Evan Riggs's page

Organized Play Member. 203 posts. No reviews. No lists. 1 wishlist. 4 Organized Play characters.


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Baggageboy - the issue is that even the magus doesnt compare to that.

yes the archetype was based on it,

Minigiant as Firebug pointed out yes you can spend mutiple per round

so my players, after i made this post decided amongst themselves to dial it back as

as you unlock highher levels of it you can spend points in multiples yes but no more than 1 choice per category i.e.
1 time for the lvl 5's the 11's and the 15's.

another interpretation was the multiple aspect was limited to not until 15th lvl since it states it after that level.

see this is the issue in that it isnt clear.

if im a magus i can spend 1 point of my arcane pool and say 15th lvl get several mods worth of abilities.

but thats not what RAW has listed. so i am simply wanting a lil better clarification to avoid player arguments or a disrupted session

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Question - in the below ability description. How many times in 1 round can the ability be activated.

Ectoplasmic Pool (Ex): At 5th level, the phantom blade gains a reservoir of excess ethereal energy and ectoplasm that she can draw upon to improve her phantom weapon. This pool has a number of ectoplasmic points equal to half her spiritualist level + her Wisdom modifier. The pool refreshes once per day when the spiritualist refreshes her daily spells.

The phantom blade can spend a number of ectoplasmic points to enhance or modify her phantom weapon. As a free action, she can spend 1 point to manifest or harbor her weapon. The spiritualist can also spend 2 ectoplasmic points as a free action to allow attacks made with her phantom weapon to resolve against touch AC for 1 round.

***THIS PORTION IN SPECIFIC***
As a swift action, she can spend 2 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: corrosiveUE, defending, flaming, frost, keen, mercifulUE, shock, or throwing. At 11th level, she can spend 3 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: corrosive burstUE, disruption, flaming burst, holy, icy burst, shocking burst, or unholy. At 15th level, she can spend 5 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: brilliant energy, dancing, or speed. A phantom blade can spend an appropriate number of points to grant the weapon multiple abilities as one action. A phantom weapon cannot have a modified bonus higher than +10.

the above section is a bit misleading. Could a venture captain or James Jacobs please be more clear.

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ZZa NI

Can you explain why magic missile doesnt get stopped.

by mobile fortress.

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ok, i have mobile Bulwark style:
While using a tower shield, add the shield’s bonus to AC (including its enhancement bonus) to your CMD against bull rush and overrun combat maneuvers. While using this style, you can use a tower shield to grant you total cover along one edge of your space (Pathfinder Roleplaying Game Core Rulebook 153) as a move action.

and mobile fortress:While using a tower shield, you add half of the shield’s bonus to AC (including its enhancement bonus) to your touch AC and take only a –1 penalty on attack rolls because of the shield’s encumbrance. While using Mobile Bulwark Style, whenever you would use a tower shield to gain total cover, you also grant any adjacent ally total cover against attacks passing through the selected edge of your space.

my DM uses a magic missile spell on me and can he circumvent the tower shield or do i need Mobile Stronghold to stop magic missile?

Magic Missile: Description
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Mobile Stronghold: While using a tower shield, you do not suffer a penalty on attack rolls because of the shield’s encumbrance. While using Mobile Bulwark Style, whenever you use a tower shield to gain total cover, you also gain partial cover (and grant partial cover to adjacent allies) against spells passing through the selected edge of your space. Also, while using this style, you can gain total cover against a single attack made against you as an immediate or swift action.

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have you ever noticed how we as DM's of our own games differ in the opinions of each other but when a player questions us we go to the forums?

oh btw in regards to the thread above,
the attribute stays as it is and the penalty is temporary...

well character sheets have a temporary column for a reason.
Maptools tokens do not, nor does roll20, depending on the version of the sheet you use.

If one is going to say the feat is unuseable.
Then energy drain temporarily reduces your level below a point does that make the spell inoperable. No, it actually only changes the effective numerical value of the spell.
Level 5 wizard has fireball prepared, gets to negative levels. the spell is still prepared he can still prepare it, just it goes off as 3d6 instead.

now if you are a veteran 2nd edition DM doing pathfinder and disagree with that for example. Change it, it's your game your rules.

no matter how it gets clarified here in the thread its your DMs decision.

