It's Dangerous to Go Alone!


Pathfinder Online

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Scarab Sages Goblin Squad Member

In multiple threads, I've seen prospective crafters and merchants worried about transporting their wares. The Traveling flag seems to worry some people because it will draw the attention of bandits, in addition to making it easier to haul goods from place to place.

My answer to these worries: It's dangerous to go alone! Don't go alone if you can help it.

Hire guards to come with you. It probably won't take many escorts to dissuade solo bandits and small groups. Caravan guarding will probably be a way for combat-oriented characters to help their settlements and make a few gold. If no PC guards are available, I won't be surprised to see NPC guards for hire.

As an open-world PVP MMO, Pathfinder Online will be a dangerous game to play solo. That's a feature, not a bug. Dangerous travel encourages players to cooperate, as well as compete.

In conclusion, don't go alone. Take someone armed to the teeth along for the ride.

Liberty's Edge Goblin Squad Member

And I thought you were just going to offer a sword. Not a person armed with said sword, just a sword.

Goblin Squad Member

On my alt (Destiny's Twin) I plan to travel alone, frequently. I plan on playing a Monk-like character. He will be an herbalist, crafting healing salves and other natural remedies. I will also be an explore and cartographer. I have no fear of traveling alone, because I will have taken a vow of non-materialism, and the crafted items I would have would be freely given to the sick or needy, regardless of their alignment or reputation.

I would agree to protect you on your travels, but not for pay. Instead you would have to do something charitable, be it helping someone in need or a donation at a shrine or a settlement that welcomes all travelers.

Scarab Sages Goblin Squad Member

Drakhan - Nope. This time it comes with a wielder.

Bluddwolf - It sounds like you'll have a really fun contrast between your main and the twin. Of course, if someone takes advantage of the twin's generosity, word might get back to your main...

Goblin Squad Member

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KarlBob wrote:
Bluddwolf - It sounds like you'll have a really fun contrast between your main and the twin. Of course, if someone takes advantage of the twin's generosity, word might get back to your main...

Not just a different character, alignment or motivation(s). I've styled this character concept specifically for solo play (which is why I responded here).

As a Bandit, my "main", really does need a group to support his activity of choice. So, when those times arise where none of my company are online, I needed something to do.

I think an unassuming, Monk-like character, Lawful Neutral is alignment, and dedicated to helping would be the perfect solo character model.


Sounds like your alt and my main will get along, Bluddwolf--I'm going to be playing a CN do-gooder who likes to protect whatever merchants he comes across, sometimes for a fee.

Though the whole "opposite alignment" thing might put a damper on our relationship. ;D

Goblin Squad Member

Kobold Cleaver wrote:

Sounds like your alt and my main will get along, Bluddwolf--I'm going to be playing a CN do-gooder who likes to protect whatever merchants he comes across, sometimes for a fee.

Though the whole "opposite alignment" thing might put a damper on our relationship. ;D

Even a gentle breeze or the trickle of a small stream can move mountains, given time. I would see it has a challenge to try to get you to focus your chaotic nature into striving for physical, mental and spiritual perfection.


And I would do my best to convince you that the calmest, most perfect weather always comes before a storm.

Goblin Squad Member

I'm not sure you don't mean chaotic good? The do-gooder thing kind of takes neutral off the table. Chaotic Neutral is what my bandit is going to be.

Now if my monk is lawful and helpful, he may actually lean more towards LG than LN, but he will help all of those in need rather than just specific alignments or reputations.

Thinking of it that way, he might be more purely LG than most player concepts of a Paladin.

Goblin Squad Member

Now there's an interesting conundrum: Good transcends alignment. Bookworthy, if there were adequate conflict to generate a plot.

Goblin Squad Member

Being wrote:
Now there's an interesting conundrum: Good transcends alignment. Bookworthy, if there were adequate conflict to generate a plot.

In my view, pure good dies not look to strike down evil, but to guide the person away from evil and then to teach them how to follow a better path.

Now in gaming there are evils that can not be turned, Devils, Demons and other supernatural beings and it is to these that the Paladin is reserved to.

I wonder if it can be argued that Monks and Paladins should be the two classes most suited for traveling alone.


Bluddwolf wrote:
I'm not sure you don't mean chaotic good? The do-gooder thing kind of takes neutral off the table. Chaotic Neutral is what my bandit is going to be.

