Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 No, he posted in the other Witchwar/RoW game on Feb. 1, but it looks like nothing since. I'll PM him.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota's tentacles continue attempting to crush the hoar spirits. Black Tentacles maintain: 1d20 + 22 + 5 ⇒ (4) + 22 + 5 = 31 Damage vs HS4: 1d6 + 4 ⇒ (6) + 4 = 10
She considers the hoar spirits for a moment, then eyes Kabr before saying, "Let's make you more destructive and useful, hmm?" She cast a spell to fill him with heroic thoughts and courage. Casting heroism on Kabr for a +2 to all d20 rolls he makes.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 What about Kabr's above attacks?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Waiting for this round to be resolved, then the next round to start so we can resume normal order.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 The flaming hammer flying out of nowhere to strike at the hoar spirits catches Hylota completely off-guard, but when she sees the Kellid man appear and continue his attack, she smiles and says, "Oh, very well done! You look to be most useful! Who might you be?"
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 "Oh, excellent! Would you mind terribly carving a few of those undead up for us? That negative energy elemental in the cage can heal them faster than my tentacles can crush them."
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota is concerned as Szasa suddenly vanishes. "That's not good. We needed her sword." Suddenly, another woman emerges to the room, drawing out a bardiche and shield and rushing towards the hoar spirits. Hylota drifts over and says, "Hello, dear. Who might you be, and how useful are you?"
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 I mean, I'm pretty sure if we have to fight the Negative Energy Elemental in a cage, we're gonna have some issues. I think Elementals are mostly immune to mind-affecting abilities.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Welcome! So nice to have some new Kidding aside, welcome to the group. Hylota's a bit of an odd duck - she tends to be very whimsical - but she isn't mean or cruel. To those who she considers allies, at least.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 That would be helpful, yes.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Understood. Sorry to lose you.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Black Tentacles maintain: 1d20 + 22 + 5 ⇒ (4) + 22 + 5 = 31 Damage vs HS3: 1d6 + 4 ⇒ (5) + 4 = 9
The Black Tentacles continue gripping the Hoar Spirits and crushing them in their grasp. "That ball of negative energy in the center is a negative energy elemental. They are quite powerful, and vulnerable to positive energy, such as those from healing magic. Szasa, Vincent, will either of you be able to walk through the tentacles without being trapped by them?"
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 I'm guessing it's immune to negative energy, and weak to positive energy?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Black Tentacles Maintain Grapple: 1d20 + 22 + 5 ⇒ (4) + 22 + 5 = 31 Damage vs HS 2: 1d6 + 4 ⇒ (3) + 4 = 7
Hyltoa frowns as the crackling energy washes over the hoar spirits, healing their wounds. "It's likely some kind of negative energy vortex, although that humanoid shape..." Knowledge (Planes): 1d20 + 30 ⇒ (6) + 30 = 36 Is this an elemental?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 2018 had some highlights and some lowlights - still, there was so much craziness in the news, I'm kinda hoping for a more low-key year this year.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Whoops. Oh, well. Honestly, if it turns out the hoar spirits can't escape the black tentacles, we could just let them crush each of the hoar spirits to death while we go about our business.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 The DC to escape black tentacles is 32, FYI.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Since the hoar spirits are still inside the black tentacles radius, I need to finish my round 3 actions. Round 3 Grapple vs HS2: 1d20 + 22 ⇒ (18) + 22 = 40
Damage vs HS 2: 1d6 + 4 ⇒ (6) + 4 = 10
Round 4 The tentacles continue grabbing all those within reach, and crushing those they already have trapped. Grapple vs HS1: 1d20 + 22 + 5 ⇒ (20) + 22 + 5 = 47
If 2, 3, 4, and 6 were not successfully grappled in Round 3, subtract 5 from their grapple rolls, since I would not be maintaining a grapple then. Also, which number did Szasa kill? Damage vs HS 1: 1d6 + 4 ⇒ (2) + 4 = 6
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 CMB vs HS1: 1d20 + 22 + 5 ⇒ (8) + 22 + 5 = 35
Damage vs HS1: 1d6 + 4 ⇒ (3) + 4 = 7
The tentacles keep their grips upon those they've already grabbed, continuing to crush them. GM, are the others still within the radius of black tentacles, or are they outside it?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2
Hylota casts a spell, and tentacles the color of night emerge from the ground whipping about and grabbing at every undead in reach. [ooc]Casting black tentacles. I'd like to grab all seven, if possible, but if not, as many as I can. It's a 20' radius spread, so 40' across at its widest point. CMB vs HS1: 1d20 + 22 ⇒ (12) + 22 = 34
Damage vs HS1: 1d6 + 4 ⇒ (4) + 4 = 8
The CMD to escape the Grapple is 32. Let me know which ones are successfully grappled, as the tentacles get a +5 bonus to maintain grapple checks.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Are the Hoar spirits incorporeal?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota was annoyed. Undead were quite resistant to many of her powers and spells, and these were likely even resistant to her cold spells. Considering her options, she looked at her companions and said, "I don't know how helpful I will be in this battle, but I'll do what I can to aid you. Tazwell, play your song."
