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So a disclaimer to this I'm aware that first and foremost as long as this backstory is ok with the DM then it is a "viable backstory", but I would like to keep the backstory as "lore appropriate" as I can as I feel that's part of the fun challenge of playing a cleric. So I've got an idea for a Lawful Neutral seperatist archetype cleric of Zon Kuthon who will have the Darkness and Healing (Medicine) domain. They grew up in Nidal and are very experienced and learned in the "traditional" teachings of Zon Kuthon and is also very practiced in "mundane" medicine, i.e treating diseases, deadly wounds etc. They do genuinely believe in the Kuthite beliefs of using pain to overcome all and that receiving pain and inflicting it is the way to discipline oneself and others to find true enlightenment. Now the part that differs from traditional Kuthite beliefs are they do genuinely have a desire to heal the sick, wounded, and downtrodden (without painkillers of course). They would gladly help any injured peasants free of charge and seeks to make the world a safer place. Now so far that sounds like a lawful good person which I can't be and still be a cleric of zon-kuthon but this would be counteracted by despite their genuine wish to help people who need it, they would have no issues inflicting unimaginable pain on those they feel wish unneeded harm on those same downtrodden or their allies. And that same wish to help people doesn't extend to when they're dead, at that point their pain has ended and they would have no problem using their body to further my clerics cause (animating the dead and such) It's a bit of a mishmash but there's a bit of hoops I'd have to jump through to get a cleric of Zon-Kuthon to be a functioning not antagonistic member of a long running adventure. ![]()
Belafon wrote:
The rest of the party is a drunken monk, a cleric and a bow using ranger. But thanks for the answers! Glad to know I've been doing it right when I first picked up the class trying to understand it melted my mind a bit. ![]()
So I've been playing a Kineticist for a while (I'm Level 5). The stats for this that matter I believe are I have a Dex of 18 and a Con of 21. The feat I have that applies to this is Point Blank Shot. We've been playing for a few months now and it seems like I've been doing significantly more damage than the rest of my party so I just want to check to make sure I'm doing things right. At the start of each day I take a point of burn to increase my shroud of water armor bonus to 5, also activating my +1/+2 elemental overflow to my blasts. My to hit bonus with the blasts are 1 (from elemental overflow) + 7 (my BAB and dex mod) +1 (depending on if i'm in point blank shot range) 1+7+1=9 The damage I do is 3d6+4 (Half of my con/2 is 2 + 2 for elemental overflow) +1 if point blank shot. A frequent turn of mine is to either stand still or 5 foot step, move action gather power, empower blast. So 3d6+4 x 1.5 so I regularly do 20+ damage in a blast. Does all of this sound correct and I'm following the abilities of the class correctly? ![]()
So the burning infusion for the kineticist says, Saving Throw Reflex negates "Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished." The rules for catching fire say, "If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round." So my question is, if I hit a foe and they fail their initial reflex save against the burning infusion, do they take that damage immediately alongside the blast damage? Or do I wait until their turn to do the burning damage which would allow them another reflex save to avoid it? ![]()
My group ran into a situation when grappling a spellcaster and couldn't find an answer. The creature was grappled and tried to cast a spell, but didn't want to provoke an AOO from everyone surrounding it (excluding the grappler who doesn't get an AOO). Does it make 2 concentration checks, 1 for being grappled, and 1 for casting defensively, if yes does it have to be in an order or how would that work? ![]()
I grok do u wrote:
Thanks for the advice! Yeah I was mainly thinking about the DFT for the level 10 benefit. I took the trickery(deception) domain for the ability to teleport into better positioning. I did recently learn about the evangelist prestige class which I would need deific obedience for and a feat called shadows shroud that would allow me to Stealth in broad daylight. ![]()
So I'm playing an Inquisitor of Norgorber with the Sanctified Slayer and Infiltrator archetypes and am currently level 6. My overall layout looks like this Half Elf Inquisitor 6
I know the Elven curved blade isn't the best weapon in the world but I thought it would be fun to use and at this point it does have the agile enchantment so it's dex to hit and damage. I've thought about getting Norgorbers Divine Fighting Technique but any other ideas would be appreciated! ![]()
Going through the paladin's divine bond ability and just to check, "Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level." The question is what is the purpose about the wording of what spell level it counts as? Is it just for the off chance that someone decides to counter the mount being summoned? ![]()
So I'm reading through the rules of polymorph spells in general and specifically at monstrous physique 2. The overall polymorph rules state that I get the resistances of the creature if the spell I polymorph with says I get those, for example beast shape 4 explicitly says I get resist energy 20 if a creature I turn into has an energy resistance. The question I have is does the same thing apply to a creatures damage reduction? With monstrous physique 2 I could turn into a 6 armed gargoyle which has DR/10 magic, since the spell doesn't explicitly say I gain a damage reduction do I not get it? ![]()
Just wondering how interactions between Ranger and the Hinterlander prestige class would work. If as a Ranger I take my first favored enemy as evil outsider and then at level 5 increase that bonus to +4, when I take the Hinterlander prestige class at level 6, does the favored enemy bonus stack to +6 if I were to pick evil outsider again? ![]()
So I have seen other threads about this topic, but no definite answers and unsure if I've missed one. A medium creature cannot wield a large 2 handed weapon according to the inappropriately sized weapons rules. However a lance says it can be wielded in one hand while mounted, so does that mean that A) A large lance cannot be used in any capacity, B) A large lance can't be used on foot, but can be used while mounted in one hand, or C) A large lance can't be used on foot, but can be used on a mount as a 2 handed weapon since it would be counted as a large one handed weapon? |