GM Hewy wrote:
Those tweaks sound perfectly acceptable to me! I agree that the invulnerability of the perched raven is kind of strange, but I suppose they may have been trying to think of a way to avoid it being zapped out of existence by AoE attacks and therefore gimping this patron's powers compared to say the ability of the Archfey?
I absolutely love that idea about the Raven Queen seeing an opportunity to start posturing herself into the Realms. Also, the very limited knowledge of her makes it an amazing warlock patron, I completely agree. It also goes perfectly with the background I've been playing around with in my head. I am going to take the Inheritor background choice and would love to work with you on that should my warlock be selected!
Annnnd lastly, for his arcane focus: How would you feel about him having a ring of black metal worked into the shape of a raven with the wings shaped into the band and the beak holding a black stone?
Popping in from the interest thread! I've got most of the basics worked out and just need to put it down on a sheet where I can add in the Raven Queen business! I actually love the idea of Multiversing her over into the Forgotten Realms and (maybe) eventually drawing out the ire of the other gods of the dead...
Any specifics you want to tweak with her before I start fleshing out the basic backstory idea I have, Hewy?
I can definitely do one post a day. I wouldn't mind giving a try to rolling some dice. I haven't actually rolled stats in a very long time and wouldn't mind a little change of pace to be honest! That said, I am fine with point buy.
In the meantime, I will start working on my warlock with the standard point buy option. Which, also I was curious how you felt about the Raven Queen patron from Unearthed Arcana? I really like the raven powers, but I was thinking we could tie that to one of the Feywild entities perhaps? If you don't like that idea, I'll just stick with the Archfey.
I would love to bring along a fey-based half-elf warlock! A sort of shadowy/illusion type character. Waterdeep would be a perfect place for him to continue pursuing the eldritch knowledge connected to his powers.
Either that or a classic elven ranger! That may depend on how the dice roll.
Out of curiosity what would you posting requirements be? Are you looking for several times a day, once per day, etc?
Campaign Clarification wrote:
Page 286—The Dervish Dance feat does not work if you are "carrying a weapon or shield in your off-hand". A spell does not count as a weapon or shield—therefore, a magus can use spell combat with Dervish Dance.
This makes me happy. There is a least one Dex to damage option left for magi...
I know that I'll definitely keep playing my favorite 1E PFS characters, but I will not be creating any new ones at this point, I believe.
I would really like to see leadership get the Additional Resources updated sooner than later now, though, considering the annoucement. It's four months behind at this point.
Thank you very much, Shifty. I just want to say that I absolute love this community! I have never met a group of people in an online community that is as supportive of each other as this one.
I would highly suggest looking at Duel-Wielding with those two weapons. By themselves, you are not going to be putting up much damage alone. They would work great as a pair though, which is typically how I've seen such weapons work.
As far as Bravery and Shield go, Bravery only provides you a bonus versus Fear effects, not all Will saves. There are much better options to look at for boosting your Will saves (traits, feats, etc). It does suck a bit to lose your shield proficiency; however, you are going to be focusing on Dex and Int (especially if you go the route of Student of War) and that single attribute focus will definitely assist you in keeping your AC up.
I would say that is a good route, but I would definitely look into the Lore Warden archetype to get good use out of your focus on Int and Dex.
If you end up focusing more on Int than Dex, you may also want to look into the Student of War prestige class to gain your Intelligence modifier to your Armor Class.
Mark Seifter wrote:
Thanks for looking that over, Mark! My incorrect understanding of the archetype made it seem that a non-evil blighter was severely hamstringing themselves by not using Steal Power. And while they definitely are weaker than a blighter that uses Steal Power and a baseline kineticist, it is not so far off that they feel detrimentally unbalanced.
Mark Seifter wrote:
I think I might have been misread the archetype, Mark. Maybe you can let me know if this is the accurate understanding now. Blighted Defiler can still use Gather Power as normal, but if they use Steal Power then they can get additional bonuses on top of the normal Gather Power.