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Studying the humanoids, Hylota frowns. "I'm not familiar with most forms of undead. What are they? Are they immune or resistance to anything?"
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 You also said there was a far exit, as well?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Oh, wait, so the doors are 30 feet down, not on the same floor as we are.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 I will be traveling for the Thanksgiving holiday weekend here in the US, starting tomorrow. I will have my phone, but cannot guarantee my posting availability. Please bot me if necessary.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 "Thank you, Tazwell. I appreciate the assistance." GM: Is it possible to get to the doorway without approaching the claws?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 "I've spent more time as part of a mercenary company as opposed to an adventurer - usually I have a dozen or so subordinates to investigate and make sure things are safe before I get close. I find you three too valuable to do that with - fortunately for you."
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Ah, okay. I did not understand that. All is good.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 I meant to study from a distance. My fault for not specifying. Hylota quickly moves away from the arms and such, fleeing their icy embrace. Cautiously she asks, "I don't suppose anyone has a way of restoring my strength? I can heal wounds, but I have not prepared the magic for this."
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota studies the torn and frozen remains. "They are likely those who supported Queen Tashanna in the Witchwar - their fates for such folly is as it should be." However, she sees the empty manacles and remains, and wonders what creature devoured the corpses that had once lain there.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 "Perhaps, but I suspect we have more to deal with. Let us withdraw from this fight. The guardians should not pursue us beyond. They can destroy weapons that attack them. Come. There may be more to learn elsewhere in this frozen village before we return." Hylota attempts to retreat back down the stairs, away from the statues.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 That Knowledge (arcana) check was for information about the constructs. Did the writing on the clock do something? Also, are the dolls we took from inside the statues porcelain?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota, in her reverie, is startled by the statues suddenly moving. She considers the constructs, contemplating what they are capable of, and their weaknesses. Knowledge (arcana): 1d20 + 31 ⇒ (20) + 31 = 51 If not Knowledge (arcana), let me know what to roll. She then steps behind Szasa and casts a spell, filling her with feelings of heroism and greatness. Move/5-foot step (if possible) behind Szasa, casting Heroism on her. +2 on all attack rolls, skill checks, and saves for...170 minutes. So, I probably should have cast that sooner. Sorry.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Sure. Waiting for the Statues turn.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Cannot fail the Linguistics Check. Initiative: 1d20 + 4 ⇒ (1) + 4 = 5 Hylota approaches the clock, reading the words within the 9 out loud to the others. "A stitch in time saves nine,
Stopping where she can read them, she says, "Fascinating...conjuration and transmutation...'a stitch in time saves nine, but what loop will the witch queen heed'...I'll come back to that. 'In pointless slaughter, the Old Crone's daughter a hapless mob did lead'...that's obviously the Witchwar and Queen Tashanna. 'Now she sits in tomb that's frozen, the traitor's blood all spilled upon the path that she had chosen, enthroned with collar gild.' A reference to Tashanna's tomb, obviously - could the collar gild refer to the Torc? 'Ringed in steel, three loops times nine prized from the luckless seat, supplicants kneel, of porcelain fine, the banished queen to meet.' That tells us how to get to Tashanna's tomb, although the exact method I am unsure of...'It matters not who's dared to come the demon's soul to claim' is a definite reference to the Torc, although it does not specifically say the Torc is here. 'The weak shall die, the strongest live and forever more remain.'" Hylota goes silent as she goes over the last bit, mulling the possibility over.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota looks at the various icons, then shrugs, not having ever had much interest in such things. She looks about as well, casting a cantrip to detect any magical auras in case there were foes using magical concealment. Detect Magic. If I detect any auras, I will focus on them for the requisite three rounds. Knowledge (arcana): 1d20 + 31 ⇒ (16) + 31 = 47
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota looks at the Church the giant ran out of. ”We will need to go in there, I think. Tazwell, you will need to remove your wall so we can do so.”
