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Demon

Gronk de'Morcaine's page

352 posts. Alias of Kydeem de'Morcaine.


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Lazurin Arborlon wrote:
Gronk de'Morcaine wrote:
Deadmanwalking wrote:
... while Inquisitors lack an equivalent synergy bonus (though the Teamwork Feats would help a bit, I guess).
Not sure I entirely agree. Some of those teamwork feats can get pretty scary if a bunch of people have them. It annoys me that I can't often get someone to be willing to take them with me.
One keen Falcata and a certain feat spread amongst the melee folk in the party come to mind.

I was thinking along the lines of:

Stealth Synergy - Now you are taking the best of 4-6 d20 rolls. even with just a few ranks you will all be pretty darn sneaky.

Shake it off - This could easily be a +4 or better to saving throws. Have some familiars with the same feat. Sheesh. Now the lot of your are nearly immune to many spells, SLA's, magical effects, and traps.

Etc...

You get that bonus even at low levels. That's huge.


Deadmanwalking wrote:
... while Inquisitors lack an equivalent synergy bonus (though the Teamwork Feats would help a bit, I guess).

Not sure I entirely agree. Some of those teamwork feats can get pretty scary if a bunch of people have them. It annoys me that I can't often get someone to be willing to take them with me.


I am starting to think inquisitor is my new favorite ‘go-to’ class.

A couple of us were talking the other day about versatile classes and filling party roles. And the inquisitor seems to be able to do just about anything. I don’t mean every inquisitor can do everything. But the class can be built to do nearly anything.

If you need a hammer (hurting the bad guys), anvil (interfering with the bad guys), or arm (supporting the good guys) combat role (or even any 2 of them); it can cover it. It probably is the least strong as the anvil, but it can cover that. The other 2 are pretty easy for it to handle.

Note: If you specify your role as ‘how’ rather than ‘what’, it obviously doesn’t work out very well. So if you say, “I will blast the bad guys with electrical attacks until they are dead,” you will find it difficult to do with an inquisitor. That is saying HOW you are going to do it. If you instead say, “I am going to make the bad guys dead,” that is WHAT you are doing (hammer role) and can be easily accomplished by an inquisitor.

If you need a sneak, face, knowledge, condition remover, or skill monkey non-combat role; it can easily handle that while still filling a combat role.

We probably won’t do it, but we were talking about making an entire party of inquisitors. I can’t see any reason it wouldn’t work at least as well as a more traditional party build.

People always talk about clerics being able to do anything, but they are hampered by lack of skill points.
Wizards can do anything, but they are squishy and have to be careful not to run out of spells.
I think summoners come close, but have difficulties with condition removal and a lack of skill points.
Bards are the classic that people say can cover everything, but they don’t have a lot of condition removals and they seem a bit mediocre covering the hammer role, though they can manage it fairly well.

May not be news to anyone else, but it seems interesting to me. What do you folks think? Agree or Disagree?


Every witch I've seen makes huge use of the slumber hex. So I wanted something different.

Usually takes us about 1.5 to 2 years to complete and AP up to about level 16.


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
Str 7, Dex 14, Con 16, Wis 7, Int 20(18+2), Cha 7 {{ No I probably won’t really dump that much, but I’m trying to see if it would be a problem if I did. }}
Human
Alternate race trait – Heroic (more hero points)
Chaotic Good
Beast-Bonded Witch
Familiar Compsognathus
Patron Vengeance

1 Hero’s Fortune (can have more hero points)
1 witch Evil Eye
2 witch Cackle
3 Blood of Hero’s (gain more hero points at level advance)
4 int +1
4 witch enhanced familiar
5 Luck of Hero’s
6 witch Misfortune
7 Improved Familiar (Celestial Compsognathus) - maybe extra hex instead
8 int +1
8 witch familiar form
9 feat Accursed Hex (can try to affect them again)
10 witch twin soul
11 feat Extra Hex - Hoarfrost
12 int +1
12 witch Beast Eye
13 feat Split Hex
14 witch major Agony
15 feat Extra Hex - Prehensile Hair
16 int +1
16 witch major Waxen Image

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.

-----------------------------------------------------------

Sodapop wrote:
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:

peter parker is literally a genius who uses chemistry (and other knowledge) to supplement his super power...

Alchemist!
tanglefoot bomb=web!
...

I've never run an alchemist. I did not remember that they had a tanglefoot bomb. That does fit very well.

--------------------------------------------------------------

Fastmover wrote:
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.
He didn't fight with weapons or wear armor. But he did use his webs at nets to entangle and envelop people. So you would probably want net prof and any feats that help wrap people up in nets.

