Traits:
Observant: (+1 Perception, Perception is a Class Skill); Ease of Faith (+1 Diplomacy, Diplomacy is a Class Skill)
Favored Class bonus:
+1/4 to DC of enchantment spells cast at every level
Familiar:
Greensting Scorpion for levels 1-6, thereafter Faerie Dragon.
Notes:
All Skill Points (2 per level) to Perception and Diplomacy)
The DCs on Level 0 Enchantment (Compulsion) spells:
Level 1 - DC 16
Level 4 - DC 17
Level 8 - DC 20
Level 12 - DC 22
Assuming I get moderately decent gear, the DCs should be neigh unbeatable . . . for those Enchantments will work on anyway. . .
Initiative will be +9 at level 1, 10 at level 8, without equipment.
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Option 2: Dual-Cursed Lunar Oracle (Gnome or Halfling, so I can use Animal Companion as a Mount)
Stats:
Str: 8, Dex: 14, Con: 13 (+1 at level 12), Int: 10, Wis: 8, Cha: 20 (+1 at levels 4 and 8)
I am trying to build a charisma oriented character devoted to Arshea. The overall goal is a Diplomancer type with the Celestial Observance feat, but no levels in the Mystery Cultist Prestige Class.
I have a boon for the Kitsune, and a Kitsune enchanter seems pretty appropriate, but not a divine type, so kinda torn. The other option seems to be a gnome of some sort focused as an oracle, or a high charisma cleric.
I think for Oracle, the best curse would be Legalistic for the social skill interactions with that curse.
For a Sorcerer, I think Enchantment should be the focus.
I have only had one such issue, but I have limited in person play. Most of my experience is via PbP, and for whatever reason, I never seem to encounter bad players online. My solution was:
1) Early game, I passed GM a note that explained my build features I thought his quick ruling were nullifying, and why, with citations.
2) Later, I explained that while I was aware many races go a bonus to X. I happen to like race Y. I like class Z. It didn't matter to me that I lost +2 to stat X. Paying what I want rather than a speed sheet of crunched numbers makes the game more fun for me. To each their own.
3) At the end, I sent a short concise list to an near by region VC (no VCs in my state). Just the facts ma'am, no personal attacks, no comments on various rudeness, just things like: Went around table for initiative during combat. My control wizard likes to go first, ended up going fourth, despite investing heavily in initiative bonuses, etc.
Edit: Emphasized the goal was to educate the GM, not a punitive request.
I did not learn Sleight of Hand and as I recall you cannot make slight of hand untrained.
My Diplomacy is good for level 1 (+10). (+2 Cha, +3 Familiar, +1 Trait, +3 Class Skill, +1 Rank)
Bluff and Intimidate are at the my base stat (+2 Cha), which will be bad considering small sized characters get a penalty to Initimidate when dealing with larger types.
Maybe I should tweak a little to take those into account.
I have built a Blight Druid for Pathfinder Society play. I have read through some lore, mostly the Shadow Lodge (I know it is going away), Andorean, and Grand Lodge factions. Most of the others I am having difficulty reconciling with gnomes or druids (mostly druids).
So the questions are:
First: From the viewpoint of experienced Pathfinders, what should one expect from the Grand Lodge in terms of missions? Shadow Lodge? Andorean?
TL;DR:
My blight druid is, in my mind, a specialist in helping areas that have been, or are likely to be, victims of natural disaster, alchemical mishaps on glorious scales, or generally blighted areas. She views the vermin that help the recovery of such areas with awe and respect. Her favorite vermin is the common fly. How deep would the mountains of poo be without these little ravenous wonders? Who else would want to take on such a role?
She does not like death, but she appreciates the decay that leads to rebirth. She doesn't like disease, blight, or famine, but she loves looking for the cures to these woes.
Second: I am also looking for world lore events to tie my character's life to. Specifically ground shaking natural disaster, magical mishaps, alchemical accidents or the like. Gnomes live for a long time, so the event doesn't need to be current, though if there were such a monumental event in a Season 0, 1 or 2 module, I would like to tie in there if possible.
