Cantrips, Quests, and Quizzing: A Romance of the River Kingdoms

Game Master Qunnessaa


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Tentative first steps to setting up a play-by-post campaign...

Much more to come shortly, I hope! :)


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

Hurray!


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

BOO!

(It's October so that's not weird.)


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

I heard back from Sensen and unfortunately they don't think that they'll be able to join us for this jaunt.


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

Hm, that's really too bad. What now?

You probably already know what I'd suggest so I'll go ahead and say it: GESTALT! XD

A party of 3 can work well that way. We could try to find another person though instead?


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

I am always down for gestalt shenanigans. I'd probably go with the Nornkith Monk as Side B.


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

I'd probably have to go with alchemist. Eris doesn't even have a good dex, but maybe she could touch attack with bombs.


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

Eris could become a psychonaut! Or mindchemist? Definitely delve into cognatogens!


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

Hm! Psychonaut is really interesting in some ways. I'd never looked at it before. All of the extra spells are already on the Psychic spell list, but that's not a bad thing for a spontaneous caster, just means more spells (and alt casting slots), and thus variety for the Psychic side. The cost is low too (appropriately since all the bonus spells are divinations) just some poison stuff and d4 bombs instead of d6. Cognatogen can still be picked up as a discovery.

Nice find!


Eris Kleiza wrote:

BOO!

(It's October so that's not weird.)

Eeek!

I’m the sort of girl whose ideal aesthetic is spooky garden labyrinth, so I think that sentiment works year-round.

I hope everyone's going into their weekend happier than I'm: the past few days have been rough, but I'm trying to be optimistic looking ahead!

Sorry to hear about Sensen, though. I reached out to them to let them know they’re always welcome to join us later, if they end up casting around for a game in a while. After all, who knows what (or who) might come floating down the Rivers of the eponymous Kingdoms?

That said, I’m happy to go forward however you two want. A small party of three, with gestalt? Or mythic? Try to find another player? A combination of some of the above?

If we do a gestalt trio, looks like it might be Bloodrager/Monk, Psychic/Alchemist, and Paladin/(Wizard or Arcanist), which looks like it might be pretty wild. :)


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

What was it that ruined you last week+ Qunnessaa? Sorry that things haven't been so good.

Here's my thinking on various options:

1. Mythic: the rules are a mess honestly. I've played briefly with them in a WotR campaign and it makes the high level "rocket tag" aspect of play at later levels so much worse. They also don't help until later level, while a party of 3 will need the most help at the lowest levels.

2. Gestalt: Lets a party of 3 cover all the bases without adding too much power (IMHO) since it doesn't alter the action economy. A given character can do twice as many thing more or less, but no more than a single classed character at any given time. While some combos are powerful, there's less party protection so doing things like going for "all the spells" with a Wizard-Arcanist makes for a very vulnerable character. The need for more durability tends to work against accruing power. As a bonus, it is possible to cap gestalt levels. If Sensen did decide to join later, we could stop gestalt and go to single class if we wanted to.

3. Adding a player. We could certainly do this. My only gripe here is a personal, "secret garden" one. We're happy with each other and play well together. Adding a character changes dynamics and might sour the current recipe a little. Maybe I'm just feeling lazy.


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

Oh, one thing. If we have the Bloodrager/Monk, Psychic/Alchemist, and Paladin/(Wizard or Arcanist) configuration, we may have a healing problem.

The only healing would come from Eris on the Alchemist side, and she wouldn't be able to share CLW until 2nd level.

I could fix this by taking a different class instead of Alchemist, but I'd probably need to shave a point off of Eris's INT to do it. Dropping it to 18 saves me the points to raise CHA to 16, which is serviceable for an Oracle. She'd probably be limited to using a crossbow, but that's fine. If I added the Seeker archetype, easy to do if I take a Mystery like Lore which doesn't have a whole bunch of good revelations, we'd get traps taken care of as well.


All fair points! I just wanted to let all y'all know that I'm very willing to keep our options open.

Since polyfrequencies is happy with gestalt, and in the interest of getting things started soon-ish, let's go with that, and the three of us for now, unless there are any strenuous objections that we should work out.

We can always look for someone later, if we feel we need or want to. Ditto, layering on mythic: I can definitely see how that can go crazy, quite apart from reading other people's horror stories, so I'd definitely be happy to cap things at tier 3 (or maybe 6, for a mythic capstone), if we go that route.

Thinking about it some more, for reasons(TM), now including the healing question you brought up, I'll go with Arcanist for my supportive GMPC, since the best archetype for her can let her cast CLW from jump. And that way you can stick with whatever you like for Eris' gestalt side! :)

Oh, and my rough past few days have mostly been due to a particularly nasty patch of insomnia. Maybe stress, maybe some unexpected side effects of some medication - I have my annual check-up next week, so maybe my doctor might be able to rule some things or suggest management strategies.


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

Limited mythic can be fine, especially if there is a certain non-aggression treaty made to limit the absolute insanity. I'm in a homebrew game right now where we're level 13 with 2 mythic tiers, and it doesn't feel like we've broken things yet. If there is care taken to actually do the ascension and mythic trials instead of just handing out tiers because "it feels like time," then there can be some natural restrictions. There are also mythic flaws.

---

Agreed on Gestalt. Gestalt should ideally be done to increase versatility and durability, allowing adventuring days to last beyond 10 minutes, instead of maximizing the NOVA. A somewhat-reduced alternative to gestalt would be allowing for a free variant multiclass, with free just meaning "you don't give up feats." This allows for the flavor of a secondary class without hamstringing a person by jettisoning the feats.

---

Another player: unless we invite someone else that we have all played with in the same game, it does seem like this could upset the apple cart.

And to be fair, there is something excellent about having a triumvirate for a totally-not-coven...

---

Anti-huzzah for the insomnia. I hope your doctor can help you figure some things out.


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

So the healing gap thing sent me down the rabbit hole thinking about my character. Boiling Eris down to the fundamentals, there are two things that define her story: 1. Her connection to Shyka. 2. Being a Pathfinder Society booster/shill.

With that established, we really could use a divine caster if possible. I found a couple of possible solutions. One is the Living Grimoire Inquisitor, which is INT rather than WIS based. This is the lean into the crazy option, slapping stuff with an iron-bound holy text and tattooing spells on yourself crazy. Could be a hoot! But, still not really capable of combat due to the lack of investment in physical stats.

There's also the Feysworn Inquisitor, more normal and CHA based, Eris could scrape by that way.

Either way, it is possible for me to get healing at 1st level, so Qunnessaa, you don't have to take White Mage Arcanist (I assume) just to cover healing if there's something else you'd prefer.

Perhaps more importantly though, I concluded that Psychic just doesn't gestalt well. Like an enchanter sorcerer and similar save or suck builds, it requires one to stack so many resources in one place to reliably beat will saves that there's not much left for anything else. It leaves Eris supporting the other two characters, one of whom is actually a DM-PC, while they handle most of the the work in combat. It's not very responsible of me.

I think I should choose one of the two parts of Eris's backstory to make the main thing, while the other is less mechanically represented, and go with a sturdier character.

If I lean into the Eldest side of things, a Ranger - Warpriest or Inquisitor can work very well. Bolt Ace, the crossbow Gunslinger archetype, also pairs really well with Inquisitor.

If I lean into the Pathfinder Agent side a Fighter or Slayer / Investigator or Bard combo is very good. While there wouldn't be any 1st level healing from there, they have the skill points to take the non-magical healing line of feats.

