Player Name: Mighty Glacier
---- Ah, you even provided BB codes for the pregens! Commendable. My pick order for the pregens would be (from most to least-preferred): 1. Zerryd, 2. Jaithe, 3. Kellsti, and Takemiru for last.
Hi. Still gotta decide which character to bring. Right now I'm thinking either a divine sorcerer or a fighter. GM Dinketry wrote: If there's a faction that you want to identify as, then let's do that as part of the gameplay (or a private message to me). I'll be able to see it when I report the game at the end, so I don't need you to identify it. Is the choice of faction something that one might want to keep a secret, in this scenario?
A novel method of recruiting, to be sure. Virtual cookie recipe
Δaedalus wrote:
Can't take Advanced Intelligence, because it's an advanced trait, and by having 10 RP your race's power level is just standard. If it were a 11 RP race, it could take advanced traits. Of course, if you had the GM's permission to build a race in the first place, they might let you ignore that restriction.
Here's the closest ruling I could find. I'm under the impression that the hard rule is that only the character may roll a dayjob, and only permanent effects (that are active 24 hours a day) affect the roll.
Rosc wrote: If the proper prep work has not been done beforehand, the Summoner is the worst class to have at your table. Imagine the joy of having someone summon a creature, and then have to look up its stats in the bestiary, and then have to modify its statblock based on Augment Summoning, and then have to look up the universal monster rules for things like Trip and Earth Glide. Pregame your notes, friends. And then they realize they should to apply the celestial or fiendish template. A common wisdom is to just say no if a player tries to summon without having a complete stat block in front of them.
Secret Wizard wrote:
Completely understandable. Is his catchphrase, "Bah! Humbug!" ?
Secret Wizard wrote: I was thinking that, but Multiattack gives me another attack to compensate for lack of iteratives, and I can use feats/evolution points for other cool stuff for my natural attack, namely Pull/Reach/Magic Attacks/Elemental Attack and stuff like that. You do you, but let me point out that you're essentially choosing this: * Iterative attack at 9th level* Reach/Magic Attacks/Elemental Attacks at the cost of evo pts. * Pull (and other fun shenanigans) * More money Over this:
Don't get me wrong, natural attacks are great, even if only for the sole reason that you don't have to pick up any weapons when the eidolon is banished and it drops its gear. But just keep in mind that the other option has its perks as well. If you're not fully invested in the idea of being Angel Summoner, that is. (Remember to call the group's unoptimized martial, "BMX Bandit")
The Angel subtype gets the short end of the stick: they make poor natural attackers because they only have slam (and wing buffet), instead of all the claws and bites and whatever. So you're encouraged to use manufactured weapons (easier to get the magical enhancements, get iteratives, more base damage, etc.). Too bad angels don't have martial weapon proficiency, so you'll need to waste a feat (e.g. Martial Weapon Proficiency (Greatsword)) or 4 evolution points (2 for simple, 2 for martial). If you're not committed to the Angel subtype, consider the Agathion or Azata subtypes. Agathions do natural attacks well, and Azatas rock with manufactured weapons. Archon is in the same boat with Angel, so no point considering that.
AwesomelyEpic wrote: For the Spiritualist, Fractured Mind and Onmyoji stack, so you could have a CHA based divine spiritualist. They don't stack, because they both alter spellcasting.
Chubbs McGee wrote: 1) What spells would you recommend for an oracle who likes making life difficult for planar and undead creatures? (Level 14). For starters: 7th: holy word
Kileanna wrote:
As far as headcanons go, I've heard worse.
Serisan wrote: Skill points at level 1. While I like the changes to class skills and removing the cross-class ridiculousness, low level characters never seem to have sufficient skill points to adequately address their backgrounds, even classes like Occultist, who get 6+Int and have Int as a primary stat. Occultists actually get 4+Int skills per level, but even so I must agree with you. Then again, the Background Skills from Unchained works pretty well to address this issue.
