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Hello,In Skull in Shackles I have an Half-Elf Water-Child Alternate Racial Trait, playing as a shaman. I was pushed in the water by a certain effect of a sword, and now I want to cast a 1 round action spell: Summon Swarm, Summon Monster, or Sleep.

As a full round action, I can't do a "move" action of swimming.
Does that mean I go underwater because of that?
Do I go underwater before finishing my spellcasting?
If I can't breath underwater, will I need to do 2 concentration checks?

Thanks


My question was more about the whole AP than just the start.
Thanks


Mike the problem is: [Once per day, you can use all 1st-level domain abilities granted to clerics of that domain. You gain access to this one ability only, not the higher-level domain ability, domain spells, or additional class skills that the domain might grant, or any bonus feats that are listed under its granted powers.] I don't really think that the +10' works.

I already plan to max Profession (sailor).
Toughness might be interesting.
Are the following skill useful for a lot of the AP?(no spoilers):
Stealth: If I might not be the best caracter to move by myself around and I have a familiar with +15 when I begin.
Diplomacy: If we have a CHA maxed Bard that will do the talking.

Thanks!


Thanks for your input Anzyr
After Reading extra hex: Spirit hex only, I changed my hexes:
Class Feature:
2) Hex: Evil Eye
4) Hex: Fetish
6) Wandering Hex
8) Fortune
10) Chant

Feat:
1) Improved Initiative
3) Extra Hex: Heaven's Leap
5) Extra Hex: Envelopping Void
7) Spirit Talker
9) Spirit Gardian if I don't find anything better like a crafting skill
11) Divine interference

Abilities: Might as well drop 1 point of Wis to have better stat everywhere else. (As 15 point buy is tough)
Str: 7, Dex 10, Con 12, Int 14, Wis, 18(+2 Racial), Cha 12

Anything I'm missing?


Thank you for your advice.
First of all, Believer's Boon is indeed not worth it. Sad because Herolab listed it as 3+ Wis mod in the usage section.
So my first level feat is empty. Any suggestion?

Level 11 Divine interference is also a magnificent divine spellcaster feat.

Heaven's leap is already on my list (2nd level hex)
Maybe take Evil eye as third level Bonus hex feat, and Chant at level 8
Would Spiritual Gardian feat be useful? Otherwise i could take an extra Hex at level 5

Flight will allow me to be out of melee range, and give me bonus to swim check.

I personally don't plan to take slumber even if it's effective,(because I Gm a game with a witch and I don't want to copy her(she's a slumber first on everyone, and I find Slumber quite... special. It either broke an encounter, or make us decide strange actions: Okay let's circle it and all delay action to hit him at the same time before he wakes up.)

Speaker for the past is sadly inefficient since I will not have enough skill point for all those class skills added, and losing Wandering spirit is a lot to ask in my opinion.

With the ability rework, I am quite undecided. let's say I get (still 15 point buy):
Str 7, Dex 10, Con 10, Int: 13, Wis 19, Cha 11, that 3 inefficient abilities. (odd numbers)
Str 7 Dex 10 Con 13 Int 13 Wis 19 Cha 10, Still inefficient
Str 7 Dex 10 Con 12 Int 12 Wis 19 Cha 12 sems to be the most possible, but I find it not specialized?
Str 7 Dex 10 Con 14 Int 14 Wis 19 Cha 7 (What is the CHA used for? only number of additionnal time per day you can use your spirit abilities? (Still have the minimum of 3 for most of them I think?) I wish they do as Oracle and put the additionnal use per day as same stat as spellcasting stat)... Only 1 wizard spell memorized, but I can just ignore CHA and go for headband of mental prowess for 2/3 price of mental superiority

Sadly I don't see a pirate shaman worshipping Irori for the Wisdom in the flesh Trait.


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Hello,
I'm about to begin the Skull and Shakles AP.
We'll have a Barbarian(melee), Gunslinger(short ranged), Corsair(melee)and a Bard(buff, utility, party face).

