Lou Diamond wrote:
I.. Think you might be confusing Lea and Mab. necromental wrote: I finally read the Skin Game (and liked it although final verdict comes after second reading), but I found one thing that immediately struck me as wrong. Anna Valmont (and the rest of the Churchmice), in Death Masks were recovering the Shroud for Marcone, while here it is said they were recovering it for Nicodemus (and then tried to extract more money or something). Did anyone else notice this, and what do you make of it? That might have had something to do with -- Actually, come to think of it, it was entirely for Marcone, wasn't it? According to Priscilla Spencer it was an accidental continuity error.
Unfortunately, it seems so. Though, I don't think that this case is intentional (We did see the rolls on the random encounter charts, after all) but -- New campaign I've been in, was in, before it got sent off to hiatus land I was playing a diplomancer wizard with a bard healbot/partybuffer cohort. Just about every encounter we had, the enemies were either immune to mind-affection, immune to cold-damage (Our primary damage-dealer was a ice specced wilder), or both. Did not for fun and quick combat make. It can really get to be a right pain in the arse, after the first few sessions, so if it's still a prevalent thing, I'd advise speaking to the other people in the group and see if they're coming to similar conclusions - And then, from there, going to your gm if the problems are large enough to need addressing.
Fruian Thistlefoot wrote: Its really not that complicated. You would have the same amount of bookkeeping as with a wizard. Give the class a full read and then look at The Arcanist Guide and I'm sure it would be clear to you as a class. Its a powerful class! I have no doubt that it's powerful! Full casters are casters, after all, but I'll give it a nice long looksie-over!
Fruian Thistlefoot wrote:
My gm suggested the same, it's more that Arcanist seems.. Heavily complicated to me. Lots of stuff to keep track of or calculate, which I know, I know, I'm playing a caster - just seems a bit too overwhelming, having next played one of the hybrid classes before. That, and I really like the enchantment school, hence the character being described as an enchanter.
Dave Justus wrote:
While this would normally be a problem that I would agree with entirely. The other three people in the party are very much okay with not wanting to do anything Face-y, the Wilder having just played the Face in our last campaign, and the other two players very much disinterested in the role itself. As for combat usefulness, no, I'm not precisely doing any extreme amount of damage - but DC 18+ (19+ vs humanoids)((And at level 5 no less)) save or die equivalent spells should at least be enough to provide more than a token amount of support, no?
Diplomancer:
Male Human Wizard 5
LE Medium Humanoid (human) Init +4; Perception +6 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 30 (5d6) Fort +1, Ref +1, Will +4 Speed 30ft (6sq) Wizard Spells Prepared (CL 5): 3 (3/day) Deep Slumber (DC 20), Hold Person (DC 20) x2 2 (4/day) Hideous Laughter (DC 19) x2, Daze Monster (DC 19) x1, Darkvision 1 (5/day) Charm Person (DC 18) x2, Sleep (DC 18) x2, Memory Lapse (DC 18), Mage Armor 0 (at will) Daze (DC 17), Message, Mage Hand, Detect Magic, Prestidigitation (DC 15) --------------------
Feats: 1 Scribe Scroll (free)
Traits: Fast-Talker, Influence, Overwhelming Beauty Skills: Bluff +19, Diplomacy +19, Intimidate +15, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Perception +6, Sense Motive +6, Spellcraft +13 Languages: Common, Draconic, Infernal, Celestial, Abyssal Special Qualities Enchanting Smile (Su): +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.
Equipment
Character is mostly set-up for roleplay and social situations, the party already has another pair of casters (One, a sorcerer, focusing on battlefield control and the other, a wilder, specializing in blasting).
James Jacobs wrote:
I fethed up and quoted the wrong post, it seems. I meant, we were talking about Runelords last night, my question was about when we would be seeing some of the new stuff you mentioned, apologies.
James Jacobs wrote:
Are we ever going to get more info on them, or perhaps another Runelord themed adventure path? Like how.. CotCT/SS Spoilers: Sorshen is hibernating and entombed beneath the Grand Mastaba underneath Castle Korvosa?
