Just finishing playing a life oracle. I don’t want the others to get used to thinking of me as a heal or buff bot. Or even just a super nice lovable guy. So I’m thinking an offensively-aggressive witch. No healing hex or buff patrons. Any buffs I learn would be personal only for just me and my familiar. Hexes are to hurt the bad guy not buff an ally.
Also, we are using the optional hero point rules. So I am taking all the hero point options I can get. I think I can tank my wisdom and still be ok by using the plethora of hero points to make the critical saves.
20 Point Buy
1 Hero’s Fortune (can have more hero points)
What do you guys think?
I forgot to mention. Our campaigns don't have fully stocked magic item shops and it is sometimes difficult to get someone to build something high powered to our specifications. We can't necessarily plan on very specific magic items to make the build. So any 'needed' abilities have to come from the PC not the items. Unless of course he has the capability to make them. (We don't usually take crafting other than scrolls, potions, and maybe wands.)
That's why I was looking at casters to get the proper magic effects.
If you pick up the feat Equipment Trick (Rope) and the trait Prehensile Whip you can use any rope (Spider-Silk Rope for bonus spiderman points) as if it had a grappling hook attached, as well as to save people from falling, to save yourself from falling, and to entangle enemies from a distance. If you cut out the trait you can still do all of that minus using it as if it had a grappling hook attached (you could just buy a grappling hook after all)...
I love this! I had totally forgotten about the PFS equipment tricks.
I guess I hadn't seriously considered Monk. Compared to other heroes he wasn't especially great at unarmed combat (other than the strength of course). And I didn't think of his stories as showing him being particularly wise. He was intelligent but I would have rated his charisma and wisdom both as average or maybe even a dump stat.
nate lange wrote:
I've never run an alchemist. I did not remember that they had a tanglefoot bomb. That does fit very well.
I would go with Magus and use the spells Alarm, Web, Force Hook Charge, Spider Climb.
I always think of magus as scimitar-shocking grasp default. Sometimes it takes me a while to remember that they can prep utility spells. Plus they could use the arcana to gain some more.Not sure they get enough each day to really seem like spiderman all the time, but it is definitely worth looking at.
Ninja tricks and rogue talents can get some of the effects. But I didn't think it would be for enough of the day to really give the spider man feel. But maybe I'm wrong about that.
And trap spotter really does work as the 'spidey sense.'
A friend of mine wants to know how to make a PC that plays like spider man.
I'm thinking you would want unarmed brawler / sage sorcerer / eldritch knight.
You wouldn't want many different spells, but you would want them over and over. (Spider climb, bulls strength, web, ect...) He was intelligent but not necessarily a strong personality.
I'm not sure how to do the 'spider sense' thing except alertness, and things to raise his initiative score. But maybe a foresight specialist wizard instead of the sage sorc.
Any other ideas? How would you do it?
It will probably depend upon my experiences by the time I can afford it. If I keep running out of channels and/or they keep making their saves, then yeah I will go for the charisma. If I want to throw them further, do more damage, or have large buff/debuff effects I will take the channeling.
... El Cubano: you can choose whether or not to use variant channeling with each use of your channel energy ability. So if you wanted to shunt people around, you could just turn off your variant for a moment, then put it back up when you want to buff/debuff.
When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity's portfolio. Once this choice is made, it cannot be altered.
I don't think you can switch it on and off like that.
El Cubano wrote:
I guess as a side note, how would the variant channeling interact with the channel force? I ask because channel force works in increments of 2d6, and the variant channeling reduces the amount by half. Would that affect the distance enemies would be pushed as well?
I don't think so. But I wouldn't argue it if the GM wanted to rule that way. My reasoning is from this:
partial quote from the PRD wrote:
To me the bolded sections imply that the cleric has the full channeling listed in the table (ie 4d6 for a 7th level cleric). So he would get the full force effect of the channel. But the target would only take half the damage.
But, like I said, I wouldn't fight it if the GM decides the other way. I would still get the buff/debuff and the force effect.
Not trying to do significant damage or healing with the channel. It is merely the vehicle to throw people around and apply an area debuff or area buff.
PFS seems to have lots of single opponent fights so the area part of the debuff isn't as good as it could be. But then again, until 7th level the forced movement will only effect a single opponent. Plus I will definitely be getting a phylactery of channeling (I'm not sure if positive or negative) as soon as I can afford it.
I really considered using the life oracle, but that ends up being very close to the undead blasting life oracle I'm currently playing in my home game. I think I need something different to really enjoy the character.
Considering a new PFS character. I have a feeling with season 5's theme I will be seeing lots of paladin's so I don't want to do that. But was looking at kinda similar theme. Here's what I'm thinking. A channeling focused cleric. Not to do or heal damage but for the force and variant effects. Spell casting would primarily be buffs.
Opinions on the following:
1 feat: selective channel
Well, that's kinda what I'm thinking. The bio-suit makes it so you don't have nearly as much need for things like toughness, dodge, improved initiative. So you have the build space for things like improved spell focus, bouncing spell, and/or persistent spell.
Ok, if I were to go Samsaran with Mystic Past Life (with the max 18 charisma) I would be able to add any 5 arcane spells to my allowed list to be learned.
What do you think would be the very best ones to learn?
Not absolutely required, but if they have a save, it would be better if they are the same school to get the most out of Spell Focus.
Hmm... Or should I be going for no save spells like magic missile and acid arrow?
Some of the ones that come to my mind are:
Orfamay Quest wrote:
That's the standard use of a synthesis summoner, and probably what the designers had in mind...