Player: Mighty Glacier
This was replayable, right? I have played this once before. Awenydd is already bringing a 3rd-level wizard, it'll be fun to see how this'll work. I'll put Kaspar's stats on the alias once I get from work.
It is pretty bad, yes. Haunts don't get a save against it, so at least there's that (though the caster level check is probably equally difficult to get through). Fractured Mind archetype fixes this issue by changing the SLAs, and by being Charisma-based. What's really bad is the 11th-level ability. Now you can use calm spirit 2 times per day! Wowzers.
Turelus wrote:
The Occult line of books was implemented to fit into to the other stuff, especially Occult Bestiary. It's just an added layer of depth into the game. For lore and fluff, Undead Unleashed is an excellent read.
Are you looking for undead monsters, specifically? Or just undead-related things like necromancy-themed character options? Anyway, I think there are some undead monsters scattered in the Adventure Paths. For example, RotRL spoilers: And there's the Daughter of Urgathoa, in Inner Sea World Guide. And there are quite a few in Inner Sea Bestiary and Occult Bestiary. I know you mentioned you have all bestiaries, but I wanted to be sure.
the Carrionstorm, in the anniversary edition. I think that's pretty much it.
Oh right, zombies (and fast zombies) add HD. Zombie Roc would have 22 HD (ie. requiring caster level 6th w/ desecrate, caster level 11 without). In 3.5e, you couldn't reanimate a creature of that much HD. In Pathfinder, that's not a problem, for a zombie at least. Skeletons are still limited to 20 HD, like in 3.5e. 3.5 SRD, in Skeleton template wrote: If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell. 3.5 SRD, in Zombie template wrote: If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell. Pathfinder SRD, in Skeleton template wrote: If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell. The zombie template in Pathfinder makes no mention on maximum HD.
Okay, I think I've managed to narrow my choices down to two: this kineticist and this occultist. The latter has some capacities of being a skill monkey. For early levels he'll summon skeletons and zombies, and assist in melee. For later levels I hope he has enough spellpower to throw save-or-sucks. He'd be kind of a jack-of-all-trades, I guess.
There's been some discussion and varying opinions on what is acceptable reflavoring and what isn't. Most of the examples have been about reflavoring animal companions (on which the consensus seems to have been negative) or equipment (on which the consensus seems to have been more accepting). As always, reflavoring cannot give mechanical benefits, and the GM always has the veto right to say that the reflavor is nullified for their table. And, of course, Expect Table Variation (tm). With that in mind, how would you feel about someone reflavoring their Alternate Racial Trait? Most of them have some in-game flavor attached to them. For example, the Darkvision for gnomes:
ARG wrote: Some gnome strains have lived in the underground depths for so long they have given up on light entirely (...) Can this flavor be hand-waived for my metropolitan gnome, whose backstory mentions nothing about living underground? Could it reflavored by explaining that he often stays awake into the wee hours? Or the Heart of the Slums for humans:
ARG wrote: Humans who eke out a life in a city's teeming slums must be quick and clever. Can this flavor be hand-waived for my upper-class human, whose backstory mentions nothing about living in the slums? Could it be reflavored by explaining that he's otherwise clever and dealt with diseases?
Tell me about it. Kineticists get on average: 35 = 35 gp
I'm still not convinced if I should play a kineticist, mostly because there's already a ranged combatant in the form of the archer magus. Hmm. TOZ, how well would a necromancer fit the module? Asking from a "ranger's favored enemy" point of view: if it's nothing but outsiders and constructs or whatever, or if there's not a single undead enemy in the module, then it wouldn't be that much fun. Also asking from the in-character point of view: if there's like a some kind of Pharasman culture everywhere in the town then it'd be weird for my necromancer to show up adventuring. Is gravewalker witch OK? Hex channeler?
