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** Venture-Agent, Netherlands—Den Bosch 12 posts. No reviews. No lists. No wishlists. 21 Organized Play characters.


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2/5 Venture-Agent, Netherlands—Den Bosch aka Emena

Flutter wrote:
You want to pick up "down" asap, either as your next bonus trick or working on Sesha's problem solving skills to help them up their intelligence at 4 hd.

would you rate down as more important than either maneuver or heel?

At 4 HD I was planning to give Sesha an extra point in constitution as that would result directly in 4 more HP, and with the limited possibilities for extra AC extra HP is quite nice.

The divine hunter herself will use a bow (also dedicated to Erastil so Savior's Arrow will be in her feat list and deadeye bowman in her list of traits ;))

2/5 Venture-Agent, Netherlands—Den Bosch aka Emena

Nefreet wrote:
The immediate dilemma I see is that your snake does not yet have the BAB for Improved Natural Attack (+4).

I knew I missed something... Staring at numbers for too long xD

So I'll replace that one by either Combat Reflexes of Power Attack (not sure whether the last one will be an overkill with het 4th-lvl advancement in mind, then again, I kind of want this character to be suited for the bonekeep challenge)

Quote:
The maneuver trick is not needed to make your snake grab, but your snake only grabs on a successful bite. If you're finding it hard for your snake to hit an opponent's AC, having the maneuver trick is useful because your CMB is always going to be higher than your Attack bonus.

Let's keep it in there just in case. Thanks :)

Lorewalker wrote:


There is always Mage Armor. Either UMD or hope there is an arcane caster in the party.

A wand and hoping for an acane caster in the party it is. The Nagaji will be built with cha 10 and int 9, so UMD will be a too huge investment of the 'little' amount of skill points to be usefull anytime soon.

I use Mage Armor for so many of my casters, stupid I didn't think of that option for the Animal Companion. Somehow my thoughts said no to the possibility. xD

2/5 Venture-Agent, Netherlands—Den Bosch aka Emena

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As I have a Nagaji Divine Hunter to be built at lvl 3 (gm & pregen credit) I was very happy to find this tread about companions. Though I do have a few questions I would like to see answered as this is my first PFS-legal built of an AC.

Let me first present you the (hopefully correct) build I have till now.

Presenting: Sesha, the cuddler:

CONSTRICTOR SNAKE
N Medium Celestial animal
Init +4; Senses darkvision 60 ft, low-light vision, scent; Perception +5
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 16 (3d8+3)
Fort +4, Ref +7, Will +2
SR 8
Resist cold 5, acid 5, electricity 5
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+4 plus grab)
Special Attacks smite evil
STATISTICS
Str 16, Dex 18, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 on grapple); CMD 19
Feats Improved Natural Attack, Blind-Fight
Skills Climb +15, Stealth +8, Swim +11
Tricks Attack x2, Sneak, Heel, Maneuver (grapple)
SPECIAL ABILITIES
Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil foes; smite persists until target is dead or the celestial creature rests).

I am the most confused about the tricks, Sesha can learn 5 (3 from int and 2 bonus), so I want to invest 2 in the Attack trick, 1 in stealth (mostly roleplay reasons) and then I have 2 left... Do I need the Maneuver (grapple) for her grab ability or not? As far as I could find you need it to make the snake grapple, but this is part of the attack itself so it kind of confused me...
If it is not a necessity I think it is best to replace it with something else. I am mostly doubting between down/defend/heel for the final two tricks.
Eventually I just want the snake to be combat trained, anything extra is nice but boosting the int to 2 or 3 won't be a priority for me.

And I am really doubting whether there is something I forgot/misunderstood/miscalculated etc...

Also, is there a way to improve the armor of snakes besides the feat?


