Echo Wood Scout

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And that's that question answered! I'll go with separate stone walled rooms. Ta very much!

Od.


Sorry to bring up what - if my search-fu is any indication - seems to be a sore subject, but I have a demiplane question.

I've recently made an extremely fun Teleportation Wizard (also my first time playing a Wizard and SWEET NETHYS SUCH POWERRRRRR!!) focusing on mobility and rogue style magic, which I believe is a style referred to as "the corpse"; as a result of a lucky find we discovered a Scroll of Create Demiplane with a huge Caster Level and I've made the bleeder Permanent. The GM has allowed me to design it outside of the game, and as my character is Neutral Evil it's basically going to be my own dungeon with a bloody great statue of me in the centre and a huge array of loot.. eventually.

Now, given my proclivities for secrecy and Teleportation, my question is this: while Create Demiplane is explicit on the plane's size and general appearance, it mentions nothing about having to use contiguous cubes - could I make a single demiplane of several small pockets which I could BAMF! between using my Dimensional Shift ability, thereby rendering it harder to access for the plebs (the characters; the players are fantastic people) in my party?

Od.


Ah, I should probably point out that my custom trait is Fate's Favored - simply because I don't have the relative book, but the GM is quite happy for us to take what we need as it turns out he has ALL the books. the main reason I stick to what I've got is because I make extensive use of HeroLab.

Thanks for your time,

Od.


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Wow! Quite a few suggestions since I last dropped in!

Well, I became quite fixated upon the idea of a kitsune archaeologist in the meantime, so in light of all this good advice, does this look like the ravings of a total moron? Sans equipment, so tips there are appreciated too! I have gone rather heavy on the Swift/Immediate action options, I fear, but I think it looks like a fun roleplaying basis:

Bastian Salvatore
Male kitsune bard (archaeologist) 7/swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 4 175, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +15 (+19 to hear conversation or find concealed object)
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 62 (8 HD; 7d8+1d10+15)
Fort +3, Ref +10, Will +6
Defensive Abilities evasion, improved uncanny dodge, trap sense +2
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Offense
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Speed 30 ft.
Melee bite +9 (1d4)
Special Attacks archaeologist's luck 10 rounds/day (+2), deeds (derring-do, dodging panache, opportune parry and riposte), panache (6)
Spell-Like Abilities (CL 8th; concentration +14)
3/day—dancing lights
Bard (Archaeologist) Spells Known (CL 7th; concentration +13)
3rd (2/day)—glibness, invisibility sphere
2nd (5/day)—allegro[UM], anonymous interaction[ACG] (DC 19), create treasure map[APG], hold person (DC 19)
1st (6/day)—grease, heightened awareness[ACG], identify, timely inspiration[APG] (DC 17), unseen servant
0 (at will)—detect magic, know direction, mage hand, mending, open/close (DC 16), prestidigitation
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Statistics
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Str 10, Dex 17, Con 13, Int 16, Wis 12, Cha 22
Base Atk +6; CMB +6; CMD 19
Feats Battle Cry (acg)[ACG], Extra Rogue Talent[APG], Lingering Performance[APG], Twist Away[ACG]
Traits - custom trait -, vagabond child (urban)
Skills Acrobatics +14, Appraise +7, Bluff +10, Climb +4, Craft (mapmaking) +5, Diplomacy +10, Disable Device +11, Disguise +10, Escape Artist +10, Intimidate +10, Knowledge (arcana) +12, Knowledge (dungeoneering) +13, Knowledge (engineering) +12, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +10, Linguistics +8, Perception +15 (+19 to hear conversation or find concealed object), Profession (astronomer) +5, Sense Motive +9, Sleight of Hand +7, Spellcraft +10, Stealth +14, Survival +2, Swim +4, Use Magic Device +15; Racial Modifiers +2 Acrobatics
Languages Ancient Osiriani, Azlanti, Common, Sylvan, Thassilonian, Undercommon, Varisian
SQ bardic knowledge +3, change shape, clever explorer +3, kitsune magic, lore master 1/day, rogue talents (canny observer[APG], fast stealth), swashbuckler finesse
Other Gear 33,000 gp
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Special Abilities
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Archaeologist's Luck +2 (10 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Battle Cry (ACG, 6/day) Allies within 30' gain +1 mor bon to atk and +4 mor bon to saves vs. fear for 1 min.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Change Shape (Su) Assume a single human form.
Clever Explorer +3 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Deeds
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Ah, it seems like I am destined to play a bard. I've been putting it off for ages... Mind you I had REAL fun playing a half-orc Skald for that one game...

Thanks for the mention of the Rougarou Razoack, but I can't see that in my HeroLab lineup. I don't think Bestiary 6 was included in the ARG. :s Shame, I could definitely play a dog-person. I think you're right about not taking another full caster as well; for a start the Arcanist apparently "doesn't play like an Arcanist" *shrug* and I would play the arrogant wizard role to the hilt, so it might be something of a poke in the eye for the other player, which is not something anyone wants.

