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boring7: Sorta. More like the Roman/Greek Diana. A goddess of the wild regions. My character relates particularly to the survival of the fittest, birthing specialist, perfection of the gene pool through genetic manipulation aspect of the goddess. (well, maybe he added that last part)
Rerednaw: We didn't get away. It just left, thank Diana!
I doubt there will be any villagers in this town. It has been ravaged by a cataclysm.
Hm. You share a similar name to my GM. ... I think you are trolling me. ;)
The archer (and my character) did just change religions. We are now worshiping an ancient goddess that was recently rediscovered. Diana. Basically the setting here is that ancient Golarion is actually Earth.
Anyway, perhaps this new goddess shall smile upon him. I'll bring it up as a possibility. Tongue and cheek at first but I will gauge his reaction and if he seems open I will push it on him. ;)
LazarX is mistaken. He will see that when he reads your post. I think he didn't realize how you got the Roc companion.
I suggest taking Boon Companion at first level instead. Summoning is terrible at low levels due to duration. Take Spell Focus at 3rd and Augment Summoning at 5th level. 5th level is when summoning really takes off anyway, that is when you want that feat.
You probably do not need that high of a Wis if you are going to be summoning centric. The DCs of your spells will not matter. Save yourself some build points and spread some of those points out into Con and Dex or Str IMO.
The rest looks good. Perhaps consider a level of Mammoth Rider if you can convince your DM that Rocs should be included in that list.
Rerednaw: GM stated specifically that he is not pulling punches. There will be encounters that will exist that we are not supposed to win by fighting. There will be times that we will encounter CRs higher than what should be challenging for our APL. This was all expected. The difficult part of this encounter is we didn't attack it, it attacked us unprovoked. But I guess that is kinda what these things do. *shrug*
Even when I take my next level of Alchemist and get 3rd level extracts I will not have a feat available to spend on Infusion. I could, however, make a potion. It is true we do not have someone primarily dedicated to healing but we mostly have it covered. Everyone in the party has some means of healing. Even the Gunslinger has the Heal skill and stuff he can do like cauterizing wounds. Our archer is Empyreal blooded and has the positive energy ray. He also has the heal skill and even with a single rank has a higher check than my Alchemist due to having a stupid-high Wis score. (28) Between the Witch and I we have been able to handle most things. ...just these status ailments are a bit beyond our abilities for the level. That is the long way of saying you are right.
boring7: Oh. I don't want to be a Cleric this time around. I'm sure we will survive, just looking for a way of easing us past this rough point.
From the sounds of what our GM told us that adventure happened. We are here after that happened and after a Cataclysm. The amount of time that has passed between the two though isn't much. Maybe just a year or two at most. There are probably still some giantkin still about. If we encounter them we wont need an ogre-slaying knife, I can beat them down with my bare hands. They are +9 vs ogres! (actually more than that by a fair margin) ;)
I should mention that our current mission is to find a settlement location for the Moon Base Alpha people to setup at. Major requirements are a source of fresh water, a defensible location and verdant area for growing crops. I think the region around Turtleback Ferry should deliver in spades, though the town itself we will likely leave with little interest. Probably we are just going to scan it for valuables and leave. There is a fort to the north that might be more promising and perhaps some mountains that would provide a more defensible area to setup a new town.
boring7: I bet the Dutchess' manor is where we are headed. That sounds like it is likely the large building at the center of town and as none of us are familiar with the place that seems like the most likely place for us to go to start.
While the Scarred Witch-Doctor is a strong class it doesn't fit the concept of what my character is going for at all and doesn't really fill the role of a tank (even with the high HP) which is what my party needs out of me. But you are right, we truly need to compare notes more about who needs to cover what for healing. I have plans for this. ...it may involve murdering his character and feeding it to his Quasit and blaming the whole thing on the Quasit. Or perhaps something slightly more constructive.
Tarantula: There are no shops. That was stated. Moon Base Alpha has limited supplies and we can check there when we get back. You are correct, though, it does look like a good item for us.
Cavall, Rathendar : Did you miss the part where I do not have 3rd level extracts yet?
boring7: I think the GM feels sorta bad throwing that CR12 at us so early and screwing the one player so bad.
Did I mention that the witch specifically is putting ranks into UMD to shore up the spells that she can not cast? ...and then didn't get scrolls for the healy type spells either? Not a single Restoration spell (I got those), Remove Curse (I got those), Remove Blindness (neither of us got those, Break Enchantment (neither of us got those). At least he has a wand of Dispel Magic. Too bad it wont help with the blindness. :(
So question on this: if we manage to use Lesser Planar Ally do you think it would be possible to summon an Aasimar with class levels that has a scroll of Remove Blindness on him? I mean... I guess there is nothing that says you can't summon native outsiders, right? And since it is deity's choice and presumably they are trying to do the best for their following to help their request it seems feasible.
I dunno... what do you think?
Alchemist isn't the one who is blinded. The archer is.
