Echo Wood Scout

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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.


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


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.


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.


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. :)