Feiya

Korythalia's page

36 posts. No reviews. No lists. No wishlists.


RSS


1 person marked this as FAQ candidate.

I'm currently playing an ancestor oracle who just hit 4th level. I thought Pilfering Hand would be fun spell. The party just lost the rogue and the player has decided to play a cleric instead.

The spell description says that the caster can attempt sleight of hand and disable device checks. My questions are thus:

Does the spell allow you to use these skills untrained?

The skills both incur an armor check penalty, does that apply with the spell?

The abrupt maneuver application of the spell specifically applies the casting statistic, but it doesn't note this with the careful maneuver. Was there any errata to reflect this?


Thanks!


After a lovely 2 year bout of Serpent's Skull, my GM decided that we should keep our characters and start a series of high level adventures that he's developing. The first of these is focusing on my witch, Korythalia.

Kory and her patron have a fascinating relationship. He's a worm creature from the Dark Tapestry and in our game is Rovagug's father. Kory and Patron spent 17 levels being sassy and insulting with each other until she found out about Rovagug, at which point Rovagug found out about her, and now his cultists hunt her across the planes. It's a lot of fun.

Anyway, for our next adventure, Patron has been kidnapped and Kory's powers are wildly fluctuating (we have an in session mechanic for this). The merry band of adventurers, who have no cleric, have to find a powerful cleric to assist with tracking down and rescuing Patron from whatever might have him.

My GM wants me to write two short stories about Kory going looking for help before we actually go into the session. I think she'd find a powerful cleric in a large city, but I can't find good descriptions of any fun cities. We've already had a side adventure in Absalom so I can use that one for one of them, but I want another one.

The GM and I were both players in a Rise of the Runelords game, and are both bored of Magnimar. Kory had tea with Queen Elvanna in Whitethrone so she's avoiding that one until her powers are fully restored, and she grew up a slave in Cheliax so nothing Cheliaxian. She spends a lot of time killing Cheliaxians.

Anyone have a link for a description of large city where powerful clerics of good or neutral gods would be hanging out? Any god except Iomedae, it was an encounter with one of her clerics that outed Patron as Rovagug's father and she expressed dislike for him.


They also list the witch's hex DC's as 15 at 12th level. Assuming she has no intelligence bonus, at 12th level that's a 16.


I am currently playing in two campaigns, a 16th level Cleric and a 17th level witch. I was looking at the Paizo Iconic stats for some guidance for these two, as it appears that whenever a saving throw is involved for the cleric's enemies they simply make it, and the witch needs to spend two or three rounds debuffing enemy saves for her most powerful attacks to work. I went looking to the iconics to see what their DCs are.

The iconics have significantly more powerful ability scores, and I think they're wrong.

According to Paizo, the characters were created using a 20 point buy. I'm taking my information from the iconic oracle at the link here: http://www.pathfindercommunity.net/iconic-characters/alhazara---iconic-orac le

Every one of these seems to be like this except for the cleric because she doesn't use a headband to increase her scores.

Here's Alahazra at first level:

Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 18. Charisma was boosted using her human bonus, and she has no gear listed that increases or penalizes any score, so she's consistent with a 20 point buy.

Then at 7th level:
Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 21. Her 4th level ability score increase went into charisma, so she's at a 19, and she's got a headband of alluring charisma +2 in her gear, so that means she's fine with a 21.

At 12th level is where we start to go off the rails and I think she's calculated incorrectly.

Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 29.
She's had two big jumps. Dexterity, she has a belt. Charisma, her headband is now +6. Except that her new headband is stacking with her old headband or an application of Eagle's Splendor.

There were two natural ability score increases, 8th and 12th level. So that brings her natural charisma to 21 (since except for dex, none of her other scores increased). Wearing her old headband, that increased it to 23...so the new headband is stacking with the old headband.

I think her Charisma should be at a 27 with the headband, unless I'm missing something.


This is happening in a game I'm playing in right now. And effect we identified as Control Weather is hitting us with a blizzard. The Druid was unable to dispel it with fairly good checks.

So if the blizzard continues through to the next morning, the Druid and my cleric, both 15th level, plan to prep and cast simultaneously and both push for calm sunny weather. Obviously our duration rolls will be different but we hope that with two of us working we can put a stop to it. Or find who/what is casting the spell.


Thanks. I play a cleric with Alignment Channel and thought there may have been some errata or unchained thing that caused it to become useless or redundant


Deathless barding for the horse?


I'm missing or misunderstanding Kalindlara's comment. Why would a vampire paladin be harmed by negative energy? Wouldn't being undead protect from the negative and make vulnerable to the positive?


