GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Loot spreadsheet is up to date.

I subtracted the 3 CLW potions Kilthan drank and show him with 4 now.

Tobar is listed as holding some legacy items from Ingrid, such as a gem of minute seeing, that seem right for him.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Excellent -- thanks Justin.

Now the question is -- do we sell the dragon's egg?

@GM -- How far to Magnimar?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin would be feel bad if he sold an even dragon egg and it eventually destroyed the world.

Maybe Justin can try to raise the evil dragon and convert him to good and ride him?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

2d4 + 2d8 ⇒ (2, 4) + (3, 8) = 17


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

On the plus side, it's +2 con? And you can still fly? :)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Actually, it is +4 Con since as an elf I was -2. Yup - I am now a short fat flying dwarf.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Just keep away from ghouls. :)


Didn't forget about you all. Busy week combined with Rock Con weekend is leaving me little time. Will be back Sunday and hopefully get you headed back to civilization.

Everyone can level up now as we head into the next chapter.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I've levelled up -- took another level of ranger.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Aara -- last level you were thinking about dipping to get an armour proficiency so you could take Arcane Armour Training -- if you're still considering that - one thought I had (later) based on discussions in another thread would be a dip into Alchemist (Mindchemist) -- your cognatogen would boost the DCs of spells and hexes, you get a free item creation feat (brew potion), and you get to add your int modifier on all splash weapons -- and can pre-mix extracts of useful spells like shield.

Just a thought.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

An interesting thought. I will have to look into it. I think that staying as a witch might be a better choice. At level 7 I can take Improved Familiar and get a Lyrakie or Pseudo-dragon (assuming that GM Blood approves. Also, level 8 is key because my Evil Eye hex jumps to -4 penalties. I will have to consider it though as casting in armor is never a bad idea.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

It can always wait 'til level 9. ;)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Not sure about the strength issue, especially if I take the Int Comutagen. Arcane Armor does give a 10% Spell Failure reduction. 10% is a mithril shirt. Better might be a Mithril Heavy Shield. It is only 5% Spell Failure and can be used along with Mage Armor.

Trying to figure exactly what to do and am waiting for GM Blood to answer a few questions.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Ok all, thoughts going forward. I am good either way.

1) Witch 7 --> Improved Familiar (Pseudo Dragon or Lyrakie), Spells: Debilitating Portent, Dimension Door

2) Alchemist(Mindchemist) 1 --> Arcane Armor Training, Lots of 1st level formula, Cognatogen(raises Int by 4, but -2 Str), will give +2 on all Hex saves.

Looking forward, if I survive that long, probably 2 levels of Alchemist and the rest Witch. Possibly to take a PrC, but will have to decide as there are not may really suitable for witches.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

It only lasts 10 minutes with 1 level -- so I don't think you need to worry *too* much about the loss.

And, to be fair, based on the rules for shields and armour, you don't need proficiency to use one -- being proficient just means the ACP only applies to some skills and not everything you do -- but it's remarkably easy to find a shield with 0 ACP (darkwood and mithral are your friends) -- however, it takes more than a bit of enchantment to be more useful than shield

And I agree -- the only PrC that seems at all witch-friendly is (not surprisingly) Winter Witch.

(I will say that in a different campaign, Kilthan would totally have made a run for Skyseeker, it totally suits his history and personality..)

As for myself, unfortunately, very few PrCs exist that don't end up effectively turning Jagdbach into a speed bump by leaving him behind -- and the one exception (Nature Warden) is built for druids -- Kilthan lacks the Wisdom to take advantage of the spellcasting, and would lose BAB to get there. (Plus, I'd need a 1-level dip into Horizon Walker to *get* a favoured terrain to qualify). Though, I suppose I could *also* dip alchemist -- (vivisectionist) -- to get the extra damage when flanking with Jagdbach, a strength mutagen and the like.


Not in use

Rule of thumb for primary casters - never dip unless it maintains spell progression.

4th level spells > all ... but that's just me.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

LEVEL UP Up up!!!

