Drow Dancer

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. 34 posts. No reviews. No lists. No wishlists.


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Name of PC: Lam Mi-Cha

Class/Level: Elven Bard 1

Adventure: The Summer That Never Was

Catalyst: Her family home: Her childhood stuffed toy

Story: The party stopped at Mi-Cha's home to check on her family on the way to the Matsuki Estate to get Hai-Er to her husband. While there, Mi-Cha went to get her potions of healing. As she moved her stuffed unicorn that was sitting on top of them, it suddenly animated and gored her in the throat with its horn (Bloodthirsty Toy haunt, critical hit, death by massive damage).


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eboats wrote:
Which way are you ruling Jagged Berms?

As per your second diagram because of the words you have highlighted, cube-shaped and sides.


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ShockAndAwe wrote:

I fleshed out the rest of The Broken Tusk Following here:

All Members of the Broken Tusk Following

If anyone needs prompts for additional NPCs this should help.

Thanks! I had planned to do this myself and saw you already had, so just modified it for my game.


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keftiu wrote:
willfromamerica wrote:

Book 2 seems very promising from what I’ve read so far. Each chapter is a trip to a different area of Geb, and while the purpose of each trip is to hunt down a different hag, the methods by which the PCs do so varies considerably.

In terms of spot checking, it looks like one of the new spells, Web of Influence doesn’t list what traditions it’s available to. I would probably lean toward it being arcane and occult.

How viable, in your eyes, would a Changeling PC related to one of the hags be?

Very viable. My group is getting ready to start book 2 and has a Changeling PC that is related to Sahni and doesn't know it yet.


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Smoagendash II wrote:

For the dinner with Ortagar, I really want to channel some Sean Evans (Hot Ones)and inflict the PCs with increasingly spicy hot sauces throughout the meal. My Ortagar actually is a bit of an evil mastermind who knows about the contract and is sending the PCs in to see if it is still there or if the three fingers gang has stumbled across it. Of course, the PCs won't know this and will surprised when goons show up after the bank run to relieve them of the contract.

The point of the hot sauce challenge is distract the PCs (and players) from any strangeness from from Ortagar, who will be trying to subtly feed the PCs the answer to the Builders' Vault riddle("Death and secrets"), which I don't think shows up anywhere else in the adventure.

The exact phrase "Death and Secrets" is tattooed on the skin that the key to the Builders Vault is wrapped in.


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gesalt wrote:
Psychic is adequate, but ultimately, it's biggest contribution is as one of the most loaded archetypes in the system. It has the added bonus of not having any skill requirements on its archetype casting feats so it imposes no additional build constraints on characters that take them.

Skill requirements on psychic archetype casting feats were added by the FAQ.


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Gortle wrote:
Thorn wrote:
Gortle wrote:
So how would you build it then?

I wouldn't say it is fully optimized, but here is what I am using.

Str 10 Dex 14 Con 14 Int 10 Wis 12 Cha 18
Ancestry: Human, Dhampir 1st: Adhyabhau, 5th: Feed on Pain, 9th: Multitalented (Rogue), 13th: Form of the Bat, 17th: Symphony of Blood
General Feats: 3rd: Ancestral Paragon (Arcane Tattoos - Evocation), 7th: Toughness, 11th: Diehard, 15th: Fleet, 19th: Canny Acumen (Reflexes)
Class Feats: 2nd: Sorcerer Dedication (arcane bloodline), 4th: Basic Sorcerer Spellcasting, 6th: Divine Access (Charon), 8th: Debilitating Dichotomy, 10th: Bloodline Breadth, 12th: Expert Sorcerer Spellcasting, 14th: Mysterious Repertoire, 16th: Forestall Curse, 18th: Divine Effusion, 20th: Master Sorcerer Spellcasting
Skills: Arcana, Intimidation, Stealth

I considered dropping Forestall Curse and either Divine Access or Bloodline Breadth for Advanced Revelation and Divere Mystery (Whirling Flames or Interstellar Void).

