GM Nazard's The Ascended (Inactive)

Game Master Nazard

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Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Ok, I don't think I missed anything, but I might have:

Arcanist Level 4:

- Attribute Increase (Charisma) -> 17
- +1 BAB
- +1 Will
- Arcane Pool: 5/7
- +6 HP (4 + 1 con, +1 FC)
- Spells: +2 level 2 spells per day; +1 level 0 and level 2 spells prepared per day
- 2 new spells for advancement: Acid Arrow & Web
- +7 skill points & 2 background skill points
- Houserule Bonus: +1 Charisma (Enhancement) -> 17 [18]
- Houserule Bonus: +1 Ranged (probably - might go shield if I can find a useful buckler)

Mythic Tier 2:

- Amazing Initiative
- +2 Mythic Points/Day (9)
- +2 Permanent Increase to Intelligence (21 [22])
- Increased int -> +4 skill points


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
Hopefully just a formality, but is everybody game to continue with book 2: The Eclipse of Stars?

Yes, of course!

Sovereign Court

Male Aasimar (Archon-Blooded) Cleric/4| HP 48/48 | AC 25/14/24 | F+8/R+4/W+9 | Init+4 | Perc+4 | MP 7/9;
DC,SLA,Items:
DC=14+SL;Fire Bolt 3/6 |Channel 6/6 | CLW wands 23/50 50/50 50/50 50/50 50/50

Please continue with Book 2: The Eclipse of Stars. This has been a very exciting and interesting campaign. Really enjoying it, thanks for all your hard work Nazard.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Yes, please. ;)


I'll give folks a bit to get leveled up, then I'll set the stage for the next leg of our journey.

Sovereign Court

Male Aasimar (Archon-Blooded) Cleric/4| HP 48/48 | AC 25/14/24 | F+8/R+4/W+9 | Init+4 | Perc+4 | MP 7/9;
DC,SLA,Items:
DC=14+SL;Fire Bolt 3/6 |Channel 6/6 | CLW wands 23/50 50/50 50/50 50/50 50/50

Cleric Level 4

Attribute Increase: +1 Strength => 13
House Rule: Attribute Increase: +1 Strength => 14
House Rule: +1 Melee
+8 HP (5 + 3 Con)

+1 BAB
+1 Fort, +1 Will
Spells: +1 Level 1, +1 Level 2
Skills Increase (2 +1 FC)
- Knowledge Local
- Sense Motive
- Spellcraft
Background Skill Increase
- Linguistics (adding Abyssal)
- Knowledge History

Mythic Tier 2

Amazing Initiative
Attribute Increase: +2 Wisdom => 19
Path Ability: Thinking of taking Water of Life

Q: Can Richard fill a flask with water and using one of his wands cast Cure Light Wounds into the pint of water - thus causing the water to become a maximized Cure Light Wounds potion healing 9 (8+1) pts of damage?

If so, Richard will take that Path. If not, he will take Mystic Sustenance.


Richard Wells IV wrote:

Cleric Level 4

Q: Can Richard fill a flask with water and using one of his wands cast Cure Light Wounds into the pint of water - thus causing the water to become a maximized Cure Light Wounds potion healing 9 (8+1) pts of damage?

If so, Richard will take that Path. If not, he will take Mystic Sustenance.

Interesting. The Path ability specifies you cast the valid spell into the water. Wands are spell trigger items. The spell trigger entry says that it's like spell completion, but simpler. The spell completion entry uses language like "perform the finishing parts of the spell casting" and "provokes attacks of opportunity exactly as spellcasting does".

Magic item creation says that you can use other magic items as the source for the pre-requisite spells. All of this suggests to me that this cheesy bit of chicanery would be legal. Of course, the potions would only be maximized if you drank it; for anybody else, it's just a potion of cure light wounds.

I don't think this is overpowered. You are potentially wasting charges from the wand just to give folks the flexibility of "casting" it themselves. As for Richard and the maximized aspect, he's now taking 2 actions instead of 1, making this very inefficient in combat. It also means he's using an entire mythic path ability (of which he only gets 10, and we probably won't get all the way to 10th mythic tier, so less than that) for the sake of a few extra points of healing (or other effects for other temporary potions). If you want to go this route, I have no issues.

