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Just brushing up on Azlanti lore for a game next week and am trying to learn more about Savith. Thus far all I've been able to put together is that she was a powerful Azlanti hero who beheaded the serpent god Ydersius. She's depicted in one bit of art and appears to be weilding a scimitar or a Falcata. There's really no other information on her affiliations within Aslant society -- be its darker or more benevolent side. Nor does it seem we know what class she was -- fighter, paladin, or something along those lines seems appropriate, though. So is there any more definite information on Savith that I'm missing?
In our scenario wizard 1 has cast Greater Stunning Barrier, monster 1 hits the wizard with 3 melee attacks on its turn. Does the monster have to save 1 or 3 times to prevent being stunned? Spell wording in question: 'Any creature that strikes you with a melee attack is stunned for one round (will negates).'
So my question is this -- 1. You're a Holy Vindicator
What happens? Sure, you get the +1d6 damage. But I'm a bit murky on the rest. Under the Undead entry it notes that these creatures are immune to disease. So would this reasonably include the sickened condition? It also notes that undead are immune to effects that require fortitude saves unless specifically noted. But since channel energy keys off Will, they wouldn't be immune for that reason. Also, I noticed that undead are listed as immune to death effects. But no specific mention of bleed unless I missed it. Is Bleed considered a death effect? If not, am I right in saying that undead can be made to Bleed? It would be interesting if these effects did somehow work. It would almost be as if the Bloodfire imparted temporary life-like characteristics to Undead creatures -- a transition back toward a life-like state that is particularly and oddly painful and sickening.
I'm playing a tankish oracle of life, ancient lore keeper in a Pathfinder campaign with some friends next month. Hashing out spell choices from the ancient lorekeeper bonus list and considering vampiric touch as a level 8 choice. As I've never had access to this spell as a divine caster, it raises a few added questions for me: 1. Strength modifies the melee touch attack, but only for to-hit, correct?
Best!
So here's the deal... I play a home game in which one of my characters has been a background, though not front-stage, factor in major parts of the story development for some time. She's an exiled noble seeking justice for her murdered father who was also King of a now shattered realm. The current rulers are demon possessed murder hobos that are rapidly running the whole place into the ground. Mechanically, she's a cleric with a mix of good party support, magic item creation to be helpful to fill party gaps, and decently fills in the combat role when need be. But her strength and focus is keeping people alive. She's generally good, not paladin goody, goody but wanted to be helpful overall and generally striving to be benevolent. Recently, a rather innocent NPC by the, admittedly ironic, name of Yorick became the target of a kind of meta-game sabotage. Three of the players in our group of five decided to ' let Yorick be eaten' by a dragon in an upcoming battle. The motivation for this fratricide was that Yorick was the admittedly thick-headed but otherwise well intending brother in law of one of these three -- a noble who would be first in line for his succession if Yorick just happened to bite the dust. So all this Machiavellian plotting occurs kind of as half joking banter at the table for months leading up to the fight with the Dragon. And nothing seems to be said in character. For my part, though my character finds Yorick to be a bit dim, she has no reason to dislike him and it would be against her character to take part in this kind of fratricide. In fact something quite similar happened to her father and, if she caught wind of it, let's just say there'd be issues. So game day rolls along, Yorick (under the control of one of the players who keeps joking about killing poor Yorick) stupidly charges right up to the dragon. After many close calls, Yorick manages to pull through, both due to my healing and to the quick thinking on the part of one of the other party members (not a part of the meta game conspiracy). The result? Two of the guys who'd been joking about the Yorick fratricide appear crestfallen and walk off in a huff. I find this a bit odd as all the Yorick banter came off as kind of this 'wink-wink' 'nudge-nudge' table talk. Stuff I tried not to take too seriously or to consider in-game. So I'm a bit perplexed about the whole episode and I start prodding conspirator #3 to find out what's going on and he starts talking about German words that mean 'taking enjoyment from other people's suffering,' bringing up grievances about game sessions that happened two years ago (never mentioned until now) and criticizing the GM for not building in enough options for player development (which I wholeheartedly disagree with as the players who approach the GM with specific goals and development ideas almost always find opportunities coming along). Throughout the whole episode, there appears to be an under -current of both this player (who runs the party paladin) and the other three longing to skip the light fantastic into DR. Evil mode. Now all this would be great and fun and even interesting (except for what I consider to be passive aggressive crap) if my character, as a support type, were not so reliant on the others and didn't have so much to lose. She needs their help to avenge her father and try to set a few things straight (an opportunity that keeps getting put off) but it appears 2-3 of the group I are more intent on playing villains, sabotaging otherwise helpless NPCs, and creating unnecessary drama rather than working as a team to help fulfill larger campaign and player goals (which the GM has provided many). My options don't seem to be very good: 1. Scratch out a new more villainous character to run with this crowd of rascals and try to transfer my current character to another game in the setting.
