Holy sh...


Pathfinder First Edition General Discussion


tenacious survivor<-- from the arg is one of the most awesome feats i have ever seen. dc10 heal check then can recieve healing as normal to get back into the fight.... what were they thinking!!!

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Orc Boyz wrote:
tenacious survivor<-- from the arg is one of the most awesome feats i have ever seen. dc10 heal check then can recieve healing as normal to get back into the fight.... what were they thinking!!!

You lost me. Could you be a little more precise in your description, maybe quote the whole feat?


its not listed in d20pfsrd.com

its the half orc feat from ARG. basically says you get your con modifier in round to have a team mate make a dc10 heal check and pour a potion down your throat to not die, you get a negative level but still.


Quote:

Tenacious Survivor

Your spirit lingers long after any other’s would have
passed on.
Prerequisites: Con 13, Diehard, Endurance, half-orc
or orc.
Benefit: When you are killed by hit point damage, your
soul lingers in your body for a number of rounds equal to
your Constitution bonus. You are still dead, but a creature
can make a DC 10 Heal check as a standard action to realize
that you can still be saved. You can be healed by magic as if
you were alive. If you are healed enough hit points that you
would no longer be dead, you are alive again, but you gain
one permanent negative level

Requires two feats that are rarely taken, and two actions (heal check as a standard action, and then the magical healing).

Seems alright to me.


so one level of unbreakable fighter archetype and my first level feat, and i get to live through just about anything, assuming my teammates can get to me in time. that is a sweet feat in my book, makes my deathless fighter barbarian even more awesome.

Grand Lodge

Meh. It has two feats to get there, which is is a pretty hefty feat tax, leaves you with one negative level, and unless you get a huge heal you're probably going to wind up dead again in a couple of rounds, with more negative levels coming your way. Plus all it really does is makes Orc Ferocity kinda worthwhile. About the only class that can make this work is a fighter, so you won't see it very often.

I certainly wouldn't burn three feats on it. If it bothers you that much, don't allow it in your games.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Just remember that it won't save you at 1st level, due to the negative level thing.

RPG Superstar 2010 Top 32

Requires Diehard, Endurance and is restricted to Orcs and Half-Orcs AND requires an additional feat. In addition to all that you get a negative level, not really that big a deal. If they gave it out as just a regular feat with now prereqs it would be really good, not amazing, and with the prereqs its a cool thing for an orc/half-orc but by no means mind blowing. Breath of life can be cast on anyone and gives HP back, pretty close to the same thing.


Better make those two necessary actions worth it ;)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's nice for rangers since they're getting endurance anyway. I like it.


i dont know i love it, seems like a very amazing feat for a tanking character.

Grand Lodge

Orc Boyz wrote:
i dont know i love it, seems like a very amazing feat for a tanking character.

Personally I find that feats that take bad guys out of the fight are far more useful and powerful than anything that keeps a PC in the fight. This feat is pretty situational, as you have to be getting your butt handed to you to begin with for it to be useful.

Liberty's Edge

Tanking characters shouldn't be getting dropped in the first place.

Grand Lodge

ShadowcatX wrote:
Tanking characters shouldn't be getting dropped in the first place.

+1


You also have to be healed enough points to be brought back up to negative con at least, more to be back in the fight. If I'm high enough level to care, and still want the character they have spells to bring you back to life.

*Edit: The last fighter I had dropped was seriously outmatched doing the heroic thing. It would've taken a minimum of 3 of our highest level heal spells to bring him up to negative con. It only took him three rounds to die.


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Plus, as a half-orc you've already got Orc Ferocity which seems kinda half way.
Wasn't tanking some wonky mechanics from a MMO? I know it doesn't apply in my games.

Ruyan.


More useful IMO for 'glass cannons' than tanks, in case of mishaps. Would only take it with a dip in unbreakable fighter to knock off the prerequisites.

An eldritch knight might be able to make good use of this by setting a contingency to have himself greater teleported to a friendly temple somewhere, and make prior arrangements to have his seemingly-lifeless corpse healed if his body ever pops up in their chapel (the heal check is for characters to know that you can still be saved, and can be circumvented by you just telling them that you can be healed back to life because you are that awesomely special). Would make you pretty darn hard to kill.

