Thief

Air0r's page

Goblin Squad Member. 513 posts. No reviews. No lists. 2 wishlists.




So, I am playing a tiefling Soulknife, currently level 1, but level 2 is fast approaching. and the first hard choice comes quickly: What blade Skill to pick!
my stats
ability scores were rolled, background skills from pathfinder unchained are in place. oh, and bastard was taken with DM permission, even though I later found out it was supposed to be human only.

I am essentially the party's tank, so I was initially thinking Mark of the Challenger, though realized it doesn't scale, so at level 6 may become rarely used.
I am also eyeing Telekinetic Athleticism (from Psionics Augmented: Soulknives) which would give me Mental Leap and Speed of Thought feats, which would nicely offset the speed reduction from medium armor.

what do you guys think? what would you guys pick (not just from those two, but in general)?


I there a ranged version of Combat Expertise? preferably that counts as Combat Expertise for prerequisites?


Is there a line in the book that mentions veils like the Loyal Paladin's Spear of Light to automatically act as a philosophy weapon for a guru?

Unrelated, but I recently re-downloaded the book to make sure i have the most up to date version, and there are still some things that I am surprised haven't been corrected (like the alignment section for daevics still saying: Alix`x`x`gnment). Is there some form of planned errata/spelling/grammar fixes in the future?
I downloaded from the DSP site, in case that helps.


1 person marked this as a favorite.

I realized recently that I wanted a character to have a backstory that wasn't tragic, wasn't too unfortunate, or too goofy. I wanted to create a character who has a family, kids included and adventures specifically to provide for their family (and ensure that they are set for generations to come).
But, then it was pointed out that in order for that to work, the character would have to return home often in order to actually deliver the gold and actually bond with their family.
I sort of imagine it like real life military deployments (which can take months or possibly longer sometimes) but more self-planned and without the convenience of modern banking technology.
Anybody have thoughts on how this could (or couldn't) work? Especially at lower levels?


So, I thought i understood magic weapons and armor. but I think I may have misunderstood the rules.

Say I have a +1 longsword. How much does it cost to add an enchantment such as flaming to it?

My understanding has always been this would cost 6,000 GP (the total cost of a +2 weapon). am I right, or does it cost 2,000 GP?

Additionally, would I be able to add vorpal to that +1 longsword?


Would the Limit Break Shadow Talent allow your shadow to use a maneuver gained through the Combat Training trait?
Related: Would your shadow gain the benefits of your traits? Example: Could my shadow use the Sacred Touch trait to stabilize a party member?


Many of the swarm master's abilities seem to be based on the Pestilence Cloak veil. Veils can be sundered. if a Swarm Masters Pestilence Cloak is sundered, do is their swarm temporarily dissipated? I imagine the answer is yes, but thought it was fair to ask.


So, my wife wanted to try making a character using the Superior Psicrystal (Crystallized Creature) feat. at a certain point you are able to choose small and eventually even medium elementals as you crystallized creature's base form. But many questions began coming up, mostly involving which set of stats would override what?
1) How would BAB work? would you use the base creatures BAB, or something else? would it increase over time?
2) If the base creature had feats, does it keep them?
3) Skill Points: would it keep it's skill points, or use standard psicrystal skill points rules?
4) If the creature had a fly speed, would the flight gained through the psicrystal progression take hold over their normal flight, have no effect, or combine the best of both worlds if this was the case.
5) Finally, when the chart says "any small elemental" or "any medium elemental", does this mean she can literally google 'pathfinder elemental' and just find one of the right size category (I doubt it, but figured i ask for the sake of completion and general clarity)?


Can a non-spell melee touch attack be delivered through a natural attack (or unarmed strike). Emphasis on non-spell.

Example: Could a cleric's Ruin Touch domain power (an SU ability if it matters) be combined with an unarmed strike? this is a sloppy example, but it gets the idea across.


General question: Can a non-spell melee touch attack be delivered through a natural attack. Emphasis on non-spell.

Specifics: I am building a Atstreidi black templar. Could he choose to deliver his Drain Essence ability through his natural slam attack?

Side question: Can veils with melee touch attacks have their effects be delivered through natural attacks?

Sources:
Astreidi is from Bloodforge: Infusions (the specific race is unimportant for above's questions though; any race with a natural attack can fill the spot)
Black Templar is a prestige class from Akashic Mysteries.


