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Liberty's Edge

CloudCobra wrote:

I never really thought about it, because Construct Rider was such a poorly written archetype.

We know that the mount is of the Clockwork type, so that means that the gears inside are definitely metal. The picture in the book shows the horse to be metal, but that doesn't necessarily mean that the mount has to be made completely of metal.

The description of Craft Mount contains: "At first, his mount is a singular masterpiece created during a momentary stroke of brilliance." That means that each Construct Rider's mount is unique. So, you can make it out of anything within reason.

Given the question whether a wooden, stone or metal construct can fly I'll settle on the fact that the Craft Mount entry says that it's supernatural. Were it extraordinary I would probably say, "not without you turning that thing into a crotch rocket." But since it's supernatural that puts it into the realm of fantasy...so yes, yes it can. He'll be a super-sized version of Bubo the Owl (Clash of the Titans). :P

First may I just say, thanks.

Secondly, I had to multiclass 3 levels of Wizard for Make Whole. It would actually be pretty decent if Make Whole and Greater was added to your extract list. In lieu of Poison Resist/Use. Losing mutagen is bad enough but the extract reduction seems excessive.

Wouldn't roll this at level 1 bit coming in at 6, seems like I can make it work okay.

If it's metal, does it gain Hardness?

Liberty's Edge

I've been thinking about rolling up an Alchemist with the Construct Rider archetype

My questions are thus...

What is a Construct Rider's mount made from? With notable exceptions such as Flesh Golems, constructs are usually made from inorganic material. The archetype entry has no info on this.

The archetype does say that reagents are costly to the point where you lose mutagens but is it a fair leap to say that cost was spent on a metal plated mount? Even a hollow (outside of basic mechanical things needed for locomotion) wooden horse sized and shaped construct would likely be a lot of material

While I RAW qualify for the Monstrous Mount feat and Monstrous Mount Mastery feat, would a wooden, stone, or metal Griffon be able to fly?

Liberty's Edge

I think also, I should mention a few updates and inquiries.

I decided to tack on the Inerrant Voice archetype which affords some fun things, chief among them Shield Other is the mystery spell gained at 2. Effectively, I'm gaining access to it one level earlier than a Cleric and also casting at one slot lower than usual.

At 3, I lost the revelation that one usually gets there in exchange for the ability to select someone as a ward. I can, 1/day, cast an Abjuration spell on my Ward as an Immediate action.

Shield Other has gotten limited use, as it seems like no PC that I shield gets hit, but using my level 3 feat, I grabbed Life Link via Extra Revelation. LL has been a godsend. In the most recent session, we were tasked with freeing a Ratfolk pup, 2 Human babies, and a Halfling baby from a crime boss slave trader's compound. Sneaking in with invisibility, we grappling hooked up to the second story window of the room adjacent to the nursery. We snuck into the nursery, liberated the babies, and all jumped out, LL topping off even the most severely hurt members in a mere 2 rounds.

Rant over, now for questions.

I'm roleplaying her as a Human Druid, not a Ganzi Oracle.
How can I seed that she isn't Human, when the character doesn't even know it?

Does Spiritual Weapon and Summon Monster count as you dealing damage?

At level 5, I'm torn between grabbing Channel Revelation with my feat or getting Craft Wondrous. Both have S-Tier support value.

I am also considering dipping Grasping Vine Shaman - Life Spirit for a separate pool of Channel Energy and a Valet familiar for rapid magic item production.

TLDR; How can I develop and seed that my character isn't a Human Druid?

As a DM, would you rule damage dealt by Spiritual Weapon and Summons as my character dealing damage?

Channel Positive Energy (3d6), Curse Progression grants Glitterdust or Craft Wondrous, CPE (1d6), 2x Craft Speed +4 Craft Checks Familiar (but delayed spell progression)?

Bonus Question: @magda, How can I contribute to combat when I can't rely on Daze and can't/don't want to deal damage?

Liberty's Edge

Magda Luckbender wrote:

I've GMd for a variety of Life Oracles. I agree that Fey Foundling is really really nice! The most effective Life Oracles I've GMd for had high STR and used reach tactics. I recall one Life Oracle who consistently did more melee damage than most melee specialists, while ALSO performing all the standard functions of a Life Oracle. At the same time.

