Stone Giant

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Goblin Squad Member. 16 posts. No reviews. 1 list. 1 wishlist.


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As one of those with an affected book pre-ordered through Amazon, should I first attempt to contact Amazon even though the return date has past or go ahead an email Paizo?


Yup. Not just happening to you. Same problem here.


Yet another vote for this to go through. I plan on getting RW as soon as it's available.


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Since Hero Lab is the premier Pathfinder character management tool, are there any plans to be able to import HL characters (PC/NPC) into this VTT?


The TOC links of the single file version of the PDF seem to point to the chapter version files rather then a page in itself.


Here's an update for anyone that cares. I managed to find some really good minis for this. They are all Privateer Press minis and would make awesome tiefling minis. I think I just switched from nagaji to tiefling. Hehe.

Satyxis Raider Captain
Satyxis Raiders


So far I've tried Reaper minis, searching coolminiornot.com, and a couple other sites. I forgot about Cool Stuff and T&T. Also, I had not thought about the whip idea but will keep it in mind as I look. Thanks for the help so far.


I am about to start playing a Nagaji Cleric(Crusader)/Monk(HG/SM) character and am looking for a miniature (male or female) with an urumi (whip sword, think Ivy from Soul Caliber). I remember seeing a few out there before, but the only one I have rediscovered is the Anima Tactics girl and am not crazy about her. Any have any ideas on other urumi wielding minis?


A few other items I plan on picking up are two spring loaded wrist sheathes for the wands, a Glove of Storing and a Handy Haversack.


Kensai
The current character concept I am working on is a Magus (Kensai) that specializes in taking down certain creature types. I have left out levels of Ranger because to get any significant number of favored enemies would take too many levels away from Magus. Instead, I am going the route of the Kirin Style feats. Using 1 level dips into Monk and Fighter, he picks up that feat and Kirin Strike to add his INTx2 mod to an attack's damage. Granted this bonus is only added to a single attack and takes a swift action, it falls into the concept well. Anyway, before any more explainations, here are his stats and level progression.

20-pt build
LN Human (Vundrani)
Alt Human Trait - Heart of the Wilderness (for fluff, can be removed with extra skill points going into Know skills)
+2 INT for Human
Favored Class - Magus (all points towards HP)

Starting Stats
STR 17
DEX 13
CON 11
INT 17
WIS 10
CHA 7

Traits
Magical Lineage (Shocking Grasp)
Rostlander (for KM AP, replaced with whatever you want, Anatomist is good)

0 Dodge (Human bonus feat)
1 Magus (Kensai) 1 - Weapon Focus (Katana) - chosen weapon, Combat Casting
2 Magus 2
3 Magus 3 - Arcane Accuracy, Craft Wondrous Items
4 Magus 4 - +1 INT stat bonus
5 Magus 5 - Craft Arms & Armor, Power Attack
6 Monk (Master of Many Styles, Sacred Mountain) 1 - Kirin Style
7 Fighter (Unarmed Fighter) 1 - Kirin Strike, Spell Focus (Evocation)
8 Magus 6 - Close Range, +1 STR stat bonus
9 Magus 7 - Intensified Spell
10 Magus 8
11 Magus 9 - Merciful Spell
12 Magus 10 - +1 INT stat bonus
13 Magus 11 - Maximize Spell, Lunge
14 Magus 12 - Ghost Blade
15 Magus 13 - Spell Perfection (Shocking Grasp)
16 Magus 14
17 Magus 15 - Enduring Blade, Critical Focus
18 Magus 16 - Bleeding Critical, Spell Penetration
19 Magus 17
20 Magus 18 - Quickened Magic, +1 CON stat bonus (just because)

I have not put much thought into the build past level 15 since this is still a WIP; and even past level 9, the build is still somewhat fluid. I like the idea of Spell Perfection, but the relience on a single spell (and hence damage type) is kind of scary. Getting around the limitations this character has (like the one just mentioned) is the reasoning behind taking the Craft feats (cheaper items). Luckily our group is one of those that allow item creation and even new items within reason. He will be replacing a 7th level character, so his starting money is the same as what that character has. Also, roughly 1.5 to 2 years time between when old character retires and new one starts up. (Remember, this is in the Kingmaker AP.)

