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Hey y'all,

I'm coming in to a campaign to replace the group's previous spellcasters. I'm replacing an Oracle, who had a Wizard cohort. I'm coming in with a Sorcerer (Bronze Draconic) and a Cleric cohort. That should keep the Arcane/Divine balance of our group mostly intact.

The cleric is going to be responsible for support, healing, and assorted divine capabilities, while staying largely removed from combat. My sorcerer is Neutral, so I'm really liking the idea of a Cleric of Nethys, with Magic (Arcane) as one of his two domains. I don't care too much for the other domains available to Nethys (Rune, Knowledge, Protection, Destruction). This has made me look toward Separatist. The Cleric will be 11th level, meaning he will have access to the 8th level domain powers of whatever second domain is chosen.

I've ruled out some of the more popular, power domains (Travel, Trickery, Animal, Nobility, Charm) as I felt they wouldn't make sense for Nethys. This has left me largely looking at a few:

Spoiler:

Scalykind (Dragon)
Air (fits Draconic type)
Healing (never not useful)
Liberation (possibly Freedom subdomain)
Luck (possibly Fate subdomain)

Anyone have any suggestions, domains I missed, experience playing a similar build?


Pretty much what it says. I thought I recalled seeing a monster that cast as an Inquisitor. Unfortunately, I'm having trouble finding anything.

Anyone know what I'm thinking of? I'm pretty sure it came out of one of the standard bestiaries.


I've been messing around with the Spellbinder archetype lately, and I'm kind of enjoying it. I decided to work up a spell guide for the class. I'm gonna keep working on it, but for now I've got 1st-3rd level from the CRB all rated for their viability as Spellbonds.

Feel free to give any input or advice on the boards or as a comment on the document.

https://docs.google.com/document/d/1TFNtAr5OK7fZG7U1FPhhgkw3DSCjlFPuN9QmOeD RF1E/edit?usp=sharing


So this guy was in our campaign earlier as a Druid 4/ Rogue 1. He escaped the PCs and is now returning. His main tactic is to flank with his AC in order to get as many sneak attacks as possible. At this point I'm thinking he will favor Dire Tiger form. I'll be happy to hear any input. His base stats at level 5 were 8, 16, 14, 8, 16, 11. So unfortunately, he can't get a very high strength value, and I'm stuck with Brew Potion, Combat Casting, and Dodge. He has a lot of temporary buffs active, because he will be preparing for his fight with the PCs.

Spoiler:

Gogmurt CR 11
XP 12800
Male Goblin Druid 9/Rogue 3
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 31, touch 21, flat-footed 25 (+4 armor, +2 shield, +5 Dex, +1 size, +4 natural, +4 deflection, +1 dodge)
hp 102 (12d8+45)
Fort +14, Ref +15 (+1 bonus vs. traps), Will +16; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities evasion, trap sense; Immune poison
--------------------
Offense
--------------------
Speed 40 ft.
Melee heavy shield bash +8/+3 (1d3+3) and
masterwork cold iron dagger +13/+8 (1d3+3/19-20)
Special Attacks sneak attack +2d6
Druid Spells Prepared (CL 9th; concentration +14):
5th (2/day)—animal growth (DC 20), cure critical wounds
4th (3/day)—air walk, strong jaw (x2) (DC 19)
3rd (4/day)—greater magic fang (x4)
2nd (5/day)—bull's strength (x2), barkskin (x2), cat's grace
1st (6/day)—liberating command, touch of the sea (DC 16), longstrider (x2), produce flame, strong wings
0 (at will)—purify food and drink (DC 15), detect magic, read magic, spark (DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 16, Int 8, Wis 20, Cha 11
Base Atk +8; CMB +10; CMD 28
Feats Brew Potion, Combat Casting, Dodge, Natural Spell, Quick Wild Shape, Shaping Focus
Skills Acrobatics +6 (+10 jump), Appraise +1, Bluff +2, Climb +6, Diplomacy +2, Disguise +2, Escape Artist +6, Fly +13, Handle Animal +10, Heal +7, Intimidate +2, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +16, Linguistics +6, Perception +7 (+8 to locate traps), Ride +14, Sense Motive +7, Stealth +29, Survival +16, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Druidic, Giant, Goblin
SQ nature bond abilities (animal companion, roc), resist nature's lure, rogue talents (fast stealth), spontaneous casting, trackless step, trapfinding +1, wild empathy, wild shape, wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Combat Gear Potion of cat's grace, Potion of good hope, Potion of mage armor, Potion of Shield of Faith (CL 12); Other Gear Leaf armor, Masterwork Heavy wooden shield, Blowgun darts (5), Masterwork Cold Iron Dagger, Belt of mighty constitution +2, Cloak of resistance +2, Flaming Amulet of mighty fists, Headband of inspired wisdom +2, Spell component pouch
--------------------
TRACKED RESOURCES
--------------------
Blowgun darts - 0/5
Masterwork Cold Iron Dagger - 0/1
Potion of cat's grace - 0/1
Potion of good hope - 0/1
Potion of mage armor - 0/1
Potion of Shield of Faith (CL 12) - 0/1
Wild Shape (5/day) (Su) - 0/5
--------------------
Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Potion of Shield of Faith (CL 12) Add this item to create a potion of a chosen spell.
Quick Wild Shape Wild shape quickly into a less powerful form
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body IV: Small - Huge elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape III: Small - Huge plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Animal Companion
Male Roc
N Huge animal
Init +6; Senses low-light vision; Perception +1
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Defense
--------------------
AC 34, touch 14, flat-footed 28 (+6 Dex, -2 size, +20 natural)
hp 76 (+40)
Fort +10, Ref +12, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft., fly 80 ft. (average)
Melee bite +18 (6d6+13) and
2 talons +17 (3d6+13 plus grab)
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 35, Dex 22, Con 18, Int 3, Wis 13, Cha 11
Base Atk +6; CMB +20 (+24 grapple); CMD 36
Feats Improved Natural Attack (bite), Multiattack, Power Attack, Toughness, Weapon Focus (bite)
Skills Fly +13, Stealth -2
SQ devotion, multiattack / extra attack
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
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Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Grab: Talon (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

