Sebecloki's Shattered Star AP Super Spectacular Paizo Anniversary Celebration Campaign (Inactive)

Game Master Sebecloki

Pathfinder turned up to 111.


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Working on my Aasimar Half-Celstial(might throw in several of the simple class templates too). Investigator(questioner)3/Inquisitor(infiltrator)2 on one side of the gestalt and Unchained Rogue(unsure of archetypes) 5 on the other.

Absolute total face/skill monkey, divine warrior/assassin build.

Before I settled on race, template(s), picking traits or spending *any* gold, my Diplomacy was +23...

Edit:

I saw above that alignments don't matter when it comes to classes/templates.

Out of sheer curiosity, would you be willing to remove racial restrictions for archetypes, feats, spells, etc?


Might be going half-dragon UnMonk/Magus. Race undecided at the moment; going for the ultimate wuxia wire-fu master. Might dip Swashbuckler and use an Urumi with Effortless Lace for opportune parry and riposte.


And worry not... I've got a frakking boatload of a backstory for this dude.


So made this other PC, was a cat, but half way throw found a large chunk was based on 3pp stuff. :( humm.

So gone back to my Wee fey, and think I have a better build taking some stuff from the Cat.

CN Atomie +Fey+Mutant CR1]

Now would that be CR1 or 2. Give some have more than one template.
Mutant seems well balanced with the drawbacks.

Now Classes, humm, if we can use CR for simple class templates, I make add in a more Fey feel, that side and look to a single L5 Class on the other.
Tying to keep as much fey in as I can.


NarcoticSqurl checking in with my finalized submission. Cain Haldt. Cleric of divine justice cursed with undeath, seeking to cleanse his soul of this blight, and rain a fury the likes of which the high heavens and deepest layers of the abyss have never seen, upon whosoever chose him to become a mockery of the cosmic order. A cleric serving the powers of good, thrust upon the black stench of the necromantic domain. (warning, spoiler contains a ridiculous amount of crunch).

Cain:

Human Graveknight
Cleric 5/Oracle 5

STR: 36
DEX: 24
CON: -
INT: 26
WIS: 30
CHA: 30

HP: 150
Init: +11
CMB: +16
CMD: 33

AC: 32 (36 against AoO)
Touch: 11 (15 against AoO)
FF: 28
BAB: +3
Fort: +21
Ref: +15
Will: +21

Defensive Abilities:
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

-Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.

-Not subject to nonlethal damage, ability drain, or energy drain.

-Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

-Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

-Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

-Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

-Undead do not breathe, eat, or sleep.

Graveknight Abilities

-Darkvision 60 feet.

-Spell Resistance 13

-Chanel Resistance +4

-DR 10/magic

-Immunity to cold, electricity, fire

-Rejuvination: One day after the graveknight is destroyed, the armor starts rebuilding him. It takes 1d10 days.

-Sacrilegious Aura: A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC 22.

-Channel Destruction: Any weapon a graveknight wields seethes with energy, and deals an additional 1d6/4HD the graveknight has of the energy type (fire) determined by ruinous revivification quality. DC 22.

-Devastating Blast: 3/day the Graveknight can unleash a 30 foot cone of energy (fire). Blast deals 2d6/3HD the Graveknight has. Reflex save for half. DC 22.

-Undead Mastery: As a standard action, can attempt to bend undead to my will. Can control 5HD/HD I have. Unintelligent undead can not save, intelligent undead get to attempt save once every 24 hours. If the save succeeds, they can not be controlled by my undead mastery for another 24 hours.

-Phantom Mount: Once per hour, a graveknight can summon a skeletal horse similar to phantom steed. It can carry 1 additional rider, and has powers based on the graveknights total HD. The mount looks distinctive and always appears the same. If it is destroyed, it can be summoned again with full hitpoints 1 hour later.

-Ruinous Revivification: At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities.