Starting exquipment (major items)
2 +1 Silversheen Katanas (Bane: Undead and Dragons, Magical Beast and Montrous Humaniods)
Amulet of Natural Armor +2
Belt of Giant Strength +2
Bracers of Armor +3
Headband of Vast Intelligence +2: Linguistics
Ring of Protection +1
Cloak of Resistance +1
Gloves of Weaponsmithing (new, similiar to Cauldron of Brewing)
Wand of Shield (1st)
Wand of Enlarge Person (1st)
x Pearls of Power (1st and 2nd)

Future purchase
More +1 katanas with Bane and adding other Banes to current blades, most cost effect method first
Wand of Lead Blades (1st, when UMD is at least +10)
Grey Robe of the Archmagi (replaces Bracers, Cloak)

One of the characters also has the Inscribe Tattoo feat. Because of this, this character (the magus) will be pruchasing tattoos that are the equvilant of lesser meta-rods of Elemental Spell of each type as money permits. Awhile back I figured out a rough estimate of the cost per charge for the various levels of meta-rods, so rather then buying duplicate tattoos (i.e. 2 lesser cold Elemental tats for a total of 6 charges/day), he will "add" charges to his tats using the normal rule for upgrading items. (Fluff: The tattoos get more detailed.)

Anyway, that's the basic overview of the concept. Any thoughts or comments are welcome.


Dr. Johnny Fever wrote:

I'm playing a synthesist with a medium biped eidolon.

If I choose to spend 2 points to 2 replace 'claw' (d4) attacks with 'slam' (d8) attacks can I then take the Improved Damage evolution with my slams to increase them to 2d6 slams? Is this one purchase of I.D. or two (because I have two claw attacks)?

DJF

Yes, the slam attack should at 2d6 but you only have 1 of them per limbs (arms) evo. So switching the claws from the base form to slam takes you from 2 1d4 attacks to a single 1d8 (or 2d6 w/ ID) attack.


No direct contradictions. Either the expanded list is missing 2 weapons or the weapon tables are missing the "monk" quality for 2 weapons. My guess is it's an editing oversight for whomever did the list/tables.


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Ultimate Combat has an updated/expanded weapon groups listing on page 45 which includes the Monk group of weapons. But after looking at the printed list and then at a manually compiled list of monk weapons (minus Adv's Armoury: hanbo), I find some discrepancies.

Here is the expanded list:

Spoiler:
bo staff
brass knuckles
butterfly sword
cestus
dan bong
double chained kama
double chicken saber
emei piercer
fighting fan
jutte
kama
kusarigama
kyoketsu shoge
lungshuan tamo
monk’s spade
nine-ring broadsword
nine-section whip
nunchaku
quarterstaff
rope dart
sai
sansetsukon
seven-branched sword
shan gou
shuriken
siangham
tiger fork
tonfa
tri-point double-edged sword
unarmed strike
urumi
wushu dart

And here is the compiled list:
Spoiler:
bo staff
brass knuckles
butterfly sword
cestus
dan bong
double chicken saber
double-chained kama
emei piercer
fighting fan
jutte
kama
knuckle axe
kusarigama
kyoketu shoge
lungchuan tamo
monk's spade
nin-ring broadsword
nine-section whip
nunchaku
quaterstaff
rope dart
sai
sansetsukon
seven-branched sword
shang gou
shuriken
siangham
temple sword
tiger fork
tonfa
wushu dart

3 weapons in the expanded list are not in the compiled list (tri-point double-edged sword, urumi, unarmed strike) while 2 weapons in the compiled list are not in the expanded list (knuckle axe, temple sword). Unarmed Strike I am going to ignore since it's inclusion is redundant with it being listed as "monk". The other 2 (tri-point double-edged sword, urumi) don't mention them as being "monk" in either the weapon tables or descriptions.
The knuckle axe is a variant of brass knuckles per it's description and is listed as monk in the table. The temple sword is listed as monk in the table also and mentioned as monk's being proficient in them.

My question, after this long preamble, is this: What is the status of these 4 weapons (ignoring unarmed strike)?


Quote:

I think that you're going to be disagreeing with a lot of people.

The wording was changed as a result of the playtest period and all the text alluding to this was removed.

Put another way, without the playtest document you would never suppose the two to be related....

You have as much case for arguing this as for demanding a concentration check for a magus casting without his 'bonded weapon' in hand... even though there's no long such a thing for the magus of course.

Yes, actually I would have relate the two even without seeing the playtest rules because aside from their durations, the two abilities are the same thing. But I am not going to push this any more. Everyone can play their game as they see fit.

Now let's get back on track and help Walter with his guide.


Quote:
Not "are equivalent", "were equivalent." They took that blurb out because that is no longer the case.

Let's agree to disagree because unless you work for Paizo, you don't know any more for certain than I do. :)

And the Arcane Strike feat description wasn't changed but rather an addendum was added to the description.


Quote:


According to HeroLab, Arcane Strike doesn't stack with a Magus' ability to enhance his/her weapon. It won't even let you select it as feat. Whether this is just their interpretation, or whether they have some inside knowledge is unknown. Just something to keep in mind.

Arcane Strike and the Magus ability are equivalent, and it says as much in the feat description in Hero Lab when you look at it with a Magus character. The final playtest rules said it also; but for whatever reason, that blurb was taken out of UM and is just implied.