Lens-Keeper Tiluatchek

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Goblin Squad Member. Organized Play Member. 1,063 posts (2,205 including aliases). No reviews. 6 lists. No wishlists. 13 Organized Play characters. 23 aliases.


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Interested:
If there's more than six posters, let someone else have it, since they will probably get more use out of it than I. If you still need a number: 1d20 ⇒ 4


What books are allowed? (Not that commoners have options other than feats and alternate racial traits.)


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There's also the Goz Mask


The Tekko-Kagi which "can be used ... defensively like a buckler" is another case.


Oceanshieldwolf wrote:

Sorry if this is clear to others:

What is the PP in the thread title referring to?

A typo for "OP", perhaps? If that isn't it, I've got no idea.


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There's two "end of campaign" items that give a flat caster level bonus, the Crown of the Kobold King and the Robes of Xin-Shalast. Here's quite a few ways to get caster level boosts some of the time or to some spells:

Items:

Orange Prism Ioun Stone: +1 caster level
Anointing Oil: +1 CL for one "harmless divine spell with a range of touch"
Conduit Rod: +1 CL for electricity spells
Shadow Spike: +1 CL for shadow or darkness spells in area
Stormcaller: +1 CL for electricity spells (does not stack)
Shifter's Headband: +1 CL for polymorph spells
Strand of Prayer Beads (Bead of karma): +4 CL for 10 minutes. One-shot item.
Bastion Banner (Sarenrae): +1 CL for fire or light in area
Blazing Robe: +1 CL for fire spells
Candle Of Abaddon: +1 CL for evil spells in area
Crown of Heaven: +1 CL for good spells
Crown of the Kobold King: "If you are a sorcerer you cast spells at +1 caster level."
Hollywreath Band: +1 CL for plant spells
Orb of Foul Abaddon: +1 CL for evil spells
Prophetic Paraphernalia: +1 CL for divination spells. Takes 10 minutes.
Robes of Xin-Shalast: +1 CL
Shocking Robe: +1 CL for electricity spells
The Lymirin Discourses (Fourth Act): +1 CL for cure spells
Tome of Living Runes: +1 CL. 20 uses.

Classes/Archetypes:

Druid (Menhir Savant) 2: +1 CL for 3+Wis rounds/day
Witch (Dimensional Occultist) 2: +1 CL 1/2*level times/day. Greatly increases casting time.
Cleric (Forgemaster) 1: +1 CL to any "spell that targets a weapon, shield, or armor". Also reduces metamagic cost for those spells.
Paladin (Sacred Servant) 5: +1 CL for several minutes a day
Sorcerer (Wishcrafter) 1: +1 CL when granting wishes, once per person per day
Sorcerer (Accursed Bloodline) 1: can use aid another to grant another Accursed Bloodline Sorcerer or witch with the coven hex +1 CL for a round
Sorcerer (Aquatic Bloodline) 1: +1 CL for water spells
Sorcerer (Daemon Bloodline) 1: +1 CL per creature killed by your magic the previous round
Sorcerer (Maestro Bloodline) 1: +1 CL for spells "with a verbal component and no somatic or material component"
Sorcerer (Martyred Bloodline) 1: +1 CL after you take damage the previous round
Sorcerer (Starsoul Bloodline) 15: +3 CL for "spells of the teleportation subschool"
Sorcerer (Arial Wildblooded) 1: +2 CL when "outdoors during any form of precipitation"
Sorcerer (Sanguine Wildblooded) 1: +1 CL for necromancy spells
Sorcerer (Seaborn Wildblooded) 1: +1 CL when in "a body of water large enough to float in"
Sorcerer (Umbral Wildblooded) 1: +1 CL when in dim light or darkness
Oracle (Ancestor Mystery) 20: +4 CL for all divination spells
Coven Hex: can use aid another to grant another witch with the coven hex +1 CL for a round
Yuelral's Blessing (Wizard arcane discovery): +1 CL for "spells that appear on both the wizard and druid spell lists"

Feats:

Varisian Tattoo: +1 CL for "a school of magic (other than divination) in which you have Spell Focus"
Spell Specialization: +2 CL for "one spell of a school for which you have taken the Spell Focus feat". Spell can be changed at even levels, feat can be taken multiple times.
Allied Spellcaster (Teamwork): +1 CL if you are next to a caster with this feat and the same spell known or prepared
Angelic Flesh: +1 CL for spells from the "illusion (pattern) subschool or have the light descriptor"
Arisen (Story): "the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone"
Atheist Abjurations: "You gain a +2 bonus to your caster level whenever you use an abjuration spell to dispel or counter a divine spell, or send an extraplanar outsider summoned or called by a divine caster back to its home plane."
Bloatmage Initiate: +1 CL for a single school of magic
Earthtouched: +1 CL for "sorcerer spells with the earth descriptor"
Eldritch Researcher (Story): "When casting a spell you’ve created, add 1 to your caster level."
Eye of the Arclord: +1 CL for divination spells. 1 minute per day
Familiar Focus: "Whenever your master targets you with a harmless spell or spell-like ability, your master’s effective caster level for the effect is increased by 1."
Flame Heart: +1 CL for fire spells
Fortune Teller: +1 CL for divination spells
Green Faith Acolyte: "whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or plant growth), you cast the spell at +1 caster level"
Irrisen Icemage: +1 CL cold spells, -1 CL other energies
Shadow Caster: increased duration for "spells of the shadow subschool or spells with the darkness descriptor"
Scaled Disciple: +1 CL for "spells included in the dragon domain or subdomains"
Outer Planes Traveler: +1 CL for spells with one of nine listed descriptors
Tapestry Traveler: +2 CL for "spells of the teleportation subschool"
Tenebrous Spell (Metamagic): +1 CL when cast in dim light or darkness
Theurgy: Sacrifice an arcane spell as a swift for +1 CL to a divine spell
True Love (Story): +1 CL for spells with the emotion descriptor
Whispered Knowledge (Faction): +1 CL after damaging something with a melee attack

Traits:

Beacon of Faith: +2 CL for a domain spell once per day
Boarded in Varisia (campaign): +1 CL for mind-affecting spells cast against creatures and natives of the jungle
Cross-Knowledge: +1 CL once per day for an extract that is also on the wizard spell list
Distance Aptitude: +1 CL for determining the maximum range of spells
Eldritch Delver: +1 CL for teleportation spells
Force for Good (faction): +1 CL for good spells
Genie-Caller: +1 CL for a summoning spell once per day
Gifted Adept: +1 CL to one spell
Harrow Chosen: +2 CL for divination spells
Inspired by Greatness: +1 CL to one spell
Magical Knack: +2 CL (up to hit dice)
Master of Pentacles (faction): "Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the duration of the spell."
Medic (faction: Shadow Lodge): +1 CL "when casting spells of the healing subschool with remove in the spell’s name"
Mother's Rage: +1 CL for summoning spells
Nidalese Shadowcaster: +1 CL to one shadow spell
Outlander (campaign): +1 CL to three spells
Precocious Spellcaster: +1 CL to a cantrip and a 1st-level spell
Priest-Blessed: "Three times per day when you are the target of a harmless divine spell, you may increase its caster level by 1 for purposes of its effect on you alone."
Second Tongue: "Any summoning or divination spell you cast to summon or contact a Great Old One or one of their minions is cast at +1 caster level."
Secret of the Impossible Kingdom: +1 CL to one spell
Star Reader: "While under starlight, the caster level of all your divination spells is increased by 1. If the target of your spell is a demon, the caster level is increased by 2."
Student of Faith (campaign): +1 CL for cure spells
Telekinetic Dependence: +1 CL for "spells that move objects through sheer will"
Transmuter of Korada: +1 CL for transmutation spells
Trickster: +1 CL for illusion spells

Races:

Dhampir Wizard Favored Class Bonus: +1/4 CL for necromancy spells
Half-Elf Wizard Favored Class Bonus: +1/3 CL for enchantment spells (duration only)
Halfling (Wanderlust): +1 CL for spells that provide or enhance movement"
Halfling Witch Favored Class Bonus: +1/4 CL for patron spells
Merfolk Sorcerer Favored Class Bonus: +1/2 CL for water spells (range only)
Undine (Water Affinity): +1 CL for Water domain spells
Aasimar (Heavenborn): +1 CL for good or light spells
Gnome (Pyromaniac): +1 CL for fire spells
Ifrit (Fire Affinity): +1 CL for Fire domain spells
Oread (Earth Affinity): +1 CL for Earth domain spells
Oread (Fertile Soil): +1 CL for Plant domain spells
Svirfneblin (Stoneseer): +1 CL for earth spells
Sylph (Air Affinity): +1 CL for Air domain spells
Changeling (Object of Desire): +1 CL for charm person and charm monster


This sounds like fun. The classes I'm most interested in seeing how they perform are the swashbuckler, slayer, and brawler, but I might not end up building one of those if another class strikes my fancy.


