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In the games i've played we often played aid another boosts to AC as helping the other PC to get out of the way. As in you pull your friend out of the descending slash at the last moment. Which means your friend is letting himself be grabbed, which is AC10 (no dex, no armor bonuses.).

If he were on the other side of the monster and trying to hinder it, then it would be fair to allow the miss chance vs the the aid another since the helping PC is not sure where exactly the monster is.

But that's just from my experiences


blackbloodtroll wrote:
You may find the spell resistance a pain sometimes. A standard action to let it down and receive beneficial spells. This is even more problematic when you are unconscious and cannot take standard actions.

I figured i could live with it, we have to take underdark races, and i wanted to play an arcane caster. So my choices pretty much all have SR. Hopefully the clerics will take spell penetration and be able to penetrate my SR ^^


Hi all,

So i'm going to play a witch in an underdark campaign and the DM allowed me and one other player to play Svirneblins, I'm going to be a gravewalker witch and the other a druid. The other players so far are: Drow Ninja later assassin, 2 Female Drow Clerics, and possibly a Fighter of some sort.

I know the svirfneblin isn't optimal for a witch but.... look at those bonuses...*drools*. So yeah my stats are:
str 10 dex 14 con 12 int 18 wis 12 cha 8.
I'm level 2 and i picked the Cauldron hex (for cook people )and extra hex for Slumber with the shadows patron.

I was thinking of taking craft wondrous. And was wondering what i should do for the couple next feats. Should i just get extra Hex and mix spell penetration in there for those pesky underdark SR critters. I pretty much know what Hex to take, theres plenty of guides around and stuff, but just slightly unsure about feats

Oh and we're obviously all Evil :P

thanks


cranewings wrote:
The CHA and INT = 7 puts him only a single step above this guy so unless the player wants to see the result of adventuring when you are as dumb and offensive as a troll while having 1/5th the HP at level one as an experiment to see how far he gets, more power to him. I guess that qualifies as RPing but I'd probably just kill the Troll ranger with an angry farmer that assumed he was there to raid and pillage.
Bestiary wrote:
Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others' weaknesses and will use such knowledge to kill their own kind if food is scarce.

I have not seen anything saying trolls are stupid. If they can care for their own offspring and tenderly teach them how to survive i'd say that is within Human range. Even today some human parents can't achieve that.

And Charisma doesn't necessarily equal ugliness. I've seen players play with a 7 cha and their characters were socially awkwards. Seriously tho how many of us would actually have a Cha of 10 if we were to calculate our stats.


Didn't think the conversation would keep going, but since it did.... might as well:

Dabbler wrote:
Blue Star wrote:
I tend to ask my GM if I can use one based on my god more than based on such debatable concepts as it currently is.
I agree, and there are plenty of examples in Faiths of Purity.

I did look through Faits of Purity, but the book has no mention on any expected behavior for a paladin of Apsu (even saying that he does not grant spells but JJ commented on that and mentionned that it was an error).

Also about being judge jury and executioner, in my position Apsu does not have a church (one of the goals of my character)anywhere. Wouldn't that imply that i have no power in the legal system? Thus being judge and jury making me unlawful.


I've always seen and played wizards as people who study and learn magic to become more and more powerful, a bit like mad scientists (they are somewhat playing with the fabric of the world). So upgrading your familiar for a more powerful creature is an act of convenience to them just as binding outsiders to perform certain tasks. The familiar helps the wizard in the study of magic if he can gain a creature better suited for the study of magic through improved familiar why shouldn't he. And as the others mentioned its not like your old familiar dies on the spot or that you have to feed it to the new. Your raven, toad, bat, viper, etc. just became a regular pet. That doesn't stop you from taking care of it.


@jupistar, I thought about giving them weapons, but it was obvious they wouldn't have picked them up and it felt like an easy way to justify slaughtering them, so i advised against it and went with the aforementioned plan.

Thanks all for your comments, i'll just keep doing what i was doing, and if it doesnt mesh well with the others, it's up to them. I won't mind some player vs player :P but i highly doubt it will come to this.


@VRMH They dropped their weapons, started crying like dogs and cowered into a corner. I was enlarged and had just slashed on the their friends in 2 with my 3d6 greatsword, and they offered no resistance when we tied them up

@KenderKin its not really "Beer and Pretzel", even though they are present during the game :P. But everyone likes to have fluff around their characters, so i don't think any decision i make will matter so long as i stick with it.


Hello all,

So i started playing a paladin for the 1st time last week-end and i made him a sorcerer/paladin to go into dragon disciple. He is a Paladin of Apsu, and therefore has no pre-established church anywhere. He is part of a small order of dragon blooded people (still humans so far) of paladins and clerics, but they hold no authority anywhere without a church.

