Count Haserton Lowis IV

Boemond.'s page

15 posts. Organized Play character for Matt Z.


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Check out the various elixirs too, +10 to several different skills. Also, elixir of elemental protection will stay good even at much higher levels because you don't have to pick the element ahead of time--it's all automatic when you take damage. Sure they only last an hour, but that last one has saved my bacon many a time. Elixir of Dragon Breath is also affordable and decent at lower levels.

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I have a cleric of Dispater who is pretty flavorful for iron-fisted adherence to law as well.

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Dizzydoo42 wrote:
Iomede is the only one comes close to a Great Law Giver (Planet of the Apes 1968 version, Judo-Christian) in this world? I like her for BG's deity but you have the bad Guys more interesting than the Good,.

Asmodeus for "evil" (aka abide by your contracts no matter how unconscionable) and Abadar for neutral. Check out the Hellknight Order of the Godclaw for a very interesting pantheist approach to lawful. Erastil also could be a great law giver but with more of a pioneering feel--and Irori can be a lawgiver with a more Buddhist feel. I'm sure there are many others. If there's one thing Golarion is not short on it is gods.

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Don't forget the "Asmodean Advocate" cleric archetype--it lets you use profession: barrister checks in place of bluff and diplomacy, and gives you an extra bonus to them. Though I suppose you do have to worship Asmodeus.

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Good points from all. Thanks a lot for the thoughts--Vudra is a great idea. I am very glad I asked; I think this will definitely improve the game.

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DungeonmasterCal wrote:
Though psionics might be rare, maybe they come from a small, little known nation where psionics are more common. Or the powers manifested when they were younger and they are now just coming into their own with them.

Small, reclusive, remote nation could work pretty well. It wouldn't take much to adjust the start of Reign of Winter for it. I like it, thanks!

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I am looking to start up another adventure path for the gang and I was thinking of asking the players to use only dreamscarred press classes for flavor. The campaign would take place on Golarion, where obviously psionics are rare. I have had positive feedback from the players who are excited to delve into the novel classes.

I am looking for a few ideas to help with imersion--what excuse to give the PCs psionics? Touched by a deity? Which one? Born under a strange star? Radioactive spiders? I don't want the fact that they are the only 5 psionic users they have met or heard of to feel like it was shoehorned in (if possible).

Any ideas?

P.S. The players are voting for Reign of Winter if that helps.

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Has anyone suggested that the cleric hire a couple of sorcerers whose only job is to continually cast damp powder every round?

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Just cross your fingers and hope that the commoners can't accomplish too much mischief in 1d4 rounds--maybe just be ready to daze the one guy who was chopping firewood or eating a steak. That or always fly 30 feet up and use mage hand a lot for interactions.

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Pathos wrote:

Originally, when I had this come up, I ruled that they woke up when hitting the water... citing the shock of the water running over their faces and being denied to ability to draw in a unobstructed bfeath of air.

But since then, I still run over it in my head from time to tike, to figure if I could have handled things differently. Perhaps by granting a new save with a circumstance bonus (+2 or so) to wake up...

One would imagine that at the end of the round where you began to drown you would awaken. If being slapped wakes you up then inhaling water probably should too. Imagine if they fell into a fire instead--that minuscule damage wakes you, why would other extremely traumatic effects that can more quickly lead to your death not?

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Short of that you should do it like any other group acquired asset--if no one can agree who gets it then they have to liquidate it.

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Fruian Thistlefoot wrote:

Davor you must not know clerics very well.

A 13 str is enough if you build right.

Reach tatics, combat reflexes, evangelist Archetype, and self buffs. You can still do very decent damage. Add in your choice domains like: heroism, Growth, ferocity....your doing better than a few classes.

The belt might help him take bulls str off his list of buffs spells allowing him to buff with Cat's grace and get in more AoO and have a more respectful AC and Reflex to boot.

Well if 13 is enough then he doesn't need the belt *kidding*. As a tactical consideration, bringing the barbarian from 20 to 22str (26 when raging) adds +1 to hit and +3 damage (because you go from odd to even bonus with a 2-hander) to the guy you really hope is 1 rounding the BBEG. Adding to the reach cleric's ability to maybe drop mooks isn't as important IMO. If they're both hitting the same thing it equals out to roughly the same boost for the party as the whole--but the cleric might have a lot of other options regarding actions he takes in a round and places he chooses to stand, while the barbarian's specialized role is SMASH BIG BAD GUY. Thus the Str. belt buffs the only tactic the Barbarian uses. My vote would be to give the damage and hit boost to the guy who can't really do other things, both from a fun standpoint and a tactics standpoint.

As for the question on Int. headbands--check their sheet. Who is pumping the widest variety of Int based skills? That player should get the headband because they get the biggest benefit; each Int skill they have a rank in gets a bonus. Then they should credit the party on their gear account, treating it as a loan and buying the item from the party when they have enough gold at the 1/2 price the party would have gotten if no one agreed and it had to be liquidated.

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I'd never considered a huge creature casting alter self. Kinda funny that they become smaller but gain strength. Anyway, that is a good solution. Just remember if the guy is trying to imitate someone in particular rather than just a random person of the chosen race you might need a Disguise Self layered on top of it.

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SRD wrote:
Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.

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Glamer's are unreal, so they cannot produce affects that would really alter physics--a huge creature striding through a medium door is clearly out. The veil makes Ben's extraneous parts invisible, and perhaps changes their tactile sensation, but a character walking into those squares would still bump into something. Even if the tactile sensation was changed, they'd know they had trouble moving forward and would get the new save allowed when interacting with the illusion--they'd also be tipped off that something was strange was going on. Ben is still huge for all effects regarding spells, glamers don't change the underlying material, they only screw with the senses of observers.