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DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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Male Halfling Alchemist : 4

my vote is on Bron. Great character concepts all the way around, and I don't envy your position of having to choose here DM Talomyr.


Female Human (Varisian) Witch (Hedge Witch) 2 {HP 14/14; AC 12, T 11, FF 11; F+2 R+1 W+5; Init+2 Perc+4} {Effects: none}

Wow. All three are great, but ultimately my vote is for Bron Lenthaven.


Female Human (Varisian) Witch (Hedge Witch) 2 {HP 14/14; AC 12, T 11, FF 11; F+2 R+1 W+5; Init+2 Perc+4} {Effects: none}

Addie is updated. Changes made:

-Second Witch level gained.
-8 hp gained total (6 + 1 Con + 1 Favored Class)
-Cackle taken as 2nd level Hex.
-Will DC to resist Evil Eye Hex increased to 15.
-Two new spells known: took Enlarge Person and Summon Monster I, although if no one wants Enlarge Person cast on them, then I may change it to Comprehend Languages.
-Knowledge skills (arcana, history, nature, and planes) and Spellcraft maxed out for a total bonus of +9 in each. Use Magic Device maxed out for a total bonus of +6.
-Planning to scribe more scrolls at earliest opportunity.

Tal, I'm having a blast with this PbP. Thanks for running it! And to the other players, I'm really enjoying playing in this with you all!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Black Addie wrote:

Addie is updated. Changes made:

-Second Witch level gained.
-8 hp gained total (6 + 1 Con + 1 Favored Class)
-Cackle taken as 2nd level Hex.
-Will DC to resist Evil Eye Hex increased to 15.
-Two new spells known: took Enlarge Person and Summon Monster I, although if no one wants Enlarge Person cast on them, then I may change it to Comprehend Languages.
-Knowledge skills (arcana, history, nature, and planes) and Spellcraft maxed out for a total bonus of +9 in each. Use Magic Device maxed out for a total bonus of +6.
-Planning to scribe more scrolls at earliest opportunity.

Tal, I'm having a blast with this PbP. Thanks for running it! And to the other players, I'm really enjoying playing in this with you all!

Kev will certainly go for an enlarge person...easier to get/create flanks.

I too vote for the tiefling, although all concepts are great.

Cheliax

Ok, so far we have two for Quei Drathan and two for Bron Lenvathen. Valeron what do you think? As I said before, I have my own thoughts on the matter but wanted to get the input of the rest of the group before making any final decisions.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Black Addie wrote:

Addie is updated. Changes made:

although if no one wants Enlarge Person cast on them

MEMEMEMEMEME

If it was on the Inquisitor spell list i'd have it already. Enlarged creatures with reach weapons= win.


Female Human (Varisian) Witch (Hedge Witch) 2 {HP 14/14; AC 12, T 11, FF 11; F+2 R+1 W+5; Init+2 Perc+4} {Effects: none}
Kevorin wrote:
Kev will certainly go for an enlarge person...easier to get/create flanks.
Morghrim Maestros wrote:

MEMEMEMEMEME

If it was on the Inquisitor spell list i'd have it already. Enlarged creatures with reach weapons= win.

Awesome! Enlarge Person will be on my 'Spells Prepared' list from now on!


Male Human Cleric 5 / Inheritor's Crusader 1

+1 for Enlarge Person. If I could get Strength domain with Iomedae, I'd have picked that up, but alas...

I'm torn on new party member.

The ranger strikes me as more damage-dealing and tracking, which Morghrim is covering well. As a TWF fighter, its a drop in replacement for Cadwyn with less HP and no fighter ability to move quickly in heavier armor. Although tiefling could be interesting if we are about to confront a gang of tieflings.

I like the Oracle because I've never seen one in actual play, so part of me wants to see it playtested. I also have another game with Setesh's player and he's a solid, consistent poster, sometimes posting 4 replies in one day, which biases me greatly for a fast moving game. I also like the Oracle has a good Cha score, which we don't have a lot of - and I now realize the 2nd installment may want us to have more "presence" there than the Ranger's 6 charisma?

