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A question about Staff Nexus' interaction with other parts of the Wizard - Drain Bonded Item would not allow you to reclaim the spell slot that you put into your staff, correct? Or would it let you get that slot back, once per day?


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I find it odd and unsatisfying that a class that is theoretically about making cool things has very few options or abilities that lend themselves to that class fantasy.

There is a bit of flavor text in a couple of class feature descriptions that mention "gadgets" in a vague way, but the class gets exactly one skill feat as a bonus (Inventor, because it would be criminal for that not to be the case.)

Even the Swashbuckler, a non-Int Martial class, gets three bonus skill feats, and Crafting (the inventor's forte) gets only one, especially since Crafting is the skill with the largest feat list (16 currently, Religion and Society both have 15, Athletics and Medicine have 14 IIRC).

I would love to see some utility out of the Inventor, either in the form of increased skill increase/feat progression, or class feats that let them make and use interesting magic/scientific items.


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Okay, now that all of you mention it, the Dex of 8 really is a major limiting factor. If I had a higher Dex, I could attempt a shot on another enemy for lower damage, or pull out a Bola for a ranged trip using Dex, etc.

All of this has led to me retooling my ability scores, so I end up at:
Str 8
Dex 16/14
Con 12
Int 18
Wis 12/14
Cha 10

I'm not really using that Charisma anyway, so I could do either a 16/12 or 14/14 Dex/Wis split.

I think I'm going to jump into Pathfinder Agent Dedication at 2, pick up Thorough Reports at 4, and play with that because it seems super fun, possibly taking Scrollmaster Dedication for Bestiary Scholar later.

I learned/realized in this thread that Quick Tincture is effectively 2 actions, and not 3. I'd been playing with it as a 3-action activity (1 to draw the vial, 1 to make it, 1 to drink), but having a bandolier or something to draw as part of Quick Tincture was a *game changer,* and last night I had a lot of success using my vials on the turns with bad rolls.

I appreciate all of the advice a bunch! The last thing I'm really kicking around now is whether I want to stick with Alchemical Sciences Investigator, or switch over to Mastermind Rogue, and use my Recall Knowledges to get sneak attack. Anyone have any thoughts or experiences about Mastermind and/or how they compare to an Investigator? Losing the Alchemy stuff would sting, but doing even more with Recall Knowledge could be fun.


shroudb wrote:


That said:

The important thing is to point out more clearly what you are disatisfied with with the current character.

I think my biggest dissatisfaction comes from not having anything worthwhile to do with my actions if my Devise roll is bad. If I had a reliable, interesting collection of abilities or options, I would be much happier.

I'm not really worried about being the best at the things I can do, I just want to have reliable things to do when my Devise roll is terrible.


Hey folks, I am currently playing the Agents of Edgewatch AP, and figured an Investigator would be a natural fit. The trouble is, I am struggling to find a niche/things to do in a fight. The character is currently level 4, with the following setup:

Hobgoblin Investigator (Alchemical Sciences) 4
Learned Guard Prodigy Background

Str 8
Dex 8
Con 14
Int 18
Wis 14
Cha 14

Trained Skills: Arcana, Crafting (Expert), Deception, Diplomacy, Intimidation, Medicine (Expert), Nature, Occultism (Expert), Religion, Society, Survival

Ancestry Feat: Alchemical Scholar
Class Feat: Known Weaknesses
Background Skill Feat: Recognize Spell
Class Feat 2: Wizard Dedication
Skill Feat 2: Continual Recovery
Skill Feat 3: Ward Medic
General Feat 3: Prescient Planner
Class Feat 4: Ongoing Investigation
Skill Feat 4: Magical Crafting

We have an abundance of melee characters, so I am currently an archer. Another party member is likely retraining to pick up the Medicine stuff so I don't have to anymore (he wants to heal), which means I could do some more in-combat skill feat stuff, though those options seem to come online at level 7/Master proficiency.

My GM has also graciously offered me the opportunity to rebuild during our upcoming downtime, and I haven't yet decided what I want to do.

I have been looking at doing some crafting stuff with Snarecrafter/Talisman Dabbler/Scroll Trickster, but those seem...only okay, and I currently have Wizard Multiclass Dedication, but the spell slots I get as a Wizard are few and feat intensive, so I'm not sure it's worth taking that whole 5-feat chain to always be 2-3 spell levels behind.

