Ezren

Mystic Madness's page

Organized Play Member. 113 posts. No reviews. No lists. No wishlists. 12 Organized Play characters. 1 alias.



The Exchange

1 person marked this as a favorite.

I am looking for some feedback on optimizing a melee/support cleric build. Here is the build:

LG Versatile Human Cleric of Shizuru (+2 Str & Wis)
Traits: Reactionary and Fate's Favored
Domains: Heroism and Archon (Good)

Str: 17 (+1 at 4th)
Dex: 13
Con: 14
Int: 12
Wis: 17 (+1 at 8th)
Cha: 7

1st) Heavy Armor Prof.
3rd) Improved Init.
5th) Power Attack
7th) Sacred Summons
9th) Quicken Spell (for quickened divine favor)
11th) Divine Interference

At 1st through 4th level, this character can buff with bless, heal if needed, and serve in an off-hand tank capacity using a katana.

At 5th level, he will regularly use heroism (likely with a lesser metamagic extend rod) on himself or an ally when appropriate. He will also be able to supplement bless with prayer for longer battles.

At 7th level, he can summon a hound archon as melee assistance using a standard action. Unfortunately, there appears to be no room for augment summoning. He also gains the excellent blessing of fervor buff.

At 8th level, two powerful new abilities come online, which are the focus of the build. He can give a heroism effect to all allies within 30 feet as a swift action. As a standard action, he can activate his aura of menace ability to debuff enemies. With both abilities active, all allies within 30 feet attacking enemies within 30 feet will get an effective +4 to hit (due to the aura of menace debuff to AC).

At 9th level, he will be able to quicken divine favor for +4 to hit and damage (with fate's favored). Also, he should have boots of speed at this time.

At 11th level, divine interference will provide an additional defensive option. Also using a ring of summoning affinity, he will be able to summon a legion archon as a standard action.

I am also considering an alternate build that would allow for augment summoning.

The Exchange 1/5

Although I am certain that this is unlikely to be answered before GENCON is concluded, I figured it would be a good idea to get the ball rolling on this beforehand. I know a number of us have been affected by recent errata to the ARG (and ACG) and feel that broader and clearer rebuild rules are needed for PFS or perhaps additional "grandfathering," if feasible.

Personally, I was frankly left very perturbed by the recent adverse ARG changes to the Favored Class Bonuses ("FCB's") available to Aasmiars. In particular, my character is a high-level, virtually entirely channeling-focused Aasimar Life Oracle. At this point, every feat but one (improved initiative) is directed at channeling. His stats are also entirely Charisma-focused to facilitate the maximum possible number of channels. He does not even carry a weapon because he has not the strength to wield it. Given these facts, the intent and purpose this character has obviously been heavily impacted by the decision to nerf the FCB for this supposedly otherwise "grandfathered" character.

I have debated some in other threads that argue that the change applicable to my character really isn't important enough for a rebuild. Here is my position on that. I have invested over 100 hours in leveling (GM credit included) and adventuring with this character, specifically with the purpose of using the Aasimar FCB to empower his channeling and make the character worthwhile. Were it not for the favorable Aasimar FCB, this life oracle would never have been created, let alone designed in such a fashion as to almost completely emphasize channeling. If Paizo thinks that the FCB unbalances PFS too much, that is fine. However, when Paizo changes its mind in a manner that significantly affects a character, I would think it would only be fair to allow the player change his mind with regards to the nature of the character he wishes to play. If the change is not substantial, Paizo should consider grandfathering the older version in, which it has done before. As it stands now, I have no desire to play this nerfed character. My 100+ hours have been wasted.

With respect to my situation, I find the already-provided rules to be clear as mud. Specifically, what the guide says is:

Quote:
If an ability-score-dependent feature of a class, prestige class, or archetype is altered: You may rebuild your character to its current XP. Keep the same equipment, but you can resell any equipment that augments the changed ability score at its full market price.

It seems to me that channeling is an ability-score-dependent feature of my character's class. It was altered by this change. This suggests that I am entitled to the above-described rebuild. While the rebuild is somewhat limiting due to my equipment, I could make it work.

However, the guide also says the following:

Quote:
If a favored class bonus changes: You may reassign all of your favored class bonus at each level to any of the now legal options.

This would not be an acceptable option. The Aasimar FCB has been nerfed to the point that it is not worth taking. Notably, the available options are distinctly inferior to the extra spell known option available to several other races. To say that I would have made different stat, feat, mystery, or race choices if these had been the original FCB options is an understatement. In fact, I almost certainly would have played a different class.

In conclusion, I am asking Paizo to take into consideration the above concerns in formulating its rebuild/grandfathering policies for PFS, which as I understand it, will be addressed shortly after GENCON. I welcome others with similar concerns to make them known in this thread.

The Exchange 1/5

As a player in a recently-run PFS scenario, I recently ran into a somewhat troubling situation with my cleric of Erastil that I think might warrant a bit of rules clarification. Specifically, my cleric participated in an adventure where the objective was to raid an evil temple and remove its evil occupants. During an early part of the adventure, our party found a number of amulets that included a depiction an evil deity. Through discussion with NPC's and also by the circumstances presented by the adventure, our party came to believe that use of the amulets would be useful if not absolutely necessary to fully complete our objectives. We also came to believe that a likely purpose of the amulet was that it could be worn to bypass deadly traps.

