Master Soan

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Dave Justus wrote:
Gellor wrote:
I'm planning on being a team player.
Step 1: Lie to my team

I think you would make a good paladin :)


So here is a bit more. I'm planning on being a team player. We are playing the Giantslayer adventure path. I am playing a neutral kitsune enchanter who worships Szuriel. (there is a vengeance backstory to this) As the adventure path has progressed, he is not getting as much treasure as he would like to craft magical items.

He is starting to consider creating soul gems from the party's fallen foes to fuel his magical crafting. He doesn't really care how he creates the Amulet of Natural Armor (example), he just wants to create it, and the party can use it in the fight.

However, draining souls is evil work, and will turn him evil rather quickly... I can mask this with spells, damnation feats, etc.. but I don't want to protect against as many contingencies as possible. (as RedBlade 8 called out)

Does this clear it up a bit more? Thanks for all the quick and thoughtful responses!

The angelskin is intriguing

Dasrak, great call on Beyond Morality. Unfortunately I'm playing a sorcerer, but I'll need to do some research to see if I can get an Arcane Discovery somehow.


Hello all,

I'm creating a character that will be evil, but needs to operate within a good party. While I have several options that will mask or misdirect my alignment, I'm worried someone will drop a Holy Smite or the like. Ya I can ping good, but taking damage from spells that target evil will be a bit harder to explain :) Any advice would be greatly appreciated.

Thank you!


The Sideromancer wrote:

For reference:

** spoiler omitted **
** spoiler omitted **...

Thank you for the quick response. I think you are completely correct. I was not associating the size reduction with the reduction of gear as well.

Thanks again!


Hello all,

Question on the Mythic version of Baleful Polymorph. Assuming the target is potentially changed into a tiny creature, even if they make their fort save, a medium creature would become small for 1 minute/level. I believe this is correct?

In the case of a creature wearing armor, they would no longer gain the benefit of that armor, and I'm thinking of giving them the Entangled condition until they take it off.

Thoughts on this?

Thank you!


Hello,

I have an encounter set up where large monsters are going to Bull Rush some party members into a blade barrier. On the other side of the barrier is a stone wall. I have two questions.

1. Does a character take damage each round they are in the barrier?

2. If they have to walk multiple spaces within the barrier (to get around the monsters), would they take damage each 5' step they take within in?

Thanks!

DESCRIPTION

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.


Thank you all for the responses. Few notes on this.

1. I'm a touch surprised I had no takers on the Oracle dip. It's a pretty nice AC and Ref save swing.

2. Here's why I'm looking at the Bloodrager dip. I recently played an Arcane Duelist through level 8. He wore a shield and cast Mirror Image religiously, so he really wasn't hit a lot, it was the fact his damage was really sub par.

Hiiamtom, few comments on your responses.

hiiamtom wrote:

Except raging song doesn't work like that, you would just be using the bloodrager's rage instead of the performance.

The Skald text is "If an ally has levels of a barbarian/etc."

I believe you are saying that only an ally would benefit from other sources of rage and not the Skald? My understanding is that the Skald does as well. I get what you are saying but for this thread I'm going to assume the Skald does.

hiiamtom wrote:
Skald is MAD, so my recommendation is dumping INT and WIS and going straight Skald. You get access to amazing will saves and skills are for spell-less chumps. 16/14/14/7/7/15!

I wish I could dump int, but as I mentioned in the original post, we house rule you can't have an int under 10.

So I guess here's what it comes down to.
1. The bloodrager nets me +2 con/str and +1 on will saves.
2. Gives me the rage class feature which, as BretI notes, opens up Amplified Rage
3. Grants me access to a bloodline power (probably Black Blood). Celestial looks cool, but wouldn't probably make sense for Giantslayer. Now for Wraith of the Righteous, it would be great.
5. Steelblood archtype grants heavy armor proficiency, setting my skald up for mitheral full plate later on, +1 to ac, attack and damage rolls vs charging creatures, plus some CMD benefits that may come in handy vs. giants.
6. 2 extra level 1 hps (I'll take what I can get :) )

I know another route to go would be the one suggested by Serisan. But I think I could take a ring of tactical precision and get close to the same results, minus getting it as early, and minus the +4 initiative, so I would need to weigh that.

serisan wrote:
If you're looking to be on the beatstick side of Skald, consider a one level dip in Bloodrager, taking a Bloodline Familiar with the Valet archetype (Animal Archive), being a Half-Orc, and utilizing Amplified Rage (Orcs of Golarion). This allows you to give yourself +8 STR/CON on your raging song at level 2. You can do this with your familiar in the safe confines of a Familiar Satchel. Use the Greensting Scorpion to also give yourself +4 initiative.

Again thanks all for the comments. Any further advice, or critiques on what I have posted are welcome.

-G


Hello all,
I’m trying to play a new character class every new adventure I join. So I have decided on a half-orc Skald for the Giantslayer adventure. I'm entertaining a 1 level dip in either Bloodrager or Oracle. I would like some feedback on 3 choices below, or any other option you might think I'm missing.

1.Straight Skald – No spell or song progression interruption. Pretty straight forward.