Straight bard would be my ideal, or Sandman, but I think you're right, Queen's Raven; Archeologist is going to be the one. Nice flavour, very useful skills, very much a face, if a bit bookish... I think I can make this work!

Thanks for your help! Now I need to pick a race. Changeling, Ratfolk and Kitsune are looking favourite. I won't pick a gnome, despite their obvious strengths, because the Cleric player previously played as a gnome archeologist and the last thing I want is for him to think I'm copying his style.

Thanks again!

Od.


I say everything; unfortunately my party members haven't really been able to elaborate on their characters' actual characters as yet, so I'm struggling to come up with something that fits the party.

Also hello.

I'm joining a Shattered Star campaign soon. The group finished Book Two about a year ago, and they're going back into it soon, but they've invited myself and another new player along to replenish the group numbers.

So far, the group has confirmed the existence of the following in their party:

Original members:

* A Catfolk Monk who hates water - that is literally all the useful information I have on that character despite repeated attempts to have it fleshed out.
* A Dwarven Cleric of Brigh, casting-focused and heal-heavy, quite aggressive. That's it so far.
* A Human Arcanist who favours lots of fire spells and lots of line-based spells. Again, all I have on that.

New members:

* A Vanara Scout/Knife Master aimed at maximising sneak damage. Lots of magical gear, plays like a classic trickster.

* Whatever I can come up with...

The GM has recommended I don't bother with a Ranger or Druid due to the amount of dungeon crawling and variable monsters, and says the group already has plenty of Thassilonian-oriented skills and tricks so I don't need to worry about that. From my point of view, the group lacks a trapfinding bod, a dedicated face or charisma-focused bod, a tanky bod and a dedicated ranged DPS bod.

If anyone has any advice regarding a fun build that might shore up some gaps in the group, I am open to suggestions!

Available Books: Core Rulebook, Ultimate Combat, Ultimate Magic, Occult Adventures, Advanced Race Guide, Advanced Class Guide.

We are Level 8 with the appropriate starting cash, so I've got buckets of wiggle room.

So far I keep bouncing between the following basic chassis;

Grippli Swashbuckler
Tiefling Wizard (Conjuration)
Halfling Bard
Half-Elf Summoner
Human Bolt Ace

Any advice, information, critiques, comments or gentle admonitions are welcome!

Thanks for your time,

Richard


Umbranus wrote:
...at the start of combat, you don't have a weapon drawn because you were using your actions to grab your component pouch and cast a spell. Now you can threaten and do an AoO which you could not have done without the belt.

Which is indeed why I have it. "I was busy throwing bombs! Hey belt, bite that guy!"


[b]Brogathiel[/], Lord of Drank Revenge

Zahc: 'Yo, where the f- is Tavis?'
Conor: 'Aw bro, he did a jaeger-bucket, he's down!'
Tavis (weakly) 'In [b]Brogathiel[/b['s name, avenge me!'
Zahc: 'Bro!' *downs two jaeger-buckets*


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Well there's one particular barrel ripe for plundering, monster-wise:

Flesh Brolems are often created from the remains of one's most loyal frat brothers to immortalise their greatest #squadgoal achievements.

If you ever need a spotter or someone to really get those gains with, Iron Brolem's ya boi.

The ultimate wingman, Bone Brolem is smooth, clever, dry-witted, and knows the hottest spots to meet like-minded consenting adults.

But as for dieties, I'm a tad bit stuck. Kurgess is already a total bro, but maybe...

Brozreh, god of the gnarly waves, the totally b++$&in' wolf-pack and the king AND queen of the all-night beach party.


Afternoon all,

I intended for this to be a quick question, but after having investigated a few similarish threads to try and find an answer, I fear it may not be so cut and dry after all.

Here is the scenario:

Cavalier spots the potential BBEG, who suddenly appears in the room as though teleporting (our brave hero has no Knowledges, and his Intelligence bonus is a modest +1). Being a forthright sort of chap, he levels his blade and issues his Cavalier’s Challenge to the dastardly foe, offering them the chance to put up their arms or die by the sword.
This prompts a Will Save, which he passes, revealing the BBEG to actually be a Silent Image. There is much cursing at the tricksy ways of the magic-user.

My question is: has the Cavalier just “wasted” one of his Challenges Per Day? We’re only Level 6 currently, and I feel we’re in a multiple encounter sort of setting where I might genuinely need that Challenge.

Rules As Written, I can’t see a doggone thing that enlightens me in the rules for Challenge or Silent Image, and I’ve looked through the below threads already hoping for some help. I can’t find anything that firmly concludes that I have wasted a Challenge, but then I also can’t find anything exclusively saying that I have.

I’m not a fan of Rules As Interpreted outside of group-specific houserules, because that way madness lies, but as that’s all we’ve had to work with thus far, our GM has come to the conclusion that as I have used the ability, it is used up. However, the Cavalier now knows that the magic-user has some skill with illusions, and the Cavalier will be more cautious in future.

