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If your group is comfortable with 3pp, the soulknife was remade in Dreamscarred Press' Psionics Unleashed.

I enjoy this incarnation alot; and archetypes from other books involve creating Mind Shields, and Mind Armor, along with the mind blade, as well as even Mind Bolts for those who prefer range over melee.


It's funny; I just finished working on a Mythic Barbarian 1/ Kineticist 19 project, and the result was very fun.

I would suggest taking Urban Barbarian for your class, to get access to the Controlled Rage feature (It allows you to boost any physical to some degree, instead of just Str+Con, and permits thinking while raging.) Otherwise, you could consider playing a kineticist built to melee, and go heavy armored, (There is a Barb archetype, but I forget what it's called).

My preference was the Urban rage idea, but for a Dwarf, making the two toughest classes in the game Gestalt together with the toughest race should probably have all efforts be made to be tanky.


That depends on if you want total access to every option both offer.

Eldritch Heritage offers: the 1st level benefit, 3rd, 9th (if improved EH is taken twice), and the 15th.

Crossblood means you can pick and choose from both options entirely, but at the drawback of less spells per day, and not actually having almost all abilities from both groups.

I prefer cross blood because of the fine control over which abilities you gain.


I'd say Dexterity for me; though I believe that if I were a character I would have several slightly above average scores, and none really high. Though, I also wouldn't claim to have any dump stats. In the past, I'd have said Wisdom; but it seems to be a consistent thing amongst people, so that could just be youth

In order for me: Dexterity, Charisma, Strength, Wisdom, Intelligence, Constitution


Something I've always liked in game systems is the idea of "Magic comes at a price." And I don't mean 25 gp in gems. I mean, stuff like casting from Hp, mental sanity, or even years off your life.

In a realistic gritty game, that still has magic, I'd say that can be the countermeasure for making mages feel the pain too. Make it where dropping all the buffs in one go threatens to overstrain the body/mind, and unleashing round after round of devastating magic inflicts backfires, and instability.

As for the wounds themselves; a good idea would be to set conditions, such as; being crited, being reduced to 25% or lower, or even being crit INTO 25% or lower. Whatever frequency seems to work best for your game.

You might also look into the Called Shot system, to give more opportunities to determine where trauma happens.


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I've got Way of the Wicked, but am nevertheless curious about Hell's Vengeance.

I think the difference is the Rags to Riches style of Way of the Wicked, and I assume Hell's Vengeance will operate similar to typical APs, with the players being low tier, but not downtrodden, and allowed to be evil, rather then needing to hide it.


I am considering variant multiclassing for a build, initially to get Trapfinding. Then I remembered that this VMC, and Sanctified Slayer both have Sneak Attack.

The build is Inquisitor (Sanctified Slayer + Reaper of Secrets) w/ Rogue VMC. Because of this, the Inquisitor gains 1d6 sneak attack @ 4th, at 7th it increases to 2d6. But at this level also, the Rogue VMC gives the Sneak Attack Class Feature (Which the Inquisitor already has now).

I've received different interpretations, and I'm just curious for the RAI. I'm hoping for a solid justification with rules citing. The interpretations I can imagine are:

1) Both Sneak Attack sources stack; therefore at level 7, the Inquisitor + VMC rogue has 3d6 sneak attack. This means the character qualifies for feats that require a certain degree of sneak attack, such as the 5d6 Sneak attack for Dastardly Finish (Whose prerequisites would be met at level 11)

2) The sneak attack sources do not stack, but since they trigger off the same attack, under the same conditions, the damage is effectively the same. Fr example, at level 7, the sneak attack results as 2d6 + 1d6, rather then 3d6. The notable difference between example 1 and 2 is that feat prerequisites are met at different levels; Dastardly Finish's prerequisites would only be met at level 16 for this character.

3) The Sneak attack sources do not stack; because having the same class feature twice should not happen. Therefore, only the higher of the two sneak attack pools triggers; effectively the VMC's sneak attack damage never occurs, because it will always lag behind the Sanctified Slayer.

