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Yes, they're susceptible to Expanded Charm. For some reason, I forgot while writing the post and deleted the stirge's successful saving throw. Sorry about the confusion.


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)
Your Benevolent Dictator wrote:
Yes, they're susceptible to Expanded Charm. For some reason, I forgot while writing the post and deleted the stirge's successful saving throw. Sorry about the confusion.

Totally cool, just wanted to make sure I understood the spell use correctly.


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

Hey YBD should Sariel go ahead and go?


Yes, that's fine. Garnet's still recovering from the trip, and I'm guessing Grumbaki's been busy as well.


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

Didn’t realize I was up! I thought we were waiting…I’ll get a post up then. :)


1 person marked this as a favorite.
NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

Ahh Im here! Sorry sorry!


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

Happy Halloween, everyone! Here's what I think Lady Shae would look like via The Sims 4. :D

https://res.cloudinary.com/dvb2osu9t/image/upload/v1730400285/Screenshot_20 24-10-31_124402_fnryuf.png


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

To answer your question, Sariel: I believe that Lady Shae would come to Sariel to figure out what she could do to heal him. She was doing some preliminary experimentation, but I think she will approach him soon about how he goes about it and maybe even invite him to come and help her with the candies.


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)
Lady Shae Venvu wrote:
Happy Halloween, everyone! Here's what I think Lady Shae would look like via The Sims 4. :D
Why, thank you. I hope your Halloween is festive as well. Sadly, the image didn't load.
Lady Shae Venvu wrote:
To answer your question, Sariel: I believe that Lady Shae would come to Sariel to figure out what she could do to heal him. She was doing some preliminary experimentation, but I think she will approach him soon about how he goes about it and maybe even invite him to come and help her with the candies.

That would be a fun and interesting conversation in game. Not exactly sure how he would handle it yet.

He sees the need for negative energy as a curse, so I'm not sure how much he'll want to talk about it. From a mechanical point he should be able to keep himself healed, but I Lady Shae is just trying to help.


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

Hmm, That's strange...

Right. She wants to make everyone healthy and happy. lol


Try this link?

https://res-console.cloudinary.com/dvb2osu9t/thumbnails/v1/image/upload/v17 30400285/U2NyZWVuc2hvdF8yMDI0LTEwLTMxXzEyNDQwMl9mbnJ5dWY=/drilldown


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)
Garnet Supernova wrote:

Try this link?

https://res-console.cloudinary.com/dvb2osu9t/thumbnails/v1/image/upload/v17 30400285/U2NyZWVuc2hvdF8yMDI0LTEwLTMxXzEyNDQwMl9mbnJ5dWY=/drilldown

not yet...


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6
Sariel Patrick Cornelius wrote:
Garnet Supernova wrote:

Try this link?

https://res-console.cloudinary.com/dvb2osu9t/thumbnails/v1/image/upload/v17 30400285/U2NyZWVuc2hvdF8yMDI0LTEwLTMxXzEyNDQwMl9mbnJ5dWY=/drilldown

not yet...

D:

https://asset.cloudinary.com/dvb2osu9t/fa64ceda8a49b7180a680da951209174


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

That one worked, nice necklace :)


1 person marked this as a favorite.
NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

Thanks! A new expansion came out today—the life and death expansion. So I was about to actually make Lady Shae, mask and all. :D


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

Hmmmm, not super happy with my post. I've been fighting a stomach bug all week and today just felt meh. So I put off posting for a few hours. Sadly, my imagination didn't improve any, so I asked a few questions and will try and be more creative tomorrow :)


1 person marked this as a favorite.
Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

Sorry you aren’t feeling well, and I completely get the feeling. But for the record the post was fine.


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

I hope you feel better soon! And I liked the post! Youre all good. <3


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

busy afternoon evening, just jumped on the computer for a moment but wanted ask.

Is there anyway to detect if this is an actual ghost or not. I don't see anything under 'death or blood bender sphere' or the soul weaver/dual channeler class and sadly he traded away the Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level


All of the magical detection abilities are in the Divination sphere. Alternately, there's Knowledge (divine), Lore (undead), or various other skill checks. ;-)


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

Was traveling all day yesterday, should be consistent for the next 10 days then I will have another day that is full of traveling. :)


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

Rules question for Darkshaper Shadow Limb. Am I understanding these rules correctly?

(1) A shadow limb by itself does 1d4 slashing damage
(2) “ A darkshaper may use her Charisma modifier in place of her Strength modifier on attack and damage rolls and on combat maneuver checks using her shadow.”
(3) “ Her shadow is dexterous enough to manipulate delicate objects and wield weapons”
(4) At lvl 6 a second shadow limb is gained.
(4) Therefore at lvl6 a shadow limb can hold a two handed weapon.

Assuming Cha 22. At lvl 6 when using a totem spear:

+6 (BaB) + 6 (Cha) +x (Enchantment) = +12 hit
1d10 (Base) + 9 (Cha) +x (Enchantment) = 1d10+9 damage

A shadow limb by itself gains its own enchantment bonus. This doesn’t apply to any weapon wielded.

