Jakardros Sovark

Noble Knight WBC's page

Organized Play Member. 30 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



Silver Crusade

I've been playing around with making a elemental themed ninja upgrade for a while, and finally started working on it. The fire version can be found at

Fire Master

Sorry for the tiny URL but formatting on these forums can be a bit tricky for me and I can't upload the text file here. I apologize for any typo's.

How does it stack up to the other classes? Too powerful? Not powerful enough?

Right now, the plan is for the elements to go as follows:

Fire: Offensive AoE attacks, and limited improved mobility

Air: Mobility, evasion and stealth... closest to the original ninja

Water: Support and battlefield control... things like Hydraulic Torrent

Earth: Somewhat of tank with high defense and strength

Any constructive criticisms would be welcome.

Silver Crusade

Soon I'll getting into some society games, and need some advice for a character. The unholy abomination is "Rhino" a dwarven hungry ghost monk of the sacred mountain. The big thing is it's a strength build monk with panther style, based on charge attacks, overrun and punishing kicks.

As I pondered this monstrosity, I was thinking... I'm not going to be flurrying much (mostly charges), and being strength based and charging, his AC is gonna tank anyway, so if he gets armor proficiency, dip fighter, or get generous with mithril, he could wear armor without much problems.

My question is about slow and steady, which says speed is never reduced by armor or encumbrance. Does this apply to the monk bonus? I personally don't care, I like it as is, and can make peace with 40' charge if I really need to wear armor.

Silver Crusade

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Been toying around with the idea of some themed campaigns... holy pilgrim journey, thief mafia style campaign, all aquatic etc...

Most of those are obviously possible if not weird due to things like alignment or water movement rules. The idea that is really the one that is hardest to gauge without actually testing, is the concept of an all wizard party.

For the sake of this idea, lets go with PFS legality for character creation (ignoring the papers needed for things like Ifrit), starting at level 1. We can also assume piazo modules such as society, adventures and adventure paths.

Providing everyone went in knowing what they were doing, and was o.k. with the concept... could someone have a functional party of all wizards for an extended time?

My biggest concerns at the moment is:

1. Blasting: the characters are just going to be mowed down or mow down the enemy in one round.

2. While wizards can fill every role in the party to limited degrees in the fighter-wizard-cleric-rouge set up... they can be lacking in certain aspects at certain levels (how do you have a tank at level 1?)

So is this a fools errand... or would the career students of a wizard academy that got destroyed, wandering around trying to figure out how to survive in the world... be a workable idea?

Silver Crusade

I just started a campaign, currently level 2. By the first of the year they will level 3 and I will be Dues ex machina an ascension into the end of their current module (crypt of the ever flame). I know that what is wanted is high level testing, but I'm curious how it's going to roll into a already set campaign.

Currently I have a Bone Oracle necromancer, who will probably want to be a hierophant or a marshal. Sadly my group is known for their MIN/MAXing, so I have a couple preemptive questions:

Marshal Path, 'Fight On': Does this work on undead? My guess is no, since undead does not have negative hitpoints... but just want to make sure.

Any companion boon: A lot of path abilities work on 'one animal companion, cohort, eidolon, familiar, or mount'. Does this work on Commanded undead?

Silver Crusade

Umm... am I reading the Boon Giver lesser trial of the Heirophant correctly? I've seen on the forums where the concept of the lesser trials is to allow characters to "think mythically"... is blessing the party before they attack a mythic act?

Silver Crusade

11 people marked this as FAQ candidate.

Wow, Feels like I've been waiting for the Advanced Players Guide for ages...

Anyway, my group finally has it, and the game master has officially approved it for our campaign. I had originally made a cleric, but some issues cropped up due to some disputes on the nature of alignments, and the GM using custom gods. I used an evil monk till the APG came out, but now I can use an Oracle, which has a LOT less restrictions. I enjoy being the party healer, so I chose oracle of life. I'm liking it so far, but have some questions about some of the class features that seem a bit vague.

* The book I have lists the bonus spells as level 3, 5, 7 etc... instead of the 2,4,6 etc... of the other mysteries. Is this something specific to the life mystery, or is it a typo?

* Tongues Curse, it says "In times of stress or unease, you speak in
tongues." But later refers to only understanding those languages in combat. There are MANY situations that can be stressful that might apply...like sinking in quick sand or walking down a dark path in the woods late at night. Is this curse effect meant only in combat or in stressful situations in general?

* The Energy Body Revelation... Seems cool but it seems like it needs more description. Does it give you the benefits of the elemental sub-type (like not needing to breath) or is that just for spell effects? Is it a polymorph effect, or something else? The polymorph thing I ask due to armor, as it loses a LOT of effectiveness if you lose armor bonus. Also does it allow for spell casting? It says like a fire elemental, which should be possible.

* In the spell casting section it says oracles do not need divine focus for spells... which makes sense. But does that give them the equivalent to eschew materials?

I know some of these things are a GM decision, but I would kind of like to know what the writers intended when they made it so I can have a better understanding of the class as a whole.