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This may be a stupid question but anyway:
Does the extra damage from Smite Good apply to Touch of Corruption?
Thank you all very much, your answers are really appreciated!
Hello everyone.
I'm GMing a Jade Regent game for some friends. They just finished the second module and the next adventure should be the Baleful Coven... personalized. That means completely rewritten. Actually, I'm toying with the idea of having the adventure taking place in the Dimension of Dreams.
My Goti Runecaster was a male changeling (built with Race Points, still less improbable than a half spriggan half troll) necromancer wizard. Of course, his mother is a night hag. And he has a sister and a niece. The sister's father would be a jadwiga and the sister herself would be a changeling winter witch, while the niece would be a witch 1/psychic X.
I like the idea of a classic coven formed by Maiden, Mother and Crone.
All these creatures should have an affinity for dreams - the jadwiga would have also the archetype Dreamweaver witch, and the psychic would have the Dream discipline.
The coven should be able to cast "dream travel", or to create a portal to the Dimension of Dreams, or whatever...
The girl, the psychic caster, would create and mantain a dreamspace, while the mother and the hag would protect her and fight the PCs. But I'm a bit at a loss here.
The Dimension of Dreams is not clearly detailed in the manuals, especially regarding the physical travel in a dreamscape. In this case it is not suitable to trap the party ino the dreamscape as dreamers, because you can't actually die while dreaming (something different is said in Horror Adventures: some supernatural nightmares allow death to occur even in the waking world, but it does not develop the argument); also, if the coven wants vengeance on the party for the death of their relative, and the party is sleeping, the coven could esaily coup de grace them all...
But I'm also quite puzzled about ending up in the dreamscape with physical bodies. If they end up in the dreamscape of the girl, she could simply wake up - and leave the party stranded in the Ethereal Plane, and getting back would be complicated to say the least.
So I'm asking for suggestion to develop the idea in a coherent way.
The party consists of a magus, a sorcerer, a slayer, a druid and an alchemist, all 7th level. They travel with a lot of NPCs (ten, right now) that may or may not end up in the dreamscape with them.
I'm also not sure on what they could find in the dreamscape. Really, I welcome any suggestion.
If a creature with change shape or a spellcaster with the spell Beast Shape changes its form to an animal, can it speak with other animals of its kind, as per the spell Speak with Animals?
Under Druid "Wild Shape" ability it is written that a wild-shaped druid can do this, but it is not clear (at least to me) if a "beast-shaped" creature can do the same or not.
I'm thinking about a short adventure in which the PCs must defeat a coven of witches that created a dreamscape or a mindscape (a heavy modification of the Baleful Coven module - any suggestion is welcome).
Does a Night Hag count as a hag for the purpose of creating a Hag Coven? I'm asking because the Night Hag is not a true hag, it's an outsider, not a monstrous humanoid.
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So, after six months we finally brought “The Brinewall Legacy” to a conclusion. Since we made some nice additions to the base module in our campaign, we thought it would be interesting to share our experience.
First: this campaign was run with two DM's, one mostly in charge of narration and the other of supervising combat (using Combat Manager). Campaign management and preparation was always a collective job; we both had mastered campaigns singularly before, but we found that cooperation made everything smoother and often more fun, both for us and the players. Of course, this is not to say that everyone should have a co-master, it really depends on each one's Dming style; part of the reason we got along so well is because we have been a couple for 9+ years.
Second: we actually took over and “rebooted” the adventure from another group: their old DM had moved out of town, but nevertheless we were told by the players that role-playing had been handled somewhat poorly; e.g. part 2 (the journey from Sandpoint to Brinewall) was liquidated in just one evening with a couple of random encounters and a lot of fast-forward. Bearing in mind that three players out of four had already a good knowledge of Brinestump (they had previously played until the arrival to Brinewall), and since two of the players had partecipated with us in a session of “We Be Goblins”, we elected to refurbish Brinestump so as to both create something new and speed up Part One since it was already well-known to the players. Part of this speeding up involved making them start at level 2 (we do not use XP but instead tell players to level up as we see fit, they are OK with this and actually prefer it to the XP method), also allowing for some early multiclassing / dipping.
Let's introduce the party then!
Hideki Kimura (N half elf, half Tian-min slayer cleaner 1 / magus kensai bladebound 1): He grew up in Magnimar's Underbridge, before being taken as a ward by old Ishitaka Kimura, maternal uncle of Ameiko. The truth is that he is the natural-born son of late Lonjiku, and Ishitaka took him as a favour to the old man; Hideki is not aware of this (though the player is). Ishitaka died the year before and after a personal crisis with involved finding himself drunk and stranded and being rescued by Sandru, he now takes odd jobs as a caravan guard. Ameiko is the only person he considers family and he cares deeply for her.