I have to add my thanks and 'wows' and all other expressions of being impressed and greatly thankfull to this discussion ;)

Strange Aeons is going to be my third try to run an AP and hopefully this one will finish (first two tries were both for Second Darkness, first in an pbp in which half the party dissapeared after a few months leaving too few to continue. Second try was in a group with people not used to prewritten Ap's and thus feeling too much pushed into a certain direction, in combination with life happening leaving me to little time to prepare as an GM with very little experience)

I am really excited to start tomorrow (using roll20) But I'm also really afraid for the health of my party... 4 players, average HP is 8.5. One of which is an human eldritch scrapper aberrant sorcerer based upon the fast learner/improved improvisation featline. Second: halfling with childlike feat vigilante serial killer convinced to be a human child. Third; human cleric of desna with the motto: you don't have to outrun your enemy, just your party. And last: an elf sleuth investigator who is forgetful (they all have drawbacks) and who has con as dumpstat...

I'm very eager to know how long they will survive...At least I am allowed to kill them all to start with, before I have to try not to kill them too fast, mhuhaha.... I really love the starting dream, and the feel of the whole AP in general. And I'm definitely going to steal some stuff mentioned in this topic :)

2/5 Venture-Agent, Netherlands—Den Bosch aka Emena

That explains it. Already thought it could be some error, but just wanted to be sure about it, so I knew I did not make a mistake myself while reporting.

Nice to know that I don't have to take notice of that error as I probably will run the quests more often. :) (So many fresh souls out there to lure into the world of Pathfinder...)

2/5 Venture-Agent, Netherlands—Den Bosch aka Emena

Okay, thanks for the quick reply. I was doubting because when I reported them it said:

GM — Player has already run scenario at session # 21 of event # 45159 PFSNL on November 08, 2014.

So I guess I can just ignore this and stick to what the Chronicle sheets say about the PP and such? :)

2/5 Venture-Agent, Netherlands—Den Bosch aka Emena

As I'm pretty new to GM'ing for society I wondered how the GM credit for silverhex and Phantom phenomena works...
At the first pages of both is stated that players can replay the Quests for credit, does this also mean I can rerun it for credit? Untill now I ran both as an demo at some events, in totall I ran 21 quests of Silverhex and 4 of Phantom Phenomena Which would mean I would have 3 Chronicle sheets with all 6 boxes ticked off for Silverhex, and two sheets about half full. Can I only apply one of these sheets to a character, or could I apply all three to different chars for each 1 xp and 2 pp? (The other too I rather keep till they are complete too).


I would like to see the APG pregens too someday...

Not because I myself would play with them, but I demo Pathfinder regularly (yay for Silverhex and Phantom phenomena) and they are still missing in my Demo box :( I would love to let possible newbies also explore those classes :)


Tom S 820 wrote:
Magic item for INT feat actors trait to make thing class skills and feat like cosmotalitan will help. You lose a lot of power when level full cast class for more than a level.

I know, I looked it up and still felt more to go a few levels bard. For me it is not about the power, but about the rpg part. It just suits well for my character :)

For example, right now she is irritating everyone when using the flute, later she can use it to inspire courage.
She will be less powerfull, yet stil, I think she will be powerfull enough.


Thanks for the tip, but there is more for me to choose a level bard than just the feel :) (i particulary like the fact how she will get a lot more class skills.)


Oke, thank you :)


Hi everyone,

I've tried to search on the messageboard whether this question has been asked before, I couldn't find it so I'll ask it myself:

To introduce:

Recently we started a campaign in which I have a young, spontaneous, halfling sorcerer(celestial). (Roleplay out of combat is a huge part of our game btw). Just to illustrate her: in a forest she is looking more for fancy flowers than to where the group is going or any dangers which are ahead. Like I said, she is spontaneous. (A bit extreme).
In the last session we found a flute, she took it and now she is learning how to play. Right away I pictured her playing in combat. So, I decided for her next level to be a bard level. But...

Sorcerers and Bard use the same ability for their spells, does this mean she only gets bonus spells once or for both? I guess both, but I'm not sure.

Also, they both know spells, and have partly the same spell list...Does this mean she knows spells as bard or as sorcerer? Or does she just know the spells independent of her class and can she cast spells she learned as bard using her sorcerer spell slots? (and vica versa)For the spells that are on both lists, I mean.

I guess she just knows spells as bard and can only cast them as bard(or knows spells as sorcerer so only can cast them as sorcerer)...But it can never harm to ask, can it?

Btw, I know it probably sounds strange to combine these classes, but the choice was made with the roleplay in mind. Oh and I plan her to be sorcerer 15/ bard 5.