I'm rather surprised no one's suggested a tiefling rogue with Fiend Sight. Get a consistent source of deeper darkness and sneak attack away.

Similar tricks are normal darkvision and normal or magical darkness versus an opponent without it; a Fetchling with Dark Sight and deeper darkness; obscuring mist and the Goz Mask; and the previously mentioned obscuring mist and Waves Oracle. It isn't the sanest tactic, but the Headband of Ninjitsu would let you ignore all those fancy "I can see in the dark" tricks and just blindly shank enemies.

Admittedly, a vivisectionist alchemist can pull off every one of those.


Dice 1:
4d6 ⇒ (4, 1, 3, 4) = 12 11
4d6 ⇒ (4, 5, 5, 2) = 16 14
4d6 ⇒ (1, 3, 4, 3) = 11 10
4d6 ⇒ (4, 3, 3, 2) = 12 10
4d6 ⇒ (4, 1, 1, 2) = 8 7
4d6 ⇒ (6, 4, 4, 2) = 16 14
7 point buy

Dice 2:
4d6 ⇒ (2, 5, 3, 2) = 12 10
4d6 ⇒ (2, 2, 2, 2) = 8 6
4d6 ⇒ (4, 4, 2, 3) = 13 11
4d6 ⇒ (6, 4, 4, 2) = 16 14
4d6 ⇒ (6, 1, 1, 3) = 11 10
4d6 ⇒ (2, 1, 4, 4) = 11 10
2 (or less) point buy

Point Buy: 20 + 1d6 ⇒ 20 + (1) = 21

Since the dice hate me today, I'll be taking the point buy. Playing a troll seems too cool to pass up. I'm also hoping to shoehorn in TALKING LIKE DEATH.


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Some world-building questions that would need to be answered are: "Do gods in this world work in such a way that having one grant more domains than usual is doable? Does the number of grantable domains correlate with deific power?"

I'm not certain you would need to go as far as setting up specific, formal Clerical Orders or Aspects of the Deity to let monotheistic clerics pick from a large number of domains. It might read something like this: "For some reason, YourDeityNameHere grants his/her clerics certain combinations of domains and denies them others. Both domains must come from one of the following lists: DomainA, DomainB, DomainC, DomainD; DomainA, DomainD, DomainE, DomainF; DomainA, DomainB, DomainF, DomainG." How large the allowed lists are, how many total domains are granted, how much overlap between lists there is, etc. would depend on both world-building stuff about the deity and also game-balance considerations between pantheons.


Barbarian (Invulnerable Rager or Savage Barbarian)/Oracle/Rage Prophet might work. Lame curse, either Lore for Sidestep Secret, Nature for Nature's Whispers (another Cha to AC) or one of the mysteries that give armor (if you can fluff said armor to maintain your nudity).


Animal Ally
Source: Faiths and Philosophies pg. 11
Your respect for nature is so great that you can form a deep and lasting friendship with an animal.

Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion.

Benefit: You gain an animal companion as if you were a druid of your character level –3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter’s bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources.


DrDeth wrote:
Damiancrr wrote:


A prime example is the rules written for Diplomacy. If there is anything more broken in this game then Diplomacy I have yet to hear about it and literally shudder at the thought. Using the rules Exactly as written Diplomacy straight up breaks the game. There is a fantastic article about it written here http://www.thealexandrian.net/creations/advanced-rules/diplomacy-design.htm l . The worst part is that this was written about 3.5, not pathfinder. Yet the Diplomacy rules still made it into the pathfinder books. Forcing a entire section of the book to be ignored by 95% of the community and opting the Rule 0.

We use those Rules as written all the time, and there's no problem. I don;t see how there would be a problem, even.

Incidentally that link doesn't take me to that article and searching doesn't find it. Got a better link or a date?

Link

Note that Pathfinder fixed some of the problems of 3.5 Diplomacy (Diplomacy as a standard action and turning someone from Hostile to Helpful)


Carry on without me, I haven't found enough time to even start putting together a character.


Is there a reason you didn't use the rough approximation of 5 ft = 1.5 m = 1 square for the weapon and spell ranges?


There's an FAQ on that here:

Quote:

Ranger: How does a ranger with the infiltrator archetype (page 126), which causes him to lose his favored terrain class feature, use his camouflage and hide in plain sight class features?

A ranger with the Infiltrator archetype can use the camouflage and hide in plain sight class features whenever he is using his adaptation class feature, regardless of the terrain he is in.