The situation is that a lord has sent us to get a family heirloom in a keep his family abandoned years ago. On the way there we ended up fighting gnolls which are the footmen of the opposing forces so far. We managed to kill about 18 of them then the last 2 gave up. So i grabbed my rope and tied them up. We could not understand their languages but it was obvious they were not threatening. My character decides not to kill them and then the barbarian goes and kills one with his earthbreaker. I rush in to stop him from killing the other gnoll and after an argument we agree upon stripping the last one and letting him flee. I did detect the gnoll's alignment and the GM said he was evil, but i still thought it was not an honorable way of doing things.

My question is should i have even cared? In the bestiary they say gnolls are CE does that mean i should kill every single gnoll on sight because of their alignment? I understand the situation for outsiders and undead. But living creatures of the material plane should have their race eliminated by paladins because the bestiary says they are CE? That would mean genocide on a large scale against a WHOLE lot of creatures.

The options presented to me would have been;
-Kill it on sight
-Let him go without weapons
-Go back 4 days and deliver him the to the city. So he can be killed on sight by the guards.

Basically i'm just wondering if i should defend monsters who abandon or just slay them anyway because they are monsters.

Thanks to anyone who will help me shed some light on this since it will probably happen quite a bit during the campaign.


Go Synthesist, you get 1d8+1d10, natural attacks, relatively good AC, you can dump physical stats. Spell casting, pounce. What's not to like and abuse.


A level dip into summoner Synthesist take the quadruped base form and spend 1 evolution point on pounce. Pretty sure thats the simplest. Although it's weird.


Sorry for hijacking your thread a bit but i play a summoner who will soon learn lesser planar binding. I was wondering, to have a chance of binding good aligned outsiders, is having magic circle against good a must or can i do without. The spells are kind of limited on a summoner and i already have magic circle against evil for summoning evil outsiders, and actual defense against monsters.


You can make it small easily at creation. You could make a scorpion out of it, give it arms, pincers, a tail, and a sting attack on top of a quadruped base form. Then just add the poison evolution

Poison (Ex)

Spoiler:
An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned.

Eidolon poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save.

The save DC is equal to 10 + 1/2 the eidolon’s HD + the eidolon’s Constitution modifier.

For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution. Source: Advanced Player's Guide.


Taason the Black wrote:

A witch IS a physically weak character just like a wizard is! Look at any witch in lore and they are always wizzed and stooped (except for Maleficent and she wasnt exactly strong being a queen).

Anyone that would call you out for playing a 8 str witch or wizard has no idea what they are talking about. These characters arent physically strong.

As for the carrying capacity...there are ways around it. Be it bag of holding or handy haversack OR...use of Ant Haul or make an item with Ant Haul.

Besides, let the damn knucklebrained warrior do the carrying! Hes the one always wanting to show off how strong he is!

Yeah well, i could try but i highly doubt it will pass. The people i play with consider a 10 to be slightly weak, like someone with an int of 8 cannot read, and int7, they are dumb enough to be sent on a quest to bring back a bucket of steam. Really happened.


I was also wondering what would be good hexes and spells to get for Carrion Crown. So far i have:

Misfortune, Cackle.

I plan to take, Evil Eye at second, maybe Fortune at 4th, extra hex(Flight) at 5th.

For spells, well i'm not sure what to use against undeads, the really cool spells are mostly mind-affecting.


Count Buggula wrote:

Wait...you play with a group that uses 25pt buy and then complains about powergaming for having a negative stat?

Um....

That's pretty much why its 25pt buy so there's no negative stats. And yeah as soon as i do something cool and save some player's lives, they complain its too strong and pull out their books to rule-check me.


well the strenght is at 11 cause i had an extra point, and more carrying is nice. And i can't drop it to 8 or else i'll be called out for powergaming, will have trouble with weight management and be forced to play a character that always have to act weak. My group really frowns on having negative stats. I know it's stupid but i want to avoid all the whining. I could put the 1 point in con and survive for 1 more round in negatives.


Thanks, for the advice. Definetly going for debuff battlefield control, can't stand healbot/buffbot, and with poor Cha social isn't really gonna happen. I might talk my DM into the Composaurus, but not sure i'll convince him, might have to stick with my fox, took him cause a fox is cool and +2 reflex saves is welcomed.

My stats will be

STR-11
DEX-14
CON-12
INT-20
WIS-10
CHA-10


I'm about to start a witch in carrion crown and had a little trouble picking my stats.