(5) At lvl 11 another limb is gained. “ A shadow is too flimsy to function as a suit of armor or shield, though it may wield a shield.”

Therefore at lvl11, a darkshaper can have a two handed weapon and a shield.

(6) Or…

Alternatively, as a primary weapon, at lvl 11 she could make 3x attacks as a full round action.

And at lvl11 each limb gets a +3 enchantment bonus. So if not using weapons she could do this:

Limb One: +3 Enchantment Bonus (for attacking)
Limb Two: +2 Enchantment Bonus and Defending (+2 AC)
Limb Three: +2 Enchsntment Bonus and Skeptical (+2 Will saves and MSB vs illusions and free dispel vs illusions)

So instead of using a weapon her shadow limbs become more defensive in nature

Is this correct reading of the rules?


Not quite, as there's a limitation regarding the enchantments on a shadow limb.

Shadow Limb Last Paragraph wrote:
A darkshaper may have one shadow limb manifested at a time at first level, and may manifest an additional shadow limb at 6th, 11th, and 16th levels. She may manifest up to her maximum number of shadow limbs as part of the same action, each with abilities identical to the first. The shadow limbs’ abilities may be changed any time they are manifested, though they must be the same for all of the darkshaper’s shadow limbs.

The other thing to remember is that I use ABP, so shadow limbs don't gain an enchantment bonus. They'll still gain special properties, but at a slightly slower rate - but as I look at it, I realize that I screwed up the math and will need to revise. :-)


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

I see…I’ll plan things out once I know how the enchantment special abilities work. :)


Okay, I see where I went wrong. I forgot a couple words in the ability description that made the progression confusing. The shadow limbs gain +1 in special abilities +1 for every four levels thereafter (7th, 11th, 15th, 19th).

In other words, at 11th level, you'll have three shadow limbs with +3 worth of special properties. These can be changed each time you summon the shadow limbs, but each limb needs to have the same properties. You'll also have +3 attack/damage due to ABP.

Hopefully that clears things up. :-)


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

That does. So ABP, with +1 at lvls 3, 7, 11, 15, 19. While there are multiple limbs they all share the same bonus enchantments.

At lvl6 I’ll be going into the dual wield sphere to make use of this. :)


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

Super boring mechanical planning lvls 1-6:

Lvl 2:
* Combat Talent - Feint Strike (Whenever you succeed at a feint against a creature, you may make a single attack against them with any weapon you are wielding as a swift action. You may expend your martial focus to instead make this attack as an attack of opportunity.)

* Arsenal Trick: Shifting Weapon (shadow limbs gain “transformative.” So rather than being 1d4 slashing primary weapons they can take the form of any weapon roughly same shape as shadow. Probably make the shadow a short spear. That way at lvl6 when it becomes a totem spear it makes more sense)

Lvl 3:
* Feat: Steadfast Personality
* +1 Special Ability for shadow

Lvl 4:
* Combat Talent: Expert Feint (feint makes enemy lose AC vs all attacks not just next one)

* Arsenal Trick: Extradimensional Storage

Lvl 5:
* Feat: Power Attack

* Shadow Limb +5ft reach

Lvl 6:
* Shadow Limbs +1 (2x limbs)

* Combat Talent: Unlikely Feint (can feint non-humanoids with penalties)

* Arsenal Trick: Shifting Weapon (shadow limbs gain “greater transformative.” So the shadow can take the form of any weapon she is proficient with. Generally will be a totem spear using both hands)

What this means

The build “comes online” at lvl6. She can use both limbs to make a Totem Spear. It will be +1 Enchantment due to ABP with a +1 special ability due to Armorist. With power attack that is 1.5 Cha and 1.5 Power Attack damage.

* Move Action: Feint (Fast Feint)
* Swift Action: Bonus attack if Feint works (Feint Strike)
* Standard Action: Attack (and can cast a spell via Shadow Strike)

Therefore at lvl6 she has the possibility of making 2 attacks with her shadow.

Example if feint works or have flank
* To Hit: +6 (BaB) +6 (Cha) + 1 (Enchantment) -2 (Power Attack) = +11
* Damage: 1d10 (Base) +9 (Cha) + 1 (Enchantment) +6 (Power Attack) +1d6 (Fire/Cold/Acid/Elecricity) +2d6 (Fatal Thrust) = 1d10+1d6+2d6+16

Anyways put the plan out there to ensure that mechanically it actually does work.


1 person marked this as a favorite.

I think it works at Level 6 but not earlier. If memory serves, natural attacks are light weapons, not one-handed, so using transformative to create a shortspear isn't possible. I could be mistaken about this, as the handedness of natural attacks is found in a weird spot in a single rulebook, but I can't remember where at the moment. The flavor text for shadow limbs definitely implies they're light and delicate, though.

