Elf Archer

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UpliftedBearBramble wrote:

Niktorak, IronBear and I did our reading of the player's guide Bramble Bear's Prep Sessions, did some character building ideas, and were generally pleased by the player guide.

The only thing that stuck out was a minor editing error, and Jhuka the Goddess; as her description was a huge leap in logic for how she ascended. Usually people who die after a failure like that become undead with that much regret. Nice to see it goes both ways now. Become an undead or experience apotheosis.

While undeath might be the likely case for most ancestries, orcs were revealed in a PFS scenario to have a cultural tradition referred to as "Vow Marks", whereupon an orc shortly before their death can declare a vow and, upon death, enter a Crucible where they will challenge any one member of the orc pantheon, risking the annihilation of their soul and all hope of resurrection or afterlife if they lose the challenge, but standing to win the divinity of the god they challenged if they win. For example, Grask and Zagresh are mentioned in the Player's Guide. I would guess we will learn more about Vow Marks, the Crucible, and the new blood joining the orc pantheon and their Crucibles in Divine Mysteries.


Thought I'd show people what I have so far. It's 90% of a statblock and a backstory.

There are a few things I'd like to ask for input on.

I'm trying to decide between Ymir and Anakim as a name, and I was wondering if there were any Dark Sun items in particular I should consider strongly when selecting gear.

I'd also like to ask the DM if it would be alright to take a psicrystal in place of a bloodline familiar.

Statblock:
Male half-giant fighter 2/ bloodrager 4 | aegis (aberrant) 5/war mind 1
TN Medium humanoid (giant, human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
AC 21, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +2 natural armor)
62 hit points (6d10+24 plus 1)
Fort +12, Ref +6, Will +10; +2 racial vs mind-affecting effects
Defensive Abilities blood sanctuary, uncanny dodge; DR 4/-
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Speed 40 ft, fly 40 ft. (good)
Melee Large sledge +19/+14 (8d6+15/x3) or unarmed strike +15/+10 (1d3+9)
Special Attacks bloodrage (10 rounds/day); chain of personal superiority +2 1/day
Bloodrager spells known (CL 4th; concentration +7)
1st (2/day) - endure elements, long arm
Psi-like abilities
At will - vim (ML 5th; concentration +8)
1/day - stomp  (DC 13, ML 3rd; concentration +6)
War mind Powers Known (ML 1st; concentration +6; power points 13)
1st - 1 power
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Bloodraging Statistics When bloodraging, [Name's] statistics are
AC 18, touch 11, flat-footed 14, hp 73, Fort +14, Will +12;
Melee Huge sledge +20/+15 (10d6+18/x3) or unarmed strike +16/+11 (1d4+11)
Str 32, Dex 16, Con 23; CMB +18; CMD 32 Skills Fly +0, Swim +11
Fatigued Statistics When fatigued, your statistics are
Init +2; AC 20, touch 13, Ref +5
Melee Large sledge +18/+14 (8d6+14/x3) or unarmed strike +14/+9 (1d3+8)
Str 26, Dex 15; CMB +15; CMD 27; Skills Fly +5, Swim +8
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Str 28, Dex 17, Con 19, Int 16, Wis 21, Cha 17
Base Atk +6; CMB +16; CMD 29
Feats Catch Off-Guard (b), Eschew Materials (b), Psionic Talent (b), Shikigami Manipulation, Shikigami Mimicry, Shikigami Style, Vital Strike (b)
Skills Autohypnosis +14 (6 ranks), Diplomacy +9 (6 ranks), Fly +6, Intimidate +8 (1 rank), Knowledge (arcana) +7 (1 ranks), Knowledge (psionics) +11 (5 ranks), Perception +14 (6 ranks), Use Magic Device +11 (5 ranks), Spellcraft +7 (1 rank), Survival +13 (1 rank), Swim +9 (1 rank; +13 to resist nonlethal damage from exhaustion); Armor Check Penalty -1
Background Skills Knowledge (history) +8 (2 ranks), Perform (oratory) +12 (6 ranks), Profession (Silt Sea sailor) +10 (4 ranks)
Traits surprise weapons +1 more
Languages Common, Giant +2 more
SQ bloodcasting, bloodline (abyssal), fast movement, powerful build, psionic form, transformed body (brawn [x2], darkvision, flight, hardened strikes, hardy, improved damage reduction)
Combat Gear; Other Gear bloodrager's kit, masterwork leather lamellar, traveler's any-tool