Class Alchemist 6 -> 7
HP 57 -> 1d4 + 63 ⇒ (2) + 63 = 65
Tiefling FC Alchemist Bomb Damage +3.0 -> +3.5
Base Attack Bonus 4 -> 5

New extracts/formulaes
3rd 0 -> 1+1
Cure Serious Wounds

Alchemist Abilities
Bomb Damage 3d6 -> 4d6

Feat
Deadly Aim

Skills
Use Magic Device 6 > 7
Craft (Alchemy) 6 > 7
Perception 6 > 7
Knowledge (Arcana) 6 > 7
Knowledge (Nature) 6 > 7
Spellcraft 6 > 7
Heal 1 > 3


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Kilthan - depends what you want your wee pet to do. Mammoth Rider is a pretty cool class. You could have a HUGE badger. You lose some of the base Ranger stuff, but get the ultimate in animal companions.

Another PrC I have always liked is Horizon Walker. You lose the Animal Companion (personally I think that the Horse Master feat should not be a Cavalier only feat), but can have a lot of fun with favored terrains.

With your build, the HW is perhaps not the best. It is really designed for someone who tool the Guide or Warder archetype as both tie in really well with it.


Not in use

Ranger (Warden) / Horizon Walker pays off in a big way come Level 9 - when you get to treat all natives of your best favored terrain as favored enemies! I keep looking for an Urban based campaign where that has the potential to wreck bigtime face.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Yeh, then if you want to have fun, toss in a few rogue levels with the Favored Terrain rogue ability to boost all the terrains even more.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Tobar -- I generally agree with your statement, though I'll point out a single-level dip for a caster isn't too rough -- the first dip puts her on the same casting progression as a sorcerer (or oracle).

And yes, Aara, I keep looking at Mammoth Rider -- I have some time to decide, since I can't get in before level 10 (I need 9 ranks in 2 skills) -- at 4 skill points, it's not too painful (though not as nice as my current ranger allotment) -- it won't be Jagdbach at that point, Badgers aren't on the list for Mammoth Rider allowable companions -- but my biggest issue is that we spend a lot of time underground and in caves, which is a hard spot to get huge creatures into without squeezing.

Though I can't help but think of how nasty a Mounted Fury Mammoth rider would be.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

It looks we can't sell the dragon's egg now :-)

hp: 1d5 + 5 ⇒ (3) + 5 = 8

Smite evil 3xday

What feat to pick???

Moving up the mounted combat tree only makes sense if you can ride. Right now, our riding days have been limited.

Lunge seems standard, so that is it for now.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

All good -- I figure if we sold an Owlbear, we might do the same with an egg. Though I would imagine it would have ended up being used as magical experimentation/etc.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Any problem retraining mounted combat which I have yet to use?


Justin, you can Retrain using these rules


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

FYI for everyone - I have not yet leveled as I took 2 negative levels with the reincarnation. The Lizardfolk shaman cast one Restoration, but I need another in a week. for simplicity, I figure that I will hold off on leveling until I get the second restoration cast.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin is cheap, mounted combat doesn't seem so bad anymore


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Yay... Anala can now cast that for you Aarakess, of course there is a 1000gp in diamond dust material component (not that we cannot get that, but it is worth mentioning).


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I realize that. This is the cost of being dwarfed.

Thinking of which, what treasure did we get from the lizardmen? There are a bunch of potions and several thousand coins. Did someone record these? Also, did either of the lizardman leaders have anything? I did not check beck for the lieutenant, but I see nothing listed from the leader.


Treasure found

King Shukak +1 returning trident, amulet of natural armor +1, bracers of armor +3, potion of cure moderate wounds, pouch (31 cp, 35 sp, 210 gp)

Kotabas +1 hide shirt, 5 javelins, amulet of natural armor +1, potion of cure moderate wounds (2), pouch (320 cp, 75sp, 81 gp)

Note: the money for each of them are in crude leather pouches, the potions are in leather waterskins.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

HP 1d4 + 4 ⇒ (3) + 4 = 7
+1 BAB (to +5)
Channel Energy to 4d6
Spells to 4 / 4+1 / 3+1 / 2+1 / 1+1
Feat: Quick Channel


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Question: Considering 4th level spells and a nice one is Holy Smite. Would that conflict with anyone in the party?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Blessing of Fury is always nice. It duplicates Haste in a few ways, but also offers a lot of additional bonuses. And, if I have used Haste (or died), then it is nice to have a backup.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

The ability to get up for free and the metamagic bonuses are both quite useful.

And Kilth's as lawful good as the palalizard, thanks to the dwarven upbringing, so as long as it's not Chaos Hammer, I'm good. :)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I've always wondered -- per the rules, when a witch loses her familiar, she loses all her non-patron spells -- so does that mean the Faerie Dragon needs to eat the owl to maintain Aara's magic -- or does she get a convenient "overlap" time where they're both familiars and so the Owl teaches its replacement all the spells that it knows?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I do not have too many purchased spells, but I am hoping for the overlap, otherwise it may be an expensive switch.