I want to show a different side of CN. Grickin the druid is a friendly guy who protects those who need protecting and generally doesn't make trouble. But he worships Groetus, a god of the Endtimes, and his absolute comfort with everybody dying is kind of disturbing.

Basically, he's a Lawful Good character--except the times he occasionally commits acts that are highly morally and ethically dubious. He might let innocents get killed if they've been rude to him, for instance, even if he could quite easily save them.

Goblin Squad Member

Bludd,

Your monk and my healer from UO would have gotten along smashingly. Hobs (the character) will be close to that. As for material goods,he'll not carry anything he can't afford to lose when he goes outside a town, unless I work stealthing up enough and transport it that way...I'm a pretty patient guy...if it takes twice as long or longer to get somewhere, but the goods get there safely, I'm fine with that.

I'm hoping to see plenty of CCs and individuals making their living as guards. If you're willing to do so for free, for charity, etc., all the better.

Liberty's Edge Goblin Squad Member

That sounds closer to True Neutral to me, Kobold. It strikes me as "I'm LG except when I'm not."

And Bluddwolf, your alt sounds like a different type of bandit. Instead of coercing people to hand over their money by force, you do it by guilt.


Alignments do not 'even out'. Grickin is willing to act Chaotic, so he's Chaotic. That he rarely does act Chaotic doesn't mean it's not a part of who he is.

Scarab Sages Goblin Squad Member

Based on what little information we have so far, it may take active effort to maintain a chaotic and/or evil alignment. Go too long without expressing your chaotic side, and the game's natural slide toward law and good may catch you.

Personally, I find the orientation of the "inactivity slide" toward lawful good to be odd. Personally, I would be more inclined to aim the passive slide toward the middle - Neutral neutral (not necessarily the balance-seeking behavior people associate with True Neutral, just a lack of any effort to distinguish oneself as good, chaotic, etc.).

Goblin Squad Member

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KarlBob wrote:

Based on what little information we have so far, it may take active effort to maintain a chaotic and/or evil alignment. Go too long without expressing your chaotic side, and the game's natural slide toward law and good may catch you.

Personally, I find the orientation of the "inactivity slide" toward lawful good to be odd. Personally, I would be more inclined to aim the passive slide toward the middle - Neutral neutral (not necessarily the balance-seeking behavior people associate with True Neutral, just a lack of any effort to distinguish oneself as good, chaotic, etc.).

1) The slide is toward lawful only, not good.

2) You can disable the automatic shift if you wish.

Scarab Sages Goblin Squad Member

Dario wrote:
KarlBob wrote:

Based on what little information we have so far, it may take active effort to maintain a chaotic and/or evil alignment. Go too long without expressing your chaotic side, and the game's natural slide toward law and good may catch you.

Personally, I find the orientation of the "inactivity slide" toward lawful good to be odd. Personally, I would be more inclined to aim the passive slide toward the middle - Neutral neutral (not necessarily the balance-seeking behavior people associate with True Neutral, just a lack of any effort to distinguish oneself as good, chaotic, etc.).

1) The slide is toward lawful only, not good.

2) You can disable the automatic shift if you wish.

Both good things to know. Thanks.

Scarab Sages Goblin Squad Member

I wonder how long journeys will take. If I'm guarding a caravan midway between two settlements, and I go AFK or get disconnected, then movement speed is a strong influence on the seriousness of my disappearance.

Committing to stay online and guard a caravan for a few minutes as it slides across the map is one thing. Being locked into the role for hours at a stretch as the horses plod through dozens of subhexes at barely more than my walking speed is something else altogether.

We have some indication that there will be a fast travel mechanism. The mystery is just how much acceleration it would apply.

Liberty's Edge Goblin Squad Member

Kobold Cleaver wrote:
Alignments do not 'even out'. Grickin is willing to act Chaotic, so he's Chaotic. That he rarely does act Chaotic doesn't mean it's not a part of who he is.

I've never seen alignment treated that way. It sounds a lot like "I'm totally Chaotic." When the last time you actually ACTED chaotic was 5 years ago.

Goblin Squad Member

KarlBob wrote:

I wonder how long journeys will take. If I'm guarding a caravan midway between two settlements, and I go AFK or get disconnected, then movement speed is a strong influence on the seriousness of my disappearance.

