Elf

Cruven Carter's page

Organized Play Member. 32 posts (33 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.


RSS

Grand Lodge

I'd say Brawler, it mixes much better with the gunslinger class than barbarians can and the extra combat feats allow you to truly customize him into the ultimate action hero.

Grand Lodge

No and yes, adding flaming to a net does applies 1d6 fire damage to the entangled creature per round it is entangled.

Grand Lodge

Rerednaw wrote:
Cruven Carter wrote:

Master Summoners are amazing and I'd be glad that your GM would allow it.

Sounds like you'll want the small aquatic subtype from Ultimate Magic which gives it the ability to swim and breathe under water indefinitely right off the bat and you can use your evolution points to make it flying at 5th level.

I am still new to the game so I could be wrong. Does not the Master Summoner take a hit regarding their Eidolon?

So most Eidolon abilities are available later?

Yes, they're treated as 1/2 level (min 1) for abilities, hit dice, evolution pool, etc. So he'll have to choose wisely in his selections. Luckily he chose to be a half-elf summoner which gets to add an evolution point every four levels.

Grand Lodge

Master Summoners are amazing and I'd be glad that your GM would allow it.
Sounds like you'll want the small aquatic subtype from Ultimate Magic which gives it the ability to swim and breathe under water indefinitely right off the bat and you can use your evolution points to make it flying at 5th level.

Grand Lodge

No, the blade is not considered a familiar so no celestial template, but is considered a combatant so you can't gain a celestial familiar either.

Grand Lodge 1/5

I've run the Harrowing for my VL's group and it was fairly easy to convince them since it was a simple rescue mission to save this important Taldan scholar with a rich noble family background which I had the region's favorite VC, Drendle Dreng, give them the news in the wee hours of the morning. As long as no one tries knowledge nobility right at the start then you should be fine in hooking them in.

(italics for those who've played it before)

Grand Lodge

No, because the surprise round activates if the party is not aware/ready for combat. Although, the wizard could go invisible or have a high enough stealth to attack against flat-footed but he does not gain a surprise round while attacking a party that is in combat with something else. Casting the summon monster spell would be considered the surprise round in most cases if the attackers are not aware of them.

Grand Lodge

What you need to do is go after touch AC. I don't know what creatures or enemies they face at that level but my best suggestion is to throw in some either alchemists or wizards with rays/magic missile. Also, have the baddies go after the squishy party members first, especially archers.

Grand Lodge

1 person marked this as a favorite.

Tremorsesense is better explained that it senses things that are moving as well as the creature emits very high frequency waves (undetectable by things without tremorsense) from its body through the earth to pinpoint things around it such as creatures and objects to avoid. Just think of echolocation but through the earth instead of through the air like a bat. This is just how I personally interpret it and it has worked well for me so far.

Grand Lodge

The ability allows the alchemist to make a mutagen that can last an hour per level, so whoever drinks the 14th level's mutagen gets a 14 hour effect while the one who drinks the 2nd level mutagen gets the 20 min effect.

Grand Lodge

One way is to take a turn to move into a better position, especially away from things with reach or behind cover from ranged attackers, and possibly putting down a battlefield control spell, such as a grease, fog/stinking cloud, web, pit, etc. then you shouldn't have much trouble.

Grand Lodge

I wouldn't let them, because it makes sense to copy the spell from a found scroll since it is written on it in the language of magic but a wand has no writing on it, or at least not enough for the entire description of the spell, to use as a spell completion since it is only a spell trigger item for someone who knows how to use the spell or has the capabilities through UMD.

Grand Lodge 1/5

PaulH wrote:

Hi

Do the Racial Traits from ARG count towards your 2 Traits allowed?
Eg, the alternate racial stuff listed as Traits?

Thanks
Paul H

Alternate racial traits do not, as they replace the racial traits that the race has to start with. Race traits do count towards the 2 trait limit.

Grand Lodge 1/5

Congrats Adam! Without you we'd have never reached our own first stars or known the fun times to be had in the Pathfinder Society. It's been a fun filled 6 months since you came to Blacksburg's Fun 'N Games and I hope to continue playing PFS with you for the months/years to come.

Grand Lodge 1/5

I think it's more of a time saver, especially at cons, mostly due to trying to explain all the factions to a new player takes away such precious time. If an experienced player has a per-determined faction he wants to play then I'd say let him play it. I'm sure any faction would gladly accept the points right around now with all the speculation going around.

Grand Lodge 1/5

Pretty much what Lab rat said. In our region we had one guy with the archer fighter build and another who had the inquisitor. Yes, the inquisitor couldn't get the shear damage output but the AF was useless in the role-play sections where the inquisitor would shine with discern lies so that we had an easier fight when an NPC turned out to be not who she said she was.

Grand Lodge

It's the latter meaning for when you take the points out of that stat and dump it into another stat or two.

Grand Lodge

Also, to be safe you can carry a potion or give another divine character a scroll of lesser restoration. The ragechemist's penalties are temporary so once that gets popped on you, you return to your regular intelligence and will save but no longer get the +6 strength boost as the mutagen ends when lesser restoration is placed on you.

