haha, yeah. I'm hoping to get some good opinions. I was also thinking that since they can still make attacks while using their extra apendages for grappling, you could make some good use of the power attack and vital strike feats once you get greater grapple. with regard to burrowing, I'm assuming it functions like the ratfolk burrowing teeth feet in that you don't leave a hole behind you when you burrow. Though I suppose if you do, you could dig straight down, leave them in a pit, and then dig your way back up (if you make a sot of 'U'-shaped tunnel.
So after checking out the 4th bestiary, I stumbled upon the trox and thought it would be awesome to make a grappler out of one. I was wondering if it'd be better to make a tetori monk, or a fighter. I was thinking tetori since it gets the monks large unarmed damage, but was hoping to get other opinions on the matter. Also, having a grappler who can grapple someone, and then burrow under ground and leave an enemy there to suffocate sounds pretty great (if a little evil)
Regarding the whole "off-hand weapon" thing, I don't see why you can't wield two off-hand weapons. Sure, it'd be mighty unconventional to use two main-gauches in a fight, but it seems doable. I'd say it probably just means that it counts as an off-hand weapon for TWF math. Even if the argument is made that it's made to be used in the off-hand (left hand for most people), then all they'd have to do is by a leftie shield (presumably at a slightly higher cost). The idea that something can only ever be used as an off-hand device just seems.. I dunno.. unrealistic (yeah, I know: talking about realism in fantasy is kind of redundant :P).
Jubal Breakbottle wrote:
Oh wow. I didn't notice force bomb's level pre-req. I played an alchemist in an earlier campaign with the same group and had it around level 4. I guess they're gonna get a kick out of that. looks like I'll take smoke at 4th and take extra discovery at 5th for stink bomb I would take bullseye shot at 7th (it's an amazing feat), but I'm planning on making it so my character throws (or can throw) multiple bombs per round. I'm going to need a lot of bombs for that. I might take it at higher levels, or move the 7th level extra bombs to 9th or 11th level and take it at 7th. I'll have a while before I have to decide. Thanks for the tips!
I think his reasoning behind not letting the physical ones go below 7 is that you wouldn't be physically able to go adventuring (or would be way more unlikely to) and his reasoning behind the mental attributes is that you become, in his mind, somewhat mentally handicapped and would probably be untrusted with a lot of fancy/risky/important tasks. I think the restriction is just to character creation though. We haven't had any resurrections where this has come up yet. I might go with a couple vestigial arms instead. The only reason I wanted wings was because a gritty dwarf with a big pair of Raven wings sounded kind of awesome to me. Plus it allows a freed-up extract slot for something else and I can use it more on the fly without having to prep anything (pun not intended)
Hey, so I'm planning on making an Alchemist bomber. I'm making him a dwarf for flavor. I was wondering if you guys could take a look at my build and tell me what you think: Abilities: (15 point)
feat/discovery progression:
I put 'campaign feat' above because my GM gives everyone a bonus feat at level 1. Any tips and pointers would be greatly appreciated. |