Still bouncing ideas around and looking at archetypes that I wouldn't normally consider. Another nice thing about gestalt is that, since you don't have all your eggs in one basket, a bad but fun archetype on one side isn't so much of a problem.


Actually, I was thinking of Magaambyan Initiate , one of which I’m playing in another campaign, but which I love dearly and can easily take in quite a different direction having got a better sense for how the arcanist in general works now. It was going to be either that or an exploiter wizard anyway, so my arm's really not being twisted.

The central gimmick is a bonus spell known every level (powered by reservoir points) that has to be a druid spell or a cleric spell with the [good] descriptor, and that isn’t on the arcanist spell list. So, in the interests of being as unobtrusive and helpful a GMPC as possible, and that plays well with the sacred servant paladin angle too, that’s potentially 20 healing-ish spells mostly from the druid side of things, so possibly a bit later than a cleric, but still doable, I think. I quite like blessing of the salamander, and it’s also fun to whip out a holy smite as a (not)wizard. :)

Anyway, between that and paladin mercies, I think we should be fine for healing, and you can keep Eris however you want her?

I’ve never played an alchemist, but I think some of my characters have clashed with them, and their bombs could get scary. On a related note, have either of you played an investigator? Would that give Eris more oomph in combat with studied strike and all that while still allowing for a heavy Int focus, especially if we can find a reach weapon for her?


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

I love basically everything to do with the Magaambya, mechanics and lore alike. I have a Halcyon Druid active right now who is basically aiming to become the ultimate hierophant.

---

I've been chatting some of this with Qunnessaa, but Tabitha also has strong associations with the Eldest, especially the Lantern King, Count Ranalc, the Lost Prince, and Shyka (approximately in that order). So having a bit of Eldest flavor is going to be strong. Is Xys absolutely sworn to Yuelral, or could she be convinced to give Magdh or Imbrex a shot?

---

I'm currently running two investigators (Petyr and Olenna) and they're a lot of fun. See here where with minimal buffing she did 58 damage in one round. She can become an absolute monster if she needs to.

---

One other thing I want to check. Nornkith does not remove the monk's usual alignment restriction. The thing standing in the way of Tabitha going bloodrager/monk is the alignment thing. The requirement for monks to be lawful-aligned always struck me as silly, and even before doing away with alignment altogether in 2E Paizo removed the alignment restriction from monks. It's fairly important to Tabitha's current way of being that she is a chaotic soul. Chaotic not in terms of "hur-dee-dur I can be a murder hobo," but in terms of revolution at any cost. Yes, Nagdh and the Norn are lawful neutral, but is it truly and strictly necessary for their adherents, kith, and kin to be lawful?

Or can I just let her be who she is as she engages with those who wish to manipulate her?


Oh, right. I hate alignment restrictions with the fury of a thousand burning suns! Have I mentioned somewhere that my pipe dream is a version of PF1 that makes absolutely everything into an option that can be bolted on to a few basic class chassis, like one of the ideas in the 3.0 (3.5?) Unearthed Arcana? I think I may have done, but anyway.

Go for it.

The spiteful bit in me is going to stick with Yuelral partly because even with more restrictive canon she works. Her paladin code, as I understand it, basically boils down to, "Nature and magic are awesome. Don't be a jerk about it."

So, in the immortal words of Mean Girls, "I'm not a regular paladin, I'm a cool paladin."

*Facepalm.* Oh, but with angst aplenty built in about the fun, chaotic side of magic. So a lot of longing looks cast in the general direction of fey free-spiritedness, and I've written a fey crush into her backstory / story feat, so Eldest shenanigans are still possible to set the vibe for the campaign.

And given both the background sketched out for Eris' incarnation as a psychic and Tabitha's particular hag lineage, especially with gestalt to soften the blow, I figure I'll convert the 3.5 Brightness Seeker and aim for applying it to one side or other (paladin, probably) of Xys' build, so we'll have a trio of women with unnervingly, weirdly extensive memories.


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

Let's get weird!


Female Aasimar (Peri-Blooded) Psychic (Esoteric Starseeker) 1

OOOH! I love the Magaambyan archetypes and prestige class! I want to play Strength of Thousands someday when I get around to understanding 2e at all. I like them so much I'm happy just to see somebody else play one.

Alchemist bombs are pretty cool actually. I played a Grenadier Alchemist in a Skulls and Shackles campaign for a while. Bombs come in handy for mobs, swarms, weird things you don't want to touch, and softening up tough targets. At the level I got to they're very much a limited resource. The Grenadier at least gets abilities that let them sculpt the AoE very tightly very early. It was also fun to describe throwing them in ways that explained how they did what they did, like sliding one between a pirate's legs to hit the boot of the pirate behind him so it blows up in the crowd rather than on your friends.

I won't worry so much about the healing question then.

I think I will have to abandon Psychic, but that's fine. Single class games come along so much more often than gestalts that it won't hurt to leave that on the shelf for another time.

New Eris might upset the weirdness applecart some. I'm weighing an Aasimar Ranger-Inquisitor (probably no archetypes) versus an Elf Rogue 3/Lore Warden Fighter 17 - Cartographer/Natural Philosopher Investigator 20. As I mentioned before Psychic requires 2 mental stats and doesn't lend itself to skimping on Spell DCs. That makes it tough to gestalt with anything.

I was originally thinking I'd just amend the Eris's original backstory. But then I happened across Bacul Gruii , a settlement in Cordelon. I'm thinking New Eris will be from there.

This could become a plot hook for later if y'all would be interested in such a thing. That village needs to be set to right, and New Eris would need some help to do it.

Sound alright?


Sure! And plot hooks for later are always welcome.

New Eris might be a bit less weird, but if you go the investigator route, we still have a neat little coven of arcane folks wandering around getting in trouble, while the natural philosopher angle can provide a bit of grounding vs. tortured changelings and head-in-the-clouds wizardy paladins.

There are a bunch of Story feats that sound like they could be helpful for setting villages to right, to boot.


Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

In the interest of full disclosure, I'm now looking at a handful of other possible Side Bs for the Gestalt shenanigans.

  • Fractured Mind Hag-Haunted Spiritualist: Thematically perfect for Tabitha and her night hag mother-self itching to take over. Anger is a likely Emotional Power.
  • Fey Trickster Mesmerist: Somewhat less thematic than haggy chicanery, but definitely increasing the versatility of the PC.
  • Feyspeaker Druid: Speaking of versatility, this cranks it up to 11.
  • Sworn of the Eldest Inquisitor: Rather than playing into the Hag part of her heritage, this really dives into the Norn and that whole Eldest angle. Would probably serve Count Ranalc and pick up the Travel domain.

    They're all Charisma-based, and the latter 3 increase the skills to 6 + Int instead of 4. The Fey Trickster would give her all good saves, while the other three at least patch her crappy Will save. I'm also picking up anywhere between 7 and 16 new class skills, which may even allow for the reshuffling of traits that were mainly taken to pick up class skills I wanted her to have from Level 1 (i.e., Diplomacy and Knowledge (nature)).

    ---

    I realize now that opening up the gestalt has led to yet more indecisiveness on my part, so I invite feedback on my poor tortured changeling's likely development.

  • Scarab Sages

    Also in the interest of full disclosure, I have settled into one of my favorite grooves. I've decided on a grumpy, slightly paranoid, misanthropic elf. She'll be a Rogue 1 (also my favorite Star Wars franchise movie) / Cartographer-Natural Philosopher Investigator.

