![]() ![]()
![]() No rogue in the party, but I'm playing one in another campaign so I wouldn't...monk can be a trap finder, so let's go with that :)
brawler/slayer will overlap some...warpriest, maybe, possibly unarmed...I'll think on it today and play a bit with pathbuilder, by tomorrow there will be something ![]()
![]() Sleight of hand: 1d20 + 13 ⇒ (17) + 13 = 30
So focused was he on the game that he barely looked around - following the cards, rules and interractions of the players. With his expertise in misdirection he could easily spot those who used same tricks in the game. ![]()
![]() karlprosek wrote: Also, does this team of (ex?) smugglers have a name? Misfits? Savers of the day?Riverguard B.A.D. company ( just need to come up with rhe meaning Basdemar Alfric... :) ) Good squad Lodestones of trouble "That's them" company "Don't run" party Common things like
Basdemar specific:D
![]()
![]() "No pure rogues/bards" - well, we barely had any casters for the first week of discussion - with alchemist and vigilante and various hybrid classes covering skill monkey role and with a trait that gives trapfinding...I don't think we *need* pure. We have warriors, divine arcane casters, and rogue equivalents. We're good. Karlprosek, I didn't ask earlier, but are monster feats OK? Kobold can take improved natural attack / natural armor / multiattack etc? ![]()
![]() @karlprosek, I took some liberty with Mikmek. If you would like to distance Mikmek add this to Bademar story: at one point, Basdemar walked along the street as instructed by Mikmek ("meet me at Parched sailors tavern. No armor. No weapons.". Night. Dangerous neighborhood. And there were 3 attackers on him and two snipers. While Basdemar fought for his life with the assassins on the streets, Mikmek killed one of the snipers even before the trap was sprung. Basdemar shredded the first attacker, took some wounds, dealt back worse and won. Only to be hit by a bolt, poisoned of course. Mikmek didn't silence the second one in tine and Basdemar barely made it. The idea, Mikmek explained later, was to draw his potential assassins in the open and deal with them. With Basdemars toughness spy master judged his and his protégé chances very good. But underestimated the assassins' group strength and had to scramble to stop the second sniper. This shattered the trust younger kobold had in the older. While still friendly, they are nit as ckose as they once were. ![]()
![]() Daemariel Fiondi wrote:
I wouldn't mind having the trip especially one not affected by size :) That said, I'd need extra damage only if I lose agile enchantment. I think I do good damage on full attack. BUT, if initial attack prones the target, they are not going anywhere later. And I will fight every fight on foit. ![]()
![]() Kellen Spirittalker wrote: If everyone's down I think its a cool concept, or we can run as ex-smugglers - referring back to the Han Solo is Chewy's dog theory brought up earlier. I'm fine with smuggling crew - kobold would naturally gravitate toward shady crowd because upstanding citizens would be...wary...to say to least. And I have underworld links in the story. I'm LG mostly due to Apsu being LG...but I'm not a priest or anything like that. So, NG would be no problem, and G and smuggling can go together as long as we don't smuggle slaves or some such. @karlprosek thanks for the ruling, much easier when one knows what is required - especially with english not being my first language. History of misunderstanding: As an exlplanation and apology, a bit of my gaming history :) At one time I played spellthief who can sacrifice sneak attack dice to steal spells and SR and similar stuff... There is a list 1d6 for the spell, 3d6 for lowering SR...
:) As far as I know, there isn't official ruling that it is NOT allowed
![]()
![]() Sorry, I don't see it. They just bold the fact that it is limited to once PER five levels not EVERY (as in exactly) five levels. I'm fine with whatever ruling, just to know if I get it sooner than 10th FIGHTER (which will be 12th CL since I will have at least 2 monk levels) @karlprosek, at 10th level I can take Draconic Paragon kobold feat which makes my wings fully functional. One of the prerequisites is Gliding wings feat...but I already have Gliding wings racial trait...does that count?
Again, I'm fine either way, just need to know :) ![]()
![]() Rules (or rather language) question:
Special: you can take this feat multiple times, but at most once per five fighter levels... Now, in my language it would mean I could take it once on levels 1-5 (but due prereq at exactly 5th level) Once over the course 6-10 level, but NOT NECCESSARILY at exactly 10th level
Now, could I take it at 9th and again at 11th level? My friend in Ireland argues that it can be taken only on 5th, 10th, 15th levels...but it says one per five levels, not at exactly every fifth... Help? ![]()
![]() i.jason wrote:
I would like the post if there was an option. But with two LG characters...smuggling...I could easily be NG, but still. ![]()
![]() karlprosek wrote: ** spoiler omitted ** It is possible that the stats on the sheet don't align - I think I put STR 1 higher because the sheet doesn't take load bonus from masterwork backpack into consideration and odd number doesn't increase to hit or damage. I put +1 from 4th level into DEX and I get -2 STR, +2 DEX, +2 CHA from race. That may be the confusion - Koldemar are "PC kobolds" losing great weakness which is -3 racial points giving them normal stats. I will put all the details by the weekend. ![]()
![]() Found it!
The PostMonster General wrote: Quoted material here.... This is bold and italics and Go to Paizo Inc. Contact customer.service@paizo.com
This is bigger and this is smaller. This is out-of-character commentary for play-by-post threads. Movie plot spoiler:
This is a spoiler, such as revealing who really did frame Roger Rabbit. Perception: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 This is a dice expression. ![]()
![]() Jae Wolftail wrote: Kobolds have an alternate racial trait that gives them a bite attack in place of their +1 natural armor. At 1 BAB you can grab Tail Terror. Once you obtain Skill Focus(Fly), 13 STR, 8BAB, and Draconic Glide, you'll be able to grab Powerful Wings, which grants you 2 wing attacks. As for class selection, Alchemists, Barbarians, Bloodragers, Druids, Hunters, Rangers, Skalds, Slayers, Summoners, Vigilantes, and Warpriests all make good choices, though almost any class can grant some form of natural weapon. Thank you for the ideas, I didn't know some of those classes give claws. I know about other feats,vlast is the build I want, but with kobold penalties, it is Hard. Classes all have the same problem. Namely, I'd like claws from first level so I can go pure fighter. That way, at 9th level I get +2 to hit and damage and apply all feats to all natural weapons. Any delay in getting claws delays that progress.I think I'll go TWF route until such time I can afford magic item claws. ![]()
![]() SheepishEidolon wrote:
Good items, but expensive for level 1 :-) Ranger needs to select his combat style first - at 2nd level.I'm resigned to ranger levels :( ![]()
![]() Chess Pwn wrote: For always present claws you can go 2 level of ranger to get/qualify for Aspect of the Beast Yes, I know. Thank you for the suggestion, but that was said in the original question. I'm looking for a way to have them from the start - i.e. take adopted (catfolk) and Sharp Claws alternate racial (just an example, I think it is not legal because it isn't race trait, but alt racial) |