Cleric 5/Oracle 5
Loyalties: Good, Protection, Vengeance
Domains: Destruction, Glory
Languages: Common, Celestial, Abyssal, Infernal, Draconic

Cleric Abilities:
Channel 15/day (Negative)
Channel Positive Energy 3d6
Channel Negetive Energy 2d6

Spontaneous Casting: Harm spells

Destructive Smite: Single Melee attack, bonus damage equal to 1/2 cleric levels+4. 13/day

Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Cleric Spells (Wis):
0th(4): Create Water, Detect Poison, Light, Resistance
1st(5+1): Shield of Faith, Sanctuary, Bless, Deathwatch, Burning Disarm, Cure Light Wounds (1d8+5)
2nd(4+1): Bless Weapon, Cure Moderate Wounds (2d8+5)x2, Zone of Truth, Life Channel
3rd(3+1): Searing Light, Water Walk, Cure Serious Wounds (3d8+5), Bestow Curse

Oracle Abilities:
Wasting Curse (-4 Cha skill checks except intimidate, +4 against disease saves, immune to sickened condition)
Bones Mystery
Armor of Bones (+4AC, 1hr/lvl spent in 1hr increments)
Soul Siphon (1/day Ranged touch attack gives 1 negative level, heal 1hp/oracle level)
Bleeding Wounds
Death's Touch
Near Death
Raise the Dead

Oracle Spells Known: 0th-6, 1st-4+1, 2nd-2+1
Oracle Spells/day (Cha):
0th(6): Bleed, Detect Magic, Guidance, Mending, Read Magic, Stabilize
1st(8+1)/DC 19: Cause Fear, Inflict Light Wounds (1d8+5), Murderous Command (Save DC Will negates), Command, Comprehend Language
2nd(6+1)/DC 20: False Life, Inflict Moderate Wounds (2d10+5), Lesser Animate Dead

Skills (4+Int): Appraise (Int) +12, Bluff (Cha) +14, Craft (Int) 0, Disguise (Cha) +21, Diplomacy (Cha) +23, Heal (Wis) +21, Intimidate (Cha) +31, Knowledge (arcana) (Int) +19, Knowledge (history) +21, Knowledge (nobility) (Int) +19, Knowledge (planes) (Int) +19, Knowledge (religion) (Int) +21, Linguistics (Int) +12, Perception (Wis) +29, Profession (Wis) 0, Ride (Dex) +9, Sense Motive (Wis) +20, Stealth(Dex) +4, and Spellcraft (Int) +23

Feats (45 then 12):
Improved Channel (+2 to Channel DC)
Versatile Channeler (Channel Negative energy at -2 levels)
Selective Channeling (Choose who to affect for channel energy)
Siphon Channel (Temp HP=1/2 damage +1 per creature effected)
Channel Smite (swift action, add channel damage to attack roll)
Channel Surge (2 uses of channel, increase damage by 50%, FRA)
Quick Channel (Channel energy as a move action by spending 2 daily uses)
Endurance (+4 bonus on checks to avoid nonlethal damage)
Diehard (Automatically stabilize and remain concious below 0 HP)
Fleet (base speed increases 5 feet)
Extra Channel (2 extra channel uses per day)
Blazing Channel (half channel damage fire, half holy not reduced)
Combat Casting (+4 bonus on concentration checks to cast defensively)
Combat Reflexes (Aditional AoO per round equal to dex modifier (+7))
Bodyguard (When adjacent ally is attacked, may use an AoO to attempt the aid another action to improve your ally’s AC)
Magical Aptitude (+2 bonus on spellcraft and Use magic device checks)
Knowledge (+2 to 2 Knowledge skills (religion and history))
Alertness (+2 perception and sense motive)
Quick Draw (Draw weapon as free action)
Heavy Armor Proficiency (Proficient with heavy armor, no spellcasting penalty)
Extra Revalation
Extra Revalation
Extra Revalation
Extra Revalation
Iron Will (+2 to Will Saves)
Improved Iron Will (may reroll 1 will save per day)
Great Fortitude (+2 to Fortitude saves)
Improved Great Fortitude (may reroll 1 fort save per day)
Lightning Reflexes (+2 to reflex saves)
Improved Lightning Reflexes (may reroll 1 reflex save per day)
Martial Weapon Proficiency (Greatsword) (Proficient with greatsword)
Weapon Focus (Greatsword) (gain +1 on attack rolls with weapons)
Power Attack (-1 to attack roll for +2 to damage roll (+3 with two handed), must be declared before attack roll)
Furious Focus (no -1 penalty on first power attack per round, any other attacks including AoO suffer penalty)
Cleave (If first attack hits enemy, may make another on adjacent enemy within reach, -2 to AC until next round)
Dodge (+1 dodge bonus to AC)
Persuasive (+2 bonus on diplomacy and intimidate skills)
Nimble Moves (May make a 5 foot step/round through difficult terrain as if it were normal terrain)
Acrobatic Step (May move 15 feet/round through difficult terrain as if it were normal terrain)
Mobility (+4 dodge bonus to AC against AoO when moving into or out of threatened space)
Run (When running, move 4x normal speed in heavy armor, 5x elsewise)
Step Up (5ft step as immediate action)
Skill Focus (Disguise) (All spell focus give +3 to their skill, then +6 at 10 ranks in said skill)
Skill Focus (Diplomacy)
Skill Focus (Intimidate)
Skill Focus (Perception)
Skill Focus (Heal)
Skill Focus Knowledge Arcana
Skill Focus Knowledge Nobility
Skill Focus Knowledge Religion
Skill Focus Knowledge Planes
Skill Focus Knowledge History
Skill Focus (Sense Motive)
Skill Focus (Spellcraft)
Oracular Intuition (+2 to Sense motive and Spellcraft checks)