Suggestion: it's possibly a bad idea to dump Strength on this character. Basic martial competence changes the nature of your character from one who must be protected to one who protects others. It's totally worth the slight decrease in specialization that comes with slightly lower other attributes

Consider increasing this PC's defensive power by taking basic martial competence. This means Strength of 14+ and a reach weapon, such as a longspear. STR 14 is the magic number. In the event that foes try to get close you'll sometimes be able to trip or skewer them, which reduces incoming damage far more than, say, carrying a shield.

Here's an example of how this works.

I'm usually the type to agree but the character concept sort of hinges on Hippocratic Oath, do now harm stuff. Plus I'm working toward grabbing Healer's Touch and damage pushes back progression on that. The Haunt Channeler VMC Magus and the Bloodrager in the party are putting down fat damage and now that the UnRogue hit 3, he's picking up.

That said, if I hadn't already rolled the character, I think I'd def consider your strat.

Liberty's Edge

Mister Fishman, I was definitely planning on grabbing Channel.

I appreciate the advice, my buddy's 2nd character, which made it through Reign of Winter, was a Life Oracle and he said similar things about not being strong enough to tank.

Channel would be my 3rd level feat and I'd be hard pressed not to get Selective but I might go with Toughness and try and save Channel as an "oh s***" button heal and something I could pop as a standard

Energy Body would be soooo much better if it scaled the d6s up for extra Fey Foundling heals.

At low level, Quibble Daze combo seems gnarly. Plus, as a support, it's nice to pop on teammates that roll a natural 1

Again thanks so much man

Liberty's Edge

Bump, he said lonely-ly

Liberty's Edge

I'm building a Ganzi Pei Xin Practicioner ( Divine Herbalist on PFSRD ).

I went Ganzi for the FCB, which allows me to pick up Enchantment school spells 1 level below the highest I can cast from Sorcerer/Wizard list. At 1, I'll grab Daze, 4 Bungle/Charm Person.

For a Curse, I grabbed Elemental Imbalance (can't decide between Earth/Water). Earth gets Grease and Glitterdust at 1 and 5, while Water gets Hydraulic Push and Frigid Touch. I think I'll flavor it as being plant magic, Vines and such

I look to do battlefield control and act as a party HP battery through Life Link and Swift action Lay on Hands.

It's a 20 point buy, 2 trait Second Darkness game

A few questions..
Is it worth it to wait for Life Link at 3 to have Fey Foundling at 1?
Water or Earth for Elemental Imbalance?
Ranged or Melee? I lean ranged but the party has at least 3 melee so I'd be fighting against -4 for shooting against threatened enemies.
And what should I do about score wise?

If I dump STR, I could go

Pt. Buy:

Str: 7
Dex: 14
Con: 18 (+2 Racial, +1 4th level) (15)
Int: 10 (-2 Racial) (12)
Wis: 10
Cha: 18 (+2 Racial) (16)

Lastly, how would you flavor the Protean heritage? I was thinking flickering, coruscating irises/ chromatically variant hair and base it off of mood and spells being cast.

Liberty's Edge

In my friends and I's Emerald Spire group, my character as well as another PC both failed a succession of will saves from a confusion aura. As per the book, according to our DM, the characters were supposed to have been Afflicted with amnesia. However, he decided this was a fairly steep penalty and instead we each gained a lesser Madness from horror Adventures.

My character gained the paranoia Madness.

Paranoia:
Paranoia

Type lesser madness; Save Will DC 17; Onset 2d6 days

Effect

The afflicted character gains a +2 bonus on saving throws against charm effects, but takes a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. When the afflicted character attempts a Sense Motive check, the GM rolls the check in secret, and failure gives the afflicted character the impression that those whose motives he is trying to sense are plotting against him in some way. Lastly, any time the afflicted character tries to use or gain a benefit from the aid another action, or is the target of a beneficial spell or effect from an ally, he must succeed at a Will saving throw in order to take the aid another action or gain the benefit from the action, spell, or effect.