Committing to stay online and guard a caravan for a few minutes as it slides across the map is one thing. Being locked into the role for hours at a stretch as the horses plod through dozens of subhexes at barely more than my walking speed is something else altogether.

We have some indication that there will be a fast travel mechanism. The mystery is just how much acceleration it would apply.

Indeed a question... I wonder if the boredom or low pay for guard duty will make it an unpopular profession. I wonder if not going with the traveller flag is a better defense than hiring guards?

Goblin Squad Member

Bringslite wrote:
KarlBob wrote:

I wonder how long journeys will take. If I'm guarding a caravan midway between two settlements, and I go AFK or get disconnected, then movement speed is a strong influence on the seriousness of my disappearance.

Committing to stay online and guard a caravan for a few minutes as it slides across the map is one thing. Being locked into the role for hours at a stretch as the horses plod through dozens of subhexes at barely more than my walking speed is something else altogether.

We have some indication that there will be a fast travel mechanism. The mystery is just how much acceleration it would apply.

Indeed a question... I wonder if the boredom or low pay for guard duty will make it an unpopular profession. I wonder if not going with the traveller flag is a better defense than hiring guards?

Not using the traveller flag is not a defense. You can still be ambushed and/or hit with a SAD demand.

Goblin Squad Member

Dario wrote:
Not using the traveller flag is not a defense. You can still be ambushed and/or hit with a SAD demand.

Thank you. I was remembering the Blog wrong. =D

Goblin Squad Member

@Drakhan,

My alt character is not a bandit at all. He will be a Monk, LN or perhaps even LG. I'm hoping to be a Flowing Monk archtype, and use primarily dodged, and trips to frustrate my opponents and if I have to to turn their attacks back at them.

I would much prefer to have non lethal atacks, or an incapacitation mechanic where my opponent will slowly bleed to death (0 - -9). At that point I could heal the character, and give him / her a chance to see the true path.

I know several people looking to play a monk have expressed the desire to have non lethal and unarmed combat. I hope that we can work together to convince the Devs that there is enough support for them, that these things might find their way into the game.


Drakhan Valane wrote:


I've never seen alignment treated that way.

So it doesn't matter if somebody is evil as long as they aren't currently acting evil? That makes little sense to me. If someone is prepared to blow up an orphanage but doesn't currently need to, he is Evil. It doesn't matter if he's actively planning to do the deed. If you, the player, know your character's nature, you do not have to constantly justify it with actions.

Goblin Squad Member

I think it was mentioned in the Blog that you would gain Lawful at an increasing rate as long as you didn't lose any. Same for rep. I don't think it applies to Evil, though. The game doesn't take motivation into account, just actions.

Goblin Squad Member

cartomancer wrote:
I think it was mentioned in the Blog that you would gain Lawful at an increasing rate as long as you didn't lose any. Same for rep. I don't think it applies to Evil, though. The game doesn't take motivation into account, just actions.

"I Shot a Man in Reno Just to Watch Him Die" discusses this, subheading "First, A bit of Math" talks about the lawful drift, and the PVP flags explain some of the rep gains

You will automatically gain lawful points if you take no chaotic action. This drift can be disabled if you want to maintain a chaotic or neutral alignment. Certain voluntary PVP flags (Champion, Enforcer, Traveler) automatically grant Rep each hour they are active. Outlaw and Assassins grant rep in response to certain activities. I haven't seen anything suggesting a passive shift on the GvE axis.

Goblin Squad Member

cartomancer wrote:
I think it was mentioned in the Blog that you would gain Lawful at an increasing rate as long as you didn't lose any. Same for rep. I don't think it applies to Evil, though.
Dario wrote:
You will automatically gain lawful points if you take no chaotic action... I haven't seen anything suggesting a passive shift on the GvE axis.

I've seen this a few times, and I don't think it's right. I'm fairly certain there will be a passive drift towards Good as well, as long as you don't disable it.

Skwiziks wrote:
To maintain a Chaotic alignment, the character must also be a criminal?
The positive drift is in there to provide a way for people to recover over time if they want to be Lawful and/or Good. It'll probably be really slow, but still useful for those who are filled with regret at their choices and want to be LG again. And there will be an option to say "Nope, I'm happy where I am, thanks, you can keep your points" for people that want to stay Chaotic, Evil, or some shade of Neutral.

