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Aaron Shanks wrote:
lex_dm wrote:
nightpanda2810 wrote:
I can't tell if it's too late to pre-order or not for the free PDF. Can someone confirm this please?
Oh wow, I guess I also missed the boat with the preorder. I hope we do get that PDF, I am partly getting this to get the discount for the VTT option.
Just order it and email CS to be sure. :)

I hope they are as prompt as you! Thank you my friend.


nightpanda2810 wrote:
I can't tell if it's too late to pre-order or not for the free PDF. Can someone confirm this please?

Oh wow, I guess I also missed the boat with the preorder. I hope we do get that PDF, I am partly getting this to get the discount for the VTT option.


Aaron Shanks wrote:
CorvusMask wrote:
Aaron Shanks wrote:
Hardcovers are not included in the subscription. Usually, we have a deal where if you have the Adventure Path subscription, and you preorder the book, then you get the PDF. We will confirm.
BTW was there confirmation that if we preorder this we will get pdf as freebie?
Yes. Pathfinder AP Subscribers who preorder this compilation will get a free PDF. The Webstore team will update the product page to reflect this.

Hi Aaron, sorry to bother you again with this but, just to make sure.

AP Subscribers do not get the book as a subscription, but if they preorder they get the PDF. Correct?


Aaron Shanks wrote:
Elfteiroh wrote:
lex_dm wrote:
Mark Moreland wrote:
Opsylum wrote:

I was literally just bargain hunting for these. :p Still can't find Wormwood Mutiny for anything less than $100. Sigh...someday.

Seriously though, if Paizo did start doing this, they'd have another subscription out of me in a heartbeat. Probably not, because 1e's kind of done and conversions to 2e are complicated, if Kingmaker's anything to go by. Still, one can dream.

It sounds like you might be interested in a print-on-demand option. For those asking for reprints of collected material, would you be interested if they were just 1:1 reprints rather than changing form factor or contents of what was between two covers?

Always glad to see Paizo people involved with our comments.

One humble request would be to please, please take our money and do a deal to market your Adventures (both 1e and 2e if possible) to Foundry VTT.

They are a great VTT but I cant tell how many people would just rather buy modules and APs like they did in FG and Roll20, instead of investing HOURS to upload them.

D&D is bound to do this, just hope Paizo could sooner than later.

It's tricky because FG and Roll20 do it themselves with a license from Paizo, but foundry doesn't have content creators outside of the community, and Paizo cannot sell "volunteer work". So they need to do it. And maintain it.

They have made a test run with 5 bounties right now, and so we can only buy them and wait to see if the results are satisfying enough to be worth the investment.
Link to the "New Ways to Play on VTTs" blog where we launched content for Foundry Virtual Tabletop. One of the ways you can show us you want more is by buying a Bounty, testing the product and process, and giving us feedback. Clearly, we have been working with Foundry behind the scenes to "do a deal." Foundry is not being ignored, it is just different.

Thank you! Atrapos from Foundry did mention Devs from Paizo were getting experience by doing bounties so, hopefully we get more.

I'll spread word of them to get more people interested and get this going. 1e is having a little less work done but hopefully we can go both directions.

Foundry is way better than Roll20 IMO


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Mark Moreland wrote:
Opsylum wrote:

I was literally just bargain hunting for these. :p Still can't find Wormwood Mutiny for anything less than $100. Sigh...someday.

Seriously though, if Paizo did start doing this, they'd have another subscription out of me in a heartbeat. Probably not, because 1e's kind of done and conversions to 2e are complicated, if Kingmaker's anything to go by. Still, one can dream.

It sounds like you might be interested in a print-on-demand option. For those asking for reprints of collected material, would you be interested if they were just 1:1 reprints rather than changing form factor or contents of what was between two covers?

Always glad to see Paizo people involved with our comments.

One humble request would be to please, please take our money and do a deal to market your Adventures (both 1e and 2e if possible) to Foundry VTT.

They are a great VTT but I cant tell how many people would just rather buy modules and APs like they did in FG and Roll20, instead of investing HOURS to upload them.

D&D is bound to do this, just hope Paizo could sooner than later.


1 person marked this as a favorite.

Gotta love Paizo! Done with part 1!

