Imeckus Stroon

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Chess Pwn wrote:
I have a lv1 build that would have a +10 to hit for 1d12+15

How do you get these hit and damage bonuses at 1st level?


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Inspired Blade is a good 1 level dip. It does suffer from only regaining panache on a crit though. Might I suggest Plume of Panache

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/plume -of-panache/

as a good magical item for you. 1000gp for +1 panache. Not a top priority item for you, but something to consider.

I have heard about people buying multiple plumes and switching them out during the day, after they are expended. Seems a bit cheesy to me, but it is certainly effective.


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Perfect Tommy wrote:

Let me second the comment that if you are going to take the luck trait, play as a halfling.

Use the halflings alternate luck racial trait. Umd divine favor.

It's good and bad news with adaptable luck.

Fate's favored will increase the adaptable luck bonus to +3 before or +2 after the roll, since adaptable luck is a luck bonus.

It will not increase Halfling Luck, as this is a racial bonus.

One drawback is that adaptable luck can only be used 3 times per day (but it can be used on ability checks, attack rolls, saving throws, or skill checks).

Another drawback is that adaptable luck will not stack with an ongoing Archaeologist's luck (both are luck bonuses), whereas Halfling luck will stack with Archaeologist's luck (a racial bonus and a luck bonus).

If you choose to go that way, a good use of adaptable luck is if you are ambushed or beaten on initiative by a spellcaster before you can use a swift action to start up your Archaeologist's luck, you can still use adaptable luck on your saving throws, since it is not an action. It gives a greater bonus than halfling luck.

If you want to make your 3 uses of adaptable luck last, mainly use it after the roll (for a +2 bonus), when you think you failed, but think you were within 2 points of success.


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The DM of - These are great arguments for the pro-ruler faction to espouse. This stops it becoming a simple good vs evil struggle and it becomes much more layered and complicated than that.

I would still be against this king though, and my 11th level Paladin of Iomedae (oath of vengeance) would definitely have a thing or two to say about it.

Imagine my victorious Paladin at the end of the resulting bitter civil war, as he looks around at the battlefield of corpses, the divided kingdom, the king-to-be who is still a child, and the neighbouring countries who have sensed weakness and are preparing to invade. He wanted to leave the Kingdom a better place and, in many ways, he has failed.


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What's bad about this guy you ask?

Welllll he's sorta been taking over people's bodies for millennia. Not giving any of them a chance to live their lives in order to extend his. I think it's safe to say that's an evil dude right there.

That doesn't necessarily make him an unsuccessful ruler. It would be interesting if a group of people supported him, even when the truth is discovered, either for financial reasons or because they liked his style of rulership.


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I think a haunt at the crypt is a great atmospheric way of giving a clue. The haunt should just reveal enough to tantalise the players before fading away...

After this other clues could include:

Relatives of the new King/Queen noticing an abrupt personality change in the new ruler. Older members of the Royal family or courtiers will know this always seems to happen shortly after the coronation.

A visiting mage sensing some evil magic about the crown. He consults the party mage for advice. Shortly afterwards, the mage is found murdered.

Notes in an ancient historical tome that an evil artifact (the magic jar gem) had been seized in a war between two kingdoms. it was now kept in the possession of your big baddie for 'safekeeping'. Make it an unusual-looking gem, which can now be seen in the Royal Crown. This gem allows the magic jar duration to last for days or weeks meaning that the possession can occur at the coronation.

Your big baddie (and all of the rulers after him) could have a hobby - riding, hunting, falconry or be interested in magical tomes. Shortly after the coronation, the new King/Queen seems to show the same interests/skills, despite never having been interested in these things before.

Recently, many Kings/Queens have died when their next-in-line reaches about 20 years old. They are found dead, without a mark on them. The death is usually ascribed to a weak heart(Your big baddie has come to like the feel of youth, and hate the feel of aging, even to middle age). An elderly court physician has started to wonder about this however...

According to a book about your big baddie(or any of the subsequent rulers), he had a nervous tic or twitch, mannerism or saying that all of his predecessors seem to have shared. (It's a bit cheesy, but it really gets that bodyswap thing over to the players).


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Since Archaeologist’s luck is treated as bardic performance for the purposes of feats that affect bardic performance, this makes the feat lingering performance a must have.

At the moment you only have 6 rounds of Archaeologist’s luck, but you could increase it to 18 rounds with this feat.

Simply activate the luck with a swift action on round 1 for a single round only. Lingering performance will extend it through the next 2 rounds without costing any uses of luck, or any actions. At the start of round 4 you could take another swift to activate the luck again for another single round, if necessary, which would again be extended for a further two rounds by lingering performance.

A +2 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls for an extra 12 rounds for the cost of 1 feat is too good to pass up.


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Yup - the party either hangs together, or they hang seperately.

Plus. it's a pain DMing a couple of groups, so make 'em pay if they keep doing it :)