Finding the Spark (Pathfinder 1E Quest)

@DragonParadox, I can't remember, did you rule early on that we were using something like the EitR rules, where feat taxes like Weapon Finesse, Power Attack/Piranha Strike, etc., were automatically known so long as the prerequisites were fulfilled?
 
Are y'all still opposed to Cob learning any magic via Rogue Talents?
 
I'm not oposed in the slightest. If there is a post that laid out some good options, could you please link me to it?
 
I vote for Warty to made into official battle pet! He already has the mindset down since he loves to bodyslam stuff.

Also, @DragonParadox could we eat/use eggs for other stuff? Sure selling them is the best option, but not only ones.

According to Gorok the eggs are not poisonous exactly, but hard to keep down (DC 15 Fortitude Save to avoid wasting perfectly good snail egg).

The only alchemist in the party is Cob. He's game to try. :V
 
This is a great level up for the party. Everyone is getting good stuff. I've got Kori, Cob, and Gorok each investing a Background Skill point into Linguistics to learn Common. Now that they've had prolonged exposure to Iolda and the other Halflings, that's a good enough introduction for them to begin learning the skill. That doesn't mean they're anywhere close to fluent, of course, but it will eventually make it easier for them to get by on the surface. It's similar to how Kori has been learning Draconic and Goblin for weeks now.

Kori is learning a bunch of new spells, including getting access to 2nd level spells. Invisibility ups our stealth abilities by a huge degree. Cob is gonna love it, I'm sure. The +1 bonus to Charisma also makes his spells better, boosts his Bluff and Sense Motive skills, and increases his Will saves against Enchantment effects.

I've got Boneshaker slotted in for Kori's new 2nd level spell. It's a solid offensive option with decent damage and range, but I'm not dead set on it if there is something else ya'll want instead? Searching Shadows for his new Dark Secrets spell is the one I'm most enthusiastic about.

Mina also gains Invisibility as a bonus spell this level up. Between her and Kori, it's entirely possible to make the whole party invisible if necessary in the future. I'm not sure about her new Hex. I've got Cackle slotted in for now, since it's one of the foundational Witch Hexes and works so well with her Evil Eye Hex, along with others we'll probably want her to learn in the future. Being able to extend the duration of certain Hexes is really helpful, especially for those which can only affect a target once per 24 hours. It only uses a Move Action, too, which allows for other Hexes or spells to be cast in a round where she uses it. I'm also taking the opportunity presented by this level up for Mina to max out her Stealth skill ranks so she isn't lagging quite so far behind the rest of the party.

I've got Minor Magic (Detect Magic) Dampen Presence slotted in for Cob's new talent. It will let him use Stealth against creatures with Blindsense or Blindsight. Perfect fit for a Stealth-focused character, IMO.

Since DP has confirmed that Warty can be an Animal Companion, I've got him slotted in for Gorok. This is the level where Gorok can start preparing Ranger spells, too. They aren't super impressive, especially early on, but the Ranger spell list has a lot of useful stuff on it. For now, however, it's pretty lackluster. The spell that stands out most to me, however, is Keep Watch. Although he'll only be able to cast it on a single target for a while (Ranger caster level sucks like that), that can still make a huge difference. For example, if we had a party member with solid Perception skills on watch when the Lich and it's minions ambushed us on the way to Cauldron, we probably would have gotten at least a couple extra rounds to prepare for their attack.

Let me know if ya'll have any issues or suggestions with what I've got here so far.

[X] Kori Level Up
-[X] Attribute: +1 Charisma
-[X] Favored Class Bonus: +1 Hit Point
-[X] Skills (5 points): +1 Bluff, +1 Perception, +1 Sense Motive, +1 Spellcraft, +1 Stealth
-[X] Background Skills (2 points): +1 Linguistics (Common), +1 Lore (Azlanti)
-[X] Spells
--[X] Bonus: Cure Moderate Wounds, Invisibility
--[X] Retrain: Shadow Trap >>> Dancing Darkness
--[X] New: Boneshaker, Searching Shadows

[X] Mina Level Up
-[X] Attribute: +1 Intelligence
-[X] Favored Class Bonus: +1 Hit Point
-[X] Skills (6 points): +1 Heal, +1 Knowledge (Arcana), +1 Spellcraft, +3 Stealth
-[X] Background Skills (2 points): +2 Knowledge (Geography)
-[X] Bonus Spell: Invisibility
-[X] Hex: Cackle
-[X] Pepper Skills (3 points): +1 Knowledge (The Planes), +1 Perception, +1 Stealth

[X] Cob Level Up
-[X] Attribute: +1 Dexterity
-[X] Favored Class Bonus: +1 Hit Point
-[X] Skills (10 points): +1 Acrobatics, +1 Climb, +1 Disable Device, +1 Escape Artist, +1 Knowledge (Dungeoneering), +1 Knowledge (Local), +1 Perception, +1 Sleight of Hand, +1 Stealth, +1 Swim
-[X] Background Skills (2 points): +1 Craft (Alchemy), +1 Linguistics (Common)
-[X] Rogue Talent: Dampen Presence

[X] Gorok Level Up
-[X] Attribute: +1 Dexterity
-[X] Favored Class Bonus: +1 Hit Point
-[X] Skills (6 points): +1 Climb, +1 Knowledge (Nature), +1 Perception, +1 Ride, +1 Stealth, +1 Survival
-[X] Background Skills (2 points): +1 Handle Animal, +1 Linguistics (Common)
-[X] Hunter's Bond: Animal Companion (Warty the Great Slurk)
 
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Cob has Magical Klutz drawback. Not sure if he should learn magic
That only applies to things he would try to activate with the Use Magic Device skill.

Considering how UMD is normally a bread and butter skill for Rogues, that's already a significant handicap for him. I wouldn't want to cut him off from the possibility of learning any magical stuff as well.
 
That only applies to things he would try to activate with the Use Magic Device skill.

Considering how UMD is normally a bread and butter skill for Rogues, that's already a significant handicap for him. I wouldn't want to cut him off from the possibility of learning any magical stuff as well.


Yeah, by RAW it only affects that, I just meant it by fluff, if it is thematically appropiate
 
Look at this:

Sneaky Maneuver* (Ex) – d20PFSRD

Combine it with Deft Maneuvers (thanks Elephant in the Room) and Cob can be constantly debuffing the enemy, with each single sneak attack. I think it is cool.
That's kinda neat, but not one of the Talents available to Unchained Rogues. Also a route that requires at least one additional feat to make it work well.

Since Cob can now automatically apply Debilitating Injury effects to victims of his Sneak Attack, there probably wouldn't be that many situations where we would prefer to use most maneuvers instead of inflicting Sneak Attack damage and the debuff.

What about this one?


Cob would be able to do serious damage by throwing his daggers.


Bleeding Attack could be nice, too.
 
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I can't believe I forgot about the Dampen Presence Talent, when I was just talking about it a couple days ago because of difficulties sneaking past the giant snail.

That's the one I think we should choose for Cob. It will let him use Stealth to try sneaking past enemies with Blindsense or Blindsight.
 
I can't believe I forgot about the Dampen Presence Talent, when I was just talking about it a couple days ago because of difficulties sneaking past the giant snail.

That's the one I think we should choose for Cob. It will let him use Stealth to try sneaking past enemies with Blindsense or Blindsight.

I like it more than magic personally, because it kinda robs Kori of his shadows thing in the future.
 
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