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tonyz wrote:
I think I'll enjoy it too. The move speed is gonna hurt, but I think I can figure out ways around that. ![]()
I'm about to start a Carrion Crown game with some of my friends, and I've decided to use a character concept I've had in mind for a while. He's going to be a ratfolk Greed Magic Specialist with the Hallowed Necromancer archetype. I eventually plan to take the Bloatmage Initiate feat, and probably Varisian Tattoo. The problem comes when I'm picking my traits. I've decided I will take the Campaign Trait Inspired By Greatness to get +1 CL to a single spell (we're required to take one Campaign Trait). I am having a bear of a time figuring out what spell would be the best place to use a +1 CL on. Most necromancy spells don't really care about CL for more than duration. I could put this on a spell from another school of magic, or even one of the Cure spells I'll be able to cast, but it feels wrong to do that. Does anyone have any advice on a good spell for +1 CL for a Necromancer? ![]()
I'm building a gnome cavalier for PFS and I have a boon to take a giant weasel as my mount. It sounded pretty cool to me, but isn't really that strong. The main benefit of a weasel over a creature with more strength like a wolf is that the weasel gets the blood drain extraordinary ability. To help remedy the situation of low strength I've decided to take Order of the Beast (ACG) so I can turn my weasel into a faster or otherwise more useful creature if I need to. What I want to know is if my weasel keeps the blood drain ability when it uses beast shape II to turn into another animal. The polymorph subschool says it loses all extraordinary abilities that are based on its original form. So is blood drain based on the weasel's form (and thus doesn't stay when it beast shapes), or is it based more on a technique or strategy that weasels emloyee when they bite (and thus does stay)? ![]()
I think I ran the same combat at you, I treated the animated tendrils as separate creatures for purposes of the grapple rules, not causing the creeper to count as grapple and to grapple multiple people at once. It was a mistake. I killed everyone and ended the campaign there with everyone upset. So if I ran it again I would only let it grapple one thing and give it the penalty. That's just me, and is in now way backed up by the rules. ![]()
Looking through the Occult Adventures book, I noticed that the range at which you can pick up a target with the Foe Throw infusion still isn't listed and in the Telekinetic Blast ability (which Foe Throw modifies) the range is given as, "near by" for the object which is being picked up and the thrown object has a range of 30 feet. I was wondering if we could get clarification on the correct range for picking up a target with Foe Throw or with Telekinetic blast. ![]()
Cap. Darling wrote: So you wont use what you consider cheese to help the party but you will use it to ruin your own fun with slumber and Ice tomb hex. Is that rigth? I can undestand why it is your least fun character and i can also undestand how you become the most powerfull. Slumber Hex and Ice Tomb are not really cheese, just very strong abilities. They are standard abilities that the class gets that I would say are the best Hexes available at each tier. It would be unwise to avoid them. Whereas Hex Vulnerability gets around a core balancing factor that allows the hexes to be so powerful; each hex can only target a specific creature once per day. I think as a debuff that allows a save I probably would never cast Hex Vulnerability, but as a buff on an ally to allow large amounts of out of combat healing or in combat buffs (extremely powerful buffs at that) the spell becomes at bit too good and enters cheese territory. ![]()
alexd1976 wrote:
I'm playing a witch in Rise of the Runelords right now. We just finished book 4, and I have to say, it is my most powerful non-Mythic character by far, and not just because my next highest character is level 12. That being said, it is also my least fun to play character. So many of the spells on the witch list are single target save-or-suck or save-or-die spells that just aren't needed because Slumber Hex and Ice Tomb hex are just so good. I'm not going to use Hex Vulnerability because I think it's cheesy in a non-fun way. Some of my party members have complained about that, but they aren't playing the character so they can get over it. I think I'd like witches more if they either had stronger hexes and worse spell-casting ability, or weaker hexes and a better spell list. Right now, without trying, I'm by far the most powerful character in my party. ![]()
While not answering your question, you can essentially get double the bonus on Aid Another with the Helpful trait. It's a Halfling race trait that gives a +4 bonus on Aid Another instead of +2. In my PFS game the party fighter is combining Helpful and the Bodyguard feat to give PCs who are attacked in his reach +4 to AC. It's fairly cheesy. |