Backstory:
Recently (in the eyes of an immortal, a few decades in the eyes of those subject to the ravages of time), the sorcerer-king Andropinis conceived of a program designed to produce super soldiers that would make Balic undisputed not only in affluence, but in military might in conventional warfare. Part magical experiment, part breeding program, the intent of the program was to determine how to produce bloodragers who would then be further tempered as aberrant aegii.

[Name] was the first of the program's only two successes before Andropinis sailed off into the Sea of Silt, yet to return. As Balic began to fall into internal strife, enemies of Balic's remaining Praetors discovered the project and struck out against it, afraid the templars might unleash the successes (or even the more viable failures) to tilt the balance of power in their favor. In the chaos, [Name] was only barely able to escape with his life, though his failure to find the second, more recent success of the program and the closest thing he had to a younger sibling and bring them with him still haunts him to this day.

Escaping to freedom, however, was only the beginning. [Name] quickly discovered just how reviled arcane magic was in the world beyond the walls he'd known all his life. Before long, he fled Balic entirely, hoping to get far from anyone who might be able to identify him as the defiler who witlessly revealed himself.

Since then, he has sold his services as a wandering mercenary, being very careful to avoid any spellcasting he can, though if given the choice between death and sorcery, he will not hesitate to make the necessary choice to survive. He has heard rumors of preservers and of the Veiled Alliance, and while he wishes to learn their ways, he is slow to trust them not to turn him into a weapon for their agenda. In the meantime, he is doing his best to master "preserving" without a mentor, though it has thus far eluded him. Even now, he never fails to chase any rumors that may lead him to a reunion with his younger "sibling", though he still hasn't found the courage to return to Balic, despite knowing in the pit of his chest where he needs to go if he wants to find his lost younger "sibling".


Would a program to produce bloodragers (either through occult rituals magical experimentation or breeding programs) be most likely to take place in the Archipelago, or in one of the other surviving nations? Leaning towards a (nonevil) abyssal bloodrager tiefling.


I'm a little confused about starting wealth at chargen, though I did notice we will be using ABP. Clarification would be appreciated.

EDIT: Also, I'm not sure any guidance was ever offered on how hit points would be determined.


5d4 + 4 ⇒ (1, 4, 1, 3, 4) + 4 = 17
5d4 + 4 ⇒ (4, 3, 3, 3, 4) + 4 = 21
5d4 + 4 ⇒ (3, 2, 1, 3, 4) + 4 = 17
5d4 + 4 ⇒ (1, 4, 4, 3, 3) + 4 = 19
5d4 + 4 ⇒ (4, 1, 2, 3, 2) + 4 = 16
5d4 + 4 ⇒ (3, 3, 4, 1, 2) + 4 = 17


Posting interest.

Question regarding archetypes: are archetypes from Ultimate Psionics also allowed?

Elaine Aslandaughter wrote:
Remember you need one side of your Gestalt to qualify as a psionic class. Looks interesting.
EltonJ wrote:
Elaine is right. One side of your Gestalt needs to qualify as psionic.

Not Amunet-Ra's player, but it looks like one of the crossblooded bloodlines taken was Psychic, making the sorcerer a psychic caster, rather than an arcane one.


Ashivon Backstory:
The story of Ashivon begins with a party of adventurers stopping a demonic cult from completing an occult ritual. At the center of the ritual, the adventurers discovered a child. To this day, no one has been able to determine if the ritual was a process that turned a child of a different race into a tiefling, or if the child was chosen for the ritual because he was a tiefling.

One of the adventurers had once been a half-orc foundling, delivered to the faithful of Pharasma, given both place and direction in life. Though many crusaders surely would have struck down a child bearing such obvious fiendish taint, the half-orc inquisitor was able to stay the hands of her compatriots, and took the tiefling babe under her wing.

