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Hey, I'm going to be playing in a "Haunted Asylum" campaign, so probably ghosts and undead mostly. I immediately thought about playing a exorcist style cleric. however I'm having difficulty building one thats not really boring to play. Requirements are:
I was trying to work in scribe scroll for some party utility. I'm also leaning more toward casting as we have a couple martials already. Side note - If anyone can come up with some compelling Warpriest build alternatives that could be cool too.
So I have a 1st level Psionic Dread (nightmare Constructor) that I really just don't like. I don't want to just intentionally kill off the character and I still want to play. I'm looking for alternatives to this character, maybe multiclassing or whatever. we are currently playing in a Pirate Campaign. the jist is a Charisma focused fetchling with an unnatural obsession with Fear and what it can do to a person. main points are in Stealth and Disable Device. the stat breakdown is 14,14,12,8,10,17. I was originally thinking some form of a bard or oracle to keep the 3/4 BAB with some casting/additional options. Looking for Ideas.
the spell "Haunting Mist" from Ultimate combat has a range of 20ft Radius centered on the caster. however it effects all creatures int he mist, does it also effect the caster? since it's an illusion of vapor does the caster become immune by default? Here is the spell wording: An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.
the question I have is, if I have a wolf animal companion, once it gets to 7th level the following adjustments occur. Wolf Starting Statistics Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. 7th-Level Advancement Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4. if I decide to forgo the large size adjustment in favor of the Dex and Con boost, do I still apply the other stat adjustments or do I ONLY apply the dex and con boost? so would the final stats be 21,15,21,2,12,6 or would they be 13,17,17,2,12,6
So the issue I ran into is during a mounted charge (paladin and horse mount), my table couldn't figure out the actions taken. so a normal horse requires a free action to steer with the human legs. but I decide to charge so
not to mention all the feats that are a muddled mess, like spring attack on the horse.
So the text for the witches familiar says it can add additional spells using some ritual. Here was the actual text. " A witch can also add additional spells to her familiar through a special ritual." What exactly is this ritual? Can they use scrolls for this? What about wizard spell books? And do they pay a s riding cost like wizards?
So i'm looking over the Witch archetype "Cartomancer" and the ability to deliver touch spells at range with the card deck doesn't specify if the ranged attack is part of the casting time for the spell or if it's a seperate action.
the GraveWalker witch archetype specifies that the deliver as ranged touch ability is a full round action, so I'm not sure how to read the Cartomancer. Here is the ability in question. Spell Deck Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch's spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch's familiar. The following familiar ability works differently for a cartomancer. Deliver Touch Spells (Su) At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability. In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer's spell deck). |