I would encourage folks to choose mythic path abilities that are thematic for your character. It is quite possible that mere mortals may come to revere and worship your PCs as god-like (especially for folks who take Divine Source as a 3rd-tier mythic path ability). Your characters aren't thinking this way, but as players, you can start to think about what kinds of gods you would want your characters to become, what portfolio they might be interested in, and all that. I don't think it's all that much of a spoiler to point out that if we take this campaign all the way, the final climax will happen inside the Starstone Cathedral itself where folks go to take the test and become gods. Who knows what could happen inside...


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Richard don't forget your path hp... .and I'll rush off to pick a Path Ability since I forgot to do so.

(Nazard, with the reduced magic item-ness of the world, would it make sense to consider the Legendary Item universal path ability?)


Morgana Darya wrote:

Richard don't forget your path hp... .and I'll rush off to pick a Path Ability since I forgot to do so.

(Nazard, with the reduced magic item-ness of the world, would it make sense to consider the Legendary Item universal path ability?)

Legendary Item is perfectly on point with this setting, and I've really been hoping folks would choose it at some point.

Does she have a magic item with which it would make sense to go down this route? I would nix using the backpack, because it's really a shared item with Ty, and this should be something unique to Morgana.

I think I had this conversation with somebody else near the beginning of the game who wanted to take it for their first ability but obviously had no magic item at the start of the game. We decided that an appropriate magic item would come their way, as if by destiny, relatively quickly. But then that person decided on a different path ability to start. If you wanted to choose this ability now, we can certainly chat about what sort of item you envision being your legendary item, and arrange for her to find it (does anybody else hear "side quest"?)


Also, Richard, obviously take whichever languages you like for Linguistics, but as a heads up, Infernal would be a much more useful one than Abyssal, given that you're going to be in Cheliax for this entire Book 2.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2
Nazard wrote:
Morgana Darya wrote:

Richard don't forget your path hp... .and I'll rush off to pick a Path Ability since I forgot to do so.

(Nazard, with the reduced magic item-ness of the world, would it make sense to consider the Legendary Item universal path ability?)

Legendary Item is perfectly on point with this setting, and I've really been hoping folks would choose it at some point.

Does she have a magic item with which it would make sense to go down this route? I would nix using the backpack, because it's really a shared item with Ty, and this should be something unique to Morgana.

At the moment, the only magic item she owns (and isn't sharing with Ty) is her wayfinder - and the table for surges for magic items doesn't seem to like that -- there's no indication of how a slotless wondrous item surges (even if it would be somewhat appropriate as a pathfinder and a Desnan).

So, with that being the case, I was kind of thinking she might empower a ring, as using a surge on level checks and concentration seemed useful -- but don't really want to sink a feat into Craft Ring, and since most magic rings are "set" powers, the upgradeable legendary item power isn't terribly helpful. (That said, I was kind of leaning toward a ring of force shield, which would give her a shield bonus (and be able to take the enhancement bonuses, presumably) -- especially if she can upgrade it via upgradable).


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2
Nazard wrote:
Also, Richard, obviously take whichever languages you like for Linguistics, but as a heads up, Infernal would be a much more useful one than Abyssal, given that you're going to be in Cheliax for this entire Book 2.

Just as people are picking: Morgana already speaks Abyssal, Infernal and Celestial -- and is now learning the languages of the elemental planes (she already knew Auran, just learned Ignan) -- sadly, no additional bonus languages when one increases their int after level 1. ;)


Speaking of magic items, you got yourself a bit of loot back in the final battle at the tomb that you haven't yet had a chance to examine. Once you do, you find that you got a MW mithral longsword and defiant (evil outsider) mithral full plate from Sir Geoffrey.

From Valla, you got a wand of cure light wounds (46 charges), endure elements (26 charges), read weather (46 charges), weaponwand (17 charges) and a really well-worn wand of undetectable alignment (with only 4 charges left).