While the child, who came to be named Ashivon, had a loving home, the truth was that even his adoptive mother was not prepared for the challenge of raising him. From a young age, there would be times when fury and rage to rival the most frenzied berserker would overcome him in fits and spurts. His mother weathered these as best she could, catching glimpses of the man he might grow up to be when he was not in the throes of fury, but as he reached puberty, the violent passions within him burned too hot, and his mother finally had to admit that if he were to have hope of mastering his riotous passions rather than being mastered by his emotions, he needed nothing less than a master of discipline.

Sent to a monastery where one of his mother's former adventuring companions served as a senior instructor, Ashivon initially struggled greatly. But the tiefling was too stubborn to give up, and his mentor's will was unbreakable. Over the course of many months, he endured everything Ashivon could throw at him, and finally, finally, when Ashivon was entirely spent, the monk saw that the tiefling was a ready receptacle for his lessons.

While his training is still far from complete, Ashivon has made enough progress that his mentor has given him permission to return to Kenabres to spend Armasse with his mother, and hopefully start to show her the better man he has become since he had to leave.

Conceptually, Ashivon begins as a monk, but will, long term, take several levels of bloodrager. Ideally, I'd like him to have a chance of taking the mortal usher prestige class, but I won't have to scrap the character if that's not on the table for this campaign.


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If you're going for a more Swords & Sorcery feel, I'd recommend checking out the Xoth campaign setting by Morten Braten. Very strongly inspired by pulp and Conan. Even if you end up sticking to Golarion canon, some of it may serve as useful inspiration. The setting and rules for both PF1e and 5e are available for free at xoth.net.


How would you advise a DM handle the worry that they may be making the setting too weird or out there?

For example, I’m taking a 3rd party AP-Sandbox hybrid where most of the major NPCs are human and other core races. Sure there are a few minotaur bodyguards and a gnoll slaver and a cult of lycanthropes and I’m thinking of adding an otyugh willing to trade magic items in the sewers. As I tweak the sandbox and hub city to suit both myself and my players and their characters, I find myself wondering “would a planetouched NPC be bad for verisimilitude? Would it be jarring for the setting? Am I overthinking this?”


You've spoken before about parallel development occurring with RPG Superstar, where certain members of the community were very good at picking up on the foreshadowing for future Paizo projects, and sometimes their offerings ended up closely resembling planned story beats in adventure paths or modules that were still in the works at Paizo at the time the submissions were, uh, submitted.

Are you concerned that the same may happen with Pathfinder Infinite and Starfinder Infinite?


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James Jacobs wrote:

None of his clerics still get spells. He's dead, and thus can't grant spells.

In Pathfinder you want a deity to grant you spells as a cleric or whatever, you have to worship them and they have to be alive in order to do so, and it's not possible for a different deity to sneak in and provide those spells to you while you think that you're worshiping someone else.

I'm not a fan of concepts like the Void Cleric, frankly. There are plenty of non-cleric options for folks who want to do a worshiper of a dead deity and cast divine spells in either edition.

I remember reading somewhere in a Pathfinder 1e book that time traveling clerics could still get their spells from their gods even if they time traveled to before their gods ascended. I know that's a little different from clerics not being able to get spells from a dead god, but I'm wondering if there's a reason for the distinction? Or am I just misremembering?


In the Lands of the Linnorm Kings, we know that animal companions are allowed to assist a would-be Linnorm King in solo-ing a linnorm, as Nankou's bear animal companion did not disqualify him from Linnorm Kingship.

Would the aid of conjured creatures (called or summoned), animated objects, eidolons, homunculi, or created undead disqualify a would-be Linnorm King from Linnorm Kingship?


Alright, he's not 100% done, still need to flesh out my mythic abilities and I still have a few spare skill points laying around, but here's my entry so far. Feedback welcome!

Hadrhune, Shabti Ranger/Horizon Walker • Champion

Backstory:
Not all those who are fated to reach mythic heights are heroes; in fact, counted among those who grasp mythic power are some of the most wicked souls in all of creation. It is no surprise, then, that one such soul sought to cheat Pharasma's judgement. In so doing, however, he unknowingly imbued his facsimile with a seed of potential...