I also have the option of rebuilding completely from a mechanical sense, as long as I stay true to the character concept. If I go that route, the sensible choices seem to be Alchemist, Ranger (possibly using Outwit and/or Monster Hunter feat chain), or Wizard.

I can likely change my ability scores, provided I continue to be a smug, nerdy, know-it-all Hobgoblin.

Any suggestions or ideas are appreciated, thanks in advance!

tl;dr: I'm looking for a reasonable way to retool this guy to contribue in fights, from range, without being an Occult caster (we have 3 melee dudes and a Witch, presently).


Hey folks, I am currently playing the Agents of Edgewatch AP, and figured an Investigator would be a natural fit. The trouble is, I am struggling to find a niche/things to do in a fight. The character is currently level 4, with the following setup:

Hobgoblin Investigator (Alchemical Sciences) 4
Learned Guard Prodigy Background

Str 8
Dex 8
Con 14
Int 18
Wis 14
Cha 14

Trained Skills: Arcana, Crafting (Expert), Deception, Diplomacy, Intimidation, Medicine (Expert), Nature, Occultism (Expert), Religion, Society, Survival

Ancestry Feat: Alchemical Scholar
Class Feat: Known Weaknesses
Background Skill Feat: Recognize Spell
Class Feat 2: Wizard Dedication
Skill Feat 2: Continual Recovery
Skill Feat 3: Ward Medic
General Feat 3: Prescient Planner
Class Feat 4: Ongoing Investigation
Skill Feat 4: Magical Crafting

We have an abundance of melee characters, so I am currently an archer. Another party member is likely retraining to pick up the Medicine stuff so I don't have to anymore (he wants to heal), which means I could do some more in-combat skill feat stuff, though those options seem to come online at level 7/Master proficiency.

My GM has also graciously offered me the opportunity to rebuild during our upcoming downtime, and I haven't yet decided what I want to do.

I have been looking at doing some crafting stuff with Snarecrafter/Talisman Dabbler/Scroll Trickster, but those seem...only okay, and I currently have Wizard Multiclass Dedication, but the spell slots I get as a Wizard are few and feat intensive, so I'm not sure it's worth taking that whole 5-feat chain to always be 2-3 spell levels behind.

I also have the option of rebuilding completely from a mechanical sense, as long as I stay true to the character concept. If I go that route, the sensible choices seem to be Alchemist, Ranger (possibly using Outwit and/or Monster Hunter feat chain), or Wizard.

I can likely change my ability scores, provided I continue to be a smug, nerdy, know-it-all Hobgoblin.

Any suggestions or ideas are appreciated, thanks in advance!

tl;dr: I'm looking for a reasonable way to retool this guy to contribue in fights, from range, without being an Occult caster (we have 3 melee dudes and a Witch, presently).


I've been working on a character Questionnaire for my GM (HERE), and thought people might like to see what I've come up with so far. It's not at all complete, and there are a handful of things that are marked in red to indicate that I've skipped them and intend to go back.

But, at any rate, it seems to be a fun little questionnaire, and has given me some idea about who this character is.


So, first, the Bard is going to be a Polymath, so I don't think he's going to have Inspired Defense.

But also, Champion just feels very...reactive, to me. Which is not really my preference. My ReotR character is a Hexcrafter Magus with Bodyguard, Gloves of Arcane Striking, and Benevolent Armor, giving people +11 AC with her 7 AoOs. I think this time I'd rather play something more proactive.

I've heard that the name of the game, so to speak, is in finding ways to waste opponents' actions, or deny them their ideal, full 3-action turn. I'd like to do that proactively, rather than using the Redeemer's reaction.


Fuzzy-Wuzzy, Kyrone, and Mellored: I've never really played a religious character in Pathfinder at all, but could see myself working with Redeemer or Liberator.

What deity would you recommend for something like that? It seems like the Champion might overlap/step on the fighter's toes. Is that not true as much in 2E?

I don't want either of us to feel irrelevant due to the the other, and I know that in 1E, a Paladin and melee Fighter might feel like they're covering the same basic core competencies, you know? It's that concern that has kept me from seriously considering the Barbarian, Champion, Monk, or Fighter of course.


