oddsprout's page

Organized Play Member. 21 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.




I'm playing a devotee of Pharasma in the Mummy's Mask AP (No spoilers please). With the heavy Egyptian theme going on, I have a feeling scarab enemies/swarms will happen. If not, that's a relief... but if there is an encounter... well... From Faiths of the Balance: "As her follower, you are forbidden to kill her psychopomps, such as whippoorwills and scarabs, for they are the goddess’s eyes and ears." Options? Pray for mercy? They're still insects, and it doesn't mean they're always or ever doing her will necessarily BUT its still forbidden taboo to kill them. How can my character deal with them within the bounds of his faith?


A Greataxe deals 1d12 damage.

Primal Warrior Stance:
By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it's greatest effects. The initiator ignores difficult terrain when charging while in this stance, and whenever he is subject to a size modifier for CMB checks or to his CMD, the disciple is treated as one size category larger if doing so would be advantageous to him. He is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. Additionally, any melee weapon, unarmed strike, or natural weapon is treated as if it were two sizes larger. The benefits of this stance stack with abilities or effects that increase the initiator's size (such as enlarge person).

Our Greataxe goes from dealing 1d12 damage to 4d6 damage.

Vital Strike:
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

With Vital Strike it hits for 8d6 damage?


The campaign is set in an ocean world, so much of our time is spent on our ship sailing around (lots of "downtime" makes crafting a real option?). We're currently level 6 and the party has 2 druids and a barbarian. One druid is healing/support focused and the other is an archer? (Not sure yet.)

This is my stat array from highest to lowest: 18 17 16 13 12 11. Before racial modifiers and level 4.

I want to play a martial tiefling, one who kicks down the doors, charges in, and leads a boarding party, but I'm really flexible on class. I've never had such a strong stat array that could support the more MAD builds before and wanted to find suggestions.


I'm looking for opinions on my DM's house rules about AoO's:

Attacks of opportunity can ONLY be a single melee strike. No trips, disarms, or sunders. (Unless you have it "always on", like a wolf's trip)

also.. somewhat related:
You can't ready an action to strike a spellcaster if they start to cast a spell.