So I will soon be playing in a Eberron setting Age of Worms adventure path.
As it is with a new group I thought it best to fall back on a character archetype I enjoy.
I typically play fairly noncombatant Textbook style characters.
I toss a bit of battlefield control in for somthing to do but mostly go with "Guy that knows stuff"
Sometimes this is a Divination school savant Arcanist, Sometimes it is a flavor of bar.
But my favorite by far is a Lore Oracle, either dual cursed or seer.
Both of these Archetypes give you on the fly things to either improve your own rolls (seer) or make others better (Dual cursed).
I have had a lot of success with a dual cursed Loracle 1/Witch X.
In light of that I thought perhaps I should look to the Shaman as it is a Oracle/Witch from the start.
The main thing that makes a lore oracle good is 2 revelations, one adds Cha to AC, the other gives a massive +20 to knowledge checks many times a day.
I cant see where Lore Shaman is actually good at knowing things?
So to charge a Blood Reservoir of Physical Prowess I take 4 con damage.
Can I do this at the end of a scenario and have the charges carry over?
Or do I have to hurt myself before the briefing each game and hope there is time to heal?
Im reading it, tho im mostly upset for YOU. You spent countless hours writing a guide for a class they just killed.
Eh, about 3/4 of the Guide is still relevant. And over the three years (!) since I wrote and posted it, lots of people have used it to have fun. Three years is a pretty good run. No complaints.
I may or may not update it; TBD.
Doug M.
I hope that even if you dont fully update, that you put a blurb at the front explaining what happened. If only because it is PFS legal (or was)
Are you still writing guides? I really like your writing style.
Normally he plays the dashing hero style fighter. Sword/board.
This is a departure from the norm.
Now mind you the group is really more Narrative driven then optimised. (And yes, you CAN do both, I am sure there are highly optimised parties of all tier 1 classes, AM Barbarians, and other crazy s%!+ that also are highly immersive roleplayers, telling an amazing story with each action. However, that is not us)
We generally have things like Vanilla Rangers, Straight Fighters, and even when people do go for say a full progression caster there is no need to pull out all the stops.
Anyway, the straight razor was just a visual cue to get the flavor of the character. Now mind you, there is nothing wrong with useing one.
The character can be thought of as the archetypical enforcer, kneebreaker, collector, you know, the dude named "Lefty" that nobody wants a visit from.
I think my biggest gripe is that you have a lot of uses a day, but can have them planed in a max of 3 people at say 9th level and never get to have more then one in a person, even you.
I would be fine if as the total limit went up you could have multiple in yourself. I guess it just isnt as cool as it sounds.
So as the title suggests I am building a Mesmerist and I LOVE the class, but the tricks just seem SUPER limited. I can use them like 6 times a day, but only one at a time?
So I can implant one in me to stay alive, and thats it?
At 5th I can have 2 going at once but still only one per person?
This just seems SUPER limiting, am I missing something?
They didn't mention it, and I suspect that any clarification/errata regarding this issue would have to change/clarify the dragon disciple... so you might have to wait for a CRB errata.
I agree with this, but I also agree with the disappointment.
I have known one player with significant position in society play that who called out that they had specifically made a high lethality melee character while intentionally minimizing his defenses against enchantments to give GM tools (his dominated character) to kill the party.
How does this NOT break the "Don't be an ass" rule we have in place?
I would be...... Lets go with "Upset" if my character died to this.
Well when does 'diligent efforts' finish? I once had to fight one of my party members as he rather stupidly got possessed by a Shadow Demon. We (me and the other cleric) cast 3 protections from evil and two hold persons. (astonishingly enough the idiot had luck enough to save against those...but not the mind jar)
In the meantime, he had nearly killed the ranger (whose axe beak fled with his stabilzed body), put one other player to negs twice and put two others down by half.
It took BOTH clerics to put down him along with the others we kept healing up, the other critters the shadow demon had AND keep the others healthy. Even after I put him to -14, I was ready to cast stabilize..
But then the critter that took him came out, and I got to make a knowledge (Planes) roll to know it was either leave him or me.. and if I died.. only the ranger was safely away.
So, I guess by your terms.. I was a jerk because I decided to save the rest of the party and not him. My cleric's take.. needs of the many.. verse the one. She decided to let him die..and would have killed him..
