Nature Warden

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I forgot to say but in an encounter before we reached Avendale my Cleric used detect magic and blinded herself looking at something our GM brought in that was WAAAAAAAAYYYYYYY above our level. And we as dumb players instead of investigating and leaving decided to try and beat it. Long story short, This thing for lack of better world Blinded my character to protect it from my deity.

As for the Atonement, if my character is not killed yes she "might" be able too. However due to that dang war all our party's gold, silver and platinum was taken as with our two war horses, and weapons.

As for the 2 options I am SURE there is other ways, escape is one as a fellow party member is hellbent to rescue the Cleric. The others have been forced into the ranks of the military while my cleric is jailed and the other female was let go.

I was thinking that the forced alignment change due to renouncing my faith was too much. Also I want to point out that the GM is not out to kill my character, his dice are doing that all too well.


In a campaign that my character is a Vitalist, Cleric class, she was jailed for going to a nation that has made religion illegal. I have since made a new character, and spoke to the GM about my other character. I have not given up on her just yet. He has said that if she renounces her deity there is a chance that she will live.

My Cleric was the parties only healer, and have been though a lot of near death encounters. I have never played an Ex-cleric and want to know what I can expect other then the normal ex-cleric rules. The Gm is saying there might be an alignment change, I am currently True neutral, the Deity in question is Sarenrae.

This boils down to death or renounce her deity to save her life. I Kinda want to keep her alive and keep playing her as she is a fun character.

Many thanks in advanced.


Sissyl wrote:
Do what I do, Use shocker lizards.

I have to use the advanced player guide to make the race. If your able to do it with a shocker lizard and produce something like what i have please show me how you would go aboot it so that i can write it up and use if for my next character. My current one is a race I made based off the Fanali tribe from "Magi, The labyrinth of magic" Aka Morgiana, my version is 28 race points and she is very strong and a class adjustment of 3.


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I wanted to recreate the electric flinging Pokemon for pathfinder, I had done it for DND3.5 but things changed greatly for pathfinder. I think it was too much change for the breath weapons. Also It does not state clearly if the breath weapons will LEVEL up with class levels or if it remains at 1D6. If it remains at only 1d6 then I feel the breath weapon is WAY too underpowered. Yet it is only 1 race point so maybe not so bad for its cost. Also it was not clear as to how the points for its repeating cost, Does it start off at 1, then 2, then 3, then 4, and finally 5 since your unable to get more than 5 per racial trait block?

Key points I wanted for this Race;
Small size
Stealthy (Stalker (perception and stealth are class skills)
Ability for a quick attack (haste)
Electric attack (breath weapon)
Electric immunity (elemental immunity)
Quick ( 40ft base speed, Fleet-footed (the feat run), High Dexterity)
Quick to react (Quick Reaction (improved initiative), Fleet-footed (+2 initiative), High Dexterity)

Race points 39
Race Name: Pikachu
Type: Outsider (Air)
Sub-Type: Pokemon
Size: Small
Base speed: normal (30foot)
Ability Score Modifier Quality: Flexible +2 Dex, and Con
Language Quaility: Standard
Common, Pika Bonus: Aklo, Aquan, Auran, Giant, Goblin, Ignan, and Sylvan
Ability Racial traits: Advanced Dexterity
Defense Racial Traits: Greater Defense training, Elemental Immunity (Electricity)
Feat and Skill Racial Traits: Quick Reactions, Stalker
Magical Racial Traits: At Will Spell-like ability (Haste)
Movement Racial Traits: Fleet footed, Sprinter, Fast
Offense Racial traits: Breath weapon: 15ft cone Electric, Breath weapon: Increased area, Breath weapon: Extra breath, Breath weapon: Extra breath
Weakness Racial Trait: Elemental weakness: Acid

The write up for a player using this race would be something like this.

+4 Dex, +2 Con
40foot speed
Small size
+2 dodge racial bonus to AC
Bonus feats: Improved Initiative, Run
+2 racial bonus to Initiative
+10ft to run, charge and withdraw actions
Perception and stealth class skills
Language: Pika, Common, and Bonus; Aklo, Aquan, Auran, Giant, Goblin, Ignan, and Sylvan
Electric immunity
Acid Weakness
30ft cone Electric breath attack 3/day
Spell like ability at-will Haste

According to the book it looks like this is considered a Class level adjustment of Four(4), and it makes sense to me that it is that high.

Is this balanced?
What would you have done instead of what I did?
Do I understand breath weapon?
And above all Does the breath weapon level up with the class level?
If so how does it level up at what level will the damage dice go from one(1) to then next higher?