Question. How do I remove the hampered condition??

Would love this for Pathfinder as well :)


TwilightKnight wrote:
What makes you think 2E had a "sluggish start"?

I'm not talking number wise, but its no secret that there was a bit of a stumble with the playtest. However, a great product was delivered. Still, some people have been reluctant to try it, this could change that.

Just based on what ive seen on forums and groups.


I wish they nail this beginner box, it would put them right on the top!

2e has had to earn every fan it has after a sluggish start, but its so promising. Great reviews and fast content has placed it where it needs to be, Paizo just needs to do this one right and reap the rewards.

A digestible, well edited handbook without messing with the rules (ahem, Starfinder box). A memorable adventure and lots of tips, guides on it.

Fall of Plaguestone was far from Introductory.. this will surely hit the spot, hopefully.

I like it handling 3 levels and not all classes, ancestries. Whatever is in there needs to just be handled fully and here, we, go!.


James Jacobs wrote:

Regarding the "short books" comment. It's worth noting that the "short" books we're publishing are double the size of what we used to publish in the campaign setting line, but also between last year and this year we're also publishing the two LONGEST books we've ever done—Core Rulebook and the Kingmaker Adventure Path compilation.

If what you are actually asking for is longer Lost Omens books... we'll be doing that too soon with the 300+ page Absalom book due out later this year.

From where I'm sitting, the amount of pages we're doing per year has increased, is what I'm saying. We're producing the amount of pages we can given our situation, in other words.

Fair enough. I guess campaign books in context are larger than the softcover ones they used to make. The Absalom book sounds too big (contradicting myself).

I would just like for character options to have a bit more content, the Lost Omens' Character Option was short, as was the Starfinder's Operation's Manual.

But APG sounds good! And I got in the Kingmaker crowdfunding so I'm excited about the crazy amount of value that has :)

Thank you for the reply.


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Gorbacz wrote:
lex_dm wrote:
Just please stop making short books. 160 pages full price is not something most people look forward too.
In addition to stuff like inflation and Pathfinder being no longer economically in the place it was in 2014, Paizo has apparently started valuing the written word a bit more than it used to. Get used to the prices, they're not going to change.

I'm wanting more content out of full price, not cheaper books.


2 people marked this as a favorite.

Just please stop making short books. 160 pages full price is not something most people look forward too.


HammerJack wrote:

I definitely wouldn't take that conclusion. Especially not from that reasoning.

No one ever claimed that errata was every clarification that would be made. It was round 1.

You are correct! Though it sounds a flagrant and most pointed rule, its weird that it was not on the first round.

Hope it does get addressed at some point.


Hi everyone.

So the conclusion is, that since this wasnt fixed on the errata then specific for attack roll stands as a villager being able to hit a Red Wyrm? - Or as it happens more, every other creature in PF2e being able to hit with their 3rd action strike.

No one official ruled on this on comments or interviews or anything?

Its sad we have to take by stream-play examples as reference.


Is house ruling that recalling knowledge on a creature as a free action too much? just hate that it takes an action to think.


Sorry to revive this but, regarding the Siegebreaker, I was more curious about movement. Can someone move as a free action? would that be the remaining movement (if any)? And how would that work in AoO?

Thanks if you see this!


I would of like to see a lot of classes incorporated as Archetypes or prestige classes. Are we going to see ALL the classes we went through already? A lot of them dont feel like they should be a class of their own, i.e Investigator, Shifter, etc.

Wish they would had started with the most successful ones at least :/


Magda Luckbender wrote:
@lex_dm: Leaving aside some minor thread necromancy, here's one way to do something vaguely similar that definitely does not suck at 1st level. Doesn't work for a warpriest, only for a Cleric, Inquisitor, or Paladin that gets a Domain. 1st level damage is huge plus you can safely use most maneuvers. Please don't play this build in a non-optimized group, as such a PC will drastically outperform most other low level martial PCs.

Wow :o Powerful indeed. Sounds like a superhero. Thank you. Cant say ill use him cause like you said, too OP. I am leaning toward an Inquisitor, just not sure what yet, I really dont want to do an archer though I know the multiple attacks benefit from the awesome Bane ability. A tank inquisitor sounds good, vital strike..? though limiting the bane attack to 1 hit sounds bad.


