Wormcaller

CASEY BENNETT's page

80 posts. No reviews. No lists. No wishlists. 1 alias.




I read the first book of Serpent's Skull and was wowed by it, and we had decided I would run the AP. Unfortunately, after getting through book 3, I am disappointed in much of the factions nonsense and the lack of strong motivation to continue on after SfSS.

This led me to dig up some opinions of others that have ran the AP here on the boards and much of what I read dovetailed with what I was feeling myself.

Which leads to my issue: where to go from here?

I would love to run SfSS as the inro adventure and then move into a different AP. I don't have a problem doing a bit of work upfront to make it fit, and I also have a very solid group that would be happy to simply experience some of the RP and story threads from the first of an AP while skipping most of the encounters (which gives me at least two ways to make this work).

We are currently going through RotRL in another game and CotCT is also out as that is the next AP slated for that group as well.

Right now, I am thinking perhaps Kingmaker, but am just getting ready to crack the first book to see how crucial it is to the AP.

Please lend me your experienced suggestions. Can my idea work well, or should I simply slag it and run a different AP from the get-go?

Thanks!


So, I like building characters as exercises and just to see what fun I can have, especially after new material comes out. I am also about to head into Fort Rannik with my team and there is a high probability of some party attrition. So, this may be a backup character.

I want to put together a Druid/Ranger, particularly in light of the feats

Shapeshifting Hunter:
Prerequisite: Favored enemy class feature, wild shape class feature.

Benefit: Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day.


and
Shaping Focus:
Prerequisites: Wild shape class feature, Knowledge (nature) 5 ranks.

Benefit: If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.

Special: This feat has no effect if you are not a multiclassed druid.

The Shaping Focus isn't super hot, since I think the sweet spot on the Ranger levels is probably 2, but it is something to keep in mind. However, Shapeshifting Hunter seems plain awesome!

I am looking for about level 8, and to fill roles as a primary scout and secondary melee and caster.

I have the stat array of: 18, 16, 15, 14, 12, 10 to work with.

I will post a build when I am finished playing with it; I'm looking at R2/D6 with the World Walker archetype. I'm totally undecided on animal companion or domain and Ranger Style.

I'd love input or ideas!


No spoilers on the AP, please. :)

So, we are in transit to Hook Mountain, about 3k away from 7th level. Our DM decided to hold off integrating UM until UC was released, and since it dropped and we have all had a little time to digest, we have until the game tomorrow to change selections within our characters (feat, feature, traits... pretty much anything beyond which class levels we chose).

