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thanks for your reply!

you gane me a right hint, that the whole is some sort of generic so far.

in one thing i want you to gainsay, there are numerous normad (tribes) who wander the deserts. The Players Guide says:
Outside the cities,
tiny communities of miners, farmers, and craftsmen scrape simple lives from the harsh lands. Such villagers form relationships with the ancient nomad tribes that wander the nation’s deserts and central veldt, though these proudvwanderers are sometimes aloof and even openly hostile, both to settled peoples and other nomads.

i thought about some old mid 70s movies i saw set in the sahara, where normad tribes wander the desert and walking from oasis to oasis, hostile to everyone and at the same time being aware that they must be diplomatic to other tribes or the fight for water escalates quick.

the the religions, Angelica is fine with any religion that is "good", i thought about a big temple of Sarenrae (didnt find infos of a main site of Sarenrae ad hoc) where she lived. but i will have a look into the other gods you told :)

you are right in the lvl3 thingy, our group starts at lvl3, just because we want to play with non-core races. we will have a weretiger monk for example.


Heya Mates :)

i´m working on my new character for the Legacy of Fire Adventure Path.
It will be the first one for a very long time i am playing, the last one i played in D&D Universe was AD&D 2nd :)

Ok, so this is the concept:

Somewhere, two decades ago, at a small Oasis in the middle of nowhere an Angel spent his night with a beautiful girl. He went, where Angels tend to go, not realizing that he has spend life to an offspring, carrying the blood of both Angel and Human.

The young girl, her heart utterly brocken, saw herself faced to parent this offspring.

Angelica (name wip) was not human. A pale white skin, black feathered wings, silver hair and silver in black eyes, a fine and slender body, all of this bear witness to her heritage.

But on top of all of this, she didnt behave like a human at all. Angelica is short tempered, hotheaded and tend to see everything black and white. either it is good, or its bad, nothing in between. She seems to fade out everything that doesnt need a right-now decision. if it is brought to her attention, she will come to a decision, tell it and expect that others follow her advice.

he does not sleep at all, but meditating for hours where she "listens to the voices talking to her, telling her the progress ofthe eternal war and other things" sometimes she sings with an empyrian voice in a language noone told her.

Every time the tribe visited one of the larger cities, the easiest was to just bring angelica to one of the good temples, just to avoid the many many possibilities to get into trouble because of angelica.

As she was 7 years old, her wings were strong enough to carry her weight. but that took her out of the control of the tribesmen, and having her not under control is bad. so the leader of the tribe decided to send her to the temple of xxx (big church, sacred/hallowed ground, combat oriented, good). There she sat day for day and meditated. the clerics tried to advice her in their believe, but angelica didnt accept it for her own. also teaching her was not easy.
only physical training found her acceptance. as she rose, she got stronger and faster. soon she followed the combat excercises and matched with the other aspirants, not the deliberatly and thoughtful way the clerics tried to teach her, angelica achived with force and voilence what she should with grace and skill.

Half Celestial Barbarian -> Runed Berserker

Starting with lvl 3, she will be Barbarian 2/Half Celestial 1.
i split the boni of half celestial for 3 racial levels, taking the first at start, second at lvl7(maybe 8) and the last one at lvl11.

for Skills, i want to focus on Intimidate, Fly, Perception, survival, acrobatics and knowledge (planes).

later, i want to take levels in the Runed Berserker Prestige Class.
I change the appearance of the runes to be scribed as tattoos with black ink into the pale skin of angelica (man, i really need a better name).
http://www.pathfinderdb.com/character-options/prestige-classes/1042-runed-b erserker

as the weapon, i think about a self-written twohanded type of a glaive, just a bit shorter and without reach. im feeling that reach is a disadvantage, because i cant attack enemies in the square right in front of my character.
feats are not really planned so far, do you have a good advice?
i have to read the new stuff from the APG too, as i didnt have time so far to read into the barbarian.

what do you think so far?


thanks for your help!


the eidolon has Darkvision, i dont think that an additional light source makes any difference.
the only evolutions a eidolon can get are scent (2 points) and blindsight (4 points), both doesnt correlate with each other.


Hello everyone :)

one of my players wants to play a summoner with a serpent eidolon.

after reading through the class description, a few questions are left, without doubt regarding to my misunderstanding.

Eidolon Skills:
An Eidolon receive skill points as listed in the eidolon table at page 59(?).
If the player chooses to raise the int of the eidolon higher than the base stat of the base creature (in this case serpent with int 7/-2), he can distribute (6 + Int) per HD instead of the number given in the table, and the number given in the table is no longer the maximum total of skill ranks the eidolon can have.

Evolution points:
as a half-elven summoner, my player has the benefit of a 1/4 higher evolution pool. now at his very first level, he has a base of 3 evolutions to spend. 3*1,25 = 3,75
in a world of math, it would be rounded up to 4, giving the player an advantage of 1 evolution point.
what state the rules? always round up, always round down, round mathematically?

1 Point Evolution - Spell-like Ability
listed in the several playtests there was a base 1 point evolution, which is no longer part of the evolutions list given by the advanced players guide.
My fellow player who doesnt have the latest book but the playtests wanted to give his eidolon the ability to cast the spell "light" as a 2 point evolution.
As i dont think that 2x "light" a day is a gamebreaking ability, i can imaging a world where the player wants to change the spell "light" to something mean at a later point, where he gains other uswful spells without questioning the existance of the evolution "spell-like ability" any further. Its there, he can cast light, so he can cast haste at later level too.
Would you allow the "light" now, or would you stick to the non existing part of this evolution and say to the player that he should choose other evolutions for this 2 points.

thanks in advance :)
Lanfear


Heya guys...

stupid question, but anyway...
where do i find the stats for a little uninteresting stupid spider, the one that sits behind your desk and eats other little stupid things you dont even realize that they are even there.

one of my players wants a spider as a familiar (i gave him a +4 to poison saves for the spider) but now i am looking for the base creature stats to give the player the stats for his record.

i know, they should be somewhere, but where?
all i found was this tiny scarlet spider....


thanks for the reply :)

the "Channel Smite" is good enough to replace the Divine Vengeance :D


Heya,

one of my Players want to take the "Divine Vengeance"-Feat from the "Faith and Pantheons" D&D book (page 214).

It adds sacred damage for attacks till end of the action for a turning attempt.

PF changed the turning to channel, which is a much better ability, and therefore the price of the channel loss is a heavier than the turning attempt was previously.

Do you think the feat needs a damage boost, or a longer active time (2 rounds maybe, instead of the current action), or would you leave it as it is?

thanks in advance!


Spacelard wrote:
HERE could be the answer you are looking for.

thank you :)


hi Guys,

there is something i dont understand while i'm preparing the first adventure of the AP.
in the Cairn, there is this big room with the laterns which opens the way to the true tomb.

first: there is this guy, Alastor Land, who is in the room right in front of the true tomb, behind the face-trap. he says he died there 30years ago. (page 33)

second: there are the remains of Ulavants seeker band, who tried to get through the tomb, and died. that was 60y ago (page 31)

ok, now the logic. to get past the face-trap, you need to lit torches in all of the colored laterns, which are spread out through the dungeon where the seeker band left them 60years ago. noone has touched them since then. but alastor got past the trap without doing this 30years ago.

how did he manage to get to the room behind the trap?