nothraziem's page

Goblin Squad Member. Organized Play Member. 6 posts. No reviews. 1 list. No wishlists. 5 Organized Play characters. 1 alias.


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use the burrow spell and become a land shark grapple some one and leave them behind in the earth. the loose earth will collapse and bury them alive.

get a sentient sword with telepathy and use it to guide you the earth, and have it play the JAWS attack song in the heads of the intended target.

with a little patience(1-3 months) and some engineering skill checks and the same spell you could conceivably level a city by hollowing out the bedrock beneath a city then rig some Demo charges


submit2me wrote:

In no way am I saying this formula is correct (or that this feat/ability/prc combo is RAW), but I think this would be the formula nonetheless:

[Monk levels + (Ninja levels - 4)] + (Non-monk levels / 2) = Monk level of unarmed strike damage

In this case, levels in ninja and non-monk levels are the same number. At the earliest, you could do this at 13th level (monk 3/ninja 10), so plug in the numbers:

[3 + (10-4)] + (10/2) = 14, or 2d6 damage

This damage is about on par with the monk. By 17th level (monk 3/ninja 14), the damage would max out at 2d10. Ridiculous? Not any more than a monk with monk's robes. This feat/ability combo with monk's robes (the 3 changes to an 8) would still only max out the damage one level earlier than a monk. I don't think that's so bad. And as for the prestige class, I would add those levels with the original monk levels (just like the monk's robes) as well as to the non-monk levels.

i agree with Submit2me on this one, thats how i would run it. it makes the feat still nice, and still counts and helps if you prestige class into something.

besides ive yet to run a character from 1-20th level yet any way so every little bonus helps


Aelryinth wrote:

Translation:

Feat One: Have a sucky feat tax at the start.

Feat Two: let's make anyone who doesn't have the ability to swing at you more then once a round, who is unable to get a full attack on a move, or who is using a Vital Strike, to be completely useless. After all, we only fight tons of mooks, not single big monsters.

Feat three: After we make them useless, let's turn all our fights into AoO fights. Normal attacks are now just useless.

---Now, I know the feats are strong. I know they're trying to set up an effective defensive style of play.

But did they realize just how badly they trashed anyone under 6 BAB, anything that doesn't have multiple attacks on a move and strike, and the whole Vital Strike line?

Am I truly missing something in this feat chain? If you have SPring Attack and are dueling, you are basically invulnerable...

==Aelryinth

i would have to say that you can only parry weapon attacks sos monsters go right passed and because a fighter picking up improved unarmed strike doesant give it the manufactured weapon quality so there attacks like monsters go right thru but thats just looking at the bear bones , secondly you counter it to a degree

snake style to the max immeadte action make a sencemotive cheak to dodge that attack then then
snake sidewindedsecond feat gives bouses to resist trips and the likce and make sence motive cheaks to confirm crits and imedate action to make a 5ft step
snake fang any time they miss you get and AoO and make a npther aoo as and immmedate action
the minum requirements suggest that it might be available to monkes earlyer then there feats allow but it doenst allow it might be a typo
owell my rant is over
ohhh btw
if you become a monk of many styles you can MAX out crane or turtle ,or panther

thanks for reading may my thoughts prove usefull


um well if you pick up dragon style at third lev and dragon ferosity at 5 lev from ultimate combat then pick up elemental fist 7lev and the pick up your djin or or the other styles on a side note if you go this way you HAVE to pick a element fire lighting cold or acid the choice is locked untell you meet its normil requirements But as a added bonus you use the elemental fist EXACTLY as a monk of the four winds advanced players guide appart from the elemental restriction effectivly you can use elemental fist 1/per day per monk level and its dmg increases every 5 lev 2d6 at 5 3d6 at 10 4 d6 at 15 and so on

umm sry bit wordy and it does eat all your feats but read dragon style and dragon ferosity there fffn awesome and totally worth picking up ,and its shaves 4 levs of you build

please respond via email or here id like to hear your thoughts thanks have a nice day i doo have alot of other good ideas that you might like


Azoralq wrote:

Master Craftsman

Your superior crafting skills allow you to create simple magic items.

Prerequisites: 5 ranks in any Craft or Profession skill.

Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.

Question: Can my fighter create a +1 Flaming Longsword without being able to cast Magic Weapon and Fireball? Can he use his Craft(Weaponsmith) skill in order to make that DC Check?

Someone explain to me - in detail - how this feat would be useful to a non-caster.

ok heres what ya do

the minium level u can be to make a +1 flaming weapon is level 10 for flameing has a CL of 10, pic up craft arms and armor and 7th
for every 1000 gp in the items price adds 1 day

but it would take 14 days to make it MW
you can shorten it to 7 days if u volintarly raise the dc by 10
now sence +1flameing weapon is effectivly a +2 weapon in terms of cost at 8 days for that so it would take roughtly 22 days or 15 days to make a that +2 weapon thats running it witha exact item in mind. if u dont mind randomness ur can have it run off Just crafting MW items and radomize any item enchantments IF your just crafting a magic this way u can craft magic items faster but its (rolled ) the first idea for a weapon motif design that pops into your head but thats me hope my answer help you


Zynete wrote:

A while back I saw people talking about the limitations of the Dodge feat. The problems with it included that it was a pain to remember to assign it during your turn and that you often forgot to apply it when the creature did attack you. This made me remember a feat in Races of the Wild that gave you a dodge bonus to AC if you moved far enough during your turn. The special thing about it was that it counted as the Dodge feat for prerequisites so that you didn’t have to take it to gain access to the many other options that required Dodge. Unfortunately that feat was most useful for characters that moved a significant distance each round which is why I am trying to make a few other feats that other characters can use.

These ended up being a little more specific than I originally intended. I was hoping to create more general feats that several classes could use, but in the end I felt that the original Dodge feat could stand as the general case while these other feats could cater to specific characters.

I would like to know what people think and how the mechanics and phrasing could be improved.

Thank you for reading.

Favored Dodge
By focusing your studies on an opponent’s unique attack style you have learned to avoid them.
Prerequisites: Favored Enemy
Benefits: Pick one of your favored enemies. You may apply the bonus that you gain against that favored enemy and apply it as a dodge bonus to your AC.
Special: This counts as Dodge for meeting prerequisites. You may take this feat multiple times picking a different favored enemy each time.

Raging Dodge
You have learned to use the pain of your enemies’ blows to temporarily increase your agility.
Prerequisites: Ability to rage or frenzy.
Benefits: While in a rage or frenzy you gain a +1 dodge bonus to AC whenever a weapon or a weapon-like spell damages you. These dodge bonuses last until the beginning of your next turn. These...

well dodge has changed sence 3.5 now its just u have add +1 dodge to ac (u dont have to choose a target) and All dodge bonus for all abilites stack (unless that ability states otherwise) but of coarse this is pathfinder every things the same as 3.5 but a second look reveals so much more