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Okay. I was going to have Hylota tell someone to finish the giant off quickly if so, but I won't worry about it right now.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Does drowning count as taking damage?
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Caught off-guard by the Giant's sudden appearance, Hylota reaches out to the thing's mind and attempts to knock it out. Slumber Hex on the frost giant, DC 28 Will save or it falls asleep for 17 rounds. Szasa has Endure Elements cast on her - does that protect her from the hypothermia, if not the cold damage.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota moves along with the others, quietly humming to herself and skipping a bit. Virix seems to skip along with her, in time with the humming. For all the world, Hylota seems to be nothing more than a young girl, skipping through a village towards the church. If not for everything being ice, and the complete lack of people, it would almost be disgustingly normal.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Cannot fail the Knowledge (history) check - I have a +30. Hylota looks over the buildings and frozen people, then quietly says, "This was a common practice of the northern peoples to build cairns or barrows like this for the dead to rest in. This mausoleum likely contains the dead of the Witchwar and their buried treasures. Given how they likely died, they may not rest easily, and disturbing their treasures may invite upon ourselves attention we do not want."
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 I did. It was quite wonderful, and very relaxing. Still a little jet lagged from time zone changes, though. Makes me kinda tired.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Back from vacation.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota followed back down, bored that they were backtracking - after all, the interesting things were up ahead. Still, once the dragon is gone, she looks down and says, "We'll have to melt through this in order to collect this fine horde. Too, there is an army of giants out there that may be dispersed by this development. Now, let us find the Torc."
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 ”And you are an ice troll, so I find you hideous and rude. However, despite your poor manners, I will answer your question. My magic is not gained from the divine or prayer - my patron teaches it to me, and then it is mine. However, such patrons choose their subjects based purely on their whims, and their motives are unknown. As for whether Grandmother Crone has revealed anything new in the past few centuries...well, I cannot speak for all of them, but I can say that my education has been different than those of my relatives.”
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 I will be out of the country starting tomorrow evening. I will have my phone and access to Wi-Fi, but I don't know if I'll be able to post. Please bot me if necessary.
Female Changeling Winter Witch 17 | HP 83/83 | AC 26, T18, FF 22 | Fort +10, Ref +15, Will +14 | Immune cold, minor displacement | Init +4 | Perception +2; darkvision 60 ft | Hex DC 28 |
Spells:
1st - 6/7; 2nd - 7/7; 3rd - 6/6; 4th - 5/6; 5th - 6/6; 6th - 6/6; 7th - 3/4; 8th - 2/3; 9th - 1/2 Hylota listens to the conversation in Giant, then answers Tazwell’s question, ”Anythimg is possible - it is certainly something Baba Yaga would do. However, I rather suspect not - further, I suspect that...Shathbardok...is right. That statue is not of Baba Yaga, and I do not believe it is she speaking through it.” Hylota was clearly reluctant to acknowledge the ice troll was right, but she always gave credit where credit was due.
The traits are based on race. They are not available to Tiefling. The feat Favored Animal Focus can be taken multiple times one times one for each focus. I don't know when you get your second focus as a Inquisitor. There are pros and con to reach weapons when mounted. Not the least of witch is when you charge. With a reach weapon only you attack. Because most animal companions do not have reach. The big cat dose not have the reach trait so it only threatens 5ft. The thing to think about more then what feat's you are taking. What feat's is the animal companion taking. They will start out very strong and quickly taper off with out carful planning. I have found most animal companions are hurt more buy what feat's they have. By level 10 you will need a clear plan on how to increase there to hit bonus, and survivability if you expect them to stay combat effective. Some good choices that my not be flashy but work.
Few tricks to know.
Creating barding is expensive. You should get any barding you plan on using before level 7. Then all you need to do is add the Fitting to it for a flat 2,000gp. That is much cheaper then if you make it for a large mount. Medium Mithral Breastplate Barding is 8,600gp, Large Mithral Breastplate Barding is 17,200gp.