I want to try the Advanced Class Guide Shaman, since it has full spellcaster progression and divine spells we'll probably need. I think I'll be a crowd controller, party buffer and missing skill monkey. I'll be using the guidance of the spirit while believing in the essence of Shimye-Magalla (Mwangi Expense Desna|Gorzeth) as flavor.

So here's what I planned so far:

CN Half-Elf (Water Child Alternate Racial - I'll be at home in the water). Also needed cleric spells will be added to my available spell list with Half-elf Favored Class Bonus
Abilities (15 Pts Buy): STR: 9, DEX: 12, CON: 10, Int: 16, Wis: 17(19) (+2 Racial), CHA: 7
Heaven Spirit Shaman. (Ability: Stardust reduce to hit and perception-no save!)
Traits: Seeker (+1 perception, now class skill), World Traveler (+1 Sense motive, now class skill)
Class Features:
2) Hex: Heaven's Leap (Ranged Jester Jaunt!)
4) Wandering Spirit: Switch between Water(Aquatic Combat), Nature (Combat), or Lore(Research)
4) Hex: Fetish (Craft Woundrous Item bonus feat & +2 SpellCraft identify magic items)
6) Wandering Hex: (Depends on the Wandering Spirit)
8) Hex: Evil Eye??
10) Hex: Chant??
12) Hex: Misfortune??
Feats:
1) Believer's Boon: Luck Domain??
3) Extra Hex: Witch's Flight
5) Spiritual Guardian?? (Spells: Spiritual Weapon and Spiritual Ally attack bonuses)
7) Spirit Talker: Hex: (Depends on the need of the day)
9) ??
11) Quicken Spell Like Ability?? (Bit of Luck, Luck Domain power)

My Familiar would be a Snake, Sea Krait, to give me a much needed Fortitude bonus, and his Stealth and perceptions are great, and also he has swimming.
Because of the Heavens Spirit, it would also have Fly 5' at will.

Level 4,8,12 will have ability point in Wis

I will maybe Retrain the Believer's Boon: Luck Domain to Believer's Boon: Conversion Inquisition??, to make myself a second party face if the need arise (Use Wisdom mod to Diplomacy, Bluff, Intimidate). Luck Domain power: Bit of Luck seems to be mostly for combat, and I will get a lot of useful combat spells. And I'm not sure if my DM would allow using it outside combat: Knowledge check, Perception to search, Crafting Magic items, Climb, Stealth, Diplomacy and the like.

Starting Skills Ranks are: Heal(+8), Know(Nature) (+6), Perception (+11-13 with Familiar Alertness), Profession Sailor (+8), Spellcraft (+6), Survival (+8), Swim (+8, can always Take 10). Aquan and Polyglot languages as flavor.
I plan on taking the followings skills as I level: Knowledge (religion and planes), Fly, Sense Motive, maybe Diplomacy. I'll focus on Spellcraft, Sense Motive, Perception, Knowledges and Fly as I level up.

Weapon will be Spiked Gautlet (more like a claw of a animal (flavor)), and maybe reach weapon if available and I'm forced into melee. (But if I have witch's flight hex I will fly at level 5, so I should be good.)

Anyone has ideas on how to be more efficient, or switch and fill those uncertain(??) selections?


Finally, we just finished the part 1.
It was epic, I had to change a few encounters because the Halfling decided to be a seducer/charmer and went full diplomacy on a few villains, and made his personal profit while selling the loot. He kept the amount he gained by haggling over half-price. He was happy with that, and so are the other players who were bluffed at first then decided, when they learned the truth, to accept in exchange of better prices when purchasing.
Most of the fights were awesome, between the monk grappling to submission some animals or mercenaries, the witch slumberings others who were then tied up or 'coup-de-grace'. The dwarf served as a punching bag and went down the most, then at level 3 took heavy armor profeciency and was since a most efficient tank. When fights went wrong, misfortune from the witch, channeling from the cleric, high damage from monk and rogue served them right. I look forward the next part where they will have different challenges!