What you're building is definitely one of those weird edge cases, as the original idea behind the archetype is a natural attack build. Using greater transformative to fuse two shadow limbs into a two-handed weapon is something that - I think - works RAW but probably isn't something the author even considered. Congrats on the creativity! :-)


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

Glad to hear that it works at level 6. But if it is too far out there, then I could instead at lvl 6 go into the dual wielding sphere. I think with the duplicative enchantments for each limb it is one of the few ways that dual wielding works well with ABP.

But if you don’t mind transformative then I’ll stick with the above plan. I don’t want to push anything to the breaking point (or beyond), creative or not.

With two limbs, do they share the same enchantment bonus? For example…

Lvl 6 gives +1 from ABP and the class gives +1 special ability. Assuming that +1 is shocking, would it be:

Main Limb: +1 Enchantment + Shocking
Off-Hand Limb: +0 Enchantment + Shocking?

Or is the +1 special split between the 2? So at lvl 7 one limb can either have the +2 or both having +1 from splitting it?


1 person marked this as a favorite.

My ABP is slightly different than Paizo's in that the enchantment bonuses are tied to the character, not the item. That way characters can continue using starting gear (or random loot they find) without making mechanical sacrifices. :-)


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

Ah. Right…awesome. I’ll lean into dual wielding then.

Lvl 6: ABP +1 (both limbs) and enchantment special ability +1 (both limbs). That’s great. I can more than make that work :)


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

Happy Thanksgiving if you celebrate it!! <3 Im about to have some more pie. Hehehe


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

I will be posting later tonight! Sorry for the delay. <3


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

I will resist the urge to ask how good the pie was :)


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)
Your Benevolent Dictator wrote:

[dice=Initiative]3d20

Sariel: As you approach the southeast door, you suddenly notice the double doors behind you are beginning to close!

If desired, you can take a Move or Standard action.

Before I mix myself up, let me double check, have the other joined me in the 'foyer' yet?


Not yet. This happened as soon as you stepped into the room.


Now's probably a good time to mention that the Adventure Path writers expected the party to gain a level or two before entering the prison. It's the one weak part of this module, as most parties will elect to jump straight to the obvious adventure hook instead of hanging around town looking for sidequests. ;-)


Sorsul: Darkshaper 3 HP 27/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2 Hit Dice 3/3| Spell Points 8/9

Luckily we are under no immediate (or at least known) time pressure. We can always fall back if the injuries pile up. And then we can research what we experienced and maybe find out who is doing the graffiti.


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)
Your Benevolent Dictator wrote:
Now's probably a good time to mention that the Adventure Path writers expected the party to gain a level or two before entering the prison. It's the one weak part of this module, as most parties will elect to jump straight to the obvious adventure hook instead of hanging around town looking for sidequests. ;-)

Since the most interesting thing we found was talking to school children about our previous experiences it felt like we were supposed to go to the prison...


Sariel: Like I said, it's the weakest part of the module. The expected course of action is to spend a couple weeks researching various things and befriending townsfolk, but since there's no obvious reason to do so, most parties jump straight to the prison. :-)

As long as you're prepared to run if things get too difficult, you'll be fine. ;-)


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

so sad....

Hoping to work on getting a flank, any chance we can use the map?


1 person marked this as a favorite.

The map uses 10ft squares, so your icons will be quite small, but if you'd like to use it, that's fine by me. :-)


NG Duskwalker Dreams Witch 2
Vitals:
HP 12/12 | AC 12 T 12 FF 10 | F +1 R +2 W +5 | CMD 14 MSD 12 PSD 12 | Init +0 | Perc +4
Abilities:
Hit Dice 2/2 | Spell Points 2/6

Merry Christmas Eve, everyone. Hope you have a great holiday. <3


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

Thank you, and you folks as well. I'm hoping everyone gets to spend the holidays with someone they love.


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

Sorry, I'll post in game that Sariel is happy to leave once he sees what's behind the door.


1 person marked this as a favorite.

Happy holidays, everyone!


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)
Your Benevolent Dictator wrote:
Happy holidays, everyone!

Thanks! Now we need to get past the new year and back to regular routines :)

Your Benevolent Dictator wrote:
When you return to Ravengro, you discover the memorial in the town square has been vandalized once again. The bloody letters now read, V-E-S.

What time of day were we returning to town?


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)
Your Benevolent Dictator wrote:
Even with Expanded Charm, undead are immune to mind-affecting effects....

My bad, I was thinking the recondite stimuli he'd selected was undead not vermin. Obviously not using it enough to remember.


It's all good. I wouldn't have allowed Recondite Stimuli (undead) at 1st level anyway. ;-) It's essentially a must-take because it can potentially trivialize the majority of encounters in the Adventure Path, so I'd prefer to limit it to mid-high level. Can't have Lvl 1 Sariel shut down Urgathoa because she rolls a 1, after all. ;-)


Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 10/17 | AC16/T16/FF13 | F+2/R+5/W+4 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 2/3 | Spell Pool 7/11 | Channels 11/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

my thought process was vampires could control vermin, so start there. Also, as someone working for Pharasma that 'commanding' undead may seem a little too friendly, since he was supposed to be destroying them.

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