Delvahine

Resentment's page

Organized Play Member. 30 posts (39 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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My mesmerist is up and running. She's on my profile. :)


I'd be interested in trying out a Mesmerist.


Two questions:

First: If an ex-inquisitor accepts the Heretic archetype after "falling", does he lose any of his class abilities/spells?

Second: If you begin with the Heretic archetype, are you ever able to become an ex-inquisitor?

Thanks


Alright, thank you. With that description, it'd work with natural weapons too, right?


If you use finesse training on a melee weapon capable of being thrown (like a dagger or starknife), does the dex. apply to damage instead of strength?


Hey guys,

I'm starting a Mummy's Mask campaign and I wanted to make some sort of pyromancer. I am just wondering if fire resistance is a common occurrence in this campaign since my DM told me that he did not really think it was going to be an issue in the first book. I am curious if this will be a problem later on.

Thanks.


I came across this the other day when I was planning a brawler for an upcoming campaign. I was pretty set on the idea of a knife-fighting street thug. However, when I looked into the close weapon training I realized that the dagger was not among the list. This is a problem because I was looking forward to being able to use a dagger in a brawler's flurry.

I am just curious, was the dagger not being added to the close weapon group an oversight? Is there a reason that one of the most iconic close-quarter melee weapons is not on the list?

Do you think it would be reasonable to add it to the list?


Thanks for all of the advice guys. I really appreciate it. :)


Xein wrote:

Playing one myself in the same campaign, may I suggest getting a Bag of Holding as soon as you can. It's a pain to have your minions taking up all the room on the board and above the board.

I actually worked out a deal with my DM so I can only take out so many zombies and skellies at once but it negates the ability to turn the bag inside out and having an overwhelming horde all at once.

What kind of necromancer are you playing?


Alright, that sounds good. Thank you for the responses.


Hi,

My group and I have recently decided that we are going to play the Way of the Wicked adventure path.
I have always wanted to make a legitimate necromancer but have never had a proper opportunity. Casting the spells to create my minions should not be the problem here, but what I am concerned about is whether or not I will have the chance to thrive as one.

- Will the presence of my undead minions be a problem (is recon a big part of this adventure)?
- Is there any chance that I will be facing undead creatures that I could possibly command (or will I need to create all of my minions)?
- Which type of necromancer will feel more comfortable (e.g. secondary abilities) in this campaign? (e.g. cleric, oracle of bones, sorcerer, wizard, witch, etc.)

Generally speaking, I would just like to know if being a necromancer will be a good idea.

Thank you,
Resentment


Alright then. :/


Hello,

We have an experienced gaming group that really enjoyed skull and shackles, but due to complex circumstances were unable to continue playing. We're hoping to find something with a similar sort of charm and appeal

1. Pirates
2. Social Importance & Significance
3. Choice or the Illusion thereof
4. Combat of an abnormal/novel sort
5. Unique interpretation of alignments (Neutral being practical)
6. Interesting and Varied NPCs with a lot of interactivity

Above are some of the things that we really enjoyed from Skull & Shackles. All of these would not necessarily need to be incorporated, however, the last three points are the most important when we asked the group.

Thank you,
Resentment


Also, while it isn't a short-term solution, there is a magic item called the 'stone familiar' that lets you safely store and retrieve spells from it at will.

There are also favored class bonuses from races such as the human and half-elf that permanently add spells to your familiar, regardless of if they become deceased or not.


Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Is it possible to store this venom for later use? As long as it is within the daily limit?


Strannik wrote:
I have had success w/ rogues that only use one weapon, so I think I would suggest considering that option as well.

Did you use a spring attack build? I'd be interested in hearing what you've done with a single-weapon rogue.

Breiti wrote:

This depends on if its still a rogue if you loose trap finding ;)
If it is then i call this the Brute Rogue

I have heard of the brute rogue, though I haven't tried it for myself. Unfortunately, I do like the idea of keeping trapfinding on my rogue as it seems like the only redeeming factor of being a rogue (and even then, some classes do it better).


Alright, so as it stands it seems that the build would be too feat intensive for a pure rogue build. Darn. I do appreciate all the suggestions.

Assuming that the right balance was found between fighter and rogue (with more focus to the rogue) would the build be completely worse than a standard TWFing rogue and a sword-and-board ranger or fighter? Because the concept aside from having a bit of diversity would be focusing on sneak attacks for damage as well as being fairly harder to hit.

Basically, what I'm trying to ask is assuming this build was achievable, would it even be worth it?


Strannik wrote:
Do you mean a rogue who is shield bashing, or a rogue who just happens to have a shield strapped to his arm for the AC?

Shield-bashing.


While I know that rogues aren't the most optimal class available, I still enjoy playing them. However, I've grown to dislike two-weapon fighting (as it is the only optimal build for them; although I'd be happy if someone could prove me wrong).

So I was wondering if it was possible to mix it up. Would it be viable to make a TWF sword-and-board rogue? I understand that there are a few factors going in that make it distasteful such as the lack of shield proficiency, as well as the ACP applying to attack rolls when using the weapon finesse feat. There are ways around these and I was wondering if there was a way of viably putting it all together.

Thanks.

Note: I would also like to avoid multiclassing as much as possible.
Edit: Specified TWF sword-and-board.


Dot.