Mysterious Stranger wrote: Since the rules do not specify the code of conduct required by each deity that leaves it up to the GM. My basic interpretation of this is that the cleric must work to extend the power and influence of the deity. Each deity has a portfolio as long as you are what you are doing is in line with the portfolio you are good. A Cleric of Iomedae who lies, cheats and acts like a coward is not living up to the teaching of his goddess and becomes an ex cleric. The portfolio for Urgathoa is gluttony, disease, and undeath so her clerics need are going to be creating undead, spreading disease and encouraging overindulgence. A very important thing to note here is that it shouldn't be "so her clerics are going to need to be creating undead, spreading disease, and encouraging overindulgence" it SHOULD be "And/OR encouraging overindulgence." Inner Sea Gods wrote: Her worshipers care less about spreading her faith than they do about increasing their pleasure in her name. Her faith is illegal in most lands, and shunned in most societies that do not ban it outright. Occasionally, a gluttonous prince or merchant may secretly keep a shrine in the goddess's name, praying for bounties of food, drink, sex, or other physical pleasures. In some lands, desperate folk pray to Urgathoa to relieve symptoms of plague, and necromancers who prove themselves useful by putting undead to rest or controlling them so that they do not harass the living may find a measure of tolerance from mortal communities. Emphasis mine. It isn't so strict as "If I worship Urgathoa, then I have to spread gluttony, disease, and undeath." There ARE options, hence why the one-step alignment system is in place.
Westphalian_Musketeer wrote: Personally I'd go with Juju oracle for the flavor it's rife with, plus it's got a good array of class skills it gives. And of course, your guy can walk around with this constantly playing in the background. ...Well, that kind of settles it. The song alone sold me. I don't even really know what to say anymore. But thanks, might still build out the cruromancer just in case we need an arcane caster - but I think I'm going to try and shoot for the Juju oracle.
Westphalian_Musketeer wrote:
That does create a problem, it wouldn't be so relevant if I aimed to just wade in with a weapon alongside the sparse undead I can get. But that's not what I'm looking for, so that's out. Leaving Juju Oracle, Cruromancer, and some form of Death or maybe Inevitable (Law Sub-Doman) cleric..
Westphalian_Musketeer wrote:
This campaign likely won't break level 15~ so spells at 7/8/9 aren't really being factored in. But otherwise that seems to fit in with what I'm seeing, Oracles/Clerics are the minion masters while arcane casters focus more on the heavy-hitting debuffs like enervation and whatnot, right? As I keep looking, I keep finding more and more interesting things. Fantastic. SO many choices, so many options. What is the viability of the cruromancer? Like the juju oracle, it seems they also get a boost to control HD/level and the ability to create more undead per casting?, so would that help shore up the differences between divine and arcane casters?
In a couple of months, while our current game is winding down, we're going to be launching a new campaign starting at (most likely) level five and going to about 12-15 or thereabouts. Given that the last game had my sorcerer focused on utilities and binding, I want to try a new approach on the whole micro-management approach. Minion-Master Necromancy. Both the Juju Oracle and the Necromancy Specialist wizard have appeal, one gets loads of undead and the other gets bonus spells of the school. So my question to you is this, what would be the most effective path to traveling with an undead horde? How would you build this character? All official books are open, with some leeway for 3rdP so long as it is at least moderately balanced. So far I've figured out that I either want to play a tiefling (using the fiendish heritage to get animate dead as an SLA or a human for the bonus feats. From there, what do the boards suggest so far as building this character up to level 3? Edit 1 - I'm also being slowly tempted by a necro-warpriest of Urgathoa for melee-scythe fun. Thoughts?
Heimdall666 wrote: You can only have one Contingency at a time, choose wisely. I like the idea of the Plane Shift, but a Getaway is good also. The Mythic version offers a little more but still limits you to one at a time. Augmented Contingency wrote:
Thusly you can have multiple contingencies in place upon yourself, or one on a friend unless they also have the mythic contingency.
Noir le Lotus wrote:
I meant that I have another spell to choose the mythic version of, and I can't decide between wish, time stop, or globe of invulnerability. The rest of those are all interesting ideas, though.
Caster level is currently at 18 (19 for spells with an evil descriptor), so I suppose that means any spell beneath 6th is fair game. I actually do have a mythic spell slot to choose too, so maybe Mythic globe of invulnerability might make it, but I was considering wish (the 25,000gp cost is practically ignore-able with all the loot we get) or time stop.
kestral287 wrote:
That was my general idea, maybe throw in Heighten Spell MM to crank up some of my lower level spell DCs, with a 38CHA, I've got lots of bonus 7/8/9 level spell slots to spare.
Because it came up in my earlier thread, I'm curious. What do you all think are the best spells to use with Contingency. Naturally a Greater Teleport to get the heck out of dodge is a given, but what else? Greater Dispel Magic is tried and true, surely, but are there not other options as well? Context is a Mythic-4 Character with room for 3 Contingencies, let's have the ideas!