I believe you also found the valuable holy symbols (Aroden and Desna) in the secret room (though you didn't find the secret room inside the secret room), the adamantine dagger in the spider room, but not the stash of Chelish military uniforms in the choker nest.


Morgana Darya wrote:
Nazard wrote:
Morgana Darya wrote:

Richard don't forget your path hp... .and I'll rush off to pick a Path Ability since I forgot to do so.

(Nazard, with the reduced magic item-ness of the world, would it make sense to consider the Legendary Item universal path ability?)

Legendary Item is perfectly on point with this setting, and I've really been hoping folks would choose it at some point.

Does she have a magic item with which it would make sense to go down this route? I would nix using the backpack, because it's really a shared item with Ty, and this should be something unique to Morgana.

At the moment, the only magic item she owns (and isn't sharing with Ty) is her wayfinder - and the table for surges for magic items doesn't seem to like that -- there's no indication of how a slotless wondrous item surges (even if it would be somewhat appropriate as a pathfinder and a Desnan).

So, with that being the case, I was kind of thinking she might empower a ring, as using a surge on level checks and concentration seemed useful -- but don't really want to sink a feat into Craft Ring, and since most magic rings are "set" powers, the upgradeable legendary item power isn't terribly helpful. (That said, I was kind of leaning toward a ring of force shield, which would give her a shield bonus (and be able to take the enhancement bonuses, presumably) -- especially if she can upgrade it via upgradable).

If you want to go with the Wayfinder, then we can certainly house rule something appropriate for the surge ability. If connecting her mythic awesomeness to the Pathfinder Society was something you were interested in, we should definitely make that happen.

Or, if you'd rather go with a ring, we can arrange for a ring of force shield to conveniently appear in her path sooner rather than later.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

I don't hate the idea of leaning in to the Pathfinders and exploration and knowledge - sort of a successor to the Azlanti god Elion (who apparently isn't around anymore, so a successor would be appropriate) -- though Morgana's not the type to seek worshippers and so any turn in that direction would probably come from needing to use her powers to protect the Society (which I would assume is a more long-term sort thing).

So, that said, I'll think about it a little more - though certainly don't hate the idea of tripping over the ring either way. ;)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, I may have to look into that Legendary business and see if I can wrap my head around it. It's a bit involved for me so that's why I've never really given any effort in giving it a go. But will look it over a bit more thoroughly than I have in the past and see if it might be something that works for Edward. Not entirely sold on it but will see.

Probably going to be the weekend before I can get Edward leveled up. Been getting the crap kicked out of me at work and been getting home later than normal which leaves me exhausted.

Sovereign Court

Male Aasimar (Archon-Blooded) Cleric/4| HP 48/48 | AC 25/14/24 | F+8/R+4/W+9 | Init+4 | Perc+4 | MP 7/9;
DC,SLA,Items:
DC=14+SL;Fire Bolt 3/6 |Channel 6/6 | CLW wands 23/50 50/50 50/50 50/50 50/50

I wasn't aware I could choose a Legendary Item. I think I might turn my armor into a legendary item instead - go entirely defensive with Richard. I already speak Infernal, so I thought I might as well pick up the other evil language.


Richard Wells IV wrote:
I wasn't aware I could choose a Legendary Item. I think I might turn my armor into a legendary item instead - go entirely defensive with Richard. I already speak Infernal, so I thought I might as well pick up the other evil language.

I only looked on the sheet where you don’t have it listed, but now I see it in your summary.

Legendary Item is a nice universal path ability. Those of you who take it would have two legendary abilities to apply. Intelligent is a fun one and if you spend both abilities there, you can give it one of the cool intelligent abilities like spellcasting.

Armour has the fortification ability to negate crits and sneak attack (for the next time Ty is compelled to attack you).


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Don't make things awkward by bringing that up.