Dormancy Effect The afflicted character gains a +2 bonus on saving throws against charm effects, but takes a –2 penalty on Bluff, Diplomacy, and Sense Motive checks.

DESCRIPTION

A paranoid character is convinced that the world and society are conspiring toward his ruin. Typically those afflicted with paranoia are fidgety, argumentative, sullen, or extremely introverted.

My character is a serpent fire adept sensei hybrid archetype Monk. Prior to this point he had kind of been a support character that provided Buffs and debuffs while using his Swift actions to charge up chakra.

My question is, what are some effective ways to role-play the paranoia? How do I reconcile that with a character that was formerly a support? As a worshipper of Rory, I think that can inform some of my decisions. Maybe something along the lines of his desire to find his own path and the belief that the other party members represent something that might impinge upon that endeavor.

I also am curious about how to reconcile and re develop chakra usage. I think something that requires inner peace and balance is difficult to maintain with such inner psychological turmoil.

Liberty's Edge

I'm playing a 7th level Serpent Fire Adept that also has the Sensei archetype's advice feature and he also employs Vow of Peace, both for Ki and the flavor of helping guide even his enemies towards their true path of self perfection. A few questions.

He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds.

Does this preclude Inspiring allies (we have an Fire Bomber Alchemist, a Gunslinger and a Blackened Winter Oracle, so only the Rogue and I can do nonlethal)? Does my character have to be targeted by an attack to start the 2 round timer? Or could one argue that attacking my allies meets the if attacked condition?

He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters).

How do I prevent the game from slowing down with sermons about redemption? The +3 bonus from Inspire Courage and Flagbearer to hit and damage on three other PCs that use primarily touch attacks has thus far spelled short work of the 2 combats we've been in but if I get nonlethal up on the enemy, they'll likely fall unconscious. Would a Wand of Detect Evil be useful here?

Liberty's Edge

I'm playing a 7th level Serpent Fire Adept that also has the Sensei archetype's advice feature and he also employs Vow of Peace, both for Ki and the flavor of helping guide even his enemies towards their true path of self perfection. A few questions.

He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds.

Does this preclude Inspiring allies (we have an Fire Bomber Alchemist, a Gunslinger and a Blackened Winter Oracle, so only the Rogue and I can do nonlethal)? Does my character have to be targeted by an attack to start the 2 round timer? Or could one argue that attacking my allies meets the if attacked condition?

He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters).

How do I prevent the game from slowing down with sermons about redemption? The +3 bonus from Inspire Courage and Flagbearer to hit and damage on three other PCs that use primarily touch attacks has thus far spelled short work of the 2 combats we've been in but if I get nonlethal up on the enemy, they'll likely fall unconscious. Would a Wand of Detect Evil be useful here?

Liberty's Edge

Mysterious Stranger wrote:

I think Bob Bob Bob pointed out something important about the whole situation. The OP is not only changing the goal post, but changing what happened. In the original post he states he looked it up, but later changes it to he had someone else look it up. He also responded to one of my post that he does not want a do over, but the very first post states that he does not think his character died. After the first few post start coming back negative he starts to change what happens and what he claims he wants.

At this point I think at this point his credibility on anything is questionable.

I did both. I had a friend check PFS prep sheet and I converted my PDF to text so that I could CtrL F without seeing other stuff (since said friend doesn't have the PDF). Pictures are worth 1000 words.

My goal wasn't to get my character rezzed. Just to ask DM what the sitch was.

Liberty's Edge

I'm going to roll the Serpent Fire Adept Monk, with a bit of a twist. I asked the GM if I could drop Fast Movement, Flurry and Improved Evasion in exchange for the Sensei Archetype's Advice Ability (basically Inspire Competence, Courage and Greatness). The character will start at level 7.

A few questions, both in terms of flavor and crunch

First, ability scores and feats
Ability scores are after items and ability mastery and I got Dual Talent from Human
Str 8 Dex 13 Con 16 Int 12 Wis 20 Cha 16

Feats
Additional Traits
Ability Mastery
Signature Skill:Intimidate
Flagbearer

Plus all the Bonus Chakra stuff from Archetype.