    I originally planned to go Rogue 3 and then Lore Warden Fighter afterward. I probably still will, but I'm feeling the pull of just sticking with Rogue all the way... Nah, Fighter from 4th level, almost certainly...

    Her skills loadout will be ridiculous. She starts with 11+2(background) points per level and has essentially everything in class. Smart, mean, sneaky. Calistria of course. XD


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Gawrsh, it seems like our little Helikian experiment has really drawn in the elves with designs on those pesky Sevenarches druids.

    Maybe Tabitha is a changeling half-elf...no mechanical difference, just working through some of that sylvan goodness.

    Scarab Sages

    I think the Spiritualist sounds good, partly because it's complicated and I'd like to see a demonstration.

    From what I've heard about Mesmerist, it starts to get creaky as levels go up. Since it's a 6 level caster focused on debuffs without many good ways to increase DCs, it gets hard to land things. Also they don't do as well as Bards in combat I guess. Not that this would matter in your case.

    Scarab Sages

    Ausra has a low opinion of both Sevenarches and Hymbria because neither place will let her in. Sevenarches because she's an elf. Hymbria because she's a forlorn elf. She likes Cordelon because they like elves.


    Female Elf Investigator 1 / Rogue 1| HP: 10/10 | AC: 18 (T: 14, F: 14) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+4 vs Enchantments) | Init: +4 | Perc: +8, SM: +4 | Speed 30'| Inspiration 4/4

    Here's a quick work up of Ausra. Most all of the mechanical stuff is done, so mostly BAP sections to finish.

    A rules bending question: Would anyone mind if a couple of changes were made to how Ausra can use a Thornblade + Leafblade combo? RAW she can'tuse those weapons yet because she hasn't taken a martial class yet. But that's kind of a pain since it means she has to start with one set of weapons and change over at 4th level to a different set of weapons she'll need to find and buy. I'd rather them have been in the family.

    Also, Rogue's finesse training allows a single type of weapon to be selected for dex to damage at 3rd. I'm planning for Ausra to be a 2 weapon fighter, so she would only be eligible to get dex to damage with either the thornblade or the leafblade. She could go with a pair of leafblades, but since they're supposed to be a paired set could we call them a single weapon choice?

    Scarab Sages

    Late.Edit: are we using EitR or not? It would change a couple of Rogue things if so, but it doesn’t matter to me.


    Yep, elephants are go!

    And, on that note, based on what I remember about how things get consolidated there with stuff like Weapon Focus, how does this sound, especially since this sounds like what the Heirloom Weapon trait was made for? How about we patch it as follows…

    Heirloom Weapons: (Category: Equipment) You are trained in the use of traditional weapons wielded in your family for generations (pay the standard gp cost for such weapon(s)). When you select this trait, choose one of the following benefits: proficiency with an ancestral weapon group (e.g., those to which racial weapon familiarity applies), a +1 trait bonus on attacks of opportunity with such weapons, or a +2 trait bonus on your choice of the kinds of combat maneuver to which either Deft or Powerful Maneuvers when using such weapons. If you later gain proficiency with such weapons through levels in a given class or by a feat, you may immediately retrain this trait to either the attack of opportunity or the maneuver bonus.

    Similarly, why don’t we make it:

    Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one of the following weapon categories: light blades, close, or finesse weapons in any one other fighter weapon group. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second such category of weapons at 11th level and a third at 19th level.

    Both the leaf- and thornblades are light blades, I figure, so that should do the trick.


    Tabitha Ardei wrote:

    In the interest of full disclosure, I'm now looking at a handful of other possible Side Bs for the Gestalt shenanigans.

  • Fractured Mind Hag-Haunted Spiritualist: Thematically perfect for Tabitha and her night hag mother-self itching to take over. Anger is a likely Emotional Power.
  • Fey Trickster Mesmerist: Somewhat less thematic than haggy chicanery, but definitely increasing the versatility of the PC.
  • Feyspeaker Druid: Speaking of versatility, this cranks it up to 11.
  • Sworn of the Eldest Inquisitor: Rather than playing into the Hag part of her heritage, this really dives into the Norn and that whole Eldest angle. Would probably serve Count Ranalc and pick up the Travel domain.

    They're all Charisma-based, and the latter 3 increase the skills to 6 + Int instead of 4. The Fey Trickster would give her all good saves, while the other three at least patch her crappy Will save. I'm also picking up anywhere between 7 and 16 new class skills, which may even allow for the reshuffling of traits that were mainly taken to pick up class skills I wanted her to have from Level 1 (i.e., Diplomacy and Knowledge (nature)).

    ---

    I realize now that opening up the gestalt has led to yet more indecisiveness on my part, so I invite feedback on my poor tortured changeling's likely development.

  • Hmm. I would say do whatever feels right, but I guess if you’re feeling indecisive, that doesn’t really help.

    I will say that it looks to me that you’re leaning a bit more towards fey than hag, given the balance of the archetypes you’re looking at.

    I’m not just saying that because with Xys’ oath against fiends, hag-haunted looks tricky. ;) That could lead to all sorts of fun dramatics! What with Tabitha not being evil herself, and all. “So how does that even work?” “Well, she tries to keep the ghost in line, and I try to keep her in line.” XD Hopefully we’d be able to avoid something like the eventual dénouement of this bit in Hot Fuzz.

    Alternatively, assuming she and Xys find some sort of modus vivendi that doesn’t end with Tabitha falling to her mother’s Call, Feyspeaker could be fun to set up a scenario in counterpoint to Magaambyan Initiate where they swap spells over their career until they eventually end up like sisters in retirement, still bickering, but fondly, after x many years. What does Wilde say about sisterhood? “Women only do that when they have called each other a lot of other things first”?

    Sworn of the Eldest picks up the cult-y vibes in the background you sketched out, too. Feyspeaker works similarly for this, but maybe, despite coven wickedness, Tabitha actually is able to find some comfort from the natural / First World, and the clash between that and the Call is all the more tragic for it?

    Getting back to Nornkith and such:

    GM Qunnessaa wrote:
    Brental Fenson wrote:
    It's definitely something to consider after a few levels! Especially if I can port the first level abilities to unchained and not lose out on my full BaB progression!
    As an inveterate dipper / multi-classer (and general bad influence), to my kid brother’s and family’s unending despair, I must lend my poisonous whispers in support of this idea.

    To reprise my role as vile temptress, with gestalt, being more experimental with multiclassing on one side probably won’t throw off one’s core progression, especially if a dip for flavour or for versatility would liven things up. After all, there’s nothing to lose with BAB if you stick with bloodrager all the way on the other side.

    … Which probably doesn’t help narrow your choices down. ;)


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Oh quite the contrary, I have simply been exploring all of the (charisma-based) hag- and fey-related archetypes while trying to truly craft this concept. This isn't even her final form.

    But Tabitha is now looking like she will be an Unchained Nornkith Monk on Side A and a Hag-Haunted Fractured Mind Spiritualist on Side B.

    If I do dip from either side, it will most likely be for story reasons. For instance, the Hag-Riven Bloodrager arises as a result of an interrupted Calling ritual. Similarly, fey influence (for good or ill) could interrupt her hag-mother-self-phantom-true-self continued growth.

    But the build is full BaB with all good saves, a d10 hit die, 4 skills, 6th-level arcane casting from the spiritualist list, and most skills as class skills. She'll probably primarily wield a scythe (because hell yeah), while keeping a waveblade and sansetsukon (i.e., her nornstaff) as backups. She can always punch people. Or claw them to death. She might start punching or clawing more later.

