Ollie Akabar's page

No posts. Organized Play character for HealboyHeal.



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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Has anyone had any success with this combination? I was looking at building an Ecclesitheurge of Calistria or Desna (yes, I know, your shocked) but the AC problem usually forces everyone to take a level of Monk. What about a level of Psychic with the Self-Perfection discipline? Wisdom fills your Phrenic pool. Your Wisdom feeds your AC/CMD like a Monk and you keep the caster theme. A 14-16 Int would help feed your skills and and psychic levels, Str becomes a dump stat. Cha might also be a dump stat. A dual talented human could push both Int and Wis. You could be an amazing castor with access to two great spell lists, or at least a survivable Ecclesitheurge that can keep the castor theme and not be a "fighter/castor".

Does this sound reasonable or has this been tried and failed?

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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

As a GM I have been asked to help newer players with equipment purchases. I get asked, “What is the best equipment to buy”? We all know the right answer is, “it depends”. However, in an effort to help my newer players I made 2 lists of the items that they should consider at lower levels, specifically 1st through 5th level. Of course the priority of the items will change depending on their characters class/race/level etc…. The lists also take into account the all-important “budget” question. Lower level players can’t afford items like a Ring of Freedom of Movement or +5 Mithral platemail so there is no point in suggesting them.

I divided the items in the lists into 2 groups, items to help you win battles and items that help you survive – most of these items are well known. Not every character will need most or even all of these items, but the two lists are practical and seem to help most characters.

The first list I call “Adventuring 101”. These are the common items you need to adventure day-to-day. Most of these items should be on your character by level 6. You don’t need all of them, but you should considered most of them. The belts/headbands and the Mossy Disk could be purchased later depending on the character needs. My observation is that the neck slot is more important than most people recognize. Many key items require the neck slot, so the players have important choices to make. I have also had a tough time convincing newer players that “battles” can be won or prevented by the timely use of skills like perception, diplomacy, and knowledge local.

Adventuring 101:
Magic weapons and armor 2000gp/1000gp
Belt of + physical stats or Headband of + mental stats - 4000gp
Handy Haversack - 2000gp or Bag of Holding – 2500gp
Amulet of natural armor - 2000gp
Ring of Protection - 2000gp
Cloak of Resistance - 1000gp
Travelers Anytool – 250gp
Eyes of the Eagle – 2500gp –> +5 perception
Ioun Stones:
Ioun torch -> 75gp for those that need to see in the dark
Mossy Disk-> +5 competence bonus on one Knowledge skill 2500gp
Magenta Prism cracked -> +2 to one skill per day 800gp

The second list is called “Survival 101”. This list is focused on items that keep characters and/or parties alive; most are one shot items, but they are cheap and effective. Not all of the items need to be purchased by the individual character, but should be in the party, e.g, Twitch Tonic. Having these items will keep your character going when you should have been put down by the attack/effect. The list provides options that players can use to “not die” to a given common type of death. Not every method of dying is listed, nor do all of these methods kill characters directly, e.g., “sleep”. “Sleep” doesn’t kill you per se, it just allows you to be coup de grace by an enemy. Mind control against your parties “tank” can be worse. Fear spells can send your low level barbarian running, leaving your party to be killed.
Please notice that most solutions are quick and can be used in combat with a 5 foot step. Hunting around in your backpack or bag of holding for a scroll gives you plenty of time to die. My philosophy is that taking a move action to get the potion you need from your Handy Haversack is better; breaking the Snapleaf in the middle of your fall is better than getting the potion out of the Haversack when you hit the spikes at the bottom of the pit. Items that require no effort because they are automatic, like a Talisman or Ring, are the best option. Remember, 3 Talisman can be worn around the neck.
Final note, the Snapleaf does a critical double duty for lower level characters. If the party is in way over its head or the dice hate you that day, you can always turn invisible and run.

Survival 101:
Falling: Snapleaf – 750gp or Ring of feather falling - 2200gp
Drowning: Potion of Air Bubble (50 gp), Swan Boat feather token 400gp, up to Necklace of Adaption
Crushing: Iron Rope 750gp or Immovable Rod 5000gp
Fear: Lesser Talisman of Warrior’s Courage – 450gp
Grappled: Lesser Talisman of Freedom – 900gp (does double duty with paralyzed)
Paralyzed: Twitch Tonic – 45gp or potion of Remove Paralysis 300gp
Killed: Lesser Talisman of Life’s Breath– 3500gp
Slept: Akoben Talisman – 450gp
Mind control: Mind Sentinel Medallion - 3500gp (Wayfinder + Clear Spindle Ioun Stone - is being nerfed!!!!)
Damage: Wand of Cure Light Wounds – 750gp
Poison: Potion of Neutralize Poison -750gp
Ability Damage: Potion Lesser Restoration – 300gp

Hopefully this helps newer players and GMs. Any better ideas are welcome!

Thoughts?

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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Sorry if this has been asked before, I conducted a quick search and found nothing like my question - but I didn't individually search all 5000 returns.

I have a question about item creation with third party help: I have a 5th level sorcerer that is trying to create a Belt of Giant Strength with the Item Creation Feat "Craft Wondrous Items", but he doesn’t know the Bulls Strength spell. However, the party has a 5th level cleric that doesn’t have the Item Creation Feat, but does know the Bulls Strength spell. So I have two questions:

First: Can the sorcerer create the item in the first place with the cleric’s help?

Second: If he can create the item, what DC penalty would he suffer?
a) Would the sorcerer create the item with the DC +5 penalty if the cleric can assist him (Rules- the item's creator still doesn't know the spell) OR
b) If the Cleric assisted him during the item creation process should he NOT suffer the DC +5 penalty (Rules- he has access to a spellcaster that has the spell)?

Rules state: “These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet.”

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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Does anyone know if Paizo has considered publishing, or has published, a comprehensive compilation of Traits, Feats, or Prestige classes? It would be extremely helpful! Also, an updated compilation of spells indexed or tabbed in a similar fashion to the way the Ultimate Equipment guide was printed would be fantastic! The D20 website does have a compilation of spells, but it doesn't always list all of the restrictions (e.g., this spell can only be cast by a cleric of Desna). Any thoughts?