Here's hoping for a clear result, and maybe even a Dev weigh in. Thanks to everyone in advance.


I have Psychic down as my best, I like the personalized touch with the expensive material components, and the lack of unified words and gestures that the other magic systems have. It all seems more unique to each caster for me.

I also enjoy the Undercasting system; It would be a good replacement to the existing Summon Monster, Cure, and Inflict spells


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I think it's an appropriate response; but you need to make sure there is a way to reverse it, even if it is as costly as using another Wish to 'break the transmutation'.

Seems thematic for Lamashtu, and the history of the game.


It would be switching to a different weapon as your next attack in your full attack routine; which is fine.


Lathiira wrote:
Trapfinding can be accomplished with a summon monster 1 spell. Or just by toughing it out and taking the damage. As a barbarian, that's your version of evasion: taking the hit. So you already have evasion, just by having lots of hp, and someone else can always summon up a critter (or chuck a critter you've killed) at areas you suspect are trapped. Pressure plates don't care if it's a living or dead goblin on them, after all.

I love it when people try that against my traps. I plan for that kind of thinking. Their faces are always priceless after.


I think it's a very thematic idea; so I'd say go for it.

Some items can skip the masterwork phase, like a Cloak of Resistance for abjuration


Charon's Little Helper wrote:
lemeres wrote:
Melkiador wrote:
The weirdest thing I've seen is someone who banned Neutral, because it was boring.

Just true neutral, or did they ban the entire druid alignment spectrum?

I mean...I can underand. If you at least lean on one of the axises, you at least have something to work off of. Helpful, follower of rules, "I do what I want", sadist... you can easily find 'something'.

But yeah...it is likely because of a few too many lazy role players just saying "I'll just be neutral or whatever". You know the guys- the ones that just go on their iphones when NPCs are talking because they didn't point in diplomacy and dumped their CHA hard, and only come back when it is time to hit things with great sword or fireballs.

True Neutral 2nd ed style - I'd kind of agree with you.

But neutral because one simply doesn't care about alignment is straight neutral.

I played a bard that was neutral. He adventured because he's a narcissist who wants to become a legend, and his performance is telling others of his greatness. But he wants to get famous as a hero - saving the innocent etc. His main motivation for saving them is to be famous rather than caring too much. After saving someone and 'releasing them back into the wild' - his line is "Tell all your friends!" *wink*.

He's not good - because he's too narcissistic, and he'd do evil to save his own butt if he needed to. He's not evil because he typically avoids doing wrong if he can help it... bad for the image. And he really doesn't care much about the law - though again, he doesn't want to be seen breaking it much either.

So - straight neutral (NOT true neutral) - but not boring either.

I have to say, your Bard actually does sound kinda evil. He has no unselfish motivations, and only performs good to deceive people into thinking he's a hero. He doesn't publicly perform evil because of other people's opinions. Sounds like a classic psychopath to me.


I'll put these experiences of mine out there; hopefully it helps add something to the argument pool.

I've seen Chaotic Neutral being done in a very disjointed fashion; rolling to see what to do, and tossing a coin like Two-face. Usually my players who play this alignment allow their whims to completely decide their actions.
And...that's fair for this alignment; it really just marks the characters level of sanity in regards to the randomizing, but responding to your whims IS chaotic over lawful. I'd say the defining difference is whether the character has ANY conscience at all. Even loyalty to friends, and no one else is enough to separate Chaotic Neutral and Chaotic Evil.

I played such a character in Skull and Shackles. I was a Rogue (Unchained), with the Pirate Archetype, and I tried to avoid some of the classic Chaotic Neutral Rogue traps:

1) Stealing from your allies
2) Randomizing your actions
3) Compulsively lying to everyone for no reason.