I took Monk vows of Peace, Truth and Cleanliness (he was a Bandit in Po Li, before a chance encounter wherein he robbed Irori's herald, The Old Man and devoted himself to Irori while imprisoned for his crimes. The Old Man gave him a trunk of seemingly useless items that once he began on the path to enlightenment, would reveal their worth)

Items Headband of Wis +2, Circlet of Persuasion, Ring of Protection 1, Cloak of Resistance 2, Amulet of Mighty Fists (Guided) and Wands of True Strike, Mage Armor and Longstrider. I also have Tanglefoot bags for keeping to the Vow of Peace but contributing still.

Back to flavor, the Old Man instructed him upon giving him the chest of items that he might one day walk the same path, which he took as the path westward and out of the country but also, he would come to find later, the path of the Master of Masters. He passed through Vista and learned of Chakras. Arriving at Fort Inevitable. He originally was a throw away NPC that the DM added to show us the Hellknights don't mess around and he was caught stealing money from the baker to buy a license to enter Emerald Spire. He mentored one of my Emerald Spire PCs, who has since died.

Obviously, a reformed bandit wouldn't steal without cause and I want to frame it as him knowing that the path of penance was his path and he still had a debt to pay, so he would commit a petty crime so as not to hurt anyone but also not ask for punishment for his perceived faults from the Hellknights.

How should I help my DM work him in?

Is this concept too cheese?

I won't be able to attack the first two rounds so I'm buffing and demoralising, charging up the Chakras. I only fail the saves on nat 1s so I should be able to be getting my Chakras unlocked each round. Then I can navel chakra and true Strike trip attempt big threat enemies.

Liberty's Edge

I did bring up the fact that Con damage poisons are rough, in game. I specifically voiced how the positive feedback of a poison that lowers saves against poisons is. Would anyone here let a witch PC use a 3rd party hex (an at will ability like poison) that did Wis damage and required a Will save to avoid incurring additional Will saves, could be applied multiple times, each increasing DC by 2 and duration by half?

I'm not asking for a do-over and I don't think a retcon is necessary. No heal checks have made certain said character being dead. Str damage knocks a PC unconscious at 0.

We all agree as players and GMs that we try to roll with mistakes. I just want to see if it was in fact a mistake.

A quick Google Fu would net that Serpentfolk have Strong poison and also looking back I recall taking Str DMG from one the level above. I don't think any PC asks all questions in session, especially in a hectic combat while you're trying to think what character to play next.

A lot of you all are being really inflammatory. I had a 3rd party check something (granted I should have asked DM first) and verified it by checking a single, solitary stat block from a resolved combat, the result of which was a death and near death.

Saying that's cheating is like saying the Patriots Spygate scandal was cheating except instead of stealing signs before they played a team, they did so after the season was over and any benefits would be unusable.

Liberty's Edge

I didn't want to come off as being a dick about it. I'm basically party rules lawyer and aside from my character dying, another character almost died as well.

I had a non PC check into it prior to my own checking in. My issue is thus. It is a nigh insurmountable, positive feed back loop, tantamount to a death effect. For 7th level PCs, a DC 19 Fort save for a 1d2 Con poison is not easy (6round duration), let alone hitting the 2 consecutive saves. Any class that doesn't have strong Fort saves, or poison immunity likely fails the initial. Then we're talking about losing 1.5 Con/round for 6 rounds . We messed up on poison rules and didn't stack but even another dose makes for a challenging DC 21 save and 1.5 times duration. All of this shenanigans is further compounded by the fact that there are 5 sources (2 applications coming from any avoidable trap) of Con poison in this combat (might be different in the module) and that any failure lowers the probability of future success.

Yes, bummed my character died but I think we all can agree that it isn't fun to approach something that wasn't intended to be tantamount to a death effect being treated as such.

Liberty's Edge

The King In Yellow wrote:
travis hollins wrote:
PossibleCabbage wrote:
This sort of thing is why I don't like to run published adventures, since any player can just get their own copy and read it not only to get a leg up on the adventure, but might create in themselves the impression that they were dealt an injustice when it was just "I changed something."
I didn't read it for a leg up. I'm actually leading in character deaths lol. I think moreso being an experienced player gives you legs up. Such as knowing what certain immunities are conferred by monsters of a certain type, or knowing Oozes have garbage AC but usually DR or tons of health.
Um... that doesn't make you an experienced player, that makes you a metagamer.

