Abyssal Raptor

Michaelsaurus Rex's page

14 posts. Alias of SwnyNerdgasm.


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Terevalis Unctio of House Mysti wrote:
This is interesting. Would he be more vigliante now?

Sorry about the thread necro, but of course now I'd probably go vigilante, but at least to me my problem with the vigilante class is that it either requires the entire party to be vigilantes, (which is an awesome idea) or it forces your GM to really twist things around in the campaign to really allow you to shine using both sides of the class.


The Boom-Kicker, a monk variant with explosive feet


Does the redirection ability of a Flowing Monk interrupt the attack in which causes it? I'd say it doesn't, but I just want to make sure.

Redirection:
Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.


Does the sin eater archetype allow a domain? The feather subdomain gives an animal companion


Thank you for this.


Like the work you've done here but I have one small gripe. You got the alignment wrong, Bob would be at least in my mind, Lawful Neutral(not trying to start an alignment war) because he follows who ever is his owner at the moment completely


How were Changlings handled? I'll be running a changeling cleric in our next campaign and was wondering if I'll need this book?


HaraldKlak wrote:
Flat-footed wrote:

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.

Flat-footed only removes your dex bonus to your AC and CMD. The bonus is in this case something positive, while a negative modifier is referred to as a penalty.

The penalty exists as normal eventhough you are flat-footed.

Thank you


Ok I'm making a new character for a campaign and ran into something weird. Due to me having a negative dex modifier is it possible for my flat-footed CMD to be higher than my normal CMD? I want to say no but some clarification would be nice


Mark Hoover wrote:

@ Mic...rex (and incidentally anyone I teed off with my comments) sorry if I came off abrasive and for not reading the original post more closely. I'm a total comic geek if you couldn't tell! Anyway, I was kind of Dick Grayson myself if you catch my meaning, so sorry.

I still say that, somewhere in his career though, DG needs a level of ninja. Not sayin, just sayin...

Hey as a fellow comic book geek, I didn't find your comments abrasive, and with Nightwing as my all time favorite comic book character I do want to get him as close as I can, but the things that are stopping me is this is just a one shot 1st level mod so one of our players can try his hand at being a dm, and I know that there is almost no way to accurately recreate Dick Grayson in pathfinder. So I'm looking at this as more of a thought experiment.


Wow its kind of sad that I never even thought of making him a ninja, now I know what I'll be doing later...


Well I finally gave in an attempted to stat out my favorite comic character for a 1st level one shot me and my group are doing, so let me know what you guys think...

Nightwing:

GRAYSON
Male Human Fighter(Unarmed Fighter) 1
NG Medium Humanoid (Human)
Init +5; Senses Perception +0
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13
Fort +4, Ref +3, Will -1
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OFFENSE
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Spd 30 ft.
Melee Dan Bong +1 (1d3+2/19-20/x2) and
Dan Bong +1 (1d3+1/19-20/x2)
Ranged Shuriken +4 (1d2+2/20/x2)
--------------------
STATISTICS
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Str 15, Dex 16, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +3 (+5 Grappling); CMD 16 (18 vs. Grapple)
Feats Improved Grapple, Improved Unarmed Strike, Panther Style, Two-weapon Fighting
Traits Reactionary, Silent Watcher
Skills Acrobatics +2, Climb +0, Escape Artist +1, Fly +1, Perception +0, Ride +1, Stealth +2, Swim +0

I was trying to get as close as I could to the feel of the character, I know I'd never be able to stat him out perfectly, but I did my best.


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