Yoshinobu Murata (NG kitsune sorcerer 2): the son of kitsune refugees from the Forest of Spirits, he grew up in Sandpoint with his family, all of them keeping their racial identity a secret. He has been a “frenemy” of Hideki since childhood owing to the latter's bullying attitude. He also has a tiger companion named Hoshi (the player chose the Sylvan wild bloodline).
Ronin / Galu (for close friends and family) (CG catfolk slayer 2): found by Shalelu as a kitten near the murdered corpses of his parents, he was adopted and raised by the elf, with some help from Koya. As he grew up, he suffered from never meeting anyone from his race and soon developed romantic feelings (and sadly more) for his adoptive mother. This led to a rift between mother and son which had not healed by the beginning of the adventure, much to Shalelu's chagrin.
Triskelion (NG middle-aged aasimar garuda-blooded spiritualist 2): a 150-yer-old aasimar who found herself communing with her deceased son spirit after he was murdered by orcs. She spent several years researching the nature of her abilities with little results. (She is the least experienced player in the group, and opted for a PC-change by the end of the module as she didn't quite “feel” the character).
WHAT HAPPENED IN WE BE GOBLINS?
Well, the master actually had another group before, and suffered an almost-TPK: only one survived, and he was present in this new party as the sole survivor of the previous group. So Rrargh (fighter), Fevva (pyrokineticist), Azzo (rogue) and Poogh (cleric NPC) set off to recover the boss' treasure from Varka. Shenanigan ensue. The adventure was concluded after Varka's death, when Azzo made the whole ship explode along with the treasure by setting fire to the box of fireworks inside.
PART 1:
Sandru invites the PCs and NPCs (except for Shalelu) for dinner at the Rusty Dragon after returning from his latest journey; the caravan was attacked by goblins near Brinestump, one of his drivers (and close friend) died and the rest, including the deceased driver's brother, elected to take a break from caravaning for the time being (that is, we eliminated the “Varisian driver brothers” from the picture, to introduce new and hopefully more interesting NPCs).
We elaborated that the goblins from before, after the ship explosion, became motivated by Poogh to take over their village (Azzo had rolled disgustingly high Bluff and Stealth checks and convinced Poogh that he (Azzo) was Zarongel, while speaking hidden in some bushes). Once in control, they instituted a theocracy based on fire, Fevva and Poogh gained apprentices and Rrargh was made the new king, though his Int score of 6 meant that Azzo was pretty much in control. Thanks to their new fire mastery, they defeated the undead raid on the village, though with heavy losses.
Back to the Rusty Dragon: the PCs smell a challenge and promptly accept it, albeit Hideki is a little reluctant. They head for Brinestump and rescue Walthus from the faceless stalker, have a little misadventure involving an unstable bridge, and finally decide to set camp in the outskirts of the swamp after locating the village's position. After a night encounter with the sinspawn, the next day they head for the village, finding the goblin's still celebrating their pyrrhus victory against the undead. Thanks to Yoshi casting Color Spray, the goblins are too easily defeated, and Rrargh, Poogh and Azzo escaped; however Fevva stays and fights to the death.
Here comes another little modification: we decided to give Whispering Shrike a more decisive role in the campaign by making it a (wakizashi) blackblade. The time spent in the hands of the undead Tsutamu has taken its toll on the sword's ego and now it leans dangerously on the evil side, though still loyal to the Amatatsus, in a way. After the battle with the goblins, the swords subtly calls out to Hideki, who finds Tsutamu's corpse still clutching the weapon. It will later become Hideki's blackblade.
So, this is how we refurbished this encounter and shortened Part 1 at the same time.
PART 2:
After leveling up, the PCs find the parchment Whispering Shrike and present it to Ameiko who after some thinking decides to employ Sandru's caravan to reach Brinewall. With Sandru and Shalelu manning two wagons, they hire a third driver: Terry (CN human commoner 1 / rogue 1), a former Chelish carpenter with a shady past. With all set, they embark on their journey north.
The players had used the caravan rules in their previous playthrough and didn't quite like them. We didn't either, so the journey was handled mostly by narration and the encounters (all quite programmed, random encounters are so Final Fantasy) were played out the old way.
We put a lot of effort in describing the first few days of travel, even when nothing particularly relevant happened: this helped the players to get the feel of how their journey was like, and also allowed for quite a lot of interaction among the PCs and between PCs and NPCs.
After they passed an inn located near Windsong, we ran the first event, something we read on these boards: an encounter with the cannibals who captured Sandu's and Ameiko's party years before and killed Sandru's brother. We changed the cannibals to bugbears because cannibals are too much Texas Chainsaw Massacre and bugbears are a more sound choice. For this, they enlisted the help of an old half-elf monk named Hodat (LG old half-elf monk sensei 2 /ninja 1) who is journeying on foot to reach the land of his Samsaran father and discover if he too can be reborn.