Also, I just figured out what we were fighting. A Shining Child. Yeah, I am fairly certain we can not beat that thing what with the permanent Insanity and all. It didn't even use a fraction of it's power against us. If my character can manage to get ahold of it and keep raging until we kill it then maybe, but I don't see how I'm going to do that with it flying about and shooting lasers and all.
Also, another item of note. We are in Turtleback Ferry. I'm not looking for spoilers and I doubt many would be relevant anyway but apparently there is some module that took place there. Not sure if my DM is pulling anything from that or just using the basic map or what. If something there survived the cataclysm perhaps we can find something in that town that could help. It is half flooded right now.
I should mention we are in a post apocalyptic Golarion. We actually have been doing a bit of Star Gate like hopping around as our base of operations is on the moon. It is one of the only places to have survived the cataclysm completely intact. We do not have an easy means of transport back and forth and have to use this very sparingly. The current mission we are on doesn't allow for us to travel back to base without completing the mission.
There are also no real "towns" to go to in order to buy magic items or procure the aid of spell casters. So these options are - at least for the time being - not possible. Basically, we have to make due with what we have. This is something we all went into this campaign knowing and have tried to have a fairly self sufficient party. Well... except the witch. She refuses to conform and adapt. I have tried to offer the player some advice on ways to be effective but she doesn't believe that the staples of an effective witch are actually effective. Further they don't seem to match his character concept. Other than being a dark skinned human female witch doctor type, I'm not sure what his concept is from a mechanics perspective.
I am unfamiliar with what the critter was but my party just ran into some CR12 thing that had a 60' radius of permanently blinding light. We do not appear to have an easy means of blindness removal. We are fairly stuck by ourselves without a solution.
Barbarian 1/Alchemist 6 - Hyde type. Going high hit points tankish with the Diehard and Deathless line of feats and Lingering Spirit. His alternate personality is a doctor (chirugeon archetype) and a backup healer. This is my character.
Witch 7 with Animal Patron - Improved Familiar for a Quasit that spends most of its time in Hyena form. Hexes taken: Flight, Prehensile Hair, the healy one and Slumber.
Gunslinger 7 - Pretty much a generalist gunslinger, not a lot to mention here.
The Witch is generally annoying for how the player role plays her (male player, female character). She tries to parlay with many enemies in the middle of battle even when it is clear that they are not interested (or often not capable of) diplomacy. No exception here. She is borderline evil in an overwhelmingly good campaign and has a quasit as a familiar. He sees no problem with this. Mostly though, the character is wildly ineffective. Despite being a witch which (oo, a pun!) should be an excellent debuffer he has chosen to ignore what that type of character excels at and pretty much resorts to being a blaster and terrible melee character. She is also the group's primary healer.
...despite being the group's primary healer she is fairly subpar at that as well. Point and case, she never picked up Remove Blindness. She also doesn't carry any of the other remedy types spells. I have 4 scrolls of Restoration on my character for this reason. She has no Break Enchantment, Remove Paralysis, etc. Even if she didn't keep them memorized I would think she would at least have them copied to her familiar to memorize them when needed. Or at least have scrolls of it or something.
My character as the backup healer does not yet have 3rd level extracts. Even if he did I could not share it with a party member. I can only do that with cure spells. I do not have Infusion and honestly do not plan on getting it.
I have no solution for our archer's malady that I can think of. We have a Harrow Deck but we are very reluctant to use it. I would honestly rather just throw the whole deck in a lava river somewhere. Other than that I believe our witch has a way of using Lesser Planar Ally (scroll or a staff, I do not recall). I couldn't find anything he could call that would have spells or spell-like abilities that would help. The spell is too high level for a 6HD creature to have on it's list if it had character levels and I couldn't find a critter that is capable of removing it with spell-like abilities.
That leaves either my character leveling up or his character doing spell research without access to a library to do so to help. Unless someone else has ideas?
Worse yet we didn't kill the thing. It flew off. We are likely going to have to face it again and it is pretty grim for our CR. It was telepathically yelling at us about something about a locket and a well so it is likely there is some kind of RP story thing going on that we are expected to figure out. My character hasn't had the time/money to invest in a means of reliable flight yet (he has a goat of travail figurine but it is on cooldown right now). Normally he doesn't need to as we have the skies covered with a flying archer and have ground artillery with our gunslinger so ranged combat isn't a big issue. But with our archer taken out that takes a big chunk out of our damage dealing. And a blind archer isn't very effective at anything else either. ... at least he has a ridiculously high perception check.
Maybe with Lesser Planar Ally we could call a being that has a scroll of remove blindness or some means of doing so with equipment it has? I'm grasping at straws here. I suppose it is possible that the blindness is actually a curse. I have scrolls of Remove Curse on me.
Parry and riposte are some of the worst abilities of Duelist. I would not base a reason for taking Duelist on that ability for any build.
Getting more initiative is always good. Always.
And, like I said, without posting what your build is (like if it has Dragon Style and a Buckler that he uses frequently) it is impossible to predict what would be best for the character. Without that information I would say that Duelist is a good choice for a Swashbuckler.
