Kyra

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Goblin Squad Member. Organized Play Member. 677 posts (4,080 including aliases). 1 review. No lists. No wishlists. 2 Organized Play characters. 13 aliases.




So unfortunately life got in the way and the GM for our Reign of Winter game had to drop out. The group has talked it over and we'd all like to keep playing with each other. We'd figured we take a crack at finding a GM to adopt us. There are currently 5 of us: A fighter, kineticist/monk, ranger, rogue, and sorcerer. We are level 5 and are at the fish village about to enter Whitethrone in Book 2. We'd be willing to work on any adjustments that make the transition smoother.


I've been keeping a character journal for our Curse of the Crimson Throne campaign.

Section 1: Edge of Anarchy

Section 2: 7 Days to the Grave

Section 3: Escape From Old Korvosa

Section 3.5: A Homebrew of Ashes or There Are No Rails In the Underdark

Cast

Burmli Barrum - Male dwarf Warder. Retrains to Brawler(shield champion) in part 3.5. Korvosan guard that keeps getting fired due to behavior and drug issues. His smell is matched only by his skill with a shield and the size of his heart.

Iolana Andrezi - Female human Witch(Cartomancer). The younger of the Andrezi "twins". Her sweet demeanor and supportive magic belies a heartless alchemical prankster.

Kit Kitai - Male catfolk Swashbuckler. A daring swordscat who is quick to leap into danger. And then slip and and fall and get really embarrassed in front of danger.

Korven - Male tiefling Magus(Bladebound). Quick to anger and quick to attack, the powerhouse of the group.

Trinia Sabor - Female human Skald(Spell Warrior). A young artist who learns that when life gives you lemons you should learn to shoot a bow and then put a few arrows in life's stupid face for daring to give you lemons!

Viorec Andrezi - Male aasimar Warlord/Stalker. Retrains to Warder(Dervish Defender)/Stalker(Vigilante)/Bard(Archaeologist) in part 3.5. The elder of the Andrezi "twins". A Pathfinder initiate on his confirmation quest. Skilled with sword and quill.

None of the images are mine.


Hello,

Our group has been playing with Path of War in our campaign. It's become too much work for the DM to handle with the AP so we are mostly going to drop it. This requires a rebuild on my end from a Warlord/Stalker(Vigilante). I'm allowed to take the Martial Training line of feats with the Veiled Moon discipline to help replicate the character. I'm looking to get some advice for feat/talent selection.

Bard(Archaeologist) 2 / Slayer 9
Aasimar (Azata - Scion of Humanity alt trait)
Str: 10
Dex: 18
Con: 15
Int: 14
Wis: 12
Cha: 14
Favored Class (Slayer): 6/6 Ext Slayer Talent, 3/6 Slayer Talent

Feats/Slayer Talents

Lv 1: Weapon Finesse(free, campaign), Deadly Agility
Lv 2: Slayer Talent - Ranger combat Style (Archery: Rapid Shot)
Lv 3: martial Training 1
Lv 4: Slayer Talent - Combat Feat (Deadly Aim)
Lv 5: Martial Training 2
Lv 6: Slayer Talent - combat Style (Improved Precise Shot)
Lv 6: Slayer Talent - ?
Lv 7: Leadership
Lv 8: Slayer Talent - Combat Feat (Martial Training 3)
Lv 9: Martial Training 4
Lv 11: Martial Training 5

Manuevers R = Readied

1
Dimensional Strike
Spirit Sensing Stance

2
Fading Strike

3
Formless Dance Stance
Ghost Walk - R
Altered Penumbra - R

4
Flicker Strike - R
Fading Leap - R
Ethereal Reminiscence

5
Essence Shattering Strike - R
Stance of the Ether Gate

I went for a bit of a switch hitter build but I'm not married to it. The leadership feat may or may not stay. Shit has gotten real and I might send the NPC away so they don't die horribly. Thanks in advance.