Sovereign Court

Male Aasimar (Archon-Blooded) Cleric/4| HP 48/48 | AC 25/14/24 | F+8/R+4/W+9 | Init+4 | Perc+4 | MP 7/9;
DC,SLA,Items:
DC=14+SL;Fire Bolt 3/6 |Channel 6/6 | CLW wands 23/50 50/50 50/50 50/50 50/50

Richard's sheet is updated. I made my Glamered Full Plate a legendary item w/ Legendary Fortification and Intelligent.

So now my armor can speak on its own :)
and I have something to literally watch my back :) :)

I plan to give it Animate and then Fly when we get new Tiers - so Richard never has to worry about falling again.


Plus the fun of watching Richard’s armour grow legs and take him for a walk…

Sovereign Court

Male Aasimar (Archon-Blooded) Cleric/4| HP 48/48 | AC 25/14/24 | F+8/R+4/W+9 | Init+4 | Perc+4 | MP 7/9;
DC,SLA,Items:
DC=14+SL;Fire Bolt 3/6 |Channel 6/6 | CLW wands 23/50 50/50 50/50 50/50 50/50

Yeah, I can run away even if I am unconscious.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Guys, don't forget that you can roll for HP, and just take your average roll if that's still higher.

HP: 1d8 ⇒ 8

Noice.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Really?! Man I was wondering about that. I noticed in herolabs it looked like I rolled. But I NEVER roll if given the option. Now I see why. Cool.

1d10 ⇒ 5


Javell DeLeon wrote:

Really?! Man I was wondering about that. I noticed in herolabs it looked like I rolled. But I NEVER roll if given the option. Now I see why. Cool.

1d10

So, 6. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

6. Yes. I love it. That's one of my two favorite hit point rolling rules. Just a great rule. Honestly, that should've actually been a part of the Core Rulebook in my opinion. But that's just me.

Nazard wrote:

Speaking of magic items, you got yourself a bit of loot back in the final battle at the tomb that you haven't yet had a chance to examine. Once you do, you find that you got a MW mithral longsword and defiant (evil outsider) mithral full plate from Sir Geoffrey.

From Valla, you got a wand of cure light wounds (46 charges), endure elements (26 charges), read weather (46 charges), weaponwand (17 charges) and a really well-worn wand of undetectable alignment (with only 4 charges left).

I believe you also found the valuable holy symbols (Aroden and Desna) in the secret room (though you didn't find the secret room inside the secret room), the adamantine dagger in the spider room, but not the stash of Chelish military uniforms in the choker nest.

A MW mithral longsword and the armor are ABSOLUTELY awesome. Don't suppose anyone would have a problem with me snagging those two, would you? Because those are cool. :)

Per the Legendary Item: That fortification bit is pretty freaking cool.

Okay, Nazard, after looking over the Legendary info, what would you suggest Edward choose as Legendary? I would gather the Mithral longsword(seeing how I'm pretty sure no one wants that)? Or possibly the Inheritor's gauntlet? Although, the latter would seem kind of weird to me but I've never rolled with a Legendary and/or intelligent item so I don't know.

By the way, I also thought of the armor, because that is pretty cool armor, but I really don't want to duplicate Richard.


A legendary item has to be a magic item, which rules out the mithral longsword. The Inheritor's gauntlet would be a perfect choice in game and being a wrist item, would allow its legendary surge ability to affect saving throws, which is always nice. You don't have to go with intelligent of course, and as a worn item, you too could have protection from evil Ty via fortification.


Book 1, "The Inheritor's Gauntlet" naturally has quite a lot in it related to Iomedae and therefore Sir Edward. That means a lot of the loot favoured him as well. This next book highlights a faith none of you chose and how your characters choose to interact with followers of that faith (given that we're staying in Cheliax for awhile, you can probably guess what that faith will be).

