Stirge

Tcho Tcho's page

168 posts. 3 reviews. No lists. No wishlists.




As far as I know dex damage in combat doesn't alter the initiative order because modifiers only matter when the check is made. Since improved initiative is a combat feat, is there anything stopping me to take improved initiative as a flexible bonus feat and after the check is made use a swift action (assuming I made it to level 6) to exchange it for another combat feat?


We recently added the Alchemy Manual to our book collection but I have some questions.

I would like the PC's with skill point in craft alchemy to be able to find the reagents.
So if you go to the desert, you can find pesh, the forest can provide myrrh and darkwood, a cave things like magnesium and cold iron.

How should I rule this?

Is finding myrrh in the forest a knowledge nature check and finding cold iron in the cave a dungeoneering check. Or could both be found with a survival check? If you have at least 5 point in craft alchemy could you just find them with a perception check?

If you allready used the item at least once, do you get a bonus?

If found next to a lab or cauldron everybody with Alchemy points automaticaly recognises them?

And an other thing, does every alchemist know all recipes? If you are born in Sandpoint, can you know about Katapesh drug crafting?

So basically,
How do you find alchemical reagents.
Does every alchemist know all the recipes?


Our group has a new member who in first place wanted to be a Paladin, but our group already has a fighter and a barbarian so I advised her to choose a non-melee character.
Now she wants to be a good alignment witch.
According to the advanced player guide a witch can have any alignment and I like the flavor
(well-doing wicca) but; is this character going to be horribly underpowered?

Hexes don't have descriptors like spells to note if they are evil, but can a good character really cast "evil eye" (and misfortune)? Is the spell list going to feel it if we remove the evil and undead creating spells ?

A "normal witch" can go round debuffing saving throws to cast save or die spells,
I can't really see a good alignment character use an evil eye on a creature so see can cast a baleful polymorph on it.

Has anybody had a good witch in a party before, was it any good, and what was her role in the party?

Should I advice to switch to neutral to avoid being underpowered?

Ps
The player who wants to play this character is really a "lawful good" person and this is her first adventure.