As an experienced GM. I can say with confidence. Do the following. 1: Be willing to tell your players no. If it dose not fit your story don't let the players bring it to your table. 2: Pick all the races that fit the area your game will be in. Don't allow any exceptionaly powerful races. This will solve a lot of your problems challenging your players at low level. 3: If your not familiar with any Class. Out right ban it, or read the class before you let any one play it. This will solve problems late game when you find out all the sudden they have been running the character wrong for 6 levels. I have encountered this more then I wish to admit in PFSP. A lot of GM just don't know what different classes can and can't do. 4: You will never be able to memorize all the rules. Ask the two experienced GM to help you when you need it. 5: As long as every one is haven fun. Your doing it right.
suggestions. For you to think about.
2: Have a bow as your “primary weapon”. You start most or all combat with a bow and switch to the sword when the enemy closes with you. You don’t need to spend feats on it. Just use it until they close with you. Reducing the need for you to close with them. Increasing the number of attacks, you get on them. The only feat you need to pull this off is quick draw and you can get it at level 1. One of the most effective ways to survive with a low AC getting started.
3: A new architype you my wish to look at. Warrior Poet (Samurai Archetype) from heroes from the fringe. High lights gain a bonus to Armor Class equal to her Charisma bonus. The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to katanas as if they were light weapons. There is more but you do give up a lot of things for it. Over all a very nice archetype for what you want to do.
Samurai Jack knowingly, or unknowingly based his combat style based off the book of the five rings. They show him using a katana, but having studded multiple weapons. The martial artist on the art crew studded kung fu. So why you see him in a kimono, and katana he fighting style if heavily influenced by kung fu. With all this in mind I recommend a few things. Samurai(Order of the Ronin) You will need a lots 0f skill ranks. If you wish to do samurai jack. His skills out of combat are varied. It will be hard to do with a base of 4 ranks.
I recommend you build Dex, and Wis as your main focus. As you will need AC with out armor on. Along with most of the skills used by samurai jack are covered by the two attributes. You can go with wakizashi over katana to make it finesse. Then go with slashing grace for dex to damage. Them yes katana is what jack used however in the game system. Str based fighting with using no armor is how you die fast. I will also recommend you look in to reading the Book of the Five Rings, and Hagakure. This will help you understand samurai. Jack follows the Bushido because it's the code he lives by.
I play a Divine Strategist in PFSP. I don't ever really miss not channeling. The domain dose hurt some but not as much as the extra initiative bonus helps. The look on every ones face the first time you tell them your cleric has a +11 initiative is wonderful. Then you tell them they get a + because your a divine strategist. The ability to help over come SR has only come up one time. However that one time it saved the party. My suggestion.
1: I run all my games at 15 point buy. It's not that bad it just means you will need to dump one or more ability scores. It also means you have to trust the other party members to do their job.
Bard: Human Bard Str 10 Dex 18 (+1 4,&8) Con 12 Int 14 Wis 8 Cha 14 Skill Ranks: 10 Per level (6 Bard +2 Int, +1 Human, +1 Favored Class) HP: +2 per level (+1 Favored Class, +1 con) Trait: Reactionary, Vagabond Child (Disable Device as a class skill.) Feat: Fast Learner, Weapon Finesses, Lingering Performance, Improved Initiative, Quick Draw Leading to 9:Two Weapon Fighting 11: Discordant Voice 13: Improved Two Weapon Fighting 15: Battle Song of the Peoples Revolt(Outflank) Recommended spells 1: Saving Finale, Touch of Gracelessness 2: Heightened Awareness, Acute Senses, Tactical Acumen, Aram Zey's Focus (Key to making this work. This gives you trap finding for the duration.) 3: Good Hope, Haste 4: Virtuoso Performance, Dimension Door 5: Unwilling Shield, Stunning Finale Example: Round 1 level 8 Move Action Inspire Courage +2 to hit, and damage Standard Action Good Hope +2 to hit, damage, skills, saves, and ability checks. Total +4 to hit, damage, +2 skills, saves, and ability checks.
Human
Much more versatile in the roles this character can fill. The only thing this build can't do is offensive caster. With a few magic items you can sub in for a cleric using UMD for wands, and scrolls. Dwarf
This build is mostly combat focused. Mindless creatures can be a problem. The main focus is casting hold XX. Then coming in with a heavy pick and Coup de Grace.
The divine anthology has a paladin oath that replaces smite evil with bardic preference. You might want to look at.
kyrt-ryder wrote:
Because Initiative + 11 (+16 Anticipate Peril)Round 1 Move Action Inspire Courage Standard Action Good Hope Total +5 to hit +5 damage +1D6 sonic damage +2 to all skill checks, ability checks, and saving throws.
