Grankless wrote: In more related conversation, uuugh I need to get off my ass and think about talking to someone about HRT stuff now that I'm on work insurance but like, man, spending money. Finally getting over that initial worry and talking to a doctor about HRT was one of the best decisions I've ever made. Here's to hoping things line up to let you do similar soon!
Diego Rossi wrote: A class, not a prestige class. When an effect of a prestigious affect a class it can't target prestigious classes Is it noted somewhere that prestige classes don't count as classes? I'd understand if the wording was "core class" or "base class" or something like that, but I figured a class is a class is a class?
In the Deific Obedience feat's text, there's wording to indicate you don't get both the Evangelist boons for normal level-up and the boons from a prestige class, but there doesn't seem to be anything indicating you can't get multiple boons from different prestige class sources. If you take Sentinel, then take Evangelist (setting Sentinel as your aligned class), do you get the boons from both prestige classes?
1) None of the core races really stand out to me as being favourites. They all have their places here and there, and occasionally I might make a core-race character to suit needs of the character I'm planning up (either because something like I really really need that +2str/+2int I can't get any way other than as a dual-talented human or because something in the flavour concept requires the core race), but I'm not all so excited about any of the core races that I'd jump up and say "this race is really cool!" 2) I'm a sucker for the weirdo races. I like the angelic/fiendish heritage stuff with aasimar and tieflings (and admittedly, the flexible stat modifiers and other nice bonuses their racial packages get are pretty handy too). I enjoy finding interesting ways to use the animal-like traits of all the animal-like races like tengu, kitsune, catfolk, etc. (and admittedly, I've got somewhat a thing for animal-like races in general). And kobolds are just pretty much the best thing ever in every way possible, right? 3) I really can't stand drow. I hate the common teenagery-edgydark "I'm just a misunderstood antihero because everyone else like me is evil but I'm really good at heart" type of drow. I hate the backstabby "only out for myself" standard drow. I hate that some people (not many, but there's a few!) seem to think Drow Noble is totally an acceptable player race to select. (41 RP! Net +8 ability score modifiers! A scattering of class abilities as racial benefits!) Pretty much in all my time playing, I've seen exactly one drow PC I've sort of liked... a CE self-absorbed sorceress who worked fairly well with the party simply because we helped boost her ego.
Potentially: 1 rogue / 3 wizard (pick up accomplished sneak attacker somewhere during this as well) / 2 arcane trickster, 2 harrower, 2 loremaster, 2 collegiate arcanist, 2 natural alchemist, .... Basically, the 1 rogue / 3 wizard with accomplished sneak attacker lets you qualify for arcane trickster. From there, keep dipping into prestige classes that provide full spell progression. You won't ever get any really strong class abilities and you won't ever become a true jack of all trades, but at least you're only one level behind on full spellcasting.
Since I've just found the item... if you're okay paying a bit of lip-service to Irori, consider picking one of these up!
Helm of the Mammoth Lord and Deliquescent Gloves don't really work together. The gloves would work well for adding 1d6 damage to your claws, but that's about it really.
Tyrant Lizard King wrote: For example; the unarmed strike and style feats wont help you if you wade into combat as a bear... no unarmed strike... unless you have Feral Combat Training! I would choose Claw since most forms have two of them. This allows you to use your style feats when you hit with claw attacks. My understanding of Feral Combat training is it's meant for use with flurry of blows (I've got a character who does just this with her bite attack) and with style feats that actually require use of unarmed strikes, like Boar Style or Snake Fang. The style chains I've been looking at foremost (Kraken and Wolf) don't actually require you to use unarmed strikes for any of their effects. In fact, Wolf Savage even specifically states you can use a natural attack. Tyrant Lizard King wrote: Another option is the old version of Animal Soul which allowed you to use spells that specified Animal as the target on yourself. Enlarge Person aint nothing compared to Animal Growth. The new version is still useful but I dislike that it replaced the old benefits. I do quite like the old Animal Soul feat. I can understand why that effect got errata'd away though, and it'd feel just a bit cheaty to try to take the old one, especially with the other allowances I've been given with this character. I'd rather not try to ask for yet another thing. :P (Also, new animal soul isn't really terribly useful for this character, considering he's outsider (native) by default.) Tyrant Lizard King wrote: Endurance and Diehard make you much more survivable. Toughness is not a good feat imho... +20 HP at level 20? Unfortunately, those aren't options with that particular bonus. Hell's Rebels gives a couple bonus feats to the PCs here and there as their organisation ranks up. That particular rank gives the choice of Toughness, Fleet, or Improved Initiative. Toughness isn't great, but extra HP is extra HP; and going first isn't always all that helpful for my character. I *might* go with Improved Initiative instead, though... Tyrant Lizard King wrote: Vital Strike chain. Grasping Strike, Winter's Strike and Faerie's Strike for added effects. Vital Strike is incredibly useful on a small number of druid forms, I'll admit. I kind of like packing on a bunch of rider effects with my attacks and chucking a fistful of dice though, rather than banking everything on a single roll. I do hope the druid player in my other group doesn't find these feats, though... Tyrant Lizard King wrote: Stalker's Focus to add temporary buffs to yourself in a combat That one's pretty cool! I might see about picking that up.