Every one I've seen has been a melee monster build. with just enough cha to cast melee buffs.
Have you really seen one tried as a primary offensive caster? How did it work out in use?
Well, I understand your point. But, in the last 3 AP's (haven't finished the 3rd yet) I have seen 1 anti-magic field and the write-up had that so badly positioned it had almost no affect since the PC's didn't actually have to enter the area and could clearly tell where it was.
I think that if any summoner hit an antimagic field, he would pretty much just be trying to run away.
Also that example was the extreme limit. I probably wouldn't really dump con I would just leave it at 10. That low of HP just scares me.
I am sure this is not a new idea, but what I am thinking doesn’t quite match what I’ve been able to find.
Synthesist Summoner using the eidolon as a biosuit so he can dump all the physical stats and pump all the mental stats. Then function as a primary caster and either secondary melee or secondary missile fire.
What do you think? Has it already been tried and failed?
Friend Varrel, Sir Asherick, and Lady Una (even you little Majenko) self has somber news. Old priest what bought Gronk and spake unto him the glorious news of Groteus coming be dying.
With that, the ugly man strides off to meet with his mentor one last time.
There has been a serious shakeup at work. I'm not going to have any spare time for the foreseeable future. Also, I did most of my posting during down time at work. No way I'm going to be getting away with that anymore.
Sorry, I am working hell long hours this week. Go ahead and just count me as neutral after voting for the transmuter wizard.
My first choice would probably be the Wizard. A straight wizard with a decent book is a powerful addition if we can give him time to prepare and enough info to make the right choices. Though I have not problem with him wanting to go EK I don't see that as losing all that much spell capability and definitely increases his survivability.
My second choice would probably be any of the bards.
But I have to admit, I am partial to spellcasters and tend to not give as serious of consideration to straight non-casters like barb, rogue, and fighters.
Though I must admit I have been considering a lore warden for a home game to get me out of my habits.
Megan Robertson wrote:
... You will, of course, be reimbursed for your expenditure on the city's behalf. ...
Gronk will take that opening to turn over the receipts for the 2 scrolls of water breathing (375 gps each). The other gear is incidental in nature.
Hmmm... If I was trying to run a conspiracy, this would be a delightful place to find out what the competition was up to.
Gronk looks around carefully so see evidence of a magical sensor or maybe spy hole in the Marshal's office.
perception: 1d20 + 5 ⇒ (9) + 5 = 14 , and he manages to locate the walls.
As I recall:
Gronk steps forward to give the creature the 3 trail rations that he has with him.
All self has now. Your need greater. Try make life better you and yours. Not hurt others without cause.
Gronk turns to Una.
I believe Ashe was the only one injured for 14 points. Correct me if I'm wrong. I will convert my magic weapon and protection from evil spells to cure light wounds to heal him.
Gronk uses the power of Groteus to heal Ashe then keeps searching with the others.
"...2 vials of a nasty greenish-yellow liquid (perhaps a poision?)
I wouldn't mind the masterwork silver dagger if no one else wants it. I don't use weapons much, But it would be reasonable to have a silver one.
We might be able to find a use for the eversmoking bottle.
Guys that try to get in weapon combat could probably make better use of the potions than me. Or possibly the sorc if worried about being targeted. But if no one else wants, I would take rather than sell.
I have no particular use for any of the rest of it. So if you can sell for a reasonable income, go for it.
Self be checking body for plague. Self know not if such these can suffer plague.
Gronk spends a few moments examining Girrigz's remains to see if there are any signs he had contracted the plague.
If it had the plague, mayhap I should burn the body and head. We could always mount the skull.
If he find nothing he will help the others search both rooms with magic (cast detect magic and detect poison) and physically looking.
Megan, did the earth elementals strike of 25 hit? If I could place it where it would get a flanking bonus it would be a 27 to hit. Also, I just realized I didn't roll an attack for the Ray of Sickening. That follows (with -4 for into melee):
Round 2 on Gronk's initiative.
A small roughly humanoid lump of dirt rises up behind Girrigz. It immediately swings a stony fist at the wererat's back.
Gronk continues to call on the power of Groteus, Brániť božský je choroba!
Megan Robertson wrote:
... Yes, I read enough Slovak to understand that... used to do the same thing with one DM who liked incantations to be said, only in my native tongue, Welsh!
As far as I know, never met anyone that read any Slovak before. I just put something in google translate and pick languages until I get something that looks properly bizzare. Slovak has worked the last couple of times. I don't make any attempt to do anything like that for in-person games though.
I thought the history of heresy trait went well with the back story since worshiping Groteus is pretty heretical for an orc (well, for anyone actually). But you can't do that with a divine caster class.
Do you want me to pick a different faith trait (prob birthmark or indomitable faith) or stick with it anyway?
initative: 1d20 + 1 ⇒ (14) + 1 = 15
Staying behind Ashe, Gronk begins to call on the power of Groteus to provide allies.
Prineste služobníkov ku mne!
Begin casting Summon Monster II. Won't be complete until just before my next turn.
I don't know that the one failing to stab me actually surrendered. If it did not, I will go full defensive and direct the summoned flail to not attack this round to give it another chance to surrender.
All die, but it need not be this night for you.
The divine glowing flail continues to strike at the wererat.
Gronk again prepares to use Groteus' power to cloud the mind of any enemy that comes within reach.
Readied action to use vision of madness on the enemy if they come within range (+2 skills, -2 on saves and attacks).