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I am playing an aasimar cleric of Erastil (part of the Medvyed family, "Noble" trait) and 2/3 of the way through the first book. I know that our village will be founded soon, and the goal is for the village to grow into a city, and then kingdom. So, I am looking for other experiences in wrestling with the dilemma of having a cleric of community, family, farming, and nature be comfortable with an urban lifestyle (as one of the leaders in the realm). My character does have political motivations (he was forced into the church of Erastil, since Erastil is the Medvyed deity of choice), so things (i.e. deity of worship) may change, but I am curious how other players (and GMs who NPCed Jhod and his church) dealt with playing clerics of Erastil. Cheers!
I have a dream. Using APG’s Summoner’s Eidolon format, convert the Book of Incarnum Totemist to Pathfinder. The Totemist would no longer use Incarnum as the source of their power. No more unborn souls as a battery. Pharasma would be angry ;) Instead, Totemists draw power from...? Maybe the same magical essence that fuels magical beasts. Totemist
Each day they spend 1 hour choosing their form. Their base form is either biped, quadruped (looks like a centaur, with hindquarters made of a white/blue force), or serpentine (body gets raised off the ground, with tail (made of white/blue force) trailing behind.
Abilities can be taken from the current Eidolon list, and/ore maybe more added from the original Totemist soulmelds. I haven't gone much beyond this, as the idea hit me when viewing a few posts about Summoners making themselves their own Eidolon, and Totemists as Skinwalkers (i.e. eliminating Incarnum completely). I would love to hear other ideas/views/thoughts and advice. Cheers!
Alright, so CMB is the same. DC 15 + CMB. Improved --- feats retain their +2 bonus. The Defensive Combat Training still gives the +4 bonus against combat maneuvers. Not unbalanced? My biggest beef is still how to deal with monsters that have Improved Grab. So, they only get a +2 bonus for Improved grab, plus size bonus? Poison - Yellow Mold. Their poisonous spores are an exception from the poison rules? Because, as written, the Yellow Mold's spores do poison damage as per the 3.5 rules, not the Pathfinder RPG poison rules. Clarification, please. Darn, now I forget my other points. I'll add more when I remember. Please discuss.
Hi, my most recent order is still pending. I am curious if it's because of the Pathfinder RPG Beta book I ordered, or because one of the miniatures I ordered is "currently unavailable". When I put the order through, the "D&D Miniatures—Blood War: Mezzoloth" I ordered *was* available. Hopefully I am the one who received it, and my order is only waiting for the RPG Beta book. However, if indeed the Mezzoloth miniature is holding up my order, I would like to cancel that miniature so the rest of the shipment can be moved along. Thank you!
*minor spoilers down below for Crown of the Kobold King* I have rewarded PCs in the past for giving evil items to churches (usually their own church) with gold (75% value of the items). The churches were willing to give that gold for two reasons, first because it removed evil tools from the land, and second they were willing to help fund the PCs to keep finding tools of evil (sort of a beneficial loop). However, I have a new idea for my group now. I just finished running Crown of the Kobold King. The group has the Human Bane greataxe, the Heartripper dagger, and the gauntlet Grasp of Droskar. The dwarven ranger (ranged fighter, heh) put on the gauntlet, and now wants it OFF. The paladin of Iomedae is interested in its powers, but not the god nor the evil runes, etc. No one wants to use the axe nor the dagger, and they don't want it falling into the wrong hands. The churches presence in Falcon's Hollow is extremely limited (I also killed off the priestess of Iomedae in town for future RP). So, the group must dispose of the items by themselves. Here's my plan: I want to reward the PCs for their faith. I also want to reward the players and let them keep the gauntlet. [Note: the characters are 5th level, and I am somewhat relaxed on wealth levels.] So... The cleric of Saranrae can first buy some land and build a crude shrine (the player was planning that anyway). Then she will pray over the Human Bane axe, and Saranrae will answer by transforming it into a Undead bane Scimitar (the player wants one anyway). The paladin will clean up the existing temple to Iomedae, begin investigation into the murder of the old priestess, and pray over the Grasp Of Droskar. [The cleric will cast Remove Curse first, to get it off the ranger.] Iomedae will transform the gauntlet into something more of her image, including the color turning golden and Iomedae's runes covering it. Most of the powers will remain the same (however, it won't be painful when the fist is formed), except for the Stone Shape 1/day. That will change into something else 1/day (don't know yet). Finally the Heartripper dagger will be destroyed in a ritual by the sorceress character. I have yet to think of a reward for this. I was thinking of a Wand of Cure Moderate Wounds, and something else. So, what are some of your thoughts on this trade?
Cheers!
My group had a tough time with the quasit. They were all level 2. They had done research in town, asking the local bards and wizards about what a quasit is. They found out its vulnerability to Cold Iron...then ignored that fact completely! They entered the Catacombs of Wrath, and the first room they entered was the temple. Heh. They also ignored the altar/dirty water and plunged into the main chamber. Erylium summoned up the sinspawn and the group went at it. About 2 minutes of fighting later the group was desperately weak. Their arrows were spent, the lucky wounds they caused were all healed up on the quasit, Erylium wasn't even bothering going invisible because they could barely touch her, and 2 out of the 4 party members were about to drop from poison damage (Dex). Erylium and her +11 attack was just...awesome. Oh, and the fighter was wrathful, from the sinspawn's bite. So, wisely they retreat. They rest for a day, Father Zantus helps heal them, and they gather some cold iron weapons from Savah (Savah's Armoury). I rolled randomly to see what was available and they got some arrows and a shortsword. Returning to the Catacombs, they fight again. Erylium doesn't summon a sinspawn at first, but once 2 of the cold iron arrows hit her (good shots) she summons one as a distraction to let her heal. They dispatch the sinspawn quickly enough, but then have a run of bad luck and many of their arrows miss. Low on arrows and getting *very* frustrated (this was about 2-3 hours realtime), they finally decide to tackle her. The first flying leap off the raised platform misses, but after a while (and some nasty AoO clawing) they grab Erylium from the air...and stab her to death with *cold iron arrows* because the fighter was pinning her. The players faces were twisted in savagery as they rolled to plunge those arrows in. The scout particularly enjoyed running around the grapplers (to get her skirmish damage) and then leaping on the tiny quasit with her arrow. Yes, the arrows snapped each time they struck ;) It was a lengthy battle, but ultimately satisfying when they finally laid Erylium low. They also learned the valuable lesson of *preparing beforehand* and using sound tactics. Perhaps because of karmic balance, the fight against Koruvus was incredibly short. 1 ranger and 1 ranger/scout, both archers, with goblin as favored enemy. Yeah. Quick. The group and myself are seriously enjoying this adventure path :D |