At the end of the last fight they had to flee to survive. But the rogue tried to steal candles before leaving the dangerous zone, enough to be in range for a last attack who took him down to "exactly" his constitution in negative health. He left the table while the others went back to town, and is thinking now if he keep his fun caracter with 'raise dead' or create a new one.


Hello,
I am about to play with an Heaven spirit Shaman from the Advanced Class Guide. I will be playing the Skull and Shakles Ap with friends. I have some questions about the Class features.

1) The Spirit power is: Spirit Animal:
The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

A) Is the any use to the star map feature? Is the same as the Oracle Star Chart or the half-elf gear star chart? Or is it just flavor?
B) A non-flying familiar get to fly with a halo, but can a flying one fly without the bonus And the nimbus? What is the effect of the nimbus rulewise? Cannot stealth, or penality to stealth, illumination to area ?

2) Can a shaman leave spell slots open to prepare them later like they say in the Magic section of the Players Guide?

3) Heavens leap is the equivalent of Jester Jaunt. Does the following are acceptable as "solid ground destination":
A) ships deck
B) ships platform, like the crow's nest
C) floating platform on the ocean
D) ships rigging
E) underwater floor
F) any swimming in the water

4) Is there a saving throw against Stardust(su)? Spell resistance yes?

Thank you!


Thank you HangarFlying for your reply, I guess we'll see when he is playing how it goes... and if he still steal everyone, we'll see how everyone like the negative effect it has on the game. Maybe he'll change his caracter style or make another one...


Hi, let's start by saying it will not be my first game as GM, but it will be my first in Pathfinder so also the first for an advendture path. I,ll do the RotRL Anniversary edition. We'll be playing tuesday evening, so medium sessions.

Let's start by my group:
Human Monk (varisian) LN
Dwarven Cleric of Torag LG
Human witch (cheliax) LE
Halfling Rogue CG

So first question:
1) is theses classes a good group composition for RotRL?
Will they be missing spell casting, or they might find it hard or easy at specific parts?

Next: You need a little background for this: the rogue will be played by a player that has an habit to make rogue halfling with a specific "Behavior". In other games I heard of or took part, he was the kind of character to spend time stealing the crowd of villages and cities. As the games where traveling over multiple location, it wasn't a big dead since if caught, he could run away and wait for the players to move to the next location. Also, when meeting important rich NPC, he would try to steal them, by sleigh of hand, or broking through their estate|home.

We already exchanged messages speaking of the kind of character he would play, and it seemed like he agree that the game seems to be a lot outdoor and in dungeons, or in ready to loot places anyway. So he decided to think about it.

Now I received his character sheet, and he seems to have created a character with the skills to do it.

He will probably not be stealing right at the start, but lets say he does...

2) Anyone know the laws concerning stealing in Sandpoint\Lost Coast\Varisia?
3) What could be the consequences of theft for a few copper in Sandpoint? (Trial, Caution, Jail?)
4) consequences of stealing from a rich noble, or commerce in Sandpoint?

I want to be prepared, just in case.


Hello,
I was wondering about the usage of Aqueducts in Kingdom Building.

1) On the paizo.com PRD, they are not with a *(star), so they can be the only improvement without a *(star) on it. On another SRD website, they have a * (star).
I would think it might have been an errata or something that changed it to starred. The way I see it, I don't think putting an aqueduct (a straight line of engineering prowess) can prevent you from putting a Quarry, Mine or Sawmill all over the rest of the space, anymore can a Canal or Farm can't prevent it. The fact that a settlement is on the same hex support it.
So is the * really there?

2) Most of the bonuses are per hex, but the +1 to Loyalty, +1 to Stability per hex is really something different than the other bonuses. If the Aqueduct can only be the only non-star building on it, it would be on par with the Quarry, Mine and Sawmill to have the bonuses per hex.(+4 loyalty +4 stabily for a 4 hex Aqueduct) But if it is considered with a star, so buildable with a Quarry, Mine or Sawmill, it would be similar to a road (+1 economy/hex) to have it give bonus for multiple hexes(+1 Loyalty +1 Stability for the whole group of consecutive hexes that start in a mountain and end in a settlement).
The text: A finished series of Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benefit seems to indicate it is the series that gives the bonus. Is it right?