Goblin Squad Member

Ah, I was going by the blog. I had missed that Stephen's post also referenced Good v Evil. This does seem to contradict the part of the blog that says "Effectively, paladins have to go to confession eventually, or perform some comparable act." which implies that some sort of action is required to gain GvE.


Drakhan Valane wrote:
Kobold Cleaver wrote:
Alignments do not 'even out'. Grickin is willing to act Chaotic, so he's Chaotic. That he rarely does act Chaotic doesn't mean it's not a part of who he is.
I've never seen alignment treated that way. It sounds a lot like "I'm totally Chaotic." When the last time you actually ACTED chaotic was 5 years ago.

Plus the game will assign alignments based on your actions within the game world, not on what you might think of yourself as. So you could feel your CN, but act NE, the game will rate your actions and you'll be NE according to the game, and those players who can see your alignment.


Bluddwolf wrote:

@Drakhan,

My alt character is not a bandit at all. He will be a Monk, LN or perhaps even LG. I'm hoping to be a Flowing Monk archtype, and use primarily dodged, and trips to frustrate my opponents and if I have to to turn their attacks back at them.

I would much prefer to have non lethal atacks, or an incapacitation mechanic where my opponent will slowly bleed to death (0 - -9). At that point I could heal the character, and give him / her a chance to see the true path.

I know several people looking to play a monk have expressed the desire to have non lethal and unarmed combat. I hope that we can work together to convince the Devs that there is enough support for them, that these things might find their way into the game.

I too hope we can get unarmed combat added. I think it would bring great flavor to the Monk role. More and more I'm leaning toward having a Monk.

Goblin Squad Member

Even without the Traveller flag, caravans will still have the option of 'fast travel' if everyone in the caravan has been to the destination, which should reduce guard duty boredom. SAD Bandits can still interdict the caravan when fast travelling.

Goblin Squad Member

Just a brainstorm idea, but what do y'all think of the idea of having a "Ki Focus" item that goes into your weapon slot, but isn't trying to model any particular weapon, or even a physical item? Basically, it would simply be something to put keywords on, but you could still have empty hands and bare feet for unarmed strikes.

I'm not that familiar with PFRPG Monks, but it occurs to me that the "Ki Focus" might even be a Mantra.

Goblin Squad Member

Nihimon wrote:

Just a brainstorm idea, but what do y'all think of the idea of having a "Ki Focus" item that goes into your weapon slot, but isn't trying to model any particular weapon, or even a physical item? Basically, it would simply be something to put keywords on, but you could still have empty hands and bare feet for unarmed strikes.

I'm not that familiar with PFRPG Monks, but it occurs to me that the "Ki Focus" might even be a Mantra.

As long as they've gotta put something in the slot, I don't particularly care if it's a live octopus. =P

Goblin Squad Member

Dario wrote:
This does seem to contradict the part of the blog that says "Effectively, paladins have to go to confession eventually, or perform some comparable act." which implies that some sort of action is required to gain GvE.

Perhaps "most folks" will drift toward Good, but Paladins, due to their special nature, might have more requirements?

Goblin Squad Member

Jazzlvraz wrote:
Dario wrote:
This does seem to contradict the part of the blog that says "Effectively, paladins have to go to confession eventually, or perform some comparable act." which implies that some sort of action is required to gain GvE.
Perhaps "most folks" will drift toward Good, but Paladins, due to their special nature, might have more requirements?

Paladins don't have to "go to confession eventually, or perform some comparable act" to maintain their alignment. They have to do so to atone for killing people. Here's the rest of the context.

Killing is by nature a non-good action, but that does not mean it is not sometimes a necessary action or that all killings are equally punished. Indeed, a paladin who murders a peasant for no good reason will find himself quickly bereft of his powers, while one who kills a group of bandits is likely to need to perform some other good deeds to unburden his soul from the stain of blood upon it. Effectively, paladins have to go to confession eventually, or perform some comparable act.

Goblin Squad Member

I bow, as always, to the librarian-assassin.


Valandur wrote:
Plus the game will assign alignments based on your actions within the game world, not on what you might think of yourself as. So you could feel your CN, but act NE, the game will rate your actions and you'll be NE according to the game, and those players who can see your alignment.

I am not going to act contrary to my alignment, so that won't be a problem. CN will be the nastiest Grickin gets.