Other party members, with the exception of our Paladin (who followed another god), decided to wear the amulets. At this time, I asked our GM as to whether Erastil would be offended if my character wore the amulet solely for the purpose of subterfuge and obtaining safe passage through the temple. Although I asked this question several different times, the GM refused to provide any information and stated I would have to "decide for myself." Regrettably, I misinterpreted this exchange as a statement that the GM was relying upon me, as the player to police my adherence to my character's alignment and faith. Notably, I had just turned down a powerful but evil blessing apparently bestowed by an evil god, so I was hardly neglecting faith or alignment issues.

Because I was invited to decide whether Erastil would object, I considered the issue. Noting that stealth and subterfuge are a part of hunting and nature, I decided that Erastil (a nature-themed deity) would not have a problem with wearing the amulet solely for that purpose. Moreover, I decided that the intended outcome of our adventure was good and that, in the context of the adventure, my character did not owe any particular legal duties to the evil god's followers not to deceive them. Finally, the amulet detected as neither magic or evil. As such, I put on the amulet. No "unusual discomfort" or "sound of thunder of lightning" or other GM warning occurred upon my donning of the amulet or contemplation thereof.

Much to my surprise, the GM announced much later at the end of the game that I needed to spend 3000 GP on an atonement for wearing the amulet. He admitted that the adventure materials did not specify this outcome and that it was purely a GM decision. Because I was clearly annoyed by the lack of warning, the GM told me to make a DC15 Knowledge Religion "mercy roll" (well after the fact) that I failed.

Still annoyed by his decision, my next step was to cite to the GM the following language from the Pathfinder Society Guide to Organized Play:

Pathfinder Guide excerpt from "Alignment Infractions" Section wrote:

Alignment infractions are a touchy subject. Ultimately,

the GM is the final authority at the table, but she must warn
any player whose character is deviating from his chosen
alignment. This warning must be clear, and the GM must
make sure that the player understands the warning
and
the actions that initiated the warning. The PC should be
given the opportunity to correct the behavior, justify it,
or face the consequences. We believe a deity would forgive
a one-time bad choice as long as the action wasn’t too
egregious (such as burning down an orphanage full of
children, killing a peasant for no good reason but sport,
etc.). Hence, the GM can issue a warning to the player
through a “feeling” he receives from his deity, a vision
he is given, his conscience talking to him, or some other
similar roleplaying event.

If infractions continue in the course of the scenario
or sanctioned module, an alignment change may be in
order. If the GM deems these continued actions warrant
an alignment change, she should note it on the character’s
Chronicle sheet at the end of the session in the Conditions
Gained box. The character may remove this gained
condition through an atonement spell. If the condition is
removed, the GM should also note it on the Chronicle sheet.

My GM's primary response to this was to state that his ruling was not based upon an "alignment infraction" but upon a "tenets of the faith" infraction. I found this to be an interesting argument in light of the fact that he repeatedly mentioned the significance of Erastil's Lawful Good alignment. That notwithstanding, my question in this post is whether an alleged "tenet of the faith" infraction falls within the "alignment infraction" warning requirement. I believe it does.

The first indication is that the "alignment infractions" section above contains language such as "[w]e believe a deity would forgive a one-time bad choice." Clearly these rules are intended to apply broadly to GM adjudications of a conflict between a character and his deity.

More importantly, the issues that the above text is trying to address are the same for both "alignment infractions" and "tenets of the faith" infractions. Specifically, "alignments" and "tenets of faith" are both nebulous concepts that are subject to extensive interpretation. What the above rule wisely allows for is the application of the GM's interpretation of these concepts. However, the rule also specifies that the GM must warn the player of his or her interpretation before the player accrues a penalty, except in the most drastic and obvious of situations, such as a Paladin slaughtering a village of innocents.

I also think my GM's position as to "tenets of faith" is problematic from a roleplaying perspective. A cleric is by definition a minister of his or her faith, with all of the attendant knowledge of his or her own faith that that entails. It is simply absurd that a cleric would not have the enough basic knowledge to know that a particular proposed action would "grossly" (the standard for requiring an atonement) violate the tenets of his faith. However, when a GM fails to share his or her interpretation of the deity's tenets, as occurred here,that is exactly what happens.

As a final note, my GM also made a secondary argument that the failure of the Paladin (who worshiped a different god) to wear the amulet was itself an adequate warning. Paladins, however, have a restrictive code of conduct that they must comply with in addition to their alignment. Moreover, a Paladin must absolutely be Lawful Good, whereas even a Lawful Good deity accepts Neutral Good and Lawful Neutral clerics, suggesting a looser philospohy. Finally, my continued requests for information should have made it clear that I did not understand whatever supposed "warning" was given by the actions of the other player.

In short, I believe that treating "tenets of faith" infractions differently that "alignment infractions" violates the intent of the "alignment infractions" rule and also creates a loophole that has the potential to make the "alignment infractions" rules ineffective. Opinions are welcomed.