Bonus Feats:
Improved Initiative
Mounted Combat
Ride-By Attack
Toughness

Items:
Headband of Mental Superiority +6(144k)
(Ride +HD, Spellcraft +HD, Perception +HD)
Belt of Physical Perfection +6 (144k)
Boots of Speed (12k)
Vampiric Gloves (18k)
Cloak of Resistance +5(25k)
Bracers of the Avenging Knight (11.5k)
(Destructive Smite = 4 levels higher)
Pale Blue Rhomboid Ioun Stone (8k)
Incandescent Blue Sphere Ioun Stone (8k)
Pink and Green Sphere Ioun Stone (8k)
Ring of Three Wishes (120k)
Ring of Invisibility (20k)
Greater Hat of Disguise (12k)

Armor:
+5 Unrighteous Full Plate (129k) 1/day righteous might spell for 10 rounds

Weapon:
+4 Greatsword of the Severed Soul (200k)
+20 attack roll (Damage 2d6+23+1d6 fire)
+21 to attack with Grayflame active
Damage with Destructive Smite (2d6+27+1d6 fire)
With Negative Channel Smite (2d6+23+2d6+1d6 fire)
With Positive Channel Smite (2d6+23+3d6+1d6 fire)
Grayflame with negative energy (2d6+24+3d6+1d6 fire)
Grayflame with positive energy (2d6+24+4d6+1d6 fire)
If Holy Applies (+2d6)
If Unholy Applies (+2d6)

Called +1 Bonus (can call weapon to hand within 100ft)

Grayflame +1 bonus (+1 bonus, and 1d6 damage, counts as good and silver when used with positive channel, and evil and cold iron with negative channel)

Holy +2 bonus (+2d6 damage against evil)

Unholy +2 Bonus (+2d6 damage against good)

Gold: 20,500/880,000 left


Hey gang, looking to see if anyone know is the Haunted Ones template is Paizo or not, I couldn't find a source.

Also, Phntm, I'm thinking of what looks like a similar character to yours. Rivals, maybe? There's a pretty elaborate backstory I've got going on if you're interested.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
ElegantlyWasted wrote:

Hey gang, looking to see if anyone know is the Haunted Ones template is Paizo or not, I couldn't find a source.

Also, Phntm, I'm thinking of what looks like a similar character to yours. Rivals, maybe? There's a pretty elaborate backstory I've got going on if you're interested.

Funny you should say "Rivals" because the template you're seeking the source for was printed in Paizo's "Rival Guide", on page 29.


1 person marked this as a favorite.

Somewhere there exists a world where I was clever enough to have planned that.

This is not that world.

Thanks, Reckless!!


Monkeygod wrote:

Working on my Aasimar Half-Celstial(might throw in several of the simple class templates too). Investigator(questioner)3/Inquisitor(infiltrator)2 on one side of the gestalt and Unchained Rogue(unsure of archetypes) 5 on the other.

Absolute total face/skill monkey, divine warrior/assassin build.

Before I settled on race, template(s), picking traits or spending *any* gold, my Diplomacy was +23...

Edit:

I saw above that alignments don't matter when it comes to classes/templates.