Finally: Thank you all for the responses I expect soon enough, and I apoligize if this belongs in advice. I debated back and forth, but since I am only asking for PFS input on PFS factions and events, I thought it best to ask where I expect PFS is the rule, not the exception.
Help, again! I keep getting blocked on background. Spitball brainstorm ideas on why a gnome blight Druid might be in Absalom or what faction is most appropriate would be great!
I based an andoid wizard personality on the melding of Roy, Pris, Mr. Data, and Vision. She was a lot of fun to play. The most fun was when people spoke in idiom, and I got to deliberatly take them seriously. Eventually my android caught on though.
About three sessions in, our party witch actually asked me to make sure I didn't let the cat out of the bag. So I stuffed her familiar in a pillow case, then tried to defend the poor cat from the party's advances and attempts to let it back out.
I picked a purpose for my android to have been built for (I figure someone builds a tool for a purpose) and made sure to keep that in mind as we played (Pris).
Don't really know what else to say. They are fun! Amazing wizards!
@Undone: I like the idea of a helpful blight druid as well! Especially one with a gnomish personality. I want my particular version to focus on "Blight druids are the caretakers of lands ravaged by natural disaster . . . devoted to reforming and reclaiming lands despoiled by the ravages of civilization" She is kind of a walking talking EPA/FEMA, who just happens to smell really, really bad.
-Edit:
I almost took Extremely Fashionable instead of Ease of Faith, but I was afraid people would confuse bad smell with nice clothes. The trait only works if the clothing is not covered in gunk. . .
@Jodokai I will drop the large shield and pick up a spear! Two handed aid other in combat might be better than +2 to AC anyhow.
4 people marked this as FAQ candidate.
1 person marked this as a favorite.
The following question is posed as it relates to a Pathfinder Society Organized Play character. As such, until an official answer is had, I would prefer to keep 'I would house rule ________' responses to a minimum.
I am aware that RAW, these two do not work. I am seeking information on official clarification.
Cites, and Links:
Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.
-Advanced Player's Guide, Pages 98-99. Link
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Vermin Heart
You have a special bond with things that creep, crawl, skitter, and sting.
Prerequisite: Wild empathy class feature.
Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.
- Advanced Player's Guide, Page 173. Link
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I have checked the official FAQ and Updates and it is silent on the issue.
It seems to me that this feat was all but made for the Blight Druid archetype. Unfortunately, the Feat specifically calls for Wild Empathy which is explicitly replaced by Vermin Empathy. I have searched the forum via the search tool to no avail.
Question: Is anyone aware of any PFS official answer on the inter-workings of these two options?
Goal:
Socially capable druid, eventually miasma will be available, but I want to smooth talk past the stink. Reasonably capable spell caster, moderately effective melee combatant only when necessary past level 4, when wild shape opens up.
Background:
Born of disaster, druid seeks to work with and cure the ails of the world. Tries to spend the vast majority of her time re-establishing vermin and insect life into the worlds wounds to speed decomposition and recovery. (much like modern medicine using maggots to debride tissue to aid in healing). Druid is aware of how society perceives the vermin and insects, especially those that eat corpses and feces, but druid loves them all the more due to the way the rest of society looks down on them.
Other:
Wants to take the sigil of the common house fly as her coat of arms once she has risen far enough in the Pathfinder Society.
Longer version in spoiler below.