Keep Calm and Carrion wrote:
This Side wrote:

I would love some advice on 9th level feats for a Whip/Warpriest build. So far I've got

1) Weapon Focus (Whip)
2) Weapon Finesse
3) Combat Reflexes
4) Whip Mastery
5) Dirty Fighting (a much better version of Combat Expertise from a splat book)
6) Improved Whip Mastery
7) Improved Trip

I'm leaning away from the Serpent's lash feat tree, since I'm not really sure I see a huge benefit for it to be worth the two feats. .... Has anyone used Greater Whip Mastery to grapple opponents with a whip? It seems like it would only be occasionally useful...Does anyone have any other recommendations for useful feats?

Don't forget Slashing Grace! You need it for dex to damage. Weapon Specialization, as you say, will make you hit harder too.

Greater Serpent Lash has potential beyond the extra disarms and trips. For example, you could reposition a vulnerable foe from 15' in front of you to 15' behind you, where your ally with the deadly full melee attack is waiting. In this case you might want to invest in Improved Reposition and Quick Reposition rather than Trip. But I would probably not go for maneuver boosting feats, not wanting to pay the combat expertise/dirty fighting feat tax.

I would think grappling with a whip would be more generally useful than tripping with a whip, but you do run into the problem that you can't take more AoOs while grappling.

Instead of Accelerated Drinker as I originally suggested, I'd now go for the Opportunistic or Prehensile Whip traits. However, Accelerated Drinker would work well with potions of Longarm, rather than potions of Enlarge Person.

Louise Bishop wrote:
Dex is Do-able...But STR based will save you some feats and also allow for other things in the build.
The beauty of the dex build is that you get lots and lots of extra attacks out of combat reflexes.

Cant let this go. I was hoping to do a Spiked Chain Warpriest but the chain was nerfed, and now im hoping to pull a whip guy.. I much prefer the reposition possibility than a tripper..

A Str-based whip using Warpriest that doesnt suck at first levels. I guess thats impossible at lvl 1 and I would have to use a simple weapon while it catches up?

Also, in RoTR giants might hard to CMD..


Hey everyone,

I' currently playing in Giantslayer.
My character has been planned so far as:

Goblin
Unchained Rogue (4)
Swashbuckler (Mouser) (3)

Str: 11
Dex: 21 (+1 4th lvl)
Con: 14
Int: 14
Wis: 13
Cha: 14

Class Abilities:

(Rogue) Combat Trick x2 (Combat Feats)
Finesse Training (rapier)
Debilitating Injury
Sneak Attack +2d6
Evasion
Uncanny Dodge

Deeds, Panache
Swashbuckler Finesse
Charmed Life
Deeds, Nimble +1

Feats:

Weapon Finesse
Dodge
Underfoot
Mobility
Roll with it
Tangle Feet
(not sure about 7th level feat)

Basically this character can move across the battlefield, avoid attacks of opportunity by either evading attacks of opportunity with Acrobatics or dodging with high AC (feats)

Once engaged, my goblin mouses his way into melee, aiming for sneak attack his larger opponent.

This makes enemies have a disadvantage to both the goblin mouser and his allies as follows:

-4 on attacks made against the rogue because of the disoriented condition by the unchained rogue debilitating sneak attack strick

And a -6 on attacks against adjacent allies (-2 because of sneak, -4 because of mouser archetype)

Tangle Feet can cut off pursuit or repositioning attempts and Roll With It can be an escape plan if things get heated.

All and all, this seems like a lot of fun although my goblin is dependent on having a tank or barbarian be on the frontlines while he tip toes amongts the giants,

Please let me know if you have any feat suggestions or ways to go forwarding with this 7th level character.


I know this is sort of an old question...

Here's the info:

We have a Magus being grappled by a crustacean, in a silenced lock.

He will not be able to break free but has a Ring of the Ram on his hand. Can he use it against the grappling opponent OR on himself to break free?

How would you interpret this?

Thanks.


Kurald Galain wrote:
lex_dm wrote:
So the extra turns granted by Stamina for Arcane Strike do little to better it?