    ---

    There are a few fiddly bits to work out:
    1) The Phantom is one of the most FAQ'd and least-answered topics in 1E, and I have about seven questions that could use answers.
    2) Porting Nornkith from Chained to Unchained is mostly straightforward (and I'll share my conversion ASAP), but the 10th level ability to have unarmed strikes count as lawful doesn't make sense if we're getting rid of the requirement to be lawful. That's a long way off, of course, but it's something to think about.
    3) It's also weird to me that there are exactly three weapons in the fighter's monk weapons group that the Monk is technically not proficient with because they don't have the "monk special weapon quality": the emei piercer, the tri-point double-edged sword, and the urumi. These were either an oversight or there's a mechanical reason why they were deliberately excluded.

    But if this works the way I think it will Tabitha will not only be an effective character, but a compelling one (with plenty of leeway from the GM to torture her).

    Scarab Sages

    GM Qunnessaa wrote:

    Yep, elephants are go!

    And, on that note, based on what I remember about how things get consolidated there with stuff like Weapon Focus, how does this sound, especially since this sounds like what the Heirloom Weapon trait was made for? How about we patch it as follows…

    Heirloom Weapons: (Category: Equipment) You are trained in the use of traditional weapons wielded in your family for generations (pay the standard gp cost for such weapon(s)). When you select this trait, choose one of the following benefits: proficiency with an ancestral weapon group (e.g., those to which racial weapon familiarity applies), a +1 trait bonus on attacks of opportunity with such weapons, or a +2 trait bonus on your choice of the kinds of combat maneuver to which either Deft or Powerful Maneuvers when using such weapons. If you later gain proficiency with such weapons through levels in a given class or by a feat, you may immediately retrain this trait to either the attack of opportunity or the maneuver bonus.

    Similarly, why don’t we make it:

    Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one of the following weapon categories: light blades, close, or finesse weapons in any one other fighter weapon group. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second such category of weapons at 11th level and a third at 19th level.

    Both the leaf- and thornblades are light blades, I figure, so that should do the trick.

    Sounds like a nice tidy solution to me!


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Questions About the Phantom:
    Armor Bonus
    1) Can a Phantom wear armor?
    There is a conflict between two sections in Occult Adventures:
    Quote:
    Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.
    Quote:
    An ectoplasmic or incorporeal manifested phantom can’t wear armor of any kind, as the armor interferes with the spiritualist’s connection with the phantom; a phantom may seem to be wearing armor, but this appearance is just an illusory part of its appearance.

    Which of these feels appropriate?

    To add to this, there is one more relevant citation about magic items:

    Quote:
    Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item.

    What if the Phantom takes Light Armor Proficiency as a feat? I’m assuming a phantom in ectoplasmic form at this point, not incorporeal.

    ---

    2) What is the Phantom’s armor bonus?
    The following is the entry about the phantom’s armor bonus (emphasis mine):

    Quote:
    The number noted here is the increase to the phantom’s natural armor bonus when it manifests as an ectoplasmic creature, and its deflection bonus when it manifests as an incorporeal creature.

    However, in the Phantom starting statistics, it provides the following:

    Quote:
    AC +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form)

    Finally, in the Incorporeal explanation, it says:

    Quote:
    It gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modifier.

    This checks out with the entry on the incorporeal subtype.

    Excluding the possibility of magic items or other ways to increase the phantom’s Charisma score, the highest that the base phantom’s charisma score can be (if all 3 ability score increases are applied to Cha) is 24, for a deflection bonus of 7. However, the armor bonus chart clearly outpaces this. If anything, those bonuses only match from levels 2-4.

    This leads me to believe that the phantom receives a dodge bonus in incorporeal form equal to its natural armor bonus in ectoplasmic form, and that it also gains a deflection bonus equal to its Charisma modifier.

    (Of course, this is relatively moot, as it can’t be hit by non-magical attacks in incorporeal form. But I digress.)

    ---

    Attacks
    3) What can a phantom do in incorporeal form?
    Officially, it doesn’t seem like it can do much:

    Quote:
    Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability.
  • What if I get it a ghost touch amulet of mighty strikes?
  • Or, in lieu of that, can my phantom take the Phantom Fighter feat, which grants its natural weapons the ghost touch property? Or do I as the spiritualist have to take this feat?
  • Critically, the ghost touch property says:
    Quote:
    The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.
  • What about the Ghostslayer feat? Would this do anything for the incorporeal phantom or not until it had a +2 amulet of mighty strikes?
  • Is there any way to use other abilities? Officially:
    Share Spells (Su) wrote:
    This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells.
  • Basically, I am looking for some way, any way, to make the incorporeal form useful as anything other than a passive creature. For instance:
  • Can it use wands? Scrolls? Potions? (And for that matter, would it be considered to have my spell list for the purposes of activation, or would it need to roll Use Magic Device for any wand?)
  • Can it Aid Another in incorporeal form?

    ---

    Skills
    4) What is the phantom’s number of skills?
    No one should really try to increase the phantom’s intelligence modifier, as one can only naturally bring it to 10, but

    The phantom’s description says that wrote:
    A phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die.

    This is clearly incorrect. With a -2 modifier to Intelligence, the phantom is gaining 2 skill points per Hit Die, which is 4 + Int.

    Beyond that wrote:
    The phantom also gains two class skills based on its emotional focus. The phantom automatically gains bonus ranks in these two skills as the spiritualist increases in level—its number of ranks in these skills is always equal to its number of Hit Dice.

    So properly, the phantom should be listed as getting 6 + Int skill ranks like any other Outsider, although two of these ranks are locked in and accounted for by its emotional focus.

    Finally: It’s a very small thing, there is an error in the phantom’s 9th level skills, which should read 14 instead of 24.

    ---

    Movement
    5) How does a Phantom move?

    It’s a small thing, but the phantom does not gain incorporeal flight until the spiritualist reaches 9th level. How exactly does it move until then? Does it just incorporeally walk, or levitate a bit off the ground?

    Officially wrote:
    Incorporeal creatures can’t fall or take falling damage.

    It’s silly, but what happens to an incorporeal phantom that walks off a building before its spiritualist is level 9? Does it just float, or does it feather fall?

    ---

    Unconsciousness
    6) What happens when a Phantom falls unconscious?
    There’s a weird rules interaction here.

    First, under Phantom wrote:
    A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.
    And then under Etheric Tether wrote:
    Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom.

    But the Phantom doesn’t go back to the Ethereal Plane until it is reduced to its negative Con score. So can I not use the Etheric Tether until it is going to be reduced to its negative Con score, or can I use it to prevent it from going unconscious?

    Also, just a weird thing: does the Phantom lie unconscious on the ground during this time? If so, does it also make Constitution checks or bleed out? Can I pull it back into my consciousness? And if I do, does it stabilize? When I re-manifest it later, does it resume bleeding out?

    ---

    The Hag Phantom
    7) What are the Hag Phantom's starting stats?

    The typical phantom has the follow Starting Statistics:

    Phantom wrote:
    Type Outsider (phantom); Size As spiritualist or one size category smaller (or one size category larger, if the spiritualist is Small or smaller); Speed 30 ft.; AC +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form); Attack 2 slams (1d6 or 1d4 if size Small); Ability Scores Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13.

    Anger boosts Strength by +2 and gives a -2 penalty to Dexterity. And then...

    The Hag Phantom wrote:
    The hag phantom starts with a +2 bonus to Strength and Intelligence.