Spoiler:
(Blight Druid) 1
NG Small Humanoid (gnome)
Init +1; Senses low-light vision; Perception +11
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Defense
--------------------
AC 16, touch 12, flat-footed 15 (+2 armor, +2 shield, +1 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5; +2 vs. illusions
Defensive Abilities warden of nature
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Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -4 (1d3-1/x2) and
. . Shortspear +0 (1d4-1/x2)
Ranged Sling +2 (1d3-1/x2)
Special Attacks warden of nature
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Druid (Blight Druid) Spells Prepared (CL 1):
1 (2/day) Entangle (DC 14), Obscuring Mist
0 (at will) Create Water, Detect Magic, Guidance
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Statistics
--------------------
Str 9, Dex 12, Con 14, Int 10, Wis 17, Cha 14
Base Atk +0; CMB -2; CMD 9
Feats Spell Focus (Conjuration)
Traits Adopted, Ease of Faith, Helpful
Skills Acrobatics +1 (-3 jump), Diplomacy +10, Fly +3, Handle Animal +6, Knowledge (nature) +8, Perception +11, Sense Motive +5, Stealth +5, Survival +5, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Druidic, Gnome, Sylvan
SQ +3 bonus on diplomacy, empathic link with familiar, illusion resistance, nature bond abilities (arcane familiar), share spells with familiar, spontaneous casting, vermin empathy
Combat Gear Wand of cure light wounds, Acid, Alchemist's fire, Alkali flask, Holy water; Other Gear Leather armor, Darkwood shield, Shortspear, Sling, Backpack, masterwork (empty), Bandolier (5 @ 4 lbs), Bedroll, Blanket, winter, Canteen, Dilettante's outfit, Holly and mistletoe, Sheriff's whistle, Smoked goggles, Spell component pouch, 238 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/1
Alchemist's fire - 0/1
Alkali flask - 0/1
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Holy water - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Shortspear - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Wand of cure light wounds - 0/50
--------------------
Special Abilities
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+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Vermin Empathy +3 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin.
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Nip
Female Thrush
NG Diminutive Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 5 (1d8-2)
Fort +0, Ref +4, Will +4
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Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Thrush) -1 (1d2-5/x2)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
Tricks Come [Trick], Detect [Trick], Flee [Trick], Sneak [Trick], Stay [Trick], Watch [Trick]
Skills Acrobatics +2 (-6 jump), Diplomacy -1, Fly +12, Handle Animal -1, Perception +9, Stealth +14, Use Magic Device -1
Languages Sylvan
SQ come [trick], detect [trick], flee [trick], improved evasion, sneak [trick], stay [trick], watch [trick]
Other Gear You have no money!
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TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
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Come [Trick] The animal will come to you on command.
Detect [Trick] Indicates unusual smells, noises, etc.
Flee [Trick] Attempts to run away or hide.
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Watch [Trick] Stands watch over designated area.
The whys:
Spoiler:
Gnome: because I have Gnomes of Golarion, and I just like gnomes I guess. Nothing special for a gnome to be a druid. No wis bump, no special affinity for anything, but I like gnomes!
9 Str: Carry Capacity
12 Dex: Moderate increase to AC and Initiative are always good.
14 Con: I like HP and passing Fort Saves.
10 Int: So many skills, and I want to be able to pass some checks. . .
17 Wis: Gnome doesn't get a wis bump, and spell DCs are important to me.
14 Cha: Smooth talking sewer urchin is the concept, need to be able to smooth talk. . .
Thrush Familiar: Small birds are good. Familiar that can actually talk is good, and +3 to Diplomacy is also good.
Alternative Familiar: Green Sting Scorpion: Familiar that grants +4 to inititive is amazing, but Druids don't have tons of CC early game, so going first doesn't appear to be as essential as it would be for a wizard or sorcerer.
Skill Choice:
Perception: Most rolled skill in the game it seems, and I have a high wis. Just makes sense.
Diplomacy: Most important to the character, not necessarily a deal breaker.
K. Nature: It is good to know about nature if you are a druid,
UMD: Eventually I hope to get Improved Familiar, specifically a Faerie Dragon, to use wands for me.
Handle Animal: On occasion ti will be good to be able to tell the SNA animals what to attack, I think.
Trait/Feat.
Ease of Faith: Diplomacy as a Class Skill!
Adopted/Helpful: +4 to Aid Other instead of +2. I hope to be using Aid Other most of the time in Melee, and on many skill checks that I am not so good at.
Spell Focus (Conjuration): Summoning monsters will be important, so Augment Summoning pre-req seems important.