Range hunter with a snake constrictor animal companion. Level 3 team work feat Friendly Fire Maneuvers. Now the animal companion never provides cover to your range attacks. Starting as human with +2 Int you can get them greater grapple at 8th. So you then just get behind your animal companion with grapple and use AoO to grapple them. Then you get to shoot at a pined target with out cover. That might help the hunters range attack bonus. Human Hunter Snake Constrictor (Animal Focus Str, Eye for Talent Int)
I played a Hunter to level 6. I can say at least up to that point. The melee hunter far out preformed the druid I had played in another game. Hunters look very weak on paper. However having played one. I would rank them higher then melee druids for combat effective. It is all about sharing team work feat's. They look weak until every one in your party has the same feat's.
With smite you can do more over all damage with weapon and shield. Due to haven high enough starting stats to cover two weapon fighting. The two hander will do a bit more damage unless you smite then the two weapon fighting dose more damage. You could start with your deity's favored weapon, and a spiked light shield. Changing to a spiked heavy shield after level 11. When you stop taking penalties for two weapon fighting with a shield. Human Paladin
Another option that can be good depending on the party. Tempered Champion archetype.
I suggest you look at saves of monsters your likely to encounter. Then find out what your DC will need to be to have over a 50% success. More often then not if this is past level 8. You will need to have started with a casting stat of 18 or higher. If your looking at lower level your ability scores can be much lower and have well over a 70% success. It really depends on what level your game will stop at. Most games below level 6 don't require a lot of planning. Every game beyond that point requires more and more planning. You don't need to make a munchkin. You do need to make a character that can fill the role they where made for. For any caster it will be about save DC. It will not matter how good they can do fringe things. When it comes down to it almost all spells get a save. Illusions are great until you start going up against out siders. There are a lot of out siders with trueseening constant. That makes them immune to all illusions. Summoning is speed a speed bump to a high level encounter. Most high level encounters will ignore the summoned and go to the summoner. To solve that problem. Every thing with a CR 13+ or usually above average Int. Not planning for after level 6 has caused more character death. They get to the higher level play. Suddenly they can't figure out why X is not working any more.
I have a similar build for PFSP. However I made it to see how long he would live. So the build it self has a major flaw. But it might give you a idea of what to look for. Also I suggest you read the book of the five rings. It is the best source material for a Ronin code. As it was written by the most famous Ronin of all time Miyamoto Musashi. In it he stress the need for mastering all weapons. In that relying on one weapon is the fools way. He was well know for his ability and willingness to throw his katana at opponents if he thought it would distract them enough for him to win. PFSP
Str 11
The first time they encounter the worms. Basically the heavy stat damage and no way to retreat out will kill them. Edit: along with the no way to remove the stat damage. Even if you give them a wand early. It's more then likely they will sell it. As the level they need it. 4,200 gold is the total value of the party's gold.
You want to stop some one from death in combat. Make sure you can do one of two things.
The best way I have found to heal in combat as a battle cleric. Reach Metamagic feat combined with spontaneous cure. Reach Cure light Wounds cast as a level 2 has a range of 25ft +5ft per two levels. Reach Cure Light Wounds cast as a level 3 spell has a range of 100ft +10ft per level of caster. I can cast them with out needing to pull fully out of combat, or try to position my self close to the one that needs healing. I do use a spell to do this. However channel is more expensive then I care to pay. It requires you to spend ability scores, and feat's to make it worth doing. Spending one feat to heal any where on the battle field I find expectable. Building cleric is a difficult task. As the first thing you need to do is decide what kind of cleric your going to make. Examples of stats are on a 20 point buy before race adjustments. I will say that any of the many divine casters can do the same job as the cleric. Some of them do a much better job in the battle cleric role. To name a few that can fill the same role. Druid, Hunter, Oracle, Paladin, Inquisitor, and Warpriest. My personal top divine melee characters Hunter, and Oracle: Mystery: Battle.
All you need for a small cat animal companion. Don't increase its size at level 4. Thus granting you a +2 Dex, and Con. Save up and get a amulet of mighty fist Agile. Giving the small cat a Dex mod to damage on all attacks. Yes it's a 4k item. The cat is still effective up till then. It just dose much more damage after the fact. This is just a suggestion and what it can look like. If you play human with Eye for talent you could bump its Dex by 2 more. Feet's Druid level
Starting: Small Cat
Level 6: Small Cat (Level 4 bonus Con) With out items.