Perhaps I missed it. In what way are they redundant? Do some of their abilities overlap rather than stack?
I mean if you are using a buckler and set on doing so then I guess it isn't the PrC for you, but it does seem to both mechanically and thematically match otherwise.
Shaman Bond: Monk and Barbarian do not play well together. Alignment clashes and all would not allow a Breaker and Kata Master to mix. Sorry.
Durngrun Stonebreaker: That build looks better to me. It seems like it is doing more what you wanted it to do. :) Not sure about your other rage powers though... they don't seem to work towards the theme that you are going for much. Even though the brawler powers didn't add much I feel that they at least match the theme. Plus at least with those you do not have to focus on using a weapon as much which seems to be what you are going for.
You could go for some of the generally helpful powers like celestial to help out your healer. If you aren't worried about the hitting you while grappling and want to make sure you land your roles you could go for Reckless Abandon. Have you thought about going for the intimidating line of powers and with Cornugon Smash? Stacking debuffs is a good way to ensure you are able to grapple successfully for those hard to grapple foes.
I would like to second (third? fourth?) the opinion that Brutal Pugilist is NOT the way to go here. Go Titan Mauler. Ignore the text of Titan Mauler as written as well as the errata. The creator of the prestige class has posted on this topic and it is clear that the intent of the archetype was to be able to wield weapons that are normally too large for you to wield. The intent matches the fluff and while I would normally argue for the crunch > fluff, but if the developer of the rules backs up the intent that is difficult to argue.
Brutal Pugilist doesn't let you do anything you can't already do. It just makes doing things that you can already do easier. Titan Mauler DOES make you do things that you can not already do. AND it makes it easier for you to do those things. In fact, it lets you do the things you want to do: it lets you wield over-sized opponents. (if you use the developer's intent)
I also would suggest taking Imbicatus' advice and going with Living Monolith for at least 1 level past 10th. There have been some other great suggestions as well. Particularly this one:
Wait what?.... Even if you could combine them legally, are you meaning that you would get 2x Int modifier because it is 2x splash weapons in one?
I'm not certain that is the way that works...
Most games I play in raise the cost of Monk's Robes by 50%. The formentioned bracers also get price raised.
Some games I have played in ban PC made items with wishes in them.
The making of Mountains into Islands and Islands into Plains seems like just a bit of mana shuffling, not too game breaking unless it affects the other player's lands. Wait... wrong game.
strayshift: So what bloodline power would you get? There is only one bloodline power listed for Sylvan.
To be clear an animal companion at CL-5 is fairly weak for a 2 feat investment. It isn't like you are getting more for that bloodline choice than the others. For a third feat (Boon Companion) you could even get it at CL-1! ...still pretty meh for a 3 feat investment.
I understand you are going for the one punch trick thing here but to me it doesn't seem as worth while to invest in both Nature Magic and Grasping Strike to situationally (foliage in the area has to exist) gain the same advantage that you could accomplish simply by throwing a net at them.
If you don't care and you just want to add whatever effects you can (even situational ones) to you punch as possible then feel free to ignore this post.
Still looking for an answer to this:
Me, earlier wrote:
Rogar: I thank you for having logical arguments. However, I have good reason to see them as the same thing. There is a distinction between Bloodlines that are Sorcerer Bloodlines and and Bloodlines that are not Sorcerer Bloodlines. For example there is the generic term "bloodlines" that is just referring to your character's ancestry and is something that mostly belongs in a character's background. There are also Bloodlines that are not available to a Sorcerer like a Bloodrager's Bloodlines. There are also templates that talk about having a bloodline as to the cause of inheriting the template like half-dragon.
But Wildblooded Bloodlines? Yeah. Those are Sorcerer Bloodlins.
As I have said before, I am not the only one with this opinion. In fact, I believe it is the popular opinion of those on these boards as I have seen from previous threads on this issue. I do not slight others for their opinions on intention but it appears to me that there are people who are reading words in that do not exist in RAW. That is also what Ravingdork sees if I read him correctly and others who have posted on this topic repeatedly in other threads.
fretgod99: The rules state that you get the Bloodline Power. It is (regardless of other things it also is) a Bloodline Power. Honestly, that is as simple as it is. If you don't get it then you would be getting nothing for taking a feat and I truly do not believe that is what is intended. Do you believe it is intended for you to take a feat and get nothing?
fretgod99: I didn't handwave it away. You are correct that it counts as an Arcana. But that does not make it NOT count as a Bloodline Power. For that I think YOU are handwaving it away. And I think that YOU are adding words that do not exist as there is nothing that says you do NOT get the Bloodline Power. That is the letter of the rules.
fretgod99: The concern that it replaces two abilities IS a balance related concern. Is it not? As I said before, "Leadership > Eldritch Heritage. And that is one feat."
Taking two feats to accomplish less than what a single feat accomplishes doesn't even ping on my balance radar. But I guess in that regard my equipment is less sensitive than others'.