Erioch Ourevest

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Organized Play Member. 91 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.



Liberty's Edge

Hey all.

Am currently making a caster druid for a new campaign, starting at lvl 1.

It's a 15 point buy Menhir Savant and for background reasons I have a pet - so no domain.

I'm wondering if Eye for Talent is worth giving up the extra feat? My pet will be the "typical" big cat and I'll mostly use spells for AC buffing, battefield control and SNA.

I can't decide if 'Eye for talent' is worth it (basically would be +1/+1) or I should stick to buffing my casting through feats.

Any opinions on it is most welcome. :)


Hey all, I'm about to start RotRL with my group and am rolling up a Druid.

I've never really read into that class until now, but I quite like their relationship with nature (certain Archetypes notwithstanding). It'll be a caster druid, possible a Storm Druid in which case his ties to the weather is even more written into his persona.

I brought the matter up with my GM, but she's a little hesitant with the whole weather table system - I can't blame her it's an extra bunch of factors to keep track of, from looking at the Weather Table page and we're all still relatively green when it comes to Pathfinder.

My question is to anyone who've played with weather conditions in their campaigns before: How much of a hassle is it, and would you suggest we just skip that part entirely?
Alternatively, is there a way or resource to simplify it?

Cheers in advance.

edit: Just to be sure, please no RotRL spoilers. :)


Had a small argument between our GM and our Druid last session, regarding the Wall of Ashes (Su) from the Ash subdomain.

The text reads:

"Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive."

Question I have is; can you shape this wall in say a square or similar form, or does it have to be in a line without any bends?

The GM said the wall had to be created in a straight line from A to B.

The druid player instead wanted to created a square shaped box around the party. Now of course GM has the final say so it went as she wanted, but I'm curious as to who was right of the 2.


As the title suggests, I've seen many consider Divination to be the best specialized school to take.

I'm rather new to RP and have only ever played with 1 Divination wizard in the party up until now. However that was more than enough, a lot of the time he and the GM got into long arguments because they disagreed on what the wizard could and could not do with certain spells/abilities.

Apart from that he felt like a wizard would be performance wise. So did the player just play the wizard wrong or am I not getting something fundamental?


So I'm about to make my first caster, a wizard.

I just want to make sure I got this right:

When applying a meta magical effect through a rod, the spell in question doesn't get bumped up to a higher level slot as it otherwise would if you'd cast it using the equivalent feat?


Am somewhat new to pathfinder so excuse my quite fundamental ignorance of the mechanics.

Am playing in a homebrewed campaign, most things are accepted (within reason).

My first character died and the group is lacking in the rogue-ish department. So I ended up deciding on Slayer. Been looking around a bit and not found any actual guide for the class.
I've seen people suggest 1 lvl of swashbuckler and I get why, I'd rather have a single class for the purpose of understanding its strengths and weaknesses better though.

So down to the actual advice I ask in the headline!

Should I focus fully on dex or is str the better choice? I am not opposed to a str build, my main concern regarding that would be the skills that rely on dex - stealth more than any other.
Also any must have feats that a new player might miss?

I'm not asking for a fully optimized min-max build here, my gm is pretty lenient with the group as we're all quite new.

We've got a 25 point buy

For flavour sake, I have decided on Two Weapon Fighting. Human, half-elf or half-orc and I would also prefer sticking with pure Slayer.