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Thanks for the answer. I guess that i shouldnt get grappled then :)


Can I use Dimensional Hop to get out of a grapple?


TarkXT wrote:
Sounds like you need less advice on what you specifically you need to do and more what you need to do with the class as a whole.

Thanks for the link it looks great, i will do some reading. So far i have been playing a buffer / healer (luck + travel) with no clue how to take care of myself, hopefully I will find something there.


Maggiethecat wrote:
Quote:
I guess i should do some reading on spells.
This. Please, please, this. If you're going to play a caster, you need to read over your spell list thoroughly. Including spells that you're not familiar or that you "don't think sound good." We have a cleric in my group who never casts spells other than the cure line/remove line/restoration spells because he doesn't know what most of the cleric spells do, refuses to read his spell list, and when he does pick up the core rulebook, he only reads the short description of his spells and then says, "That doesn't sound useful." As a result, he spends most of the time in combat hiding in the corner and taking total defense, until someone is almost dead, in which case he'll creep out and cure them. But heaven forbid he uses any buffing/debuffing spells, or even tries to hit something with his weapon.

Im a noob and im trying :)


karkon wrote:

Freedom of movement is 10/min per level in makes all grapple checks fail. Get a wand of it and give it to the ranger for when you get grappled. Cast it on yourself if it looks like you will be grappled.

Sanctuary can give you some reprieve if you plan to just heal and buff.

Wow, thanks I guess i should do some reading on spells. Now i just need that wand :)


Mysterious Stranger wrote:
ENHenry wrote:
I don't care if the GM is targeting casters or not -- the party that allows their sole healer to drop deserves what they get. :) As party Alchemist, I carry potions or extracts of cure serious, remove blindness, neutralize poison, and remove curse with me at all times - for the cleric's use!
He is not the only healer. Both the ranger and the paladin are backup healers. What he is the only one who can bring someone back from the dead.

The spell isnt in their spell list (they cant cast spells above lvl 4).


Thanks for the advice, i have had 2 near death experiences in the past. I have a AC of 30 but that dont help much when the monsters want to hug :( I was grappled both times and couldnt break free. I have been thinking about making my armour slick for a +5 bonus on this, is there any other neat tricks to break free as a low str + dex cleric?


Dang, i guess i should be carefull then. The problem is that the gm love to target the casters.


Hi,

Im trying to figure out how i can get a life insurance for my cleric. The rest of the group have a cheap life insurance with a raise dead scroll. The other characters are: rouge, ranger, paladin and wizzard, all lvl 7.

Is there some magic item that can help me (Salve of raise dead or something)?


Ah thank you, this clarifies the creation rules of wondrous items :)


Hi, Im relativly new to this game and could need some guru advice.

I play a lvl 7 cleric with the craft wondrous item feat and I would like to create a belt of giant strength +4. At yesterdays game we had a discussion about the level req for creating this item. The requirements for creating this item say nothing about level like it do on for example cloak of resistance.

Belt of Giant Strength
Aura moderate transmutation; CL 8th
Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000
gp (+6)
Description
This belt is a thick leather affair, often decorated with huge metal
buckles. The belt grants the wearer an enhancement bonus to
Strength of +2, +4, or +6. Treat this as a temporary ability bonus
for the first 24 hours the belt is worn.
Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 2,000
gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Cloak of resistance
Aura faint abjuration; CL 5th
Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3),
16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
Description
These garments offer magic protection in the form of a +1 to +5
resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Construction
Requirements Craft Wondrous Item, resistance, creator’s caster
level must be at least three times the cloak’s bonus; Cost 500 gp
(+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)

Does this mean that I can create a +6 belt at lvl 7 with a difficulty roll of 13? Or is there something important that I have missed here?