On the cavalier, his background is solid and well motivated to join the resistance. His ability to "challenge" (taunt) is pretty slick, and I'd love to see another APG class in action. I have another game with a cavalier, but it's a gnome, so this would let me see another take on this class. He hasn't picked a feat yet, but I see he has a trip weapon, which I assume will be a field day for Morghrim, who will likely take Combat Reflexes and be AOOing anyone tripped like a madman. Plus it's solid for Kev too since he'll be able to sneak attack without a flank in situations where he can't get the flank. So he has vote for good background and best combat mechanics synergy if he ends up going after Improved Trip in addition to being the taunting meatshield.


Male Human Cleric 5 / Inheritor's Crusader 1

Oh, and I finished leveling up, too. Very simple for me, as Cleric 2 was just 4 skill ranks, 1 BAB, 1 cleric spell and 2 saves improved.

I put 1 rank into Linguistics to pick up Infernal which I meant to do at 1st level to represent Valeron's experience in the Westcrown legal system, which I assume is a bunch of texts of infernal. Otherwise, just improving skill pre-reqs for Inheritor's Crusader and Diplomacy again (up to a whopping +12... I want my 32 check!)

Cheliax

Valeron - Thank you for the well thought out reply, particularly after being put in the difficult spot of the making the final vote from the players in the game.

So with that the final vote amongst the players was Bron 3: Quei 2. My gut reaction before listening to each of your opinions on the matter was to go with Bron. So that being said, the majority of the existing party's thinking is along with mine.

I guess I'll head over to the recruitment thread and let Bron know.

Thank you all for the input.


Male Human Cleric 5 / Inheritor's Crusader 1

Shiny new GMG was on my doorstep.

Let's see what it would call us.

1d100 ⇒ 58
1d100 ⇒ 62
1d100 ⇒ 28
1d100 ⇒ 33
1d100 ⇒ 56

58 and 62 on "first and third columns" would call us "Contagious Silver".

Additional rolls yield:
Column 3, "28" = Moonlight,
Column 4, "33" = Monster-Slayers
Column 5, "56" = Wayfinders

Wow - it actually generated "Moonlight Monster-Slayers" for us after our last encounter. That's coincidence!

We can only hope that we'd be Contagious Moonlight Monster-Slayers, right?

It's like a Harrowing!


Male Human Fighter

Well, wasn't really planning to go Tripper with this guy, but it is an idea. For those interested, I get tactician feats plus an ability to share it with others once per day. But if you are interested, you can take the same feat as one of your feats per level and get the benefit of that feat whenever we work together. I currently have Precise Strike written down, which grants 1d6 precision damage when flanking with someone who also has that feat.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Bron Lenthaven wrote:
Well, wasn't really planning to go Tripper with this guy, but it is an idea. For those interested, I get tactician feats plus an ability to share it with others once per day. But if you are interested, you can take the same feat as one of your feats per level and get the benefit of that feat whenever we work together. I currently have Precise Strike written down, which grants 1d6 precision damage when flanking with someone who also has that feat.

We should probably work together in terms of deciding appropiate teamwork feats as we level, as I will be getting them frequently, although the Inquisitor is a 'selfish' teamwork feat user. The extra D6 damage teamwork feat is the one I am taking next level, and if you can grant it to everyone else when needed i'm sure Kevorin would love you.

I can switch my most recently gained teamwork feat around at will anyway, but at level 6 Precise Strike will become my first permanent one.


Male Human Fighter

Character sheet finished and ready to go once you give the word Mr. DM.

Cheliax

Bron Lenthaven wrote:
Character sheet finished and ready to go once you give the word Mr. DM.

Bron, welcome to the game. I have made the first post that involves your character HERE. Feel free to join in.


Male Halfling Alchemist : 4

2nd level changes to Wart:


  • HP: going for the roll: 1d8 + 1 ⇒ (6) + 1 = 7 EDIT: WOOT! +7HP
  • +1 BAB
  • +1 Fort
  • +1 Ref
  • Discovery [Precise Bombs]
  • Poison Resistance +2
  • Poison Use
  • +1 1st Level Extract per Day [5 total now]
  • +7 skill points: [+1 Craft(Alchemy}{+10}; +1 Disable Device{+7}; +2 Disguise {+4}; +1 Sleight of Hand{+7}; +1 Spellcraft{+8}; +1 Stealth{+11}; +1 Use Magic Device{+7}]
  • +1 Competence bonus to Craft(alchemy) [now +2 total]
  • +1 Extract Known [True Strike]
  • +1 Bomb per day [5 per day total]
  • DC for Reflex save vs. Wart's Bombs = 14
  • DC for Fort save vs. Wart's Mutagen = 14

EDIT: Switched skills around
EDIT: finished updating, please make mention if i forgot anything.