Humans are a pretty common enemy in most campaigns, so a +2 attack/damage/assorted-skills against them always isn't a horrible use of a feat. And in some cases where you've got the extra swift action and an extra spell slot, I *could* see it being useful in a fight. It's not such a crazy combo it'll blow anyone out of the water, but it's not exactly BAD either.
Another option to look into... though not entirely perfect to the exact setup Kenshin has, it's definitely a good fit thematically: an inquisitor (or something else with access to inquisitions) with the Redemption Inquisition. The 4th-level ability is super fitting. Plus, all the other goodies inquisitors get (good skills, great sense motive, etc) sort of fit in well with the idea too.
I've got a brutish sort of combat-focused druid I'm playing right now, currently level 7. I'm looking ahead at a few different feat options, and I'm trying to decide which feats are likely to work out well for him. Right now, he's got the following:
(Yeah, I took *that* feat. Tossed Extend Spell and Echoing Spell onto it, and I use it for stretching out the long-term party buffing stuff I do with my somewhat limited (14 wis) spellcasting ability. It's worked out well enough for us so far. Plus, the hilarity of a supposedly-stupid nature dude breaking out a set of blueprints and critiquing the architectural soundness of some complicated structure is fun.) Also, because we're playing Hell's Rebels and we get some bonuses I've picked up Alertness and Iron Will as bonus feats, because not missing shady dealings is nice, and there are some will saves (confusion!) that would be really bad for my character to fail. Based on the info in the player's guide, I expect I'll be picking up Toughness and a floating whatever-you-want bonus feat before all too long, too. As it happens though, I've not got a real clear picture of where I want to move forward from here. There's a few neat feats I could take up, and it's not exactly like I absolutely need anything more at this point, so it's more a matter of choosing things that will help me serve my role a bit better in the party (thrashing our enemies when things inevitably turn to a fight), or give me new fun options on shenanigans I can pull. Right now, some of the top contenders I've got kicking around:
Also sort of pondering taking up a style chain (would probably sneak into it with said item above). A couple top contenders for that:
I kind of want to make whatever I pick really count, y'know?
Granted, the extra spell known probably isn't a huge issue, since it usually only costs 20gp to get a spell scribed down (10gp for the ink, 10gp to bribe another wizard into letting you borrow their book) -- and by the time you're increasing your int, 20gp is pretty negligible. Still, always nice knowing official rules on stuff. :P
Say I have a Lamashtu-worshipping character who's naturally small-sized, but who can polymorph (for hours a day) into forms ranging from tiny to large (soon will be diminutive to huge)... The restriction "within one size category of the wearer’s size" in the second-to-last sentence of the mask's description, is that based on the wearer's natural size category, or their current (polymorphed) size category? On most items listing a size category restriction, such as the Ring of the Grasping Grave I assume this means the wearer's current (polymorphed) size category. Given the nature of the ability on the Demon Mother's Mask though, I suppose there's some room to assume it's limited to the wearer's natural size category instead. I may need some clarity on this so I can know for certain what creatures my character might have access to raising as an army...
I'm playing a... uh... druid. Name's Yak Tik. A mooncaller druid, onispawn (of kobold+demon parentage, rather than the standard human+demon stock) tiefling, five charisma... oh, and he's neutral-evil aligned. He's in Kintargo because some jerks from Cheliax cut/burned down his forest and drained his swamp. You know, the usual angry druid stuff. And well, now he wants to cut down some Chelaxian noblemen to express his anger! He sort of depends on the rest of his party to keep him in line... (he's basically not allowed to speak around strangers, or do just about any of the things he tries to start). The rest of the party are: Onispawn tiefling spiritualist, a "friend" of sorts from out east where forestyswamp used to be. She's got some scary ghost following her around, some guy who got murdered on orders from some dude in Kintargo apparently. She's the one who usually has to talk sense into my druid. "Human" (actually changeling) witch. She's pretty, and doesn't seem to be very strong or anything. Yak Tik feels a bit protective of her, because he doesn't trust she can look after herself. She thinks he's an idiot. Halfling ("baby man") ninja. Very sneaky. Tough to find. Shoots at people from the shadows. He's like a cute little baby. Yak Tik doesn't get to eat him, though. He's apparently got family in town and responsibilities at his parents' tavern, and he has a bedtime and has to go home every night and stuff. Yak Tik feels like the party's babysitting him or something! "Human" (actually a kitsune) rogue. The face of the party, and more -or-less leader and strategist and everything together. He's better at talking to people than most of the group (although most everyone except the two tieflings do reasonably well with it, at least). He changes disguises quicker than Yak Tik can blink, so Yak Tik's pretty sure something weird is going on with him. One of his alternate selfs (one the rest of the group doesn't know about) runs the inn where most of the group was staying at the start of the adventure.