Out of sheer curiosity, would you be willing to remove racial restrictions for archetypes, feats, spells, etc?

we're using loyalties instead of alignment


GM Panic here,

So the whole fey thing felt off, [Aannraa Sal Da Qill] Done before and not feeling it.
I just could not get a grip on the PC idea,
So yesterday, was thinking in a dull meeting no one has done a Drow.

So, from that I got.

Shadow Lord - Sol Exu De Ron Ole
IMAGE HERE

Race: Drow [Noble[PF]] - Template [Shadow Lord [PF]], Class investigator [Psychic Detective[PF]] L5 / Rogue [Shadow walker[PF]] L5 [With 4 Damnation Feats[PF]]

She is not as powerful or maxed as some, but I like the idea much better.
Working on her backstory and who she became a Dammed Shadow Lord.


Seb,

Are you okay with allowing us to ignore racial prerequisites for feats, archetypes, spells, etc?


however it works for the 'loyalties' system for removing alignments.


Doesn't seem to be anything regarding races, ah well. Not that big a deal.


It can get complicated with something. but others seem simply removing such things as aliment based spells. Channelling should be fine so long as you keep away from the variants based around aliment. Others see

loyaltiessystem

With My PC having the Dammed feat, I am just linking them to a being on the plane of shadows.


I found this one image, and just can't get it out my mind for this PC.
So may may change a few things so she has a Revolver Pistol for range, and a blade.


ElegantlyWasted wrote:

Hey gang, looking to see if anyone know is the Haunted Ones template is Paizo or not, I couldn't find a source.

Also, Phntm, I'm thinking of what looks like a similar character to yours. Rivals, maybe? There's a pretty elaborate backstory I've got going on if you're interested.

Possibly. What are you thinking?


Phntm:
Looking over your backstory I’m thinking perhaps of a sister monastery to yours. I’m also planning on going Half-Dragon, so if the two had similar heritages, their masters could have had the boys be training partners; they were the only two of the same age that could really keep up with each other.

If you’re an anime fan I’d be going for more of a Gon-Killua from Hunter x Hunter relationship. Friendly rivals that are, you know, actually friends. Their competitions to see who can get stronger faster processintg their already prodigious natural talent into hard earned skill. That sort of thing,

I’m probably going to go more for a wandering ronin vibe with my guy, though. If that sounds interesting I’ll write something up and send it your way to see what you think


Could I enchant a Monk's Robe as if it were normal armor?

I'm looking to specifically add Improved(or possibly Greater) Shadows.


I believe incorporeal characters need ghost touch equipment, but not sure.
Being incorporeal brings some boons, but a lot of downsides as well.


OK, I got reinspired (after realizing I'd mistakenly used 3p templates and gone away frustrated).

Now I'm building a gnomish inquisitor of Brigh who was on a mission in the ruins of the Jistkan Imperium and stumbled across a disabled Champion Automaton. With Brigh's grace, some luck, and some gnomish ingenuity, he managed to transfer his consciousness into the automaton. Despite both characters being gnomish, he's very different from my first concept. This one will be quite martial, and will take advantage of his automaton body's propensity for picking foes up and hitting them with one another. ;-)

I like the idea of a gleeful gnome getting used to this new, crazy Brigh-inspired body.

EDIT: Seb, I know you usually take anyone who completes one of your crazy builds. This time, that looks like it might be a pretty large number. Knowing I could well be one of those cut, I wonder if it makes sense to limit the party size? I've had bad luck with huge parties.


So talking of team work feats, some of them need others to have the feat as well.
Any suggestions on the teamwork feats that would be good to take.


Sol Xue De Ron Ole wrote:

So talking of teamwork feats, some of them need others to have the feat as well.

Any suggestions on the teamwork feats that would be good to take.

I always thought that it would be interesting to build a group of characters who capitalize on Teamwork Feats!

That being said, I have taken none... I am building a Noble Drow Slayer / Vigilante. Fighting with two whips. Trip + Disarm + Slow + Sneak + Demoralize + AoO lockdown.

Very interesting and fun, but these builds take a ton of time!


True, Tell me about it my.

