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I would think it could breathe. I mean, moles can breathe when they burrow. Blahper's argument about the whale doesn't quite fit since the whale is traveling through water, while a trox would be digging a hole.

That being said, the character would probably have a limited oxygen supply, so I doubt it would be feasible for it to sleep while burrowed.


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).


Awesome. Thanks for the advice, everyone. First session is tonight and I'm pumped. Again, Thanks so much for the help!


Jubal Breakbottle wrote:

Force bombs have an 8th level prereq. Concussive is good at 6th to be retrained into Force bombs at 8th if your DM allows that.

Look at Smoke and Stink bombs for low level battlefield control. They rock.

A good low level feat is far shot to extend your 20-ft. range. And a great 7th level feat is Bullseye Shot.

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!


blackbloodtroll wrote:

For Martial weapon, I would consider Armor Spikes.

Wearing them allows you to threaten, while keeping your hands free.

I like that idea. It's better than my idea of either throwing axes or the dwarven boulder helm.


I'm trying to stay out of Melee. Not sure what martial weapon I'm going to pick for that, though.

Yeah, I was thinking of taking the smoke-bomb stuff starting around level 10 or replacing one of the "extra bombs" feats with "extra discover: smoke bomb". That or confusion bomb.


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)


blackbloodtroll wrote:
You might as well dump charisma.

My GM doesn't let us go below 7 for an ability (after racial mods), so my 7 CHA is as low as I'm allowed to make it.


Oh wow. I never knew about that archetype. Thanks a bunch!

In light of the above archetype, I replaced extra discovery at level 3 for extra bombs. (can never have too many)


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)
STR: 10, DEX: 14, CON: 10, INT: 17, WIS: 12, CHA: 7

feat/discovery progression:
1st: point-blank shot(1st level) Precise shot (campaign feat)
2nd: precise bomb
3rd: extra discovery (explosive bomb)
my other character died so I'm staring at 3rd. what follows is my plan up to lvl 10.
4th: force bomb, add a point to INT
5th: extra bombs
6th: wings
7th: extra bombs
8th: fast bomb, add a point to INT
9th: Either two-weapon fighting, or rapid shot.. not sure which
10th: probably acid bomb or tanglefoot bomb

I put 'campaign feat' above because my GM gives everyone a bonus feat at level 1. Any tips and pointers would be greatly appreciated.