I've taken away a divine character's powers once. Funny enough, it also happened to be in RotRL. She was a Neutral-Evil cleric of Urgathoa. She'd been having some run-ins with the rest of the party (particularly the Sarenrae-favouring Oracle) due to her undead-related-stuff, and when the whole deal at the end of Misgivings all came to light (she did not like the fungus-on-the-wall guy), she decided undeath really wasn't her thing, and started looking for somewhere else to turn. Ended up spending some time at the temple of Pharasma in Magnimar. Pretty sure Urgathoa wouldn't continue providing divine power after that, so we went through a week or so (while the party was following up with investigative leads in town) where the cleric didn't have any powers, and had to attend prayers and such at the Pharasma temple. She got back just her channeling for the first actual fight or two the party had after that, then fully gained Pharasma's confidence and power when the party came up against a certain Lamia Matriarch. That kind of stuff seems like the sort of roleplay the cleric cause is meant for; not being an a!+!$!% GM and taking away powers on a whim just to spite the player.
Matthew Downie wrote:
I've done that one actually! Had a good old-fashioned standoff halfway through book 2 of Mummy's mask when a bunch of rogues on top of a building knocked out the party's cleric in the surprise round, then kept readied actions to shoot him again (for the kill) if any party members made any sudden movements. Made for a great, tense scene!
I'm personally most comfortable with the "Floor counts as a single ally" approach. That makes the most sense (the ground is one thing, really, not multiple things. I'm pretty sure a wall would count as a single ally with this feat, and a pillar (even three+ squares high) would count as a single ally, etc. That interpretation also works quite well with the mouser idea. :P If it weren't for the gang-up requirements, it wouldn't be too bad to go after. As it is... four feats to get what you're after (with only marginal benefits other than the flanking thing) doesn't sound worth it unless you're a fighter, have no reliable flanking partner, and have more feats than you know what to do with.
For things like "Okay I punch the half-orc", I've usually given the instigator a bluff check (opposed by the victim's sense motive), and if it passes they get a surprise round. If it doesn't pass, that allows the target to notice something's up, and gives them a chance (if they roll high initiative) to act first.
The relevant rules text: APG wrote: An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. Unlike a wizard's starting spells text ("The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.") the alchemist class write-up doesn't strictly mention that the extra formulae from high intelligence have to be 1st-level spells. So my question: Can a hypothetical 20-int alchemist (+5 modifier) start play with 5 first-level extract formulae known (2 from base features and 3 from int mod) and 2 second-level extract formulae known (from the remainder of the int mod)? Obviously, he wouldn't be able to actually brew the second-level extracts until level 4, but could he have the two of them in his formula book from the get-go?
The tools I have at my disposal for causing damage are: 1) Nibbling -- Bite +1 (1d4-3), at level 8
The tools I have at my disposal for being awesome are: 1) Talking real good (+21 diplomacy, +20 bluff; heck, even 13 intimidate if I need it!)
But really, it's amazing the kind of things that can be done to help a mission outside of just straight up dealing damage. Debuffing can do wonders for the party if applied in the right way. My personally-preferred role in helping the party is the footwork, preparation part of things. On most missions, it's a bit surprising how much easier things are when you make a few contacts and figure out what you're getting into before you're knee-deep in it, and plan accordingly.
Weapon of Peace from the Champions of Purity booklet reduces the penalty by 2. Faction card for Silver Crusade lets you reduce this by another 2; so between the two of them you've got the option of attacking for nonlethal at no penalty. I'll be taking this for my swashbuckler, because I enjoy drawing the ire of my GMs and fellow players when I announce I'm dealing nonlethal damage and attempting to keep my foes from dying.
Almost every single character I've played in PFS proper has been able to, at the very least, cast some healing spells off wands. Sorcerer with high UMD and wand of CLW and wand of infernal healing, life oracle, inquisitor, barbarian with high UMD, hedge witch, paladin. With the exception of the life oracle (who's built to stand up front and do a mild amount of body-blocking, while also healing the entire party well), none of them would ever cast a heal mid-combat (except in the rare case where it's "heal this guy immediately or he DIES!").
Anonymous Visitor 163 576 wrote: I usually use imp. Init. as the bar for feats. If the feat in question is better than that, it's worth taking. Funny enough, I do about the same. People asking what trait they should take? "Well, if you can't think of anything else and haven't taken a combat trait yet, get Reactionary. If you can think of something better than Reactionary, it's worth taking that; but you can't go wrong with Reactionary." Similar logic can easily be applied to feats. That said, only my Witch has actually taken Improved Initiative. Most of my other characters need too many other feats too much more.
Yeah, I can't think of any scenarios where two or more of those locations are visited in the same scenario. There might be a couple, but if that's the requirement on that section... that's really quite difficult to fill out. I'm pretty sure it's meant to be read as BigNorseWolf and Streamwalker noted.
Turin the Mad wrote: Edit: only goes back 170 years. Aroden has been dead much longer than that. Except Aroden kicked the bucket (presumably) in 4606; 100 years ago at the time of the adventure path we're running (RotRL). Unless you count his ascension to godhood 10,000 years ago as the time of his death?
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