2.Bloodrager Dip – If I understand all the benefits correctly, it would shake out like so:
a. Plus 10’ movement rate (or some feats I’m not interested it)
b. Separate rage pool pushing my base rage bonus from +2 to +4 for Str/Con/Wil saves
c. Some additional bloodline and/or archtype abilities, still researching these.

3.Oracle Dip – Take the Lore Mystery with Sidestep Secret revelation, allowing me to tank dex
a. Charisma instead of Dex to AC
b. Charisma instead of Dex to Reflex saves
c. Nice little +2 Wil save bonus
d. Could take Divine Favor for as one of my 1st level spells. The luck bonus would stack nicely with my Fates Favored trait for +2 to attack and damage

I’m sure I’m missing something here, so any advice would be greatly appreciated. It’s a 15 point build. Here is how I see my points spreading out. FYI, we house rule Int doesn’t go under 10 as it tough to roleplay being dumb, especially during critical decisions.
•Oracle dip – Str 15, Dex 8, Con 14, Int 10, Wis 8, Cha 17
•No Oracle - Str 15, Dex 10, Con 14, Int 10, Wis 8, Char 16

Thank you!


You all bring up some great points. I generally always play in back with an archer or casting cleric, so this up front role is new to me. Our wizard is starting to summon creatures, I didn't even think about hanging behind.

I am happy to leave Quick Draw behind, it felt like I wasn't getting a lot out of it. The Lunge suggestion is awesome, and thanks for the breakdown on it. It really makes sense. So it looks like I'll go:

Level 1 - Toughness
Level 3 - Flagbearer
Level 5 - Power Attack
Level 7 - Cornugon Smash
Level 9 - Lunge

I do like Spear Dance, and great suggestion, so I'll have to weigh that against some of the others at level 11+.

I really do like the Cruel weapon enchantment. Originally I was leaning toward Courageous in order to enhance the moral bonuses I'll be under from Heroism or Flagbearer. However, Cruel looks like it has much more of an effect.

One other quick question. What do you all think of the Improved Dirge of Doom feat? With it I could also stack fear effects.

Benefit: The range of your dirge of doom ability is extended to 60 feet. Additionally, if a creature is shaken from another effect, the effect of your dirge of doom is changed to frightened for that specific creature.

Thank you all for the feedback.


All,

Our group is just starting the Iron Gods campaign, and I decided to mix it up a bit and play a bard. I used to love the old bard in AD&D 1.0...

The party makeup is an Aasimar Paladin, Elf Conjurer, Android Galvanic Saboteur (archer), and Aasimar Arcane Duelist. We are all 2nd level. I will be fighting up front with the paladin. My stats are Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 17. I know some people say duelist's should tank their charisma a bit more, but I'm also the face of the party, and I'm hoping I will actually get to use my diplomacy, bluff, and intimidate a bit.

Few things I'm struggling with.
1. Being up front my AC is important. Right now I'm using a shield. I'm wondering though if I should go with the Flagbearer feat (longspear), and just get the Shield spell on a Ring or Page of Spell Knowledge. I'm kind of leaning against that as I would need to burn a 2nd level spell and a standard action every time before I would wade into combat.

2. Feats:
* I took Toughness at first level to supplement my hit points as I'm using the Aasimar favored class bonus to ramp up inspire courage, instead of gaining a hit point every level.
* I'm considering Quick Draw or Power Attack for level 3. Since the party isn't really low on damage output right now, I'm leaning towards Quick Draw so I could go two handed on my longsword and then swap out my shield as a free action each round.
* At level 5 I would take Power Attack.
* At level 7 I would take Cornugon Smash. My intimidate should be fairly good, and I took the Aasimar Halo feature with provides me a +2 to intimidate evil creatures. I figured this would be a nice perk every time I hit something.

After that I'm not really sure. Again, any advice would be appreciated. I will add one other interesting build I saw. An individual posted a build where he went 3 levels of fighter and then went into bard. I believe the idea is to maximize using a longspear with a shield. I'm a bit hesitate to do that as i'll be behind 3 levels of bard, and I really want heroism ASAP. Here's the first 3 levels of his build.

Fighter (phalanx soldier); +1 hp/level favored class bonus
1st- Improved Shield Bash, Two-Weapon Fighting
2nd- Stand Firm; Flagbearer
3rd- Phalanx Fighting; Quick Draw

Thanks again.


Hello!

Back in 3.5 you could hit an ally with a ranged attack if they were grappled. In Pathfinder that doesn't appear to be stated anywhere. We are at a pretty critical point in RotRL, and my blinded paladin shot into a grapple. Using the old 3.5 rules, we assumed he hit his ally due to some rolls.

The GM feels that simply because it isn't stated in Pathfinder, doesn't mean it no longer exists. I feel that if the chance existed, the rules would have called out the risk, and now it is simply a -4 for shooting into combat.

Could someone weigh in if this has been officially addressed by Paizo? Does it even need to be?

Thanks!


Heavy maptool user here as well. We play once a week. I'm about to fire up Wrath of the Righteous, and would love to test drive Game Space.

P.S. I even funded the Kickstarter for Pathfinder Online, that has to get me some cred! :)