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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.
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:
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.
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.
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?
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 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.
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? |