I'm currently playing a cleric of Asmodeus and I've aquired a hellhound as part of the adventure path (please do not spoiler the adventure path by naming it). This is madly thematic ofcourse, so I'd like the hellhound to stay with me during the adventures.
We're currently at level 7, the hellhound is CR3, so it is a gimmick power-wise, although its breath weapon, stealth and intelligence have their merits. Also, the dog is perfectly loyal to me (LE).
My GM is flexible, as long as things are balanced and most of all, cool. So as long as the hellhound trails behind for three CR levels, things should be fine. I'd like to explore possibilities to increase the power of the hellhound as I level up, using magic items, feats and possibly other options like existing or new class features.
Any ideas on doing this?
I've considered a couple of things:
Any creative ideas out there?
PS: Dipping into sorcerer or taking arcane heritage feats + Improved Familiar are not very thematic for my character :)
In Asmodeus lore, forgot of it is in Princes of Darkness or in some other deity book, it is written that Asmo is mostly Lawful and that He is such a pinnacle of lawfulness, that He has been rumored to attract Lawful Good paladins. He then carefully stipulates the purpose of the agreement with the paladin so the paladin can remain good.
The paladins should be much more lawful than good, mind you. And mostly in areas where chaos is most present.
I can look it up if someone cares enough :-)
In an evil campaign, we have the opportunity to take over an existing structure and create our base of operations there. There will be several foul rites going on and flocks of good guys will be trying to stop the operation.
We need to hold out for about a year in there and it will become increasingly known that bad things are afoot there.
There is a town nearby that will probably be the staging area for any good party that will try to stop us and we have our spies there. We also have access to certain illicit items and we have casters on board. Three of our party have the Leadership feat (divine, arcane, fighter, level 6/7).
The lair is basically a spire and on each of three levels it has an entrance. There is a backdoor through the base of the spire that we know of. So we have three entrances to take care of. There are trapdoors at each entrance, that catch very stupid adventurers, but anything else needs to be built in.
My question is: how would you defend the lair?
The Diabolist gets an imp companion. About the class level that you use to lookup abilities in the animal companion table the rules say:
This is the diabolist's class level plus her highest caster level.
I think this is miswritten. Taking this literally, you would get +2 table class level per level of diabolist:
1) Take a level 5 cleric
I think the intent must have been to write a rule for multiclass casters, so we take the highest caster level, namely 6.
Am I correct?
Is it just me or is Angelskin mispriced? I not only mean powerwise, but also from a roleplaying perspective.
It is made out of the skin of angels. It is prices at +1000 for light armor and +2000 for medium armor. It gives you an undetectable alignment at a 20% spell fail chance.
If you play an evil guy (Way of the Wicked campaign anyone?), this is a no-brainer item. First sign of mispricing :) Maybe it is not very, very high-powered, but the fact that it is a no-brainer for 2k says it all.
Furthermore: angelskin? The skins of angels? For the price of only three or six masterwork swords? For the price of a +1 weapon? I assume it is much, much more rare than diamonds? How many angels die and are skinned and preserved afterwards?
My GM houseruled it as unavailable immediately. Unless we flayed an angel ofcourse ;)
What do you think?
Yeah, I thought the same. But it never hurts to have a second opinion :)
Reading the rules for the awesome Evangelist archetype, I noticed that the rules only mention the number of dice channeled to be capped at 7. It does not say anything about the DC.
Does the DC grow with all levels or is it similarly capped to 14?
I disagree with people telling you not to take combat oriented feats.
Yes, the fighter dishes out more damage and hits more often. But you are or will be a fantastic fighter. If you enjoy it, take feats that increase your effectiveness.
You will be a mobile fighter because of your medium armor, so try to specialize in that. And try to find out what exactly you like as a combat style. Do you rush, do you trip, do you like to bash away. Do you spring-attack? You should not forget to add to the fun :)
What has worked for me very well is to go the "critical" route and take Improved Critical. This works great with later Ranger abilities like Quarry, because you will have more possible criticals.
I agree that taking the "critical" path too far is more effective for a fighter. But you should take:
- Weapon Focus gives you an edge with a favorite weapon if you have one. (bow anyone?)
Feats a fighter would probably not take are:
Don't forget to add fun :)
A small feature request / idea:
All spells share certain traits. For example: they are abjuration spells. Or they are 3rd level abjuration spells. Or they are all 2rd level cleric spells.
I guess your spell lists come from a spell database of some sort. What would be awesome is if there would be navigatable dynamic lists that could be reached from the spell page itself. If the spells are indeed from a database, that would be a piece of cake to add.
I tried to do it for myself on my private PRD page by parsing PCGen source files, but well... Paizo's PRD is much better, errata are in there, and well. It's paizo.com ;)
I would order a copy right now if the shipping wasn't this high. I would order through Amazon if it was available through their store (no shipping).
There are a lot (!) of gamers in Europe. Please have an online store available the sells with low shipping costs. Amazon.de/co.uk is great, so is Bookdepository.co.uk. They might even cut you a better deal :)
[UC] Can you qualify for `Channeled Revival` with a `Phylactery of Positive Channeling` at level 7 Cleric?
RAW says no, but as a DM I would allow it, but only if when used, there is no other choice, it is roleplayed well and adds to the fun.
I would have it cost something, maybe the item is damaged, because it is used in unexpected ways, and you'd need to get it restored before you could use it again that way. Or maybe the cleric takes 2d6 Con damage (save will for half) because of rampant energies that surround the cleric.
As always: if rules need to be bent a bit and it adds to the fun: sure! It's all about the fun :)
PS: Adding this feat through PCGen or Hero Labs is obviously not going to work :)
I am now playing an Oracle in the Carrion Crown campaign. My background is a girl, living in Ustalav (has Pharasma as a state religion), who had parents who were outlanders praying to Sarenrae. As the Ustalav people are not too open about things that are normal or are different from the norm, they hid their religion, practicing the religion of Pharasma in the open whilst adoring Sarenrae in private. This was not a problem, since the tenits of Pharasma do not collide.
Then, after the whole village of Clover's Crossing died in an unexplained undead attack, she fled the village, using strange powers she did not know she had and does not know where came from.
As a fact, Sarenrae took in interest in the orphin, blessing the child (or cursing?) with her powers. She manifests the powers of healing at the moment, working as a healer at the temple and being able to channel divine energy to heal and to hard undead.
Now, I would like my character to manifest flame powers after a few levels, to demonstrate that Sarenrae is the driving force and not Pharasma, as my character has thought all along. I would like to be able to choose several of the Fire mystery revelations for flavour.
Since the energy body revelation is already available, perhaps I could choose the Form of Flame revelation. That would be cool :) Or maybe Touch of Flame. So one or two revelations from the Fire mystery.
* Would you allow it?
This is what I thought at first, too. But what happens when you take the Extra Channel feat? Where do you add the +2 times per day bonus? To the cleric daily limit or the oracle daily limit? Or both?
What happens if a Cleric/Paladin takes this feat?