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?


calagnar wrote:
Gronk de'Morcaine wrote:
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.
The phylactery uses the same slot as a head band. So you can use the cha item to increases the number of times per day, and the save DC, or you can get the flat 2D6 extra. My gold is best spent on the extra times per day and the save DC.

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.


FlySkyHigh wrote:
... 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.
Quote:
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:

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. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities.

A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

Some variant channeling abilities are enhanced when used on particular creature types. Such channeling increases the normal healing or damage from channeled energy by 50% for that creature type, rather than the default half healing or damage for the alternative channeling. For example, a 7th-level cleric normally heals 4d6 points of damage with channeled positive energy; with the Nature alternative channeling, that cleric instead heals only half that amount (2d6) when channeling, but heals animals and fey an additional +50% over the unhalved value (4d6 + 50%).

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.


calagnar wrote:

You are behind on damage with channel as it is. Taken variant channeling is just going to put you even father behind on damage. So I will recommend you stay way from doing that.

Other then that your build is good.

Personally my preference is to not do this build with a cleric but with life oracle. Just take alignment channel evil. That allows you to heal or harm outsides of that alignment. This allows you to do a few things. One it makes your casting stat, and your channel stat the same. Two it allows you to use the favored class bonus on channel. Increasing your channel revelation by +1/2 per level. The down side is you can not harm other things with your channel. You do how ever have a full divine casters spell list to pick from and high save DC.

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.


chirp


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:
Aasimar
Alternate racial traits: considering deathless spirit (resistance 5 vs negative energy and +2 save vs necromancy) or exalted resistance SR=5+level vs evil descriptor or cast by evil outsiders
Str: 8, Dex: 10, Con: 12, Int: 12, Wis: 16(14+2), Cha: 19(17+2)
Cleric (maybe the cloistered or theologian archtype)
Pharasma
Domains death and repose (although resurrection and thought seem kinda worthwhile)
Channel negative energy and either the death or fate variant channeling ability
PFS Faction Silver Crusade
Trait: Beneficent Touch (healing reroll 1’s) and Birthmark (DF and +2 save vs charm and compulsion)

1 feat: selective channel
2
3 feat: versatile channeler
4 charisma +1
5 feat: channel force (push/pull single target 5’ for each 2d6 of damage)
6
7 feat: improved channel force (30’ cone or 60 line)
8 charisma +1
9 improved channel (+2 DC) OR feat: quick channel
10
11 feat: greater channel force (30’ burst)


MrSin wrote:
Gronk de'Morcaine wrote:
Have you really seen one tried as a primary offensive caster? How did it work out in use?
At early/mid game you don't have enough spells and your DCs suffer too much in my experience, but I haven't seen one that went out of his way to jack up the DC's.

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:
1
Magic missile (evoc) – basic boring attack spell
Ear piercing scream (sorc) – evoc, damage target and stun, fort save half and no stun
Vanish (sorc) - illus, rnd/level, invis
2
Create treasure map (sorc) – div, find treasure of dead foe
Versatile weapon (bard) – trans, bypass DR
3
Malicious spite (bard) – ench, day/level, make someone work against another, will neg, probably not worth a known spell, but it could sure be fun sometimes
Force punch (sorc) – evoc, force damage and push back if fail fort save, try to get out of melee
4
Echolocation (bard) – trans blind sight 40’, 10 min/level
Dragon’s breathe (sorc) – evoc, line or cone d6/level elemental damage, reflex half


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?

Artanthos wrote:
Kolokotroni wrote:
Artanthos wrote:

It works to a point.

Then you hit your first anti-magic field and your suit goes away, leaving you standing on the front line with your 7,7,7.

Is that much different from the wizard being hit with an antimagic field? At least the summoner then has a d8 hit die, light armor and 3/4 bab. What does the wizard or sorceror have in that anti magic field?

Most sorcerers and wizards don't dump all physical stats down to 7.

CON in particular is usually a 14 for most casters. That's a 3 hp/level difference between the wizard and the stat dumped synthesist. In the wizards favor.

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.


  • With a 20 point buy you could go as extreme as 18, 16, 14, 7, 7, 7 before racial modifiers. At first level level, he could have physical stats of Str 18, Dex 12, and Con 13 with 13 hitpoints (7 from the eidolon) which isn’t bad for a secondary combatant.
  • The eidolon would then be mostly just defensive and physical ability increases.
  • Summoner doesn’t have all that many spells each day, but probably would not need to use as many defensive buffs as usual.
  • Minor fights just operate in secondary martial mode.
  • Significant fight use maybe a single spell then go into the secondary martial mode.
  • Major fight you could nova your remaining spells as a primary caster.
  • Though it by no means has the best offensive spells in the game, the summoner does have a few of the most popular ones. For example: grease, the pit line, glitterdust, black tentacles, etc…
  • If those don’t seem sufficient, you could use a Samsaran with the mystic past life to cherry pick the best arcane attack spell of each of the first 5 levels.