Female Human (Varisian) Witch (Hedge Witch) 2 {HP 14/14; AC 12, T 11, FF 11; F+2 R+1 W+5; Init+2 Perc+4} {Effects: none}
DM Talomyr wrote:
Bron Lenthaven wrote:
Character sheet finished and ready to go once you give the word Mr. DM.
Bron, welcome to the game. I have made the first post that involves your character HERE. Feel free to join in.

I'll second Talomyr's wishes. Welcome aboard, Bron!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Everybody gets 79 GP from the shadowbeast reward.


Male Halfling Alchemist : 4

How long has it been since the fight last night with the shadowbeasts?

I was thinking we had time for resting and more than 8 hours between, but I can edit Wart to show if that is not the case.

Also, I reread the APG, may I get a ruling on the refresh mechanics for alchemists? Is it like wizards (8 hours rest, temporarily lose spell slots for those cast within 8 hours), or like clerics(replenish once a day, temporarily lose spell slots for those cast within 8 hours), or am I missing something from the APG?

Cheliax

Wart wrote:

How long has it been since the fight last night with the shadowbeasts?

I was thinking we had time for resting and more than 8 hours between, but I can edit Wart to show if that is not the case.

Also, I reread the APG, may I get a ruling on the refresh mechanics for alchemists? Is it like wizards (8 hours rest, temporarily lose spell slots for those cast within 8 hours), or like clerics(replenish once a day, temporarily lose spell slots for those cast within 8 hours), or am I missing something from the APG?

I believe you all said you were heading to Rego Cader late enough in the day that you would have had 8 hours of rest.

Since alchemists are technically "arcane" (or at least I think they are) let's say the mechanic is like a wizard until (if?) the final version of the APG tells us differently.


Male Human Cleric 5 / Inheritor's Crusader 1

The way I read our timeline would have been.

10PM to Midnight: Shadowbeast hunting, meeting with Bluehood.

Midnight-6AM: Sleep for Valeron. Addie and Wart can sleep to 8AM for a full 8 hours of rest.

6AM-7AM: Prayer

7AM-8AM: 15-minute morning service, breakfast, longsword training.

8AM-Noon/1PM: Shopping, scroll scribing, lunch.

Noon/1PM: Off to Rego Cader.

As a cleric, I assume Valeron operates on 6-7 hours of sleep since I personally can sleep that much with little fatigue. His morning routine is sacred to him, and he wakes like clockwork. His only stipulation for spell preparation is an hour of prayer.

As an aside, I can't wait for the APG to see the final version of all the classes and the options that will open up for the core classes... only ~4 weeks for subscribers!

Cheliax

Valeron Legis wrote:

As an aside, I can't wait for the APG to see the final version of all the classes and the options that will open up for the core classes... only ~4 weeks for subscribers!

Since I will want our APG characters to update to the final versions of their respective classes, I think I will give our core class player's the option to "re-tool" their characters with some of the options in the APG for the core classes if they so choose.


Male Human Cleric 5 / Inheritor's Crusader 1
Kevorin wrote:
Kevorin is appreciative of the thought on the masterwork great axe, but he is currently saving up for a masterwork chain shirt.

Before I forget... hate to meta-game but if we're going to be fighting thieves and rogues in the Bastards of Erebus, I'd expect to find a medium-sized masterwork studded or chain shirt that would be earmarked for Kev, saving us paying full price for the armor and avoiding selling it for half.

Kev would be the only melee without a MW weapon (Morg, Val and Bron all have one now).. but you never know maybe there's a tiefling with a +1 axe coming up. I'm eagerly awaiting the next breastplate.


When that does happen, I may need to get a subscriber to help me with any retooling for Bron.


