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Post by Apples on Jul 9, 2012 13:05:26 GMT -5
Races I was looking at were Suli, Nagaji and Kitsune. Do they have anything cool?
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Post by q on Jul 9, 2012 13:26:34 GMT -5
the Advanced Race Guide is now on the PF SRD the important bit is there anyways www.d20pfsrd.com/races/other-races go there search around please note, kobolds goblins and hobgoblins are incredibly underpowered (if you can believe it they nerfed kobolds them from 3.5) also those race are slightly more powerful so we'll need to tread lightly.
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Post by Apples on Jul 9, 2012 14:06:36 GMT -5
CN, 5 intelligence Sorcerer, probably arcane bloodline, for the first two. Neutral or CN Bard with at least 2 skill focuses in perform for the Kitsune.
Either way, the opportunities to be silly are at least somewhat plentiful.
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Post by kasiil on Jul 9, 2012 15:31:47 GMT -5
Sadly, no way for me to ditch the elemental resistance on the Fetchling. However, the favored race option for rogues is cool. Also, changing the skill bonus I like, and a couple other Alt racial traits are OK. Will probably modify my character sheet a bit though with these new changes.
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Post by q on Jul 9, 2012 15:53:09 GMT -5
Good luck keep asking questions I am here to assist.
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Post by illios on Jul 10, 2012 3:09:40 GMT -5
Same! Fletchlings seem acceptable to me as is. The resistances aren't that big a deal imo and not according to the makers of the book either as its only worth 1 RP per resist.
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Post by illios on Jul 10, 2012 6:55:20 GMT -5
Btw nine tailed kitsunes all the mfing way. Also nagaji druids look badass. True strike on my druid? TYVM! Spit poison also seems pretty damn useful. Sulis look okay, flavorful but not the best race power or option wise.
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Post by Nygil, Nickolie on Jul 10, 2012 10:46:32 GMT -5
keep in mind races book has not been ok'd and this is all just thinking ahead hoping it will be.
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Post by q on Jul 10, 2012 13:52:51 GMT -5
oh Indeed I suspect it will end up being an ASK first book.
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Post by kasiil on Jul 24, 2012 9:34:16 GMT -5
In the event that we end up having too many rogues or I just don't end up liking the character, I have a cool Monk build where the goal is just to punch people a lot that I may use instead (I should be posting it up tonight). Fun preview: He gets to enter and leave rage freely whenever he wants (limited rounds/day obviously) with no penalties.
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Post by kasiil on Jul 24, 2012 17:42:33 GMT -5
This is my second option for next year, and slowly I want to play him more and more. John, feel free to do a DPR check if you want, though I know it's not huge.
NOTE: If anyone can find me a better feat for Level 9, that'd be cool, though I kinda like fighting right 'til I die.