Elemental Might still provides the normal bonuses to attack/damage from Burn accumulation and Elemental Overflow, but you lose the ability score bonuses and change to ignore critical hits and sneak attacks. On top of that, if you choose to use Steal Power then you gain an additional bonuses to your effective Burn points for Elemental Overflow. So instead of taking Burn and therefore affecting your HP, you could simply Steal Power to empower yourself that way.
And lastly, Stolen Strength is where you gain get your ability score boosts and eventually the ability to grow in size, but that is only empowered by using Steal Power?
Actually, I did see that, but what I did not see was that it did not replace Gather Power, it simply alters Gather power. I was looking at that ability all wrong. This actually makes me a little happier with the archetype now since I was thinking they would be shoe-horned into being required to use Steal Power to reduce Burn costs, but it simply enhances Gather Power. Thank you, Fourshadow, for making me do a more thorough look at that archetype. The main issue though, is if you don't use Steal Power, then it appears you are unable to benefit from the other big things baked into the archetype such as extra damage and ability boosts.
But, yes, shaventalz, that ability is definitely a 'you must be evil to use this ability'. I get that idea and you can still do bad things for the greater good, you just have to be a bad person to consider doing such a thing for the greater good. And maybe that greater good is preserving you're only life by battling against the BBEG? lol
I'm disappointed in the Blighted Defiler kineticist archetype in that it requires an Evil alignment. Yet another interesting kineticist archetype that alters the primary stat that is forced into evil territory and therefore pushes it into NPC territory for a lot of games.
I absolutely love that we finally have a Large-sized bear animal companion though! That was a fantasy staple that we've been missing for way too long.
True murder is the act of killing a person, but while every murder involves killing... not every act of killing involves murder. Also...
Actually, nevermind it's not worth my time or energy. You have your world view and I have mine. You are entitled to yours as I am mine and I think we will just leave it at that.
That's your opinion, it is not a universal fact. I would agree that murder is evil, but killing by default is not. These two things are not by any means the same thing.
any one in any war is arguably evil that goes for both sides war is an evil thing and causes many innocents to lose their lives however many actions that lead up to many wars are also evil but evil deeds done to evil people doesn't make them good and while the world is a better place for some of those deeds taking place it was still an evil act
Originally I was just going to leave this lay, but I just...
So, in your opinion anyone that involved in a war (in any way shape or form) should be considered an evil person. How do you feel about Draftees? Conscripts? People fighting against someone seeking to kill them and their families simply for being alive? You consider them to be evil?
War in of itself is not evil. Some of the things that can happen in a war can be evil; the Nazi Holocaust, the Armenian Holocaust, etc. I suggest you take a walk around in a different part of the world where you don't have "evil" people creating a barrier against the true evil in this world and then rethink your philosophy.
Also, please use punctuation and proper grammar as it is difficult to understand what you are even trying to say in most of your posts...
GM Andrew wrote:
I like where your mind is....
You could do this, it'll be difficult, but doable. First off, Aqueous Orb takes a long to drown someone, because of the Drowning Rules.
Brawler is a very good choice for grappling (I have one and she is a beast), but I think for this route you really might be better of going with Tetori monk if you go the sorcerer path (but it'll make you very MAD). The 25 point-buy will help with that quite a bit. If you do decide with Tetori monk, then I might suggest Nagaji for +2 Str/Cha? Its obviously snake themed!
Some suggestions you absolutely will want to look into if Celestial Obedience for Falayna (+4 Grapple checks and CMD). Also, I would suggest Pinning your target before you even consider casting any spells. Also, you will want to boost your Defensive casting options a lot, because while grappled you have to make one every single time you cast a spell unless you have Freedom of Movement.
Also, just looked at the nagaji FCB for monk and sorcerer and they're pretty solid!
I think my inspired blade/investigator actually would meet those requirements with very little tweaking. She's also still in the level 1 rebuild range, so you could count me in.
Rapier is Core equipment... don't think that'd work out very well.. For weapons you're pretty much limited to Eastern/Racial weapons.... ouch.
