Shorafa Pamodae

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RPG Superstar 7 Season Dedicated Voter, 8 Season Star Voter. Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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mplindustries wrote:

That's right, because the Bloodrager uses the Sorcerer list.

Or is it that he's a Barbarian/Magus?

It should have used the Sor/Wiz list from the get go. Again, I can see why they went with Magus, but as a Barbarian/Sorcerer it should not have used that list.

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While the Druid list does indeed have some nice Shamanistic flavor... this class is a Oracle/Witch. Not a Oracle/Druid. Not a Druid/Witch. Not a Oracle/Druid/Witch.

Its a bloody Oracle/Witch. As such, the only spell lists that should be looked at are the Cleric list, the Witch list, or a hybrid of the two. Keep the Druid out of it.

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I like the idea of a Warpriest, and it suits the way several of my friends play their clerics. However, this is a Cleric/Fighter/Paladin, not a Cleric/Fighter.

My idea:
Drop the Sacred Weapon & Armor (getting the paladin out of here)
Give full BAB & d10HD
Give access to Weapon Spec with deity's weapon.
Allow the warpriest to cast a cleric spell on him/herself as a swift action whenever they confirm a critical hit on an enemy. To avoid giving the larger threat ranges all the love: x3 weapons the caster level is raised by +1, and x4 weapons by +2.
Move the First bonus feat to 2nd level to reduce dipping.

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I like the idea of a Warpriest, and it suits the way several of my friends play their clerics. However, this is a Cleric/Fighter/Paladin, not a Cleric/Fighter.

My idea:
Drop the Sacred Weapon & Armor (getting the paladin out of here)
Give full BAB & d10HD
Give access to Weapon Spec with deity's weapon.
Allow the warpriest to cast a spell on him/herself as a swift action whenever they confirm a critical hit on an enemy. To avoid giving the larger threat ranges all the love: x3 weapons the caster level is raised by +1, and x4 weapons by +2.

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I love the class, though like many I have some issues with it. For a oracle/witch hybrid there was almost no witch at all in it.

Hexes: As many others have said, these feel like reskined revelations, and there are too few options. There should be a list of 'general' hexes, and major hexes for all shamans (I feel Grand Hexes should be restricted to the Witch, as well as some other distinctly 'witchy' hexes like Cackle, Evil Eye, etc...). The effects of Extra Hex with regards to Wandering Spirit hexes should also be clarified.

Spellcasting: Many are arguing that it should use the druid list, cleric list, or a druid/cleric list, I disagree. This is a oracle/witch class and not a oracle/druid, thus it should either use the Witch list (as the class is severely lacking it Witch) or preferably a Witch/Cleric hybrid list. Oracle gives access to the 'spirity' protection and divination spells that some people want, while Witch gives access to the elemental attack spells and curses that others want (and puts some more witch into the class). If you through in the druid spell list instead, this class will be as much (if not more) druid as it is witch.

Spirits: Ancestors should replace Lore as one of the starting choices. I have no problem with Lore being brought in later, but I can't thing of a shaman without thinking of revering and consulting one's ancestors.
Battle Spirit: Hexes: Battle Ward: why is this worse than the Bone Spirit's Bone Ward hex? I would think that the Battle Spirit would be better at protecting one from attacks than the Bone Spirit.
Battle Spirit: Spirit Ability: Healing Spirit: This should be under Life Spirit. Give me a bonus on attack rolls, initiative, or saving throws. Or a boost to a physical stat.
Bone Spirit: Spirit Ability: Touch of the Grave: I don't like that it forces one to have unholy weapons. I feel you should have the option of unholy or bane (undead)that doubles the bonus damage against corporeal undead (to help balance the +1 bane vs the +2 unholy). This allows a non-evil shaman to take the Bone Spirit without taking penalties, while still keeping to the Bones flavor.
Life Spirit: Greater Spirit Ability: Healer's Touch: WTF is this sh*t? I can cast a close-range CANTRIP up to 6 times (without moving) as a touch spell??? And get a +4 to Heal checks (meh). Give me the Battle Spirit's HEALING SPIRIT (a Spirit ability, not a greater spirit ability) any day. Hell, I'd take a mere 1 additional use of Channel Energy over this POS ability. How often am I going to be knee-deep in dying people that I want to save, but don't want to burn a Channel Positive Energy on? If you were bringing back the Healer class from 3.X, I could see this as a 1st level ability for them. Not a 8th/12th level ability for the Shaman.
Heavens Spirit: Hexes: Starburn: Doesn't give radius for light emitted.
Heavens Spirit: Spirit Ability: Stardust: sightless creatures should be able to be affected, they should only be immune to the perception check penalty.
Wind Spirit: needs to give flight at some point before the True Spirit Ability (turning into a lightning elemental).