Male Human Cleric 5 / Inheritor's Crusader 1
DM Talomyr wrote:
Since I will want our APG characters to update to the final versions of their respective classes, I think I will give our core class player's the option to "re-tool" their characters with some of the options in the APG for the core classes if they so choose.

Oh you tease -- there's like 60 new subdomains I'm drooling over!

Cheliax

dathom wrote:
When that does happen, I may need to get a subscriber to help me with any retooling for Bron.

I'd be more than happy to help as needed.

Taldor

Male

I'm UK based, and another member of my gaming group is getting the APG; so i'm not likely to see it for months...

Cheliax

Alexander Kilcoyne wrote:
I'm UK based, and another member of my gaming group is getting the APG; so i'm not likely to see it for months...

I don't believe a whole lot is changing on the inquisitor, other than simplifing the judgement mechanic. I believe they are making into a level dependent flat bonus as opposed to the round by round increasing mechanic.

Obviously, what ever changes I'll be sure to let you know.

Taldor

Male
DM Talomyr wrote:
Alexander Kilcoyne wrote:
I'm UK based, and another member of my gaming group is getting the APG; so i'm not likely to see it for months...

I don't believe a whole lot is changing on the inquisitor, other than simplifing the judgement mechanic. I believe they are making into a level dependent flat bonus as opposed to the round by round increasing mechanic.

Obviously, what ever changes I'll be sure to let you know.

Damn. I liked the increasing bonus, it made it very tactical.


Male Halfling Alchemist : 4

Annnnnndddd....we're back!

Let's game on!


Male Human Cleric 5 / Inheritor's Crusader 1

Casting Raise Dead...

For APG retooling, I'm definitely looking at the cleric subdomains

Folks are welcome to chime in on meta-gaming advice here, I'd obviously have picked up a "Valor" sub domain if it existed, but it doesn't :)

Here's the three I'm looking at the most.

Tactics: Seize the Initiative - grant an ally 2 rolls for their Initiative 3+Wis/day

Light: Blinding Flash - standard action to blind creatures within 20ft of lower HD for 1d4 rounds if they fail a Fort Save, 3+Wis/day

Honor: Honor Bound - Touch a creature to give it a new chance to save vs an enchantment. If Valeron fails the save himself, he can use this ability as an immediate action to roll a second save attempt. 3+Wis/day

I'd be looking at Light to replace Sun. Thematically it feels OK, since we're bringing light to the shadow beasts.

I'd be looking at Honor or Tactics to replace War. Both thematically feel better for Valeron, and give him a better domain power at 1st level than the "rage touch bonus to damage" he currently has.

My tendency is to go for Light and Honor, they just "feel better" than Sun and War for the character concept and campaign. If Talomyr's cool with it, I'd be happy to revise in time for the Tiefling Lair Assault.

Cheliax

Valeron Legis wrote:
My tendency is to go for Light and Honor, they just "feel better" than Sun and War for the character concept and campaign. If Talomyr's cool with it, I'd be happy to revise in time for the Tiefling Lair Assault.

Go for it. As for the rest of the group:

I've informed Morghrim of the changes to the Inquisitor in the main thread.

Bron, the Cavalier seems to be the same as the final playtest.

Wart, Valeron had informed you of the changes to the alchemist earlier if I'm not mistaken.

Addie, has been informed of the same for the Witch (again, if I'm not mistaken.)

That leaves Kevorin. You have a barbarian/rogue, and there are class archetypes for both. Do you have access to the APG or do you need a run down of what's available. I could certainly see Kev going for the scout variant of the rogue, but that's a decision he doesn't have to make until 4th level rogue.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
DM Talomyr wrote:
Valeron Legis wrote:
My tendency is to go for Light and Honor, they just "feel better" than Sun and War for the character concept and campaign. If Talomyr's cool with it, I'd be happy to revise in time for the Tiefling Lair Assault.

Go for it. As for the rest of the group:

I've informed Morghrim of the changes to the Inquisitor in the main thread.

Bron, the Cavalier seems to be the same as the final playtest.

Wart, Valeron had informed you of the changes to the alchemist earlier if I'm not mistaken.