Interesting note: a sorcerer with the orc bloodline can also take this.


i play with psychotic GM's this feat is great for me anyway. but then again i like to air on the side of caution. i would rather my cleric have to burn a channel positive get those hps' back to still tchnically alive, heal up and get back into the fight. with the fighter favored class bonus for playing an Orc i have to go to negative 45 to die anyway at level 8. this just makes getting me back into the fight that much easier.

im reading the feat and it looks as though you can skip the heal check, as long as your healer isnt directly targeting you, since the heal check is for the healer " to realise that you can still be saved" if hes healin everyone then that heal check dont matter none.


Then again, with this item, coming back to life is arguably rather cheaply achieved anyway.


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FiddlersGreen wrote:
Then again, with this item, coming back to life is arguably rather cheaply achieved anyway.

who the hell wants to run da risk of commin back as a damn elf or human.

Grand Lodge

Orc Boyz wrote:
with the fighter favored class bonus for playing an Orc i have to go to negative 45 to die anyway at level 8.

Seems to me that this makes the feat rather redundant. If the bad guy's already taken you to -45 then the likelihood of you getting enough healing to bring you back to conscious and not wind up dead or dying again the next round is vanishingly small.


Orc Boyz wrote:
FiddlersGreen wrote:
Then again, with this item, coming back to life is arguably rather cheaply achieved anyway.
who the hell wants to run da risk of commin back as a damn elf or human.

Someone who was an elf or human to begin with and has feats and traits that have elf or human as a racial prerequisite. XD

Also, coming back as a gnoll is pretty darn awesome if you're combat-oriented. Just get a hat of disguise (or greater hat of disguise).


Thorkull wrote:
Seems to me that this makes the feat rather redundant. If the bad guy's already taken you to -45 then the likelihood of you getting enough healing to bring you back to conscious and not wind up dead or dying again the next round is vanishingly small.

i dont get that? a cleric can get you 20hp on a first level spell at level 7 or 8. i love the feat it looks like a 9/10 on the broken scale for just the sheer rediculousness of making a character that takes for ever to die by hp damage.

Liberty's Edge

Orc Boyz wrote:
i dont get that? a cleric can get you 20hp on a first level spell at level 7 or 8.

Oh really? I'd love to see your math on that one.

Quote:
i love the feat it looks like a 9/10 on the broken scale for just the sheer rediculousness of making a character that takes for ever to die by hp damage.

It is very much not broken. You might not be dying, but while you're busy using up your allies actions not dying, your enemies are using their actions killing your allies.


Just grab the ioun stone that gives regenerate 1 hp / hour, 3400gps. You are now effectively unkillable per the rules of regenerate. Put it in a wayfinder or better yet implant it into your character.

Much cheaper than grabbing 3 useless feats.


Gignere wrote:

Just grab the ioun stone that gives regenerate 1 hp / hour, 3400gps. You are now effectively unkillable per the rules of regenerate. Put it in a wayfinder or better yet implant it into your character.

Much cheaper than grabbing 3 useless feats.

That ioun stone does not use the universal monster rule of regeneration, which is the one that makes you unkillable. If they used that, they would have said so.


Pathfinder PF Special Edition Subscriber
Gignere wrote:

Just grab the ioun stone that gives regenerate 1 hp / hour, 3400gps. You are now effectively unkillable per the rules of regenerate. Put it in a wayfinder or better yet implant it into your character.

Much cheaper than grabbing 3 useless feats.

I wouldn't call the feats useless. The DM in the pick-up game I'm playing in dropped a massive mob of Orcs on the party at 3rd level. Two PC's dropped due to falchion crits, and my Unbreakable Fighter would not have survived except for Diehard and a 19 CON, being able to act until -19 was literally a life saver in my case.


Pathfinder PF Special Edition Subscriber
FiddlersGreen wrote:

More useful IMO for 'glass cannons' than tanks, in case of mishaps. Would only take it with a dip in unbreakable fighter to knock off the prerequisites.

An eldritch knight might be able to make good use of this by setting a contingency to have himself greater teleported to a friendly temple somewhere, and make prior arrangements to have his seemingly-lifeless corpse healed if his body ever pops up in their chapel (the heal check is for characters to know that you can still be saved, and can be circumvented by you just telling them that you can be healed back to life because you are that awesomely special). Would make you pretty darn hard to kill.

Interesting note: a sorcerer with the orc bloodline can also take this.