Dammed Noble Drow Shadow Lord Rough-Shadow Walker / Physic Investigator, shootist.
Is taking ages, just checking overlapping class features and Talents, She has a lot.
As you say loads of fun to try and build and work out an interesting back story linked to loyalties to match, been working on hers and its getting a bit long now. In involving a love triangle, an assassination, flight, a shadowy organisation, revenge and commitment to an ideal:0)


gyrfalcon wrote:

OK, I got reinspired (after realizing I'd mistakenly used 3p templates and gone away frustrated).

Now I'm building a gnomish inquisitor of Brigh who was on a mission in the ruins of the Jistkan Imperium and stumbled across a disabled Champion Automaton. With Brigh's grace, some luck, and some gnomish ingenuity, he managed to transfer his consciousness into the automaton. Despite both characters being gnomish, he's very different from my first concept. This one will be quite martial, and will take advantage of his automaton body's propensity for picking foes up and hitting them with one another. ;-)

I like the idea of a gleeful gnome getting used to this new, crazy Brigh-inspired body.

EDIT: Seb, I know you usually take anyone who completes one of your crazy builds. This time, that looks like it might be a pretty large number. Knowing I could well be one of those cut, I wonder if it makes sense to limit the party size? I've had bad luck with huge parties.

I'm contemplating making 2 competing factions if there's an exceptional number of players.


Now teamwork feats look a lot more attractive :)


I have a couple of "Teamwork" feats, namely Spell Synergy (nice bonus to CL for common buff spells if someone else has it) and Callous Casting (give Martials an immediate-action move action!), but I have enough feats that I could swap a couple out depending on party choices and be basically the same.


I have a Silvanshee companion, so I took Pack Flanking, Outflank, and Precise Strike.


Erm... Let's see here. I will have Shake it Off, Outflank, Pack Flanking, Bonded Mind, Shielded Caster, Swarm Scatter, Juju Way, Allied Spellcaster... And I can trade out one of those for any other and share it with the group when needed, like Stealth Synergy.


Humm never thought to have companion teamwork feats, I may dust off a tweak I thought of doing to my PC build that may have more fun in it, with teamwork feats.
This could be a load of fun.


Competing factions meaning group PvP or competing in reaching goals?


Hayato Ken wrote:

Competing factions meaning group PvP or competing in reaching goals?

Not sure yet, still thinking about ideas.


It would be interesting for one of the groups to be equipped to operate in deeper darkness... And have teamwork feats... Building a unit, rather than individual characters...

Food for thought :)


Actually i avoided the drow noble and deeper darkness thing before to not hinder the rest of the group as well as the GM.
I think that's really annoying for a GM as well, since you would essentially blind everything and everyone, giving yourself one of the greatest advantages ingame, which is really hard to overcome as well.


I have used it before with a party to great effect in aiding the part, So its a when and where its appropriate think. think most of the applicants here are experienced players who know when to use and not. Much like a lot of stuff PCs/Companions like this will have.


Monkeygod wrote:
I have a Silvanshee companion, so I took Pack Flanking, Outflank, and Precise Strike.

MG, have you given your familiar a way to threaten? By default Silvanshee have 0 reach so can't flank.


See in Darkness?
Would be new to me if this is a common ability.
Fetchlings and Tieflings can get it as far as i know, there's a rogue talent and some other stuff, but it's not something everyone could get easily.


Ronodin could easily mesh with any group, really, with minimal tweaking. I did my best to build him specifically as a "work in any situation" character. But yes, I do think it would be cool if the two groups (if that ends up happening) are roughly divided by strengths, and once we see potential synergies, we can adapt into a focused unit.


Hayato Ken wrote:

See in Darkness?

Would be new to me if this is a common ability.
Fetchlings and Tieflings can get it, as far as I know. There are a rogue talent and some other stuff, but it's not something everyone could get easily.

It would, indeed, require some very specific character building as it would only really work if everyone is on board. There is also the Blinded Blade Style and, if the build just won't fit, I believe that there is a potion...

Mind you, against such a group, the GM would be compelled to create opponents who are equipped to handle Deeper Darkness, so it could end up being an entirely futile exercise!

Grand Lodge

As much as I would like to finish my character, time is not my friend these next couple weeks....

Thanks Sebecloki for the brain teaser that is your character build options... I might throw them at my RL group one day.


Alias ad Tempus wrote:
Hayato Ken wrote:

See in Darkness?