Addie, has been informed of the same for the Witch (again, if I'm not mistaken.)

That leaves Kevorin. You have a barbarian/rogue, and there are class archetypes for both. Do you have access to the APG or do you need a run down of what's available. I could certainly see Kev going for the scout variant of the rogue, but that's a decision he doesn't have to make until 4th level rogue.

Don't have my APG yet. I might have a look at some archtypes, but at the moment, I do have a list of all the APG feats, and I think I saw a couple there that interested me. I'll let you know ASAP


Male Halfling Alchemist : 4

some new spells were mentioned, but are there any new/changed mechanics?

Shadow Lodge

Wart wrote:
some new spells were mentioned, but are there any new/changed mechanics?

Nothing really changed mechanically. There are a few extra choices for feats and discoveries.

Feats: Extra Bombs, Extra Discovery

Discovery: Stuff like Concentrate Poison

Taldor

Male

Talomyr, i'm likely to want to tweak a racial trait or two to better fit Morghrim. I assume the new spells are open to him as well (obviously he'll have to replace one of his spells known)-

Edit: Actually i'll just listall my proposed changes for you to say yey or nay to.

Spells- Replace Light with Brand (Level 0), Replace Cure Light Wounds with Wrath (Level 1)

Feat- I#d like to take this feat to replace Dodge if possible-

Steel Soul:
Steel Soul
You are especially resistant to magic.
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws
against spells and spell-like abilities. This replaces the
normal bonus from the dwarf ’s hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on
saving throws against spells and spell-like abilities.

Hmm not as many changes as I thought. Really disappointed theres no Dwarf Inquisitor favoured class mechanic.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

I can see Kevorin going the Dirty Trick line, so at 3rd level, he'll probably take Improved Dirty Trick. He was going to go the Improved Feint line, but it's going to take a long time to amass that many feats. I also want Extra Rage for him. Barbarians with 10 constitutions don't have the best raging potential on their own.

As for scout, Kevorin will obviously be a rake.

Actually, I'm curious about the Thug archetype for him, or possibly the Breaker (or both!).

Shadow Lodge

Alexander Kilcoyne wrote:

Talomyr, i'm likely to want to tweak a racial trait or two to better fit Morghrim. I assume the new spells are open to him as well (obviously he'll have to replace one of his spells known)-

Edit: Actually i'll just listall my proposed changes for you to say yey or nay to.

Spells- Replace Light with Brand (Level 0), Replace Cure Light Wounds with Wrath (Level 1)

Feat- I#d like to take this feat to replace Dodge if possible-** spoiler omitted **

Hmm not as many changes as I thought. Really disappointed theres no Dwarf Inquisitor favoured class mechanic.

Looks good. Go for it.


Male Human Cleric 5 / Inheritor's Crusader 1

For Wart, some other things to consider are alternate halfling racial traits.

Halfling Traits:

Craven: +1 init, +1 attack when flanking, but -2 on fear saves, also +1 AC/+10 move when feared. Replaces luck.

Low Blow: +1 to crit confirm vs larger creatures. Replaces keen senses.

Outrider: +2 on Handle and Ride checks. Replaces sure-footed.

Practicality: +2 on one Craft or Profession skill, as well as on Sense vs illusions. Replaces fearless & sure-footed.

Swift as Shadows: Reduce Stealth penalty for moving by 5 and sniping by 10. Replaces sure-footed.

Underfoot: +1 AC against larger foes and +1 Reflex vs trample. Replaces luck.

Wanderlust. +2 on Know (Geo) and Survival. CL+1 when similar spells. Replaces fearless and luck.

Warslinger: Reload sling as free action. Replaces sure-footed.

Feats for Wart:

Go Unnoticed - make a Stealth check against flat footed opponents in the first round of combat to hide from them. Requires small size and Dex 13.

Low Profile +1AC vs ranged attacks

Lucky Halfling - Roll an ally's save for them 1x/day

Master Alchemist +2 to Alchemy, and make stuff faster.