Description: Name: - Player: Ryan Carlysle-Klein Race: Half Orc Alt Racial Traits: City-Raised Gender: Male Age: 22 Height: 6'5” Weight: 280 lbs Hair: None Eyes: Green Skin: Brown Languages: Common, Orc
Class: Level: 10 Class: Monk 8/Barbarian 2 Deity: Alignment: Chaotic Evil Stats: STR: 20 (+5); DEX: 10 (+0); CON: 16 (+3); INT: 7 (-2); WIS: 13 (+1); CHA: 7 (-2) ** Based on 15 point buy (+2 Stat-ups from levelling) Archetypes: Martial Artist (Monk): - Lose: Still Mind, Slow Fall, Ki Pool, Purity of Body, Wholeness of Body - Gain: Pain Points, Martial Arts Master, Exploit Weakness, Extreme Endurance, Physical Resistance Savage Barbarian (Barbarian): - Lose: Nothing (Yet) - Gain: Nothing (Yet)
Stats: HP: 118 (Max, No Fav. Class HP) AC: 14 (10 + 3 Monk + 1 Dodge) Touch/Flat: 14/13 Saves: FORT: +12 (9 + 3 Con); REF: +6 (6 + 0 Dex); WILL: +7 (6 + 1 Wis) Initiative: +0 Move Speed: 60ft/x4 BAB: +8/+3 (+8/+8/+3/+3 Flurry of Blows) Melee: +13/+8 (8/3 + 5 Str) Ranged: +8/+3 (8/3 + 0 Dex) CMB: +15 (2 BAB + 8 Monk + 5 Str) CMD: +26 (10 + 8 BAB + 5 Str + 0 Dex + 3 Monk)
Attacks: Unarmed: +14/+9; 1d10+7; x2 Flurry of Blows: +14/+14/+9/+9; 1d10+7; x2 Flurry + Rage + Reckless Abandon + Power Attack: +14/+14/+9/+9; 1d10+15; x2
Skills: Intimidate: +19 (10 Ranks + 5 Str - 2 Cha + 2 Race + 3 CS + 1 Trait) Knowledge - Local: +0 (0 Ranks - 2 Int + 2 Race) Perception: +14 (10 Ranks + 1 Wis + 3 CS)
Feats/Flaws: Level 1: Weapon Focus: Unarmed Strike (Level) Level 2: Improved Unarmed Strike (Monk), Stunning Fist (Monk), Dodge (Monk) Level 3: Improved Grapple (Monk), Intimidating Prowess (Level) Level 4: - Level 5: Weapon Specialization: Unarmed Strike (Level) Level 6: - Level 7: Mobility (Monk), Power Attack (Level) Level 8: - Level 9: Dazzling Display - Unarmed (Level) Level 10: -
Traits: - Bully: +1 Intimidate; Intimidate always class skill - Dirty Fighter: +1 Trait Bonus to Damage when flanking
Equipment:
Abilities/Bonuses (Non-Feats): - ORC FEROCITY: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying - DARKVISION: Half-orcs can see in the dark up to 60 feet. - HALF-ORC MONK FAV: +8 CMD to resist grapple, +4 Stunning Fist uses/day - RAGE: +4 Str/Con, +2 Will Saves, -2 AC for up to 9 rounds/day - FLURRY OF BLOWS: Make additional attacks as a full round action. - EVASION: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. - PAIN POINTS: +1 bonus on critical hit confirmation rolls and increases the DC of Stunning Fist and Quivering Palm by 1 - MARTIAL ARTS MASTER: Use monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. - EXPLOIT WEAKNESS: As a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn. - HIGH JUMP: Add monk level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, always count as having a running start when making jump checks using Acrobatics. - EXTREME ENDURACE: Immune to fatigue. - PHYSICAL RESISTANCE: Effect of ability damage, ability drain, or temporary ability score penalties is reduced by 1. - UNCANNY DODGE: Cannot be caught flat-footed, does not lose Dex to AC when attacker invisibly. - RAGE POWER - RECKLESS ABANDON: While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls.
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Post by jc on Jul 25, 2012 2:04:38 GMT -5
what do you guys think about cthulhu as a deity choice for a cleric(was thinking of choosing the chaos domain and the insanity subdomain of madness)
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Post by illios on Jul 29, 2012 2:49:49 GMT -5
I think that would be cool and flavourful but you might have some problems expaining why you're in a pretty lawful organization.
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Post by illios on Jul 29, 2012 3:08:05 GMT -5
Also ryan may I point out the massive flaw that your build has? Monk - any lawful, Barbarian - any non-lawful. How do you get around that? edit nvm martial artist. Cool.
Also some dpr numbers for you: Full everything + flank = 46 Full everything + flank no PA = 45 full everything - PA = 36 full everything = 35 single attack PA = 15 single attack -PA = 12
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Post by kasiil on Jul 29, 2012 8:18:44 GMT -5
Martial Artist can be any alignment, which is why it's so boss, on top of the cool shit it gets, like the defensive Exploit weakness
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