Not a lot different to what I did, you have a more positive attitude about the curse. I took a familiar and a spellbook, over Divine Access, and Debilitating Dichotomy. Not sure what the Rogue Dedication is giving you skills plus light armour for one level?

What I want is to see an idea like Divine Access Nhimbaloth (1 Grim Tendrils, 2 Entangle, 5 Cloudkill) To use CloudKill as close range. But I'm unconvinced that either the effect or the curse is strong enough to be worth it.

That is a fair assessment. The rogue dedication was purely a roleplay choice. If I was going to optimize, I'd replace all the sorcerer feats too. I thought about it when first creating the build, but the sorcerer part fit his backstory too well to give up. I had some rough ideas what I might do instead but never fully fleshed out the feat selections.

My attitude towards the curse started out like yours. I had already played a flame oracle and wanted to play another oracle with a different mystery. Flavor wise, I really liked bones but hated the curse. I ended up deciding to give it a try and found it not to be nearly as bad as I had anticipated. In my playing experience, the flames curse was more often a detriment then bones.


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Gortle wrote:
So how would you build it then?

I wouldn't say it is fully optimized, but here is what I am using.

Str 10 Dex 14 Con 14 Int 10 Wis 12 Cha 18
Ancestry: Human, Dhampir 1st: Adhyabhau, 5th: Feed on Pain, 9th: Multitalented (Rogue), 13th: Form of the Bat, 17th: Symphony of Blood
General Feats: 3rd: Ancestral Paragon (Arcane Tattoos - Evocation), 7th: Toughness, 11th: Diehard, 15th: Fleet, 19th: Canny Acumen (Reflexes)
Class Feats: 2nd: Sorcerer Dedication (arcane bloodline), 4th: Basic Sorcerer Spellcasting, 6th: Divine Access (Charon), 8th: Debilitating Dichotomy, 10th: Bloodline Breadth, 12th: Expert Sorcerer Spellcasting, 14th: Mysterious Repertoire, 16th: Forestall Curse, 18th: Divine Effusion, 20th: Master Sorcerer Spellcasting
Skills: Arcana, Intimidation, Stealth

I considered dropping Forestall Curse and either Divine Access or Bloodline Breadth for Advanced Revelation and Divere Mystery (Whirling Flames or Interstellar Void).


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Domain Acumen: I saw that several of your builds take this feat. Maybe it is a personal thing, but for most mysteries I don't see the need in having both initial domain spells. I would rather take cantrip expansion or a dedication feat. Perhaps you missed that all oracles start with one initial domain spell?

Debilitating Dichotomy: SuperBidi and HumberGamer are correct; it is a great spell. Even if you aren't a dhampir with Feed on Pain like my Bones oracle. Which leads us to...

Bones: I don't have any difficulties with the curse, and it isn't unusual for me to purposely advance it quickly. The minor curse is only really annoying at lower levels when magical healing is less readily available. The hit point loss from the drain on the moderate curse, is mostly made up with a single application of Soul Siphon if the target has a successful save. On a failed save, you gain more than you lost. The minor negative to fortitude saves is more than made up with the various bonuses versus disease, poison, and death effects...most of which are fortitude saves. The major curse could get you killed, but, in my experience, is scarier than it seems. Sure, you're one step closer to death, but you can choose to directly control every other step along the way.


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Claxon wrote:
How about Dire Sloths? And Rodents of Unusual Size?

Rodents of Unusual Size? I don't think they exist.


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Blave wrote:
Thorn wrote:
By my reading, those two do not interact. You will get three lore skills from Time Traveler that do not automatically increase. You will get a different lore skill from Gnome Obsession that does automatically increase in proficiency as listed.

But Gnome Obsession usually also increases the Lore skill granted by your background. It would be weird to not get those increases because you happen to get multiple Lore skills from your background.