UndeadMitch wrote: Calagnar, I can sympathize with your plight. It has been hard in our area sometimes to get people to GM. You seem to think extra boons will help get other players in your area to step up and GM, so I'd like to ask you something. If you were someone that didn't want to GM to begin with, would a boon change your mind? If so, what type of boon would it take to get you to GM? Additionally, I would like to disagree with you on your assertion that the GM Star Boon is worthless. With your three stars, you can give one of your characters a free wayfinder enhancement that acts as an Aegis of Recovery, a 1750 value. That's not really my call. I would make it a selection of boons. You get a Star pick a boon. The first start lets you pick from 2 to 3 good boons. Second Star lets you pick from 2-4 good boons. Third star lets you pick from 2-4 good boons. Fourth star lets you pick from 2-4 really good boons. Fifth star lets you pick from 2-4 unique boons. Their needs to be a variety of boons due to how different each character can be. My big problem with the GM star boon sheet. First star is ok at best. Second star is still ok. Third star is a free enchantment to your way finder that might save you from death. It is nice but not something that will last very long. Because its the first time you get knocked out after level 5 then it's gone. The forth star boon is ok to not that good. You get to buy a wand, or buy a item as your fame was 5 points higher. Both are ok the wand being the better of the two choices. You can't make one boon that will useful for most characters. That's what they did the first, third, and forth boon is copy and past. The second, and fifth are unique. And it as a hole is stuck to one character. With the diversity of character building in pathfinder some characters will not have a use for most or some of the boons on the one sheet. I chose the master of scrolls however it was the best choice of bad choices. The first boon you can not be proficient to use. The second boon you must be proficient to use. Third, and forth are ok but nothing special for a none caster. Fifth is nice but that requires way to much time and money to get to make it remotely worth spending the effort on getting the boon. Just looking at it from a pure finical point of view. I can say that a 1 star GM spends around 50+ hours preparing scenarios and 20- 50 dollars mini on scenarios on supply's. That is a big discouragement for starting GMing. So yes the GM boon sheets should reflect the cost of GMing. If not we will have a problem getting people to GM. Small boons for GM are not enough to get people to spend the money. The cost tapers off after you get people started in GMing. However its a real cost in dollars and time.
The main problem is you focused on Cha over Str in your build. Not a good or bad just a choice. That means your more effective with smite and less effective with out it. You can increases your damage by taking power attack. However I don't see this as a good way to increases your over all damage. As it will lower your to hit. With a low Str that will make hitting harder then normal for a combat character of your level. Getting improved Critical Scimitar will go a long way to increasing your damage with out affecting your to hit. You can get that at level 9. Next getting Stat boost items and focus on getting a +2 or 4 str belt. The higher the better and let your Cha item be the second most important thing to get. +1 Flaming Scimitar. Do you have bonded weapon, bonded mount, or have a archetype that dose not have either. If you have bonded weapon focus on getting your enchantment bonus to +3 to help over come DR. If you don't have bonded weapon. Focus on getting the holy enchantment bonus to over come DR. This will get you past DR with out needing to smite every thing.
PDR wrote:
Monk adds his wisdom bonus to his AC and his CMD. there is no listing of type. Anything else is your own interpretation of how to run this. ACG wrote:
Warpriest Sacred Fist adds his wisdom bonus to his AC and his CMD. There is no listing of type. Anything else is your own interpretation of how to run this. As written they stack because they are untyped bonuses. Not reading in to them for any thing they are not. They stack because they are untyped. The sources is not what determines what stacks. It's the type of bonus that can not be stacked. Was it a mistake on the part of editing. Most likely. However that's not what got printed. Until the fix it with a FAQ. There is no reason they should not stack.
Markov Spiked Chain wrote:
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.This ability replaces share spells*. This means you can't take improved spell sharing, and can not cast things like lead blades, or enlarge person on your animal companion. Strike one. Tenacious Guardian (Ex)
This means only the animal companion can act in the surprise round, and it removes evasion. Strike two. Uncanny Dodge (Ex)
Removes there extra attack per round. Strike three. VS.
Lookout (Combat, Teamwork)
I'm just going to leave this as an example of what you can do with a hunter. He is not a min max as I don't like that kind of play style. He is effective in the role I chose for him (Melee combat). This character was made for PFSP. Str 18 (16+2 Human)
Animal Companion
Again this character was not meant to be min maxed. He is not fully optimized with a dino. As I can't stand them. It's a flavor thing for me. And large animal companions start haven problems in small spaces. Where a lot of scenarios take place.