After defeating the bugbears and bringing some closure to Ameiko and Sandru, the caravan passes Galduria and Wolf's Ear. On the 8th day of travel, they set camp in Churlwood and encounter some mockingfeys followed by dinner time by some fauns; the party shares some quality cider and good stories by the campfire, and when the faun and mockingfeys leave, they bestow a gift upon the party: one of their flutes (acts as a Lesser Rod of Heightened Spells, caster must succeed a DC 15 Perform check or the spell is cast as normal). Furthermore, one of the mockingfeys got attached to Triskelion and decided to follow the caravan, acting as a “mascot”. All the players enjoyed the encounter very much even if it was purely role-play.
We ran a small module called “The Scorpion and the Frog” from Flaming Crab Games when the party arrived at the Velashu River north of Riddleport, after a night encounter with two manticores. We planted a tiny village to justify the presence of a ferry boat and rebuilt the Scorpion as Alchemist 6 / Expert 2. It turned out to be a quite challenging encounter and Hideki risked his life to save Ameiko. In the end though they made it to the other side of the river, only to discover that a child had hid in one of the wagons: Nate (N young commoner 1), a former slave in Riddleport who ran away from his cruel master. Not willing to go back nor to abandon the boy, the party reluctantly employed him in the caravan.
The final event involved an encounter with a “damsel in distress” named Yvette (CN human mesmerist 3 / slayer 1), actually a con artist associated with a band of Nolander brigands led by Istas (LE middle-aged human psychic 5), a disfigured Shoanti woman exiled as a child for being a witch. Yvette scams the party into believing that she was kidnapped from an Ulfen caravan and abused by the brigands, but in truth she communicated to Istas the position of the caravan, using a Ring of Comminuque; they intend to simply rob the caravan. Their plan however is foiled when Yoshi and Ronin search for the brigands in the nearby woods, capturing two of them and bringing them back to the caravan. To save her men, Istas is forced to attack before nightfall, and the brigands (Istas, Yvette, six other brigands and a dumbed-down hill giant named Turnip and pet to Yvette) are defeated. Istas, Yvette and a third common brigand survive the attack and are captured.
After this, the party loots the brigands' hideout to find a fourth wagon and two horses. Before departing again, they offer the survivors to either join the caravan or be freed with no weapon and their hands tied. The evening before, Istas had struck a conversation with Triskelion, and despite the difference in alignment they both had become interested in each other's powers. So Istas elected to stay, along with Yvette (who is Istas' sort of adopted daughter) and a Shoanti brigand, unquestionably loyal to Istas. Istas' own cruel sense of honor makes her feel and act as a defeated warrior, her life in the hands of those who bested her.
PART 3
By this time, we felt that the players had enough adventures along the way; they were still very happy because, despite taking many sessions, they really had the feel of a journey, something which lacked in their previous experience. To conclude the journey, we had Koya perform a divination with her Harrow deck for Ameiko (this idea we also got from these boards). The cards we used were The Hidden Truth (for Brinewall), The Vagabond (for the incoming journey), The Mute Hag (for the events of Night of the Frozen Shadows), The Cyclone (for The Hungry Storm), The Forge (for the alliances in Tides of Honor), The Twin (for Hideki's subplot), and obviously, The Empty Throne. We did not use the rules as written for a true Harrowing; Ameiko just had to reveal the cards one after another and Koya interpreted them.
About Hideki's subplot: by this time his sword begins to talk as they had leveled up after Istas' encounter and he reached Bladebound level 3. We are not going to say much here, suffice to say that the swords knows about Hideki true parentage, and would love to see him on the throne.
After Koya's divination, Ameiko feels sick and goes to bed. The next day, she is in her coma.
With some help from Triskelion, Istas (having the feat Third Eye), discovers the presence of a lawful spirit and the magical but harmless nature of Ameiko's coma. The players leave one of the communique rings to Sandru, while the other is kept by Hideki. During the adventure in Brinewall, Sandru occasionally uses the ring to refer the senteces said by the sleeping Ameiko - obviously in Minkai: only Hideki and Yoshi speak Minkai, so we had Sandru relay somewhat botched sentences, while the PCs had to succeed DC 15 Linguistic checks to figure out the meaning, or be left with semi-nonsensical stuff (such as "grand relative lie in abyss but not know who it does").
The party arrives in Brinewall along with Istas and Hodat (the other NPCs stays and guard the caravan). It would be useless to detail how they tackled Brinewall, suffice to say they took three days. Obviously, being the PCs a full level above what was originally intended in the module (not to mention two NPCs, one of which, Istas, very powerful) meant we had to buff all the encounters save a couple of minor ones. Here's what we changed:
- Doubled the number of corbies, and they had one Barbarian level each.
- All the troglodytes had one Warrior level, Orbakhag had two Barbarian levels
- Flatbelly had one Hunter level, and even so he died quickly as a fly along with his spider vermin companion because the party fought him alone.
- Muthildah was reworked to fight with a two-handed weapon
- Nevakali had five cleric levels and was specialized in channeling negative energy. She was by far the most dangerous enemy after Nindinzego.