Upaynao wrote: So far bard, straight cleric, ranger, sorcerer, slayer and vigilante are on my shortlist. Which, to be fair isn't really a shortlist as much as a list. Hey, narrowing it down to six is pretty good. My list is a maelstrom of countless ideas. Sooner or later I want to play: every imaginable necromancer build, a teleportation specialist wizard or arcanist, a pyrokineticist as well as a telekineticist (I've heard things about shooting coins at foes!), a tower shield specialist fighter, a barbarian/brawler, a Cunning Caster-abusing mesmerist, a natural weapons user, a sea druid with some kind of octopus companion, a spell warrior skald, an abomination psychic that spams mind thrust, a knife master unchained rogue, a master summoner (which is pretty difficult to do because everyone bans it, ha!), a serial killer vigilante, some kind of vampire hunter like an inquisitor, an oradin, a magus that isn't a run-off-the-mill shocking scimitar-user, and a tyrant antipaladin. And then Starfinder comes along, so I'll probably want to play that for a while, too. Geez, what a hobby this is. Grandmaster TOZ wrote: Not a problem, I'm at Disneyland this weekend, so I won't be able to start until at least after that. Disneyland Resort, in California? I have a friend who works there (in a snack bar, but still). Remember to take pictures.
Here's my review: Necromantic Focus is basically a given. Necropolitan is suboptimal, even for a focused necromancer. Diplomacy penalty means the evil-icky necromancer will struggle to convince undead haters to not kill him on sight. And when was the last time a necromancer has rolled Diplomacy to talk with undead creatures? Might be useful at mid-to-high levels where negotiating with potential undead allies (like ghouls, ghosts, and vampires). The knowledge thing is not a deal-maker nor a deal-breaker. Corpse Bond basically means you can't have a familiar (goodbye all those benefits), and must choose between a bonded object and Undead Lord's corpse companion. Both of them are suboptimal to the basic familiar. Thematic, definitely, but this is a big minus in optimization. They also get Improved Channel as a bonus feat, instead of Scribe Scroll. I'd take that deal. Scrolls can be bought with gold: Scribe Scroll just saves money. Reanimator is amazing for a focused necromancer: you get animate dead (and lesser) the same time as a cleric would, thus removing a big downside of the necro-wizard. Undead Masters also have early access to create undead, getting them even faster than a cleric does. On top of that, there's the spontaneous casting of these spells. Amazing! The price to pay is the lost bonus feats, but I think this is a fair trade for a necromancer. Lich-Loved is a capstone so whatever. It's nice I guess? Conclusion: 3.5 out of 5
My unique snowflake-ish character will thank you for the the normalcy, too. By the way, TOZ, is it just us four players, or do you plan to recruit a fifth or two more? In other words will this be 4 players, or more? I think I might play a hobgoblin kineticist. Maybe? EDIT: What point-buy (or do we roll)? 2 traits?
Hm, I might take this as an opportunity to try out something that wouldn't be possible in PFS. Would it be okay to play a non-jerk Evil character? Though I don't have a class or anything in mind yet: I was thinking about LE Tyrant Antipaladin, but then I remembered that Smite Good is pretty much useless, at least in a pre-made module that assumes good/neutral PCs. Is the hobgoblin race okay? What about dhampirs? Drow? VMC? Cunning Caster?
Dalindra wrote:
Kileanna wrote:
I'm not sure if you guys are looking for advice or not, but I reckon my advice (based on the tried-and-true methods) can't hurt: Sounds like he needs to learn his lesson (which, after 8 years or so, is long overdue) and accept that this game is about teamwork and that his fighter can't be the best at everything (That's what wizards are for! Kidding!). If he wants to play a fighter, that's fine; if he wants to be a jack-of-all-trades, that's fine. But the way he is playing now just doesn't work and isn't fun for anyone, it seems. One of you should take a moment and talk to him about this. Explain the situation. And, if possible, offer suggestions. If the problem behavior continues, kick the man out of the group. I must say I've never heard of this kind of problem player. It could be that he's just used to different types of tabletop RPGs where one player can do everything. Or that he's a man-child with inferiority complex. Who knows. But it's always best to talk about the problem.
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