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Well for anyone familiar with the series "Tyrant's Grasp" Spoiler warning they are in the "Tyrant's Wrath book 4 dungeon room A8. they still have 3 encounters remaining, room A1, A4, and A6. In regards to the spiritualist he has a whimsy phantom and no archetype. oh the Fervor of the warpriest is:
Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

but like you pointed out above, the feeblemind prevents the casting of all spells so even fervor is out for casting spells. Correct?

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i have a war-priest in my Wednesday night game of Tyrants grasp

presently the players consist of a 13th lvl duskling war-priest and a 13th lvl human Spiritualist.

the warpriest failed to save against the feeblemind spell.

so int and cha of 1 now. What can he do as a character? no heal spell is available to save him, no other allies atm.

Suggestions please?

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ok, this link.
[url=https://aonprd.com/FeatDisplay.aspx?ItemName=Divine%20Fighting%20Technique]

quoting the feats wording: A number of times per day equal to your Wisdom bonus, you can feast upon the life essence of a creature that you hit with a scythe.

does this mean or is this a RAW/ RAI interpretation. That an undead who has no life essence. Cannot be the target of this attack, or is it being generalistic and saying anything you hit can be affected.

I'm dming a tyrant's grasp game and this seems like it should not affect Constructs or Undead as they aren't alive. I would think creatures with a con score have a life essence.

In times when i can't reason out the answer i generally go with the majority consensus of the forums unless i feel adamant about something.

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thank you very much

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Reaping Strike, can it multiply on a crit?

Reaping Strike (Su): At 1st level, whenever a mortal usher deals hit point damage by using the attack action, casting a spell that targets only a single creature, or throwing an alchemical item as a standard action (including an alchemist’s bombs), he deals an additional 1d6 points of damage to the target, plus an additional 1d6 points of damage for every 2 additional class levels he has beyond 1st. This damage is positive energy damage if the target is undead, or negative energy damage if the target is living; creatures that are neither living nor dead, such as constructs, are unaffected by this ability.

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amen brother

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what about a dhampir who uses Infuse Self, can he be healed by positive energy?

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I am a DM, but i am having difficulty wrapping my head around a suitable answer for my player. Below is the situation and the question following. Please Advise.

https://www.d20pfsrd.com/magic/all-spells/i/infuse-self/

Dhampir who uses this spell.

Polymorph subschool
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

Dhampir
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Question
Would the Dhampir benefit from positive energy while this spell is active?
Yes or no and why?

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Effervescent bombs

Effervescent bombs otherwise functions as bombs, and discoveries that apply to bombs apply to effervescent bombs.

nothing says you cannot directly target someone.
nothing says it isnt a splash weapon.

it does say Rather than deal direct dmg.

so it is a bomb, it is a thrown splash weapon, it doesnt do direct dmg, no matter what you add to it. it does not do direct dmg.

i see no issue here.

so RAW, its a splash weapon that creates a puddle.

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someone answered it ty

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yes

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Spoilers warning

Hakotep I has shield other placed on him by 4 shield guardians

how do i resolve an 80 point critical hit?

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Spoilers warning

Hakotep I has shield other placed on him by 4 shield guardians

how do i resolve an 80 point critical hit?

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James Jacobs wrote:
Skeld wrote:

This may have been asked elsewhere, but how is everyone pronouncing "Kenabres"?

I'm going with "ken-ob-rah" for the time being.

-Skeld

Whoa... interesting pronunciation!

I say:

keh-NAB-riss

keh-NAH-Bray

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(SPoiler warning)

In the stonehouse there is a creature, and a treasure, and in that treasure is a 7x Slim Platinum rods worth 1000 each.

1000gp each or 1000pp each. it is not clearly labeled.

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Slim Jim wrote:
Evan Riggs wrote:
im open to summoner just not synthesist
If I were your GM, I'd rather you played the double-18s reroll array as just about anything else. You'll be less likely to upstage the other players without a pet monster.

hey slim,, I am the GM for the game Danzibe started the thread about.

he just wanted ideas for characters involving the subject matter of the rolls he the player chose to keep.

so most of them have suggested summoner or for him to suicide and reroll.

the big issue is he chose the lesser attributes. thats his choice.

kinda like im working on a separate campaign that is 5d6 keep 3, assign them after rolled.

and its for a homebrew.

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im open to summoner just not synthesist

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Archimedes The Great wrote:


As long as you aren't playing with power gamers or munchkins then your statistical ineptitude may even make you revered in your party dynamic.

some of the players are munchkins and dont seem to realize it, and even the serious roleplayers inadvertantly power game without effort, especially if veteran RPG players know how to min max.

