Locke Deadman's page

No posts. Organized Play character for Resentment.




Two questions:

First: If an ex-inquisitor accepts the Heretic archetype after "falling", does he lose any of his class abilities/spells?

Second: If you begin with the Heretic archetype, are you ever able to become an ex-inquisitor?

Thanks


Hey guys,

I'm starting a Mummy's Mask campaign and I wanted to make some sort of pyromancer. I am just wondering if fire resistance is a common occurrence in this campaign since my DM told me that he did not really think it was going to be an issue in the first book. I am curious if this will be a problem later on.

Thanks.


I came across this the other day when I was planning a brawler for an upcoming campaign. I was pretty set on the idea of a knife-fighting street thug. However, when I looked into the close weapon training I realized that the dagger was not among the list. This is a problem because I was looking forward to being able to use a dagger in a brawler's flurry.

I am just curious, was the dagger not being added to the close weapon group an oversight? Is there a reason that one of the most iconic close-quarter melee weapons is not on the list?

Do you think it would be reasonable to add it to the list?


Hi,

My group and I have recently decided that we are going to play the Way of the Wicked adventure path.
I have always wanted to make a legitimate necromancer but have never had a proper opportunity. Casting the spells to create my minions should not be the problem here, but what I am concerned about is whether or not I will have the chance to thrive as one.

- Will the presence of my undead minions be a problem (is recon a big part of this adventure)?
- Is there any chance that I will be facing undead creatures that I could possibly command (or will I need to create all of my minions)?
- Which type of necromancer will feel more comfortable (e.g. secondary abilities) in this campaign? (e.g. cleric, oracle of bones, sorcerer, wizard, witch, etc.)

Generally speaking, I would just like to know if being a necromancer will be a good idea.

Thank you,
Resentment


Hello,

We have an experienced gaming group that really enjoyed skull and shackles, but due to complex circumstances were unable to continue playing. We're hoping to find something with a similar sort of charm and appeal

1. Pirates
2. Social Importance & Significance
3. Choice or the Illusion thereof
4. Combat of an abnormal/novel sort
5. Unique interpretation of alignments (Neutral being practical)
6. Interesting and Varied NPCs with a lot of interactivity

Above are some of the things that we really enjoyed from Skull & Shackles. All of these would not necessarily need to be incorporated, however, the last three points are the most important when we asked the group.

Thank you,
Resentment


Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Is it possible to store this venom for later use? As long as it is within the daily limit?


While I know that rogues aren't the most optimal class available, I still enjoy playing them. However, I've grown to dislike two-weapon fighting (as it is the only optimal build for them; although I'd be happy if someone could prove me wrong).

So I was wondering if it was possible to mix it up. Would it be viable to make a TWF sword-and-board rogue? I understand that there are a few factors going in that make it distasteful such as the lack of shield proficiency, as well as the ACP applying to attack rolls when using the weapon finesse feat. There are ways around these and I was wondering if there was a way of viably putting it all together.

Thanks.

Note: I would also like to avoid multiclassing as much as possible.
Edit: Specified TWF sword-and-board.


Hello, I am going to start a Skull & Shackles game soon and I have a few questions about the character I should play.

The team composition is currently:
- Ratfolk Rogue
- Gillmen Cavalier (Musketeer)
- Human Monk

Originally, I was considering making a druid (it would be my first time playing a druid) so that I could fill in the niches as best as I could. I should mention that I would appreciate being able to contribute to melee combat (just a personal preference) and so my main question is if I am considering the right class for the party. Would a cleric be a better option? Are there any other classes that I am overlooking that could provide for the party?

If I were to choose the druid, I am interested in the thematic archetypes (such as the tempest or storm druid), they however, replace the animal companion for a domain. Would that be a terrible trade-off? If so, what is a thematic and effective animal companion for an aquatic adventure?

Summary:
Is a druid the right choice for this party?
Are there any better classes for the current composition?
If druid is the best, are the thematic archetypes worth it?
What is a good animal companion for the ship/aquatic environment?

Thank you.


Hello,
I am going to be playing the 'Age of Worms' campaign setting (no spoilers please) and have some questions concerning the character I will be building. I have been given the role of playing a rogue, but I am not particularly interested in a two-weapon fighting build.
My question is if there are any other viable builds to the rogue; will I (or my party) suffer greatly if I am not contributing the extra damage that two-weapon fighting will give me? Arcane Trickster and Spring-attack are two builds that I am considering but I am not sure how viable they are.

Any advice or suggestions would be helpful,
Thank you.

Note: I have access to all official pathfinder material.

Current party composition: Cleric, shapeshifter ranger and a melee abyssal sorcerer