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  #271  
Old Oct 21st, 2013, 10:54 AM
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Geez, Hanz, you're scaring those poor red shirts!
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  #272  
Old Oct 21st, 2013, 11:25 AM
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Im a fox, hear me ROAR!

..meow!
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  #273  
Old Oct 24th, 2013, 10:47 AM
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That's not what the fox says. The fox says "...you gonna eat that?"

Anyway, I'll grab our new friend later tonight, since the thread's died off.
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A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #274  
Old Oct 25th, 2013, 12:07 AM
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Our new hero is coming!

AgentBonkers: Level 5, 7500 gp. Kobolds here have +2 Dexterity, +2 Charisma, -2 Strength, to make them in line with other basic races. Everything else is as written in the Character Thread.

Give us a shout when you're reasonably settled, so we can move forward! Anyone who wants to give a synopsis for him, feel free!
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #275  
Old Oct 25th, 2013, 12:12 AM
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ooooh, a kobold!

Welcome to hell!
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  #276  
Old Oct 25th, 2013, 12:17 AM
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Oh awesome, those are better stats than i thought i would be working with going by SRD pathfinder rules. I might adjust my idea for curse penalties to be a bit harsher in that case, hmm...

Anyway, excited to be here and will work on getting my info posted in char thread soon. :]
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  #277  
Old Oct 25th, 2013, 12:42 AM
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Welcome Bonkers! I find that I've been RPing a lot with people I already know lol. Let us know if you need anything! (Or want suggestions or something.)
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  #278  
Old Oct 25th, 2013, 01:31 AM
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Actually do have a minor advice type question.

My basic idea for him is d3 dual weapon fighter + d8 sneak attack to supplement lower dice of Small weapons. I also like the sound of the Keen ability enhancement. Right now trying to decide between kukri and starknife as weapon of choice. If I got each in Keen the difference is basically 15-20/x2 for kukri, 19-10/x3 + ability to throw 20ft. for starknife. Not sure if I can even afford that yet cause magic item prices still confusing me, but it also determines which i'd pick for a weapon focus feat. Any thoughts on which? Lol not a big deal rally, just kinda hard to pick because I don't yet have a feel for how combat actually works in practice in Pathfinder yet.

Last edited by AgentBonkers; Oct 25th, 2013 at 01:34 AM.
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  #279  
Old Oct 25th, 2013, 01:46 AM
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Uhh... Umm... Err...

YOUR WORDS, I DON'T UNDERSTAND THEM.
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  #280  
Old Oct 25th, 2013, 01:51 AM
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I say go for kukri-- I'll explain about magic item later lol, lunch first.
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  #281  
Old Oct 25th, 2013, 02:42 AM
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Personally I think more chance to do crit is a LOT better than most other abilities-- I don't quite see the advantage of a star knife, other than its better than dagger throwing range.

The magic item pricing rule is also pretty simple once you get how it works. Keen is a special ability equivalent to a +1 bonus, and you need at least +1 enchantment before a weapon can have special abilities, therefor the cheapest Keen kukri would be a +1 keen kukri, which will cost you 8000 gp, since it's equivalent to a +2 bonus magic weapon.

Since you start at level 5, you have 10500 gp to spend, so you can afford that one (but probably nothing else.)

Oh, and as a kobold you get to take the Tail Terror feat, which will let you use your tail as a natural weapon, and you can buy one of them Kobold Tail Attachments (which is also on the weapon list!)

Last edited by Fon; Oct 25th, 2013 at 02:43 AM.
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  #282  
Old Oct 25th, 2013, 04:51 AM
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That's actually not affordable. You can't spend more than half your starting cash on a single item.

Crits are good, it's true. If you want a keen weapon, it will almost always be better if you use a high crit-range weapon as a base, because keen doubles your crit range.

Here's a list of magic items that most characters need sooner or later. You don't need all of these, but you'll struggle if you don't have some:

Magic Weapon (check)
Magic Armor (makes you hard to hit with attacks)
Cloak of Resistance (protects you from spells, diseases etc)
Ability Score Enhancer (these items raise one of your 6 abilities. Physical abilities are improved by belts, mental abilities are improved by headbands)

Together those come to a 8,000 and you'll presumably want so other stuff, so you you don't necessarily want all four yet. They're roughly in order of importance.
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Last edited by Caput; Oct 25th, 2013 at 04:53 AM.
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  #283  
Old Oct 25th, 2013, 05:04 AM
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thanks fon, that makes more sense now to me, the pricing. and yeah, would not spend all starting gold on one item, ha. But as I said, need to decide pretty definitively what I want to use now, as I have two separate feats that are weapon-specific. One last question if you don't mind - masterwork is different from +1 how?

and yeah I was looking at the tail terror feat but since i'm not really sure how that would work if i am also attacking with two hand weapons, (the whole standard vs. full turn turn thing confuses my 4e adjusted mind still), thought i'd avoid it, for now at least, as not to make things overcomplicated and thus possibly annoy yall with errors :P

and thanks, kukris it shall be then for this bold, d3 attack fighter!
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  #284  
Old Oct 25th, 2013, 05:38 AM
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@Caput
Oh, I didn't know there was a spending limit... But this means Pocus will have a lot of equipment to get, since he pretty much started with NOTHING but spells lol. (Not to mention a poor selection of spells!)

@AgentBonkers
To my knowledge a +1 weapon is exactly the same as a masterwork weapon, except it's a magic weapon, so can pierce certain damage reduction? I'm not sure to be honest. I DO know that you can't hurt an incorporeal enemy with a mundane weapon (which plain masterwork is.)

The tail thing is easy though, you make the extra tail attack along with your weapon attacks using your highest attack bonus with a -5 penalty and only with 1/2 Str bonus to damage. Right now your "full-attack" would look like this:

First attack: +7 (main kukri) for 1d4+1 dmg,
Second attack: +7 (off-hand kukri) for 1d4 dmg
Third attack: +2 (naked tail attack) for 1d4 dmg.

(Not counting weapon focus or masterwork bonus)

A standard attack is just a single attack (that only uses a standard action), but you can still pick whichever weapon you want to use for that attack.
A full-attack lets you do EVERY attack you can do, but takes a full turn (no move or swift action, except free actions like 5ft-step)... though you can apply sneak attack damage every of them, unlike 4e!

I would go on with Natural Attacks (which the tail attack is, though as a secondary natural weapon)-- but I think the above is more than enough for now lol.

Last edited by Fon; Oct 25th, 2013 at 05:39 AM.
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  #285  
Old Oct 25th, 2013, 05:46 AM
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Masterwork only gives you +1 to hit. A +1 magic weapon gives you +1 to hit and damage.

I don't know how tail terror works in this game, because Frag has house rules that change how natural weapons work. The upside is they're not so weird and powerful in his games, but the downside is a lot of feats and things aren't worth bothering with any more. He might let you take Multiweapon fighting (a feat for monsters that's exactly the same as two weapon fighting but without the limit of two), or it might be pointless.

Don't worry about the d3, tiny though it is. Weapon dice aren't important for rogues. Your sneak attack dice and your strength bonus are where it's at.

Are you taking Weapon Finesse? If so, I recommend you also take the Piranha Strike feat to compensate for your lower strength bonus. It's the closest thing you're going to get to using dexterity to damage people.
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Last edited by Caput; Oct 25th, 2013 at 05:48 AM.
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