Anisa StatBlock:
ANISA IRACLIDO_L6 CR 5
Female Human (Varisian) Witch 6
NE Medium Humanoid (Human)
Init +2; Senses Perception +7
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DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 44 (6d6+12)
Fort +5, Ref +5, Will +7
--------------------
OFFENSE
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Spd 30 ft.
Melee Club +3 (1d6/20/x2) and
. . Dagger +3 (1d4/19-20/x2) and
. . Gauntlet, Spiked +3 (1d4/20/x2) and
. . Knife, Switchblade -1 (1d4/19-20/x2) and
. . Longspear +3 (1d8/20/x3) and
. . Unarmed Strike +3 (1d3/20/x2)
Special Attacks Evil Eye (DC 19), Misfortune (DC 19), Slumber (DC 19)
Spell-Like Abilities Feather Fall (At will), Fly (6 minutes/day), Levitate (1/day)
Witch Spells Known (CL 6, 3 melee touch, 5 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 20/22, Wis 13, Cha 16
Base Atk +3; CMB +3; CMD 15
Feats Craft Wand, Extra Hex, Extra Hex, Extra Hex
Traits Fast-Talker, World Traveler: Diplomacy
Skills Bluff +13, Diplomacy +13, Disguise +9, Fly +8, Intimidate +9, Knowledge (Arcana) +10, Knowledge (History) +10, Knowledge (Local) +7, Knowledge (Nature) +12, Knowledge (Planes) +10, Perception +7, Ride +4, Spellcraft +15, Stealth +13, Swim +4, Use Magic Device +12
Languages Common, Draconic, Elven, Goblin, Infernal, Shoanti, Thassilonian, Varisian
SQ +2 bonus on initiative checks, Cackle, Cleats, Cold weather outfit, Deliver Touch Spells Through Familiar (Su), Earplugs, Empathic Link with Familiar (Su), Furs, Healing (Cure Moderate Wounds) (Su), Metamagic Rod, Persistent, Lesser, Ring of Sustenance, Share Spells with Familiar, Speak With Familiar (Ex)
Combat Gear Club, Dagger, Gauntlet, Spiked, Knife, Switchblade, Longspear; Other Gear Alchemist's Kindness (20), Bag of Holding I (2038 @ 196.9 lbs), Bag, Waterproof (6 @ 0 lbs), Bag, Waterproof (empty), Bedroll, Blanket, winter, Bribe Sack (25gp) (13), Candle (4), Case, map or scroll (2 @ 0 lbs), Cleats, Cold weather outfit, Crafting Materials (1501), Crafting Materials (374), Earplugs (10), Efficient Quiver (10 @ 17 lbs), Eternal Candle (20), Everburning Skull (3), False Jewelry (empty): ????, Feed (per day) (5), Flint and steel, Furs, Gems (8), Headband of Vast Intelligence, +2: Disguise, Ink (1 oz. vial, black) (2), Inkpen (4), Manacles, masterwork, Marked Cards, Metamagic Rod, Persistent, Lesser, Mirror, small steel, Poison, Drow Poison (4), Rations, trail (per day) (35), Ring of Sustenance, Rope, silk (50 ft.), Royal outfit, Scarf, Pocketed, Scarf, reinforced, Scroll: Lightning Bolt, Scroll: Remove Paralysis, Shaving kit, Sihedron Medallion, Smelling Salts, Spell component pouch (2), Stalker's Mask, Tea, Night (20), Tear-Away Clothing (2), Tent, Pavilion, Wand of Cure Light Wounds, Wand of Cure Light Wounds, Wand of Endure Elements, Wand of Grease, Wand of Invisibility, Wand of Knock, Wand of Silent Image, Whiskey, Oldlaw (per bottle), Wrist sheath, spring loaded (2)
--------------------
SPECIAL ABILITIES
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+2 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Cleats -50% walking penalty for slick surfaces.
Cold weather outfit +5 Fort save vs. cold weather.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (9 round(s)) (DC 19) (Su) Inflict penalties with a glance.
Feather Fall (At will) (Sp) Feather Fall at will.
Fly (6 minutes/day) (Sp) Fly for 6 minutes/day.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Healing (Cure Moderate Wounds) (Su) Cure Moderate Wounds at will (1/day/person)
Levitate (1/day) (Sp) Levitate 1/day
Metamagic Rod, Persistent, Lesser The wielder can cast up to three spells per day as though using the Persistent Spell feat.

I haven't filled the spot for the last Extra Hex feat(it used to be SF:Necromancy and I just decided it wasn't worth the feat).

I have used the Healing Hex a lot, and the group really appreciates it, but it still sort of rankles me that I have it as it is obv not OP.

I haven't used Slumber much other than for some useful recon purposes and kidnapping a cultist or two. I know it is awesome, I don't want to overuse it, and I would pick it again at 8 if I swapped it out now.

I was considering grabbing the

Updated Scar Hex:
Witch: Does the scar hex (page 81) have any effect on the target's Diplomacy or other social skills, or any other effects?

The hex needs some clarification and a little bump.

First, the sentence "These scars do not hinder the target's actions or abilities in any way" is there to indicate that you can't scar over a target's eyes to make them blind, ears to make them deaf, or mouth and nose to keep them from breathing. However, large, visible scars may have a positive or negative effect for the target, depending on who he's interacting with--a tribal culture may see scarification as the mark of a deadly warrior, while the upper echelons of a decadent urban nobility may see scars as a sign of childhood poverty or general thuggishness. Rather than trying to present a system of game mechanics for all these possibilities, the GM should use the Fiat Rule (Core Rulebook page 403) to modify Bluff, Disguise, Diplomacy, and Intimidate checks as appropriate for interactions with the scarred target.

Second, the scar is a magical curse, and it should persist through changing shapes (lycanthropic, the change shape monster ability, polymorph spells, and so on).

Third, the hex needs a range. Touching the target to scar it is thematically appropriate, so the witch has to make a melee touch attack.

Fourth, the hex could benefit from a mechanical boost. Therefore, scarring a creature with the hex has two benefits: the witch can use any of her hexes on that creature at a range of up to one mile, and the witch is considered to have a body part from the target for the purpose of scry and similar divinations.

The book will be updated with these changes, though the exact wording will depend on the space available when the page is typeset.