Just for the sake of taking inventory, your non-consumable magic and masterwork items are (I believe):
Edward: evil outsider defiant mithril full plate, Inheritor's gauntlet, MW mithril longsword (or MW longsword from the Citadel), Inheritor's Cloak (somebody should wear it so I'm guessing it'll be Edward), and Arazni's Spleen (see below)
Richard: custom cap of light, glamoured full plate
Ty: Eviscerating daggers and haversack
Morgana: Wayfinder and haversack
Unclaimed: Human-bane greatsword

Here are the powers for Arazni's Spleen (and why I figure Edward will be carrying it as well):
Each of these distinctive jars contains an organ associated with both a trait of the valiant knight Arazni and an aspect of the lingering power of the god Aroden. Any cleric who bears one of these jars is granted an additional domain, with the associated granted powers and domain spells, for as long as he possesses it. The domain granted depends on the Bloodstone possessed. If the bearer is not a cleric, he is granted the lowest-level domain power, but no spells or other related abilities. In addition, the bearer of a Bloodstone is inspired by some trait of Arazni, gaining an ability she possessed in life. The bearer does not need to meet any prerequisites or requirements to gain this ability.
The spleen grants the feat Weapon Specialization - Longsword and the Law domain power. Since the Law domain power is lame and not something Edward would likely ever waste an action on, I'm offering him the choice of subdomain instead, either Judgment or Loyalty


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Unchained Rogue 4

New abilitites:
- Debilitating Injury
- Rogue talent (Minor Magic (mage hand)
- Uncanny dodge

Houserule enhancement: +1 Con; Saves
4th level ability: +1 Dex

Mythic Tier 2

+1 to Dexterity (again)

Path ability: Nimble Glide


Ty Purgest wrote:

Unchained Rogue 4

New abilitites:
- Debilitating Injury
- Rogue talent (Minor Magic (mage hand)
- Uncanny dodge

Houserule enhancement: +1 Con; Saves
4th level ability: +1 Dex

Mythic Tier 2

+1 to Dexterity (again)

Path ability: Nimble Glide

The mythic tier actually gives you +2 to an ability. This is going to be a major power boost for the next book (you'll need it).


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
protection from evil Ty via fortification.

Dude.

Right in the feelings.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
The mythic tier actually gives you +2 to an ability. This is going to be a major power boost for the next book (you'll need it).

Shoot, thanks. I actually had the extra ability bonus applied to half the stuff on my alias before I thought I was making a mistake and undid it all. Will adjust.


For those of you finished your leveling, please check the Dice Rolls sheet linked at the top to make sure I updated everything correctly.


Ty Purgest wrote:
Nazard wrote:
protection from evil Ty via fortification.

Dude.

Right in the feelings.

I didn't think rogues had those...


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
Ty Purgest wrote:
Nazard wrote:
protection from evil Ty via fortification.

Dude.

Right in the feelings.

I didn't think rogues had those...

They do! I have, like, two or three of them!


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
For those of you finished your leveling, please check the Dice Rolls sheet linked at the top to make sure I updated everything correctly.

Ty's Stealth is at 13, his Initiative is at 9, his Fort is at 4, his Reflex save is at 11, and his Will save is at 4.


Ty Purgest wrote:
Nazard wrote:
For those of you finished your leveling, please check the Dice Rolls sheet linked at the top to make sure I updated everything correctly.
Ty's Stealth is at 13, his Initiative is at 9, his Fort is at 4, his Reflex save is at 11, and his Will save is at 4.

Will save +4? Not too high then.

Excellent.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Dangit.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Nazard: Going to go with Loyalty. That one works well. With that being the case, would that also mean I can use the replacement domain spell remove fear? Or the protection from chaos spell that is the Law domain spell? If there's a choice involved I'd probably lean toward remove fear but ultimately either is fine.

Also, with Arazni's Spleen giving me Weapon Specialization, that leaves Edward with pretty much no bonus feat to choose from as a Tempered Champion. Now don't get me wrong, that's a cool ability. For sure. But the only feats he can choose from are Divine Fighting Technique and Weapon Trick.

And those just aren't very attractive at all. The Divine fighting technique is somewhat interesting, but I really don't want to replace a mercy. Mercies can come in handy for sure. If it didn't replace my mercies then that would be a solid feat for sure.

I mean, I guess I could take it and just let it sit. Maybe one of these days I might decide to use it at some point. Unless I actually HAVE to decide immediately on replacing a mercy then never mind.