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I'm getting ready to run the Battle of Sandpoint next week, and wanted suggestions on how to increase the difficulty. I have a few plans that I've come up with. I want to know what I should and shouldn't use. Keep in mind that my players will be level 11 thanks to some extra sidequesting, etc, that I brought into the game earlier.

The stone giants attacking the northern gate will remain vanilla, since they don't really do much at all.

I intend to give the advanced template to all the Dire Bears at the bridge, and their handlers will be Fighter 1s, with Longspears.

Longtooth will know Shield in place of Ray of Enfeeblement, offering him a more impressive 33 AC.

I want to give Teraktinus a 3rd level of Ranger or a level of Fighter, not sure which. His two bodyguards will most likely remain vanilla stone giants.

The other 2 groups of giants will each have a barbarian 1 as a leader, replacing one of the vanilla stone giants.

Meanwhile, I plan to have a stone giant bard (drummer) and archer waiting on the eastern bank of the river between the two bridges. The bard will supply Inspire Courage to the whole raiding party, while the Archer will harry the town's defenders with volleys from his longbow with the distance enchantment (range increment of 220 ft.). This coupled with Far Shot should allow him to attack from a safe-ish distance.

The last idea I had was for an old friend to arrive in Sandpoint. My PCs captured Gogmurt (and killed Tangletooth) outside of Thistletop and then lost him when he wild shaped out of his bindings. I am considering having him return, working with the giants. He would burrow into the glassworks and start trouble on the other side of town, partway into the raid. I have him statted up as a Druid 9/ Rogue 3 with a Roc companion. Plotwise, he met up with Teraktinus in the mountains northeast of Sandpoint (where he acquired his new animal) and agreed to aid him in attacking Sandpoint. He has a particular vendetta for the "longshanks" that killed his beloved pet and then committed wholesale slaughter of his tribe. He will not leave town, regardless of the morale of the giant invaders.

What do y'all think? How did this encounter go for your game? Are there any things I should change/ leave out?

Thanks


I'm currently DMing a Rise of the Runelords campaign and so far my party has had a pretty easy time tearing through most combats. We are almost done the third book at this point. I'm planning to ambush the party with an evil party while they travel before the fourth book.

I was curious if any DMs had much experience with throwing a rival party against your PCs. I also will gladly take opinions about how to combat them.

The PCs:

Spoiler:

Half-elf Ranger 9/ Rogue 1: Mobile weapons platform. Favored enemies are giants and undead.
Half-Orc Oracle (Metal) 8/ Paladin 2: Throws around big hits with an Earth Breaker and Power Attack. Tends to like to buff before fights. Pretty mobile for a heavy armored character (40 ft.).
Dwarf Fighter 10: Axe and Board. Working his way toward TWF monstrousness. Very high AC (34+).
Aasimar Paladin 10: Has been using a falchion or greatsword for huge hits, but may start using sword and board. Has several Smites per day.
Aasimar Bard 8: Orc's cohort. Has both Good Hope and Haste, along with Inspire Courage +3. Turns the party into complete meat grinders with great action economy.