I had an NPC use Swarm of Crystals on the party, looked up the power and found that it didn't allow a save, despite being a cone-shaped area attack. I know it is in d4s and slashing for damage, but it seemed strange. not particularly powerful, just strange.


am I missing something? Why do Psychic Warriors get a 0-level power list, but gain no talents?


if you have levels of two martial initiating classes (say harbinger and stalker or something), is there anything preventing you from learning stances/maneuvers from the same discipline for both classes?


Dreamscarred Press's Bloodforge introduced the Mixed Blood feat. their latest release, Bloodforge Infusions: esoteric energy introduced the same concept as a trait (though i notice some differences).
Is the trait a form of retcon of the feat, or are they both intended to exist alongside each other?


so, I'll be doing an iron gods game soon and the DM okays my android soulknife (Brutality Blade) concept.
two questions that I have:
1) they still have access to normal blade skills, right?
2) The Manifest Rage Blade ability mentions that it can be used to add special weapon properties (such as flaming or keen) to your blade. Can this be done at level 1, or would you need to wait till level 3 to make use of this part of the ability?


Recently I was looking at the Grammaton archetype for cryptic, when I saw that their disrupt pattern gets a strange change:

"Disrupt Pattern

The grammaton is only able to use the disrupt pattern ability when making ranged attacks with a handgun."

1a) Does this mean that I am adding my Disrupt Pattern and Enhanced Disruption damage to my gun attacks?
1b) Insights that modify disrupt pattern would still go off, right?
1c) Does handgun mean just any gun or specifically one handed guns?

Unrelated to the above:
2) Would this archetype count as a gunslinger for the purposes of the 'special' line of the Gunsmithing feat (a feat they get for free)?
3) Couldn't you literally take the Psionic Repair talent (or similar abilities you could grab from multiclassing) and then just repair you gun of it's broken condition, basically right away?


Me and a friend are having different interpretations on how paladins spellcasting works, and we would like to see who is more accurate.

My interpretation: you need 8 hours rest followed by 1 hour of meditation to gain your daily spell slots/prepare your spells. And that this process can be done once (except to fill spell slots that are empty and unused).

His interpretation: you only need 1 hour of meditation to get your spell slots/prepare spells. And this process can be done as many times in a day as you want, providing as many spell slots as you need.

for reference:
Paladin
spellcasting


Treant's size: When do they get medium and when do they get large? The chart and the Slam class feature both indicate that large is gained at 4th level of the class. However, the Large size class feature indicates that it is gained at 8th.
My assumption: medium is gained at fourth and large is gained at 8th. this would make slam's damage scaling make sense as well, if this were the case.

Winter Wolves' Scent: The chart indicates that it is gained at 3rd but its rules text indicates that it is gained at 2nd. typo?


3 people marked this as a favorite.

This thread is for comparing some of what fans want to see from dreamscarred press (once their plate is a little less full).
I suppose I'll go first:
1) A book focusing on curses, drawbacks (those thing you take to get more traits), drugs, diseases, poisons, and other less than positive things that affect psionic and akashic users (at least as its main target).

2) a book converting some of their old 3.5 monsters into pathfinder, as well as adding some new ones. I basically want another bestiary, perhaps spanning more than just psionics (they have path of war and akashic mysteries after all).

3) third dawn campaign setting and more stuff for it.

4) Dreamscape book, including dreamscape combat.

What about you guys? Similar interests? something different?


Cross-posting from Dreamscarred Press Forums for increased feedback opportunities:

So, let me preface this by saying I'd like to eventually make this a submission to Dreamscarred Press, but want to get feedback first.
Specific feedback areas I would like addressed:
1) name and title suggestions
2) any bad math that may have cropped up somewhere
3) is the charisma too bad of a hit (that -4 charisma that forgeborn get is rough)?
I haven't hashed out the "before combat" and "during combat" sections yet, or any backstory/as an ally/as an enemy sections, I'll go for more feedback when i get that far.
plus side: I based him on the art on page 129 of ultimate psionics, which I had requested back when ultimate psionics was still a kickstarter.

other stuff:
his favored class bonus went into skills.
he is using the soulknife part 2 entry requirement for Elocater.

finally: The NPC in question


Lets say you are multiclassing between Monk of the Silver Fist and Fiendbound Marauder. Would the damage of the fiend's Grip always be 1d8 (for medium), or would the gauntlet damage of the Monk of the Silver Fist eventually take priority? As written I imagine that it stays 1d8, but feel it is worth asking.


