Orc

Ngatha's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


You know, I had been considering some other options to make a melee/familiar character, and I looked at Carnivalist and even considered doing Summoner or Magus. When I knew for certain I was going to be a Gillman, I decided having Eldritch Guardian Eldritch Raider and Eldritch Heritage would be so... Eldritch?

I wanted to take Figment archetype because it allows for a fun flavor with Gillman and aberrations. I'm thinking a flying octopus with stretchy (reach) limbs?


So I'm creating a character concept which has a martial character with a familiar. Specifically I am am Unchained Rogue Gillman with the Eldritch Raider archetype but I also want the Share Training ability from Eldritch Guardian.

Originally I was going to just waste feats for Iron Will > Familiar Bond > Improved Familiar Bond. However, I got to thinking! For just Skill Focus (Knowledge __) + Eldritch Heritage (Arcane) I get my character level -2 towards a familiar as if I were a Sorcerer, but Eldritch Guardian's levels count as Wizard levels for the purpose of having a familiar.

My rules question is this:
Does Eldritch Guardian stack with Eldritch Heritage to overcome Eldritch Heritage's -2 level for a familiar? My reasoning is "... For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer." but two levels are effectively Wizard.

tl;dr: Do 2 Eldritch Guardian levels overcome Eldritch Heritage -2 levels?

(I'm working towards a Combat Teamwork Feat Rogue + Familiar that has Blades Above and Below... Probably a flying octopus.)

EDIT: "Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object." as a point of reference.


Hello. I find myself in need of advice and clarification. Now, for simplicity, when I look at an item's crafting requirements I stick to that list and have it be nothing more that the description written in the book. I have recently started reading about rods and came up with an idea I need some direction for:
Take for instance any rod whose stats say something like "...as a +2 heavy mace..." (Rod of the Viper).
- it uses both craft rod and Magic arms and armor. Has spells applied like other Magic items.

My questions are:
-can a rod that acts like a +_ weapon be improved with more rod like abilities?
-can a rod's bonus be increased?
-can I (as a gm or player) find rules for combining effects of multiple rods?
-can I take a rod which has no weapon stats and give it them if I have craft Magic arms and armor (let's say a metamagic rod)?
-can a weapon be given for abilities (if it were a made of some sort)?
-if a rod has an DC and I make it from scratch, does the DC take my own scores?

regards,
~Ngatha~


Hello, this is AAA!
I have this habit of choosing builds that may not be optimal, but are so darn fun. The first build I have to ask about is a Gnoll Antipaladin 11/ Assassin 1.

Feats: Power attack, skill focus (stealth), Improved Crit (Falchion), Necromantic Affinity, Unsanctioned Knowledge, Cornugon Smash.

I wield a +1 Cruel Conductive Spell Storing Falchion. It has Vampiric Touch stored. I wear a Mithral Full Plate of Improved Shadow. I have a belt for Strength (which puts it at 22) and a headband for Intelligence (20).

I am trying to focus on making great use of my Death Attack by clever application of other spells and effects. I improve it by Stealthing or use Invisibility to sneak to my target. I Power Attack to Demoralize. I use Aura of Despair. I sometimes use Touch of Corruption to apply the sickened condition. Sometimes my spell stored is Bestow Curse.

I come to the Advice forum for tips and tricks to make my character more useful. I am looking for future feat choices. I'm looking for magic items that I shouldn't pass up for my inventory. Spell choices.

I've played one session with this character. He has been extremely fun. In this urban setting, I am spreading a few small not uncommon ailments to reduce the Con of the populace, so that when some Lawful Good-doer finally finds me, I may have a small advantage against her. They probably saved against my Flu or Cholera, but their minions may not have or I could be very lucky. My entire goal is not to destroy everything I cross, because then there would be no more point. I want to prolong their suffering and secure the suffering of their children and their children's children. It is very fun and I really look forward to your input.


The way I understand Explosive Runes, correct me if I'm wrong, is that whichever one you read explodes. If it explodes, nearby (reading distance) enemies and objects take the damage. They would destroy the unread Runes.


3 people marked this as a favorite.

While I would not want to allow my Cthulhu to be killable, per se, I would want it to be defeat able. There was one story by Lovecraft in which Cthulhu (IIRC) is chasing a man upon a boat. The man runs for his life but in a last ditch effort, turns his ship (something large) around, and straight up rams the elder terror. It falls into masses of goop and actually begins to reform, but the man escapes before any more terror can find him.

My short, comical explanation aside, Cthulhu is nigh indestructible. However, I see enough damage could be done to turn it back. Make it sleep once more in its city of R'lyeh.


So I'm coming to you for some help on a decision and then some building advice.
I'm playing a game today and I have two ideas that, to me, seem less common.
The game is level 12. 4d6 stat generation. Some 3.5 is probably OK by DM.

I am looking to either roll a Magus/Assassin (race unknown, maybe a word caster).
Or
I am thinking if a Gnoll Antipaladin. (From ARG, even if not optimal maybe one level of assassin to make a betraying killer. Could be fun.)

What do you all think?

Edit:: these would both fit within party composition.


What could we remove other than healing words to thin it out for balance? Or just because it makes sense.


Would it feel safe to add the undeath word or the whole death list? It makes sense that antipaladins raise dead I think. Iirc, they get animate dead normally.


Hello,

So I've been cycling through guides and information on the Words of Power rules and I've got a question…

Does anybody have a list for Antipaladin words? The paladin ones wouldn't precisely work, because they're more lively. Or do they?

Any suggestions?

~Ngatha~


Thank you for the concise answer.

~Ngatha~


Hello,

I'm in the process of putting together a character for a game as an NPC and during this process I found myself asking:

Can an armor piece be made out of a special material and also have a magical special ability?

In this case, can heavy armor be made of Adamantine and also have, let's say, the Radiant ability?

Essentially, could special materials and special abilities mix and stack?

~Ngatha~


Thanks for this point of reference. I'll keep that in mind, concerning the strategies of monsters. I probably won't put them up against something that requires HP to be whittled away quickly, as more players get more turns to do that.


Hello,

My friends wanted me to run them a pathfinder game over the weekend. It's just the three of us, as players in our area are a tad limited.

My question is what CR might I look to for a two-player party of level 20s. This is a gestalt adventure.

One player is a Bard/Summoner.
The other is Wizard/Alchemist.

With the facts in mind, that it must be two players (will include NPC allies), what sort of strong enemies might I throw at them, and what CR can I use as a guideline?

~Ngatha~


1 person marked this as a favorite.

Wow, this is nuts. I was just yesterday commenting to a friend that I was going to tackle this same endeavor only to learn that it had been done for quite some time. Zerzix, thanks for your hard work as I am sure many will be using it. I shall study your methods and see if I can't come to similar results with some other races.

~9 Tongued