Agathion, Leonal

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I agree a raven familiar should be able to scout and warn his master about something odd in the vicinity. As clever as it could be, he shoudn't have the same acuity or analyse as his master. Yes it can speak, but I think it should possess at best the vocabulary of a really stupid humanoid, enough to describe common feelings (fear, hunger, joy,..) but It shouldn't be able to describe his environnement as a real adventurer.
It will be able to hear a conversation, but won't be interested in it, and as a matter of fact, won't be able to report it to his master.
His senses can be very accurate, but his analyse and explainations won't be.
So it could warn the party: an eagle would be a greater danger for it than an orc with a great sword. Although the same orc with a bow could scare it. A bear or an ant swarm woudn't be a risk at all...
In this way, a third level spell like clairaudiance or a fifth level spells like prying eye (requiring 1 minute casting time that must be sustained while sending a familiar is faster and lets you free in the meantime) could keep a real interest.
Never forget that a Familiar can be obtained at first level, usable at will, while high level spells can't be used indefinitly.

The GM has to be smart enough to give valuable informations via the pet, keeping in mind it is a low ressource.
Perhaps he should fool the players from time to time: should he see it, a raven won't report a pit with spikes ahead of the party, but will fly back at full speed to his master to warn him of a great danger because the wind shook a a scarecrow the opposite way.


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New rules about save or lose spells seem very promising. Critical success, succes, failure, and critical failure may preserve full interest for these spells, for casters as for targets !


Dragon78 wrote:
I take it the dice damage added is equal to the base weapon dice damage?

That's what I understood listening yes


Dragon78 wrote:
So a +1 weapon adds an additional dice of damage instead of a static +1 to damage?

Yes it does.


Hmm wrote:
Do you have a link to one of those? That does make a difference, and makes me more excited for the new rogue.

According to the Cannon Fodder Pathfinder Playtest part 4, a first level Rogue does 2d4+4 Dmg with a +1 magical dagger.

the + 1 dagger gives the extra d4, and the +4 bonus should be from DEX stat. Having heard the 4 parts, the Elven Rogue seems to be DEX builded


You can find sideways to raise your channel DC... Ask your DM if you are allowed to play a neutral cleric with Death and Heroism (Glory subdomain) and choose to channel negative energy (I find force channel much more situational, but you can stick to it and read only the DC boost help below)

Death will give you the great death's embrace at lvl 8. Heroism, if your DM agree, could give you a +2 DC to channel (even if literally written with positive channel energy in Glory description, why couldn't you be heroic with devastative power of negative channeling ???). Heroism keeps access to touch of glory: nice boost to your intimidation check for debuffing, the precious bless weapon at lvl 2 and grants you Heroism at lvl 3, pretty nice buffs for your party tank.

Faith trait "sacred conduit": +1 DC for channel energy
Social trait "bully" +1 intimidation (class skill)

Feats:
Improved channel +2 DC for channel energy
Ability Focus (monster trait) +2 DC for channel energy

selective channel, extra channel and quick channel (I agree with Magda) will be must have for you too.

lvl 1 CHA 16
Boost charisma at lvl 4 and 8 => CHA 18
seek a phylactery of negative channeling, a headband of alluring charisma +4 (from lvl 3, think to eagle's splendor if needed)=> Cha 22 (11 channel a day with extra channel)and you will be able to channel for 7d6 dmg at lvl 9, with a will DC of 27 (10 + 4cha + 4lvl +1 trait +2 Heroism +2 improved channel +2 ability focus +2 headband). Il will heal you 24,5 pv a round and it rocks with shield other.

In very difficult encounters, you can double this amount with quick channel

at lvl 9, your intimidation score with touch of glory should be 28.
so you can intimidate for -2 to saving throws and use bestow curse for a definitive -4 to hit and -4 to save.

Ah, a yummy 31 DC for you channel energy !

and don't forget desecrate for an ultimate +3 to DC if needed...


The duergar alternate racial trait Deep Magic is an option too, if you plan a divine spellcaster...