    So I believe that an Angry Hag Phantom should be:

    Phantom wrote:
    Type Outsider (phantom); Size Medium; Speed 30 ft.; AC +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form); Attack 2 slams (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 9, Wis 10, Cha 13.

    With skills in Intimidate, Survival, and presumably Bluff since she provides a Skill Focus (Bluff) to Tabitha. At least one more skill point, possibly more depending on the ruling on the Phantom's total skill points and Mommy Dearest's Intelligence bonus.Rather than gaining Power Attack as a bonus feat, it should probably get Powerful Maneuvers in keeping with the Elephant in the Room stuff.

  • Like I said, the Spiritualist is kind of a mess as a class.

    ---

    Unchained Nornkith Monk:
  • Level 1: Bonus Feat --> Shears
  • Level 1: Stunning Fist --> Level 1:Forewarned
  • Level 4: Slow Fall --> Level 4: Ki Power
  • Level 5: High Jump --> Level 6: Ki Power
  • Level 5: Purity of Body --> Level 5: Resist Death's Lure part 1
  • Level 8: Wholeness of Body --> Level 8: Ki Power
  • Level 10: Bonus Feat --> Level 10: Resist Death's Lure part 2
  • Level 11: Diamond Body --> Level 10: Ki Power
  • Level 12: Abundant Step --> Nothing
  • Level 13: Diamond Soul --> Level 12: Ki Power --> Fate Weaver
  • Level 15: Quivering Palm --> Level 16: Ki Power --> Snip Thread
  • Level 17: Tongue of the Sun and Moon --> Level 13: Tongue of the Sun and Moon
  • Level 19: Empty Body --> Level 18: Ki Power --> Inscrutable
  • Level 20: Perfect Self --> Level 20: Norn Tranformation

    One of the key features of the Unchained Monk is that locked-in powers (Slow Fall, High Jump, Wholeness of Body, Diamond Body, Abundant Step, Diamond Soul, Quivering Palm, and Empty Body) became Ki Powers that could be chosen. Those Powers were originally gained at Levels 4, 5, 8, 11, 12, 13, 15, and 19. There were 8 total. By comparison, the Unchained Monk gets Ki Powers at even levels starting at Level 4, and gets 9 by 20. The closest I could figure for a port over was taking the Forced Power from the Chained Monk and replacing the Ki Power from the Unchained Monk at the appropriate levels.

    The uncontroversial changes:

  • Shears replaces the 1st-level Bonus Feat.
  • Forewarned replaces Stunning Fist.
  • Resist Death's Lure replaces Purity of Body and the 10th-level Bonus Feat.
  • Norn Transformation replaces Perfect Self.

    The fiddly bits:

  • Fate Weaver replaces the 13th-level Diamond Soul, which is now a 12th-level ki power.
  • Snip Thread replaces the 15th-level Quivering Palm, which is now a 16h-level ki power.
  • Inscrutable replaces the 19th-level Empty Body, which is now a 4th-level ki power, but which now replaces the 18th-level ki power.

    And other unchained stuff unrelated to the Nornkith: Slow Fall, High Jump, and Wholeness of Body are ki powers that can be selected from 4th level onward, and so are easily replaced as empty slot TBD ki powers. Similarly, Diamond Body and Abundant Step (originally Lv 11 and 12) can now be selected from 8th level onward. Another easy conversion to empty slot TBD ki powers.

    All told, then the Unchained Nornkith receives the follows powers at the following levels:
    1 Shears
    1 Flurry of Blows
    1 Forewarned
    1 Unarmed Strike
    2 Bonus Feat 2
    2 Evasion
    3 Fast Movement
    3 Ki Strike (magic)
    3 Ki Pool
    4 Still Mind
    4 Ki Power 4
    5 Resist Death’s Lure
    5 Style Strike (1/rd)
    6 Ki Power 6
    6 Bonus Feat 6
    7 Ki Strike (cold iron/silver)
    8 Ki Power 8
    9 Improved Evasion
    9 Style Strike 9
    10 Resist Death’s Lure 2
    10 Ki Strike (lawful) (TBD)
    10 Ki Power 10
    11 Flurry of Blows
    12 Fate Weaver
    13 Style Strike 13
    13 Tongue of the Sun and Moon
    14 Bonus Feat 14
    14 Ki Power 14
    15 Style Strike 15 (2/rd)
    16 Ki Pool (adamantine)
    16 Snip Thread
    17 Timeless Body
    18 Bonus Feat 18
    18 Inscrutable
    19 Flawless Mind
    20 Norn Transformation
    20 Ki Power 20

  • And one day when she is a norn, she will RULE ALL OF FATE.


    Female Elf Investigator 1 / Rogue 1| HP: 10/10 | AC: 18 (T: 14, F: 14) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+4 vs Enchantments) | Init: +4 | Perc: +8, SM: +4 | Speed 30'| Inspiration 4/4

    Oh, I see how this is going to go now. The sullen teenager, who is actually three times your respective ages (well, one of you), is going to have to act like the responsible adult who keeps things on track amid your woo woo kookiness.

    Brainpower and speed baby! Ausra will snark back at you before you can even start saying something. XD

    But more seriously, looking at story feats I think I've narrowed it down to three. If I understand what we're doing with them, the goal would be to complete them. That's the part that keeps me wavering. Two of them would require specific future adventures to take place if that would happen.

    1. Town Tamer: Save Bacul Gruii from the pack of baddies who have taken over there. Problem: must go to that town for a mini-adventure.

    2. Vengeance: Ausra seeks revenge against Lady Janna Smilos, head of the Assassins Guild, or perhaps an important minion of hers. Ausra's mother, a poison maker, was murdered by them. Must have mini-adventure in Daggermark.

    3. Explorer: It's one of the thing Ausra does. No problem really, just not terribly exciting. A default choice if the others are no onerous.


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    *finger guns* "You betcha!"


    I’m afraid you’re getting a grumpy succubus / paladin / GM tonight. I’m really not into pet classes, so I’ll try to mitigate my natural antipathy as we try to figure the spiritualist out.

    Phantom questions:

    1) Ugh. Comparing phantoms to eidolons (and animal companions), my instinct is that phantoms can’t wear armour for the raw AC bonus, since the eidolon has the same boilerplate about “interfer[ing] with the [summoner's] connection.” That said, I think it would be reasonable to also port over the summoner’s ability to split the eidolon’s AC bonus between either natural or armour. Especially because my instinct would at least let phantoms benefit from the special abilities of any magic armour they wear (say, ghost touch when they manifest incorporeally), not least because there isn’t an “armour” magic item slot in quite the same way as the fun ones.
    2) I think you’re right about dodge bonuses in incorporeal form vs. natural armour in ectoplasmic. Let’s go with that. As I read it, the Armour Bonus column in the progression chart “is the increase to the phantom’s natural armor bonus when it manifests as an ectoplasmic creature, and its [dodge] bonus when it manifests as an incorporeal creature.” So, the phantom gets the +2 from the “Starting Statistics” + the level-appropriate entry in the chart as you gain levels.
    3) I’ll have to think about this a bit more, but going with the idea that the RAI is no attacks except delivering touch spells while incorporeal, my off-hand guess would be: a) ghost touch amulet of mighty strikes, yes; b) Phantom Fighter, yes, but the spiritualist takes it, not the phantom, because that’s who has the class feature, rather than being it; c) Ghostslayer, yes, but I guess it until it’s a +2 strike, it would do half damage, like corporeal creatures striking incorporeal with magic but not ghost touch. d) Magic devices, sure, so long as they’re not attacks (thinking in terms of “Would it break invisibility?”), and probably like familiars for the purpose of spell completion or trigger items. (So, UMD?) e) Aid another, yes, by distracting opponents, pointing out the next bit to grab onto, &c.
    4) As you say, effectively 2 skill points per HD, unless the phantom’s Int is increased, +2 locked in by the emotional focus.
    5) Weird stuff. I guess walking/levitating just a bit off the ground, since incorporeal creatures are weightless. (But in the case of phantoms, still bound by the memory of how they used to move until 9th level, I guess?) I think we want to avoid Wile E. Coyote effects, so maybe feather fall or, in such cases, the ectoplasmic possibilities reassert themselves and the phantom schlurps/spills onto the ground?
    6) On a related note, I’m tempted to say that unconscious phantoms bleed ectoplasm, and can stabilize, but don’t do so automatically while lurking in the spiritualist’s consciousness: unlive by the trauma, re-die by the trauma. >:) I’m not sure, but given how Spiritual Bond works at 14th level, why don’t we go with Etheric Tether working similarly, unless it becomes clear that that’s over the top? Preventing a phantom from going unconscious seems to make more sense with the “can sacrifice any number of her hit points” than the only-if-it’s-enough-to-banish-the-thing-outright interpretation, since that naturally could call for a variable number of hp.
    7) I think you’re right about your phantom’s starting statistics, and, yep, with an extra skill point since your phantom is smarter than most, and Powerful Maneuvers to replace Power Attack.

    Monk questions:
    I trust your unchaining of the Nornkith. And, in the spirit of letting Friar Tuck be chaotic, or whatever, why don’t we let your unarmed strikes count as a suitable alignment (chaotic, in Tabitha’s case). I don’t know what’s up with the emei piercer, and while the funky sword and the urumi are pretty snazzy, I don’t think they necessarily outclass the nearest similar monk weapons, so I’m guessing it’s an oversight. Knock yourself out! :)

    Ausra Itarildë wrote:

    Oh, I see how this is going to go now. The sullen teenager, who is actually three times your respective ages (well, one of you), is going to have to act like the responsible adult who keeps things on track amid your woo woo kookiness.

    Brainpower and speed baby! Ausra will snark back at you before you can even start saying something. XD

    But more seriously, looking at story feats I think I've narrowed it down to three. If I understand what we're doing with them, the goal would be to complete them. That's the part that keeps me wavering. Two of them would require specific future adventures to take place if that would happen.

    1. Town Tamer: Save Bacul Gruii from the pack of baddies who have taken over there. Problem: must go to that town for a mini-adventure.

    2. Vengeance: Ausra seeks revenge against Lady Janna Smilos, head of the Assassins Guild, or perhaps an important minion of hers. Ausra's mother, a poison maker, was murdered by them. Must have mini-adventure in Daggermark.

    3. Explorer: It's one of the thing Ausra does. No problem really, just not terribly exciting. A default choice if the others are no onerous.

    Ha! I think the vital statistics rolls turned out that Xys is technically just a few years older than Ausra, but since Xys led a sheltered life and is, despite drama in her background, still an airy-fairy sort of elf, poor Ausra is absolutely going to have to be the responsible adult in the room, sorry. :)

    As for background feats, I can’t promise anything anywhere near as polished as something official, but I’m willing to try. I would appreciate, if you take Vengeance, that maybe we not set up Janna Smilos as the BBEG, because I’m not sure I have the energy to work out the fallout for Daggermark in that case. If you would have your heart set on her, we can talk about it a bit more.

    Oh, and I have a rule question for you two, since I’m happy to tweak things so I can stack archetypes for Xys, but I don’t want her to be overpowered. Strictly, Sacred Servant and the Oath against Fiends both replace the standard paladin’s aura of resolve at level 8. I would prefer to go with the Oath’s anchoring aura (evil outsiders within 20’ need to make Will saves to use dimensional magic, or she can spend a use of smite to cast dimensional anchor), rather than the Sacred Servants free weekly lesser planar ally (improving to the regular and greater at higher levels). Or would that be too much?


    Female Elf Investigator 1 / Rogue 1| HP: 10/10 | AC: 18 (T: 14, F: 14) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+4 vs Enchantments) | Init: +4 | Perc: +8, SM: +4 | Speed 30'| Inspiration 4/4
    GM Qunnessaa wrote:
    As for background feats, I can’t promise anything anywhere near as polished as something official, but I’m willing to try. I would appreciate, if you take Vengeance, that maybe we not set up Janna Smilos as the BBEG, because I’m not sure I have the energy to work out the fallout for Daggermark in that case. If you would have your heart set on her, we can talk about it a bit more.

    Well, it probably wouldn't her precisely. I neglected to mention that there's a time scale problem with this choice as well. My background for Ausra has her in Daggermark as a child. Her mother was murder while she was still young, in her seventies, which makes her sort of a young teen comparatively? That's forty years back now, so finding culprits for revenge might be difficult unless they're also a a long-lived race. The other thing is Ausra doesn't actually know if the Assassin's Guild was involved, or who in it was responsible if it's true. She assumes it's the case. It might be too complicated to work for the feat really.

    GM Qunnessaa wrote:
    Oh, and I have a rule question for you two, since I’m happy to tweak things so I can stack archetypes for Xys, but I don’t want her to be overpowered. Strictly, Sacred Servant and the Oath against Fiends both replace the standard paladin’s aura of resolve at level 8. I would prefer to go with the Oath’s anchoring aura (evil outsiders within 20’ need to make Will saves to use dimensional magic, or she can spend a use of smite to cast dimensional anchor), rather than the Sacred Servants free weekly lesser planar ally (improving to the regular and greater at higher levels). Or would that be too much?

    I don't think it's a problem. It's a good ability, but narrow. Aside from a brief time in WotR, which is devoted to the subject. I've probably only come across actual evil outsiders who can actually teleport, etc. fewer time than I can count on one hand. To the extent that it might come up, I think we'll be grateful she has it actually.


    Female Elf Investigator 1 / Rogue 1| HP: 10/10 | AC: 18 (T: 14, F: 14) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+4 vs Enchantments) | Init: +4 | Perc: +8, SM: +4 | Speed 30'| Inspiration 4/4

    A similar question to Qunnessaa's regarding Ausra. Since campaign traits are open for us to select, I'm thinking about taking a Rogue archetype that trades it trapfinding out. I can then get it back with a Mummy's Mask trait. Lot's of Rogue archetypes trade it out for something else. Most of the trades are bad of course, but there a a few that might be worthwhile, at least for flavor.

    River Rat: Mitigates some movement issues in certain types of difficult terrain. +1 FORT against disease and poisons. Ausra did spend some years working on a barge traveling the Sellen and West Sellen rivers.

    Rake: Can trade 1d6 of damage on a sneak attack for a swift Intimidate check to demoralize.

    Sylvan Trickster: Get a Witch's hex, which qualities her to take the extra hex feat. She would have to choose non-offensive hexes like Flight or Prehensile Hair, but cool... Ausra did spend some years as a sort of girl Friday for a witch out in the woods.

    Sniper: Ranged sneak attack up to 40' rather than 30'.

    Any opinions on this?


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Aha, I understand not being a fan of pet classes. It does have a tendency to bend the action economy. I have a similar feeling about summoning, which is why even when I build classes that are designed to be effective summoners (like druids) I shy far away from cluttering the battlefield with summoned creatures and pretty exclusively use them for specific tactical reasons (like when Brental sought to wreak havoc at the bandit's fort in Kingmaker).