- Kikonu had two extra HD and a Antipaladin Tyrant level. He went down after only two rounds thanks to Zaiobe's deception and having depleted his Dimensional Doors.
- Buttersnips had three Alchemist Vivisectionist levels, a third arm to use the crossbow without sheathing the short sword, a feat to sneak attack after crossing threatened squares; still she was a great disappointment because Yoshi incapacitated her by spamming Glitterdust, and she went down without even harming any of them.
- We added a single cleric level to Nindinzego, to give him more hit points and a higher Bluff score (trickery domain), apart from that he was perfect just as he was. We employed another suggestion from the boards, having Nindinzego posing first as a Pharasmite enovy and then as an intelligent object, thanks to his Minor Image capability; the party quite fell for it, and his casting Darkness at the beginning of the encounter meant a lot of trouble for the party, as Triskelion and her phantom were the only ones with darkvision.
- Andril Kortun was buffed a bit.
- Kelda Oxgutter was rebuilt as a Skald Wardrummer 3, her backstory was left unchanged.
- Zaiobe: we found ourselves liking her very much, so we decided to have her strike a pact with the party: in exchange for her help in killing Kikonu, they were to retrieve the Pazuzu statue from the lower levels. Had the party complied, she would have thanked them and flied away, only to reappear in the next module with some other shady deals. Instead, they decided to lie to her, she smelled the truth and escaped when they attacked her, vowing to take her revenge. Surely they haven't seen the last of her, and her telepathic bond with Yoshi is still active.
- Tolo, the attic whisperer: we had him act a genuinely frightened child who only wanted to have company and playmates, he attacked only when his new “friends” refused to play with him or attempted to leave. He went down quickly but left quite an impression on the players.
Finally, Rokuro was left unchanged, but they didn't have to fight him anyway as Hideki immediately recognized him and called his name.
About the treasure chests, we tried to both aim the loot at the PCs and at the same time give some characterization to the chests: one belonged to a couple of Tengus unarmed fighters and contained: two amulets of mighty fists shaped as a yin-yang, a silversheen nine ring broadsword with a marriage vow carved on it, a Minkai-Taldane dictionary, a Minkai atlas, and the couple's travel log through the Crown of the World.
We used the Vision of Jade video posted on this board (with no audio), the players found it a very nice addition.
The second chest belonged to a Varisian occultist and contained a wand of Fox's Cunning with 11 charges, a +1 light crossbow, a book about planar races, and another book about occult powers that gives a +2 bonus on occult skill unlock checks.
WHAT NEXT?
After Brinewall, Istas elected to stay with Yvette and the other brigand, and try to establish a power-base in the Nolands from there. Triskelion also elected to stay with Istas to learn more about her own powers. The rest of the caravan will proceed to Karlsgard along with Kelda.
Sandru and Hideki feel very uneasy about this journey. Hideki also had a slightly different vision when opening the warding box, which unsettled him a great deal.
We still have few ideas about how to manage and refurbish the next module, we could change the miniboss Omoyani into a Nogitsune and try to involve Yoshi a bit, and give a greater role to Ukshakka rebuilding her as a druid (she had her animal companion killed when she tried to look for Ulf) and having her join the caravan along with Ulf. We also need to plan the voyage, this is still a work in progress; however the next session will probably be in late August so there's still plenty of time.
Finally, we plan to use the modules “Under Frozen Stars” and “Baleful Coven” from Legendary Games during the third module (in addition to most of the original material), an encounter with catfolk tribe on the Crown of the World to develop Ronin's character, and the Ruby Phoenix Tournament module during the fourth module (in this case cutting much of the original material from the campaign).
Yep, thank you very much. i really hope I'm not going to oneshot the poor thing...
In the campaign I'm GMing, the party will soon encounter a monster that will use Unholy Blight on them. Only one of the characters is neutral, the others are good.
One of the good characters is an aasimar (NG, garuda-blooded) spiritualist, with a phantom. The question is: do she and her phantom count as "good outsiders" for the spell? They will be 4th level when they encounter the monster, and the spell will be cast with CL 8 ...
And what about the tiger animal companion of the fey wildblooded sorcerer? Will she get the full damage or the halved one?
10K gold is way too much. What about it gives only a +1? But it would not be restricted by race. Good idea making it work only for level 1-3.
Then it would cost less than a +2 STAT headband, even if it's slotless?
I need it for a party of 3rd-4th level.
I intend to make a non-combat encounter (unless my players think otherwise), flavourful and entertaining, with a group of fauns and mockingfeys; if it is well played the fauns may decide to give one of their pipes to the characters...
How much would a personalized item like the panpipe used by fauns be worth?
"Panpipes (Su)
Three times per day, a faun can use its masterwork panpipes to augment its spell-like abilities. Doing so is a swift action that increases the DC of the next spell-like ability it uses on its turn by +2."