Alright guys, I've decided on a Human Cleric of Besmara with the Oceans and Trickery domains. Thank you very much for all of your advice; I considered all of it and appreciate the help. :)


CWheezy wrote:

You have a lot of tier five classes, so you should have a Wizard to do everything for you.

Also, put a lot of skill ranks into swabbing and rope carrying

Wouldn't the spellbook cause some hindrance in an aquatic campaign?


Thanks for the advice guys, but I was wondering, is an oracle/cleric really that much better than a druid in melee?


Zahir ibn Mahmoud ibn Jothan wrote:
This is an easy one, you need a second ratfolk rogue, so they can "swarm" and "flank"

Haha, I would love that. The party seems to be lacking in the support/range department though.


Hello, I am going to start a Skull & Shackles game soon and I have a few questions about the character I should play.

The team composition is currently:
- Ratfolk Rogue
- Gillmen Cavalier (Musketeer)
- Human Monk

Originally, I was considering making a druid (it would be my first time playing a druid) so that I could fill in the niches as best as I could. I should mention that I would appreciate being able to contribute to melee combat (just a personal preference) and so my main question is if I am considering the right class for the party. Would a cleric be a better option? Are there any other classes that I am overlooking that could provide for the party?

If I were to choose the druid, I am interested in the thematic archetypes (such as the tempest or storm druid), they however, replace the animal companion for a domain. Would that be a terrible trade-off? If so, what is a thematic and effective animal companion for an aquatic adventure?

Summary:
Is a druid the right choice for this party?
Are there any better classes for the current composition?
If druid is the best, are the thematic archetypes worth it?
What is a good animal companion for the ship/aquatic environment?

Thank you.


Lumiere Dawnbringer wrote:
Craig Mercer wrote:

@Lumiere Dawnbringer: Heh. If you want a rogue that does respectable damage, be a ranger instead. Still enough skill points to cover the stealth, disable device and perception skills, and you get the full BAB.

Which is the problem with the strength rogue. The full BAB guy doing power attack now has a BAB like the rogue without power attack. The rogue power attacking will miss more often.

Ranger is indeed better. but some stubborn individuals often insist that they have to be a rogue.

often not realizing that with a bit of investment, that any class with access to either at least 6+int skills or intelligence as at least a secondary stat can be a substitute rogue in a pinch.

I don't think that's the point. It's like telling the magus or bard player to simple play a wizard because he does everything better than they possibly could. Sure the rogue and ranger are similar but they are apparently different enough to be their own class and players such as myself don't want all the extra nature fluff and prefer the concept of an urbanite scoundrel. And while I am aware of the urban ranger option, there are still reasons that I prefer the rogue concept such as the classic sneak attack.

kyrt-ryder wrote:

The other problem is that players often see a few d6 'at will' and think they've got access to some kind of impressive damage or something >.<

Rogues could get +1d6 to sneak attack at every level (as opposed to every odd level) and it wouldn't break anything.

It's not that either, at least for me. I just enjoy the concept of being able to use stealth and deception to my advantage and being rewarded for such actions.

It seems quite apparent that the rogue is lacking and I am not doubting that, I just don't feel like telling people to play another class is a solution. The rogue needs some sort of fix as it will always be one of the classic four roles of role-playing games (for dungeon & dragons at least).


I just wish my rogue was able to perform the steal and dirty trick combat maneuvers more reliably than the fighter.

I also love the weapon snatcher advanced rogue talent and I think that there should be more like it that at least make the rogue more viable in combat. I'm fine with the rogue not being able to go toe-to-toe with a fighter and coming out on top, but what bothers me is that he can't at least give the fighter a hard time by cheating. As mentioned, I think the rogue should get some benefit when using combat maneuvers for trip, disarm, dirty trick, steal - all the things you could expect from the guy who is always looking for an advantage.

I recall reading this suggestion somewhere before and I don't quite remember where but someone had suggested combining the weapon finesse and agile maneuver feats together. And if that isn't a possibility, I also personally think that the rogue should get weapon finesse as a free bonus feat at first level (like the swashbuckler in 3.5).


Honestly, the rogue itself still appeals to me the most. I do find all of the options very interesting though. If building a rogue doesn't work out and I had to choose, oracle/sorcerer would be a close second but the only issue with that is I'd feel like I might be stepping into the sorcerer's territory.

Thank you all for your suggestions/ideas, I appreciate every bit of it.


Blueluck wrote:
Do you have to play a rogue, or can you play a different class with trapfinding/disarming abilities? For that matter, if you play a rogue, are you required to play with traps?

I do not believe that I have to play a rogue, but I need to fulfil the basic roles that it accomplishes (sneaking, disarming traps, etc.), and from what I have heard, traps are something that will come up.


Hello,
I am going to be playing the 'Age of Worms' campaign setting (no spoilers please) and have some questions concerning the character I will be building. I have been given the role of playing a rogue, but I am not particularly interested in a two-weapon fighting build.
My question is if there are any other viable builds to the rogue; will I (or my party) suffer greatly if I am not contributing the extra damage that two-weapon fighting will give me? Arcane Trickster and Spring-attack are two builds that I am considering but I am not sure how viable they are.

Any advice or suggestions would be helpful,
Thank you.

Note: I have access to all official pathfinder material.

Current party composition: Cleric, shapeshifter ranger and a melee abyssal sorcerer