Miyaro

thesenchagamer's page

37 posts. Alias of Thymus Vulgaris.




I'm going to be playing a barbarian in a Pathfinder Legacy of Fire game, and I was thinking of taking the Gnoll Killer campaign trait.

Gnoll Killer wrote:
You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

I'd like to focus on the bolded line. I know that in 3.5 you had X fits of rage per day that would last for Y rounds, so with this trait your rage would last Y+1 rounds when fighting gnolls.

I was thinking of something like getting one round of rage for free when fighting gnolls, provided you still have rage left when you start raging.

Thoughts? Is this along the power of the trait as it works in 3.5? If not, what would you do differently?


Heya all.

My witch just reached level 2, so it is time for me to pick my second hex. I'm going to make this a debuffer, and my level 1 hex was Evil Eye. I was going to choose either Cackle or Misfortune second, but then I thought, "why?"

Why would I choose Misfortune over Slumber?
-Both target the same save
-They have the same DC

Pros for Slumber:
-Misfortune messes the opponent up by forcing them to roll twice, but Slumber takes them completely out of combat, and for a greater duration (until cackle enters the picture, but then that eats up all move actions)

Cons for Slumber:
-Mind-affecting, so doesn't affect undead, vermin and the likes
-Doesn't work on elves and half-elves either

I don't have the faintest idea right now if we'll even spend any considerable amount of time battling undead and elves in this campaign, so those are some kind of iffy cons.
However, I really like Misfortune on a basis of "I'm an awesome witch and you can't do anything properly," so it just bothers me that Slumber seems like so much more of a strong option.

I'm sort of on the fence for which one to take. Right now my character sheet says Slumber, but since there's still time for that to change please give me your reasons for why I should (or shouldn't) pick Misfortune instead!


1 person marked this as FAQ candidate.

This problem came up in yesterday's campaign, and my GM gave me the homework to figure it out:
If a bard has the Discordant Voice feat, all allies within 30 ft deal an additional 1d6 of sonic damage per hit they land during his bardic performances.

If he also has the Lingering Performance feat, does Discordant Voice still work during the 2 extra rounds that the performance is in effect after he stops performing?

Discordant Voice:
Discordant Voice
By singing out a precise tone, you cause discordant vibrations to run through allies’ weapons.

Prerequisites: Bardic performance class feature, Perform (oratory or sing) 10 ranks.

Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.

Lingering Performance:

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisite: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.


Here's the deal: Recently in our campaign, our GM decided to ask us to keep proper track of our items and containers, as he was going to enforce carrying capacity. As a result, one player found that he actually had more gear than could be carried in his handy haversack; cue next game session where the rest of the party discovers the party witch trying to discretely dispose of 22 bars of soap and 22 spools of string. Had been carrying them around since character creation (10 levels ago) and never bothered to check the weight of those items...

Now, here's my question to all you creative people out there: I'm sure there are some creative uses and applications for these, rather than throwing them out so what would you do with this stash of 25 bars of soap and 25 spools of twine*?
Be as crazy as you like, but it should be within the limits of the game.

*Because he did have 25 of each, but only got rid of 22


Play with me here :)
Say you have a character whose purpose is to maintain balance. Balance between Good and Evil, and between Law and Chaos. Because they work for neither one of these forces, but all of them together, they'd be Neutral, like the traditional Druid who also strives for balance*. Or Aeons, who also exist for balance. To the extremes. They care for no one, nothing, only balance. They will kill, they will save, they will create or destroy, all depending on what has to be done for cosmic balance. To me, this seems like a code. A very strong code to boot, almost reminiscent of those of... [dramatic pause] ... Lawful beings.
Am I wrong, or is striving for balance in this way actually an extremely lawful thing to do? Maybe even the most lawful thing to do, as literally nothing else matters to them but keeping this, goal, this law of ultimate balance?

*Or so I believe, as I've never actually played any versions other than Pathfinder.


First off, I've been stalking these boards for a few weeks now, and I've come to learn that my absolute favourite threads are the ones where people share their stories and experiences. So let's have one of those threads!

So, Hero Points. When, why and how have you used them, and what were the results? Give us your stories. I'll start, of course. May contain spoilers for RotR.

Spoiler:
So, we were in Magnimar and had just found the clocktower in the underbridge and chased away the fleshgolem. (We tried to kill it, but it fled outside and into the water). Two of our regular players couldn't play that day, so we were only 3 out of 5 party members present: a human inquisitor, a half-orc witch and my own halfling bard.
A knowledge check had revealed that trying to climb the wooden stairs of the clocktower would cause them to collapse, so we decided to try something else: our inquisitor would try to scale the walls using climb and a climber's kit, while the witch would pick the halfling up and fly. However, as the odd couple flew up, the great bell fell down on them, dealing a certain amount of nonlethal damage and rendering the witch deaf. So now we have a deaf caster, that's obviously bad. Still, we decided to try again. The bell was down now, so it wouldn't fall on us again anyway.
Thus, naïve as we were, the witch and the bard ascended again, while the inquisitor got practically nowhere with his climb checks, eventually deciding to stay behind after taking a 30 feet fall. Once up on the next floor, the lone witch and bard were immediately attacked by 3 faceless stalkers. Having already taken damage, we soon went down and fell unconscious. Death was certain, but then we were reminded about hero points. My turn was next, so I asked our GM how far the fall was, and how long it would take to reach the bottom. Getting a satisfactory answer, I then expended a hero point for my halfling to stay conscious, grab hold of the unconscious half-orc, and drag us both over the edge into a long fall. During the fall, I had the halfling then pull out a wand of cure light wounds, but failed the concentration check to cast in this greatly stressed situation. Still plummeting, I expended another hero point to get a bonus to the second attempt, and this time it succeeded, healing the witch enough for her to regain consciousness. She then immediately used a hero point to grasp the situation and get a bonus to a concentration check of her own, to cast feather fall, letting the two float safely down to the ground, where the halfling would then succumb to the damage he had taken and fall unconscious.

This was half a year ago, (which is a lot to me as a relatively new player), and I still love the mental image of the small halfling bard in the gaudy entertainer's outfit dragging himself and an almost 7 foot tall half-orc witch over the floor's edge, frantically casting spells as they fall.