3) A canal effect: Settlements in a hex with a Canal treat the hex as if it had a river. means what exactly? What of the following is true?
A) The settlement can have a borders made of water, and parts of the grid as water. (Then have the associated buildings over them: Bridges, Pier, Waterway)
B) It should be more: Hex Improvements AND Settlements treat the hex as if it had a river. I don't see why you could have a Mill (water current), Pier(small boats docks there), or even a Waterfront(Fleets might dock there) but not use the water to irrigate farms in the hexes that the canal passes through. You could also 'seed' Fishes in there and build Fisheries over time. (I know some present time Canals and artificial lakes offer the amnesties to fish on them.) (even more if a river connect to it, I don't see humanoid blocking the passage of fishes)
C) They can use the only building I specifically see for that use: Foundry Special Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road. But then, can the mine be only connected by a canal? Or does it need to be connected to a river connected to the Mine? Isn't a canal easier to navigate than a river?
D) They affect the road construction on the hex a canal passes through by doubling its cost(Bridges). Witch is logical, since the canal must be passed over multiple places, since the road is all over the hex.
E) They affect the hex the same way a river does: +1 Economy/4 hex, +1 Stability/8 hexes. A canal should be considered as a river for navigation, trade, faster and easier transportation of some materials/equipement.


Thank you Chemlak for your input, I see now why the the Economy check changed from being divided by 5 to divided by 3.


Hello,
I decided to check a little around the net what would be good strategy to have a nice starting kingdom.
All the strategies I saw included heavy magic producing buildings. Now when I check the Paizo.com site, I see you cannot sell magic items owned by stores to generate BP.
1) When did that rule changed? I have not seen a lots of guide made since then.
2) Did the values of the building changed that to represent the change to the economy?
3) I find the BP cost of Magic Producing higher than a non-magic building. What is the use of having them?
4) If I am now thinking as an adventurer, can I get items not listed in the city? (Available even if not listed, personnal request, search for another person in the settlement with it)
5) I wanted a magocracy, should I now wait until I have a good economy before putting extra money into those kind of buildings, even if they should be part of the landscape?


Thank you for your Input Carnox! I think we'll follow the DM's suggestion to keep the game going, but it was good to receive external information.

If anyone else want to had or support, please do :)


Hello, we are starting a part of our kingdom where we will use the Kingdom Building. Basically the Kingdom area available for us is a plateau of plains surrounded by valleys and lowlands filled with forests, hills and some rivers. There is 1 group of mountain on the NW.
We planned starting next to 2 cliffs for strategic location, on the most northwest part of the plateau, so we will have access to plains to build farms, and have access in direct line (3 hexes distance) by passing in a gap between cliffs to the mountains for Aqueduct improvement, and also the surrounding forest,plains,and rivers surrounding that gap.

My DM decided that we can't bring the water from rivers UP in a gap between around the cliff since it would be illogical.

He suggested we build an "high" aqueduct from the mountains to bring water to the settlement, then we starts farms from there using a canal.
I want to know if the RAW would permit this if the DM followed them.

1) Can you irrigate a farm on a settlement hex from an aqueduct?
2) Can you make a district border as 'water' from an aqueduct?
3) What is the use of the aqueduct if it doesn't add a water border to a district? To my knowledge all the buildings requiring water require water district border
3) Can your build a canal from a settlement where an aqueduct ends?
4) It doesn't says anywhere you need water to create a Canal for that matter, so could you start it anywhere and expend it where you want?
5) If you build a road on an hex, then on the next turn a canal, do you need to "upgrade your roads so they have the "If the hex contains any rivers, double the listed cost to reflect the need to build bridges" requirement?

Thank you for you time.