Othlo

Taviri Ambria's page

12 posts. Organized Play character for Dissinger.


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Needs More Zasz wrote:

And now for some underwater hijinks.

Character: Waulcoul
Class/Level: Rogue 5
Adventure: Seven Days
Catalyst: Yvicca

Pretty straight forward kill on this one. Waulcoul had been bitten a couple of times by the Yvicca’s summoned shark when the sea hag moved in for the kill. Two spear attacks brought him to 1 hp and a crit from the natural claw attack with a 3x damage card from the critical hit deck tore Waulcoul down.

Oh dear Gods, I had no clue...yeesh...and to think I was moving that day, wish I could have made it to save him...


Lady Bluehawk wrote:
Aureus wrote:

After switching from Beta to Final our group looks like this:

Oswin (LN male human fighter 2)

Teshk (N male half-orc rogue 2)

Thassilo, Son of Varg the Great (N male human [Ulfen] bard 2)

Thorbar Donnerhammer (N male dwarf cleric 2 of Abadar)
As I type this, I think about the possibility to play a true neutral cleric of a lawful neutral deity...

Bakkalaureus Janus Hydarian / Master Mortalis (N male human [Chelaxian] sorcerer [aberrant bloodline] 2)
That's me. As he is the Dr. Jekyll / Mr. Hyde type of character, I am really looking forward to the Alchemist in the Advanced Player's Guide.

It's easy to play a true neutral cleric of a lawful neutral deity; that's only one step away. You could have a lawful good, lawful neutral, lawful evil, or true neutral cleric.

LB

Someone call for Zon-Kuthon's Chief cleric in Curse?


I voted on the poll, what I am requesting is a bit awkward so bear with me.

I need a drawing of this character. The idea is he is a Zon-Kuthon worshiping cleric who tries to fit into normal society. Forced to act normal under most circumstances, he enjoys dealing out pain in a sadistic manner. While unable to take part in the normal scarification, he does tattoos to remind himself of who he serves. These tattoos serve as a reminder that he is a servant of the Prince of Shadows, and that he must ultimately serve his deity's interests, especially if he hopes to accomplish his goals.

He dresses in boots long pants, a long sleeved shirt with a leather vest. A pair of glasses sits upon the bridge of his nose, which he is constantly pushing up. Hanging from his hip is a pair of Bola that he uses in chasing down his prey, in order to bring them in for a proper sacrifice to his Lord. On his back is a mithral shield, and he wears a breastplate at times. (For the purposes of the picture he can have the breastplate on or off, depends on how much detail you wish to go into.)

This makes him look normal, except for the tendrils of tattoos that he has peek out from his neck and arms. These tattoos form an intricate web across his torso and arms, arcing to his back and shoulders as well.

When adventuring he takes to wearing a long coat of sorts, and a wide brimmed hat that carefully keeps his blond hair out of his eyes. His holy symbol is kept as the ready by hanging from a chain about his neck. The blond hair is kept brutally short as a practicality, not seeking to look vain. His eyes are a piercing blue that look about with a judgmental gaze.


Epic Meepo wrote:
Lord Fyre wrote:
Epic Meepo wrote:
Loopy wrote:
You had to take 5 ranks of Profession (knitting)!
(Now I'm tempted to write up a Hellknit prestige class.)
That will happen in the Council of Thieves adventure Path.

I guess I rolled a "1" on my Perform (comedy) check.

Note that I was responding to a post about knitting, and that "Hellknit" was not a typo.

I got your joke, my Heavily Armored Cleric.


kyrt-ryder wrote:
Hydro wrote:


This is the kind of tactical nuance which turn-based systems usually lose out on, and which I personally would welcome back into the game. If they see the caster getting into position, those enemies should have a chance to MURDER(him).

Fixed that for you Hydro.

Fixed that for you boss...


evilash wrote:
nexusphere wrote:
Why not play the game as it is?
Because of the most important rule of the game, perhaps?

How do you know playing the rules as is won't help you with your "Most important rule" without trying?

That seems pretty assumptive.


tejón wrote:
PRD wrote:
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.”

When you can fit a metamagicked spell into one of the slots listed on Table: Wizard under the number "0", which this paragraph begins by calling out explicitly, please let me know.

Actually, no, don't bother.

I heard gnomes could use 0 level spell slots for ninth level spells once...or was it halflings?


Jal and Lathiira have the long and short of it. In essence negative energy effects are any spells or ability that uses negative energy in any way. These abilities and descriptions will specifically state that they are negative energy effects. Its worded vaguely specifically to catch things. Examples would be...