Gray flame is melee too. I'm looking for a feat like this as well for an archer oracle.


I'm playing a cleric who has the only magic armor in the campaign (it's a fairly sparse magic item game). We just hit 13th level and her AC is, in my opinion, too low and more magical armor than her +1 glamored breastplate isn't available.

I'm using magic vestment to boost the AC. I was using it on our party rogue since he doesn't have magic armor and it wouldn't stack with my +1. Now I'm confused about the wording. It's a +1 per 4 caster levels, max of +5 at level 20. Shouldn't it max at level 16? 1 through 4, before it's available, is +1, 5 through 8 + 2, 9 through 12 + 3, 12 through 15 + 4 and 16 and up +5.

Am I counting wrong or just confused?


If you've got your target asleep, I think a coup de gras is more straight forward...unless you intend to leave a survivor with a message about your innate cruelty & brutality.

I do that a lot. We don't have a cleric to object to the criminal abuse of a corpse.


My witch may have a duel with a melee brute who I'm pretty sure can one shot her, and I just recently acquired this spell. Looking at the drowning rules, I don't think it will be effective in my case. Melee brutes have high con scores, and as noted above con score x 2 = a long time.

Offensively, this isn't the instant killer, but it's a substantial debuff used on a spell caster. They get a spell failure chance when they can't breathe, probably have lower con scores, and every attempt to cast will eat their breath holding rounds. Unfortunately it's a low level spell with a will save. Casters will make that on a regular basis. Brutes aren't as likely to make the save, but have more time to kill you without any special penalty. The spell may kill them, but you're already squashed.


My concern is burning multiple feats. The oracle would be proficient with the summoned weapon, but if i wanted weapon focus or improved critical, I'd need to take proficiency anyway.


I'm considering playing an ancestor oracle for my next character but I have a few questions about the Ancestral Weapon mystery:

*Ancestral Weapon (Su): You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon.*

These two lines are where I need clarification.

First, is it the same weapon every time? Maybe daddy was a great archer with a longbow, but granny was a melee brute barbarian with a great sword? Can you chose something different every time?

Second, if this weapon is martial, the oracle is proficient with the summoned weapon but not with a mundane version of that weapon? Can the oracle take weapon focus with their summoned weapon? If the choice is locked as one specific weapon, do you gain proficiency with it?

Thoughts would be appreciated. I don't want to add abilities to the text that aren't there, but I think the text is ambiguous as written.


I giggle when my witch cackles, unless I'm using the quickened cackle ability from her cackling hag's blouse. In that case, I state it out. "Kory flies to within 30 feet, Big Bad X can make a will save DC 20 against Evil Eye, then she used her quickened cackle."

Our druid's player has a fun app on his tablet for weird sounds that he mostly uses as a soundtrack for my witch. This began when he got the Benny Hill Theme when my witch confused a large group of mounted targets.

I should ask him to get a cackle to play for me.


I think you should be more afraid of an antimagic field. That will get everything, including the wild shape.


A witch familiar is a conduit to her patron and stores her spells. The familiar also has half the Witch's hit points, her base attack bonus and saving throws. so if your player REALLY wants to do this, let him if he can come up with a REALLY good reason as to how he became an empowered conduit to the mysterious force, and make sure he understands that in exchange for these gifts, he's bound to that witch and loses his HP in favor of 1/2 hers, and trades his BAB and base saves for hers. Since she's a lower level than the PC, your player will rapidly lose interest in this terrible idea.


Or never mind, as this hex is a spell like ability instead of a supernatural ability like the others. I'm not big on getting thwacked


It also has no save, so it doesn't benefit from the hex DC, but 3 uses per day is 3 less times I have to prep a blasty spell.


I play a 10th level witch with the elements patron. One of my feats on the list is Spell Hex, but I wanted to apply it to shocking grasp. I'm unclear if I can do this since it is not a core spell for the witch class:

Prerequisite: Major hex class feature.
Benefit: Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC.


I thought my GM was sadistic at critical failures. Typically we drop our weapon unless something funnier would happen (I once rolled 2 consecutive ones on a shocking grasp. My poor witch took all the damage). In boss fights he pulls out the critical hit/critical fumble decks and those are usually terrifying enough.


Which I still think is a bad idea for the survival of the character. 1d2 damage and sacrificing spell casting in exchange for flight and a size bonus to AC does not seem like a good trade.
I'm curious, what's the patron?