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Archimedes The Great wrote:

If your group agreed to rolls and you accepted these stats, don't see it as a punishment, see it as a challenge.

essentially thats the situation, usually the players ask

Hey Evan how do you want us to do stats.

and i put my whim out there. which it was roll 4d6 keep 3.
allowing players to choose high or low. most of them chose high stats, but roll 2 sets keep the set you want.

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Derklord wrote:
Ok, let me rephrase that: In surprise combat (i.e. no preparation time, only buffs above min/level active), how did a typical first turn of that PC look like?

a knowledge check of the threat, depending on the result, then either attack it or depending on the other player's and other strengths it depends on the threat, but i asked the player and he said normally she would engage it in melee.

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Derklord: his first action with the eidolon active after pre combat buffing. was to Rage.

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doomman47 wrote:
While its not a bird, a kitsune can go into fox form and if paired with master summoner it can have a similar effect though they lose out on the animal companion but gain standard action summoning, though I guess they could also take some feats to get an animal companion with that set up as well.

for this specific campaign kitsune was not an option. its return of the runelords and the races im allowing are the core Plus what is said as "commonly" seen there.

and im not trying to shut him down shroud, im trying to make sure everyone has all the available facts about the game im running.

its not a measure of being unreasonable either, i applauded him for CHOOSING the lower attributes, great good for him. great to see if he can make it work. Doesn't mean im going to change my principles on how i DM just so someone can be wtfe they want to play.

I like the fluff of Golarion, i like to see it utilized. if i wanted to go ape and let people be wtfe they wanted to play then id run a game like that or do PFS. cause god forbid if i ever actually run a game 100% as RAW. yeah not happening. and if it was PFS, Danzibe wouldnt even choose to participate in it, neither would 75% of my players.

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ShroudedInLight wrote:


Make sure to print out some cards, and have a good time. There is no limit to the number of summoned allies you can have out on the field and with Superior Summoning you can conjure a TON of them. Flood the board with wolves and have a ball.

Its a map tools game FYI

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Shroudedinlight: pushing Synthasist because with these stats it works a bit like a super suit or being a power ranger

Yes i know what a synthasist is and its purpose, as a player i like it too, as a DM i despise it.

Shrouded: you could also step off...........

Yes you're right I could, but the player CHOSE, to teak lower rolls than what he came up with, so no i wont. his other rolls were no lower than 14. If he chooses to take the lower rolls that his choice. But its my choice as a DM to stickk to my methods of GMing. Some games rarely am i loose with it. like the game i ran that started at 15th level.

So you can take your own advice.

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he doesnt need a lvl building guide, he only needs some ideas for lvl 1

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what about other classes than summoner

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how about a few character suggestions for roleplay to make the character lively and fun instead of a character based on game mechanics

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Lelomenia wrote:
hides your bad physical scores at the cost of your action economy.

the halfling was doing it for min max of a 10 point character, and that at the time, i was only allowing classes to be learned based on everyone came from Sandpoint (7 years ago when i ran Rise of the Runelords), so only what was there could be learned, once the halfling got to magnimar Summoner could be learned. but the player himself also "enjoys" manipulating the rules to cheese himself so he "can't" be hurt by anything the dm does and tries to be self reliant as opposed to a team player. Hence the multiclass managerie.

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and yes our group and myself distaste and detest the Synthesist, but i'll allow it if the others are ok with it....

(bad issues with it in the past: a player went, Halfling Inv Barbarian 2, Unbreakable Fighter 1, Oracle Lore 1, Synth Summoner the remaining levels, and the eidolon became a nightmare of note taking)

..... And we dont like kineticist because 1 player does nothing more than "I Blast" to solve any situation. Which ruins most the players' chances to negotiate or interact for long challenging fun fights.

Not all my games are diced:
Mummy's mask my players got 25 point arrays
Iron Fang they got 20 point arrays
Ruins of Azlant they got 20 point arrays
now: Return of the Runelords i gave them 4d6 keep 3

the saturday game of Strange Aeons the GM made us do something VERY out there but challenging, oh so challenging.

roll 7d6, Assign each die to one attribute. dropping the lowest single die
then roll 7d6, Assign each die to one attribute. dropping the lowest single die
then roll 7d6, Assign each die to one attribute. dropping the lowest single die

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Danzibe1989 wrote:

So our group started up another adventure, and we got to roll stats of 4d6, no rerolls. I got 7, 7, 10, 10, 10, 10. Amazing right? Well I chose to keep them and am now wondering what would be funny to play. This is not a character I could take seriously and it definitely might not be a caster (barring Race changing that) so I'd LOVE to hear some interesting ideas.