So let's say it only works for enchantment spells and spell-like abilities, three times per day, and the character must use a move action and a Perform DC15 check to use the flute.
What would be the item's price?
Thank you all, very much!
If a Spiritualist casts Sanctuary on herself and then a harmful touch spell like Inflict Light Wounds, and makes her phantom deliver the spell, does Sanctuary hold, or it is dispelled?
I thought that since it is the phantom to make the attack, the spiritualist would remain protected by sanctuary. But I'd like a second opinion.
I have played in campaigns with two DMs simultaneously and at the moment my boyfriend and I are co-DMing the AP Jade Regent.
In the past, the co-DMing was well done and fun, also because both DMs were not always available, so sometimes they were together, sometimes only one was present; anyway it worked. And they had tons of fun RPing random NPCs that made jokes at each other and we ended up having the most memorable moments of our gaming history.
Right now, we co-op DMing mainly because my BF and I work together really well and like to carefully plan things beforehand; and we have different and complementary skills; I'm better with the rules and combat while he is wonderful at RPing all NPCs and creates a very lively world. So far (we have played about three or four times) our players seem to have fun and are satisfied with the experience.
In the end, if you want to co-DM simultaneously, you and the other DM should be on the same wavelength: your main objective is to both make the game world alive coherently, and have fun and entertain the players; it is useful to plan each session beforehand so that you both agree on the RP details. Also useful is to have each one of you be in charge of a different aspect of the game (e.g. RP vs combat) so that in the event of unforeseen situations which requires improvisation, one of you can handle it without you two bickering.
Calling a break or two during the session also helps reorganizing the situation.
Most of all, have fun!
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Nobody thought about a Fiendish Vessel? I'm looking forward to play one, it could fit awesomely and I find it a great archetype...
Too bad that both standard tiefling and Devil-spawn tiefling have a malus to Cha.
Are those two Cleric archetypes, Herald Caller and Fiendish Vessel, compatible?
I am unsure about this because they both restrict the list of possible summoned monsters and both have influence on the domains the Cleric can pick, but they do not explicitly modify those abilities (I mean, it's not stated "this ability alters/replaces..." etc in both the archetypes, only in one of them), and it's actually possible to have a Tiefling Cleric with only the Evil domain and the Devil subdomain, with a _very_ restricted summoning list...
Another unrelated question, about Sacred Summons and all those abilities that give the possibility to summon a monster with a standard action instead that a full-round action: If you summon a monster with a standard action, can the monster act in your round, or does it simply stay there, able to flank and make attack of opportunity if needed, until your next turn?
Outflank could be good, but if you are playing the spiritualist from level 1, you could have a little problem. The phantom qualifies for outflank at level 6 and the spiritualist at level 7. So for a level the phantom has a totally useless feat, if no other party member has it.
I see a good Dwarf Cleric, maybe an Evangelist one. Also the Kineticist idea is good but those stats still scream Cleric to me. And having two Clerics on Carrion Crown is far from a bad thing.
Improved Natural Attack could be good on phantoms as soon as they can get it, I think.
So. My players have made their way into Splinterden. And it did not go very well.
At first they went down the normal way. The ninja took a poisoned arrow while trying to disable the lock between areas C1 and C3, got one point of Con damage, and the party decided to retire and return the day after with better equipment. (I did not take that well, they had to fight a forest drake on their way back who nearly killed the aforementioned ninja with his ball of acid and got a couple of character down to 1 hp... so they had to stay in the fort for two days to heal themselves...)
So two days later, I figured Hastenfar was alerted that a group of "lousy" adventurers was recently there. Hastenfar and a half dozen of Splinters prepared an ambush. The PG had easy game with them, but Hastenfar ran away with 1 hp, and the PC interrogated one surviving Splinters. They learned of the secret entrance on C17 and the secret passage between C1 and C5. I figured that would make their job easy.
In the meantime, Hastenfar ran to Splinterden via the secret tunnel and alerted Tarrin of the imminent threat - the adventurers were not so lousy as it seemed!
So Tarrin organized her men - ten Splinters were to wait the party between C3 and C5, while Tarrin, Jaris, Hastenfar and three more Splinters would protect the shrine.
Now, the party went down the northern tunnel without even making Stealth checks. Tarrin made a Perception check with a result of 30 and heard them coming. The party then decided to explore the crypt and lost some time looking for treasure in the tombs and fighting the wight - making of course a lot of noise in the meantime. That gave the Splinters time to reorganize themselves. They converged on the cave corridor and after a long fight in which the party managed to kill or incapacitate more than half of the band, including Hastenfar and Jaris, three of them had to flee while two of them were made prisoners.
Now, I'm unsure about what to do.
Tarrin is left with less than half of her original guild. It's clear for her that she can't stay in the Emerald Spire now that the Hellknight are going to learn where they are.