However, I stole from enemies when the opportunity arose, lied to the drunk and gullible when the opportunity arose, and when the opportunity rose; I'd change my plans wholesale. However, I maintained loyalty to the team, even gave to them when my schemes worked, or they were accidentally victimized.

My point is that opportunity is the lure that guides the Chaotic character; it's being willing to break away from the plan to hedge out something better, but they are still members of the team and that loyalty should be preserved. Otherwise, why adventure together.

I think other CNs played this way could help broaden our opinion of the alignment.


Think of Golarion as a fantastic reinvention of Earth. Even in the western world, there are those who have access to the material, but do not learn how to read.


For a low level game;

Pillar of a thousand arrows trap, with several undead in the room.

THe arrows trap does nonlethal to all in a repeating radius, and undead are immune to nonlethal.


I'd gonna say the emphasis on wine really seems to suggest Cayden.


I'm really looking forward to Kineticist; especially for those archetypes like the Healer, and the Overwhelming. Are they able to be taken at the same time? Cause I would love to do so.


I think for this idea, we need to look at the body and everything it offers, and then for martials increase those abilities to Extra-ordinary levels.

There are such people in this world where because of biological advantage, or absolute dedication, they are able to do what we can't even get close to.

A much earlier poster wrote something about a archer intercepting ray spells with arrows; I like that a lot. It's a measure of fine accuracy that let's him circumvent his enemy.
He also wrote about a rogue being able to focus his senses so strongly that he can discern elements that normal people cannot; like the number of footfalls being made during a chaotic melee.
I think these are the right ideas.

We already have it where martials can damage enemies to death; now they need utility and countermeasures for defeating versatile enemies.


Ps: My Life Oracle didn't need empowering; just using my positive energy form made me a great frontline, healing myself as a move action, and being immune to precision damage temporarily.

Add that to my selective channel, buff spells, and the fire spells I gained from my curse, and archetype, and I was a great character.


I've got to say...if there is ever a total divorce of Pathfinder from it's 3.5 dungeons and dragons roots; I'd place this as a suggest for Oracle and Cleric.

Make the Cleric Spontaneous, and the Oracle prepared.

My reason for this is, the Oracle is supposed to draw their power from a wide range of divine sources, rather then the focus on a singular deity. The Cleric is the opposite, getting power from just one, typically. My whole notion is really just swapping names and lore of the classes with eachother.

I would imagine that the Goddess of Fire, Light, Good, Healing and Glory (Sarenrae), would be unlikely, or unable to grant her clerics the Create Water Orison. As it stands however, she can. And when traveling, all clerics tend to get asked to prepare it. As a player, if you reject their request, but it's possible for you, that makes you a jerk (According to my past experiences with some demanding party members...)

If clerics were spontaneous, they could have the whole suit of their god readily available (their choice of learned spells), and never have to say; Sorry I can't call on the goddess' holy fire anymore; I only asked for 2 today. (Feels really artificial)

As for Oracle, they could prepare their spells to represent the forces of the universe that they are communing with, or siphoning power from today, and use it in limited concentration.

Just my thoughts.


I go with magic weapons of a type they want; such as Longsword or Dwarven Longhammer, but for the effect, I keep that myself; if they want to change it, they can seek out a caster (Though my group usually has someone who wants to craft items)


I definitely like it; I always get a little tear in my eye from reading a romantic tale.

The image makes it all for me, because it really seems to capture the whole story in it.


I find the Rogue has more continual ability, whereas the NInja has greater capabilities, especially in stealth combat, (Primarily due to Swift action Vanish), but the Ninja runs on a limited pool system. After their Ki Pool empties, they inherit alot of Non-Unchained Rogue's flaws.

I'd say I prefer Unchained Rogue for the situation you are asking for; if you miss the ability to go Invisible, grabbing Minor Magic (Any), and then Major Magic (Vanish) can give you that, though it's a lot clunkier then the Ninja. On the other hand, all you need is 11 Int, and the ability has it's own pool of uses, caping at 10/day. The At-will Cantrip (Acid splash works), is also a good 'hidden weapon', especially since it can sneak attack if you are unseen...perhaps w/ vanish even.