I personally would probably allow it. But since this is a specific question for PFS, I'm not sure my judgment really matters. Doens't PFS have its own subforum for rules stuff? I honestly don't know since I don't play PFS.

You're right. I read it too quickly the first time. I don't play PFS either. I would probably have the player pick one of the lores to automatically increase, but it wouldn't be game breaking to allow all three.


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By my reading, those two do not interact. You will get three lore skills from Time Traveler that do not automatically increase. You will get a different lore skill from Gnome Obsession that does automatically increase in proficiency as listed.


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1 - 5: An errata and FAQ that was updated several times a year.


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You can take it, but you will have to use intimidate for the check. Scare to Death is not a Demoralize check.


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A Heal will damage a Dhampir.

https://www.youtube.com/watch?v=Sd7XQMuuLWk


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Taja the Barbarian wrote:

The typical fundamental flaw with this sort of build is: What do you do with your prisoners???

Generally speaking, fantasy campaign worlds don't have extensive prison systems because they are extremely expensive to run (you have to feed, cloth, and care for (to some degree at least) the prisoners while paying people to guard and manage them) and fairly ineffective once you start taking magical abilities into account: A high priority prisoner might be kept at a castle/fortress, but that goblin tribe that has been raiding the local trade routes will probably just be executed if you bring them back to the village alive.

So, what do you plan to do with that ghost you just captured somehow???

Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?


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Kasoh wrote:
Virellius wrote:

I personally think levelling up to 2 AFTER part 2 of the book seems strange. I haven't added up all the XP, bonus or otherwise, but does this track with everything they fight?

Going through the menagerie and then the Hostage Situation at level 1 is... wow. Gonna be tough.

If I've done my encounter to xp right, which I can't guarantee, it looks like:

Assuming highest xp awards per encounter.
Noise Complaint 80 xp +30 story xp. 110
Pickle Fight 50 xp (160)
Mugging 60 xp (220)
Risen dead 80 (300)
Apprentice 40 (340)

340 going into the Zoo

Beaktooth 80 xp (420)
Green grocer 80 xp (500)
Smithy 120 xp (620)
Concessions 60 xp (680)
Penguin Pool 60 xp (740)
South Hall 60 xp (800)
Ankhrav 80 xp (880)
Story Award 80 xp (960)
So the Zoo puts the party at 960.

It might be worth it to add another 40 xp encounter to the previous day if you want them to level up before the hostage situation.

Thanks! I had planned to do this.

It appears you missed two sources of experience. The explosive barrels hazard in the Pickle Fight (12 xp) and returning Jerov to his father after the Ankhrav (30 xp), which conveniently makes the total xp possible 1002.


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Deadmanwalking wrote:
Thorn wrote:
Wouldn't this also mean they don't have a turn to end and so wouldn't take persistent damage?
Possibly not by a technical reading. Unlike the Slowed/Quickened thing that doesn't add anything to the game though, so I'd ignore it.

I would disagree that that slowed/quickened adds something to the game, but that is a subjective opinion. I like my rules to be relatively consistent and don't want to have to figure out on a case to case basis when a zombie has a start/end of turn and when it doesn't.

I think a better argument is that the zombies slow 'feature' and the slow spell both give slow 1 (unless the save is a critical failure) and redundant conditions don't stack.


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Deadmanwalking wrote:

Technically, minions do not have a turn and Slowed kicks in when you take your turn, so they have two actions.

Whether that's intended or your GM will agree with it is another question, but those are the RAW.

Wouldn't this also mean they don't have a turn to end and so wouldn't take persistent damage?


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At level 1, the sorcerer knows the first level granted spell from their bloodline plus two additional first level common spells of their choice.

At level 2, the sorcerer gains a first level spell slot, so also gain another first level common spell of their choice to add to their repertoire.

At level 3, the sorcerer gains three second level spells slots, so gain three second levels for their repertoire. The first of which will be the second level granted spell from their bloodline.