So, a friend of mine has shown interest in Path of War. I think I am doing ok at explaining it, but help would be super awesome. I'd like to be able to point them to this thread and have it be enlightening.

Side note: Is there an FAQ for Path of War and Path of War Expanded? I feel that could come in handy.


1 person marked this as a favorite.

So, I may be starting up a home game in the near-ish future that is entirely Path of War based (including other supplements with Path of War material like PoW:E Lords of the Night and the playtest things that are out). I need my world to be filled out with NPCs who are also initiators. If anyone is up for it, feel like posting any characters or NPCs you have built that use PoW material?


cross-posting questions for visibility:
1) Do customization points invested into turning flight’s maneuverability to Perfect also count towards the speed increase? It sorta reads like it does, but i am fairly certain that is not the intent.

2) If you have astral armor or astal juggernaut, does that influence your fly speed (from Flight Customization) in any way?


I have a couple questions.
1) At 4th level they gain 'Mark of the Silver Fist'. this does not replace anything. is this intentional or was something left out?

2) A Monk of the Silver Fist gains Improved Shield Bash and Buckler Bash as possible monk bonus feats starting at 1st level, but why? outside of Shielding Fist a Monk of the Silver Fist cannot use actual shields.

2a) Does attacking with their gauntlets make them lose their shield bonus? if so then improved shield bash makes sense.

2b) Since you can already attack with a gauntlet, is the point of Buckler Bash just the second part of the feat (becoming an associated weapon for Iron Tortoise and Broken Blade)?

2c) this may just me being nitpicky, but are the bonus feats provided added to the list of possible bonus feats forever, or just at the levels indicated (1st, 6th, 10th)?

3) any plans on doing something for Unchained monk in the future? That Style Strike class feature just screams Path of War.


Cross-posting for exposure
Below I have some conversion stuff for making certain specific archetypes from Path of War: Expanded work with unchained classes. incidentally, the only one that required anything was unchained monk. I think it could likely get it's own alternate version of the archetype to utilize the style strikes in some way, though I'm willing to let someone with actual XP in this kind of thing take over that.

Monk of the Silver Fist for unchained monk
Intercepting Fist now replaces the Ki Power normally gained at 12th level.
Reach of the Silver Fist now replaces the second use of an unchained monks style strike (meaning they would only ever be able to utilize Style Strike 1/round). Perhaps this one could even replace the Ki Power gained at either 14th or 16th level? thoughts?
NOTES: Mark of the Silver Fist does not appear to replace anything. is this correct?

Primal Disciple for unchained Barbarian
everything is fine here. change trap sense to danger sense.

Hidden Blade for unchained rogue
no changes needed


If an Entobian takes a metamorphosis feat, they are no longer considered a larvite. it also states that any feat they do not meet the prerequisites for anymore, may be swapped out. does this mean that Prepare for Metamorphosis is swapped out for a feat? or remain as a feat tax?


1 person marked this as a favorite.

After looking at Waves of Thought from Alluria Publishing I realized that the Aquanaut was awesome. I kept thinking about it and realized there was three things I wanted quite badly:
1) an Aquanaut archetype that focuses on land/air
2) Aegis customizations (or archetype) that gave mutations.
3) Seeing as since Waves of Thought's release, more psionic material has been produced I'd love to see a second visit of looking at the other classes and archetypes for Cerulean Seas.


Cross-posting to increase visibility:
Today I finally picked up the PDF for Path of War Expanded! I bee-lined to the aegis section because reasons (DM reasons and player reasons).
And already these customizations raise many questions:
1) because of Customization Points being a resource that can be changed, are the disciplines set in stone forever, or different every time you re-pick the customization?
2) Related to one, was this intended to allow you to have a small set of interchangeable class skills?
3) Why does Initiator's Soul specifically give Sleeping Goddess? Not complaining, just curious.
4) "Each additional time it is taken, the aegis learns one maneuver from his three disciplines." This reads kind of like you are gaining 1 from each of your three, rather than 1 from among your three. That isn't a question, just something I noticed.