Items for Wart:

Looks like the alchemist's spell component pouch is actually:

Alchemist’s Kit: An alchemist with an alchemist’s kit
is assumed to have all the material components needed
for his extracts, mutagens, and bombs, except for those
components that have a specific cost. An alchemist’s kit
provides no bonuses on Craft (alchemy) checks.
Cost: 25gp Weight: 5lbs

There's also a portable lab for 75g, weighing 20 lbs, that grants +1 on Alchemy checks.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim's updated. For everyones convenience, the new spells he uses have been spoilerified. I made the changes I mentioned above, including replacing the Inquisitor judgement mechanics and descriptions with the ones.

Good to go basically.


Male Human Cleric 5 / Inheritor's Crusader 1
Kevorin wrote:
Actually, I'm curious about the Thug archetype for him, or possibly the Breaker (or both!).

Breaker:

Destructive: Add 1/2 barb level to sunder damage, replaces fast movement
Battle Scavenger: No penalty with improvised/broken weapons, +1 damage with these for every 3 levels beyond 3rd. Replaces trap sense.

Thug:

Frightening: Increase duration of demoralize by 1rd, if 4+ rounds, becomes frightened for 1 rd, replaces trap finding.
Brutal Beating: Forgo 1d6 sneak dmg to make target sickened for rds = 1/2 rogue level, replaces trap sense

The racial trait change I like for half-orcs like Kevorin is you give up your +2 Intimidate for +1 Acrobatics & +1 Climb.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Valeron Legis wrote:
Kevorin wrote:
Actually, I'm curious about the Thug archetype for him, or possibly the Breaker (or both!).

** spoiler omitted **

** spoiler omitted **

The racial trait change I like for half-orcs like Kevorin is you give up your +2 Intimidate for +1 Acrobatics & +1 Climb.

Kev isn't giving up his +2 to Intimidate since his whole build is going to be around intimidation (and feinting)! He'll definitely take that thug archetype, Talomyr. No question now. Makes way more sense for him than having that stuff about traps.


Male Human Cleric 5 / Inheritor's Crusader 1

Hmm, I remember reading some cool stuff about feinting somewhere in the APG... just need to remember where.


Female Human (Varisian) Witch (Hedge Witch) 2 {HP 14/14; AC 12, T 11, FF 11; F+2 R+1 W+5; Init+2 Perc+4} {Effects: none}

Darn. From perusing some other threads, it looks like the Witch loses Prestidigitation and Grease. Looks like I'll need to re-assess my spells...

BTW, can anyone tell me anything about the Patron Themes? Thanks!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Does the brutal beating default to apply the sickened condition, or can you choose to use that ability or not?

Shadow Lodge

Kevorin wrote:
Does the brutal beating default to apply the sickened condition, or can you choose to use that ability or not?

You can choose not to use it and not forgoe the 1d6 of sneak attack.

Shadow Lodge

Black Addie wrote:

Darn. From perusing some other threads, it looks like the Witch loses Prestidigitation and Grease. Looks like I'll need to re-assess my spells...

BTW, can anyone tell me anything about the Patron Themes? Thanks!

It just decoupled the familiar type with the bonus spell type. Really you already have the concept of a patron in Addie's backstory.

If any of the Paizo folks are looking at this and feel that I'm posting too much information, please delete the post. It is not my intention to give away your IP.

Patron Stuff:

At 1st level, when a witch gains her familiar, she must also
select a patron. This patron is a vague and mysterious force,
granting the witch power for reasons that she might not
entirely understand. While these forces need not be named,
they typically hold inf luence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron
adds new spells to a witch’s list of spells known. These spells
are also automatically added to the list of spells stored by
the familiar. Spells marked with an asterisk (*) appear in
Chapter 5 of this book. The spells gained depend upon the
patron chosen. Each patron is listed by its theme. Its actual
name is up to the GM and the witch to decide.

Agility: 2nd—jump, 4th—cat’s grace, 6th—haste,
8th—freedom of movement, 10th—polymorph, 12th—cat’s
grace (mass), 14th—ethereal jaunt, 16th—animal shapes,
18th—shapechange.

Animals: 2nd—charm animals, 4th—speak with animals,
6th—dominate animal, 8th—summon nature’s ally IV,
10th—animal growth, 12th—antilife shell, 14th—beast shape
IV, 16th—animal shapes, 18th—summon nature’s ally IX.