All spells except cantrips, 10th level spells, and focus spells follow this progression.

So at 20th level, the will know a total of 36 spells (four of each level of spell 1st through 9th. One spell of each spell level will be a signature spell. Additionally, the will know 5 cantrips (one of which will be granted from their bloodline), as well as 2 10th level spells.


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I would let them stack but probably use the multiplying rules (CRB, p. 444). So the example of a 10th level character with a Con Mod of +2 used by Old Man Robot would end up with a recovery rate of 60 hp.


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They are both correct. The general rule is that animal companions can only have one specialization. The druid feat bypasses the general rule and allows your animal companion to have three specializations if you decide to take the feat multiple times.


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You are more likely to gain panache with Battledancer than the other styles. The number of targets for fascinating performance goes up as you skill level does. Expert is four targets, master is ten, and legendary is unlimited.


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Thank you both.


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I think I have this wrong but am having difficulty figurine out why. Hopefully someone can clear up my confusion.

Subordinate Actions (p. 462): Using an activity is not the same as using any of its subordinate actions.

Sneak Attack (p. 181): If you Strike a creature that has the flat-footed condition...

Twin Feint (p. 183): Make one Strike with each of your two melee weapons...The target is automatically flat-footed against the second attack.

My understanding of the above is that that only the basic Strike action would qualify for sneak attack damage. The Strike in Twin Feint is a subordinate action,so isn't the same as a Strike and therefore you wouldn't apply Sneak Attack damage.


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Corey Young wrote:
Thorn wrote:
Unfortunately, my circumstances have changed and I can no longer afford either my Pathfinder or GameMastery subscription. Please cancel both. Thank you for producing such a high quality product, I have enjoyed everything I have received.

Thorn,

Thank you for letting us know. Your GameMastery and ongoing Pathfinder subscriptions have been canceled. The transition Pathfinder subscription isn't costing you anything at the moment, but do you want it canceled as well?

Yes, please convert it to store credit.


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Unfortunately, my circumstances have changed and I can no longer afford either my Pathfinder or GameMastery subscription. Please cancel both. Thank you for producing such a high quality product, I have enjoyed everything I have received.


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No, the question is; "Can anybody cast dispel magic?" Your caster has to beat DC17, but if they do she plummets 180ft for an average damage of 63.

Incorrect. She floats down 60' per round for 1d6 rounds as per the fly spell.


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On page 3, it says 1d4 townsfolk die each day for the first two days and then increases by 1d4 for every day thereafter.

On page 5, it says the journey takes a little more than three days (for a party moving at speed 30) or five days (speed 20) one way. Not counting time for exploring or resting.

Page 3 also states, once forty townsfolk die the malady has run its course.

Doesn't this make it near impossible for the party to complete the mission in time to save anyone ? The average death toll for six days would be 40 and I imagine most parties would have someone at speed 20. Even at speed 30 most parties would be likely to fail.


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Group of 4.


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Sea Wyvern's Wake...TPK...Flotsam Ooze


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1) Eyvindr (Male Dwarf) 3 Crusader/2 Fighter
2) Josephine (Female Human) 5 Cleric (of Kossuth)
3) Tauriana (Female Elf) 3 Scout/2 Swordsage
4) Anorillion (Male Human) 3 Human Paragon/1 Sorcerer/1 Rogue


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There have been two so far in the game I'm running.

1) Ripclaw. Spends 5 rounds without landing a single hit before dying.

2) Bua Gorg. The cleric casts summon monster III, bringing forth two uncontrolled dretches. One casts stinking cloud on Bua, catching Drevoraz in the area. Both miss their saves and both are nauseated for 5 rounds after leaving the area. Both die before recovering.


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The stat block for Navesh Wyvernsting on pg 20 is missing Evasion, Trap Sense +1, Sneak Attack +2d6 and death throes.