Hello,

I have a Lv 7 Witch follower in my current game. She is a support Witch and we have mostly had her use the majority of her spell slots on long duration buffs and then left her at base to work on crafting, research, office management, and helping cure/stop a magical plague. We've made some powerful enemies and might be heading out again so the character will be encountering more danger. She doesn't have much roll in combat, being most useful before and after we get stabbed. I was wondering what ways there our to help keep her safe during combat. Her defenses and HP aren't great so I'm more looking for to make it more difficult to target her or remove her from the fight. Figutive's Grenades seem like a great solution but I'm looking for other options for when those won't work.


Hello,

Can the various healing effects from the Silver Crane Discipline be used to heal undead and creatures with negative energy affinity?


So I'm playing in a Curse of the Crimson Throne game. We are currently near the end of the second adventure. I've been keeping a character journal and I figured I would share. Spoilers in the journal but please no spoilers in the thread. Still playing in the game after all.

Section 1

Section 2 (Incomplete)

None of the images are mine.


Hello,

The armor clad Dwarven Warder in our group is unsurprisingly not great at stealth. We have made do as we can but it has been a bit of a problem. More importantly, until we need doors kicked down we are having to leave the character behind or at a distance a little too frequently. More than once the player has had to sit there bored while the rest of us stealth around for awhile. What are some options we can use to boost his stealth?


So Pathfinder is full of magical diseases which deal ability damage and the like. Some of them created by NPCs in the campaign setting. Is there any rule stating I can't create a magical disease (or bacteria, virus, parasite, etc.) which heals ability damage, or the like, instead? Certainly there are examples of beneficial bacteria and the like in the real world.


2 people marked this as FAQ candidate.

Well I was specifically told to open a new thread if I wished to continue my derailing discussion and then had said thread closed specifically for continuing the discussion. So now I guess I have to start a new thread since I still have a bunch of unanswered questions about Adhesive Blood. Probably going to throw up some other whacky situations as well.

1) So, natural attacks. Would they be effected by Adhesive Blood or would they have the vague immunity they have to other effects?

2.a) If not, what happens when a dragon bites you, gets stuck, and then uses it's breath weapon?
2.b) Assuming no, let's attach a dragon to a character anyway. Let's avoid any complications due to being unable to move or helpless. Let's say a small or tiny dragon's mouth has been completely attached to you, with whatever means, and uses it's breath weapon.
2.c) Now would the character with a dragon attached to them get a save?
2.d) Let's complicate the situation with Evasion.
2.e) Let's further complicate the situation and say the character makes the save but people behind him are still hit.

3) How do spiked gauntlets work with Adhesive Blood?

4.a) How do Cthulhu's spiked gauntlets work with Adhesive Blood?
4.b) Assuming Cthulhu now needs to make a CM check(as per previous discussion of forced movement), Cthulhu rolls a 1. What just happened?
4.c) During these situations, Cthulhu uses Greater Starflight.

5) A character with Adhesive Blood gets weapons stuck in him, and then has to do other things?
EX1: 10,000 Diminutive weapons stuck in your backside and then you sit down?
EX2: 5 colossal spears stuck in you?

6.a) Ish Torovan(Rival Guide pg 55) uses his syringe made from jade and a viper fang to pump air in to a character who has Adhesive Blood cast on them.
6.b) The same situation, but Ish Torovan uses a called shot to the neck.

7) How the hell am I supposed to accurately describe these situations in detail with explanations for how and why to my players?

8) What whacky nonsense can you come up with for Adhesive Blood?


1 person marked this as FAQ candidate.
Quote:

Adhesive Blood

School transmutation; Level alchemist 2, bloodrager 2,
sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
Saving Throw Reflex negates (see text); Spell Resistance no
Your blood thickens to becomes a glue-like substance upon
contact with air. A piercing or slashing weapon that deals hit
point damage to you is stuck fast unless the wielder succeeds
at a Reflex save. A creature can pry off a stuck weapon on
its turn as a standard action with a successful Strength check
against the spell’s DC. Strong alcohol or universal solvent
dissolves the adhesive. The glue breaks down 5 rounds after
you die, or when the duration ends. This glue has no effect
while underwater or in environments that lack air.