Thoughts?
So I normally don't play rogues. But with all the comments that a rogue isn't effectively optimizable going around (tier 5, weak etc, etc), I thought I'd give the class a shot. And, I have to say, it's pretty fun digging into something that's not my normal bailiwick. Looking at the class, I began to wonder how practically effective the Use Magical Device skill is in game-play? In general, I'm wondering about your experiences with this skill from the point of view of a rogue. Are resources available in most games for wands at, say, 2-7th level? Do you end up competing with casters and ruffling feathers for said wands as item drops? Has anyone effectively emulated another class for an advanced item at higher level when said item wasn't otherwise usable? Are scrolls worth using with this skill, or are they more just an enormous pain to work through? Is it worth dumping a feat to get +2 to UMD together with the curious trait? More a niche skill? Or something quite effective that tends to get over-looked in a game that is now full to the brim with casting classes? Thoughts?
I'm putting together an oracle for a tweaked Serpent's Skull AP. The point buy is 15. Skills will probably be very important and access to magic items will be limited. Hp progression is average per level -- 4.5 for d8 etc. The game master running this particular event is well known for enjoying putting characters in very tough situations, adding intricate puzzles, and being ruthless ala old style d&d. The party composition is rogue, magus, archer-ranger and me. Though I am loath to play a pure healer, I'm extraordinarily doubtful that we'll have the opportunity to buy or craft the usual cure light wounds wand. So the role of healer is one that must be filled. I'm leaning toward building the character from an oracle of life chassis and picking spells for both off tanking, control, and the odd blast while relying on the life oracle's healing special abilities more than the cure spell slots. Alternately, I could lean more toward a Gish style oracle. Character alignment is chaotic neutral and, if elven, she's forlorn with both a touch of the benevolent and the demonic -- a conflicted soul that finely balances compassion and rage. Since I'll be starting at lvl 3, I've picked energy body and channel energy for revelations. Elf or human is the race with ancient lorekeeper as the archetype. But I'm not going to list the full build yet as I'd like to keep the forum open. First, I'd like to see any and all suggestions on how to best build this character out, what roles the character will need to fill in this party mix, as well as any thoughts on the overall survivability of the group. Last of all, I'm concerned about how fun this particular character will be to play. So building for play enjoyment is also a huge must.
So I'm working up an Oracle build for a game session with some friends and thought I'd tap the board's collective wisdom. So far, I have a half elf Oracle of Life with the Ancient Lorekeeper Archetype. The point buy is 15 and the stat array I have so far after mods is: Str 14
Feats: Arcane Strike 1
Weapon: Elven Curve Blade racial heritage (half elf)
Spells: Cure Light Wounds, Divine Favor, Obscuring Mist, Dawn Metal, Ray of Frost (Lorekeeper) Revelations:
Curse:
Armor: Breast Plate The general plan is to use a combination of sorcerer and oracle spells to build a versatile gish able to heal when need be but with the options to provide powerful self buffs and decent secondary control and blasting ala gish as she progresses. My current party is a magus and a ranger (archer focused) with a likely rogue coming in as #4. We are light in the tank department and could certainly use the healing. I'd like to provide powerful healing options while still seriously threatening the enemy and keeping up (nearly matching) with the others in offensive capability. I've looked at metal and battle. Though these would provide some serious heat, I'm thinking this life oracle build will work better with the current group. Thoughts? (Updated) |