    Re: Phantom Questions:
    1) That makes sense. Now that I actually found it, this is one of the few questions that Paizo actually answered. (There was never an errata.)

    Paizo made the right call in 2E to fold Phantoms into Eidolons and Spiritualists into Summoners.

    2) Groovy.
    3) Groovy.
    4) Groovy.
    5) Lulz.
    6) It does seem like the intent is to prevent the phantom from going bye bye, and that's how I've seen it played with most eidolons.
    7) Groovy.

    For saying you were grumpy, that did not feel antipathetic at all.

    Re: Monk Questions -- Huzzah on all accounts!

    ---

    Gumming Up the Works Part One (Non-Phantom Spiritualist Archetypes):
    I will note that there are three spiritualist archetypes that replace the phantom entirely:
  • Ectoplasmatist: sort of magus
  • Exciter: sort of a bloodrager
  • Phantom Blade: basically a bladebound magus

    So that if we don't want to futz with a pet, all of those questions become moot. I'm most focused on bringing the PC to life than in any particular mechanical stuff. The core details for her are that she has this peculiar lineage and is fighting against a fate written for her by her mothers' coven before she was born. Whether her night hag progenitor gets to make physical or strictly mental appearances is immaterial.

  • ---

    Gumming Up the Works Part Two (I'm not attached to the Spiritualist):
    It's not even strictly necessary to have the hag aspects show up as class features at all. But if they can, then it makes sense as a Side B to the Nornkith Monk instead of just being a class tacked on for reasons. (i.e., I could throw Oracle, Bard, or Skald in, but I can't think of compelling reasons to do so.)

    That does come back to stuff with bloodlines, and why the hag-riven bloodrager was initially attractive for the character. But the hag bloodline is unfortunately still terrible, which is why I looked for more fey influence and became enamored with the idea of having a norn in the coven alongside a night hag. (The accursed bloodline for sorcerer isn't much better. Dreamspun is, though. What gives, bloodrager? Why can't I grab some night hag flavor?)

    The Witch as a class feels too on the nose. But, just to gum up the works a little more, here are a few more Side B ideas:

  • Eldritch Scion Magus: Why? This is the magus with a bloodline, and it's a bloodrager bloodline at that. Less muss, less fuss, and it's a much better spellcaster than bloodrager.
  • Dreamstalker Mesmerist: Why? It would represent her inner night hag self regaining power, tempting her to engage in shenanigans.
  • Dreamthief Rogue: Why? It jettisons almost all spellcasting but retains some of the aforeconsidered phantom shenanigans with its interested Dreamshard Focus. It can also represent her inner night hag self regaining power, but is less temptation-focused.
  • ---

    Re: Aura of Resolve --> Anchoring Aura and archetype-stacking, that's a resounding yes from me. Planar Ally is cool, but it's either easy to abuse or easy to hamstring depending on the GM's mood.

    Re: Trapfinding sidegrades: I'll admit that Sylvan Trickster is the most appealing, as it leans pretty effectively into the growing coven nature of this little triumvirate.


    Oh, I was just offering pre-emptive apologies in case I came across as snippier than I intended. I have no objections to summoning in terms of gameplay, even when it’s cheesy. (Fond memories of Baldur’s Gate, and swarming the baddies with summons to make sure they couldn’t close with the party. Ah, simpler times.) It’s just not *me*, personally, for games where I try to get a bit more into the heads of my character, even though I can understand the advantages in terms of action economy and all that. So, again, it was just to acknowledge that if it felt like it was erring on the side of “Wow, does Q.- really hate summoning?” the answer is, “Yes.”

    But since I’m not the one doing the summoning, it’s not my problem! :p And being haunted by a haggy phantom seems like a very good fit for Tabitha! You do you, which, admittedly, isn’t particularly helpful if you still have a million ideas zinging around your head.

    The idea of Xys resigning herself to helping Ausra keep an eye on Tabitha is growing on me. A phantom is an outsider that can’t be banished, really, which lends itself to all sorts of amusing frustrations and creative solutions for an Oath vs. Fiends paladin, and if we go with Anchoring Aura, thanks, just that much more fun after Phantom Recall comes online:

    Status: *Teleport denied.*
    Tabitha, frustratedly: “Do you mind, Miss Butter-doesn’t-melt-in-my-mouth?”
    Xys, serenely, with a beatific smile: “Not at all.”
    One extremely annoyed not-ghost: “B~~*@.”
    XD

    To be clear, she wouldn't do it on purpose, but if she realized what's going on, Xys would probably be a bit smug about, "See, this is what happens with relying on evil magic." ;)

    Ausra Itarildë wrote:

    A similar question to Qunnessaa's regarding Ausra. Since campaign traits are open for us to select, I'm thinking about taking a Rogue archetype that trades it trapfinding out. I can then get it back with a Mummy's Mask trait. Lot's of Rogue archetypes trade it out for something else. Most of the trades are bad of course, but there a a few that might be worthwhile, at least for flavor.

    River Rat: Mitigates some movement issues in certain types of difficult terrain. +1 FORT against disease and poisons. Ausra did spend some years working on a barge traveling the Sellen and West Sellen rivers.

    Rake: Can trade 1d6 of damage on a sneak attack for a swift Intimidate check to demoralize.

    Sylvan Trickster: Get a Witch's hex, which qualities her to take the extra hex feat. She would have to choose non-offensive hexes like Flight or Prehensile Hair, but cool... Ausra did spend some years as a sort of girl Friday for a witch out in the woods.

    Sniper: Ranged sneak attack up to 40' rather than 30'.

    Any opinions on this?

    Likewise, if any of those feels like fun, go for it! I’ve always wanted to try the Sylvan Trickster myself, but it doesn’t officially stack with Eldritch Scoundrel, and I’ve most often been in less adventurous games, rules-wise. (Which is to say, if you’d like, I’d absolutely be willing to try to work those two together, if a way to do it makes sense.)

    Oh, and getting back to Story feats, like I said, it would radically change what the River Kingdoms look like if we come after the head of the Assassins’ Guild. Which is not a problem, per se, but I’m not sure I have the GMing experience to do that story justice, and that strikes me as something that could be a good campaign in its own right. Although, combining that with if we ever get back to our Kingmaker PCs (and, if things go well, with this new batch, in time – I have half a crazy idea to maybe crib some ideas from one of the PF2 APs *mysterious GMly noises*)), even if we never get to play it all out, we could set some very interesting wheels in motion.

    But anyway. Really annoying the Daggermark Assassins is absolutely no problem, and even getting the attention of the upper echelons. If we want to go with “Smilos needs to go!”, that’s a bit trickier, but we can start thinking about what that would look like.

    Cleaning up Bacul Gruii is maybe a bit conceptually easier, if you’re OK with a Magnificent Seven Three sort of deal. In general, for everyone’s story feats and story beats, I would welcome ongoing input and improvisation: hooks, NPC contacts, complications, whatever. “Yes, and…” sort of business.

    Oh, and before I forget, since we’re doing all the favoured classes bonuses, and now gestalt, please count the other side of your gestalt as a second favoured class just for the class-specific bonus, just because (otherwise I would forget about what FCBs are in play, and ain’t nobody got time for that).


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    One final possibility and then I swear I'll stop looking at alternate Side Bs.

    Silksworn Occultist

    I'm clearly a sucker for the occult classes.

