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Tonight I bring in my Dwarven Warpriest of Ragathiel after our TPK of a month ago. Level 14 with Good and Destruction blessing. Sword and Board.
He looks fun and very hard to hit/kill.....with a will save of 24 (vs. spells and spellike) he should also be hard to dominate.
Good hunting everyone, whatever class you choose.
534. Let's Get Kraken!
This large novella, constructed mostly of darkwood, is buoyant enough to be used as a flotation device if need arises. It is written in Aquan script carved very elegantly into the smooth grains and the numerous illustrations are composed of whale bone firmly embedded.
The author of this work was the once highly respected half-orc Hunter named Numo Gomes. At some point in his career Numo was kicked in the head by his elk animal companion and was unconscious for six hours. When he awoke, he first dismissed his tempermental ungulate and then went to work on this book. He was determined to be the first person in history to aquire a Kraken as an animal companion.
The book details in agonizing detail his plan to reverse the spell Awaken and render a Kraken dumb enough to become a proper companion. The book ends with Numo entering a the ocean at the eastern edge of the Eye of Abendego screaming madly. The back plate is a masterfull drawing of a tearful elk that looks extremely guilty.
I know it varies from class to class, but as a general feeling what level do you find to be the most interesting to play?
I've always liked 4-6. You can take a few hits from low level goons, alot of classes get serious powers by then, and you have enough cash and magic items to feel really dangerous.
One rule, if we won a magic item, was that we needed to make up a quick backstory about how it came into our hands. It was a nice way to help flesh out your character.
Even when you acquired better items to replace the original they often went over the fireplace or passed on to a young protege, rather than just sold.
Charon's Little Helper wrote:
Ha! It will be against five characters using 25 point buy-in.....but these guys have no luck with dice.
Charon's Little Helper wrote:
Wow. Thanks for pointing this guy out....he will be in the very first fight when I start DMing again. With a first level sorcerer buddy using color spray I expect a TPK.
We played from Level 1 to Level 11 before a TPK in the middle of Rise of the Runelords. We debated starting a different campaign but made 4 new PCs to take up the torch.
That lasted until two weeks ago until another TPK with our now Level 13 party. We will take one more kick at the can with four more new characters who somehow come to Sandpoint when they should be destroying small nations.
Both times the group was killed with Confusion and/or Dominate spells. And my guy had a +18 Will save....didn't matter.
As someone said before, the high levels are fun but you have to have a committed DM to handle all the details.
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends.
So, say my group is on downtime for a few days. At the start of day one I tap each of them and grant them a lucky presence of unlimited duration. Easy enough.
However, nowhere does it read that a creature can have only ONE lucky presence active at a time. Can I tap each several times over the course of a couple days to fuel them up with many Lucky Presences before we hit the road again.
If so, it seems very powerful....and it's first level.
How many of these would you pick? Any favorites? After we finish Runelords and Emerald Spire I will need some new modules. It reads:
Selling the following Pathfinder adventure path volumes for $10/volume
ALL VOLUMES OF:
RISE OF THE RUNELORDS
AND THE FOLLOWING VOLUMES:
THE BRINEWALL LEGACY
THE WORMWOOD MUTINY
THE HALF-DEAD CITY
FIRES OF CREATION
Can offer discount if more than 1 is purchased.
If I have a weapon that my 16th level Inquisitor casts Greater Magic Weapon on, it is now +4. Easy enough.
So while in combat he activates his Bane ability. It increases the enhancement bonus on the weapon by +2. But, is it a +6 weapon or does it peak out at +5 as I though enhancement bonuses (for attack/damage) do?
The bloodline reads:
Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Does this mean immunity to the panicked, frightened, and shaken conditions (from, say, an Intimidate) and the fear from spell effects?
Currently my half-orc (who has the trait Fate's Favored) is wearing a Jingasa of the fortunate soldier:
This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.
I was wondering if there was a way to increase a luck bonus on an item, similar to increasing an enhancement bonus. I would think not, but perhaps someone is aware of a way.
Let's assume no teamwork feats of any kind and that all involved are Medium size.
So my front line fighter, in a 5 foot wide tunnel, is in combat and getting beaten to death. He wants to let the paladin behind him to trade spots and the paladin agrees.
Is there any Attack of Opportunity on either of them from the single enemy (say he has combat reflexes).
OK....I just read over the Animal Focus part of the Inquisitor Archetype. I did not realize that was a Swift Action AND it lasts one minute per level AND you can make it last indefinately on your animal companion.
Also, it seems that the Animal Companion is at the same level as its master (not -3 as some other classes). So no need to spend a feat on Boon Companion.
So, yes, this is a rather impressive trade for Judgments.
I have found my Inquisitor to be most effective against all creature types and alignments for long battles. Say, at 12th level:
So with one Divine Favor casting (+4/+4 due to Fate's favored/sacred tattoo half-orc) and a Swift Action judgment on round one (+3/+6); move up to position. Next round Swift action Bane (+2/+2) and an extra 4d6 per hit on my now full-attack round.