Once I push the “IT’S NOT FAIR” voice to the back of my mind, this actually makes the most practical sense to me as a houserule, but as I’m also planning to play a Halfling cavalier riding a velociraptor in a campaign where the GM has a distinct preference for illusionist trickery and a penchant for murdering unusual characters, so I’d like to find something more concrete.

http://paizo.com/threads/rzs2q8xo?Illusion-Spells#6
http://paizo.com/threads/rzs2ns0c?Project-Image-Smite-Evil#3
http://paizo.com/threads/rzs2tl5y?Does-a-characterplayer-know-if-his-abilit y#1
http://paizo.com/threads/rzs2lmcg?Cavalier-Challenge#1
http://paizo.com/threads/rzs2km7j?Cavaliers-Challenge#1

These are the threads I’ve investigated thus far.

Hope I didn’t take up too much of your time!

Od.


Ah curse, I have missed the editing window.

I have just realised, after graystone mentioned the Vicisectionist, that I also have Ultimate Magic! The Vivi is the delightful Jack the Ripper/Dr Moreau Alchemist archetype, right? A quick look at the cruel vibe it gives off works very nicely with the potential fluff influence of a Dark Half... would you be kind enough, graystone, to elaborate on what difference the Vivi could make to a build?

avr's suggestion of an Archeologist dip is also interesting - we do currently have a Bard who's played four levels of Archeologist and it looked very useful, and I'm also very pleased to skip Bardic Performances - in fact as it picks up Trap Sense, a three-level dip (thank you for that by the way Andre, those words are music to my ears, even in the face of losing levels of Godlike Psychic Power) in that would be a really good way of emphasising her capability without access to her psychic talents.

Sorry citricking, I think by Strange Aeons I meant Occult Adventures! I may play it safe and take a one-level dip, but the Archeologist/Vivisectionist idea may well tempt me a bit deeper in - awful pun completely intended and presented without shame.

Leedwashere , you are correct - sadly I do not have the Advanced Class Guide, but I have been thinking about picking it up after several arguments amongst a couple of my gaming groups about the mechanics of the hybrid classes compared to the purity of base or core classes - I will take a look at the Investigator though as I already have another character in the works who might benefit from that kind of style!

Decisions, decisions...

Thanks for your help!

Od.


Evening all!

I've recently found myself increasingly drawn to the Psychic class. I haven't yet had a chance to play through Strange Aeons, but I bought the occult classes for HeroLab and keep building Psychics. I love all the variations and interesting themes built into the class, and came up with a concept I'd like to try: the Psychic/Rogue multiclass option.

Now I unfortunately have the hang-up of only using the core rulebook, Ultimate Combat and the Advanced Player's Guide - alongside Strange Aeons, obviously - so I can't and don't particularly like to pick and choose feats and whatnot from a dozen different books and 3pps. So I've heard a bit about rogue psionics, but I can't go down that road.

I came up with a character who began life as a nascent psychic, unlocked her powers and was briefly manipulated into locking them down by a Terrible Psychic Entity, so she spent a few years picking up some Rogue classes while she was on the run. Now before I go ahead and build this into the character, can anyone drop me some advice on whether or not it's a good idea? I've sort of picked up on multiclassing any kind of 'full caster' class as a great way to dilute their late game power, but we'll probably be starting at mid-levels, so I've looked at all the awesome powers and spells various level 10 Psychics get - and hoo-boy that is a lot of fun stuff - and wonder if I'd be doing the character justice by just making it a single level of Rogue for Light Armour and Sneak Attacks relying on flat-footedness through Scary Psychic Shenanigans. Mind you I've never played either class, hence my humble request for advice from older and wiser heads.

What say you, messageboarders?

Thank you for your time,

Od.


Beautiful! Thanks for your replies folks, I shall be prepared for if it happens again! :)

Much obliged,

Od.


Morning all,

I play a Cad. I'll ask your forgiveness in advance, as I am not only inexperienced with pen and paper RPGs, I also don't have access to the bajillion Paizo supplements and third-party stuff, so I'm about as close to a "vanilla" Cad as you can get.

The main thing that attracted me to this class was the Dirty Trick theme, and the opportunity to play a character that thinks the best time to kick anyone is while they're already down, and that the strong are strongest alone (but with plenty of bodies between him and the enemy), so I'm happy with my choices so far.

The main thing making me scratch my head is the Dirty Trick status removal process: the rules state that "the results can be undone if the target spends a move action".

Now when I read that, I think "oh hey that's good, so they can stop being Blinded but that means they can't use their Move action and have to stay where they are, so this is great for battlefield control". However, after managing to Blind an opponent (they had Blind-Fight anyway) the GM stated that the enemy would spend his next turn moving a few squares over, thus removing the Blind condition, and then attack.

I know if you've got BAB+1 you can do something like that, but that specifically states "you may draw a weapon as a free action combined with a regular move", whereas this says you need to "spend" one.

Obviously the GM is the final arbitrator in any game, but for my own sanity I need to know: if a rule or effect or spell or what have you states that you have to "spend" a move action, does that mean you don't get to use the action to move? Or can you combine removing a status with a regular move?

Thoughts, suggestions, evidence, precedents and cheeky observations welcome!

Thank you for your time,

Od. :)