Grand Lodge

Yep, that's right because none of the bonuses stack so a ragechemist/barbarian, which I also have one, can get you to 30 strength. Granted, a word of caution, the saves you'll have to make each time you get hit for being a ragechemist can be deadly especially if you go comatose in the middle of a fight and get coup-DE-graced.

Grand Lodge 1/5

Level 8 half-elf wizard (conjuration)
1. A +1 Distance Longbow as an arcane bond.

2. A +1 morningstar that he bought, even though he's not proficient with it, but because he found it in one of the scenarios he decided to "keep" it.

3. I know a fire sorcerer that will only carry alchemist's fires that he uses to bath himself every morning.

Grand Lodge

You're not raising a dead body like the spell raise dead. You are simply summoning a medium skeleton/zombie creature to the field. There is no application of a skeleton/zombie template. This is why it is a level one revelation.

Grand Lodge

-Like it says, it changes with hit dice based on your level. If you look on the d20pfsrd.com under the bones oracle it has links to the zombie and skeleton templates and in theme they have 1HD skeleton and 2HD zombie examples you can go off, but most of the creature's stats comes from what level the bone oracle is.
-there's no point buy for a summoned creatures, only Eidolons and maybe companions.
-level= hit dice again. d8's so 8 at first level and +4 (0.5*8 + - Con) for each additional level.

Grand Lodge

My favorite in terms of roleplay would be the alchemist going to a Master Chymist so that you can truly get into the role of Jekyll and Hyde.

Grand Lodge 1/5

Adam Mogyorodi wrote:
Catfish9 wrote:
Yes it is 1/3 the price but it vanishes at the end of the scenario/module if you don't use it. If you're going support either get a wand of cure light wounds OR a wand of shield with 2 PP, you can use these as an alchemist without using UMD. Save up your gold for better things when your fame reaches it, such as a headband of intelligence.
This is not true. Items created by an alchemist are noted on the alchemist's chronicle sheet, and last until use.

Ah, then my GM called it incorrect. I'll be sure to correct him when I play one of my alchemists again.

Grand Lodge 1/5

Yes it is 1/3 the price but it vanishes at the end of the scenario/module if you don't use it. If you're going support either get a wand of cure light wounds OR a wand of shield with 2 PP, you can use these as an alchemist without using UMD. Save up your gold for better things when your fame reaches it, such as a headband of intelligence.

Grand Lodge 1/5

Yes, archetypes are allowed but they are limited and you can find them in the Additional Resources under each class or reference.

Grand Lodge

Also, if you're going to take so many languages I would consider raising your charisma to a 13 and taking a rank or two in diplomacy otherwise you'll either be a bad diplomancer or even a bad translator.

Grand Lodge 1/5

1 person marked this as a favorite.

It may have been best to have the Raise dead character to introduce that that is the way he does things in adventures or to tell the paladin that one of his team members gives off a sort of necrotic aura from having raise dead prepared/handy. Otherwise you handled it as best you could.

As long as the characters are CN/N/LN casting the spell it shouldn't knock them down any on the alignment scale as long as they don't use them for evil acts, such as evil acts like killing a helpless NPC, or use it to raise another PC who has fallen in the scenario without full consent prior from the other PC.

Our GM/VL has two of these characters, as well as command undead, that run higher tiers, one of which he had a hand in creating. He allows them to keep up to the HD limit beyond the pet/familiar rules because the majority of them are mindless and don't need handle checks, though occasionally charisma checks when the undead are under the control of an NPC or they have intelligence high enough to deny them. We have had where the things they wished to raise got so destroyed and didnt allow the two to raise the creature such as when our ranger/fighter hit a critical vs a Bullette (random encounter).

I hope I helped somehow.

Grand Lodge 1/5

First is the answer to eric's question, but if that sorcerer, whatever race he is, is after power mostly for himself and not really for his country then I'd suggest the Sczarni faction.

Grand Lodge 1/5

Welcome to Pathfinder Society!

1. yes, traps can be fairly prevalent especially in certain modules and scenarios. It's never not a bad idea to have someone be basically your dowsing rod for traps and it's best to have someone that's able to disable them.

2. Probably one of the more enforced codes as not abiding to them can hold serious consequences during and after scenarios for the paladin.

3. That's up to your GM's discretion. If you're a chaotic character he/she may let it slide quite a few times as long as it does not threaten the other players lives. And a quick laugh among the group may be needed sometimes.

4. Personally, learn all the prestige point/fame point rules and how they can help you and restrict you. That part has led to the most confusion on my part.

Grand Lodge 1/5

you can't use it to pay for you to rise within the scenario/module but you can use it to res yourself after your party completes the mission or flees after completing your faction mission. Unless, you somehow have the time for your party to drag/carry your body to your faction headquarters where they will resurrect you for the PP.

Grand Lodge 1/5

For alchemists it's 1/3 price while ninjas and poison rogues pay full price.