Of course he stupidly kicked open the door while the rest of us were cleaning up the last fight.. because he was 'bored'.
I'm not sure how you think thats at all the same thing?
I have known one player with significant position in society play that who called out that they had specifically made a high lethality melee character while intentionally minimizing his defenses against enchantments to give GM tools (his dominated character) to kill the party.
How does this NOT break the "Don't be an ass" rule we have in place?
I would be...... Lets go with "Upset" if my character died to this.
There was a thread about paying for more content to try to raise the amount of money PFS generated for Paizo in order to possibly increase staff to handle increasing scenario output.
I had recommended having some sort of opt-in program similar to what RPGA did where players could have some sort of paid PFS membership that would provide some sort of non-mechanical benefit. Having some sort of way to vet actual book purchases would be worth the $ to me to be able to use photocopies rather than having to haul around crazy amounts of physical product. From what I understand this might actually help Paizo since physical, rather than .pdf, product is a main part of their financial strategy (see the many many posts by Vic about why there is no .pdf subscription plan) and continue to support PFS as their main tool for marketing at the same time.
I'm not sure what specific form it would take, but might be an alternative to "have VO's sign off" (especially as there are hundreds of VO's out there and it's doubtful a VO from CA would recognize the signature of a VO from GA).
As pointed out upthread yes there could have been reasons this happened, maybe the players ran out of the room as soon as warned, maybe X other thing happened. The game is dynamic.
I cant imagine running a game like..
GM: Tells the players the kobolds warn them.
Player: "ok as you know i had expeditious retreat up so i run out to meet them, my speed is 70 and i double"
GM: "you cant, the adventure says the fight is in here"
In our game, right before the waves started some players were going to go out and free the statue person. that would have changed the location.
Special Attacks:
Breath Weapon 1d8:
15 ft. cone of fire / 30 ft. line of fire; Reflex Save DC 15 halves the damage
On failed save the target also catches on fire. The DC of the Reflex save to put out the fire is equal to the wyrmer's breath weapon DC. The wyrmer adds 1/2 her class level to the fire damage taken
each round by creatures set ablaze by her breath weapon
Spell-Like Abilities: At will - Cure Light Wounds (heal 1d8+1 HP; A creature can only be healed by this ability once every 24 hours)
Statistics:
Str 10 (+0)
Dex 14 (+2)
Con 18 (+4) (16 +2(race))
Int 10 (+0)
Wis 10 (+0)
Cha 14 (+2)
Traits:
Deft Dodger
Feats:
1[human]: Extra Dragon Art
1[character]: Extra Dragon Art
Skills:
5 per level =4(class) +0(Int) +1(race) +1 favored class @ lvl 1 6 total
Racial features:
+2 to any ability score
bonus feat
bonus skill point per level
Wyrmer Class Features:
Weapon and Armor Proficiency:
A wyrmer is proficient with all simple weapons and with her natural weapons. She is proficient with light armor but not with any other type of armor or shields.
Breath Weapon (Su):
At 1st level, a wyrmer gains the breath weapon of her eponym, channeling draconic energy derived from her dragon emblem. This breath weapon can be used at will as a standard action. The breath weapon deals elemental damage matching the energy type of the wyrmer's dragon emblem (see below). The breath weapon's area of effect is either a 15-foot cone or a 30-foot line, dependent upon the wyrmer's choice of dragon emblem. The breath weapon's damage is equal to 1d8 per odd-numbered class level of the wyrmer. A successful Reflex save (DC = 10 + 1/2 the wyrmer's class level + her Constitution modifier) halves the damage of the wyrmer's breath weapon. A wyrmer can always choose to be immune to the effects of her own breath weapon. Wyrmers can select the feat Ability Focus (breath weapon) to increase the DC of their breath weapons by +2.
Draconic Affinity (Ex):
The wyrmer gains a bonus equal to 1/2 her class level (minimum 1) on all Knowledge checks pertaining to dragons and on all Charisma-based skill checks made against dragons. This bonus also applies to the focus skill of the wyrmer's dragon emblem.