Otherwise, Rogue has better skill mastery with it's Rogue's Edges, and the talents that support those skills, as well as it being better at debilitating an enemy in a fight.

Hell, a 4th level Unchained Rogue (Thug) can drop an effective -8 penalty on an enemy's attack against them, by rendering them Shaken, Sickened, and Debilitated for attack, in 1 attack, at-will.

(Requires Enforcer feat, a nonlethal weapon, and a sneak attack)


You know.....you don't seem that Evil.

They seem more evil, from what I've read;

And by evil, I mean, willing to allow anything to happen, so long as it doesn't disturb them, such as allowing Lizardfolk to consume their kingdom's citizens, IE their PRIME RESPONSIBILITIES. They lol at dying Kobolds, apply racist reasons for WATCHING them die...

Just saying, there ain't no priests of Sarenrae amongst you, but I think you come across as more a dark Abadar, where as they seem more like Psychopaths


Some say that because it combines the lists of the feats together, it changes all feats, though personally, I would see it as a swapping out option.

In my games, until I see otherwise, I end up saying no, just to avoid diappointing someone later if a clear ruling comes up.


For a Duo game...I would have imagined that they should be that strong.

Now then; if you want to challenge them, use the numbers advantage that they gave their enemies. Aid another requires targeting an AC of only 10, which gives the main enemy a +2 attk bonus. Several weaker enemies can do this, to give your enemies an ever increasing bonus to attack.
You are fighting martial characters, so use Spells to even the odds; Mirror image could give your prime opposition means of defending them, along with Displacement.

Mitrans can bring out strong Positive energy spells like Heal for a hard hit against them.

After that, I'd say take advantage of flight, protection from evil to make your npcs immune to mind-affecting domination, and use auto effect spells such as the lowly Magic Missile, or my favor against evil; Burst of Radiance.


The Normal summoner is 'Better' if by better you mean more powerful. The spells are available earlier, and the Eidolon is more flexible.

I find the Unchained one more fun however, because someone who enjoys the lore and nature of Outsiders will feel more like he's calling on.

A Summoner calling an Inevitable Eidolon is alot more possible in the Unchained variant


7 FOr Oracles can ignore.

For the record, a Deaf Oracle is the best class for casting Secret Signs, because they take away m/DF, F/DF, and then V components, usually leaving only S.


I'd say Slayer could help with focusing on your enemy, and gaining a static bonus to attk and damage. Ranger works vs Favored enemy, but Slayer works well against anyone (And equall well against 1 favored enemy type with a feat). They can access the ranger fighting style to match ranger blow for blow, and you can also take the (Appropriately named) Sniper Archetype so that your Sneak Attack range increases.

I'd suggest taking the Signature Skill: Stealth Feat from Pathfinder Unchained, so that you can Snipe (The move action to hide after a single shot). If you want to be a character who uses a single shot of strong power, before hiding, I'd suggest a Heavy Crossbow of some sort, and the vital strike chain to add as much ommph for 1 attack as possible. You should note though that having a rapid fire DPS method is also a good idea, because that's how ranged combat gains ground over melee combat.


The Silken Ceremonial armor is the one that is just bling; The Haramaki is a means for Arcane casters like Sorcerors or Wizards to walk around with a little armor. (A +5 enhancement bonus to it a you level doesn't hurt either). At low levels though, a high dex, this, an armored kilt, and perhaps small size, and your rocking an Ac of 17+. Worth it when your GM decides to try sniping the mage.


I own three complete adventure paths; Runelords, Kingmaker, and the 3pp success: Way of the Wicked. I'd be interested in playing any of these as a "Solo Game"


I would greatly enjoy this actually; Here's a notion from me:

When playing as a single player amongst a team, the development of a compeditive; I have to stay relevent/powerful/in the spotlight too, develops. Because this character is your own source to enjoy the game.