Well, not really. In a typical combat, on the first turn I'd use my swift action to enchant my weapon (because that's better than arcane strike). On the second turn, I'd likely use a buffing swift action, such as Hasted Assault or Bane Baldric (because that's also better than arcane strike). On the third, if I haven't used an immediate action so far, I have my pick of a Spellstoring weapon, a quickened spell, or spell recall (all of which is also better than arcane strike).

Given how many swift action abilities a Magus has, it turns out that arcane strike just isn't high enough a priority to spend feats on.

Quote:
I was thinking about the feats related to schools that the EK has access to, may be broken is the first though that crossed my mind (take 1 level here to access them..worth it?)

I'm not sure what you refer to?

Quote:
BTW: My Magus is lvl9 now and other than reaching lvl 10 for 4th lvl spells I see little point in continuing (did I mention he is a Kensai/blackblade?)...any dips you do recommend?

Wizard or sorcerer, most likely. Wizard for either diviner's rerolls or evoker's element switching; or Sorcerer for a draconic/orc-blooded's damage bonus.

True, our combats like most of them out there at this point last 3-4 rounds...so I guess I dont have time to do all of it.

You'll have to forgive me about the feats I previously mentioned, I double checked because It was strange you didnt know them and then I realize that OGC website was giving me third party options.

Feats were pretty neat, they had as a requisite to be lvl 1 in Eldritch class and have spell focus on the school that the feat was related to.

But alas they are not acceptable (extra turns with those effects and you would had probably agreed with me).

I will look into those archetypes,although 12th lvl Arcanas look kinda good..

Since you know your way around a Magus, I would appreciate further suggestions on Multi classing and feats.. consider my Magus doesnt have recall or knowledge pool or blending.


Kurald Galain wrote:

Well, a Magus should generally avoid arcane strike, because you only rarely have a swift action to spare on it (which you'll be spending on enchant weapon, hasting yourself, various arcana and defensive items, and quickened spells). This is true even with stamina: early in combat you have better things to use your swift on, and late in combat the stamina makes no difference. Save your feat for something else.

Also, a straight Magus is simply better than a Magus/Eldritch Knight. This is because the Magus has a lot of good class features (e.g. arcana) and the EK gets none of those, and loses a level of spellcasting... and you don't even get a better to-hit as EK because you'll miss out on your enchant weapon ability (e.g. Magus 9 gets +3 to his weapon, Magus 7 / EK 2 does not). There are some good dips or prestiges for a Magus but EK isn't it.

Here's a Magus guide for you.

So the extra turns granted by Stamina for Arcane Strike do little to better it? I was thinking about the feats related to schools that the EK has access to, may be broken is the first though that crossed my mind (take 1 level here to access them..worth it?)

So far my team makes up for Haste and enchant weapon really outlasts most combats...but I do see your point moving forward.

BTW: My Magus is lvl9 now and other than reaching lvl 10 for 4th lvl spells I see little point in continuing (did I mention he is a Kensai/blackblade?)...any dips you do recommend?

Thanks Kurald.


There has been a fair share of comparison with Eldritch and Magus, although i'm looking at the prestige class and I think its more feat related.

I'm hoping I can get an expert's opinion on Eldritch might here.

Generally I wouldnt be interested in Arcane Strike...

Our DM integrated the Stamina system, which I'm not sure if you are familiar with but for our purpose it allows me to hold on to Arcane Strike for more than 1 round.

This I should think, makes Arcane Strike viable if not broken..So I need an expert on Arcane strike and also on how to guide my Magus lvl 9 to master it.

Any thoughts?


Or amateur something.. but in this case a 3rd level deed is impossible unless I have another class with the same deed? (doesnt exist).


Hey, I'm wondering if you can acquire abilities or features replaced by Archetypes?

For example:

Menacing Swordplay gets replaced by the Mouser - Swashbuckler archetype.

Any ideas?


gustavo iglesias wrote:
lex_dm wrote:

Good one!

Also, if it helps.. We use acrobatics (Tumble) a lot..

Tiny Tumbling Titans.

or

Tumbling Natural Titans (TNT)

Like the letters :)

I have, Underlings.. Slice & Dice and Shake & Bake.


Good one!

Also, if it helps.. We use acrobatics (Tumble) a lot..