Dragon Arts:
At 1st level the wyrmer learns one dragon art, a mystical draconic ability that is usable at will. The wyrmer learns additional dragon arts as she gains new class levels, as per Table: Wyrmer. The wyrmer can only select her dragon arts from the list of lesser dragon arts at 1st level. Beginning at 6th, 12th and 16th level, she also gains access to the list of improved, greater and true dragon arts, respectively.
For a complete list of wyrmer dragon arts, see the Wyrmer Dragon Arts document.
Dragon Emblem (Ex):
Each wyrmer is dedicated to a specific kind of chromatic or metallic true dragon, selected at 1st level. This is called the wyrmer's dragon emblem, and once chosen it cannot be altered. The wyrmer draws upon her dragon emblem to fuel her draconic powers and it influences many of her class features, as noted specifically in each one. A wyrmer's choice of dragon emblem is not dependent upon her alignment. While it is common for a wyrmer to match the alignment of her emblem, some wyrmers have other affinities for their dragon emblem than merely moral ones.
Gold Dragon Emblem: Alignment: LG; Breath Shape: Cone; Energy Type: Fire; Focus Skill: Knowledge (pick one (Nature))
Resilience (Ex):
At 1st level the wyrmer gains a +2 bonus on all saving throws against paralysis and magical sleep effects. She also gains energy resistance 5 against the energy type of her dragon emblem. The wyrmer's own breath weapon furthermore ignores an amount of energy resistance against its energy type possessed by any creature affected by it equal to the wyrmer's class level.
At 5th, 10th and 15th level, the wyrmer's saving throw bonus increases by +2 and her energy resistance increases by 5. At 20th level, the wyrmer becomes immune both to paralysis and magical sleep effects and the energy type of her dragon emblem. The wyrmer's own breath weapon now completely ignores all resistance against its energy type, though it is still negated by immunity to that energy type.
Tongue of Wyrms:
The wyrmer gains Draconic as a free bonus language at 1st level.
Dual Breath (Su):
Breathwrights are the undisputed masters of the dracolung, able to adjust and mold their breath weapons with a precision and speed regular wyrmers can only dream of. At 1st level when the breathwright selects her dragon emblem, she can use her breath weapon as either a cone or a line, regardless of the dragon emblem's breath shape. At 2nd level when the breathwright gains the dracolung ability, her breath weapon is enhanced both in cone and line form. At 6th, 10th, 14th and 18th level, the breathwright likewise attains two new enhancements, one for her breath weapon in cone form and one for her breath weapon in line form.
This ability replaces the saving throw bonus granted by the resilience class feature, draconic weapon and scales.
Dragon Arts Known:
Augmented Breath Weapon (Su):
Targets that fail their Reflex saves to halve the wyrmer's breath weapon damage also incur an additional effect, depending upon its energy type. The wyrmer must expend a swift action as part of using her breath weapon to add this augmented effect. None of the abilities listed below stack with themselves to extend the duration of their effects.
Acid: The target takes 1d6 points of additional acid damage for a number of rounds after having been affected by the breath weapon equal to 1/2 the wyrmer's class level.
Cold: The target gains the staggered condition for 1d4 rounds.
Electricity: The target becomes stunned for 1 round unless it succeeds on a Fortitude save.
Fire: The target catches on fire. The DC of the Reflex save to put out the fire is equal to the wyrmer's breath weapon DC. The wyrmer adds 1/2 her class level to the fire damage taken each round by creatures set ablaze by her breath weapon
Draconic Senses, Lesser (Ex):
The wyrmer gains low-light vision and darkvision out to a range of 60 feet. If the wyrmer already possesses darkvision, its range is instead increased by 60 feet.
Touch of Vitality (Sp):
The wyrmer can heal the wounds of living creatures by touch. The wyrmer's touch of vitality functions as per cure light wounds. This improves to cure moderate wounds at 4th level, cure serious wounds at 6th level and cure critical wounds at 8th level. Using this ability requires a standard action, or alternatively a swift action if the wyrmer is targeting herself. It has no effect on undead. A creature can only be healed by this ability once every 24 hours
Gear/Possessions:
Dagger (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 2 gp
Dagger, cold iron (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 4 gp
Crossbow, light (1d8, 19-20/x2, 80 ft., P, 4 lbs.) 35 gp
Crossbow bolts (10) (1 lb.) 1 gp
Crossbow bolts, cold iron (10) (1 lb.) 2 gp