Knowing it and using it are two different things.

Liberty's Edge

Blahpers, is that squeally Nord in your avatar?

Liberty's Edge

blahpers wrote:

Rules knowledge is one thing, but that sort of information is intended for you to discover via the various Knowledge skills, not by using player knowledge. You don't need that kind of leg up--the game is already stacked in your favor. Get into the mindset of your character and forget what you think you know.

Do the GM and your fellow players know you've read the module? Do they know that you're reading it during or between game sessions while playing said module? If not, can you see why that might be considered bad etiquette or how it might damage the experience for you, your fellow players, and the GM?

I totally get that but read the original post. Both GM and PCs know I read the book and 2 of the other 3 players were PCs when I ran it. I checked a stat block, solely using Ctrl F because I was curious if I misremembered something after a combat had been resolved. I'm not reading "the module" to check a poison I didn't recall existing.

I was simply saying that in terms of metaknowledge, system knowledge is a significant leg up that all experienced players possess. It's module agnostic in that knowing how drowning works in game significantly reduces the likelihood of a PC drowning, whereas the knowledge that X square has a trap doesn't really matter if your character rolls low on the Spot check

Liberty's Edge

PossibleCabbage wrote:
This sort of thing is why I don't like to run published adventures, since any player can just get their own copy and read it not only to get a leg up on the adventure, but might create in themselves the impression that they were dealt an injustice when it was just "I changed something."

I didn't read it for a leg up. I'm actually leading in character deaths lol. I think moreso being an experienced player gives you legs up. Such as knowing what certain immunities are conferred by monsters of a certain type, or knowing Oozes have garbage AC but usually DR or tons of health.

Liberty's Edge

SorrySleeping wrote:

1) The GM can make any changes he wants. I would really change up a campaign if one of my players played through semi-recently.

2) Is this the bandit level? The bandits carry two poisons, but I think they are Dex and Str damage. I know for a fact there are two poisons.

Echo Woods Outlaws (CR 1) have Small centipede poison, dex damage.
Echo Woods Scouts (CR 1/2) have Greenblood oil, which is in fact con damage.
Jaris Pheongian (CR 2) has Medium Spider Venom, Str damage. Jaris is with an Iron Cobra that does Con damage.

Nope

plot spoiler:
8th level with Serpentfolk
Liberty's Edge

He runs things by the book for the most part and uses the PFS prep sheets. I want to ask him about it because I think he honestly made a mistake. If it was intended, I'm totally fine with that. FWIW, I don't recall it until several days after. We had a combat with another Serpentfolk that also did Str DMG.

I agree that changing things up is a good idea but obviously if I was using prior knowledge to metagame, I would have brought anti-toxin.

I also understand GM fiat, however changing energy/damage types doesn't affect the effective CR. A STR poison nerfs damage of melee and can knock you unconscious but doesn't kill a character outright. That's like saying changing a wizard enemy from having heavy burst damage/CC spell list to one populated by death/ negative level effects. I'd argue it differs from the spirit of what was written for the combat.

Liberty's Edge

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I'm currently playing in an amazing Emerald Spire game with my friends. I ran ES as far as floor 3 as recently as a year and a a half ago, so I've read the whole module already. In the past session my character died (and another was a 2 or lower roll on a Lesser Restoration cast away from dying) due a Con sapping poison. I didn't remember this particular mob having a Con poison and in my mourning/curiosity I converted my PDF to text and Ctrl F-fu'd the boss. Turns out it was a Str poison. We haven't done anything past that combat. I have new characters in mind but don't want to scrap a character that didn't actually die. What should I do and how should I bring it up to the GM?

Liberty's Edge

The elemental movement bloodline power (for both bloodragers and sorcs),
Adds 30 to base speed but doesn't state the kind of bonus. My question is,
Does this stack with Haste as well as the Fast Movement class feature?

Liberty's Edge

bump, how would this and the bloodrager power stack with haste and the bloodrager fast movement?