The three left party members are hustling to Fort Inevitable. Both the prisoners are Hellknight, as is the surviving ninja, so they are going to tell everything to the Lady Commander and to Maralictor Wolfheim. I think Maralictor Wolfheim will seize the moment to destroy the Splinters by leading back to the Spire a small contingent of Hellknight of the Nail as soon as possible.
I figure it took about an hour for the PC to get back to Fort Inevitable by hustling. Another hour for Maralictor Wolfheim to learn the whole story and to hurriedly organize a troop (which may or may not include the PCs) to get back to the Spire.
Dandru Wolfheim would also make a request for light horses to move faster. So it would take another hour to ride back to the Spire, less if the horses are made to hustle.
Tarrin has about three hours to act before the Hellknights get her. She does not know that; she expects them to arrive the next morning.
She has locked up the two prisoners in C6 and is organizing to leave the Spire.
I am uncertain on what she would do. The two prisoners are from a rich family and maybe she could get a good ransom but her main thought now is to get herself and the remaining Splinters somewhere safer.
It is the first time I am the GM and I am unsure of what to do. I think it would be fair for the players to lose the experience and the loot from Splinterden for their blatant errors (which they acknowledged, they said it was just well-played on my side and poorly on their), but I feel uncomfortable to have two of them make a new character. I would prefer to have the Hellknights free the characters.
But I am also a big fan of consistency, so I wonder what could Tarrin Dars do now. She has used all of her spells in the fight with the PCs, and can't heal her comrades who have to rely on potions.
She hates Klarkosh but probably dislikes the Hellknights even more. Would she ask Klarkosh for help or not? What else would she do in the meantime? I am really unsure and I fell I need a second opinion.
[By the way: I made a few modifications on this level. I made Tarrin Dars a level 5 Inquisitor - Sanctified Slayer. I made the Outlaws level 2 Slayers, and tweaked their stat block to make some of them use a falchion instead of a crossbow and the rest of them to use a longbow instead. I made the two scouts of C19 into outlaws, too. The scouts are unchanged except that I gave them the Poisoner archetype. Jaris was an alchemist (toxicant).
I used a Basidirond instead of the Gibbering Mouther. Same CR, less lethal, and maybe its poison was the original source of the synesthetic agent.
The Basidirond and the Clockwork Servant are still in C6 and C15 respectively. The Splinters were too in a hurry to think to free them]
I am sorry for any grammar error. English is not my mother tongue.
Thank you very much! Your suggestions are really appreciated!
I wonder. What would be the Hellknight policy about poisons?
In my group there is a LE Ninja that is interested in the use of poison. I see that in the third level, which we are going to play in a couple of days, there are a lot of poisons. Probably he'll want to take all the vials of poison he can and put them to later use.
Point is, most of the group is made of Hellknights and the whole group is lawful. So they'll have to show all the loot they have found to the Hellknights (that's basically how we agreed to run the campaign, to avoid the 30% tax).
But in the Poison page on the d20pfsrd, it says that poisons selling, buying and crafting is usually prohibited.
I think that the Hellknights would confiscate all the poison. That would be ugly for the Ninja.
So I'm asking for second thoughts and any way to avoid the problem.
I would really like to know something about the new Spiritualist archetype - is it really thematically focused on a Pharasma worshiper? Is it good?
I thought a lot about it and I actually like the idea of a reach build a lot. I have read the Reach Cleric Guide, mainly for the feats.
With few spells of low level and a permanent summon I'm not going for any extra summons. It is a pain but I think my GM would appreciate my choice and it is better for RP reasons too (the phantom is jealous...)
So here is a final idea:
Str 15 (16 at level 4), Dex 14, Con 16, Int 10, Wis 15, Cha 10 (I'm not going to dump anything, my personal style of play; and with the race Aasimar fixed I can't get Str to 16)
This one would use a longspear and keep a morningstar handy if she finds herself cornered with no chance to slip away.
Feats: Combat Reflexes, Tandem Trip, Power Attack, Cleave, Lunge
I'm not taking Bodyguard and In Harm's Way. I don't think two extra feats are worth it when I can just provoke an attack of opportunity to trigger my phantom ability. And with these stats, I'd better attack than use an aid another action triggered by an attack of opportunity that maybe my foes are too smart to provoke...
Phantom: Weapon Finesse, Tandem Trip, INA
I could also take Medium Armor Proficiency instead of Cleave and get a mithral breastplate. Better or worse?
Or, I could take Dodge and Disorienting Maneuvers instead of Combat Reflexes and Cleave but it doesn't really fit, and Acrobacy isn't even a class skill.
I could also apply the idea of the longspear to the fourth build, taking Power Attack at third level and Improved Trip at seventh. Felling Smash seems really nasty. What about this?
avr wrote: A 3rd level kineticist with an energy blast does less damage than a musket master gunslinger with paper cartridges and Rapid Shot. By 5th there's no comparison. I should give some advice to the Grippli Gunslinger (named Kermit) of the quest I'm playing at the moment...