Looking for suggestions on how to name our Slayers (Gnome & Goblin).

Any ideas?? or Cool tattoos to get for em'?


I have a build with Tangle feat.

Seems there arent recent ones, thought putting mine here might spark something.

Speaking of recent...

Goblin
Unchained Rogue (Swashbuckler Archetype) levels 1-4
Swashbuckler (Mouser Archetype) levels 5-7

1st Roll with it
2nd Dodge* Combat Trick
3rd Mobility
4th Underfoot* Combat Trick
5th Tangle Feet
7th Big Game Hunter... Improved Initiative? (need help going fwrd)

This build works by positioning himself in the battlefield by any means.

Passing a larger foe and using tangle, on the way to the one he wants... then dodging the attack and getting inside the reach to sneak attack next to someone.

Let me know what you think and future development please.


Scott Wilhelm wrote:

I was building something very like what you are talking about under

Interesting Tank Builds

I posted a few Tank Builds on the thread, but the one for you is on the last page, and at the time of this post, the 2nd-to-last one on the thread.

Like you, I have Mobility and Tangle Feet. I also am taking Panther Style Feats.

I hope you like it.

Your build sounds very cool Scott!!

My dynamic is based on combining the Unchained Rogues effect of debilitating strike (disable his 5ft step).. I will get to flanking position with the Mouser ability from Swashbuckler and remain there hopefully... escape plan would be the roll with it ability lol.

I was very interested in your use of the roll with it feat.

Like I said in my other thread, I want more attacks to get more rounds of debilitating status.

I need help with future feats and maybe something to avoid "awesome blow" ability from giants and such.

Thanks Scott!


I have a build that has sneak attack, and I am aiming at doing more than one attack to maximize this.

The build can't accurately use two-weapon fighting because he needs a free hand to attack and use his abilities.

Its a goblin character with the unchained build and swashbuckler thrown in for other abilities.

Would you recommend a bite attack or something more?

(the new sneak attack effects are great and an additional attack without waiting to be level 8 would be great, regardless of the output)

Thanks!


I always had trouble making this build even when Swashbuckler came out... now, with the Unchained Rogue! Its awesome :smallsmile:

Str:7
Dex:20
Con:14
Int:11
Wis:12
Cha:14

AC and every statistic is not included you can guess.

*Stats were rolled and it applies -2 Str, Cha and +4 Dex.

The unchained rogue gives him Weapon Finesse and at 3rd level, his Dex to damage (which makes him all but useless levels 1-2).
His main weapon would be a small rapier.

Saving feats wasted on slashing grace, dervish dance (sick of everybody dancing) and weapon focus, will allow this build to focus on mobility (and also a couple of cool gob feats).

Below I will describe the feats and abilities for a 5th level build.

Unchained Rogue (4) Swashbuckler (1)

1st - Finesse Training (Rapier), Sneak Attack 1d6, Trapfinding.
2nd - Evasion, Rogue Talent (Combat Feat).
3rd - Danger Sense, Finesse Training (Rapier), Sneak Attack 2d6.
4th - Debilitating Injury, Rogue Talent (Combat Feat), Uncanny Dodge.
5th - Deeds, Panache, Swashbucklers Finesse (Rapier?)

*Swashbuckler at 5th level will take the Mouser archtype.

Feats.

1st - Roll with it (Goblin Feat)
2nd - Dodge *Rogue Talent
3rd - Mobility
4th - Underfoot *Rogue Talent
5th - Spring Attack

This build is designed to fight larger foes (Playing the Giantslayer path), as you can see, my feat-hungry build is all of a sudden pretty good thanks to the talents.

Another fun feat I am for is "Tangle Feet" a gob feat with great flavor and mechanics.

Please feel free to advise me as to which Items would be cool, or feats and levels in classes. I think I will keep Swashbuckler although Rogue does not look to bad any more :o

*A synergy is moving up close to a giant, making him miss his attack (+7AC from feats) and invading his space via Mouser. Making sneak attacks and disabling his 5-foot step while we gang up on him.

Giantslaying will be fun!