There is a Orc bloodline for the Sorcerer? Where might this be located?


@Lokie: Orcs of Golarion.

The Exchange

Orc Boyz wrote:
its not listed in d20pfsrd.com...

...because the book hasn't been on store shelves at least 2 weeks yet...


Healer's Blessing on cure light wounds:

1d8; av: 4.5
+5 --> 9.5
x1.5 --> 14(.25) *shrugs*

Question is, whether "treated as if they were empowered" from Healer's Blessing is following the metamagic feat description , which turns the mathematics into:

1d8; av: 4.5 (variable, numeric part)
x1.5 -->6.75
+5 --> 11(.75)

Back on topic: the feat tax is quite heavy and even with a fighter I can think of a myriad of other feats to take before this one. YMMV, of course.

Ruyan.

Liberty's Edge

Orc Boyz wrote:
so 1d8+5+50% = 17 hp and that with a crb cleric

First, 17 isn't 20. Second, that's only if you roll maximum. Third, the healing domain is a pretty poor choice for a cleric.

I can see where someone who thinks healing is an optimal domain choice, might think this feat is an optimal choice. I would rather just kill my enemy before they can do enough damage to me that I need to worry about using this feat.


Pathfinder PF Special Edition Subscriber
RuyanVe wrote:
@Lokie: Orcs of Golarion.

Aha! Missed that sidebar. Its a bloodline arcana.


How on earth is this feat better than this enhancement to your armor:

Determination: A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.

ALSO:

Can we get the childish name calling removed please? I was interested in this discussion right up to that point and I'd like to continue with the DISCUSSION.

Play a troll at the table, not the forums.

Thanks

Contributor

Removed posts. Please don't insult other posters.


FiddlersGreen wrote:
Then again, with this item, coming back to life is arguably rather cheaply achieved anyway.

Well in fairness, it takes 10 minutes to do so, so it isn't viable in combat.

That being said, the salve is very good, and also quite underpriced since a scroll of reincarnate cost, while being worse than the salve. Heck, since the crafting price of the salve is cheaper than the components for reincarnate, something is definately wrong.

Regardless, the feat seem terrible to me. It's a trap. Needing two useless feats (diehard isn't normally, but for a half-orc it is) or a lvl-dip to get, you get an ability that is so extremely situational that you might never use it.

I can see two uses:
A) Saving money on raise dead. At that point, you need to die a lot for this to come close to money-feats like item crafting.
B) You often find yourself in a situation where your PC die, and is needed back on your feet to win the fight.
- In that case your party should probably make sure to have the ability to cast breath of life (through casters or scrolls).
- Instead of spending two rounds after you are downed, the character with healing capabilities would have saved himself 1 action and you 1-2 actions by casting that spell before you died in the first place.
- If you got dropped in one round, leaving no opportunity to heal you, then getting you up again is probably not going to matter much. If you die often, you are surely better of spending those feats on something that will boost your defense.


Orc Boyz wrote:

i have to go to negative 45 to die anyway at level 8. this just makes getting me back into the fight that much easier.

Am curious. Cant do the math on this. Can you show?


Lochmonster wrote:

How on earth is this feat better than this enhancement to your armor:

Determination: A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.

Where does this enhancement come from?

It seems a bit too powerful for my taste. A daily contingency with breath of life.

What does it cost?


APG, and +30,000 gp.

+5 armor is 25,000 gp.


HaraldKlak wrote:
Lochmonster wrote:

How on earth is this feat better than this enhancement to your armor:

Determination: A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.

Where does this enhancement come from?

It seems a bit too powerful for my taste. A daily contingency with breath of life.

What does it cost?

It's from the APG. Costs thirty thousand gold.


HaraldKlak wrote:
Lochmonster wrote:

How on earth is this feat better than this enhancement to your armor:

Determination: A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.

Where does this enhancement come from?

It seems a bit too powerful for my taste. A daily contingency with breath of life.

What does it cost?

The BONUS is the it is JUST a cost. It does not eat up any +1, +2, +3 etc... So you can have that, +5 to armor and +5 of other enhancements.

Pretty awesome but pretty expensive as well.

And IMHO better than the feat we are discussing by far.


Cheapy wrote:

APG, and +30,000 gp.

+5 armor is 25,000 gp.

Thanks. Somehow, I've missed it.