Quote: Given the number of spells/day a spiritualist gets I don't think counting single-use touch attack spells into your plans will help. (...) Buffs and utility spells are more efficient in terms of spell castings, and these don't have save DCs. You may be right. I'll follow your advice. Maybe I'll take Chill Touch but even then I should have better utility and buffing options.
Quote:
If you're going to go with Butterfly Sting for the spiritualist then an amulet of mighty fists (+0, rusting or thundering) for the phantom would be handy. Aside from those the usual big 6 should be on your list to buy.
Again, very nice ideas. But, what would the big six be?
I tinkered with some builds. I wish to make an overall tanky build with some utility and some damage. At level 5, an ectoplasmic phantom would have 6 points of natural armor, 3 points of dexterity bonus, and 4 points of magic armor on itself. My character would wear a simple chain shirt.
Probably the best build is based on tripping.
Str 10, Dex 15+1, Con 16, Wis 16, Int 13, Cha 10
Uses a darkwood heavy shield (no penalties) and a kukri (keen when possible)
Feats (one every odd level): Weapon Finesse 1, Combat Expertise 3, Improved Trip 5, Tandem Trip 7, Tripping Strike 9
Phantom feats: Weapon Finesse 1, Tandem Trip 3, Improved Natural Attack 6
Good: Few enemies are immune to trip.
Bad: with levels, the CMD of most foes is going to be too high to be able to trip them? And the phantom is going to have a feat it's not going to use until late...
Another build would use the same abilities and weapon:
Feats: Weapon Finesse 1, Combat Expertise 3, Improved Feint 5, Butterfly Sting 7, Greater Feint 9
I would make a better use of my actions in the round, using both a move action to feint and a standard action to attack. But, a lot of enemies are resistant against feints, and before Greater Feint at level 9, Improved Feint would not do much good.
A third build:
Str 13, Dex 15+1, Con 16, Wis 16, Int 10, Cha 10
Uses a sap and a darkwood heavy shield
Feats: Weapon Finesse (1), Enforcer (3), Combat Advice (5), maybe medium armor proficiency?.
Not much on this. I'd buff my allies and drop the shaken effect on foes every round but a lot of enemies, starting with undeads, are immune to fear effect.
A fourth build:
Str 14, Dex 14, Con 14, Wis 16, Int 13, Cha 10
Uses a scythe.
Feats: Combat Expertise (1), Improved Trip(3), Tandem Trip (5) Power Attack (7), Felling Smash (9)
Phantom feats: Weapon Finesse 1, Tandem Trip 3, Improved Natural Attacks 6
Less tanky build, far less AC and less HP for a bit more damage. I'm not sure it would be better than the first one.
Am I doing everything wrong? How can I make the combination of spiritualist and phantom a working one?
About Occult Adventures, it seems to me that most players are interested only in the Kineticist and Occultist classes. Mostly Kineticist class actually. It is a real shame. I have had very little help with the Spiritualist.
I think the Mesmerist is a very nice class. Being a natural enchanter, the Kitsune race was the first I thought of, too, for a Mesmerist character. I would advise you to get a Cha of at least 18 at first level. I like very much the feat that allows you to intimidate a gazed foe as a swift action. That would make it take another -2 at saving throws. Combined with the -2 from the gaze and the +1 at enchantment of the kitsune, you easily get a really nasty Will-based debuffer. That said, I would get also the feats that allow you to enchant also the foes that would normally be immune to mind affecting spells. And at level 9 you might have to fight also foes with SR so Spell Penetration can help too.
I'm not an expert, far from it; I hope that these suggestions can help you anyway... If no one else answers, late tomorrow I'll try to build something...
Arbane the Terrible wrote: Galatina91 wrote: Videogame:
A group pf three people. A fighter who can use an earth breaker or a sword and shield, a conjurer wizard who can't cast fireball, and a female rogue archer with a very high Acrobatics and Escape Artist skill.
The three main characters from Trine?
Correct. Pretty straightforward.
I guess that at high levels the kineticist gets behind... but at, say, third level, being able to deal ranged touch attacks every round is pretty powerful. And I have played only low levels characters for the last two years.
I'm more interested in general advices about the Spiritualist class, actually. This character is something that I may end up never playing so it is not so important.
That said, I have in mind a level 5 Aasimar with the Agathion subtype. I thought to make her a Theurge but I changed my mind after I read so many bad opinion about this class, especially weak at levels 5-10. The Dedication phantom is just the easier to role play, I think. Probably far from the best emotion.