Scarab Sages Goblin Squad Member

Nihimon wrote:

Just a brainstorm idea, but what do y'all think of the idea of having a "Ki Focus" item that goes into your weapon slot, but isn't trying to model any particular weapon, or even a physical item? Basically, it would simply be something to put keywords on, but you could still have empty hands and bare feet for unarmed strikes.

I'm not that familiar with PFRPG Monks, but it occurs to me that the "Ki Focus" might even be a Mantra.

I'm pretty much in favor of a Ki Focus.

Imbicatus wrote:
Stephen Cheney wrote:
For balance and economic purposes, it's unlikely that we would make any roles that don't need a major piece of gear that all other roles do need. What that piece of gear looks like for non-weapon Monk attacks is still under discussion, and your opinions are appreciated.

Thank you for replying. I am a proponent of using the "Ki Focus" that was added to the Monk in 4E. I don't know if you can legally use that since it was in 4E and not the Pathfinder RPG. This could be a small item that can be held in hand or worn as a necklace. This would allow unarmed strikes to be balanced with other weapons for threading/economy, but would allow you to use actual weapons as well if you want to, and mix weapon and unarmed strikes in the round without having to swap weapon sets.

If you can use it, then needing a meditation crystal or similar item would be desirable. As I said before, I am not a fan of handwraps or brass knuckles, as I feel it detracts from the flavor of the class. But as a fan of monks, I'll take whatever I can get.

I also hope an available keyword for weapons will be "Ki", which will allow you to use Monk special attacks with it.

Having the focus in an weapon slot isn't necessarily my first choice, but it may be a compromise if it is possible to swap from a monk weapon to a ki focus with no animation cost.

Liberty's Edge Goblin Squad Member

That still sounds REALLY True Neutral to me, Kobold. I'm going to act chaotic some times when I'm not acting lawful.


Nihimon wrote:
Paladins don't have to "go to confession eventually, or perform some comparable act" to maintain their alignment. They have to do so to atone for killing people.

I wonder what form killing-atonement will take.

Is confession a literal action paladins take in game? What about tithing? Penance via some other service? Would hunting down a demon and killing it count? Does something like the latter activity even award +Lawful Good Points?

I don't know if I want to play a paladin, but how they can act and must act in game are very important to me.

Goblin Squad Member

"You see I'm good" he cried
"So very deep inside"
"Deep down inside I’m good"
"I just keep my good side"
"Buried deep beneath my hide"
"So I enjoy my evil, evil ways"
-Abney Park - Evil Man

Applies to law and chaos very well, too.

Scarab Sages Goblin Squad Member

Dario wrote:
Nihimon wrote:

Just a brainstorm idea, but what do y'all think of the idea of having a "Ki Focus" item that goes into your weapon slot, but isn't trying to model any particular weapon, or even a physical item? Basically, it would simply be something to put keywords on, but you could still have empty hands and bare feet for unarmed strikes.

I'm not that familiar with PFRPG Monks, but it occurs to me that the "Ki Focus" might even be a Mantra.

As long as they've gotta put something in the slot, I don't particularly care if it's a live octopus. =P

I'd feel bad for the octopus, but it would be hilarious to see a monk beat someone to death with a cephalopod.

Goblin Squad Member

KarlBob wrote:

In multiple threads, I've seen prospective crafters and merchants worried about transporting their wares. The Traveling flag seems to worry some people because it will draw the attention of bandits, in addition to making it easier to haul goods from place to place.

My answer to these worries: It's dangerous to go alone! Don't go alone if you can help it.

Hire guards to come with you. It probably won't take many escorts to dissuade solo bandits and small groups. Caravan guarding will probably be a way for combat-oriented characters to help their settlements and make a few gold. If no PC guards are available, I won't be surprised to see NPC guards for hire.

As an open-world PVP MMO, Pathfinder Online will be a dangerous game to play solo. That's a feature, not a bug. Dangerous travel encourages players to cooperate, as well as compete.

In conclusion, don't go alone. Take someone armed to the teeth along for the ride.

What would you look for in caravan guards? In a classless system, how will you know who is the best fighter/wizard/etc for the job? All I can think of is word-of-mouth (or hiring career Bandits). This is an issue for me, as my Destiny's Twin is a crafter and I do not know how or where to begin choosing the best guards for the price.


cartomancer wrote:
What would you look for in caravan guards? In a classless system, how will you know who is the best fighter/wizard/etc for the job? All I can think of is word-of-mouth (or hiring career Bandits). This is an issue for me, as my Destiny's Twin is a crafter and I do not know how or where to begin choosing the best guards for the price.