Would be new to me if this is a common ability.
Fetchlings and Tieflings can get it, as far as I know. There are a rogue talent and some other stuff, but it's not something everyone could get easily.

It would, indeed, require some very specific character building as it would only really work if everyone is on board. There is also the Blinded Blade Style and, if the build just won't fit, I believe that there is a potion...

Mind you, against such a group, the GM would be compelled to create opponents who are equipped to handle Deeper Darkness, so it could end up being an entirely futile exercise!

I will absolutely make enemies that can deal with it.


Blindsight is a pretty easy way to get around darkness, too. It's how Ronodin would manage.


...Yeah. The Deeper Darkness idea is a little heavy-handed. Back to the drawing board!


There's some other ways to have something similar which are not as heavy handed.

I can throw a lot of fog and there's that nice "murksight" feat accessible for everyone as well as the sylph feat and some class abilities as well as magic items which let you see through fog.
Fog isn't as big and heavy as deeper darkness. I certainly won't use it all the time either.
Deeper Darkness is kind of a senseless arms race in my eyes. Looks super cool, but you "win the game" and therefore force others to take a way around it, so you can save yourself the effort^^
That's something i'm making to a new standard for myself:
Should i create builds or options which force others to adapt in a way that it makes itself senseless, i'll go without it.

We had a similar discussion in another game thread and then agreed to all orientate ourselves at that bench pressing character building table, so we all are in the same boat powerwise.


With the game where I ran A drow noble. We used it for get aways, when a battle looked to be lost, I would throw down a deeper darkness behind us.
[Ran it so that my PC could only have one running at a time, or it would be silly]

This did two things, Saved the party more then once but also let the GM put way powered bad guys in us, and know we had could ,make a run for it when needed.

Like I said it worked really well for the party. If you us ANY ability that over powered or over used for ONLY your PCs benefit, your not playing the game right.

Thing is Hayato Ken, you have to trust yourself and other PCs to know they will do things so as NOT to take away the fun.

We are going to have some mad powered PCs in this game, Darkness is only one thing, there are other powers and abilities that could mess up the party. Lets face it, we are looking at some builds with Animal companions more powerful than players PCs. So players are going to have to not show boat or take over combats. To not shine to much in showing off what they have crafted. Easy to say hard to do. However, I feel that we are all players who know this and will act accordingly.

NOTE: If The GM rules my PC has to drop Deeper Darkness, I will need a big redesign, or make anther PC. Either way could I ask for a ruling now GM, so I could have time for a rebuild.

------

On A side note, I don't do PvP, just a thing of mine, but missions, you bet ya.


Hayato Ken wrote:

There's some other ways to have something similar which are not as heavy handed.

I can throw a lot of fog and there's that nice "murksight" feat accessible for everyone as well as the sylph feat and some class abilities as well as magic items which let you see through fog.
Fog isn't as big and heavy as deeper darkness. I certainly won't use it all the time either.
Deeper Darkness is kind of a senseless arms race in my eyes. Looks super cool, but you "win the game" and therefore force others to take a way around it, so you can save yourself the effort^^
That's something i'm making to a new standard for myself:
Should i create builds or options which force others to adapt in a way that it makes itself senseless, i'll go without it.

We had a similar discussion in another game thread and then agreed to all orientate ourselves at that bench pressing character building table, so we all are in the same boat powerwise.

Murksight feat? I know of the Witch Hex, but not a feat... Where is that one located? I'll have See in Darkness, but I always try to go for that, or access to True Seeing or blindsight, as a personal preference...


ElegantlyWasted wrote:
** spoiler omitted **

ElegantlyWasted:

I'm down for the idea. I'm not a huge anime fan, so I don't have a frame of reference for the anime you've mentioned. However, I have seen a few, so I'm going to go with one of those. Would we talk something similar to early Dragonball Goku-Krillin rivalry? When both started training under Master Roshi, they definitely had a bit of a rivalry thing going. Well, Krillin, did. Goku was a little too dense to pick up on it.

RE: Teamwork Feats

I have Outflank, Precise Strike, and Shake it Off.


gyrfalcon wrote:
Monkeygod wrote:
I have a Silvanshee companion, so I took Pack Flanking, Outflank, and Precise Strike.
MG, have you given your familiar a way to threaten? By default Silvanshee have 0 reach so can't flank.