Graystine, as you pointed out that a tengu has no hair. So if a tengu character is using feathers in place of hair for hair based abilities and a GM has permitted this, I think that would be a house rule. If the character is in play, he is in house rule territory.

Unless by "the tengu" you thought I meant the race, that was not my intention. He's "the tengu" because I don't know his name.


I can see that, but I think we are already in house rule territory as the tengu is already in play. I'd also suggest that the ring in question is not combat oriented and would be a good way to get the tengu killed. The ring's power is defensive: flight to escape, change form to sneak around or spy. If your GM allows you to use your feathers as hair in combat, you're a tiny creature so your damage die is 1d2 plus intelligence mod due to size, and you can't cast spells (am I understanding this archetype correctly? Hexes are traded for hair stuff but it's still a full caster?)


I would argue that the feathers take the place of hair for a bird, especially if it's something like the Shelyn holy symbol or bird of paradise with long soft feathers


Not a lot. Most Shelyn specific magic items are not combat oriented. Unless your helm has a special ability like wild, that is off the list. You should only have the stats of a raven, so one bite attack. If you have a hair attack, such as the prehensile hair hex, you should still have access to that in animal form as long as it doesn't require verbal or somantic compoments.


My d20 rebels on all caster checks to dispel in both games I play in. It's uncanny. Never higher than a 6.


It's not every encounter, it's 3/4 of powerful spell casters. Certainly enough to be noticed. We had discussed it previously and it's a great campaign, but he's making me work and I'm trying to make him work too. Blindness and in several cases blind folding has proven an effective tactic, one that I use myself if I can locate a caster. There's not always a spell caster, but he does wind up rebuilding his NPC warrior types to give them a fighting chance against high DC spells/hexes. Mentally immune and/or Elven villains show up too.

And she's not entirely sane. She's a Calistrian who takes revenge really seriously and brutalizes her enemies. But she's very nice.


1 person marked this as a favorite.

I just hit a group of gillman cavaliers mounted on hippocampi with confusion. There were 6 of them. Only 2 riders and 2 mounts made their saves. And the mounts weren't the ones being ridden. So I got exactly why I was blinded.


1 person marked this as a favorite.

Oh we have been having a great time for the last year. Enemy spell casters target my witch as the biggest immediate threat. Combination of evil eye, enervation, and a nasty capstone spell or slumber hex end a lot of fights in a hurry, so to keep the big bads alive and kicking, she has to be negated to make it challenging.

Blindness has come up often enough that I need a reliable way to counter it. Another favorite tactic of his is to endanger innocent NPC's. The witch is currently the only good member of our extremely neutral party, so if she has to yank a slave out of quicksand instead of fighting that drags things out.

My most recent blinder is a higher level witch with another PC's mother as a hostage. I'm not changing alignment, so there's no way to counter threatening innocents, but I want him to come up with a new trick besides blindness


She's not subtle. This is an ongoing contest between the GM and I. It's been done by an evil cleric who knew the party, and a wizard and now another witch who have been spying on us for a while. Between the sentient parrot and the flying, she is obviously an arcanist of some sort. The cackling is a dead give away.


So my GM has grown tired of my %&#$, and found an efficient way to negate me. We are playing Serpent's Skull and are 10th level. My witch gets blinded. A lot. Virtually every time we fight a spellcaster, i get hit with a blinding spell.

I'm considering Beast Eye for my next hex. Am i correctly understanding the rules? My senses would be transferred to my familiar, and I use his eyes to see..and if i can see with his eyes, I can use my evil eye and other hexes and know where to target my area of effect spells.

My other option is to just keep Remove Blindness prepped constantly. Thoughts?


I play a cleric with the birthmark trait. I've been permitted to channel while pinned and grappled, when I otherwise wouldn't have been able to cast spells. She has the symbol on her neck and so she turns her head so that it's visible. Paralyzed she couldn't do that.


There's conflicting published information. Inner Sea Gods says that her mother is unknown, but her wiki page says her mother was the former goddess of love and Shelyn inherited love when her mother died.

It seems that Shelyn & Dou Bral were approximately the same age when they were gods of art & beauty, and Dou Bral had the glaive before he became Zon Kuthon, I don't think the glaive killed Shelyn's mother.

Since the siblings certainly coexisted and Dou Bral is known to have fought against Rovagug and a Shelyn didn't, I interpret it as Shelyn's mother prevented Shelyn from participating and fought Rovagug. She arranged it so if she fell, Shelyn could be the god of love.

The gods are half siblings. Thron is their shared parent, but I'm pretty sure their mothers aren't named.