Available Races: Core Book, Aasimars, Changelings, Dhampirs, Drow, Goblins, and Tieflings

To fill in a couple small gaps for my friend here and the rest of you the rolls were roll 2 sets of stats.

4d6 keep 3. pick the set you want.

I like to run games that are thematic to the AP, and the region and i pay attention to fluff. Yeah an actual game that cares about setting not PFS or munchkining the game system for "maximum" possible effort. So i applaud my player for choosing the lesser attribute rolls. Good on him for taking a challenge.

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Tangent101 wrote:


I mean, I'd buy them. I suspect a lot of folk would. But you could always do a Kickstarter or the like on that to gauge preorders and how much of these should be printed and adapted to 2nd Edition.

i hope the people at RPTOOLS.net do a suitable Maptools framework for pathfinder 2.0 or im out cause the bestiary is to much of a hassle for me as a DM. i dont understand the removal of the attributes, didnt like it in Starfinder either.

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Sandslice wrote:
jumpydady wrote:
imagine a paladin or a lawful good cleric that is devoted to a good deity, can she use a spell with evil description without any consequence? I am specifically interested in the spell infernal healing can she use that spell without harming his alignment?

A cleric literally can't try:

Quote:
Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

A paladin would be instantly negated:

Quote:
A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.
Casting evil spells is definitely committing an evil act - and keep in mind that infernal healing causes its recipient to be detected as an evil creature AND to be aware that it is affected by evil magic. That's pretty darn evil for a L1 spell.

this line specifically:

Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

what if you worship say Gozreh, and you are the warpriest archetype Champion of the Faith, you choose Good as your base descriptor.
your personal alignment is CN.

Can you pray and prepare Archon's Aura, a spell whose descriptor is:

Good,Lawful.

and why can/can't you do it?

Please explain or elaborate

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situation #1: Crippling Shot vs Cut from the air? can he still use the deed to hit the target.

Situation #2: multiple attacks from one attacker using a ranged weapon, Cut from the air with multple AoO's from combat reflexes (how many shots can you strike down. all assuming dex mod accomodates or like all other AoO's once per turn per attacker who would provoke

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ok, so for the sake of getting past the fact that most of you hate the archetype.

Class feature
Holy Slinger (Ex)
This ability functions like the holy champion paladin class feature, but the banishment occurs when she hits an evil outsider with the smiting shot deed.

my opinion
paizo has some poor wording. most classes say it replaces, it alters or its gained at a specific level.

Question:
is this poor wording on their part or you gain it at 1st level?

my opinion, but i know what is implied
now looking at it is clearly implied to me its mean to replace or alter the 20th lvl ability. but for the RAW world it doesn't specify.

Cleass feature
Smiting Shot (Su) (replaces smite evil).

my opinion
Ok clearly mentioned.

my question
so what about later on when i active this ability?

Example
Aura of Justice (Su)
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

my question
do i suddenly give all my allies Smite Evil? or do i give them Smiting Shot?
doesnt say it alters Aura of Justice.

my question
so if you were the DM in this game how would you rule these abilities if the player's character was taken to these points.

my thoughts
i'm pretty sure i know how i would rule it but id like to hear other opinions on the subject.

Obvious other threads
i have already read the thread on how not to be the holy gun and why people think it sucks. that being said id still like some opinions on the content above.

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ok, so for the sake of getting past the fact that most of you hate the archetype.

Holy Slinger (Ex)
This ability functions like the holy champion paladin class feature, but the banishment occurs when she hits an evil outsider with the smiting shot deed.

paizo has some poor wording. most classes say it replaces, it alters or its gained at a specific level.

is this poor wording on their part or you gain it at 1st level?

now looking at it is clearly implied to me its mean to replace or alter the 20th lvl ability. but for the RAW world it doesn't specify.

also
Smiting Shot (Su) (replaces smite evil).

Ok clearly mentioned. so what about later on when i active this ability?
Aura of Justice (Su)
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

do i suddenly give all my allies Smite Evil? or do i give them Smiting Shot?

doesnt say it alters Aura of Justice.

so if you were the DM in this game how would you rule these abilities if the player's character was taken to these points.