I don't recommend playing a casting bard. If that's what your going for Evangelist Cleric is much better. If your looking to make a effective bard that can cover a lot of empty holes like this group has. I recommend going with Human, or Aasimar bard with no archetype. I would pick human if you want a more over all skilled bard, and Aasimar with there favored class bonus for more combat focused. My recommendations generalized.
2: Have a plan on what you do in combat other then performance, and casting. You will be using performance all the time. However you can do a lot when you are preforming. And you don't have enough spells per day to be using them with out good cause. 3: Spend a skill point in every knowledge skill. This will give you a roll, and your knowledge skills will be better then any one in your group. Pageant of the peacock is so broken I don't see any GM with common sense letting it in there game. However if it's allowed take it and abuse the hell out of it. 4: Feet's
If your making a pure combat cleric. Cleric(Evangelist) is a good way to go with out needing to take the variant channels. It gives you inspire courage in exchange for a even more reduced channel that will not hurt your character any. Now having only light armor might seem like a down side. When you look at mobility on a tactical map. That counts for a great deal. You can also add other ability's to increases your speed.
It's not worth given up the caster level progression. I have played 3 different clerics with fighter level dip. Every time later I regretted the choice. As a battle cleric you still need spells that are your level to heal effectively in combat should the need arise. Plus delayed access to heal(The spell) is never a good idea. Unless you have a plan for what your character will gain/lose. I don't recommend multiclassing. With that I am cleric that has a dip. Cleric(Divine Strategist)6 Monk(Sensei)2. This was something I planed when I made the character. Yes this character can not channel. This character was not made to fill the healing role. I made it as a divine offensive caster.
My first game with my new cleric. I sit down at the table every one starts talking about what they can do. I start with "I can't channel. And if your looking for some one to heal you. Buy a wand I'll get to you before you die maybe. I made a cleric to have fun playing not be a heal bot. If you think you will need a heal bot feel free to make one. I made a offensive casting cleric. With a archetype that gives up channel."
As a druid there is not enough point to do every thing you want. As you need Str, Con, and Wis. And dumping Dex removes most of your AC as a Druid. Something has to give. Social skills. Are the one thing you can give up with little effect to the character over all. As they effect your character the least. No one at the table will look over at the druid and expect them to have good social skills.
divineshadow wrote: I like the nature soul and animal ally idea. Is that pfs legal? Cause if so I'm gonna make a fighter with badger buddy. Yes it is PFS legal. Feet's are on page 11. Additional Resources wrote:
A few other good weapon options.
You need Skill at Arms in order to use the great sword. So you can't take Weapon Mastery Great Sword at level 1. You must be proficient in Great Sword.
Trait: Ultimate Campaign.
Spells you might want to look at.
Stats
You don't even need the Cha for Eldritch Heritage any more. Pathfinder Player Companion: Faiths & Philosophies
The title says it all. I'm trying to decide what class to go with before going to Pathfinder Field Agent. This is for PFS play so must be legal. The over all idea is to have a character that can cover all skill's. Using the Pathfinder training to cover skill ability's I don't have with my starting class. For example if I don't have trap finding before taking my first level of PFA. I will take it with my first level of PFA. Then take Eidetic Memory to cover all the knowledge skills. My ideas so far.
You can ware a Circlet of Persuasion(4,500gp)+3 Competence Bonus on cha based checks, and a Headband of Charisma.
The only other option is to be Andoran. Then buy the vanity Captain (fame 40 PP 1 Eagle Knight) Specialized in Perform Oratory +1 Competence bonus.
talbanus wrote:
This could not be farter from the truth. You can destroy encounters just with base classes and feats from the core rule book. The extra books make it so you can customize your character more. More books only means more options for the characters. A min/max Fighter, or Wizard using just the core rule book can make scenarios a cake walk. I have made many builds that people have clamed where bad. Though they tend to work as I intend for them to. So I can play them according to there strengths and try and avoid where they are weakness. No writer or editor can make a challenge for any group. So then make encounters for general group to over come. Some groups have higher skilled players. Some can have special abilities or spells to turn them in to easy battles. That dose not mean other groups will have characters that do not have that ability will have a TPK. It just means they need to be smarter then the other group. The problem I have seen with PFSP. Is underperforming characters. So many characters in PFSP can not do the job there made for. That are they can barely do the job they are needed for. Most of them are made by new players or players that do not build characters. They like to free form characters and make them as they level. With out either looking though classes/trait's/feat's to find there characters path to power, or asking for help building there character. From what I have seen most problems / deaths in scenarios including season 4 are from underperforming characters. Some times crits happen or the DM have hot dice that game. Character deaths happen it's part of the game. I find that season 4 is not much harder then season 3. Unless I'm in a group that has two or more underperforming characters.
