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I went with a Half Orc Reach Evangelist Cleric. I think Heirloom Weapon (Orc Skull Ram) sounds kinda fun, too.

Thank you guys for your help. Much appreciated.


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Kinda in a real pickle here. One of my dms is running Tyrant's Grasp (first module), and so far, I can't make up my mind on what class to play. I intend to go support, but I'm not sure what would be best for the group.

Oradin - Great saves, fends off those nasty madness and fear effects (for the most part), and is super uber at healing.

or

Reach Cleric - Offensive support with team wide buffing capabilities (evangelist), and awesome monsters to summon when the need arises.

I'm not quite sure what the party is, yet, but I've heard from the DM that she expects at least one of us to die within the first adventure. So, understandably, I'm a bit paranoid for my own sake. I also don't want the rest of the group to die either, so I'd like to go with a build that can prevent damage and (hopefully) uber buff saving throws for other people when the need arises.

I'm not just limiting myself to Oradin or Reach Cleric. I'm open to all suggestions.

25 pt. buy
nonevil
only paizo
core races
im open to any class, to be frank (note, I love 9th level casting. I kinda feel incomplete without it, but im open to other options if necessary)


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So...ahem...this gnome has a different perspective. If not for gnomes, you wouldn't have catapult trajectory systems that can transport cargo and civilians not only horizontally, but vertically, too! Sure, dwarves can make weapons of war, but Gnomes take everything the dwarves made and improved on it.

Let me point out to you the wonderful specimen that is the Gnome Hooked Hammer, a pick AND a hammer! Or the Gnome Pincher! Dwarf dropped his crowbar? Oh well. A Gnome Pincher can grab it from five feet away!

Therefore, Gnomes are better.

Now, how do we go about min/maxing the crafting heck out of this gnome?


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This took an entire team to make work, but here goes.

Huge cavern with dragon sleeping at the bottom. Summon however many walls of stone you can above it. Make sure the thickness of the walls aren't too thick for one blow to lower them. Buff alchemist and BSFs with fly, and let them smash the rubble down. Transmute rock to mud, then transmute it back to rock to seal the dragon in place. The dragon was young, and we didn't have netting, but it worked. Good for capturing and not killing.


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Slim Jim wrote:
Quote:
My goal is to create an ethos that makes people question whether doing wrong is actually wrong or not.

Why? -- Those "people" you're first going to have to convince are going to be the GM and other players at the table who will be tasked with listening to you/your character redefine a lot of words to justify his actions, and they may just find that to be very tedious in a quite short amount of time. Kind of like in those anime "filler" episodes where some character of uncertain motives monologues like a villain for twenty minutes. Halfway through, you skip forward to see if any action breaks out.

Just my 2c.

So, rather than shoot it down, it would be better appreciated if you gave constructive criticism on how to make the above idea work. Those are wonderful points to bring up. However, they don't provide advice or a solution that may point me in the right direction.

What I can pick out of what you said is lead by action and few words to get the point across. Thank you for that. Now, to build on it. Any suggestions?