Okay I'm trying to figure this out after re-reading it: A paladin who worships such a god can replace a mercy with this initial benefit, even if she doesn’t meets its prerequisites.

So after reading the feat again, which prereqs do I have to meet? The one's regarding the feat itself or the Advanced ones? And if it's the Advanced prereq, is that for BOTH of the "Optional Replacement" or just one? It's not very clear to me.

If there's a way for me to avoid having to replace a mercy I will pick that feat. It's kind of neat.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, after thinking about it, I'm going to go with Fast healing. I'm just not feeling the Legendary Item bit.

Adding 1 to Strength(bonus) and Charisma(level) at 4th.

Saves are +10/+7/+11. Perception is 12. Sense Motive is 8. Initiative is 3. Stealth is -2.

And I think I've got Edward finally done. Probably missed something somewhere though. It happens quite often. :P


As far as mercies go, I’m currently playing a 15th level paladin in another game, have the ability to use ranged mercies, and have used a mercy once. Hasn’t been a game breaker for me.

However, you aren’t reading it right. If you take the feat, you gain the initial benefit. The replace a mercy bit is if you don’t want to spend the prerequisite, which is the feat, but since you’re taking the feat, you don’t need to replace a mercy.

“The following divine fighting techniques are available to all characters who take the Divine Fighting Technique feat OR who worship the appropriate deity and give up the indicated class ability.”

If you eventually want the advanced benefit, you’ll have to match those prerequisites or sub out a mercy at 9th level.

As for the domain business, you aren’t a cleric, so you only get the domain ability, not the spell.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I figured I wasn't understanding something correctly. Cool. Thanks.

Per the domain spell: Ah. Gotcha.


And book 2 begins. Feel free to finish up level and tier stuff. You hopefully won’t be charging off into battle just yet.


Javell DeLeon wrote:

I figured I wasn't understanding something correctly. Cool. Thanks.

Per the domain spell: Ah. Gotcha.

As for the Weapon Specialization, at least you can use the Spleen to help you qualify for Greater Specialization down the road. If something happens that you lose the spleen, I won’t be a jerk about it and we can switch Greater for regular specialization.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Okay, just one question - if we take Legendary at 2, it gets 2 abilities -- will it get a third if we gain a tier -- or are we stunting our items if we take it early?

(Also, having looked at how silly the "established" magic item wayfinders are, I'm thinking intelligent and spellcasting are the only good options)


Morgana Darya wrote:

Okay, just one question - if we take Legendary at 2, it gets 2 abilities -- will it get a third if we gain a tier -- or are we stunting our items if we take it early?

(Also, having looked at how silly the "established" magic item wayfinders are, I'm thinking intelligent and spellcasting are the only good options)

It will gain a new ability when you hit tier three. To get more than 3, you’d have to take that path ability again.

Since a Wayfinder isn’t normally an option for a legendary item, I would suggest that we tie its legendary surge to mental Skill checks. That would allow you to also pick Adroit and tie that tie an relevant skill check, like Survival.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

You're thinking all mental (Int, Wis and Cha)?

I was going to ask for all Int (i.e. - Knowledge) and Caster Level checks.

I'm thinking it'll be 2 points into intelligent - the second one boosting charisma by 4, int by 2, and teaching it some bardic spells (Disrupt Silence, Heroism and Timely Inspiration).


Head and headband give all mental, so there’s precedent. It seems to me that a legendary wayfinder that doesn’t give a bonus to Survival is missing an opportunity.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

That does seem fair. Honestly, I considered the druid or ranger spell list for that reason, before locking into the knowledge/lore parts of Pathfinders.


Morgana Darya wrote:
That does seem fair. Honestly, I considered the druid or ranger spell list for that reason, before locking into the knowledge/lore parts of Pathfinders.

Caster level checks are always paired with concentration checks (see rod) and I’d rather not completely shatter the mold completely. Having bonuses to knowledge skills is a given considering the theme of the item. I agree that charisma skills and wisdom skills other than survival don’t make a ton of sense.

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