Yes, its a Magic the Gathering reference. Glad I had a couple of replies btw :P


I always had trouble making this build even when Swashbuckler came out... now, with the Unchained Rogue! Its awesome :smallsmile:

Str:7
Dex:20
Con:14
Int:11
Wis:12
Cha:14

AC and every statistic is not included you can guess.

*Stats were rolled and it applies -2 Str, Cha and +4 Dex.

The unchained rogue gives him Weapon Finesse and at 3rd level, his Dex to damage (which makes him all but useless levels 1-2).
His main weapon would be a small rapier.

Saving feats wasted on slashing grace, dervish dance (sick of everybody dancing) and weapon focus, will allow this build to focus on mobility (and also a couple of cool gob feats).

Below I will describe the feats and abilities for a 5th level build.

Unchained Rogue (4) Swashbuckler (1)

1st - Finesse Training (Rapier), Sneak Attack 1d6, Trapfinding.
2nd - Evasion, Rogue Talent (Combat Feat).
3rd - Danger Sense, Finesse Training (Rapier), Sneak Attack 2d6.
4th - Debilitating Injury, Rogue Talent (Combat Feat), Uncanny Dodge.
5th - Deeds, Panache, Swashbucklers Finesse (Rapier?)

*Swashbuckler at 5th level will take the Mouser archtype.

Feats.

1st - Roll with it (Goblin Feat)
2nd - Dodge *Rogue Talent
3rd - Mobility
4th - Underfoot *Rogue Talent
5th - Spring Attack

This build is designed to fight larger foes (Playing the Giantslayer path), as you can see, my feat-hungry build is all of a sudden pretty good thanks to the talents.

Another fun feat I am for is "Tangle Feet" a gob feat with great flavor and mechanics.

Please feel free to advise me as to which Items would be cool, or feats and levels in classes. I think I will keep Swashbuckler although Rogue does not look to bad any more :o

*A synergy is moving up close to a giant, making him miss his attack (+7AC from feats) and invading his space via Mouser. Making sneak attacks and disabling his 5-foot step while we gang up on him.

Giantslaying will be fun!


Special materials can only go so far.. like you said, even if there a stronger cloth, it would still be pretty thin.

Magic seems to be the way, either a custom item or a spell applied to the cloth (a living organism a la Venom sounds pretty cool though..)

Thanks for the suggestions.


It does not stop a full attack if they cut thru the cape in one strike, if there is a way to make it stronger they would have to waste a full-round action on removing the darn thing :)

My concern here is...what if your opponent is the one with reach? Not only would you not get away but they would.

Scarfs sound pretty nice now!

As is the feat is not worth it, but since I like its flavor Im looking for ways to get it better.

Thanks RumpinRufus.


shroudb wrote:

get charm monter

find a cloaker
wear him as a cape

profit?

cast ant haul
wear mulebacks
stuff the cape with enough lead to be like 430lbl (with a starting 13str you are still light)
use dueling cape against anything with less than 20-23str (counting his equip too)
/lol at him being stcuk to the ground from massive weight

profit?

Well, that sounds creative but not very practical! I was looking more at investing in something that would work everytime...


So im considering this feat and think that Dodge is useful to get other cool ones.

Have either one of you seen this in action? I know 1 Panache and 1 I.Action might seem like much but saving against a full attack or worse might be worth it.

Im thinking special Materials and or Magic to reinforce or make the cape thrown like a tanglefoot bag or something?

Although there is a pretty broken use out of Cape of Feinting that might just do that.

Also, I was thinking of having my main cape equiped and carrying ¨extra¨ capes and drapes and such for this.

One last thing, it doesnt specify but could you see a small SB throwing his cape at a Dragon?.. a size restriction would have made sense.}

Thanks!


Yeah, sorry for the misleading title, he is a goblinoid :p

I am interested in mobility/full-attack, but level 17th is way out there.

I am more concerned with getting there, mid levels are very important in our Campaigns, so much in fact that there is really nothing worth investing so much to get to.

Sorry I didnt specify earlier, I guess I will stay the course.

Any recomendations for the Swash Build?


Hi everyone,

Lets start by saying we had access to Advanced Races and gave it a go.

I came up with Goblinoid Subrace: Mogg.

All you need to know is I pretty much wanted a small ¨human¨ since it comes with a bonus feat but also wanted to roleplay a Gob.