With my 18 strength and improved Critical Feat for the +2 falchion:
2d4+6(strength)+9(Power Attack)+5(Judgement)+2(Bane)+4(Divine favor)+2(magic weapon)and extra 4d6 for the Greater Bane.
2d4+4d6+28 per hit. Threat range of 15-20.
Also, as per compared to the warpriest, doesn't the sacred weapon only last 1 round per level? And the Paladin's Smite evil is vs. only one enemy at a time?
While a judgment lasts as long as the battle against every single enemy. Even ones that are not evil.
But....I have to admit my backup character is a dwarven Warpriest of Cayden Cailean and he looks to be a lot of fun. And fun is the name of the game:)
Wait...what? Judgments are fantastic; the Swiss Army knife of your Inquisitor. Swift action to bring me up to fighter BAB and damage? Or fast healing if I am chasing foes through the streets of Sandpoint? Energy resistance of my choice? Perhaps a bonus to penetrate the tough SR of that enemy mage?
Unless we are fighting our Ranger's favored enemy my Inquisitor easily outshines everything else in my party. Also, some DMs don't replace your animal companion very quickly if it dies. While in a deep dungeon our Ranger lost her cougar and it was seven sessions later before we got out so she could get another.
You can't lose your judgments.
I second the Inquisitor. My god, so much fun and so much damage potential.
Be prepared to like math if you play it. With my guy and Plant domain I have to keep track of Divine favor/power, Bane, Judgements, Bramble armor, Enlarges, Teamwork feat bonuses, Power Attack, Critical hits with my keen falchion,etc.
The only problem is that now I really don't want to ever play anything else. I'm sure that feeling will change.....probably.
I just made one of these myself. 1/2 Orc Elemental (Primal). At 10th level his fireball is 10d6+15. Heck, his little elemental ray does 1d6+11.
So, yes worth it. With the Primal line I also decided to take Spell Focus Conjuration and Augmented Summoning/Superior Summoning. This is to take advantage of the 1d6 fire damage your creatures' natural attacks do each hit.
Just a quick backtrack to the subject of Earth Glide. I believe it would be fine for, say, and Earth Elementalist wizard to use it as much as he wants since it only lasts 1 round per level. Also, you only move 5 feet per round.
Since most levels of the spire are hundreds of feet apart it can't be an issue. Also, if the wizard wants to go explore parts by himself then go ahead. A good way to get killed.
Or...has anyone had a party use Earth Glide to break the dungeon?
I need some clearing up about the spell Savage Maw and my Inquisitor. 10th level.
1. I have a falchion in hand and cast Savage Maw. Next round, full attack action, do I get two attacks with the falchion and a bite attack (at BAB +2 with ½ strength damage)? In this situation, what sort of Power Attack damage does the bite do?
2. I have no melee weapon. Can I activate my Bane ability on my bite?
3. I have no melee weapon. When I bite I get two attacks. Do I get 1.5 times my strength modifier for damage? Do I get 1.5 times my Power Attack for damage?
Many thanks for the help.
In a past thread "100 Books Found in a Strange Library" there was this powerful item that dealt with Favored Enemy.
443. I Hate Everyone But I Hate You the Most
This rather heavy tome seems to be composed of various other books whose pages have been violently erased, mended, and then bound together to create a ugly Frankenstein of a book. It radiates moderate magic and smells of old garbage, worms, and depressing anger.
It was written recently by the famous Ranger Oscar Crouch who was famous due to the fact that every creature/monster/person in the world was his species enemy. The contents are written in small, tight handwriting and each word pressed very deeply into the thick pages.
Any Ranger who reads the entire 200 pages receives the ability to changes his speciens enemy(ies) at the start of each day to whatever he chooses. He must also make a DC 14 Fortitude whenever he uses this abiltity or lose 2 points of Charisma for 24 hours.
That thread has some great books in it.
Ok, it reads as:
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
If I (a half-orc) am fighting an Ogre armed with an ogre hook I know that when he is 10 feet away and striking me that he takes no Bramble damage.
However, if he is 5 feet away and we are beating on each other does he take the Bramble Damage? I would think so as he is not using his 10 foot reach (for being Large) and he is not using a weapon with reach ability. Under weapon descriptions ogre hook does not have it listed under special abilities.
I ask as we are starting to face ogres and giant in Runlords and this situation will come up a lot.
Sorry about that. I was having a bad day at work. :(
There is the crappy half-orc paladin archetype
Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite). This otherwise works like and replaces the standard paladin's smite evil
In the Emerald Spire I am certain that, at some point, my group will return to Fort Inevitable and attempt to take down the Hellknights. I was wondering if anyone had written up a build for the Lady Commander Drovust.
If not, I would be open to suggestions as to what Feats she may have taken and what magical gear she should possess at this point.
She is a middle-aged human Fighter 5/Hellknight 6. LE of course.
We are in Varisia chasing stuff around Turtleback Ferry. I am an actual, church-sanctioned Inquisitor of Erastil. So it makes sense that I would not exactly remain within one step of LG if I sucked the last dregs of life out of a sentient creature to increase my power.
Even if it was to help me protect a nursery full of orphaned babies. Under attack from a band of rampaging ogres.....with rabies.