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