With this in mind this is my current Character.

Squee. Mogg

Swashbuckler lvl 3.

Str:12 (Rolled lucky 4d6) HP: 31
Dex:19 AC: 22
Con:15
Int:12
Wis:15
Cha:15

Weapon Focus (Scimitar)
Slashing Grace (Scimitar) ... (I preffered this feat to Derv. Dace, since alot of character have been dancers as of late. Also, they dont stack)
Dodge

The reason why I went with Dodge is to have access to Mobility-Spring Attk.
There is also a pretty good tree with Underfoot-Tanglefoot
And a nifty feat called Dueling Cape. Which I think is both flavorful and useful (please let me know if there is ways to get stronger capes!)

This should help you get a feel of what the character aims for.

Now, my questions are regarding advancement pass level 5 (I think its worth reaching 5th level for the great weapon training it gets), im not sure if I should go on til 7th level when you get the good Aimed shot or if its best to Multi-Class at some point after level five.

What would you do?

If you have any better feat suggestions, or ways to go on class (I am open to stay mono classed), please let me know.

Thank you.


Yes, unless otherwise noted.. cant even start that arguement.


It is a weakness for which we will make sure we are prepared next time (as most clases have)

I did see someone question weater it was metal or not, we did not find a statement that said otherwise.


Correct sir, unfortunately it is inconvinient when this happens in the middle of a time-sensitve path.. oh well it will just have to be that time when the bladebound kensai magus had to do without his weapon :(


We had this situation happen recently, please let us know your thoughts.

Our Magus came head to head with a Rust Monster, thanks to a failed knowledge check we failed to realize this was a rust monster at all.

The first strike from the Rust Monster broke the black blade (which in retrospect is impossible considering its unbreakable)now, the second one destroyed it.

Considering it didnt break in the first strike would it:

A) Be destroyed in the second touch (its not Indestructible).

B) Be ignored by the rust monster since it failed to ¨rust¨.

C) Black Blade alerted immediately of its danger.

D) Not be affected at all.

Thanks for the input.


Thank you all.


I understand this was stated in earlier posts but is this interpretation or a fact?

My blade was destroyed in two attacks by a Rust Monster...poor Ramuh didnt stand a chance,unless my DM reads otherwise..


Hello,

I need advice on taking either a Gunslinger or a Gunslinger/Paladin.

Im starting on a 12th lvl Character, of which I would go as :

Gunslinger/Mysterious Stranger (1)
Paladin/Oath of Vengeance (11)

Going double-barreled, and making use of Smite (considering Im facing outsiders/dragons) I would assume this build has more damage potential than a pure slinger.

Trying to keep this from going all broke, I would use one pistol and have to other hand free to charge (also looking to go like Dark Tower's Roland with three fingers in the reload hand)

Probably going to be in the front lines and would seek Snapshot and all (I'm regularly facing larger or larger creatures)

I would think the 108k that a character starts with will take care of the horrible misfires..

Please let me know you thoughts regarding feats and Items!

Also class levels if you consider different options.

Thanks!!


I'm considering

Gunslinger 1
Inquisitor 2
Inquisitor 3
Inquisitor 4
Inquisitor 5
Inquisitor 6
Paladin 7
Paladin 8
Paladin 9
Paladin 10
Paladin 11

I'm not sure if the Inquisitor is worth the dip of 5lvls into, even though one would get Bane and all the other abilities, BAB and possible prgression in another class is highly worth the thought..

I do want to combine but at this point im not sure either if an all level class would be better instead..


Well, this is exactly what I was looking for.. I hope you guys are still looking into this one, specifically the Ender730 (would like to know how it worked out)

I had a built that worked Gunslinger1/Paladin X

Now, it had synergy with the Mysterious Stranger Archtype's deed Focus aim.. and I couldn't get enough of Smiting Evil on a two-barreled gun!

I'm working on a 11th level character.. and want to go with one of these builds.. or can a combination of the three of them be done?

Or is it better to keep it simple?

Any thoughts will be greatly appreciated.

(do consider the fixes that come with the wealth of an 11th lvl char)


Wereleopard Barbarian actually..the Streght Surge rage power makes it difficult to restrain the poor guy..

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