Something else of a note, I also have a 16HD succubus cohort who I've turned into a skillmonkeyjunkie with the rules for advancing monsters and judicious use of Planar Binding. Besides her, and a balor (DM let me take the Improved Calling Malconvoker class ability as a feat for +2HD on GPB) cooped back up in our stronghold, don't really have much else in the way of assistance magically (the party is an inquisitor statted for reach/AoO fighting, a warder who shoots the BSF's AC through the stratosphere, and an orc fighter/brawler that deals tons of single target damage.) So what should I be looking into for proper spellcasting supplementation? Given the character's penchance for demons (He's a conscript in service to Nocticula) I'm actually considering spending a good chunk on ruby dust for a simulcra (Perhaps one of said Demon Lord (18HD, 9000gp))
TatsumakiKara wrote: Your BAB should be higher. It should be +8/+3, and 9 STR carries a -1 penalty, so CMB would be +7 and CMD 22. Otherwise, I like it! Thanks for the catch! Create Mr. Pitt wrote: It seems like your DCs are being calculates as if you have greater and regular spell focus transmutation in addition to enchantment, unless I am missing something. ArcaneBloodline wrote: School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. For the DC's. kestral287 wrote:
We fight alot of constructs/incorporeal creatures, else I would very much likely use Flesh to Stone. Contingencies to escape helplessness/Greater Dispel Magic on any debilitating effects/GreaterInfernalHealing if HP drops below xyz and the like.
The build is below as follows, but I'm asking if anyone thinks that anything should be adjusted (Spells Known, Item distribution, etc). Our DM is giving us roughly 3 months of downtime, so I plan to use it fully to craft, retrain, exchange spells as needed. Looking for advice/feedback/et al. Straid: Male Human Sorcerer 17
Sorcerer Spells Known (CL 18 / 19 if Evil): 8 (6/day) Greater Shadow Evocation(DC 33), Moment of Prescience, Greater Planar Binding(DC 33), Mind Blank, Polymorph Any Object (DC 35), Power Word Stun, Binding (DC 35) 7 (8/day) Greater Teleport, Greater Shadow Conjuration (DC 32), Spell Turning, Insanity (DC 34), Plane Shift (DC 32), Greater Polymorph 6 (9/day) True Seeing, Repulsion (DC 31), Chain Lightning (DC 31), Flesh to Stone (DC 33), Disintegrate(DC 33) (Mythic), Greater Dispel Magic, Mass Suggestion (DC 33) 5 (9/day) Overland Flight, Baleful Polymorph (DC 32), Wall of Stone, Wall of Force, Telekinesis, Contingency (Mythic) 4 (9/day) Dimension Door, Dragon's Breath (DC 29), Dimensional Anchor, Greater Invisibility, Charm Monster (DC 31), Resilient Sphere (DC 29), Enervation, Ball Lightning (DC 29) 3 (10/day) Magic Circle against Evil, Clairaudience/Clairvoyance, Dispel Magic, Haste, Fireball (DC 28), Slow (DC 30) 2 (10/day) Stone Call, Resist Energy, False Life (Mythic), Mirror Image, Command Undead (DC 27), Invisibility, See Invisibility 1 (10/day) Liberating Command, Shield, Magic Missile, Identify, True Strike, Disguise Self, Feather Fall (DC 28), Infernal Healing 0 (at will) Arcane Mark, Disrupt Undead, Message, Light, Mage Hand, Open/Close (DC 27), Detect Magic, Mending, Prestidigitation (DC 27) Long Duration Buffs: Overland Flight, False Life, Mind Blank, Moment of Prescience, Contingency (Greater Teleport in the event of helplessness.) --------------------
Str: 7 base + 2 ioun stone = 9
Feats: 1 Eschew Materials (free)
Mythic Path Abilities: (Archmage - Wild Arcana)
Mythic Feats:
Traits: Magical Lineage (Chain Lightning), Reactionary Skills: Bluff +35, Diplomacy +32, Fly +25, Knowledge (arcana) +26, Knowledge (planes) +26, Perception +24, Spellcraft +26, Use Magic Device +23 Languages: Common, Draconic, Infernal, Abyssal, tongues Special Qualities Metamagic Adept 4/day (applying MM doesn't increase casting time)
Following Spell have been made Permanent:
Equipment Headband of Mental Prowess (Int & Cha +6)
Ioun stone (orange prism) (+1 Caster Level)
About NicatorStatblock:
Nicator
Male TN Human Witch 1, Level 1, Init +2, HP 8/8, Speed 30 ft. AC 12, Touch 12, Flat-footed 10, Fort +2, Ref +2, Will +3, Base Attack Bonus 0 (+2 Dex) Abilities Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 13 Condition None CMB: +0 CMD: 12 Statblock from Myth-Weavers Familiar Statblock:
Itzala
Female TN Cat Familiar, Level 1, Init +2, HP 4/4, Speed 30 ft. AC 15, Touch 14, Flat-footed 13, Fort +1, Ref +4, Will +3, Base Attack Bonus 0 Claws (x2) +4 (1d2-4, x2) Bite +4 (1d3-4, x2) (+2 Dex, +2 Size, +1 Natural) Abilities Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7 Condition None CMB: +0 CMD: 4 (10 vs. Trip) Low-Light Vision, Scent Familiar Abilities: Alertness, empathic link, improved evasion, share spells, store spells Skills:
Statblock from Mythweavers
Hexes and Prepared Spells:
Hexes Save DCs: 14 Feat: Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Evil Eye: The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 7 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect. Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for 1 round. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Spontaneous Healing: A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell. Empathic Healing: A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. Spells Prepared
Traits, Feats, Hexes, and Spells Known:
Patron: Shadow Special Abilities
Traits
Feats
Hexes
Spells Known
Equipment:
Gear
Sling 10 Sling Bullets Quarterstaff Spell Pouch Healer's Kit Wealth
Trained Skills:
Appraise +5 (1 SP+4 Int)
Fly +6 (1 SP+3 Class+2 Dex) Heal +5 (1 SP+3 Class+1 Wis) Knowledge(Arcana) +9 (1 SP+3 Class+1 Trait+4 Int) Knowledge(Planes) +8 (1 SP+3 Class+4 Int) Profession(Scholar) +5 (1 SP+3 Class+1 Int) Spellcraft +8 (1 SP+3 Class+4 Int) Stealth +9 (1 SP+3 Class+2 Dex+3 Familiar) Use Magic Device +6 (1 SP+3 Class+1 Trait+1 Cha) Note: Know(Engineering) is a class skill from Mathematical Prodigy. Not sure if I'll take it or not, but it's good to mention, I figure. Note on profession: Prof(Scholar) seems appropriate, given the self-taught nature of many of the things Nic knows. He's smart and dedicated--he just doesn't have very many resources. While he does participate in general thuggery and pickpocketing, he's terrible at it, except in a support role.
Background:
Like much of the gang, Nicator remembers little of his life before the City. What is certain is his name, and the fact that, at some point before coming to the city, he struck a deal. Nic doesn’t remember what he made the deal with, why he made it, or what the conditions are, but he knows that something happened and, someday, he will have to pay for it.
Shortly after the unremembered deal, Nicator came to the City, where he met Itzala, his familiar. Spending some unsuccessful time as a lone thief, Nicator joined the gang after Grandmother rescued him from another one—the Kytons. Once with the gang, Nicator developed his knack for stealth and learned to strengthen his newly acquired magical abilities. He often serves a support role for the group, flinging curses at their enemies and using his sling to the best of his ability. Nicator has also found a unique niche during robberies, as his ability to put potential marks to sleep has proven useful time and time again. He will occasionally fix up any scrapes and bruises that the others get, but leaves more serious injuries for Grandmother to take care of. Since Grandmother became ill, he has been searching through his meager collection of books and using his magic to try and identify the disease and find a cure—but to no avail. Nicator has an insatiable thirst for knowledge, and has developed his magical talents relatively quickly, given his limited education and resources. Grandmother has mentored him a little in this pursuit—but her own patron appears to be different, limiting what she can do to help him. Nic would love to learn more about everything—but the struggle to survive always takes precedence. Itzala is generally helpful, but, being a cat, generally has more pressing concerns, such as napping. Nic is always on the lookout for magic items to tinker with, in the hopes that he can expand his knowledge that way—a pursuit that has lost him his eyebrows once, so far. Nicator is of Chelaxian descent, and clearly Azlanti as well. He has bright purple eyes and olive skin that contrasts against his black hair. Nicator is an average-sized fifteen year old, and is more comfortably out of the spotlight than in the center of attention. Itzala’s fur is mostly an uncommonly dark shade of red. Some black fur forms an odd, but structured-looking pattern on her forehead. She is never far from Nicator, and is always willing to let his friends and fellow gang member pet her or gain the honor of bestowing food upon her.
DM Questions:
Note: Regarding the goals below, I'm assuming that saving Grandmother is an implicit goal for just about everyone. As such, the goals listed below are in addition to that.
A name and quick description of a younger kid in the gang you look out for
A time when Grandmother (old Female Human Witch 4) saved you
A name and description of an enemy in a gang whose territory borders yours.
Caternos was the leader of the group who cornered Nicator two years ago, and bore the embarrassment of apparently being defeated by a single, cornered spellcaster. Since then, Caternos has often tried to single out Nic, but Nic's practice hiding and established support role have allowed him to avoid being cornered by Caternos again. An ally or friend you have made in the area outside the gang who will help you out.
Three short term goals;
Two mid term goals (eg “Join a wizard’s guild”);
Long term goal;
Inter-group ties
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