Elf

tbrminsanity's page

10 posts. 1 review. No lists. No wishlists.


RSS


Where is the Juju Oracle from? I can't find it on the PRD.


My GM is the owner of Purple Duck Games. He'd probably make me create an archetype that he could potentially sell. My original goal was a Shaman character, so maybe a Shaman Archetype with their Spirit spells being all "dead" focused.

I'll look through the Juju Oracle though.


Sounds like I should focus on the Oracle first, then check out the Witch. Which gets more "dead" spells (raise undead, speak with dead, etc)? Is there any benefit to dual-classing (to get the best of both worlds)?


When the Shaman first came out I was overjoyed. I've played Shadowrun form many years (it was my first RPG and I've played every version since 2nd edition) and I always thought the Shadowrun Shaman would fit in very well with the Pathfinder setting. I set out to make a shaman that would;
* Communicate with the spirits/dead
* Call on the spirits for help when needed
* Summon spirits of nature/man to aid the party (both in combat and out of combat)
* And most importantly, work to put the spirits are rest.

The Bone Shaman looked to be the best fit, but there are some drawbacks;
* Lack of the ability to communicate with the dead/undead
* Lack of the ability to summon spirits or the undead
* Most necromantic characters are "evil"

How would your flesh out this character concept in Pathfinder?
As a DM, would you allow a "good/neutral" necromantic character, who's necromantic power comes from a desire to help the dead/undead rather than control them, or are all necromantic characters doomed to be "evil"?


The Rot Grub wrote:

I played in a PFS game with a Level 1 witch character named Griselda who came onto the spaceship in the scenario VERY pregnant. She shot off ranged attacks from the back of the group while suffering from the Exhausted condition.

Of course, Griselda being a witch, her pregnancy was not of the normal variety. She eventually died after saving the group from certain death, but in her death throes she gave birth to my 2nd PFS character: a fully-grown halfling adult male bard. He was still slick from childbirth, but he came fully equipped with his adventuring gear.

The GM was none too pleased. He disallowed me from playing the halfling. (Heh, I probably would've done the same.)

Slow clap


Ms. Pleiades wrote:
Castilonium wrote:
tbrminsanity wrote:
* Birth: Childbirth lasts 1D20 hours, of which the mother takes 1D4 non-lethal damage per round until unconscious, then she starts taking 1D4 damage per round till end of childbirth. The mother may attempt a Fort Save (DC 10 + number of hours that have passed), to negate non-lethal damage, and half lethal damage. At the end of Childbirth both mother and child gain Dying condition (even if they have positive hit points), and must roll to stabilize or die. Mother gains Exhausted condition after childbirth.
Holy Pharasma. People would be extinct if childbirf were that deadly. A commoner with 10 constitution would take an average of 750 damage in the first hour alone.

This is why people should check their posts for errors. I have a suspicion they meant 1d4 nonlethal damage per hour.

Also, I'm sure there are some women who'd be calling for 2d20 rolls for the duration of childbirth.

Actually I did mean 1D4 non-lethal per round. I was brainstorming.


1 person marked this as a favorite.

If you want to have a unique playing experience I would look at pregnancy (and it's in game effects) from the effect is has on the body during the three trimesters.

1st Trimester:
* Morning Sickness: As sunrise the character gains the Nauseated condition for 1D4 hours.
* Increased Sensitivity: The character takes 1D3 non-lethal damage every time she is hit for physical damage.

2nd Trimester:
* Quickening: The mothering instinct starts to develop, +1 Will Saves
* Early Fetal Development: Reduce speed by 10'

3rd Trimester:
* Restricted Movement: Character gains permanent Fatigued condition.
* Restricted Mobility: Character gains permanent Staggered condition.
* Labour Pain: Character gains the Grappled condition for 1 round and is dealt 1D4 non-lethal damage. False Labour can occur up any time during the 3rd Trimester, but regular labour pains start prior to birth.
* Birth: Childbirth lasts 1D20 hours, of which the mother takes 1D4 non-lethal damage per round until unconscious, then she starts taking 1D4 damage per round till end of childbirth. The mother may attempt a Fort Save (DC 10 + number of hours that have passed), to negate non-lethal damage, and half lethal damage. At the end of Childbirth both mother and child gain Dying condition (even if they have positive hit points), and must roll to stabilize or die. Mother gains Exhausted condition after childbirth.


I would rule yes. You gain access to the spell as per your Spirit, but you must prepare the spell normally. This would put it in the 5th Spell Slot and not the 3rd Spell Slot reserved for an unmodified Fireball (though you would get a vanilla Fireball as well).


When applying the Bouncing Spell Feat ( http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#bouncing-spe ll ) to the Thorn Javelin Spell ( http://paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/thornJavelin.h tml# ), which occurs?

1. If a Dispel Effect is in effect, another viable target (ie your familiar) has an attempt to have the spell cast on them instead. This means you would have to have your familiar pass you the javelins so you can throw them (apply appropriate penalties in the mean time).
2. When making the ranged attack against a target, if the attack fails, you may make a second attack against another valid target. GM could rule that the target would have to be in the same flight path as the initial target, or have the thorn "bounce" off the initial target and strike at a target within 5'.
3. It does nothing, because the sickening effect of the spell can't find another valid target.


1 person marked this as a favorite.

Related question:
Would Purify Food and Drink also eliminate the effects of alcohol in a drink (removing the poison in the drink)?
I can see a common practice in groups to sit down and have the Cleric "bless" the food and drink the adventurers are consuming that night, to remove any attempts to poison/drug them. The side effect is that everything they consume would also be "dry". From a role-playing point of view, I guess the GM could describe their food and drink as "while satisfying your physical need for sustenance, his food and drink has been stripped of its uniqueness that sustains the soul."