Amiri

Talavuc's page

121 posts. Alias of DancingShadow.



1 person marked this as a favorite.
Fire Dancer wrote:

for Role Play reasons (and because she is just really CUTE) I just picked up a Pseudo-dragon Familiar... so I dropped in here to see if I could find some Kewl Things to add to my Character. (I'm mostly a Bard, with a level of Sorcerer to gain access to a Familiar...)

Most of the suggestions leave a little be to be desired. Sigh...

Useful pointers on how to make a Familiar fun at the table (useful, or cool, or just fun to have a the table) would be very nice.

Thank you in advance for your help with my character...

Train it to hold a hat for coins during your performances.

Create illusions of it battling with other tiny monsters and get people to place bets. Telepathically communicate with him to have him win or fake a loss depending on which would yield the better financial results.

Steal group BDF's meat off their plate at dinner.


3 people marked this as a favorite.
Xenocrat wrote:
DrDeth wrote:
LeMoineNoir wrote:

As soon as Scry-and-Fry becomes an option, my group rarely, if ever, steps foot in any room of a dungeon other than the boss room. The only exception is if they have zero idea of who the end boss is.

According to the Devs this doesnt work. Altho they have refused to do a FAQ or a rewrite of the Core RB, they have said that a paragraph in a later book means that in order to Scry and TP in, you need to recognize that place thru the scrying. "Aha, I see Evil McNasty is in the Temple of Badness!"

Ultimate Intrigue just clarified the always existing rule for the many who are confused and wrongly thought scrying an unknown location allowed you to teleport there.

Teleport spell wrote:
You must have some clear idea of the location and layout of the destination.
Scrying spell wrote:
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject).
If I see 10 feet around a guy in a room in a dungeon or castle or a grove in a forest, I don't know the layout or location of that spot unless I've already been there and see something that lets me identify it as a known place. (What castle/dungeon/forest is the subject in? Are you sure, and how? What floor, wing, or quadrant it is in?) If you can't say "oh, he's there" and you don't know how to walk there without teleporting, you can't use scrying to give yourself a scrying fix unless your GM wants to houserule it that way. It's a common misunderstanding, but that's what it has always been.

The cleric in my group (Aasimar with feats for flight + travel and Liberation Domains) would use ethereal jaunt to quickly scout out a place as we hung out at an entrance / other safe location. Then, once we found where we were going, we would buff up and dimension door to the target. This was at high level sure. But before that there were times that we could obviously see a big room at the top of a tower / other obvious location and decided to start our adventure there at lower levels, no scouting necessary... Where the boss just happened to be... It helped that we also had a witch with dimension dooring capabilities.


1 person marked this as a favorite.

Generally speaking I have not experienced it as a player. But I think that is because the people I have played with have been mature and worked well as a team. Also, most groups I have played with have disbanded before reaching high lvls.

BUT! I have seen it to some extent. In a Carrion Crown campaign I was in (The only campaign I have been in that has made it to post lvl 10) the cleric and witch in the group were by far the most effective members, with a Paladin coming in behind them (Yes... a paladin in an evil undead heavy campaign was not the most effective member). This really showed at times we were able to use scry and fry tactics. Other players (myself included with my decently optimized archetyped monk) were still able to have fun and take part in the narrative, but I will admit we relied upon our spellcasters.

There have also been many moments lately as I have been DMing for a group of new players that picked martial classes where I have thought to myself, "Boy this would be easier if they had X casting class." At least they are developing their creative problem solving ;)


1 person marked this as a favorite.

Warpriests are great. I think the biggest thing you are undervaluing there is the swift action buffs.

But! I would fully support a 1 lvl dip into fighter and the rest cleric. The domains you commented on are great, though I would also recommend the liberation or travel domains. Freedom of Movement is extremely helpful at getting to the right spot and not being grappled.

For a reach build I would recommend the fighter dip in Lore Warden. A few additional skill points + the ability to bypass the 13 Int requirement for combat expertise = easier access to improved trip / disarm. You do give up heavy armor, but with a decent dex to get more AoOs anyway this becomes less of a factor.