Since our conversation was so rudely interrupted. Now let's get back to bickering about the consequences and effects of this poorly worded spell. Tuberculosis I say!


So last night my DM and I started watching Darker Than Black. About four or five episodes in I turned to her and informed her that I was blatantly stealing those knives for my ninja. She informed me that she would be disappointed if I did not as they are perfect for both the character and myself.

We agreed that they are exotic weapons, are expensive, I will have to roleplay learning how to use them, and I might have to burn some skill points to by the 'skill tricks' to use all the nifty things. They have a decent price so let us make these bad boys awesome.


So I got brought in to play through Council of Thieves with a group of friends. It was a sort of a spur of the moment type thing and the game begins in a few days. I figured I give Ninja(of which I've looked up jack and weapon prof.) a shot. Unfortunately due to my schedule, the short time I have to prepare, and my lack of knowledge about ninjas I don't have as much of a chance to work out a build as I would like. And thus, I turn to you, my fellow gamers, for assistance. Any and all help is appreciated.


Okay, so I have a character I'm working on whose voice I can't quite figure out. She is a Half-Elf born in Katheer, raised by her mother(Elf) and father(native Keleshite). Because of this I imagine she learned Common, Elven, and Kelish all around the same time and as such her accent is a mixture of an Elven accent and a Kelishite accent, most likely heavier on the Kelishite accent(but we'll see). I also figure that her accent isn't all that thick since she speaks common fluently.

The issue is that I can not for the life of me figure out what that sounds like. I've tried to listen to audio clips and videos of various accents but I haven't found many good sources, which has proven very frustrating. Can anyone help me out on this? All help and advice shall be appreciated.


So I'm making a Flame Oracle who is a dervish of Sarenrae. I might modify the old Dawnflower Dervish PrC or I might just stick with Dervish Dance and a spoonful of fluff. I would like some help in making a build for this character. First off, some homebrew changes to the Flame Mystery. Molten skin now gives a +3 shield bonus and levels as the other the other various armor revelations. Touch of Flame gives the flaming property at level 1 and another effect that I'm waiting on the DM for. Burning Magic: Remove final line and add "If a spell does not have a save than roll a reflex save based on the spell level to determine the effects of Burning Magic". Firestorm and Fire Breath can each be cast an additional number of times per day equal to your CHA modifier. My DM also gives weapon finesse for free and he also gave me proficiency with scimitars. Nice buffs, believe me he'll make me pay for them.

Now for some information about the character.

Race: Half-Elf
Nation: Quadria
Stats: STR: 10
DEX: 20(18+2)
CON: 16
INT: 12
WIS: 12
CHA: 18
Rolled crazy, willing to move stats around.

My current plan is Melee with Dervish Dance with some buffs, a bit of blasting here and there, and after that can't really make up my mind so I am quite open to some advice.


So I find myself irked a bit at Oracle curses. Not so much at their concept, but instead the lack of them. Oracle curses come with opportunity to add some nice flavor to a character with the added benefit of some useful abilities(at least for some of them). The issue is that the handful of curses available can be quite limiting in terms of character possibilities. For instance I am currently working on a flame oracle who follows Sarenrae. She was trained and partially raised by the church(boarding school style) and now acts as a dervish. She believes that Sarenrae gifted her with her powers(true or not is not important) and has faith as strong as any cleric. Now I don't really see any of the current curses quite fitting in with her background and I honestly don't fell like hammering one of them into her character.

Obviously I could just say that God A removed the curse for Oracle B, in return for service or whatever fluff works with the character/campaign. However, I am a little uncomfortable with flat out removing the curse. Not to mention that it is a little boring and heavily GM dependent. No but I figure we can take that fluff and work it into a new curse.

In service to a god(Ex)[little wordy I know]: Oracles with this curse must pick a single deity to follow, she many only choose a mystery that has the selected deity listed. This deity might have granted the Oracle her powers or might have simply recruited her for service.

And this is where I'm falling a bit flat, anything I can think of is either too weak and has no meaning, or way too powerful/harsh. So I call out to you my brothers and sisters, care to help me finish this?

TLDR: Help me with a new curse.