So, my wife wants to DM a campaign in a few weeks/months and wanted a world made by herself and me. The basic concept at this stage is that there are floating islands and besides those any normal land has been flooded. We are calling it sea and sky for now.
We are cutting all 0-9 casters and manifestors, and summoners (unchained too). We are including Ultimate Psionics, Path of War, and very select parts of Bloodforge. We have also cut many races, only picking a couple.
Technologically we are looking at airships and submersibles, underwater domes that some people live in, and limited magitech and psitech, though there is some steam power due to resource issues.
Does anyone have ideas, warnings, or suggestions? or questions? I can include a link if people are interested, and if i can figure out how to links.


I had originally asked these on the dreamscarred Press forums, but have received no replies and it has been awhile, so cross-posting time!

1) The 4th level ability of the Ironborn archetype (for Forgeborn Fighters) doesn’t appear to do anything for forgeborn because they do not need to sleep:

Always Armored (Ex): At 4th level, the ironborn can sleep in any armor without being fatigued. This ability replaces the bonus feat normally gained at 4th level.

Am I missing something?

2) The Forgesteed class feature (for the Forgesteed Rider archetype) states that it replaces Mount. Does that mean that it (the Forgesteed) no longer gains the cavalier’s animal companion advancement for their mount? If going by RAW it read this way. But was this also RUI?

3) On a similar note, would it also not start out with combat training and the light armor proficiency? This is under assumption that the entire mount feature is replaced. If just the mount itself and not the mount feature is the change, then perhaps a little bit of wording change may be in order.


Where can I find the “Myth: Psionics is Broken” info for Pathfinder? I plan on doing a podcast about it, and would like some reference material to link in the description.
Some of the arguments against it’s balance I have heard recently include “any system with a ‘spell pool’ is broken because they can burn all there pool on their stronger stuff.” I explained that you could, but would also be out of you lower stuff if you did.
In fact, if anyone has some things they think are worth bringing up, let me know!


Can a creature with Burrow take a 5-foot step into the ground?
Can a creature with Fly take a 5-foot step into the air?


Not sure if this has been done, but here is an idea:

Goal: not to make a bunch of new rules, just trying to get the theming right. However, if some cool archtypes, prestige classes, feats, etc. come up that fit into the theme, then why not. certain classes may need some reskinning, but most of them should be fine as is.

Basic setting premise:
Pathfinder meets fallout, but without the advanced weaponry or power armor or anything that uses electricity (because it still needs to be pathfinder at its core and i don’t want to do a crazy amount of making new rules if i do not have to).

A slightly better explanation of that: Nuclear holocaust ravages planet, destroying all electronics and communication. Nuclear winter and blasted desserts spot the land, with very little exception (islands, for example).
Some people survived either by hiding in deep underground vaults, being in the middle of the ocean, or otherwise being lucky. Some people, however, became mutants or terrible monsters. Others awoke to strange powers, apparently brought to the fore as a reaction to the cataclysmic event.
As time passed and humanity resurfaced, it was apparent that not everyone could strictly be classified as human anymore; elves, dwarves, gnomes, halflings, and numerous other races now walked the planet.
While some groups of people tried to maintain some form of civilization, others formed barbaric tribal societies, many of which had abandoned sanity long ago.

How Classes fit in:
Barbarians: tribal peoples, can be found in many places.
Monks: nuclear zen?
Fighters, Rogues, and other nonmagical classes: mercenaries, and most of your average people trying to survive the wastelands.
Druids and rangers: a strange connection to the land has occurred with these individuals, urging them to restore nature, a calling that is sometimes twisted by the creeping madness that seems to affect too many.
Bards: Explorers and jacks of all trades, trying to inspire and raise hope among the populaces, or control people to get what they want. Magic burns through veins but not to the degree as some others.
Sorcerers: These individuals have awoken to powerful and unusual abilities that can only be described as magic. Why they possess this talent is a mystery, and one rarely explored to any real conclusion.
Clerics and paladins: Have magical abilities due to some connection to another force, one they have learned to worship, though whose true nature(s) are unclear. It may be completely possible that they are simply insane (but with very real powers).
Wizards: ??? this one is difficult for me to place. suggestions would be awesome.