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Melkiador, can you approve me so I can see the guide?


Any update on Hunter? Any chance you can share what you have right now?

...please?


So I'm starting in a game that started a while ago. I'm excited to get back tot he table, i'm also excited to try one of the hybrid classes: HUNTER. I wanted to reach out to the community to see what everyone has heard or to get your thoughts on this class.

Here is what I have started:

Half-Orc
Melee Hunter (Hybrid Class)
Animal Companion: Bat

Starting at level 6

(20 point buy) totals
Str 15 Lvl 1 and 4 bonus 18 +4
Dex 12 12 +1
Con 14 14 +2
Int 13 13 +1
Wis 14 14 +2
Cha 8 8 -1

Main weapon: GreatClub (For the Spell Shillelagh, +1 bonus and the weapon gets to be treated as 2 sizes large, damage is now 3d8)
2nd: Mace, heavy
Range: Longbow

Feat's (haven’t thought about this yet)
1: Toughness
3: Power Attack
5:
7:
9:
11:
13:
15:

Spells: (haven't thought of this yet)
***the only spells I've thought about yet are:
Shillelagh
Ironskin
Thunderstomp


Thank you


I have a character that is low level (currently) He just purchased Sleeves of Many Garments....

Sleeves of Many Garments
Aura faint illusion; CL 1st
Slot wrists; Price 200 gp; Weight 1 lb.

DESCRIPTION

These translucent cloth tubes easily fit over their wearer’s arms.

The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

....If I'm looking at this right, this character can use these to look like city guard and walk past a check point (if he/she passes checks), look like he/she is wearing armor, etc...

the buckler the player has will look like a larger shield, that dagger on the belt looks like a sword or some other weapon.

Thoughts?


First and foremost, I hope this belongs here rather than Rules.
Second, thank you for the help.

As the title says I have a fighter that is CN. After a fight, battle, or some sort of disagreement that could put him or the party...or him in any danger down the road with the law or vengeful ruler or family. (the only time he would do any of the following)

The Goal: I'm looking for ways to prevent the dead from speaking.

Here are a few options I had in mind. Listed "ok" to pushing alignment.

1. Do nothing and hope no one questions

2. Silver Coin in the mouth to pay for the dead to keep their mouth shut and to cover the cost of the "bridge guardian" (My characters thoughts on the afterlife***ie no $, no paradise...Paradise has all the gods together across the bridge...blah blah blah)

3. Destroy the voicebox or vocal cords, stomp (make it look like an injury from the fight)

4. Remove Tongue

5. Stuffs cloth down the throat of the fallen - How this works/the thought behind this- the cloth will work two ways. I. it will clog up the throat. II. it will clot and dry the blood in the throat and also harden in the throat creating a blockage.
***when someone wants to speak with this person they can't because the voicebox/cords are blocked. If it dries in the throat you have a block. ie....Say the vengeful party has the ability to revive the fallen, after the cloth has started to dry... the fallen awakens to the blockage, can't breathe, can't ask for assistance. Return to the after life.

Please give me your thoughts, feedback.


1. I think this is the right area.
2. Looking at a Bard's 1st level spell (Lighten Object)
----Reduce weight of 1 object by 50%
3. Looked for the opposite of this spell and couldn't locate anything.

Is there a Bard spell to make an object heavier or no?

Thanks


So I would like to start off asking if this should have been in Rules or here in Advice. Sorry if its in the wrong place.

So I was thinking of a concept of a Fighter Character (starting at Level 1 developing to 10 with 25 point buy) that just used a Tower Shield not only for defense but also for the attack. (shield bash, swing/punch) that kinda stuff.

My question I have is what sort of attack penalties would I be looking at if this is the only thing I'm using...would I still suffer from the -2?

What are some other penalties that i'm overlooking/not thinking of currently.

Also, how would you work around them?

Thanks

still working on stats and everything just looking to try something different.


Kazumetsa Raijin wrote:


Personally, I wouldn't do it. It is a really cool concept in theory, but you'll probably get super bored with it. Keep in mind you cannot trip and disarm Everything. There will be plenty of foes that it will be extremely tough, or...

Thank you Kazumetsa Raijin. Great points


Thank you everyone for the info...got me some homework to do.


Reynard_the_fox wrote:

You should definitely take a look at this guide: http://www.d20pfsrd.com/extras/community-creations/treatmonks-lab/treantmon k-s-guide-to-monks

I can tell you from the get go that this build will not be very effective, for a very simple reason: you have no strength! Strength is the primary factor in your CMB. Without strength, you won't be tripping anything. Oh, and check with your GM - are there a lot of humanoids in this campaign? Because if you're primarily fighting monsters (especially those with many legs or who are larger than Medium) tripping is simply not possible. (Big things in later levels have CMDs well into the 40s and 50s.)