Update: On page 126, in the Infiltrator archetype, in the adaptation class feature, add the following sentence to the end of the second paragraph.

The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.


Owen K. C. Stephens wrote:

Speaking of being a Ronin, here's my introduction.

That link doesn't work, but here's what he was trying to link to.


Jiggy wrote:
BigNorseWolf wrote:
One that can do a lot of damage on its own AND packs a lot of versatility.
I feel like this is supposed to be a reply to something specific, but I don't know what.

This question, perhaps? "What class(or build) do you find the most enjoyable in Society Play?"


4d6 ⇒ (3, 4, 3, 6) = 16 13
4d6 ⇒ (6, 1, 5, 1) = 13 12
4d6 ⇒ (6, 1, 2, 5) = 14 13
4d6 ⇒ (1, 5, 1, 5) = 12 11
4d6 ⇒ (1, 1, 2, 3) = 7 6
4d6 ⇒ (1, 5, 4, 6) = 16 15

Pretty average stats.


Growth subdomain - non-archetyped Druid, Cave Druid, Blight Druid
Travel domain - Wolf Shaman Druid


Which domain do you want? While I don't know enough of your situation to tell who's being unreasonable, I can tell you which domains you can get by dipping various druid archetypes.


Class: 1d20 ⇒ 20
Race: 1d8 ⇒ 5
Class rerolls: 2d20 ⇒ (15, 7) = 22

Half-orc fighter or rogue

Goblin Squad Member

Papaver wrote:
Jazzlvraz wrote:
Why do so many posted links to other sites come across with spaces inserted? It doesn't always happen, but oddly often.
I may be mistaken but it seems to be for spam protection. If you manually add the url tags the link works just fine IIRC.

Anything longer than a certain number of characters, whether it's a url or not, gets a space added. I think it has something to do with wrapping.


NORBYN's Phantasm-thing moves and attacks the GIANT AMOEBIC PROTOPLASM.


I've heard MoMS/Brawler Fighter is decent, but that's not very mystical.

Barbarian to pair Beast Totem's pounce and Dragon Style's charge through everything might be another option - if you wanted to you could also dip Martial Artist Monk or Unarmed Fighter for the extra feats. (There's also a trait that lets you be a Neutral or Neutral Good monk, so you could go MoMS/Barbarian if you wanted to.)


It doesn't begin with E, but you might be thinking of gestalt, where you get the best parts of two classes.

There's also E6, but that's aimed at maintaining a low-level feel.


It isn't at the same time, but Combat Style Master lets you switch styles as a free action, which lets you have an offensive style (say, Dragon) active while attacking, a defensive style (say, Crane) active during the enemies' turn, a niche style (say, Monkey) when you need it, etc.


VALARIOT keeps beating on the OOZE with her MACE!


Does NORBYN have any magical options? If he doesn't, he should shoot an AMOEBIC OOZE with his crossbow.


@ArmouredMonk13: Monk vows replace Still Mind, which is needed to enter CoI.


Besides Unholy and Align Weapon, other ways to get an evil-aligned weapon are a negatively-charged Greyflame weapon, any weapon wielded by a Marilith, or any weapon wielded by a 6th level inquisitor using the smiting Judgement.


Blind Man's Fold grants the Improved Blind-Fight feat, but also blinds you.
Gloves of Arrow Snaring (sort of) grant the Snatch Arrows feat.
Righteous Fist Amulet (sort of) grants the Improved Unarmed Strike feat.
Vambraces of Defense (sort of) grant the Deflect Arrows feat.
Dark Blue Rhomboid Ioun Stone grants the Alertness feat.
Scarlet and Green Cabochon Ioun Stone grants the Endurance feat.

Several Ioun stone + Wayfinder combos: deep red sphere (Improved Unarmed Strike), incandescent blue sphere (Blind-Fight), opalescent white pyramid (Weapon Focus)


Chris Mortika wrote:
How does the gunslinger manage to make all those shots with paper cartridges, without rolling a misfire?

It's Seeker territory, but "At 13th level, a pistolero never misfires with a one-handed firearm." Another option would be the (+3 equivalent cost) Greater Reliable enhancement.


Glad to be of assistance.


SnowJade wrote:
SnowJade wrote:
Okay, I suck at this sort of thing, but I'll try. Here. I could not for the life of me figure out how to add text showing the date and time, but that's me. I'll get Mr. SnowJade to verify it if you like.
Nope. Okay, how does this work, somebody? Dammit, that's embarrassing.