My current planned evil party: (I'm planning on running them at a level below the PCs)

Spoiler:

Halfling Sorcerer 1/ Admixture Evoker 8: Has crossblooded dip for maximal electric damage. Also has 3 Magic Missiles prepared with a Lesser Toppling Rod. Has used up half of her 4th level spells on Scrying and Lesser Age Resistance.
Dwarf Martial Artist 9: Fast, Improved Trip. Currently using a Human-Bane AoMF. I'm considering changing that, since it will affect the Oracle, Ranger, and Paladin (Scion of Humanity) by my understanding. He also has Deflect Arrows and Crane Wing, which should allow him to shrug off the hardest hits each round (Furious focused Power Attacks, and Manyshots).
Hobgoblin Skirmisher 6/ Horizon Walker 3: Sword and board style, 40 ft. move speed (Plains terrain dominance/mastery). Favored enemy dwarves +4, humans +2. Has the skirmisher trick Surprise Shift. Has Missile Shield, which basically amounts to Deflect Arrows.
Human Vampire Antipaladin 8: Has three Smite Goods to use, most likely against the two paladins and the ranger, as they can get past his DR. Has the Fiendish Boon with his weapon (a +1 Nodachi, that he can make Keen or Unholy). He also has Charge Through and Greater Overrun, his preferred tactic being to charge past the frontline and engage the next target/flank the frontliners.

I think this party is pretty strong against my PCs. I have a few concerns about giving the PCs a pile of gear (since each evil character has 10.5K in wealth). To handle that, and to increase the challenge, I have given the evil party a lot of scrolls/potions that they will use to prebuff. These potions include relevant stat-boosters (bull's strength, etc), barkskins (+4), and shields of faith (also +4). Since they are scrying the PCs, they should be able to give themselves time for these prebuffs.

I'm not sure if these buffs are inappropriate or not. Given the fact that my PCs hit buffed numbers around +20 or greater to hit, I'm inclined to make the evil party a bit more durable.

I know this is a lot of things to discuss, but feel free to critique or offer suggestions for any of it, especially if you've ever done stuff like this against your own PCs.

Thanks


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Currently, Nualia is a Fighter 2/Cleric 4. I'm thinking she might be nicely redone as an Inquisitor (Preacher) 6 with the Anger Inquisition. It drops her base attack bonus by 1, but adds some pretty cool things, while still leaving 2nd level spells as an option.

This will be for my friend's game, which may have 5 or 6 players, almost definitely 3rd level when they fight her.

Any thoughts, suggestions, etc.?


Let me preface this by saying that it is my understanding that PCs may take monster feats, so long as the PC meets the requirements.

To what degree does a PC need to meet those requirements?

Specific example:

My draconic sorcerer would like to take Flyby Attack. The only requirement is a fly speed.
Is my sorcerer eligible for the feat:
A) at 7th level, when he gains Fly as a spell known?
B) at 11th level, when he gains wings as his 15th level bloodline power, because he is using a Robe of Arcane Heritage?
C) at 15th level, when he gains wings as a bloodline power, without the requirements of a magic item?


I'm currently DMing a Rise of the Runelords game and the party is almost done chapter 2. One of the characters took Leadership after obtaining my approval. He recently performed a wildly heroic act (leaping off a 200 foot high bridge, chasing an assassin) and I intend to have a bard start following him around, to become his cohort.

This is my first time making a bard in any system, so I wanted some feedback. I think a bard is probably the strongest addition to this party, and they earned it with the bridge stunt. The party currently consists of:

Spoiler:
Dwarf Fighter 8: Axe and Board, probably headed toward imp. trip featline. Tough to hit, tough to cast at. Has enough power to keep enemies' interest.

Spoiler:
Half Elf Rogue 1/ Ranger 7: Bow-monster with cat companion. Keeps the entire fletcher economy in business. Perception skill through the roof

Spoiler:
Half-Orc Oracle (Metal) 6/ Paladin 2: Healing when necessary, but mostly a mighty melee stomper. May be headed for Eldritch Heritage to become even nastier.