Energy Drain (functions as Ennervation, which includes use of negative energy)
Ennervation
Harm
Any Inflict Spell
Waves of Exhaustion
Waves of Fatigue

That's it as far as I can see for spells.

Also of note, most coporeal (and incoporeal) undead use negative energy when they employ their spell like abilities. (Such as level drain/ability drain effects.)

All in all its a good one to prepare when fighting undead.


nathan blackmer wrote:

Yeah you got me there. Point conceded on him being able to heal better.

I don't think the rogue can outdo the bard in spellcasting even with UMD, just that he can approximate some of it. However, even with equipment the bard won't EVER do damage like a cleric or rogue. I think what I was getting at was the bard would spend the gold getting better melee equipment that a rogue could spend on getting UMD items. Technically, with enough foresight I'd really day...

Yeah, I know how that is. However, bards aren't meant to be the guy that explodes with 20 some odd damage on a hit. Bards are supposed to be the guy that allows rogues to HIT so they can do 20 some odd damage on the hit. They are first string casters, since with armor they can be near the front lines. They stand next to the cleric and give him something to do other than heal bot, because a Bard can patch heal until an actual heal spell is needed.

They really are a specific niche of character, and should be taken after the other niches are claimed. Until then they will always seem a bit underpowered.

Like an offtank that is the only tank in the party. He lacks the abilities a real tank needs to make enemies want to wish him dead, and so enemies lack the desire to beat them dead. In the end they feel like they're wasting their time.


Hydro wrote:
Argothe wrote:
stardust wrote:
I believe the foe loses his Dexterity bonus to all attacks until the beginning of your next turn, not just the ones that you make.
That is fairly minor considering the character with the feat gets no benefit and that the trick requires a lot of feat and skill investment.

Granting a bonus to your allies is, in an average party, three times as good as just gaining that bonus yourself.

But what makes me want to dismiss it is the fact that improved feint is generally used by rogues going mono-y-mono. If you have a bunch of buddies there, why wouldn't you just flank?

Perhaps because there might be two sneak attack based classes who can't get the flank?

X1X
XO3
X2X

Lets say Character 1 is a rogue, character 2 is the fighter, and character three is an assassin. (or another class that grants sneak attack) The O is the poor schmuck in this sordid situation.

Greater feint allows character 3 a sneak attack he is otherwise untitled to.


Argothe wrote:
stardust wrote:
I believe the foe loses his Dexterity bonus to all attacks until the beginning of your next turn, not just the ones that you make.
That is fairly minor considering the character with the feat gets no benefit and that the trick requires a lot of feat and skill investment.

It turns into a rogue party filleting your kidney while laughing as they take turns causing you to lose your dex bonus over an over.


Abraham spalding wrote:
Boggle wrote:


the only way i can do this add up all the bard deaths over the years

surprising few, effective i hear you say no people learnt they just dont cut it.

I can actually make saves a guarantee with a rogue well almost and the bonuses are far greater than +13

but thats another story.

How can you have Bard deaths if no one in your group plays bards?

You fail in the logic, you move the goal posts, and you don't acknowledge arguments.

Start casting the fireballs boys, this one is ready for cooking.

2 things...

1) I HATED the NPC that serves as your avatar. HATE HATE HATE HATE HATE! *cue dancing madness*

Now, completely separate from Abraham...

2) My argument for bards goes beyond just he mechanical. You have to understand Boggle, this isn't an argument that can be put into purely mechanical terms. If that was true, your groups would never play fighters, nor would they consider rangers till now.

You play a class because the aesthetics are pleasing. Then you look under the hood and begin the round of "Well, lets take this class for a spin and see what it can do..."

Bards are strong on two fronts;

A) They are the font of knowledge in the group. This allows the group for the most part to knwo what they're dealing with, and once per day, know beyond a shadow of doubt everything the bard knows.

B) They make for a patch fill that effectively helps out the cleric. Are bards the first character you pick for a party? No, they are a purely supplemental character. You usually include a bard AFTER you have included most other things. Once most of the other roles have been filled, THEN and only then, can you consider the bard.

At least till now.

Now, I see that bard will be able to effectively function on its own, as the arcane caster in a party. He could easily take the place of a wizard or sorceror, and in doing so the party is no worse off. Sure they won't have access to the game breaking spells like shape change and gate, but they didn't really need it either. Just view him as a battlefield controller, who seconds in healing, and he's a good supplement to a war priest who may not wish to spend spell slots to heal party members.

EDIT: Oh one other thing I noticed, mainly because it irked me. Bards lost the free skill point in a knowledge skill. Instead they only receive the 1/2 bard levels (min 1) to all knowledge checks.