The end bracket is [/url]


I'm interested. I don't have a character yet, since I'm still digesting the rules, but I do have questions and comments.

Quote:
A Character Point can be used to improve a character’s Health

How much Health do you get per Character Point?

Quote:
Multiple Strikes: x Attacks

How many attacks do you get if you've put one point in this skill, one or two?

Quote:
Rouges begin with Soft Leather (+2) armor

Soft Leather is later listed as +1. Also, you misspelled 'Rogue'.

Quote:
It is assumed that once combat has begun, all characters are within striking distance of each other. If a character decides to disengage from the combat area, move to attack a specific target, or move to make a ranged attack, this ends the character’s turn.

If "all characters [begin] within striking distance of each other", don't I only need to "move to attack a specific target" when the target has disengaged or stepped back to make a ranged attack?

For a PbP, the GM should roll initiative for everyone to speed things up. It might also be a good idea if, in PbPs, the attacker also rolled the defender's dice.

Am I missing something, or are Training Points somewhat redundant? One Character Point buys you either +1 Attack (Training) or one of the following depending on Profession:

  • +1 Attack AND +1 Damage (Power Strike or Precise Aim),
  • +1 Attack AND +1 Initiative (Unseen Approach),
  • +1 Attack AND +1d6 Damage (Elemental Strike)
The Warrior might want Training if he intends to switch between melee and ranged, and the Rogue might want Training if he wants to focus on Poisoned Knife or Multiple Strikes, but the Magi has no reason to take Training over Elemental Strike.

Do we start with Character Points or skill points? I am mainly concerned about the lack of healing early on (before the Magi has any points in Heal).


Cheapy wrote:
Captain K. wrote:

Suddenly

100 Half-Orc Scarred Witchdoctors appear on PFS tables around the land

The pfs specific ruling that the arg rules are ONLY for their respective races will thankfully prevent this from happening. Unless that was revoked.

Even if it was revoked (which I don't think it was), all the orc stuff in the ARG isn't PFS legal anyway.


Ring of Continuation


Fromper wrote:

There are ongoing storylines in some of the scenarios. We're just mostly recommending scenarios that don't tie into them.

There are other threads around here somewhere which list scenarios that tie in to each other to form ongoing stories. If you search around a little, you should be able to find them. Search for "Year of the Shadow Lodge" (season 2), "Hao Jin Tapestry" (season 3), and "Cult of Lissala" (season 4).

Here's two threads that compiled lists of connected scenarios: Link, Link


1d2 ⇒ 2
Sneak Attack: 1d8 + 2d6 ⇒ (7) + (6, 6) = 19
5 = 5
5 + 2 = 7
5d4d6 ⇒ (2, 6, 4, 2, 3, 2, 5, 2, 1, 4, 5, 4, 5, 6, 5, 2) = 58 That's (5d4)d6
1d4d4d4 ⇒ (1, 4, 2, 2, 4, 2) = 15
5d1 ⇒ (1, 1, 1, 1, 1) = 5


Helpful link


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I don't think Sean or the OP were complaining about the tech level, instead they didn't like the intrusion of the real (albeit, somewhat fictionalized) planet Earth into their fantasy and vice versa.


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The Seven-Branched Sword, which is an exotic weapon, lets you trip people to flat-foot them rather than render them prone.


So you are fighting drow, get extra feats, have x/day abilities regenerate, and endless spells? I'd say build a Paladin. They've got minor spellcasting and quite a few x/day abilities that you could spam (Smite Evil, Lay on Hands, Divine Bond), plus the extra feats would let you build a decent archer or switch-hitter.


Dragon78 wrote:
What four "weaker" classes?

I'm guessing fighter, monk, rogue, and ninja, since I rarely see anyone complain about any other classes being underpowered, useless, or replaceable.


Congrats! Keep up the good work.


Both ki and Arcane Strike use a swift action, so you can either spend ki on an extra attack or get the extra damage from Arcane Strike, not both.


I might be interested in Rivalry’s End, I've got a level 3 Cavalier.


A large Falcata wouldn't count as a "two-handed weapon", would it? (I assume he is referring to the fighter archetype, which only works for such.)


Another typo - you haven't removed gripplis, sulis, and vishkanyas from this bit:

Quote:
In Chapter 3, nothing from the changelings, duergar, gillmen, gripplis, merfolk, samsarans, strix, sulis, svirfneblin, vanaras, and vishkanyas entries are currently legal for play.


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