Phylotus
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So I have an idea that takes the form of a Dhampir Barbarian with the Flesheater archetype. The problem that I recognized yesterday was that if my allies try to save me with a Breath of Life if I happen to go down and exit rage, I would be BEYOND dead. So, now comes the question:
What feats, traits, abilities, items, or the like can I use to try my level best to NOT be in a situation where Breath of Life would normally be needed?
Also note that this is a PFS character, so only PFS legal options would be much appreciated.
| Ventnor |
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Rerednaw wrote:Well you could use an unchained barbarian. Rage now just adds temp hp, and rage powers are no longer 1/rage.The Flesheater archetype alters rage, so I can't be an Unchained Barbarian, unfortunately.
Not true!
Introduction
Since the release of the Pathfinder RPG Core Rulebook, countless game sessions have revealed that certain classes have been pushing against their constraints, yearning to break free into something at once familiar and new. This chapter includes unchained versions of the barbarian, monk, rogue, and summoner, as well as subsystems that alter character advancement. These classes can be used alongside their original counterparts (although individual characters must use one version or the other exclusively). Some feats, rage powers, rogue talents, and other rules might not work with the unchained classes, and such rules should be reviewed before being used with the new versions. Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace.
Phylotus
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The OP is mentioning a PFS rule which is, in all honestly, a common sense rule. The UnRage doesn't change attributes, so archetypes that modify the attributes that apply on Rage are incompatible.
Correct, and here is the blog post detailing said rule, Ventor.
Take the Raging Vitality + Life-Dominant Soul feats.
Does Life-Dominant Soul work for all healing? The text specifically says "... channeled Energy used to heal living creatures..."
| Secret Wizard |
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It should apply to all healing spells. Notice the wording on Cure Light Wounds.
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
It should be assumed that because the feat does not say "the Channel Energy ability", it means all sources of positive energy.
| DoubleBubble |
I always mark down how much health it is for my health to drop to 0 when I quit my rage, and I always carry a potion of cure serious wound. Whenever it get close to that point, I always 5ft step and drink the potion before I do anything else. Of course, sometime you just have to keep fighting and trust your team to heal you. Most the time they won't because they still think you have a lot of health, but they should.
Phylotus
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I always mark down how much health it is for my health to drop to 0 when I quit my rage, and I always carry a potion of cure serious wound. Whenever it get close to that point, I always 5ft step and drink the potion before I do anything else. Of course, sometime you just have to keep fighting and trust your team to heal you. Most the time they won't because they still think you have a lot of health, but they should.
Normally yes, but I don't see a lot of parties running around with Negative Energy in their repertoire, and a stark lack of a negative equivalent for Breath of Life, for understandable reasons :-P
Carrying a potion is a smart idea, so I'll be sure to keep one of those handy.
| Scrawl Da'Wall |
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Might I suggest..
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.
Only Orc & Half Orc tho...
Phylotus
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| 1 person marked this as a favorite. |
Might I suggest..
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.Only Orc & Half Orc tho...
Alas, my plan is for a Dhampir, so as perfect as that would be, I cannot take it. I'll keep it in mind for my next half-orc though!