As a player running a whole team vs an adventure path using GM, you can manage the whole team w/o greed or vanity making a scene, because your always benefiting as a player.

As a Gm running a module with a team of four, you lessen the hurt of losing characters, I would imagine, because you are reading/writing a story as it unfolds, and not all choices are your's to make. Hell; you'd probably stop pulling punches to find out how it would 'really' end. And if characters die, you can figure out how the next ones come in, without needing to manage four other player's backstories, motivations, and suspicious; you are in fine control of it all.

However, I would agree that it takes a specific mentality; and the willingness to lose to circumstance.


Hey all; I've seen this sort of question come up in the past with different examples, and after searching those sources I still haven't drawn a conclusion that I can confidently apply to the title's combination.

Do Sneak attack die from different sources stack as bonus dice, or do they overlap?

With the above example, a Sancified Slayer with Rogue VMC could have either 6d6 Sneak Attack, or 10d6 Sneak Attack.

If anyone could provide me a link, or quote to a section within the rules, or a Design team response, I'd greatly appreciate it. Me and my group don't accept speculation and opinion as sufficient evidence, so we really are stuck asking for a rules call on this one.

Thanks in advance to anyone who puts something down


IF you want Wizard, not magus, not summoner, I'd suggest grabbing a Mauler Familiar with the familiar archetypes, and choosing a creature like Fox, Goat, or other strong for it's size familiar.
I'd say go Transmuter, and spend some of your feats as you level on Familiar enhancement, such as Evolved Familiar (to give it claws, or something else, for example), Mauler's Endurance for possible more hp then you yourself have, and Spirit's Gift, to regularly change up it's abilities. My favorites for low levels are Life for Fast healing 1, and Stone for DR 5/ Adamantine.

After that, use your transmuter powers as you level to stay relevent, and use whatever means of protecting yourself that you can. Even summoning minor monsters to use Aid Another can help your AC or Attk.

Your call on if you want to go Str based, or Dex based; Since you have a Str familiar, Dex may go a long way to keeping you alive.


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

Hey guys; it's been about a month since our last update. I'll be pulling out of this one.

I still hope everything is going better for you RJ.

Good luck all!


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I tend to include GMPcs, but make sure they are not mary sues, and suffer as many comedic failures, and if possible, moments of outstanding glory, that they can feel like another player. This, for my group atleast, makes it feel like it's us 5, against an unnamed force, instead of 4 of my friends vs Me.

I play Gmpcs who have complementary personalities, and abilities, so that the group feels more rounded out.

And, usually supplying a willing healer helps it all too.


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If you'd like, you can try these; It's a homebrew I through together, using the benefits from different other gods, so hopefully it's balanced, and doesn't have odd niche combos:

Milani:
Spend an hour counceling, and listening to the blight of those who are being oppressed. The participants can be a child being bullied, a massive resistance movement, or anything in between, so long as the oppression the participants are experiencing is no trivial thing to them.
If you cannot find any such participants, instead spend an hour meditating equally on the subjects of your personal freedom, the wrongful slavery of others, and the righteous anger it inspires in you.
Gain +4 sacred bonus on saving throws against fear effects, and the DC of Intimidate checks made against you increases by 4.

Exalted:
1) Raise Spirits (Devotionals, Shelyn)
2) Allies to the Cause (Freedom's Ally, Cayden)
3) Rebellion's Preparations (Communal Table, Erastil)

Evangelist:
1) Unbind the Oppressed (Liberation, Cayden)
2) Protector's Reach (Repair the Damaged Body, Irori)
3) Rebel's Defiance (Gorum's Shout but as Word of Chaos or Holy Word, one fixed choice, Gorum)

Sentinel:
1) United Front (Family Bond, Erastil)
2) Challenge Slavery (Righteous Smite, but Holy smite or Chaos Hammer, one fixed choice, Iomadae)
3) Armor of the Martyr (Protectice Grace, Calistria)


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One could argue that the Good power of an Aasimar helps and guides them, while the evil power of a Tiefling attempts to dominate and destroy them. If a force of evil were trying to consume me from within; I could see it damaging my sense of self over time.