Update: Witch scar hex, page 81, add notes about skill modifiers, shapechanging persistence, melee touch attack, increased range for other hexes, and scrying boost.
—Sean K Reynolds, 08/02/11

and swapping out Healing or Slumber for Fortune. If I swapped Slumber I would obv be a buffmaster. If I swapped Healing I would be very powerful, but it would likely seem and feel a bit cheesy to both the group and myself.

The opportunity cost of feeling righteous and not seeming cheesy is missing out on picking Prehensile Hair at 8. I can prob live with that, but I would love all you great folk's opinions.

I am also planning on taking Improved Familiar at 7th, probably for an Imp or Quasit... Could I do better?

Thanks everyone!


I am working on a Barbarian guide and build compilation, and I would love to see some builds from all you wonderful folks.

I am focusing on usability here, so I am interested in builds using only Paizo materials with level benchmarks around 6, 12, and 16-17. In between is fine, but PFS only goes to 12 (obv) and most PF APs only run to around 16 so that is the reasoning there.

OP builds are very welcome, but I wouldn't mind seeing a few solid flavorful ones as well. I really want to do the class justice. If you happen to have builds in Hero Lab format or are just interested in sending them in some sort of file, shoot me an email.

The guide isn't ready yet, but I aim to have it viewable by this time next week.

I also have a Witch guide that has been revamped multiple times, I have been meaning to put it out but then I dusted it for a bit since UM dropped and I haven't worked my way through all the spells and such yet (primarily because my current game isn't allowing the book yet, and kids and stuff...) so if anyone is interested in emailing me witch builds or standout spells from UM I would be grateful for that too. :)

I love you guys, and I would really like to give back to the community and this just seems like the logical way to do so. Thanks for any help in advance!


Okay... I am looking at playing a witch in our upcoming RotRL game and we have a bit of an issue: we have 7 players, but only one was interested in playing a cleric, and that of an evil deity, so we have no healing potential at all. While I am never one to expect the cleric to healbot, channelling positive is a great free way to keep peeps alive that we just won't have.

I can't get Craft Wand until 5th... So, I am faced with 3 current options as I see it: audible to my other concept (an Oracle), take the Healing Hex, or just let everyone suck it up and maybe natural selection will turn over a few characters (possibly picking up a divine caster that can heal).

I don't really like the Healing Hex. Not because I think the ability is terrible, but because it has a high opportunity cost. So, I am going to post a mini SWOt (little t because there really aren't any external threats in this analysis) in hopes that some of you can add to it, benefit from it, and/or help me find the right, or another better, decision.

SWOt: Healing Hex

Strengths:
1) 7/day CLW, as that is the party size. Better here than average because we are a big group.

2) Scales a bit at L5.

3) Better than a (Sp) because it is (Su)

Weaknesses:
1) Huge opportunity cost in that I could be picking a Hex that is strong and desired, such as Misfortune/Fortune or Slumber, earlier.

2) While it scales, it doesn't scale much or all that well.

3) Feats (which in this case it essentially is, since I will be Extra Hex'ing) are pretty universally worth more than GP, and this ability is usurped after a few levels when we can pick up a wand of CLW, and eliminated by L5 when I will have the ability to make said wands at 1/2 price.

Opportunities:
1) Could be a great source of RP and for money by using it often on randoms and slightly injured travelers/townsfolk/etc.

Advice is greatly appreciated. I could probably play the same character concept/story that I am in love with as an Oracle of Bones (maybe even Life, but more contrived) instead of a Witch, but I really want to try the class out.


So, I am considering a Barbarian and would like to take advantage of Horizon Walker (probably just a 3 level jaunt) for the Terrain Dominance that gets you immunity to Fatigue and Exhaustion.

I'm pretty sure this will let me abuse some once per Rage powers while also getting me some decent extra Class Skills and allowing for more precise use of Rage in general. If I'm wrong here, please point it out to me. :)

So, I have a few questions:

I have considered a 3 level dip to Ranger to pick up the Endurance req for free and get a bonus feat, which could be either Rapid Shot (to have a little ranged game) or just grabbing PA or Cleave a little later than usual. I don't see the latter being much an issue, as I will still be a pretty good striker at low level just having a huge STR and whipping around a greatsword. Is this worth the loss/delay of some of the best Rage Powers?

And, also, what are some of the best Rage Powers to abuse, considering the possibility of activating Rage multiple times per encounter at both lower level and high?

It will be in a game allowing pretty much all Paizo material, including APG and Cheliax books for sure. No 3.5. We are likely going w/ 25 PB.

Any suggestions are greatly appreciated!