Familiars: I like the buffs to the familiars, and I like how the familiar is a conduit, rather than a spellbook like the witch's. Honestly, I feel buffs like these should be acquirable by witches as well (even at the cost of a feat or a new spell). Most people like to simply stick their familiars in their pocket and forget about them, or they are there to dart in and deliver touch spells. Shamans and especially witches rely on their familiars for more than that, and the loss of a familiar is crippling to a shaman or especially a witch. A wizard (or arcane-blooded sorcerer) isn't particularly handicapped by the loss of a familiar.

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Improved Natural Attack: ups one type of natural attack one dice size so your d4s become d6s. Take it once for claws, once for bite.

Amulet of Mighty Fists +1: +1 attack/damage enhancement bonus to ALL natural attacks for 5k gold.

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Daughter of the Drow trilogy by Elaine Cunningham

The main character is the daughter of the Archmage of Menzoberranzan, Gromph Baenre. Definitely a strong woman. She never gets raped, though in the first book two villains do briefly talk about the possibility of raping her if she cannot be convinced to join them. Only takes up like 1-2 paragraphs and is then never mentioned again.

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Any Create Pit spell + any Create Pit spell. Aim the second spell at the bottom of the first spell. Dismiss first pit. Baddies are buried alive under a lot earth or stone. Let second pit expire, or dismiss it. Now they are crushed.

Also works for hiding corpses or treasure.

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If you're allowing 3.5 material, the Magic Item Compendium has this gorgeous little belt, Healing Belt for 750gp. It's effectively standard issue with our gaming group.

While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equiva­lent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

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Foghammer said wrote:
I have role played it (using a female character) as using a flirtatious gesture (such as a caress) and speaking the verbal components suggestively and playing it off afterward as saying something dirty in another language.

That's the way I usually do it too.

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If casting charm person is considered an attack, then the target is currently being threatened/attacked, thus getting a +5.

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My group runs the charm and suggestion spells as subtle spells, meaning they are hard to detect. As long as she keeps chummy with Bob, Bob will be none the wiser, unless something tips him off. Now if Bob had ranks in Sense Motive and/or Spellcraft, Bob would have an easier chance at realizing what happened. If Bob was a caster, then he'd have a high chance of realizing he'd been had.

While Bob is now no longer under magical influence, as long as she continues to act in a manner agreeable to Bob, Bob should remain friendly to her. In real life, you can be initially indifferent to someone one conversation, then the next one, become fast friends. Happened to me.

If you consider casting charm person to always be an attack, then the victim always gets a +5 on their saving throw, and the spell is pretty close to useless.

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While it varies somewhat from campaign to campaign, usually DMs in our group are "anything goes" DMs, as long as you have a good backstory, are willing to endure any social "difficulties" your choice may have, and (depending on race) take a level adjustment. Getting rid of level adjustments is one thing about Pathfinder that really bugged us. Some races are stronger than their HD, plain and simple.

Dark Archive Dedicated Voter Season 7, Star Voter Season 8

Here's my item.

Gloves of Petty Ailment
Aura faint necromancy [evil]; CL 5
Slot hands; Price 5400 gp; Weight 1 lb
These gloves can be found in virtually any style, from course leather, to the finest embroidered silks. Many have the symbol of Urgathoa hidden on the inside of one of the gloves. These gloves give the wearer the ability to inflict a common minor illness such as the flu, diarrhea, or the common cold. The wearer either touches the intended target, or touches an object others will likely touch, and issues a mental command to the gloves. If used on an object, the disease is only able to infect others for 1 minute, before becoming inert. Those who fail a DC 13 Fortitude save become sickened, nauseated, or fatigued (wearer’s choice). Onset is 2d6 hours after contracting the disease, and the victim(s) remain ill until a successful saving throw is made. The wearer is protected from the strain of disease created by the gloves currently worn, but not from any other strain of the disease. The gloves are usable once per day, as a standard action. Both gloves must be worn for the magic to be effective.
Construction
Requirements Craft Wondrous Item, Contagion; Cost 2700 gp

Dark Archive Dedicated Voter Season 7, Star Voter Season 8

What I'm curious about is can we use 3.5 spells, such as spells from the Spell compendium?