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Falco271's page
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Hi all. No experience with the Thaumaturge at all, none of our group have ever played one. So thinking of trying one.
After reading some of the guides and due to the background of the character, it seems like the idea of using a Thaum is viable (the other option being a rogue).
Regalia as the first implement, for Cha skills, mostly intimidation for this char.
Tome as second for the skill monkey part.
Third implement mirror or amulet, but that's far in the future.
As a weapon the slide pistol (capacity, concussion) and using tome intensify for the crits. Any other melee weapon or claw (dragon blood) as backup. Cha/dex.
Some spellcasting (some good reasons by John R) via Ornate tattoo/runescarred or dragon sorcerer MC.
Thoughts, advice, remarks?
Free archetype game, L5/6 onwards.
Thanks

Blazing bolt and flurry of claws are both spell attacks with multiple targets. Can any target hot be affected by the blood magic effect and thus be be propelled if you have propelling sorcery?
Propelling Sorcery wrote: The force of your magic can be used to propel yourself or another. You know the following blood magic effect.
Blood Magic—Propelling Sorcery You channel your magic outward into a rush of movement. Either you Step as a free action or move the target 5 feet in a direction of your choice
Blood Magic wrote: Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast. It won't work for force barrage because no attack, but these two seem to be valid with multiple targets.
Going through Gortle's excellent spell guide and saw the Ferrous form spell. It mentions fist strikes (I take it to mean unarmed attacks) to become 1d10
Your fist Strikes have a 1d10 damage die
Not a battleform, doesn't mention any changes in traits for attacks. So would this mean a dragon sorcerer with Dragon Claws would suddenly have d10 attacks? Or your standard 1d4 unarmed would now be 1d10, keeping the agile & finesse traits?
rulebook wrote: All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately. The summoner has an interesting ability. As one of the classes which profits most from spontaneous Cha caster archetypes, what does this mean for the spells of the archetype? Compared with Dangerous sorcery which works for all spells including archetypes, or the Magus who can use any spells to spellstrike, this is written similarly to allow with any spell of the character.
Thoughts?
While the spell is active (duration: until the tributes are done), creatures are fascinated. Normally fascinated ends when a creature or one of its allies is attacked, but in this specific case it sounds as if fascinated does not end as long as the tributes are not done (specific overrides general).
There were some older topics on this but short and without agreement.
Thoughts?
Is anyone aware of an add on for foundry for Pf2, where you can track dice rolls for analysis after a session? For example to see who was the lucky one, or who rolled most nat 1/20's.
Thanks.
Medical Researcher:
Kassi has taught you not only how to apply medicines with your medical skills but how to craft them as well. When you Craft healer's kits, vaccines, addiction suppressants, antidotes, antiplagues, elixirs of life, or other non-magical medical or healing items, you can use Medicine instead of Crafting.
I take it this means you also don't need the alchemical or magical crafting feats to create any of the above items. Have the recepies and you're good to go.
So you succeed on a recall knowledge, you identify it as a troll and that it regenerates unless damaged by fire or acid. But that knowledge does nothing unless you also know the relative strength of a creature.
For example, you succeed on identifying above troll as a 3rd level party, you take out all your fire stuff and run out to beat up this party of trolls. And die.
So what info do you get when using recall knowledge, as written it seems useless.
I've been playing around with Excel to check effects of weapons and attacks, see what I could come up with, and what the effects are of some of the weapon traits. I made it mostly for checking on weapons for a flurry ranger, but ended up with something that can also be used for other combo's.
If anyone is interested, it's an Excel file, which can be downloaded and used.
Link is at the bottom of THIS PAGE.

After the delightful examples of Bon Mot, time for the next step. So we can use it, how do we get rid of it.
part of the description of the Bon Mot feat:
The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
The question is how to read this. Should it be read as:
1) The target can end the effect early with a retort to your Bon Mot.
2) This can either be a single action that has the concentrate trait, or
3) An appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Or as:
1) The target can end the effect early with a retort to your Bon Mot.
2) This can either be a single action that has the concentrate trait, or an appropriate skill action to frame their retort.
3) The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
In the first example, one could use any concentration trait action, Demoralize, perform, even cast a spell, recall knowledge.
In the second, the action is always the retort which typically uses a Linguistic Charisma based skill. So you'd have to answer with a quib of your own, using a Cha skill.
Thoughts?

One of the drawbacks of a ranger is that the progression is slow. Or at least, slower than Druid/Beastmaster.
So, take the ranger AC (which gives you the edge advantage), take Beastmaster @2nd, and immediately have 2 AC (choose which one to use) plus the following advantage when taking the beastmaster feats:
Beastmaster.
Mature Beastmaster Companion:
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike.
And later on:
Specialized Beastmaster Companion
Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately).
Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
A ranger companion normally can get only one.
I'm looking at options for an animal/wild shape druid. Magic fang seems almost written for such a character, but after reading it and the rules more carefully, there is not much use, it seems.
Cast magic fang, followed by wild shape into animal form could have effect on attacks with one die attacks (striking). Does it? And does the +1 attack count, as that is an item bonus?
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