Conversely, if a holy force was trying to uplift me and grant me strength, I could see my self confidence and presence rising.

Overall...makes sense to me on the Tief/Aas line

As for Orc thing, having 22 Str @ lvl one, DOES work out to +2 damage with two handed weapons (1.5 str 22 = 9, and 20 = 7. Kinda like getting a bonus feat) Having impaired mentals is in order to receive the focus of +4 in a score. They tried to make it a standard in the Race Building system)

Kobolds however, I agree, they are made out to be an inferior race. I would have figured that for humanoid dragon people, even if tiny, they should be strong, instead of fast, like how dragons are bulk and powerful, but end up with dexs of 10.


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

Happens man; no worries from here


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

I admit, I said a longer post was coming but...at this point, I'm just waiting for the GM, so I can react accordingly.


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

"Stopping!" Conall thrashed the stop rune with his fist.
Longer post after work


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

"Sounds nasty"
Intelligence: 1d20 ⇒ 9 An attempt by Conall to start working on Knowledge: Arcana

"I guess I'll have to see it to make sense of it all..."


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

"I guess I'm in charge of the stop button again, what with my blood disease thing going on.." Conall chuckled darkly, as he once again drew blood, and placed it on the rune signifying stop."

"Mages and their traps...hey, Alynthar; how would you fortify a place like this, given the chance? Maybe a mage's guess can help us before we get turned into toads.". Conall paused for a moment, thinking on what his ancestors had asked him to do.

"Feel free to leave in all the wordy parts; I'm a little curious with all this around us now." he added with a smirk.


If you really want to describe this as two people; you'd have to conform to all of the limitations of being one PC.

I'd say; generate the ability scores, with spikes in CERTAIN physical scores, and CERTAIN mentals, then say that each spike belongs to one of the people. They have 10s in the rest, or if you have a lower score, both PCs have that score in that mode.

They act with a single turns worth of actions; so you might have it where one guy hands the other a weapon when a weapon is drawn, and the other guy makes the attack.

You'd follow those patterns for all your actions, and then if every they have to seperate, perhaps you gm would allow you to seperate the ability scores as described above, and allow each of you to act as though staggeredl, likely being traumatized without the other.

They'd share the same pool of hit points, share save effects due to your strong bond, etc, etc. If you could swing all of those, I'd let it slide.


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The Impedor (typical related to electrical resistance in circuits, but in this case you are making it up to mean: He/she who resists/hinders)
The Interceptor
The Evader

These names work around a theme of functional description, while also having, in my opinion, regal names. Makes me thing military.


I'd deny the character his dex mod to ac while he is being carried, to reflex how he cannot use his body to urge the Owb to move in reaction to danger. Perhaps you would allow him to use the Owbs Dex, but that may give him BENEFIT instead, since it's got 22, and he's a cleric.

Overall, the Owb should be relegated to Flying Mount classification, and if you make him take Undersized Mount (Feat), it eliminates all issues.


I believe 1 round is from your turn, to the end of your next turn


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

"Well...alright, if you're sure."

Conall was surprised that Alynthar was offering to pony up the blood payment. Weren't demons supposed to be malicious, and evil? He'd have to reevaluate the man.


Male Half-Orc Oracle (Blackblooded+Warsighted) 1st / Hp: (9*/10). Ac: 17/ Touch = 10/ Flat = 17. Saves = 1/0/3. Init: +0. Perception: +1, Sense Motive: +5

"It's a good idea; and we do it too in our military."

Conall shrugs in his scalemail, and re-dons his shield, now that he hand is free. "I'm starting to feel better from that platform blood thing. Though...I guess I'll be using it again soon..."

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