The price is quite relative.. Greater Slick is 33,750 gp (for the +15 escape artist).

I would have like a lot better if were a +5 bonus, putting it on par with Heavy Fortification.

At high levels, with crafting abilities, adding this to both shield and armor for 15,000 per item, seems like something everybody should consider.


HaraldKlak wrote:
FiddlersGreen wrote:
Then again, with this item, coming back to life is arguably rather cheaply achieved anyway.

Well in fairness, it takes 10 minutes to do so, so it isn't viable in combat.

That being said, the salve is very good, and also quite underpriced since a scroll of reincarnate cost, while being worse than the salve. Heck, since the crafting price of the salve is cheaper than the components for reincarnate, something is definately wrong.

Regardless, the feat seem terrible to me. It's a trap. Needing two useless feats (diehard isn't normally, but for a half-orc it is) or a lvl-dip to get, you get an ability that is so extremely situational that you might never use it.

I can see two uses:
A) Saving money on raise dead. At that point, you need to die a lot for this to come close to money-feats like item crafting.
B) You often find yourself in a situation where your PC die, and is needed back on your feet to win the fight.
- In that case your party should probably make sure to have the ability to cast breath of life (through casters or scrolls).
- Instead of spending two rounds after you are downed, the character with healing capabilities would have saved himself 1 action and you 1-2 actions by casting that spell before you died in the first place.
- If you got dropped in one round, leaving no opportunity to heal you, then getting you up again is probably not going to matter much. If you die often, you are surely better of spending those feats on something that will boost your defense.

Curiously, reincarnate seems to have a costly focus rather than a costly component.

http://paizo.com/pathfinderRPG/prd/spells/reincarnate.html

Whilst I suspect it may be an error, it is not one that seems to have been addressed in any errata. My CRB also lists a costly focus rather than a costly material component. If it is meant to be a focus, though, then the cost of the item seems reasonable.


FiddlersGreen wrote:


Curiously, reincarnate seems to have a costly focus rather than a costly component.

http://paizo.com/pathfinderRPG/prd/spells/reincarnate.html

Whilst I suspect it may be an error, it is not one that seems to have been addressed in any errata. My CRB also lists a costly focus rather than a costly material component. If it is meant to be a focus,...

I am pretty sure it is an error. Otherwise it introduces something quite new with a costly divine focus... Also if it were a deliberate change from 3.5, then it might have been done a bit more clearly. Formatting errors, on the other hand, is excuseable.

I am actually not sure, I would increase the price of the salve. I'd rather limit availability. It is so depressing to spend all your party funds on getting a character back from the dead, so my preference is to make a story out of it.


ShadowcatX wrote:
Orc Boyz wrote:
so 1d8+5+50% = 17 hp and that with a crb cleric

First, 17 isn't 20. Second, that's only if you roll maximum. Third, the healing domain is a pretty poor choice for a cleric.

I can see where someone who thinks healing is an optimal domain choice, might think this feat is an optimal choice. I would rather just kill my enemy before they can do enough damage to me that I need to worry about using this feat.

Well he said CAN not always will.

And 1d8 +5 empowered was FAQed to be (1d8 +5) + 50%, so 19 points... close enough to 20 for rounding.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
HaraldKlak wrote:
FiddlersGreen wrote:


Curiously, reincarnate seems to have a costly focus rather than a costly component.

http://paizo.com/pathfinderRPG/prd/spells/reincarnate.html

Whilst I suspect it may be an error, it is not one that seems to have been addressed in any errata. My CRB also lists a costly focus rather than a costly material component. If it is meant to be a focus,...

I am pretty sure it is an error. Otherwise it introduces something quite new with a costly divine focus... Also if it were a deliberate change from 3.5, then it might have been done a bit more clearly. Formatting errors, on the other hand, is excuseable.

I am actually not sure, I would increase the price of the salve. I'd rather limit availability. It is so depressing to spend all your party funds on getting a character back from the dead, so my preference is to make a story out of it.

The Salve has a fairly high difficulty to acquire. It is only made in one place on Golarion, it requires herbs from a location in the River Kingdoms that is 'literally' not always there. The Salve comes from Urningen in the River Kingdoms & Uringen fades in and out of existence, nobody is sure exactly where to & it is never for the same amount of time. Not to mention, unless you trade with Urningen, you don't know of the Salve's existence.

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