Lord Corvus's page

Organized Play Member. 19 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Actually, I just found the answer and I feel pretty dumb. It's right there in the Animal Companion rules, the Link ability is what gives them the +4. Now, unless by some weird twisting of the rules only druids can take advantage of the special qualities animal companions get, and I don't think that's the case, anyone with an animal companion gets that +4. Oddly, the Handle Animal rules specify druids and rangers, when a Core Rulebook paladin can have a mount, which uses the animal companion progression chart and gets Link. That's why I was confused, my eyes glazed over Link but I noticed the line in the skill description.

I still don't know if a dip would give me access to all animals on the druid list, though.


The Guy With A Face wrote:
A Nature oracle gets a similar revelation called Nature's Whispers. Its slightly better in that it applies to your CMD as well. Prophetic Armor doesn't.

But it doesn't apply to any saves, unfortunately.


Hey there. Simple question, looking for the RAW answer. Does a Lunar oracle with the Primal Companion revelation get a +4 on Handle Animal checks with their companion, like a druid or ranger would with theirs? The Handle Animal skill description mentions druids and rangers getting a bonus to checks, but doesn't say anything about animal companions from other sources. Or maybe I'm just blind and missed it hidden somewhere. Would my Lunar oracle miss out on that +4? What about paladins with mounts, cavaliers, hunters, sylvan sorcerers, or any other class that gives animal companions? If so, a 1 level dip in druid would fix this and open up all animal companions as valid options, right? I mean, it's not exactly an optimal choice but getting access to pretty much any beasty I want softens the blow a tiny bit.

If Lunar oracles and all these other classes that get animal companions or mounts don't get this bonus, that seems a bit weird to me. Especially cavaliers and hunters.


Well it's not Intelligence, but there's a Lunar oracle revelation that lets you swap Charisma into your AC and reflex. I think it's called Prophetic Armor.


Thanks, Kevin and Keirine, think I get it now. I was confused as to why they'd even give PFS credit for a non-PFS game, so I probably wouldn't have figured that out on my own.


But, none of my players are in PFS. How exactly does that work? Give them the sheets even if they have no intention of using them?


Hey there, everyone. I'm incredibly new to this whole PFS thing. As in I haven't actually even played a game yet. But could someone break down for me how exactly credit and GM chronicle sheets for running APs works? Especially if I'm not using the PFS rules when I'm running this. I'm actually running Fires of Creation in three different groups, a home game, a roll20 game, and a PbP game on another site. My understanding is that I can only claim credit for one of these groups, if they finish the sanctioned sections, as if I used a pregen character. But how to I go about recording that I did indeed GM this AP and apply the credit to a character? Part of the issue is probably that I also don't understand how applying credit from a pregen character to an actual character works, but I also don't really get any of the GM side of PFS and how that functions.

EDIT: Also, does this pregen credit prevent me from claiming GM credit for Fires of Creation if I eventually decided to GM an actual PFS play through of the permitted sections?


Replied to your email. Let me know if my reply either didn't go through or was otherwise lost. Thank you for your assistance. :)


I sort of fabricated my date of birth when I made my account a while back because I just intended to use it to download AP player guides, but I'd like to fix this. Is there any way to change my DoB? If not, it's not a big deal.


Just bought the $15 subscription bundle thing. I'm curious, any idea when the last monster class will be released?


So, I've started running through the Iron Gods adventure path with both my IRL group, a Play by Post ground, and a group on Roll20. But I've been giving myself a headache trying to figure out what I should do if any of those players tries to diplomacy a robot. They have an Intelligence score and a language, so it should be possible, but it just puzzles me thinking of how you could bargain with an automaton with (probably) strict programming. Should I let players talk down robots? Treat them as just another mindless construct? Suggestions?


Well, we kinda just respawn at the end of the day, win or lose. So that means I can save up for whatever useless trinket that catches my eye.


I have 19 Dex as it is, as well as 19 Into and 17 Wis. Mithril Parade Armor or Chain Shirt with the Arcane Armor Training feat gets my Spell Failure to 0%, so I'll definitely be taking Mithril Armor. I think I'll drop the Cloak and leave the rest for a rainy day. Thanks for the help, I'm not sure why this is always so hard for me. Any other suggestions would be appreciated.


I decided to make a character for a PVP area type game over on Myth-Weavers, but there's just one problem. I am terrible at choosing gear once I get past level two. Give me a hefty sack of gold and my mind blanks. For a 1 on 1 meat grinder, what would be some good items to have? The character I've made is a level 5 gestalt Antipaladin//Witch, focusing on causing general pain. The GM was "generous" with point buy, and we have 16000 gold. Help?


Merciful Spell looks great, I'll definitely be taking that. Maybe not to start with, but probably at the next level to grab a feat.
Wisdom is the paladin's dump stat when it's not Intelligent, so I'll have to pass on that one.


Can paladins really do too much debuffing without breaking their oaths? I mean, they're not allowed to even use poison in some games. Could they use curse-y hexes like misfortune?

Also, would Hex Strike even work with claw attacks, and is spending two out of my three feats worth it anyways? Claws aren't really unarmed strikes, so I doubt it would function that way.

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I've gotten some more fluff done on the character, by the way. They're a paladin of Shelyn, goddess of love and beauty. So I'm also looking for items, feats, and spells that could help me deal nonlethal damage, cast arcane spells in medium armor, and fight with a reach weapon (mostly glaives).


Also, I should probably add that I haven't made a character above 3rd level before, so suggestions for useful equipment and magical gear would be something nice.


Well from what I can understand about the world, it seems that everyone has merged semi-smoothly with a second person. Because of the alternate world thing going on, I thought it would be interesting to combine a young Changeling who had fallen prey to her mother's call and a paladin, slayer of evil and exemplar of righteousness. The paladin would have become dominant in the merging, but the corrupted Changeling won out physically and the character has to deal with maintaining their paladin's oath while struggling under the temptations that bled through the Changeling side. Did that make sense? If not, I'll try explaining better.


Over on Myth-Weaver, I recently noticed a game based on on the premise of two alternate version of the world crashing together, causing everyone to be gestalts. And for some reason hermaphrodites.... I've had a little trouble wrapping my head around the fluff, but HERE it is if you want to take a look.

Anyways, I was thinking that it would be interesting to build a Changeling Witch||Paladin. I know the stats don't exactly blend well but I'm wanting to try it anyways. Planning on reducing Spell Failure as much as possible. Here are the build rules:

Subtle wrote:

Level: 6th level gestalt.

Point buy: 25 (For HP the average at every level beyond first)
Wealth: Standard for 6th level
Races: Any with approval from the GM, including some third party. I won't approve just anything though, but try me.
Classes: Any Pazio (Including Occult playtest) plus any open game Dreamscarred Press classes. Pazio+Psionics, basically. I would allow more DSP material if I had access to it.
Story: Both of your characters former selves should have brief history and description, and your new gestalt self should have a more detailed one. Goals, how they spent the last month, their evolving personality, that kind of stuff.
Special: You may submit up to 3 applications, and one of the unselected ones can be used as a cohort for leadership later on. (I will also allow players to use strength in place of charisma for leadership if they would like. I am okay with everyone having a cohort in play by post) Due to the cosmic nature of the demigod's death, please set your gender to gestalt.

Any advice on fluff would be appreciated as well, I'm open for brainstorming on more than just the build :)