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When a Synthesist Summoner is damaged, he loses the eidolon's temporary hitpoints first. Would infernal healing heal both the summoner and the eidolon's temporary hitpoints together? If not, would it heal the summoner and then the eidolons hitpoints?

Thanks


Im playing a level 6 warlock modified by the GM to fit into a homebrew pathfinder campaign. The rest of the party are a ranged inquisitor, a paladin, a barbarian fighter, a wizard and a magus.

The warlock can take 10 on UMD checks at nearly any time, and i was thinking about picking up some Wands or Scrolls that may be useful. Taking 10 i have a UMD of 28.

Anyone have any recommendations?


The witch makes a fantastic debuffer/buffer with Evil Eye, Misfortune and Fortune. Not to mention Sleep.


Lythe Featherblade wrote:
Something like a combat cleric or an inquisitor can be very powerful and versatile.

We have someone playing a battle inquisitor, she's maxing out her wis and with guided weapons she's hitting like something fierce. She may be taking TWF @ 7, which will be awesome if she can get two guided weapons


Its good fun. We're currently underground walking through a devil infested area. As the only evil character in a party of good characters, telling the devils (who are unable to teleport except for back to their base for some reason) how to get to the surface, brought me great satisfaction.

Every encounter is great, either our barbarian, zen archer or battle inquisitor get fortune, then i get to work making the GM cry as the biggest threat in the fight cant hit due to misfortune.


I think i put it into int, and i cant remember why. Now that i think about it i should have put it into dex, the extra AC and Initiative would have been nice. From memory:

Str: 12
Dex: 16
Con: 18 + 2
Int: 18
Wis: 16
Cha: 14


Lythe Featherblade wrote:
If you really enjoy your witch, with that statblock you might enjoy a magus hexcrafter... You still get witch hexes, but you can also make your character decent in melee. Less hexes and less spells but melee capabilities and armor (medium at level 7 and heavy at level 12)... and casting arcane spells while wearing armor.

I've thought about a magus, but im going to wait until I cant play my witch because i'm really enjoying it. Also, the another party member is thinking of going a to magus and although i dont mind having two of them in the party, giving her a chance to shine is probably better for party cohesion.


Hubris wrote:

Scarred Witch Doctor.

The only thing holding the scarred witch doctor back is the lack of racial bonus to casting stat (unless you allow half orcs to do that-- then it's just awesome).

With a stat array like that, and maxed hit dice, you could throw on some serious hit points along with ferocity to make yourself a nigh-unkillable debuffing machine.

Im playing a Scarred Witch Doctor at the moment. My GM let me be a human, and it is amazing, didn't think about the orc ferocity at the time but that is a great thought.

Current Hexes: Cackle, Evil Eye, Fortune, Misfortune, Slumber


Im currently playing a witch in a homebrew campaign for newbie run by a guy who has been GMing for a number of years. Absolutely loving it. I was wondering what people would do if they were given the stat block we've been given below. He is also using maximised hit dice for both PC's and NPC's.

Stat Block
18
18
16
16
14
12

I realise this stat block is ridiculous, just wanted peoples thoughts


For anyone who cares, if my maths is right and with a ring of sustenance:

14,400 rounds per day.
600, rounds per hour.

Assuming two hours for sleep:

13,200 cackle(able?) rounds per day
26,400 rounds extended in a day
14,400 rounds used in a day

Therefore you create
12,000 extra rounds per day or about 20 hours

and it would require 8.4 days to give a weeks worth of extra fortune.