No one, least of all Hadrhune himself, is entirely sure quite how long he struggled to survive in the deadly environs of the Abyss before he was discovered by psychopomp agents of Pharasma. By then a seasoned survivor of one of the most deadly planes in the multiverse, having both enduring suffering for several mortal lifetimes and achieved more triumphs than all but the most accomplished mortals could achieve in their spans in the living world, he could have settled for a well-earned existence of tranquility. But upon realizing that he was not alone in the multiverse, that there were others like him out there condemned to misery through no fault of their own, never given knowledge of why they were consigned to an existence of eternal suffering, Hadrhune knew that, cruel as the universe was, he had the skills to find and help those like him, to save other shabti and other souls that might be suffering in the Lower Planes unjustly – and he had the skills to find those like his own creator who had escaped the judgement of Pharasma, and drag them back to the Boneyard where the fates they deserved awaited them.

Throughout the Lower Planes, Hadrhune has become something of a folk hero among the oppressed, and while most of those he has saved choose quieter existences within the Boneyard as functionaries of Pharasma's vast psychopomp bureaucracy, others have been inspired by his example and have founded a guild of like-minded shabti. For his part, Hadrhune is most familiar with and best equipped to deal with the denizens of the Abyss, though he also has gained a particular antipathy for sahkils and their predations.

Nevertheless, he has also gained a taste for succubi lovers in his travels, his nature as a shabti making him uniquely resilient when it comes to surviving amorous encounters with comely fiends.

While he has yet to discover the man responsible for his existence, whose sins he was created to pay for, but while the planes are vast, shabti are immortal, and he won't be able to hide from his creation forever.

Statblock:
Hadrhune
Shabti ranger (guide, spell-less ranger) 6/horizon walker 8 | champion 6
NG Medium outsider (native)
Init +19 (+32 in the abyss); Senses blindsense 30 ft., darkvision 60 ft; Perception +21 (+34 in the Abyss)
AC 32, touch 27, flat-footed 23 (+4 armor, +2 deflection, +9 Dex, +1 insight, +3 natural, +3 shield); 36 vs evil outsiders
hp 198 (14d10+58)
Fort +17, Ref +23, Will +15 (reroll failed save vs charm, compulsion, or fear 1/day with +2 racial bonus)
Defensive Abilities hard to kill, immune to undeath, mythic saving throws, pharaonic will, resist level drain
Speed 30 ft. (40 ft in the Abyss)
Melee agile duelling fiendbane glamered merciful cold iron cestus +24/+19/+14 (1d4+9/19-20); +39/+24/+29 (1d4+25+2d6/19-20) vs evil outsiders native to the Abyss; or skeleton key +18/+13/+8 (2d6+4/19-20)
Ranged fiendbane merciful composite longbow of speed +27/+27/+22/+17 (1d8+6/x3); +42/+42/+37/+32 (1d8+22+2d6/x3) vs evil outsiders native to the Abyss
Special attacks ranger's focus +4 (2/day), stealth attack 2d6
Horizon Walker Spell-like Abilities (CL 14th; concentration +14)
7/day - dimension door
Str 14 (16), Dex 24 (28), Con 14, Int 12 (14), Wis 14 (18), Cha 11
Base Atk +14; CMB +17 (+19 to disarm or feint); CMD 39 (41 vs disarm)
Feats Clustered Shots, Dual Path (trickster), Endurance (b), Healer's Hands, Improved Precise Shot (b), Manyshot (mythic), Point Blank Master (b), Point Blank Shot, Precise Shot, Rapid Shot (mythic) (b), Signature Skill (Heal), Weapon Finesse
Skills Acrobatics +18, Climb +7, Diplomacy +17, Disable Device +12, Heal +21, Intimidate +17, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +19, Perception +21, Sense Motive +8, Stealth +31, Survival +21 (+24 to follow or identify tracks), Swim +7
Background Skills Craft (arrows) +13, Handle Animal +4, Knowledge (geography) +19, Linguistics +10
Languages Abyssal, Ancient Osirion, Celestial, Common, Infernal, Osirion
SQ amazing initiative, favored terrain (Abaddon +2, Abyss +13, Astral +2, Hell +2, Xibalba +2), immortal, nature's healing, past-life knowledge, shattered soul, terrain dominance (Abyss, Astral), terrain mastery (Abyss, Astral, Hell, Xibalba), track +3, wild empathy +6
Gear agile duelling fiendbane glamered merciful cold iron cestus, fiendbane merciful composite longbow of speed, skeleton key (adamantine greatsword), adamantine thieves tools, boots of friendly terrain (Abyss), defiant buckler (evil outsiders), defiant catskin leather (evil outsiders), dusty rose ioun stone, dusty rose cracked ioun stone, hat of disguise, pale green cracked ioun stone (attack), pale green cracked ioun stone (saves), pathfinder's kit, swarmbane clasp, 11,075 gp


