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Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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Thank you! I didn't know about the 50% discount to get spells to add via pathfinder lodge discount...


My highest level society character is currently a level 8 witch (time patron.

Outside of society, the value of a +1 mithril buckler as a shield almost any caster can get away with was recently pointed out to me.

As a witch, in PFS, is this allowed? It's outside my normal thinking as an witch, but seems so much cheaper than a ring of force shield


Thank you!
Got two different con damaging diseases to deal with, so the nice part of me is praying someone brings a source of remove disease effect.


I've volunteered to run part 2 of rise of the runelords for society at an upcoming game day.

I'm confused on the haunt assignment part. (I've ran the path a bit further for a gaming group, non-PFS). Should I just go for easy pairings like Barbarian with Rage, and then random it?

Rest of the PFS-sanction part makes sense.

and I'm unfamiliar on the rules for disease at end of a scenario. I know if you end with no curing, it goes on the chronicle sheet.
I know you can spend prestige for a cure. Can players sit and roll saves to see if they cure or eventually die? And if they're lucky enough to have someone of level to cast remove disease, they can just spend a few days casting to clean the party up?

(Being a 4-6 adventure, with the chronicle being worth an entire level to normal speed leveling, would that allow say, a cleric 4 to be cleric 5, gain access to the spell and then cast it to clean up the party? And would that work if someone played the pregen cleric.)


Name of PC: Sariel v2 (I don't know what the player named her)
Class/Level: Inquisitor 8
Adventure: Hook Mountain Massacre
Catalyst: "Pappy" Kreeg Ogre hook to the head
Story: As an inquisitor in mithril full plate, a true knight in shining armor, decided that rushing in to attack "Pappy" Kreeg with the rest of the party at the door.

One turn, is only target in reach of "Pappy" Kreeg (and none of his favored targets in the party), so two attacks on the Inquisitor.

Next turn, another player is in melee! (To appear fair, I call odds and even pointing at the two players and toss a die. Inquisitor again!)
Two attacks.

Sariel's player then tells me they're now below -32.

Sariel the Ifrit Inquistitor was put on... ice.


Name of PC: Sariel
Class/Level: rogue 4/wiz 1/shadowdancer2 (catfolk)
Adventure: The Skinsaw Murders
Catalyst: bullrushed off the shadow clock.
Story: Having decided flanking the boss of the shadowclock was a great idea, Sariel found herself with her back to the edge of the roof. Boss, having realized that this was starting to hurt, bullrush pushed Sariel over the edge of the roof.

The 18d6 (rolled to a flat 60), did the rogue with 24 hp remaining in.

Sariel is survived by Zeus (Sylph sorcerer, avoided a similar fate due to racial featherfall), Calypso (Undine druid, wild shaped into a bird and flew off), and Rex (dwarf fighter, who... due to being left unconscious atop the tower has met the wonderful love of his life and wishes to spend his days helping her and making her happy.)


So... I've got new players, some older players, etc.

As a DM, this is my first campaign in Golarion.

The Pathfinder Players handbook doesn't mention half the languages I'm seeing in the campaign.
(Thassilonian, Varisian are two that pop to mind.)

Players are only one session in, so not too late to change some details on character sheets, especially since none of them came up with backstory. So instead of loading up on draconic, abyssal, celestial and other languages via the high int starting bonus that the longer term players did, any tips for explaining the language situation of Golarion/the area immediately around Sandpoint?

Is there a language guide somewhere by any chance?

(Currently running with a Bestiary, RotR anniversary book, player's handbook, and a bestiary 3.)


Having some real fun with the witch class. Sure, i may have missed the optimization build (working on fixing as I level) and not gone cackle/evil eye/misfortune, but I'm having FUN! (and incidentally still the biggest threat the gm faces.)

Been digging for some answers though. I look at the major hex "Ice Tomb" and trying to find a duration. I see that it encases the target in ice, and the ice has 20 hp. But how long does the ice last? (Until broken, sure, but what if no one is breaking it?)

Also, i've got a few older books, and was looking at adding spells to from them to the witch's spell list. I understand that the books are probably not open content, so in regards paizo could not include them.
I'm looking for rhyme or reason to the witch's spell list. I see it's a mix of debuff, control, and relatively few blasting spells. Hoping someone could list a good frame work.

Also, due to some bad luck, lost my familar. Luckily, lvl 7 and improved familar were just around the corner. Got a Silvanshee (magic cat now.) It has natural armor already. Does the bonus my familiar gets to natural armor ADD to it's already existing natural armor, or merely overwrite the existing natural armor? And are any of the Silvanshee's abilities modded due to its familiar status. (I vaguely remember some arguement that it's Lay on Hands may improve due to it's increased hp pool, but that could have been based on someone's house rule somewhere.)

Another thing, DM has set a lvl 6-7 party with the task of saving a large portion of the continent we're on from a tidal wave due to arrive in 6 days. Party has had much info, and seems to be lacking in info gathering. Noticed Silvanshee gets Commune for 6 questions at 1/week.
That gives me 6 questions to prompt the gm into giving the me and the other pcs clues/goal to aim for.

Any suggestions on the questions? We've been given the name of a person with information who could supposedly help save the day. Spent the last 3 days on a GM directed hunt that ended up with our characters battered, depleted, and seemingly a wild goose chase.

Thanks for any help.


Pathfinder is still a little new to me, but DM showed me the APG and well, I loved the Witch class. Got some questions:

1) Will Improved Initiative's +4 stack with a Compsognathus familiar's +4?

2) Are there any feats to boost witch hex DC, namely looking at slumber. Or is this a possible game breaker?

So, group is sorta new, got started at level 4, and party has moved up to level 6. Ran into a little difficulty, and well, adventure has us get incapacitated&captured, jailed, and gear put elsewhere. Now, my witch, being a witch, had a cauldron and a handy haversack on their back (the backpack fit in cauldron.)

Upon our capture, my familiar, a compsognathus, was hiding in the cauldron.

DM asked me roughly to call high or low, rolled, and said, on the bags being stored & searched, my compsognathus was found, and KILLED. Said if I'd had something a little more "common" it would have probably lived.

So... looking at acquiring a new familar. I had just looted a wizard's spellbook (and the dm seems a little regretful once he realized he just killed my spellbook, so seems willing to let me feed any compatible spells from spellbook to new familar, that or sell/trade it for appropriate scrolls.)

Rate we're going, should I hold off till 7 (likely to hit soon) and take improved familar and get something a little better? (Looking at silvanshee/magic cat)

Also, in building the spell list of the new familar, at 2 spells per level + all level 0s, can I use the pools of spells to buy max level spells and spend the cash to replace cheaper spells?

I do not have the evil eye/cackle combo yet, hexes are: Slumber, Disguise, Flight, and Healing. Thinking about Evil Eye and Cackle at 8 and 9 (9 via extra hex feat). Level 11 aim (if we get that far) is split hex.

Been playing my witch a bit like Granny Weatherwax when it comes to magic use, using more tricks (hexes) to make things happen. That, and a wand of MOUNT is a very, very useful distraction/get away tool.