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its kinda like i know it isnt energy but on Damage reduction it says for example: Bludgeoning and Magic. you dont get half the reduction. its either both or its reduced.

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unfortunately my issue is the wording. its not saying it does half and half. its saying it does type and type. if it was like flamestrike id be fine with it. i know and understand that part. because its worded properly. but the way i posted it is the way its worded.

Plasma it is Fire and Electricity.

doesnt say it deals half fire and half electricity.

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ok i know that energy resistance blocks per hit and that when it says if something does half fire and half electricity but what about when it says it differently like:

Plasma it is Fire and Electricity.

sure the Starfall Spade in Iron gods is only 2 dmg but is it reduced to half if they have just electric resistance. or must they have both resistances.

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"someone challenged the ideas associated"

early in the thread it states this. I did not say me.
i then went on to say
Regardless of RAW or RAI. how would it look.
Rude is assuming i didnt acknowledge RAW or RAI.
Rude is not how i responded, that was me being nice.
I wont be rude how i consider rude cause i have no interest in being banned.
Had you read the full thread you might have noticed that to begin with.

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OK, so ASIDE from stacking them lets look at just the Kinetic Knight.

Elemental Blade (Su)
At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.

At 3rd level, the kinetic knight gains the blade rush infusion.

At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performance, and trip weapon qualities.

At 9th level, she gains the blade whirlwind infusion.

At 11th level, she gains the whip hurricane infusion.

At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.

This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.

Knight’s Resolve (Ex)
At 3rd level, the kinetic knight gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. At 11th level, she gains the samurai’s greater resolve ability.

If she also has samurai levels, those levels stack with her kineticist levels to determine the benefits of this ability.

This ability replaces the kineticist infusion gained at 3rd level and supercharge.

ok so 1st Elemental blade.
gains and a list of abilities but it alters the infusions list.

3rd lvl it replaces the 3rd lvl infusion that was previously altered with the Elemental blade.

or is this a misnomer by the company or by thhose of us trying to read it.

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ok example of part of the question

Elemental Blade, alters your infusions list Right, we are in agreement there.

third level it Replaces your 3rd level infusion with Resolve from Samurai.
the archetype already contradicts itself.

other archetypes, say fighter, Replaces weapon training 1, you gain weapon training later from a different feature it says (in the faq or actual Rw somethwere your Weapon training 1 would now actually be gained at a later level. which im assuming atm is also right.

so if that were the case and all your infusions get pushed back. going on that logic.

lvl 1,
Elemental blade 1st infusion, alters normal level 1 infusion then the annihilator replaces it and when you would normally get your 3rd lvl infusion you get elemental blades 1st ability.

nope Resolve comes in and pushes that back but the resolve gets replaced by the annihilator's ability.

ok 5th lvl you finally get the kinetic knights level 1 infusion ability and it nullify's your level 1 Devastating infusion because it now requires kinetic blade to use the blast at all.

9th lvl you finally gget the 3rd level kinetic elemental blade infu.... no because both classes at 3rd lvl replace a given ability. they both cant be right. thats where the 2 archetypes would even in a house rule break and conflict in my mind.

but even if some one house ruled something in there. how would the rest of the mess look.

we dont know cause no one wants the headache of trying to figure it out. much less balance it.

so if someone wanted to allow it this is why i am ask9ing

What if. I'm not saying i would or wouldnt allow it. I already made my statement in that regard.

now im only saying what if, what would it look like.

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Belabras wrote:
so I really don't suggest it.

Yes I agree. but for the sake of what ifs

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its like other than RAW, the only thing stopping a Synthesist and a Shadowcaller fetchling from stacking is the eidolon flavor text of a shadow eidolon.

it seperates from your shadow and becomes an eidolon, then synthesist would take over and fuse it on to you.

otherwise they properly stack. but yes RAW it isnt allowed.

and while i agree it isnt allowed, just like in my games i house rule i dont let more than 2 archetypes be stacked even if there is no RAW limit as long as they dont conflict. personally i dont like players stacking archetypes at all.

and if we go down the RAW path. then there is no roleplay either as roleplay is a house rule in and of itsself. its an intended paart of the game but no written rule on how you have to play the character except when it comes to codes and alignments.

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i acknowledged it doesnt stack, but based on what he said he would do as a house rule, im curious what it would look like, i tried to work it out and got confused on what would happen here and there.

i mean the forums are more than just rules as written and rules as intended they are also for discussions.