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Organized Play Member. 19 posts (22 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.


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Scarred Witch Doctor gets a mask to commune with instead of a familiar.

https://sites.google.com/site/pathfinderogc/races/other-races/featured-race s/arg-orc/scarred-witch-doctor-witch-orc

Bonded Witch gains a bonded item instead of a familiar.

https://sites.google.com/site/pathfinderogc/races/core-races/half-elf/bonde d-witch-witch-half-elf

Gravewalker gets a puppet to commune with instead of a familiar.

https://sites.google.com/site/pathfinderogc/classes/base-classes/witch/arch etypes/paizo---witch-archetypes/gravewalker

Do note, that both the Scarred Witch Doctor and Bonded Witch are racial arch types.


Aranna wrote:
I don't know... I didn't lie when I told it I am an easy date as far as alcohol is concerned, and it gave me a 15. But that might be offset by the fact that I am almost never sick.

Ditto, with 14 con.


STR:11
INT:15
WIS:14
DEX:8
CON:14
CHR:11

Could be worse I guess! A bit more work on the strenght score, and I'd make a faily decent cleric.


BigP4nda wrote:
You also can't interrupt anyone else's action (as you can with a readied action).

Unless I am misunderstanding something, he doesn't want to interrupt anything, he wants to act (have his innitiative turn) between 2 monsters (B and C).


Delay

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

http://paizo.com/pathfinderRPG/prd/combat.html#_delay

Bolded part should let you do exactly what you want to do.


Always rinse them first.


Would it be worth it, to lower his str by 20-24 and increase his dex instead? You would Loose some dmg, but instead gain a Nice bonus to ini, making him almost always able to go first.


With the Craft Construct feat you can add extra abilities to the Homunculus, one of them beeing:

Acid Breath: By distilling brimstone and aqua regia, a crafter can bestow upon the homunculus the ability to spit a 15-foot-line of acid. This is a breath weapon that deals 1d6 points of acid damage per 2 Hit Dice of the homunculus. The damage from this attack can be halved with a successful Reflex save (DC 10 + 1/2 the homunculus's HD). Price: +1,500 gp.

With 100 HD you'd get 50d6 dmg 15 foot line AE with a DC 60 ref save for half dmg.


If you got the room for it, and don't mind beeing a huge tree, there is always the Quickwood. Has 60 ft. reach.

https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/plant s/quickwood


Thanks a lot for the quick and precise answer Ben, much appritiated.


Durring a recent game, half the party got some special reward, called Kayle's Blessing. My character however did not.

On my chronical sheet I have it listed with 3 boxes though?

http://img707.imageshack.us/img707/1932/qv55.png

Does this mean that the GM accidently added it to my character, or would it be listed differently (maybe with checked boxes?) if my character had gotten the reward?


Don't feel bad about buying that wand. You can always have someone else in your group, capable of using the wand, use it on you.


Imbicatus has it right.

Your caster level has nothing to do with how many spells you know or can cast. It only has something to do with how good you are at casting those spells that you know.

In essense, caster level = "an increased effective level of spellcasting".

A level 5 wizard casting a fireball does 5d6 points of damage, as the spell does 1d6 dmg per caster level (max 10d6).

Likewise a level 5 wizard/2 fighter casting a fireball does 5d6 points of damage, as his caster level only raises when he gains another wizard level (or alternatively prestige class level).

Now, a level 5 wizard/2 fighter with Magical Knack casting a fireball does 7d6 points of damage, as his caster level is 5 (wizard) + 2 (MK Trait).

Also as you point out yourself:

"This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.”

A level in MT increases your effective wizard level by one for:

A) spells per day

B) Spells known

C) Caster Level

Magical Knack only adds to caster level. No where does it mention spells per day, spells known, or anything else :)


If your char has 13+ charisma, you could always take Skill Focus (Any knowledge skill) + Eldritch Heritage from UM (Arcane Bloodline). That would get you a familiar. Works for any class.


Great idea. Was visualizing something along the lines of that when I first envisioned the idea of the race, but ended up forgetting about it when sitting trying to build it.

Alone I Break: When no allies are within 40 ft. of the Zergling, he loses the benefit of the Fearless racial trait, and gains the shaken condition. Intelligent creatures with a friendly attitude towards the Zergling counts as allies in regards to this ability.


I am contemplating creating a new race for a campaign I am running. The idea is based on the pesky small, knife wielding Act 3 guys from diablo 2.

They are to be fast, small and annoying forest/marsh dwelling humanoids, using zerg tactics to best their opponents.

Overall I am fairly satisfied with the race, I however feel like it needs some kind of drawback, and was wondering if anyone had any ideas?

I've used 11 points to create it, ending up with:

Humanoid (Zergling) 0
Small 0
Normal Speed 0
Greater Paragon (+4 dex, -2 con, -2 int) 2
Xenophobic (Starts with only racial language, no common) 0
Fearless (+2 vs fears) 1
Stubborn (+2 vs cham/compulsion, extra save) 2
Camoflage (+4 stealth in forest area) 1
Static Bonus Feat (Outflank) 2*
Fast (+10 move) 1
Terrain Stride (Forest) 1
Low-light Vision 1

*Ignoring the fact outflank normally requires BAB +4.

I've considdered adding a -2 str penalty and calling it a night. Would that be balanced vs. standard races?


Very interesting read, nice work. Could easily see this working a lot better than current allignment rules.


I've only ever once gotten the pleasure of trying out a wish spell. It happened when my friends and I found a working wishing well underneath the house of an evil necromancer bard, a couple years ago in a D&D 3.0 game.

We were all level 2 or 3 at the time.

First friend (Paladin) spends a gold coin wishing for a torch (worth 1cp), which then magically appears in his hands.

My toon (Druid) then wishes for his GF (also a druid) to give up her experiments with creating some kind of big weird (possibly meat eating) flower.

Last guy (wiz or sorc) wishes for the guitar of the evil bard. As a result he ends up spending the next two weeks ingame, hiding in the house of some high lvl wizard, behind a force field, because he is scared the evil bard will come for him. Meaning he spends almost the entire session, watching the rest of us play :)

Our gm was both pretty amused and baffled over our wishes.


What are these changes you are talking about? Got a link to the thread/ post?