    The flavor for this one would be that these garments are passed down from the Circle of the Sable Rose and imbued with the powers of her mothers and aunts. And wouldn't you know, that works really well.

    There's no problem with being unable to wear armor because monk. More mental focus, more implements, more spells known, more skills (with massive bonuses), built-in subterfuge shenanigans, etc.

    So many strong options.


    Female Elf Investigator 1 / Rogue 1| HP: 10/10 | AC: 18 (T: 14, F: 14) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+4 vs Enchantments) | Init: +4 | Perc: +8, SM: +4 | Speed 30'| Inspiration 4/4
    Tabitha Ardei wrote:
    ...it leans pretty effectively into the growing coven nature of this little triumvirate.

    If Tabitha ever suggested such a thing to Ausra, she would mock you so hard. Then, she would explain that she swindled the knowledge of hexes out of a witch. :p

    Silksworn sounds cool, but I haven't been able to get my head around the occultist class yet. Silksworn converts to arcane casting right?


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Yes, it makes it arcane, which is pretty appropriate.

    The Occultist takes a bit of getting used to, but if I don't shuffle around the mental stats too much, it will be easy to start with 4-6 mental focus and therefore a +2 enhancement bonus to strength (physical enhancement), a +1 resistance bonus to saves (warding talisman), and possibly a +1 insight bonus to Perception (third eye). Then I'll have a bit of on-demand baby DR (mind barrier), an on-demand magic fist (legacy weapon), bonuses to core d20 rolls (sudden insight), minor illusions (minor figment), extra speed (sudden speed), four cantrips, and four 1st-level spells. It's quite the 1st-level package to pair with a charisma-based monk who can already bypass DR/silver, always acts in the surprise round, and attack twice at full BaB.

    The Nornkith Unchained Monk / Silksworn Occultist is looking pretty interesting to me...and dips can still happen.


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Funnily enough after trolling around the boards for a while, I found the original designer of the Nornkith talking about porting it to Unchained! It was basically what I spelled out above, with the justification that it had been cut for word count not conversion problems.

    I'm going to tank Tabitha's wisdom because giving her a serious weakness and flaw to overcome is going to be fun from both a character and a mechanical persepctive. She's going to be strong, smart cookie who looks like a cinnamon roll but will actually kill you and is a total space cadet.


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Tabitha's gestalt build should be up and running. I still need to buy things, but this should give a good sense of what shenanigans she can do.


    Female Elf Investigator 1 / Rogue 1| HP: 10/10 | AC: 18 (T: 14, F: 14) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+4 vs Enchantments) | Init: +4 | Perc: +8, SM: +4 | Speed 30'| Inspiration 4/4

    I've tinkered some with feats and I believe I'm going to drop the two-weapon fighting idea. Even with fighter on one side and EitR it takes up an awful lot of feats. Considering it only works on a full attack anyway, it seems like more trouble than it's worth. There are also problems that come up with having both hands occupied and using alchemy in combat if I need to.

    I'm thinking Elven Branched Spear is a better route to go. Also, it looks like Xys is using and Elven Curved Blade? Ausra doing the same as well is too much Elven Curved Blade in one place I think. Besides having reach can help with Ausra's relative squishiness during the earlier levels.

    I've also rethought progression on the Rogue/Fighter side some. I think 4 levels of Rogue will be better than 3. Lots of good stuff comes in at 4th: debilitating injury, a 2nd rogue talent, and uncanny dodge. It only costs 1 BAB if I switch before 5th level, so that only cost is that, another level of lower HD, and waiting a bit longer for the good FORT save.

    I wouldn't do it straight out of Rogue, but a couple of levels later I might dip 2 levels of Shadowdancer, which would give Ausra hide in plain sight and darkvision. She'd be well on her way to being almost impossible to find until she shows up for a sneak attack.


    Ausra Itarildë wrote:
    I'm thinking Elven Branched Spear is a better route to go. Also, it looks like Xys is using and Elven Curved Blade? Ausra doing the same as well is too much Elven Curved Blade in one place I think.

    Can such things be? Up to you of course, but my toes wouldn't be stepped on if you went with the curved blade too. With the right spell(s), we could even get Tabitha in on the fun, and recreate that bit of the Last Alliance scene at the start of the Lord of the Rings films. :)

    Also, have you had a chance to think about which story feat you might prefer? Now that I think about it, looking at the scenarios I've got to work with, there should be a fairly easy way to start working Vengeance into an emergent narrative after all from very early on, so if you've got particular ideas about how much Ausra knows for sure and how much is red herring and double-bluff and so on, I'd be happy to hear them!

    Spoiler in case either you or polyfrequencies want to go in blind:
    The very short version would be that Ausra has one or two solid(ish) leads on a possible person of interest, and maybe some less reliable rumours about the affiliation of the person responsible, which might result in an investigation starting in Daggermark, and then leading a merry chase into the hinterlands?

    Alsoalso, if Ausra spent time in Daggermark as a child, is that also where she joined the Pathfinders? That might help plant an NPC or two, but we can always go with something else if that's what you had in mind for your background.


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Hey, Tabs knows how to use swords! Just not that sword.

    Yet.

    She's got the boring old normal dagger and short sword, the butterfly sword, the deer horn knife, the double chicken saber, the kama, the nine-ring broadsword, the sanphkang, the seven-branched sword, the temple sword, the tri-point double-edged sword, and the waveblade. That's about it.

    ---

    Also, I have good ideas for fancy, ostentatious things my silksworn gal can wear on her wrists, head, and feet, but eyes I'm struggling with since I don't imagine that she wants to be constantly masked. Something like this could be tremendous fun, though.


    Tabitha Ardei wrote:
    Hey, Tabs knows how to use swords! Just not that sword.

    Sorry, this one’s a matter of law/rules: “Regulations clearly state that heavy blades of the persnickety elven-style are to be made of 3.182 kg of (some precise metallurgical grade of) steel, 152.4 cm in length, with a curvature of (more math)…”

    “Irregularities in the equipment of the front line can be disastrous, soldier!” XD

    (Rational SI units are, of course, the only choice for the forces of order.) Oooh, this is going to be fun, and a challenge. I’m really going to have to try to stretch myself to play lawful.

    **Don’t worry, Xys isn’t actually that kind of paladin. :)

    Fun with masks:
    We’ll have to think of fun ways of imagining eye/face slot items. It can be really neat, too, to see how characters start to come together in unexpected ways. I have a warpriest who turned into a fashionista without my planning on it, and she’s the reason, indirectly, that Lina ended up with her killer heels. Said warpriest has family roots in the Mordant Spire, so she loves accessorizing with masks! Probably skewing more towards this than with the big Siouxsie hair of this, at least on the regular, but when she goes all out, and the latter is more her palette, generally.

    In terms of tagging ourselves, as much as she and I might like to think Xys looks dangerous, at least, I suspect she falls under the heading of, “Looks like a cinnamon roll, is a cinnamon roll.” Also – even more than Lina, who at least had a normal(-ish) family growing up, and so has some inkling of what it would take to make life into a fairy tale – if Xys ever slows down enough to really notice the way of the world, she’s probably in for a shock about how things actually work, and that it’s not all slaying dragons and wooing princesses and casting extravagant spells.


    Female Waker May (Dreamthief-Born) Changeling Nornkith UC Monk 1 // Silksworn Occultist 1

    Rules lawyer! We got a rules lawyer here!

    Tabitha may grow to love maskcessorizing yet.

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