Also, for this, you DEFINITELY want a Maneuver Master monk, not a Flowing. Flowing is primarily for monks who want to do the weapon finesse route - which, sadly, doesn't work with quarterstaffs.

Maneuver Master is the way to go thank you Reynard for the save


Thanks you guys. I would like to keep the trip and disarm (if not feasible then I can move on). as an option would I be better off boosting Str rather than DEX & how about normal core Monk rather than all these Archetypes?


Imbicatus - thank you for the info. I forgot to switch those two around before posting I wanted to keep it in check as much as possible. this was my bad


Reynard- thank you for the pointers and info.I will look into this. I'm under the impression that if I took Weapon Finesse that I would use my DEX rather than my STR...i guess not (back to the drawing boards)

We see a mix of creatures. mostly humanoids in my opinion.


Kazaan- thank you


1 person marked this as a favorite.

Hi Everyone...still being new to pathfinder I'm entering back into a game after having to take a personal leave for family issues.

I'm coming back at lvl 13

So I was thinking...since this is my 3rd character ever why not try Elf/Monk/LN
Looking to build a tripping and disarming monk (Quarterstaff and Sai)
Saw Flowing Monk - looks cool but do I really need to do crane style etc? or can I just do feat trees for tripping and disarming? Please remember I'm still new to this so simple is better.

My goal is to create a character that is a battle field support. We have 3 heavy hitters, 2 protectors, and 1.5 healers. I'm looking to bounce from enemy to enemy tripping and disarming them as they are then attacked by everyone else.

Here is what I was going to do:
25 point buy
Mod Total
STR - 12 = 1 12
DEX - 14 = 4 (18) 4th & 8th level boost
CON - 14 = 1 14
INT - 13 = 2 13
WIS - 16 = 3 (17) 12th level boost
CHA - 10 = 0 10

lvl 1 bonus feat - Weapon Finesse
lvl 2 bonus feat - Improved Trip
lvl 6 bonus feat - Improved Disarm
lvl 10 bonus feat - Repositioning Strike
lvl 14 bonus feat -
lvl 18 bonus feat -

Feats:
1 Weapon Focus (quarterstaff)
3 Combat Expertise
5 Weapons Specialization (quarterstaff)
7 Greater Disarm
9 Quarterstaff Master - use quarter staff one handed
11 Tripping Staff - Treat a quarterstaff as if it had the trip weapon special feature******(not 100% sure what they mean by "Treat a quarterstaff as if it had the trip weapon special feature" can someone please enlighten me)
13 Tripping Twirl - Use a quarterstaff to make a trip attempt against all adjacent enemies
15
17
19

Quarterstaff and Sai and for range Shurikens

Community what do you think?


Albatoonoe - thank you for the insight
mplindustries - thank you for the explanation & possible solution.
Claxon - Thank you for clearing it up that Doctor isn't on that list. This is what I wanted to ask the GM about.
Imbicatus - thank you, I guess I really didn't look into it like that, thank you. Also that you for suggestion of Qinggong.

Thanks everyone!


Claxon wrote:

I wouldn't allow this because you're simply trying to game the system by replicating the effects of an already existing skill by renaming it Profession(Doctor). Profession skills are used to make money, you can answer questions about the health care industry and system. It doesn't however actually make you capable of performing any healing and you would require the Heal skill to do so.

Besides, you get to add your Wisdom modifier to it (which should be high as a monk), and as noted you can take a trait to get Heal as a class skill which is really what you're complaining about. It's a small matter of a +3, which wont matter much once you make it to level 5 or so.

Also, by the time you hit level 3 or so no one wants to wait around for natural healing (even healing modified by the heal ability). It takes too long and wont do much to the damage caused by multiple combats. Its generally most effective to invest (as a group) in wands of Cure Light Wounds for out of combat healing.

Claxon - I wasn't complaining just looking for insight but now you'll see complaining...I couldn't disagree more on your take of Profession Doctor or Office Clerk as you have now lowered it to. Plus if you say that Profession Doctor can't perform and that this would only allow me to answer question about a healthcare system (completely annoyed that this is constantly brought up because it has no relevance to the topic). with that being said then if i'm following your logic which I am...because profession doctor has no "skills" **just answers questions** then profession cook, blacksmith, trap maker, etc...they all have no "skills" they can answer questions like what temperature do you boil an egg, what chemical can be added to iron to make steel, or how man pounds of pressure do you need in this spring release bar trap to catch and hold a dragon...