Silvanshee appear to be the exception to the rule of tiny creatures having a reach of 0.

On both the Paizo PRD and in my physical copy of bestiary 2, the Silvanshee does not have a space/reach entry. Which usually means it has a 5' for both.

However, in the pfsrd, it had a reach of 0.

I brought the discrepancy up on the pfsrd FB page, and the owner of the site looked into it, and it seems the inclusion of a reach of 0' is actually a mistake, which has since been fixed. Silvanshee


River of Sticks wrote:
Hayato Ken wrote:

There's some other ways to have something similar which are not as heavy handed.

I can throw a lot of fog and there's that nice "murksight" feat accessible for everyone as well as the sylph feat and some class abilities as well as magic items which let you see through fog.
Fog isn't as big and heavy as deeper darkness. I certainly won't use it all the time either.
Deeper Darkness is kind of a senseless arms race in my eyes. Looks super cool, but you "win the game" and therefore force others to take a way around it, so you can save yourself the effort^^
That's something i'm making to a new standard for myself:
Should i create builds or options which force others to adapt in a way that it makes itself senseless, i'll go without it.

We had a similar discussion in another game thread and then agreed to all orientate ourselves at that bench pressing character building table, so we all are in the same boat powerwise.

Murksight feat? I know of the Witch Hex, but not a feat... Where is that one located? I'll have See in Darkness, but I always try to go for that, or access to True Seeing or blindsight, as a personal preference...

Murksight is indeed the witch hex. The feat is called mountain eyes. Guess you can combine it^^

How do you get See in Darkness?


Monkeygod wrote:
gyrfalcon wrote:
Monkeygod wrote:
I have a Silvanshee companion, so I took Pack Flanking, Outflank, and Precise Strike.
MG, have you given your familiar a way to threaten? By default Silvanshee have 0 reach so can't flank.

Silvanshee appear to be the exception to the rule of tiny creatures having a reach of 0.

On both the Paizo PRD and in my physical copy of bestiary 2, the Silvanshee does not have a space/reach entry. Which usually means it has a 5' for both.

However, in the pfsrd, it had a reach of 0.

I brought the discrepancy up on the pfsrd FB page, and the owner of the site looked into it, and it seems the inclusion of a reach of 0' is actually a mistake, which has since been fixed. Silvanshee

Fascinating! Given that the whole Space line is missing, I strongly suspect it's an error in the original Bestiary (otherwise it's weird that this is the only Tiny thing that has a 5' space but no text to explain or even imply why)...but if it's never been errata'd then it stands, at least RAW.

EDIT:

BTW, Silvanshee normally require CL7 to take. Are there ways to get early access?

Also, I just noticed that Clockwork familiars lack a Space / Reach line too. Is there a rule somewhere that says it always defaults to 5' when unlisted? I just noticed this text (quoted below) which implies to me that the default--if not specified as something else--is 0' reach.

Quote:
A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee.

(I mean, in a game like this, with arbitrary templates and wealth, a Sivanshee with 5' reach is SOOOOOOO much less game-breaking than most of the tools at our disposal. This is really just me being curious.)


Quote:

Murksight is indeed the witch hex. The feat is called mountain eyes. Guess you can combine it^^

How do you get See in Darkness?

There are a number of ways. The new Planar heritage feat (Tiefling) + Fiend Sight feats twice over. Shadow Piercing magical items - major eye piercings. Several other magical items. True seeing is technically a superior See in Darkness. Fanglord skinwalker, or any skinwalker with a pelt of the beast (Fanglord). There are a few sorcerer/bloodrager abilities that create darkness you can see through, if I recall correctly, but that's less useful in my opinion. There are also several class based abilities - a 3 point evolution, a rogue talent, a mesmerist trick, maybe others; Fetchlings have a feat chain, nightskin armor, etc. There are actually a lot of options.

The Shadow Piercings are the "best" solution in a higher level party, in my opinion. They do not conflict with a magical item slot, and are not really that expensive. They require no action and have some cool flavor.

When third party is open, there are several Veils that can grant See in Darkness, and who knows what else - I don't have all 3PP content memorized, unfortunately.

Edit: That is a brilliant feat, and going on my favorite list. I've planned builds with a one level dip in shaman or witch solely for Murksight before... this is so much better!

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