Now, there's the rub isn't it?

You can hire people, not knowing their qualities, and risk their failure fighting bandits. If they do fail, you could lose your whole caravan.

OR

You take the gold you might've paid guards, and pay off the bandits for safe passage. You lose a little, not the whole thing. Of course, now you're risking the honor of criminals, that they'll only take a bit and not decide on more after you've paid them.

Either way, you're risking something.

Goblin Squad Member

Frankly, it sounds like the latter is a better choice. I believe bandits will mostly hold to their contracts, and in case they don't, I'm actually better off than in the first case where I lose my caravan and the money I paid to the guards. This could be different if I knew (from word of mouth, I suppose) that the guards would likely win; without that knowledge, isn't trusting bandit honor the most profitable choice?


cartomancer wrote:
Frankly, it sounds like the latter is a better choice. I believe bandits will mostly hold to their contracts, and in case they don't, I'm actually better off than in the first case where I lose my caravan and the money I paid to the guards. This could be different if I knew (from word of mouth, I suppose) that the guards would likely win; without that knowledge, isn't trusting bandit honor the most profitable choice?

Honorable banditry is certainly in a bandit group's long-term best interest. A trader who you extort, betray, and murder is unlikely to pay you off a second time. A trader you extort, then release will live to pay you time and again.

Of course, what happens when a new bandit group moves in and starts extorting just down the road, disrupting the first bandits' monopoly.

Does the trader pay both groups or count on one to deal with the other? If they're unwilling to do the latter, does it then become in the trader's best interest to pay someone else to solve the problem?

Goblin Squad Member

From A Possible S.A.D. Exploit + Solution:

Stephen Cheney wrote:

In the case of the "Fleeced" timer, "20 minutes" is a placeholder for "enough time that you can probably finish a reasonably long trip after you've been robbed somewhere in between." If it turns out that's long enough for most trips to keep you covered from your start to your end, if you exploit it, then it's probably too long.

In general, I think we're way more worried about "a half dozen guys work together to stop a single player and SAD him in sequence until he's bankrupt or cancels a trade and is therefore freely attackable" than we are organized groups of merchants moving from settlement to settlement and conspiring to get the Fleeced flag cheaply. The people most in danger from bandits are solo or small group explorers and resource gatherers out in the wilds trying to return home with full pockets, and they'll have a harder time arranging for their own bandit quisling when they need one. A "caravan" already implies a big enough group that they'll have other ways to deal with bandits other than exploiting the Fleeced flag.

I think that the "Fleeced" mechanic will actually be able to help fix this problem. The Bandits will need to take care of each other or risk being harmed.

Also, if Bluddwolf's bandits are one half of the equation, I think I'd just pay them. By far the UnNamed Company seems to be the biggest Bandit threat (at least during EE, and probably for a loooooong time).

Goblin Squad Member

I would actually consider the possibility of the gatherer / crafter / merchant being separate individual characters.

Gatherers will be far more at risk, whether they are at the resource node site or transporting those raw materials to the settlement markets, foundries or storehouses.

The crafter will be far more efficient with his time by just crafting, while others bring him materials to be crafted. Crafters would also be able to stay in as nearly complete safety while doing so.

Merchants could then be the ones who take the finished product to the market, possibly taking on some risk, depending on their market destination.

So getting back to the original post, "Going Alone" might be relatively safe or very dangerous, depending on what your activities are. Also, going alone might also be less efficient than using a division of labor approach.

Goblin Squad Member

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KarlBob wrote:
Dario wrote:
Nihimon wrote:

Just a brainstorm idea, but what do y'all think of the idea of having a "Ki Focus" item that goes into your weapon slot, but isn't trying to model any particular weapon, or even a physical item? Basically, it would simply be something to put keywords on, but you could still have empty hands and bare feet for unarmed strikes.

I'm not that familiar with PFRPG Monks, but it occurs to me that the "Ki Focus" might even be a Mantra.

As long as they've gotta put something in the slot, I don't particularly care if it's a live octopus. =P
I'd feel bad for the octopus, but it would be hilarious to see a monk beat someone to death with a cephalopod.

Squid-chucks, yo.

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