Two questions:

Will we be expected to keep track of nonmagical ammunition not made of special materials?

I'm a little confused on how enhancement bonuses to armor and weapons are going to work. For example, if I wanted to buy, let's say, a vorpal longsword, do I buy it for 50,000 gp? Or will I be buying it for 72,000 gp as a +1 vorpal longsword, to which I then add my attunement bonus for a total of +4? Could I even get a plain +2 longsword and using attunement boost it up to +5?


If I form a Hunter's Bond with companions, per below

Ranger wrote:
The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

can I apply half my effective favored enemy bonus from terrain dominance, per below

Horizon Walker wrote:
When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures.This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

to my allies?


Seriously considering a shabti horizon walker with a favored terrain/terrain mastery/terrain dominance of the Abyss who's been fighting to survive the Abyss as long as he can remember.

A question: How does the "You cannot, for any reason, gain additional attacks at their highest attack bonus from more than one source, no matter how many such abilities are in effect. (Example: haste, champion’s strike abilities, etc.)" interact with, say, the Zen Archery Monk's flurry ability and their ki pool ability to add an additional attack by spending a ki point? Does haste still stack with two-weapon fighting? Does haste still stack with rapid shot?

A 3pp request: Spell-less Ranger from Kobold Press.


Is it by design that the Volt Dancer unchained monk archetype is even more MAD (or, if you prefer, MADder?) than most unchained monks, due to relying on Int to spark, but not having any features that alter the ability scores that the monk relies on?


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Hi again Mr. Stephens. Been following your RWW campaign notes on your blog with interest.

Question: If I want to know more about the Xa-Oroso/Blood Space setting for Starfinder, what would you say is the best place to begin? What would you say are the key books that give a good overall picture of the campaign setting?


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Is there something about the half-orc heritage that makes it challenging to develop iconics of that heritage, moreso than other ancestries?


Would it conflict with either your vision or established Pathfinder canon for elf gates to exist that allow for transit from Avistan to other continents like Tian Xia or Arcadia?


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Do you have a favorite combination of different monsters whose unique traits make them more deadly than the sum of their individual parts, either for 1e or 2e? For example, the classic red dragon/iron golem combo.


Do you have a favorite combination of different monsters whose unique traits make them more deadly than the sum of their individual parts, either for 1e or 2e? For example, the classic red dragon/iron golem combo.


What would Shensen's opinion have been on someone like Grandmaster Torch?


You've mentioned before that lawful neutral is your second favorite alignment for bad guys. What are your favorite lawful neutral bad guys from Paizo's published adventures/setting and from your personal D&D/Pathfinder games?


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What was it about Shensen in particular that made her stand out from other PCs you played before her and has made her stand out from other PCs you've played since? (Basically, what makes her your favorite of all the PCs you've played.)


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Salutations, Endzeitgeist. Big fan of your reviews.

There's one point that's a little confusing to me.

As far as I can tell, the Rajah's whole veil list consists of the Demiurge and the Titles. Therefore, it seems logical to me that you could only shape a number of veils up to the maximum on the table – which is to say, starting at 2 at first level up to 7 at 18th, but within the bounds of that, you can shape a title multiple times, the same way a wizard could prepare fireballs as many times as they have spell slots for. Of course, this hardly addresses the other issues you have with the class, but it does preclude level 1 ant empress shenanigans.


