Undine

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Sorry I'm not quoting posts, I'm still figuring out some of the forum features and for some reason the "Reply" option doesn't quote full posts. :-S

@Hogeyhead: Are wands of CLW that easy to get in Pathfinder, then? I'm very used to the early days of 5e, where magic items in general are extremely hard to come by. Given our party composition (BTW, our Occultist has switched to Psychic so she can be a full caster instead of a half caster), would it make sense for me to become the crafter, or should that duty go to someone else?

@Charon Onozuka: Ahh, that could be a problem. I'm sure my GM would allow it, but it would bother me; I'll go ahead and take my Airy Step early then, and grab Extra Hex at third. It'll reduce my healing output from the Healing hex, but from what I'm hearing here that's not a huge issue. I'll keep Stabilize prepped for emergencies in the meantime, that should keep us safe from deaths at least.

Evil Eye was going to be my level 3 Extra Hex hex (and might still be, depending on if Healing hex is even needed with my build and the apparent ubiquity of CLW wands). I was tempted to pair it with Cackle, but I'm not sure if that's viable considering I won't have invisibility to hide behind to keep myself safe while I do the Cackling.

Slumber does indeed look powerful...possibly too powerful. Against a more experienced GM, I'd likely take it, but given that ours isn't a long-time veteran I think I'll hold off on this one just for the sake of maintaining table fun.

I do like the look of Flight, but I worry it'll be redundant since I'll be getting Wings of Air and I already have a 1/day Feather Fall from race (and now that I can't take Extra Hex at 1, I'm ignoring 30ft of fall damage automatically from Airy Step). If I could pass it on to allies once I have permaflight at 9, that'd be one thing, but as it stands it's a hex with a time limit on usefulness, unless I'm missing something?

Scar's definitely one I'm taking once I have Healing, I have a whole roleplaying "thing" I want to do with it. :-)

Thank you SO MUCH for the info on spells! That's one area I still haven't looked into a lot, so it's extremely helpful in figuring out what to do. :)

I was actually looking at Rhamphorhynchus for my familiar just for the Favored Class Bonus synergy, though Greensting Scorpion (associated with one of my character's two deities and still good bonuses) and Creamfoot Fennec fox are other options I'm looking at (our first adventure will be in Irrisen, and once we're done I'm going to ask our GM that we get to go to my character's homeland of Osirion and Qadira at some point, so Desert Runner from Creamfoot Fennec could pay off in spades).

@Dave Justus: Would my remedies from Herb Witch be enough to replace the Healing Patron? I was looking at possibly going Time or a patron more suited for debuffs/crowd control, but if Healing is going to be good I'm happy to keep it.

On a more general note, my skills (including race modifiers) are currently:
STR 7
DEX 18
CON 12
INT 19
WIS 14
CHA 7

I could drop Wis and Con by one each to get enough points for INT to hit 20 (we're going point buy, Epic Fantasy). Is the drop in Con (for HP/Fort saves) and Wis (for Will, Perception, and Profession (Herbalist) from Herb With) worth the extra language, spell/day, and skill point, or will I be fine with 19 INT until I up it at 4th level?

Also, a question from our Lashunta Psychic: since she has telepathy and my familiar understands Common, would she be able to communicate telepathically with it?


Hey, guys, newcomer to Pathfinder here (played D&D 5e for about four or five months when it first launched) looking for a little advice.

Some friends and I are starting a new group, and we've got a bit of an oddball party: Lashunta Occultist (aiming for a blasty sort of build), Grippli Rogue (possibly unchained, or possibly ninja, player is still deciding), Undine Monk, Kitsune Bard, Construct Fighter, and Sylph Witch (me), along with one or two low-power NPC allies.

I've already committed to be the party healer, but here's my dilemma: I wanted to be a hybrid healer-buffer (i.e. the Agility/Ancestors/Wisdom patrons combined with potion-making from Cauldron) or a hybrid healer-debuffer (probably Time patron while focusing in on a dedicated Hex build). However, with the Bard coming in I'm worried about my non-healing side becoming redundant, and with the Construct choosing Fighter over Warpriest, I'm now worried that I'll need to go Healing patron to keep up with healing/restoration needs (and I don't JUST want to be a healbot).

I'm also wanting to combine Herb Witch and Hedge Witch since they don't interfere with each other; I'm aware Herb makes Empathic Healing from Hedge irrelevant, but I'm okay with that (wasn't a real fan of that ability anyway, and the real meat for me is the spontaneous healing). I'll be taking Extra Hex as my 1st-level Feat to get back the Healing hex I'd otherwise be missing from Herb, between that and prepared Cure spells and spontaneous healing at 4th, will I have enough heals to keep all six of us AND NPCs on their feet by myself? And given that I want to get Wings of Air at 9th (which eats two feats total), what else can I slot into my build to be relevant outside of healing?

Again, new player, so I'm probably missing some obvious things (for example, I still don't get why people say the Shadow patron is so good, and I'm laughably inexperienced when it comes to picking traits and spells and such). Any advice I can get would be most welcome!