Deception: 2nd—ventriloquism, 4th—invisibility, 6th—
blink, 8th—confusion, 10th—passwall, 12th—programmed
image, 14th—invisibility (mass), 16th—scintillating pattern,
18th—time stop.

Elements: 2nd—shocking grasp, 4th—f laming sphere,
6th—fireball, 8th—wall of ice, 10th—f lame strike, 12th—
freezing sphere, 14th—vortex*, 16th—fire storm, 18th—
meteor swarm.

Endurance: 2nd—endure elements, 4th—bear’s endurance,
6th—protection from energy, 8th—spell immunity, 10th—spell
resistance, 12th—bear’s endurance (mass), 14th—restoration
(greater), 16th—iron body, 18th—miracle.

Plague: 2nd—detect undead, 4th—command undead,
6th—contagion, 8th—animate dead, 10th—giant vermin,
12th—create undead, 14th—control undead, 16th—create
greater undead, 18th—energy drain.

Shadow: 2nd—silent image, 4th—darkness, 6th—deeper
darkness, 8th—shadow conjuration, 10th—shadow evocation,
12th—shadow walk, 14th—shadow conjuration (greater),
16th—shadow evocation (greater), 18th—shades.

Strength: 2nd—divine favor, 4th—bull’s strength, 6th—
greater magic weapon, 8th—divine power, 10th—righteous
might, 12th—bull’s strength (mass), 14th—giant form I, 16th—
giant form II, 18th—shapechange.

Transformation: 2nd—jump, 4th—bear’s endurance,
6th—beast shape I, 8th—beast shape II, 10th—beast shape
III, 12th—form of the dragon I, 14th—form of the dragon II,
16th—form of the dragon III, 18th—shapechange.

Trickery: 2nd—animate rope, 4th—mirror image, 6th—major
image, 8th—phantasmal killer, 10th—mirage arcana, 12th—
mislead, 14th—reverse gravity, 16th—screen, 18th—time stop.

Water: 2nd—bless water/curse water, 4th—slipstream*,
6th—water breathing, 8th—control water, 10th—geyser*,
12th—elemental body III (water only), 14th—elemental body
IV (water only), 16th—seamantle*, 18th—tsunami*.

Wisdom: 2nd—shield of faith, 4th—owl’s wisdom, 6th—
magic vestment, 8th—globe of invulnerability (lesser), 10th—
dream, 12th—globe of invulnerability (greater), 14th—spell
turning, 16th—protection from spells, 18th—mage’s disjunction.

0 Level and 1st Level Spell Lists:

0-Level Witch Spells—bleed, dancing lights, daze, detect
magic, detect poison, guidance, light, mending, message, putrefy
food and drink*, read magic, resistance, spark*, stabilize, touch
of fatigue.

1st-Level Witch Spells—beguiling gift*, burning hands,
cause fear, charm person, chill touch, command, comprehend
languages, cure light wounds, dancing lantern*, detect secret
doors, enlarge person, hypnotism, identify, ill omen*, inf lict
light wounds, mage armor, mask dweomer*, mount, obscuring
mist, ray of enfeeblement, reduce person, sleep, summon monster
I, unseen servant.

Spells marked with * are new to the APG


Female Human (Varisian) Witch (Hedge Witch) 2 {HP 14/14; AC 12, T 11, FF 11; F+2 R+1 W+5; Init+2 Perc+4} {Effects: none}

Thanks Talomyr!


Male Human Cleric 5 / Inheritor's Crusader 1

Oh yeah the Witch did lose Grease, huh?

Also appears to have lost Faerie Fire and Feather Fall.

Odd, you wouldn't think those 3 spells would have mattered that much!

-

1st-Level Witch Spells—beguiling gift*, burning hands, cause fear, charm person, chill touch, command, comprehend languages, cure light wounds, dancing lantern*, detect secret doors, enlarge person, hypnotism, identify, ill omen*, inflict light wounds, mage armor, mask dweomer*, mount, obscuring mist, ray of enfeeblement, reduce person, sleep, summon monster I, unseen servant.

Taldor

Male

Overall the Witch spell list has improved a little bit, nerfed a bit at lowest levels though.

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