Do any of Golarion’s kaiju have close interpersonal relationships with one another in a similar vein to the relationship between Godzilla and Mothra?


In this post a few months ago, while explaining the thought process behind including goblins in the 2nd Edition as a core ancestry, you said each of the ancestries mapped to an alignment.

I was hoping you could expand a bit more on why you feel halflings are more representative of lawful neutral than other races (are they culturally not as morally good as dwarves?), and would be interested in the same question for why gnomes, especially with their strong connections to the fey and whimsy, are in your view more more neutral good than chaotic?


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Hello, Mr. Stewart. I'm having a bit of trouble deciding on what to use for the ringmaster of an extraplanar traveling circus. Do you have any suggestions?

(Suggestions for circus members/acts outside the ringmaster also welcome, of course.)


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Aha, I was under the misapprehension that in order for the shield bonus to function, it needed to be used for offense, much like weapons with the defending enhancement.

... Of course, it was less than 24 hours after I posted my observations about Sleipnir's fragility that I had the epiphany that a Nexus could always just take Noble Astrologist (or dip Zodiac) and use a constellation champion as a considerably more sturdy mount that comes online much sooner...

Thank you for your time, Mr. Sayre, and for the clarifications.


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A fan of your work, Mr. Sayre. Very much enjoyed Akashic Realms and am looking forward to the next one. That said, I do have a question...

Michael Sayre wrote:
In the Asgardian Saga, Gungnir can be wielded in one hand while you're mounted (such as on Sleipnir or even Geri and Freki, depending on your size), and Gungnir grants a shield bonus that scales with essence, so the general idea was that you would basically be using Mjolnir as your primary weapon, but with the ability to guard yourself with Gungnir thanks to its greater reach and shield bonus. I think it works pretty neatly when you've got the various pieces of the set up and running, but YMMV.

While I can appreciate the intent, using Sleipnir to invoke a phantom steed only becomes an option for a Nexus (the only class with all of the Asgardian Saga on their class veil list) at level 16, at which you have a steed with an AC in the teens and a hit point total in the twenties. This feels quite late for the fighting style to be used to its full effect, especially since it requires not only Mounted Combat but Two Weapon Fighting to use fully, while suffering the penalties for using two weapon fighting without one of the weapons being a light weapon, meaning either the full style must wait until level 19 to have all the pieces and take the feats, or the feats must be taken ahead of time and will have at least one level where they're still waiting for the style to come online.

Of course, a small character can sidestep this, as you mentioned above, using Geri & Freki.


I'm not sure if maybe there's something I've missed, but as I'm looking into running this, I'm trying to figure out how to keep the PCs from going off-track by using plane shift to head to another plane as early as level 9 (and by level 13, certainly), then plane shifting a second time, this time sending themselves back to their home planet, bypassing everything up to the end of Depths of Desperation. Advice, anyone?


Any timeline on when we might see Akashic Realms Volume 1 available for sale on paizo's site, Mr. Sayre?


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Rysky wrote:
GM PDK wrote:
Rysky wrote:
They even have a thematic Prestige Class for such an endeavor :3
What's the best way to qualify for this prestige class? (i.e. anyone knows if a certain class or PrC or archetype gives you these for free: Exotic Weapon Proficiency (sawtooth sabre), Great Fortitude, Weapon Focus (sawtooth sabre) )
Inquisitor is probably your best bet, due to the high 3rd level spells requirement.

Warpriest with or without the Mantis Zealot archetype gets free proficiency and free Weapon Focus, but won’t get 3rd level spells until 7th level. Still nets more of the prereq feats than Inquisitors, though, and gets bonus combat feats to make up for taking Great Fortitude.


Would you be so kind as to tell us a little about your gloomblade tengu (Michael Sayre mentioned the character when referencing the Return of the Runelords office campaign) and what the experience of playing that archetype has been like?


How do you feel about shipping Godzilla and Mothra?


Jereru wrote:
Belltrap wrote:
Given his parentage, you could just copy the solar ability and have every arrow loosed from his bow become a slaying arrow of the appropriate type.