I suppose it is how hard core the GM wants to be. I have no issue with the switch.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I never thought you'd lose the spells -- it would be rather punitive to witches that taking a feat to improve your character would actually cripple you instead.... and, there *are* rules for familiars teaching each other spells..... It was more an intellectual exercise -- as in, does the soon-to-be-replaced Owl spend a day communing with the new Faerie Dragon and impart all the knowledge via those rules -- or does the process follow something more like the whole "burn a spell scroll and feed it to your familiar" sort thing.... And, really, if that's the case, would it be that the Owl would meet a bad fate in order to transfer the magic, or just a bit of blood prepared by a ritual.

(And now that I've spent time on that, I think that should it come up in my group, it'll be the last thing -- non-fatal, but requiring some blood to transfer all the magic -- which would also link with it going from Magical Beast back to "Animal")


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

My thought was the the owl would chat with the dragon for a while and then fly home with a message for my parents and be there as a family pet thereafter. The idea for me was sort of that life was becoming too dangerous for the little white owl, so he decided to trade out with the mischievous dragon.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

If we wanted to craft or buy things, how much coin is there. I have looked at the spreadsheet and there is only the > 2000gp party fund and the items each of us has claimed/using. Are there other funds available?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I updated the loot spreadsheet and deducted 1000 for Aara's restoration, as that is party treasure stuff.

We have a little less than 2000 left. I haven't paid it out yet, but we can take 300gp each. The +1 hide we may sell and get more.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Thanks - just want to confirm that I had the restoration cast and I will update my character.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Does that include selling of magical items? The returning trident alone is 8,300gp -- and we were waiting on Aara to ID the magic ring from the chest.


The ring is a minor ring of spell storing (currently empty)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Level 4 spells
- Dimension Door
- Crushing Despair

I already have Black Tentacles from a found spellbook.

___________
If anyone has any others that they think are much better, let me know. Other possibilities are:

Confusion - old standby
Debilitating Portent - can really limit the BBEG damage
Enervation - I am not great with rays
Ice Storm/Volcanic Storm - damage + difficult terrain
Summon Monster IV - always helps to have friends


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Question - how many skill points do familiars get? The description is unclear as to whether the familiar gets skill points each level or not.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

For the faerie dragon that you would get at 7th level you would get the creature as the stats are written, with any changes that a familiar gets.

The only thing that the familiar would get is any skill you have ranks in, the familiar gets as a skill (and your number of ranks), using the faerie dragon's stat. So for all your Int skills, a faerie dragon uses it's 16 (+3) int.

Hope that helps with your question.

A faerie dragon already has... (which are some nice skills)
Acrobatics +8, Bluff +9, Diplomacy +9, Fly +19, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9

I had a faerie dragon once as a familiar for a bard (was able to get a familiar with a feat), had lots of fun... spells with greater invisibility... grease and silent image are some good spells.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

So, familiars do not get skills at each level?


Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Which leads to my question: the normal skill ranks for an animal of that type

--> Improved Familiars are not animals.
--> Most Improved Familiars are of races/types capable of taking levels in classes So, is this a fixed amount as listed, or the "normal skill ranks for an animal of that type", which for outsiders is 6+Int/HD. For animals it would be "Skill points equal to 2 + Int modifier (minimum 1) per Hit Die." Outsiders such as a lyrakien or imp would be 6+Int.

Having read the messageboards, it seems to be interpreted with the familiar not "leveling". However, in the RAW, this is definitely unclear. Why would they not have simply written that familiars do not advance or only increase their skills if the wizard's ranks in a skill are above the base creature listed. Also, it never references that it is the "base" creature. Rather it says "normal skill ranks for an animal of that type". To me, when they use "type" in PF, it is "outsider" or "fey" or "animal" or something like that. Not the specific subclass of animal or outsider.

Either way, I will finish her skills tomorrow. I think I am just about finished other than that. I am not fighting to get a ton more skill ranks, although it would be nice, just pointing out that there seems to be a great discrepancy between the actual wording of the rule, and how PF players seem to simply accept one interpretation. If there is a clarification of this somewhere, I would be interested in seeing it as I cannot find it on the messageboard.

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