I think a lot of it has to do with Dexterity being used as the primary stat for attacking with those weapons. Also, as you already mentioned, they are the only weapons that you can use with Trick Attack. Lastly... if you notice as well, that most other weapons like that are two-handed whereas Operative and Small Arms weapons can be duel-wielded more easily allowing additional attacks. These are probably all reasons that allowed Paizo to come to the conclusion they did.
Strength comes into play much less in Starfinder than it did in Pathfinder it seems, therefore, giving Strength-based characters more bang for their buck by investing into that over Dexterity with increases your Initiative, Reflex saves, AC, and several more skills than Strength.
Just my two creds.
You can also utilize the Grabbing Style for avoid the -4 penalty to grappling two opponents at once.
Grabbing Style wrote:
Benefit: When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.
So, ideally you Grapple your first opponent. Second opponent comes up to attack, misses you, now you Immediate Action grapple attempt. If successful you now have to opponents Grappled. The following round burn a Swift Action to transition into Grabbing Style and you may now make your Grapple checks to maintain your grapple without your -4 penalty. Cheers!
Or if you a Master of Many Styles Monk, you can simply have both Snapping Turtle and Grabbing Styles active simultaneously which is pretty awesome.
GM Khaoz wrote:
Depending on your posting rate requirements, I'd definitely be in for a little Dead Suns action. There was a GM that trolled a bunch of SFS players in the Recruitment threads that was claiming he was going to run the entire AP, I got a PC accepted into the campaign... the GM made three posts and then disappeared...
That climb speed on the raccoon though... I've always wanted to make a mauler companion and I just may have found my replacement to the fox... Halfling riding around a raccoon that can climb! Mwa-hahahah.
For human, I would suggest the following stats:
You could even drop your Dex down if you plan on focusing most of your defense on Cha. In which case, I would suggest pushing your Wis up to 14 and drop Dex to 10, that way you can shore-up your Will saving throw.
The main issue is going to be getting proficiency in Starknife... which can be fixed by taking the Human Racial Trait Military Tradition or by taking Heirloom Weapon trait. I would suggest the Military Tradition because that will allow you to select another Martial or Exotic weapon. Granted, that takes away one of your starting feats, but... it's not a bad choice.
If you go that route, then one good possibility for a 1st level feat would be Noble Scion (then select of War) to get your Cha bonus to Initiative instead of Dex.
So, this way your feats would look like this...
1st - Noble Scion
Now, take note that the later of these options are more geared towards ranged attacks, but ever Startoss feat you have nets you 2 damage for a total of +6 damage when attacking with that weapon.
For classes I would suggest Bard 6 (feel free to select any archetype that doesn't mess with Versatile Performance, because it's required for this build) and then a 1 level dip into Lore Oracle and select Sidestep Secret this will get your Cha to AC and Reflex instead of Dexterity.
So now you have your Cha bonus to Initiative, AC, Ref, Attack, and Damage when utilizing a Starknife. Now you're the party face that can really dish it out in combat.
If you want more damage, then Warpriest is the way to go as others have suggested.
Trick Attack is its own thing and does not require all the additional rules for the specific skill in question. Otherwise... a Ghost Operative could never utilize their Trick Attack option in Combat and would be absolutely worthless. You are not hiding to gain the Trick Attack per se, but doing something in a stealthy way that helps your attack be more successful.
It works perfectly fine on creatures without Spell Resistance. It's not saying it only ignites enemies when it bypasses their SR. The sentence is stating that if you attack hits the enemy either via a successful attack roll or a failed saving throw and you bypass any SR that is there... then the enemy catches fire. If your attack hits, but fails to penetrate SR, then they do not catch fire.
Do not get too caught up into the way things are written. Common sense is always the best way to read things in a gaming rulebook.
You're missing three VERY important feats to every kineticist; Point-Blank Shot, Precise Shot, and Weapon Finesse.
I'm really not seeing why all the focus on heavy armor and shield?? If you want to make a melee kineticist, then you should just take the Kinetic Knight archetype and do the job a thousand times better. Especially since it appears you're focusing on melee territory and your attack isn't going to be very good with your low Strength. Yes, it's touch attacks, but your build is kind of all over the place.
What exactly is the build you're going for?