Father Zastoran

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Hi all!
I was just curious, as this ruling seemed kind of unclear. I was looking on the SRD, and the requirements for levels in Agent of the Grave states: ability to cast animate dead. I feel like it's somewhat obviously false, but does lesser animate dead work in this situation?


Razh wrote:

When I saw this class I immediately thought about hunters from ragnarok (the MMO), who had animal companions to fight with them, as well as being able to use traps against their enemies. It would be cool if we could add something like a "trap mechanic" to this hunter, maybe something along these lines:

"Normal trap: You place a normal trap in any adjacent square. If someone passes through it, the trap is triggered, doing lethal damage plus preventing the target from moving for 1 round. He gets a reflex save to avoid these effects."

"Ice trap: You place an ice trap in any adjacent square. If someone passes through it, the trap is triggered, doing cold damage plus affecting him with slow (as per the spell, CL equals hunter level). He gets a reflex save to avoid these effects."

"Explosive trap: You place an explosive trap in any adjacent square. If someone passes through it, the trap is triggered, releasing an explosion (as per the fireball spell, centered on target, CL equals hunter level). He gets a reflex save to avoid half damage."

Just throwing some ideas, as traps seems to combine well with the concept of a hunter, in my opinion.

This! This is actually exactly what I had in mind when I heard about the class. The trap building would fit the flavor brilliantly, especially with the class name being hunter. I assumed that they would have an animal companion, similar to a hunting dog. To add traps to this class would be very interesting. I've never come across a trap-builder, and I feel that this would be incredibly fun to play.


I've gotta agree with others. The druid spell list is very clearly lacking when it comes to some of the spirits. Taking the Bones spirit seems to be pretty obviously focused toward necromancy, and there are no such spells in the druid spell list. The same could go for the cleric spell list, I'm sure.

This is one of the only classes that I feel needs its own spell list.


Ravingdork wrote:

Even if there is such a rule, Lifat (and I do remember there being one), it wouldn't apply to this situation anyways.

As written, I see nothing prohibiting this combo.

Slayer's component classes do not include ninja, and ninja is not a hybrid class from the playtest.

So why exactly have you asked the question in two different topics if you're already so sure of the answer?

Yes, Ninja is not mentioned that it is one of the classes involved in slayer. However, Rogue is. Ninja is just an alternate class of Rogue, and Rogue isn't allowed. So no, Ninja/Slayer isn't allowed by the rules. It's not explicit, but it's there.


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Would have loved to see sneak attack stay with investigators, along with the cleric spell list for shaman. :|


Taku Ooka Nin wrote:


The idea is that if the DM is going to be, looking from my DM style, an ass-hole to his players then the PCs need to find some sort of way to counter his ass-holery.

Fine. XD

So, since you are new, suggest this to one of the other Players. This DM style of "kill everyone" just downright pisses me off--Mostly because there isn't anything there. Oh, traps activate, everyone ~dies~, make new characters. It isn't "everyone is captured and must escape," it isn't "you fall through the floor and as you fall through a strange oily surface you awaken in a land of shadows," it is just "you died." What is this? Dark Souls? If so, then Poof, everyone is at the bondfire, time to go back to the stupid trap room of utter DM failure.

So, to OP, make your next character a Rogue 1/Cleric. Clerics get detect magic, and max out your wisdom score as high as you can get it. Get your armor as high as you can get it (probably go for heavy armor prof [feat 1] and Tower Shield Prof [feat 2]) and turtle lead the group at half-speed through any situation that seems dangerous, is potentially dangerous, or causes you any reason to suspect someone might put traps there.

Maintaining Detect Magic is a Standard each round, saying "I am actively looking for traps" means that you are entitled to make a D20+perception+trapfinding roll against any future traps, and when that roll is used you are entitled to another roll for future traps.

If you are maintaining Detect Magic then any magical traps within 60-ft of your vision are detected, meaning you know something is there, then after concentrating on it for 3 rounds you are see a clear outline...

I'm not sure that you're understanding any of this. The OP did not even finish a chapter of the Player's Guide. He most likely doesn't understand the majority of what you're telling him to do.

Besides, insulting the friend that is attempting to get him involved in an RPG is not the best way to keep him around. You may disagree with the type of DM that he is, but what you're saying is uncalled for.


I'm actually a little disappointed in this. Not only is it incredibly dull in my opinion, but it's not what I wanted.

The flavor just does not flow well - I understand that it's a sorcerer without the strong bloodline, yet I feel like Charisma should play some part. I always liked the idea of a charisma-based spellcaster that needed to read from a spellbook, and I figured that this would make a good fit. I'd have loved to see this, in fact, although it may be a bit OP.

The blood focus ability seems to be very rushed. It needs to be expanded or dropped altogether. It seems like an afterthought, when it very well could have (maybe even should have) been the defining feature of the class. This class does not seem even remotely unique when compared to some of the other hybrids.


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I've actually had this problem quite a bit within the past few months.
I'm gonna be honest - I am in no way experienced when it comes to Pathfinder, or RPGs in general. I recently picked them up (been playing for a little over a year now), and do not have the time to look into it all that much.
I GM using the PF Adventure Paths, which clearly do not make for much of a challenge when we have a party of 4-5, unfortunately. The issue is that one of the members of my party, who is actually a good friend of mine, has been playing for most of his life. He is no stranger to the feat list, and has been capable of over-optimizing just about any character that he's created relative to the rest of the party. He's helped another member do the same. At the moment, we have a gunslinger and druid that are effectively broken because they are solely there for damage output. They have essentially no other skills, but are able to maul anything in their path, even if I scale up the CR a bit. This has left the other 2 or 3 party members incredibly disappointed, just because they barely manage to see combat.
I have a few strategies for making things more challenging for my two OP members, but I don't know that they will work. I'd like to avoid pulling them aside and telling them to make their character worse solely for the benefit of the others, if at all possible.
It's not that the other members of the party are not well-optimized, either, it's just that their abilities seem to come up much less frequently. The issue with this is that we're all just college students looking to have fun after a long week of school, but it seems that the some have a different idea of fun.