Spoiler:
Human Sorcerer (Draconic) 8: Focused on battlefield control, summons, and some buff/debuff. No plans to go into DD.

A non-archetype bard seems to effectively complement this party. Here's what I've come up with:

Spoiler:
Aasimar (Azata-blooded) Bard 6
Str 14
Dex 16
Con 14
Int 14
Wis 8
Cha 18

Feats:
Spell Focus and Greater Spell Focus (Enchantment): +2 to Enchantment DCs
Improved Initiative: get performances and spells out early

Skills:
maxed out Acrobatics, Perception, Spellcraft, UMD, Sing, Act, Oratory, with the rest of the SP going toward the major knowledges (nature, local, arcana, planes, religion)
Can substitute Perform checks to Bluff, Disguise, Diplomacy, and Sense Motive.

Gear:
Mwk Cold Iron Rapier: (not sure if Weapon finesse is worth it for a guy who is 2 levels behind the party, he probably shouldn't be in combats.
+1 Mighty Composite Shortbow: Preferred mode of attack.
Whip: because it's fun.
+1 Chain Shirt
Buckler: maybe he should just get a full shield?

Spells Known:
0-Level: Prestidigitation, Read Magic, Ghost Sound, Dancing Lights, Mending, Detect Magic
1-Level: Charm Person, Grease, Saving Finale, Silent Image
2-Level: Hold Person, Heroism, Mirror Image, Silence

The spell list is maybe too enchantment heavy, but I'm not sure. I'm definitely interested in anyone who has bard experience and can give some good suggestions. I'm thinking this guy might build to a Spell Perfected Mind Fogger, slinging persistent Mind Fogs everywhere in early rounds, while trying to enchant after that.

Any help is greatly appreciated.

Thanks


In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

How would this interact with Augment Summoning and Superior Summoning? Would creatures come with +8 Str and Con, and would you get 2 extra creatures whenever you summon more than one at a time?


I'm playing a sorcerer currently through the Rise of the Runelords AP. I am 8th level now, and am starting to think about my later game build.

Main things I want to do (roughly in this order):
-Summon
-Debuff/Dispel
-Battlefield Control
-Buff

Current build:

Spoiler:
Human Draconic (Bronze) Sorcerer
Feats: Toughness, Combat Casting, Spell Focus: Conj., Augment Summoning, Imp. Initiative, Craft Wondrous.

If I want spell perfection, I need three metamagics. Those will be at 9th, 11th, and the bloodline feat from 13th (Quicken). That leaves my 13th level feat open for a second spell focus or any other choice. The MM feats that I have in mind are Reach Spell (for bestow curse, and other good touch spells) and either persistent, echoing, dazing, piercing, or heighten. Spell Penetration will probably come in at 17th.

With this in mind, what is my best choice for perfection? I really like enervation for dropping powerful foes, but it won't work on undead. I like the idea of dazing ball lightning, but I'm not sure how common immunity is, and that's a lot to sink into one trick.

This campaign will be taking us up to 17th or 18th level, by my understanding.


So my friend and I are running RotRL and we switched off GMing after the 1st module. My PC told the rest of the crew that he was going home to Magnimar.

Spoiler:
The PCs went to visit his family when they got to Magnimar. he wasn't home, but they met his mother and older brother at their home in grand arch. As she was preparing dinner, the mother found the older son's body with the sihedron ritual having been performed. That's when the older brother (a faceless stalker) leapt from the window, beginning a chase through Magnimar.

The chase ended up running them out onto the Irespan for an ambush. However, the PCs managed to kill the runner in the first combat round, before his friend could climb up onto the bridge. His companion screamed out in anguish, prompting the PCs to look over the edge, and witness him drink a potion of feather fall and begin falling down to the Underbridge.

That's when our Paladin decided to jump after him...

After much debate, I let him score a hit on the enemy as he fell by. He still took a pile of falling damage, though not enough to kill a 7th level character. (Fun fact, max falling damage averages 70 damage.) The Half-Orc Oracle (who just took his first level in Paladin) followed him down about 2 rounds later.

Spoiler:
They finished off the second stalker. Now I have a pair of PCs who just fell like comets into the seedy part of town. They can probably heal up to full in a few rounds. I have to think Xanesha must have noticed what happened. I don't want to punish my PCs for being awesome, but doesn't it make sense that she might send out the Scarecrow to try to finish them off? Whatever happens, the murder investigation should be a great opportunity to introduce Ironbriar as an upstanding member of the Magnimar Justice system.