Pip-Squeak wrote:
If you want your companion to be much better you can take. The race trait Eye for Talent, along with the two feet's Boon Companion, and Huntmaster. That how ever it is 3 of your characters feet's. However we have a ranger in my home game with a animal companion set up this way. He is a tripping fend. Ranger sends in the cat first. Then comes in behind and cleans there clocks as they lay on the ground. Prone +4 to hit Flanking +2 to hit = +6 to hit. After the cat gets in and sets every thing up for the ranger. Cat, Small (Cheetah, Leopard)
Feet's
This might be what your looking for. Aram Zey's Focus
My suggestion Bard. It can cover all the holes you need filled.
Support Bard: Human Bard
Str 12 Dex 20 (18+2human) Con 14 Int 16 Wis 12 Cha 16 Skill's ( Favored Class Bonus +1 Skill point.) Acrobatics, Disable Device, Knowledge(3points per level. Keeping them close to the same rank.) arcana, geography, history, local, nobility, planes, religion. Linguistics, Perception, Perform Oratory, Act. Stealth, Use Magic Device Feet's Human:Improved Initiative 1:Lingering Performance 3:Weapon Finesses 5:Quick Draw 7:Two Weapon Fighting 9:Improved Two Weapon Fighting 11:Discordant Voice Traits Reactionary Sacred Touch
Take Boat wrote:
+1 to this. Most of the time when there is a problem. It comes from one or two players at the table with very underpowered characters.RANT DO NOT READ IF YOU CAN BE OFFENDED: I have a real problem with new players, or any player that makes an underpowered character because "It's for role playing". That is !@$ #&&%. The only place role playing takes place is at the table. Bring a character that can do there job. That doses not mean that need to be optimized just capable of doing the job. Then role play the character how you want. Rant off.
Aasimar
Channel healing as the main focus. Then can use it for damage on undead and outsiders. Saving spells for casting in combat effects, and damage.
Her is a battle cleric build that is a bit difrent from what you came up with. I recomed not taking levels in fighter. Cleric (Divine Strategist):
Human Worship Shelyn Str 16 +2 Human +2 level = total 20 Dex 12 Con 14 Int 14 Wis 14 Cha 8 Initiative +9 A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though he is considered flat-footed until he acts. Allies able to see and hear the divine strategist gain a bonus on initiative +2 Glave +2 To Hit +13/8 Damage 1D10+9 Crit 20/X3 Power Attack +11/6 Damage 1D10+15 Skill Ranks Total : 40 Feet's : Improved Initiative, Combat Reflexes, Power Attack, Furious Focus, Weapon Focus Glave Caster Support Tactical Expertise Domain : Protectin(Defense) Granted Power +2 resistance bonus to all saves Deflection Aura 1/Day You can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Aura of Protection 8round/day You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). Edit : If your using traits both will get a big bost from reactionary.
At higher level play feet's like. Spell Focus, Greater Spell Focus, Spell Penetration, and Greater Spell Penetration. Are where you what you get the most out of. The problem is divine casters don't really have a set focus of spells that are good at all levels. So taken spell focus is kind of moot. Picking up some metamagic feet's can go along way to helping out a divine caster. Metamagic feet's that you can get allot of use out of.
Rime Spell : This is a good metamagic feet to have. The only real down side is there are very few spells on the cleric list that deal cold damage. The spells that this metamagic feet can affect tho are very good when combined with it. Heighten Spell : For a casting cleric this is almost a must have. As there are very few ways for a cleric to ingress there spell DC saves. The down side is Persistent spell is better and cheaper way to do the same thing. Bouncing Spell : Is not a bad idea. Combined with Persistent you can almost garintee one target is going to be affected by the spell you cast. The down side is it worth it. As it affects a target other then the one you wanted. Over all the best options for a class are.
Spells you need to take a close look at as a casting cleric. Are the few spells that are at the top tier of spell power for a cleric.
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