That sounds a bit too much, doesn't it? I was thinking something along the lines of "casts is own fiery/shadowy bolts so doesn't need ammo, like the old D&D cartoons one". Am I being too conservative?

Regarding Parities, yes, I was thinking maybe the character could join one in the future when he's forgiven, but for now he's an ex-Lawbringer and thus Parity-less.

The DM has said we effectively have endless mundane ammo already.


Jereru wrote:

Ah, yes, the artifact... I honestly can't think of something other than a bow. In his Sol Invictus incarnation, Gabriel had a Legendary bow called Solar Wind. I guess the weapon could have turned "black" together with the owner, reversing powers and aspect as well and changing its name.

All of this Sun/Black Hole, Light/Dark and Fire/Gravity thing reminds me of the Starfinder Solarian, maybe Gabriel is a Solarian without even knowing about them... sounds cool.

Also, I know barely nothing about Astronomy, so bare with me if I mess things up.

Given his parentage, you could just copy the solar ability and have every arrow loosed from his bow become a slaying arrow of the appropriate type.


TheGoofyGE3K wrote:
Oh man oh man oh man do I want to make the flash by combining monk, kineticist, and either fighter or alchemist to get the science in there lol. Decisions decisions...

It may be worthwhile to consider the Voyager class from Dreamscarred Press, a movement-oriented psionics class.


Tenro wrote:
Kigvan wrote:
Krigare wrote:
@Kigvan - How are you getting a +19 to init? Especially with a 12 dex.

Noble Scion (War) changes Init from a Dex check to a Charisma check,

+8Cha, +4 Improved Initative, +4 Insight (Powerless Prophecy Curse level 5 benefit), +3 competence (Circlet of Persuasion)

Circlet of persuasion? I thought with ABP we couldnt buy items that have enhancement bonuses.

Kigvan spelled out that Circlet of Persuasion is a competence bonus. You may be thinking of Headband if Alluring Charisma. Specifically, Circlet of Persuasion gives a bonus to “Charisma-based” checks and without modifying the base Charisma itself, much like cloak of elvenkind doesn’t modify Dexterity.

So the Circlet does not increase spell save DCs, spell slots, divine grace, etc.


Are there any limits on stacking sneak attack? For instance, if a character was rogue 10/stalker (vigilante) 10/alchemist (vivisectionist) 10, could they start with 14d6 sneak attack?


@JankInTheTank As someone also looking at playing a gunslinger myself I think the Spell Cartridges feat from Heroes of Golarion might be of interest to you.


Certain triclass prestige classes like the Trinity Angels and Trinity Knights are a part of one of the Parities in Co7S. Would access to them be restricted? What about other classes like eldritch knight, mystic theurge, etc?


What about custom races based on existing Paizo Starfinder races like Skittermanders?

What level of firearms are available?

Is there a recruitment deadline or cutoff?


You have my interest, definitely.


Some questions:

You mentioned wanting to tightly control equipment in this game. To what extent are firearms allowed?

How would a skittermander be handled mechanically? I do have some ideas, but I wouldn't want to presume.


Almonihah wrote:
Hmmm... looking at possibilities, I'm actually leaning Unchained Rogue... but still not wanting to step on the Investigator's toes. Thinking of building to emphasize stealth, sneak attacks, and lots and lots of skills (particularly ALL THE KNOWLEDGE). Would that conflict too badly with the Investigator?

As a note, while my pixie will probably not be as knowledgeable, I will be working on a naturally invisible character with as many dice of sneak attack as I can wring from the build.


@Kichiro considering your main weapons in combat are your natural weapons, maybe trade away spell-less ranger’s martial proficiency for a martial tradition that gives Unarmored Training? If you want to keep your bow, you can pick up an archery martial tradition but see if you can squeeze Extra Combat Talent into your feats.


Ouachitonian wrote:
How do you feel about templates? I’m thinking about a natural werebear druid who becomes a demigod of good lycanthropes. Or possibly a half-dragon who becomes a demigod of Draconic-allies humans (Apsu generally being concerned only, or at least primarily, with true dragons).

I get the sneaking feeling someone's itching to take the new Bear Sphere for a spin.

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