sneak attack damage will actually deal said damage, but only if the starting attack was a sstandard, or a move action to begin. in contrast. all attacks in a full attack will be allowed to achieve sneak attack damage provided they connect.

so. i read this in this way. as long as its a full attack with a natural attack routine. you can attack with all your attacks and have sneak attack applied to each one if the attacks qualify for the damage boost.

pounce allows the all powerful sneak attack with the entire natural attack routine at the end of a charge. so charge in and full attack an opponent for nasty damage.

but that ties into the question i had to begin with,

does the pounce grant the ability to apply sneak attack damage?

my answer is no. you can use the pounce however to maneuver yourself into a flanking position. therefore granting the sneak attack damage. or you can use your pounce in the surprise round(improved initiative comes in handy here) to take out an opponent before they've even acted yet. because as long as its the first round in combat and they have not yet acted, then they are considered flat footed. and therefore granting sneak attack damage.

with a vivisectionist beastmorph master chymist build that the dm has allowed to progress sneak attack instead of bomb damage, this gets nasty fast. heres how.

vivisectioinist for the sneak attack progression, beautiful.
beastmorph level 10 for pounce. gorgeous.
use discoveries for vestigial arm twice, two extra arms.
use feral mutagen to give you claws and a bite.
(but what if you already have racial claws and bite???)
heres the kicker, use a race like skinwalker, werebear, wereboar, etc etc. you get these natural primary attacks at level 1.
then use the vestigial arms discoveries to give you extra arms, and the feral mutagen discovery to give you claws and a bite,

while under the effects of the mutagen your bite would scale up a damage die, from 1d6 to 1d8. and you get 2 claws 1d6, 1d6. but your racial claws are 1d4, 1d4. whatever are we to do here.

use the feral mutagen to apply the new claws to your new limbs.
the rules state that the vestigial limbs dont give you extra attacks, but it does say that you can use them as part of your attack routine as long as they are holding weapons. claws are weapons, therefore arming the new arms to be able to participate in my natural attack routine.

so my routine is BITE/CLAW/CLAW/claw/claw. lowercase representing the lower damage die claws.
with this this cool thing combined with the pounce sneak attack?

this is how this class is meant to be played. yay optimization.

now im turning it over to you. enjoy.
please leave comments with advice.

p.s. this was a 6 am rant when i was overtired so i apologise for the wall of text.


Now on to the question.
I am playing a vivisectionist alchemist in an upcoming campaign, that being said, I need to know how to play my character without being evil, this is a gestalt game and my character is going vivisectionist beastform alchemist with blood kineticist. This character will be a member of a party tagging along with the avatar in a last airbender style campaign. I need to keep evil actions on the downlow while maintaining my class fancies. I do not want my character to be a blood hungry beast. However he is fascinated with blood, and all the things you can do with it. I plan to flavor him as a plague doctor long trenchcoat, bird mask, whole nine yards.

How do i get along with the party when my class abilities might make my dm want to smite me in the place i stand?

The question is. How would i roleplay a non-evil vivisectionist blood kineticist? Im at a loss here.


I'm gonna use a 3.5 feat, Kung fu genius, it swaps int for all wisdom related mink abilities, and I'm taking deadly agility as a feat at first level since rogue gives me weapon finesse at first level I automatically qualify, so I'm going human for the extra feat, now. Here's he plan...

Reduce MAD as much as possible,
Str= dump stat
Dex, is now Atk, dmg, and AC,
Con Is for hp still
Int is now stunning fist, AC, saves, and cmd and skills
Wis is now a dump stat save for perception, so a decent score is useful
Cha, also a dump stat

I plan to do as many things as possible to render my opponent flat footed, or deny a Des bonus to crack off as many sneak attacks per round as possible, I thought there was a way to deny an opponent dex by tumbling through their square, or something. Either way, super acrobatic, super deadly, finesse death machine rogue monk guy.
So let's optimize this acrobatic death machine! Are you up for the task?


Whilst making breakfast this morning. My mind went crazy.
I have been trying to make this character concept for the past five days to no avail. Then it hit me like a truck of bricks.

I pose a challenge to all you min/makers and character builders.

I want to make a character. Very similar to a paladin// anti-paladin, that is so obsessed with neutrality, that he becomes a concordant killer, now not exactly a concordant killer per sé,

This will be home brew
This will not be used for organized play,
I'm looking for a custom class that reflects the strict code of the paladin. With both celestial and infernal ties. Finding a way to recreate the concordant great sword would be a thing too.

Now I've already got some ideas flowing in my head. Let's work together on this masterpiece.

I don't care about leveling balance or party schematics. This character will probably be a solo adventurer for most of his career.

Ready??? Set....... GO!


Here is my concept, it is for home play, small table. My character is a gestalt sorcerer draconic bloodline// anti paladin knight of the sepulcher archetype. We edited the DD prestige class to capstone with half-dragon template like 3.5 version did. And claws are permanent.

Also my weapon of choice is a whip sword. Technically a custom weapon, but I'm sure it's within balance its just too much to explain fully here. I would like build advice. Currently level 4.

I am partying with a sorcerer Rakshasa bloodline// cleric that splashed a level of rogue. I'm sure you can see how the party works. This second character is true neutral. I'm having issues with ASF and maximizing AC. Any advice?

I was thinking of importing twilight Mithral armor and using arcane armor mastery feat lines. And house ruling them to free actions to activate instead of swift. Or creating totally new armor materials. (Very creative and forgiving DM) .

If you need a full description on the whip sword and its functions I can post that below