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Messages - JakobMunk

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Thanks for the asnwers :) However the linked article seems to contradict me using flurry, quoting: The example monk cannot use a flurry of blows because a flurry doesn't work with natural weaponry.. Any oversight on my part, or can i, in fact, not use flurry?

Also, race is Krynn minotaur from dragonlance campaign setting. I did take the feral template though. I had Darfellan at first, but actiually changed it back to minotaur. I could add that half minotaur template and take Darfellan, but then I would be at level adjustment +2

If it helps my build is this: 2 levels open, need to fullfill requirements ofc.

Level 1: Martial monk
Legendary wrestler bonus feat
Jotunbrud (flaw)
Toughness (flaw)
Troll-blooded (level)

Level 2 (OPEN)

Level 3: Lion totem barbarian (to gain pounce)
Battlejump (level)

Level 4: Ranger (to gain track)

Level 5: Fangshield ranger (to gain multiattack) This is the reason i need 2 different natural attacks, also i need to be non humanoid (feral template gives both of these benefits)

Level 6 (OPEN)
OPEN FEAT (level)

Level 7: Scaled Horror (to gian Improved grab) I qualify thanks to amphibious template)

Level 8: Black Clood Cultist 

Level 9: Black Blood Cltist
Multigrap (level)



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Hi there. Once again i am asking for a bit of help

The Monk entry for [Improved unarmed strike] states that the monks unarmed attacks can come from any part of the body (knee, elbow, what ever)

Now my character has a gore attack and 2 claw attacks as natural weapons. Could I, as a full attack routine, make a full attack with BOTH all my monk attacks (not using flurry, this is just 1 attack right? and then 2 with +6 BAB and so forth, please correct if this asumption is false) AND all 3 natural weapons, for a total of 4 attacks in 1 round (treating all my natural weapons as secondary attacks).

Also, I have the [Pounce] special ability. I charge in head first with a Gore attack. Then follow with Claws and Monk unarmed attacks. Would that work?

My gore attack is racial from Krynn Minotaur, Claws are from Feral template. Are there anyway to get a bite attack or maybe a some other natural attack on top? Feats, classes or templates are welcome, but please, if I can avoid level adjustment that is best.

I have 1 (maybe 3) feats to blow. Can spend 2 levels (if full BAB progression) on gaining more natural attacks.

Jakob


3
Min/Max 3.x / Re: Sorcerers and Songsabers
« on: June 21, 2012, 10:48:18 AM »
Cool ideas with Runestaffs and Knowstones. Pricey (the stones anyways).

It was indeed to not loose full sorcerer casting. However, Prestige Bard looks promising. I think though, that 1 level gives me Bard spell list, but not spells known right? So i still need the spells and a way to cast them? If im mistaken on this, please elaborate :D

jakob

4
Min/Max 3.x / Sorcerers and Songsabers
« on: June 19, 2012, 10:42:10 AM »
Hi. Im trying to get a few Bard buffs on my sorcerer list (or actiually, I just want to cast them every day to persist with Incantatrix).
I have my eyes on Sirines Grace, Nixis Grace, and Inner Beauty. I have them now using Minor Schema (Magic of Ebberon pg 122) and UMD, however its very expensive moneywise.
Then i red this article in Dragon Mag 335 pg 75 (songsabers of Waterdeep).

The weapon in question, the Songsaber, has 7 runes. One for each spell 0-6 lvl.

The article basicly says: When a bard wield this weapon, you may permanently exchange a spell on the weapon for a spell on your spell list.

If i UMB a bard able to cast 6th level spell (DC 20+17 i think). Can i then make the exchange, thus gaining bard spells on my sorcerer list?

The price is 12.000 gp A bargain for 7 off-list spells

Jakob

5
General D&D Discussion / Re: Bestow curse curses question
« on: June 16, 2012, 02:46:45 PM »
Yea, that sounds good :D

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General D&D Discussion / Re: Bestow curse curses question
« on: June 16, 2012, 11:21:38 AM »
Yea, that had me worrying that it could be used in a good way too. Any sugegstions as how to make it a bit more "cursey"

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General D&D Discussion / Bestow curse curses question
« on: June 15, 2012, 03:53:40 PM »
Right. Im unsure as where to post this since its my first post, or third actiually, but i guess those 2 introductionary ones don't count.

Anyways, im playing in this game, and im thinking bestow curse is somewhat boring. So i thought up a few curses of my own, but i would like to know if they are reasonable, or broken. And if so, what they should be instread. Keeping on theme of course.

The curses are:

Enter Sandman
When cursed creature casts a spell, it must make a Will save DC 25+spell level or that spell transforms into "Create Sand" (as the spell create water).

Poor Twisted Me
Cursed creature grows 1 size category and loses all movement. It gains fly speed 20’ (clumsy). If it doesn’t take a move action during its turn, it automatically moves upward 5 feet.

Sad but True
When cursed creature attacks, rolls of 1 through 5 are automatic fumbles (no confirmation required).

Until it Sleeps
During combat cursed creature must make a fortitude save DC 10 at the start of it’s turn or fall asleep for 1 round. For each save it makes, increase the next DC by 2. When cursed creature falls asleep, save DC is reset.

8
Introduce Yourself / Hoist the black flag
« on: June 15, 2012, 03:44:04 PM »
Hi fellow readers/writers

Im Jakob, a dane who recently started playing DnD. I come to these boards by advice from a friend of mine. Mostly to lurk, but surely to ask for advice once in a while.

Besides dnd, which is sort of new to me, i play Magic (mtg). Feel free to pm me with any questions about that game, as im a rules advisor on several sites regarding that.


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