Abilities at level 1 would be Str 10, Con 16, Dex 14, Int 13, Wis 17, Cha 10. I put in a very high Wis because the Spiritualist has some nasty Save or Suck spells like Ghoul Touch, and I wanted the saving throw to be high. But I'm not an expert on optimizing things so that may be a bad idea. I could dump Cha to 8 (even if I don't really like the idea) and Con to 14 to have a Str of 14. I don't really know what is best. With a high Con I could tank a bit. But with a higher Str I could maybe get a medium armor and a darkwood heavy shield (no penalty for that) and tank even better? The medium armor would slow me down (how bad is it?) until I put my hands on a mithril armor. Could take some time. At level 5, I should have 10000 gp and we rule that we can't spend more than half our wealth on a single item...
For feats, I don't really know what to do. I came up with the idea of Weapon Finesse, then Combat Expertise and Improved Trip. Since I will probably flank a lot, maybe I could get something done.
The Outflank Teamwork feat could be nice, but the BAB is too low for that, both the phantom's and mine.
A different possibility could be the Combat Advice feat, from Ranged Tactics Toolbox. With flanking, combat advice, and aid another action I could grant any ally a +6 bonus to the attack roll. Too bad I'm not doing anything else that round. I could try to demoralize (Intimidate) the foe instead. Not too great either.
Another feat I thought viable was Craft Wands. The Spiritualist has a lot of good spells available but sadly too few spells known.
For the phantom, it'll obviously take Weapon Finesse as the first feat, and at sixth level it will most probably get Improved Natural Attack. So there is only one feat left. Better a teamwork one or some combat feat?
lucky7 wrote: Arbane is correct!
This Human Vivisectionist/Ranger is constantly on the move with his Horse AC, and is frequently seen hanging around a Bard and two Sorceresses.
Nobody answered yet? That's Geralt of Rivia!
Thinking again, probably not, even if it's close. The vivisectionist doesn't get to use bombs and Geralt does no sneak damage...
Videogame:
A group pf three people. A fighter who can use an earth breaker or a sword and shield, a conjurer wizard who can't cast fireball, and a female rogue archer with a very high Acrobatics and Escape Artist skill.
Since you're modifying it right now, I suggest you to add that a darkwood heavy shield makes the shield proficiency feat redundant.
I have read the new manual Occult Adventures. I admit that my favourite class is the Mesmerist, because I think the Kineticist might be overpowered. Anyway, looking for advice online, I find mostly guides, builds and advices for this class. A few threads around for the Occultist and the Medium (the two classes I like less) and almost nothing about the Mesmerist, the Psychic and the Spiritualist.
In particular, I have found only two builds for the Spiritualist, one for a first level, and one for a eight level (Ravingdork's).
I would like some advice on this class. Something generic, like good feats for both the spiritualist and the phantom, best spell selection, low level gear (no more than 10000 gp, more or less), an evaluation of the archetypes (I am not intrigued by any of them)...
Also, something for the spiritualist to do during combat when he's not casting spells: the spell list is very good but the number of spell per day is limited, I can't cast spells every round.
I have a dedicated phantom in mind, especially for role play reasons, and for the Dutiful Strike ability to trigger, I should be mostly in melee. With good Wis, Con and Dex, there is no room for good Strength so I expect not to deal much damage with weapons. What are my options?
I have thought about Intimidate to Demoralize targets, to Butterfly Sting since the Spiritualist is competent with kukris, to Aid Another actions, and the like. Anything more?
If I ever get to play this character, it will probably be from level 5.
My GM bans everything that comes from the Advanced Class Guide.
I also hate min/maxing ability scores but I understand that is the better way to optimize a character...
Sorry for my bad English.
First of all: does a 6th level phantom qualify for the Improved Natural Attack feat? I suppose so, since "Slam" is a natural attack.
So if I'm level 6th, and my phantom normally deals 1d8 Slam damage, this damage gets improved to 2d6 with Improved Natural Attack.
If so, does the feat applies to both attacks?
Dutiful Strike: If I have a "dedicated" phantom, and I get attacked by an enemy, the phantom deals improved damage to that enemy for 1 minute. The ability doesn't have a limited number of uses per day. So every time an encounter starts, if I get into melee and get to be attacked by an enemy, the ability triggers.
What about the combined effects of Dutiful Strike and Improved Natural Attack? My phantom deals 3d6 points of damage, per attack, at level 6, is this correct? 2 attacks per round, that can benefit from Weapon Finesse, for a total of 5 (BAB) + 3 (dex) + 2 (Dutiful Strike bonus).
That's a +10 attack roll for 2 attacks, 3d6 damage each. Correct?
I'm asking this because it seems a lot...
So I'm creating a bard 14 - oracle 1, with 22 Charisma, and a Headband of Alluring Charisma. I have the oracle level for the Lore mystery, I have taken the Sidestep Secret and, with Extra Revelation, the Lore Keeper revelations.
Now I'm considering the Noble Scion - Scion of War feat.
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Would a Circlet of Persuasion apply its bonus on Initiative, too?
(I would like to underline that my character will be mainly a buffer/debuffer, a loremaster and a skill-monkey... he wouldn't do basically any damage in combat...)
Please forgive any English error, English is not my first language.
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