We're allowed 25pt buy and I want to be Human for the extra feat ( picking extra hex (cackle) and scribe scroll)

So it's either

STR-11
DEX-12
CON-14
INT-20
WIS-10
CHA-10

STR-10
DEX-16
CON-14
INT-18
WIS-10
CHA-10

I'm not sure if the +1 int is worth -2 dex. I could switch dex and con around, but i find that a bit risky. Anyway i'm open to suggestions. I can't go into negatives, cause the DM will force me to overly play any negative stat

Thanks


I was hoping I could avoid being the party healer, so that we each take care of our own healing and provide for the other if in need or out of options. Is it actually possible to do it with less healing? i.e. wands and potions, our DM is usually pretty good and logical, she will adjust the encounters to make it survivable. I also doubt she will play an NPC herself, maybe from time to time but I don't think we will have a permanent helper. Gestalt isn't allowed so that's out the window.

I wanted to avoid being too much of a caster. That's why I would have gone Ranger instead of Druid. And a druid has to keep track of the wild shapes, the summons, in addition to the animal companion and spells. I'm already doing this with my summoner, I'm not up for doing that with another character. It would feel as if I'm playing the same character with animal friends instead of demon friends.

Let's say i decide to take calagnar's advice and I make an Urban Ranger.(it seems that playing a ranger has really grown on me) Should i make a switch hitter with a flanking animal companion, or should I go pure archery, with snap shot and point blank master with my animal companion as a mount.

Thanks for the input so far, trying to convince my friend to change his idea on the Elementalist ^^.


So I am about to start a new game where there will be only 2 players + the DM. What I know so far is that we're going to start at around level 5, maybe 6. My friend is going to play an Arcane Caster, he wants to do an elementalist of some sort, that can also craft items. And I somehow need to cover everything else.....yay. We are allowed every pathfinder "core" books (Core, APG, UM, UC)

I have a few ideas so far, but i need some help to figure out how to best optimize this party with my character.

I was thinking about playing a Ranger, probably a switch hitter, so we can both shoot at enemies from a distance until they close up and I go into melee with my animal companion. It will also allow me to use wands of cure light wounds and the sorts.

The other Ranger option is to go complete archery, with the new feats from UC that prevent AoO when shooting arrows while threatened, it becomes a viable option, but I can't tell if its actually a better idea.

Other option is a Trip Fighter I think, I haven't looked into it too much but it seems it could work, but I think I'm giving up alot of flexibility from the Ranger for a one trick pony.

I'm open to other suggestions, only thing is I'm already playing a Magus and a Summoner in other games so those are out. And I don't want to play a cleric or pally( I just hate lawful good requirements for pallys )


sadly it's been postponed for now but i'll make sure to keep you guys posted on what happened once its done

Thanks for the great ideas everyone.


Thanks for all the great ideas, but it seems my friend has decided to change 1 rule, and since i thought it would advantage me being a defensive caster i agreed.

Prep time has been changed from none to 5 hours from 8 am to 1 pm game time.

I read amongst you guys that it would have been better to have prep time but my friend says its actually advantageous to him so i'm not really sure anymore. So thanks again and keep the ideas coming it would be the best to actually beat him.

Fight will either be this week-end ( which i doubt) or the next week. I hope everything goes fine.

Oh and another bit of good news, he might actually not go diviner, for some reason he started making a transmuter... but he wants to make a few characters and decide later so there's a glimpse of hope but i still need to be ready for a diviner.


I don't mind going gish, anything is fair even the cheapest of tricks, i'm just worried about reaching him b4 something happens. I dont know what the arena's gonna be yet. Might be 4 miles big or the size of a 30 foot room.

Pretty sure leadership will be banned


Sorry Sorry totally forgot about point buy, Its 25


Hi,

Me and a friend of mine started arguing about the famous wizard vs cleric debate and we decided to actually do it.

Rules are:

-Only allowed starting money of a 20th character to buy equipment, items, etc.
-Only allowed Pathfinder Core, and APG, no ultimate magic.
-No multi-classing.
-No prep time.
-Haven't decided on the arena yet.

I picked the cleric, and i need help to make the character. It's only purpose is this duel. I always played low level characters like up to 10th-11th level. So all the options at 20th are a bit overwhelming for me. I've never been really good at making min/maxed characters so i actually need help on everything.... Equipment to get, stats, domains, spells, and i could use some kind of general idea on what to do when the fight starts.

I know this is alot to ask but i would REALLY love to pwn my friend at this, he's been playing for longer than me and he kind of acts all and mighty in our games which is a bit annoying.