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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:
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:
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:
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:
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
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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Blave wrote:
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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Taja the Barbarian wrote:
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:
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.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Deadmanwalking wrote:
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:
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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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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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:
Yes, please convert it to store credit.
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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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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. |