What do you think? Has it already been tried and failed?


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.
Self must be seeing and speaking him afore passing through great nothingness. Self be not worthy, but self be caring regional Groteus shrine. So few understand the joy of Groteus coming so be no one else for task. Belike try best all be done.
Self wishing you luck. May your temporary lives have joy. May you make things better for all before the peace of nothingness catches up to all of us. Be safe for little while you have left.

With that, the ugly man strides off to meet with his mentor one last time.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.
Afraid I'm going to have to drop out also. Sorry about that folks. It has been pretty interesting, but no choice.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Sorry, I am working hell long hours this week. Go ahead and just count me as neutral after voting for the transmuter wizard.
I've looked over the builds and responses somewhat and I don't think I see any significant problem with anyone.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Ok, didn't know that.
I thought we were only picking 1 (or maybe 2 if replacing Shakhan).

I will look back over the possibilities this afternoon.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

I did, I also like the transmuter wizard as my first choice.

Second choice would be any of the bards.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Still here, just nothing involving Gronk going on at the moment.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Unless you needing self more, self go to rest. Unless someone has something else for him, Gronk heads back to the Groteus shrine to rest in it's comforting presence.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Thanks generosity. Self will do as able, make things better for many.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11
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.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

I'm going to the Citadel after I clean up.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

So are we all at the citadel or did Ashe go to report on his own?


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

To the innkeep, Self and rest need room and several baths also.

He carefully places 2 more coins on the bar.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

So many peoples, so concerned with things that don't matter. {sigh}

Let us clean up prior to seeing Lady Marshall.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

As I recall:
1 We were on our way to report to the Marshall after talking with the priest.
2 Priest hired us to escort him to the palace.
3 We volunteered to escort the doctor so we could spy on him.
4 We were going to follow the doctor when he left to spy on him when the wererat thing came up. (We sent the lizard to follow where he went.)
If there was something else, I lost track of it.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.
Think you we report Marshall this night or morrow?


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

I believe there should be an eversmoking bottle in the party items. Those are sometimes useful.

I probably won't have time to update the character until thur night.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

hd: 1d8 ⇒ 4


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

I don't find anything that says sneak attack is only with light weapon.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Well just the first one then.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.
CLW1: 1d8 + 5 ⇒ (4) + 5 = 9
CLW2: 1d8 + 4 ⇒ (3) + 4 = 7

Gronk uses the power of Groteus to heal Ashe then keeps searching with the others.
perception: 1d20 + 5 ⇒ (11) + 5 = 16


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

"...2 vials of a nasty greenish-yellow liquid (perhaps a poision?)
...", I believe I did detect poison and they are. But I don't think I could tell what kind.

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.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.
heal check with kit: 1d20 + 11 ⇒ (15) + 11 = 26

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.
perception: 1d20 + 5 ⇒ (11) + 5 = 16


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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):
ranged touch: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Ok, even for a touch that probably missed.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Round 2 on Gronk's initiative.
The following assumes Girrigz is still standing and a threat...

A small roughly humanoid lump of dirt rises up behind Girrigz. It immediately swings a stony fist at the wererat's back.
small earth elemental slam: 1d20 + 6 ⇒ (19) + 6 = 25, damage if hit: 1d6 + 4 ⇒ (1) + 4 = 5

Gronk continues to call on the power of Groteus, Brániť božský je choroba!
Ray of Sickening, save DC=17


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Ok, I'll stick with it then. Thanks.

Like I said, I mostly picked for the fit. The bonus is minor and doesn't tend to come up all that often. Either of the other 2 is probably more 'powerful' or at least applicable more often.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11
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.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Megan,
Just learned I made a mistake with Gronk's build.

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?


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

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.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Gronk turns and mutters to Varrel, Sir Asherick says one evil being down hallway. Remember evil is not only potential danger. Could still be mercs, animals, and traps.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

When he sees several people moving into the southern room, Gronk moves over to cover Asherick.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Gronk knows he is not the most coordinated member of the group. So he will just follow along trying to walk where the person before him did while keeping an eye out for anything dangerous or interesting.


Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Girrigz only makes things worse for all feed his anger. Cares for no one but his self. Is wrong path forward. Must needs be stopped. Now.

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