This is what you are saying for all professions... this is where people are wrong. if this is the "acceptable" case on this SKILL then Profession should be changed to Help Desk:________ (insert BS)

If I wanted to "GAME" the system I would pick the trait and run the game with heal this and that and myself because I would be able to heal myself at that point, something that this theme is going to sacrifice by going down this path. Thank you for the broken advantage.

I'll be entering the game at level 13/14 not sure yet and this isn't to be used as a be all end all healer like clerics are used for... this if for in battle use or boost right after. It is used for quick HP replacements. This build is like a field medic...reduce the damage taken and get back into the fight.

So going back to the Skill "Not being a Skill" that would mean that profession and craft and preform all are not skills and you are just tossing points into them so you can answer questions...do you see the logic in that. Craft Arrows: Yup i know how but i really can't but I can tell you how but I can't show you how.

Plus you are forgetting you can bring people back to life at 11th level.

with no cap to a Ki pool...how the hell do you not have tons of points to heal someone. Don't burn Ki just to burn points. sure have cure light and all that jazz.


I'm going to say not really. Need to keep the lawful thing going and our system of Healthcare isn't so trying to stay away from your experiences and post.


thanks for the help Lincoln Hills...I think.


SteelDraco wrote:

I personally wouldn't allow it.

The Profession skill is for making money and answering questions about a field, not replicating another skill entirely.

There are traits that allow you to pick up most skills as a class skill (and I personally just say "take a trait, pick up a new class skill").

Thank you SteelDraco. The reason I would like to do this is yes to make money where and when I can, but if it isn't worth the effort (ie not a good return on investment) I completely see your point.

plus Cleric is the "doctor"...just looking to build something different.


Thank you Reecy.

Imbicatus I see your point about just take the trait...I'll do that if the profession isn't allowed.

Thanks everyone...any other items or ideas?


Grand Moff Vixen wrote:
hate4seven wrote:

Hello all,

So this is what I had in mind...

Monk with a Profession of Doctor. I feel that this would be super helpful to be a battle field medic and also support for the heavy hitters. The reason I would like to do Doctor for the Profession is because well The Monk doesn't get a Heal check.

I'm looking to present this to my GM and I wanted to get everyone's thoughts as to why or why not this wouldn't work. (I'm thinking he will be cool with it)

I'm thinking it would work because being a Doctor is a Profession. (simple)

Items to go in my type IV bag of holding to help with my profession...just to name a few and to show that this is a serous profession:

*Tent (after battle surgery if needed)
*Portable Alter (would call it an Alter...operating table would pay the gold price for this item
*Cure Wounds Potions
*Doctors Tools (not found in any book, took the price of thief MW tools)
*Alcohol to sanitize and sterilize
*Bandages
*Cots
*Fish Hook & Line for stitches
*Cloth for wraps and ties

(Please add items if you would like)

Thank you in advance for all the help.

Surgeons Tools. Scroll down as they are in alphabetical order.

Lamontius - ...is this a name suggestion or ?? maybe it could work.

Grand Moff Vixen - Thank you... as you can see I completely missed that while looking it up. Literally to the point of yelling "HOW DO YOU NOT HAVE THIS??!!" but they do...so I take my yelling rampage back. Thanks again.

Imbicatus - I will be doing Monk of the Healing Hand and yes I would like to make some money off of this. Never played a monk before and I wanted to try something off the wall...well this is it. (3rd character ever)


Hello all,

So this is what I had in mind...

Monk with a Profession of Doctor. I feel that this would be super helpful to be a battle field medic and also support for the heavy hitters. The reason I would like to do Doctor for the Profession is because well The Monk doesn't get a Heal check.

I'm looking to present this to my GM and I wanted to get everyone's thoughts as to why or why not this wouldn't work. (I'm thinking he will be cool with it)

I'm thinking it would work because being a Doctor is a Profession. (simple)

Items to go in my type IV bag of holding to help with my profession...just to name a few and to show that this is a serous profession:

*Tent (after battle surgery if needed)
*Portable Alter (would call it an Alter...operating table would pay the gold price for this item
*Cure Wounds Potions
*Doctors Tools (not found in any book, took the price of thief MW tools)
*Alcohol to sanitize and sterilize
*Bandages
*Cots
*Fish Hook & Line for stitches
*Cloth for wraps and ties

(Please add items if you would like)

Thank you in advance for all the help.