Taja the Barbarian wrote:
One thing you might want to keep in mind is that Age of Ashes has Campaign Specific Backgrounds: My understanding is that aren't mandatory by any means, but they do connect with the storyline somehow...

Oh, that’s a good point. For reasons, Truth Seeker seems like the most relevant.


Hello!

I am gearing up to start Age of Ashes in a couple of weeks (after wrapping up Return of the Runelords), and need to make my first 2E character ever.

Our party so far consists of a Dwarf Druid with a Bear friend, a Halfling Bard, a Rogue (planning on MCD Wizard I think?), and a Fighter. We have a house rule limiting the party to 1 pet/animal companion class (familiars don't count), so if I play Ranger or Druid, I'm not allowed to take that option.

I also have a character concept that involves a handful of things being fixed already. I'm playing an Ancient Thassilonian, one of the people who got shunted into current time after the events of Return of the Runelords, who is something of a lost refugee/doomsday prepper/trauma survivor.

He fled Crystilan to live on his own in the woods after being dropped into the future, as he's more than a little confused and scared of all of the changes that have happened in the 10,000 years since Earthfall.

I'm looking to make him a Human with the Hermit background, unless another idea comes along. The trouble is, I have no idea what class to play. I'd like to make something that complements the concept/personality of the lone codger in the woods, but also fits the party's composition/needs.

I also place a pretty high priority on trying out some of the things in this game that "feel" different, like shields, different melee weapon traits, focus spells, spell heightening, and skill feats. All of which is to say, archery looks to be essentially "stand still and shoot a lot," which isn't really anything new or exciting.

I'd love to see/hear what ideas people have to make this character concept work. Thank you in advance for your time/assistance!


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Hey folks,

I'm running the Banquet in Vyre tomorrow night. I've gotten 9 of my friends (some of the players and the GM from when we ran Hell's Rebels, among others) to play all of the NPCs, given them all cue cards, and even unpacked the plastic Halloween decoration skeleton to use for the King of Delights at the dinner table! It should be a pretty stellar event, but I wanted to ask - do people have any recommendations on music to play during the affair? I don't have any Syrinscape stuff, so that's out, but a long youtube thing or something on Spotify or something like that would be wonderful.

This banquet was the highlight of the AP when I played it with my veteran group, so taking my new players through it is getting us all pretty excited!


I'm currently working on my character for Age of Ashes, and have decided on:

Ol' Buford (last name TBD)
Human Rogue
Rogue's Racket: Scoundrel or Thief (again, TBD)
Background: Hermit (for the Dubious Knowledge Skill Feat)
Ancestry: Human - Versatile Heritage
General Feat: Adopted Ancestry (Goblin)
Ancestry Feat: Junk Tinker
Rogue Class Feat: Twin Feint if Thief, Nimble Dodge or You're Next if Soundrel
Level 1 Skill Feat: I'm torn between Specialty Crafting (Blacksmithing), Bargain Hunter, or Charming Liar.

Ol' Buford has lived in the hills outside of Breechill for years, scavenging for scraps, clanging together bits of old metal to fashion weapons, tools, and other bric-a-brac to sell to the occasional traveler who bothers to venture near his hovel.

He developed an eye for useful trinkets and baubles by observing the Bumblebrasher goblins, who have lived nearby for a couple years now.

In fact, it's those little goblins that got Buford to stick to one spot for awhile, instead of wandering like he had been for years and years before.

Lately, though, times have been hard. Trade is fading, with the rumors of a haunting up at Hellknight Hill. So, not one to turn down a job what needs doin', ol' Buford figured he may as well roll up his sleeves, head into town - despite hating the idea of being that close to that many folk - and offer to handle business himself.


Shalm, I’m kicking around a couple of ideas and wanted your input/feedback.

I know you mentioned Standard and Uncommon Races are allowed, albeit with the accompanying social repercussions for playing something weird. What are your thoughts on a Vine Leshy (Thr Leshy is a Russian myth, after all!) perhaps altered to something more suitable to the climate, like a Pine Leshy Shaman?

I ask because I’m not sure which race category they fit into, but think that could be a really fun character.


Greater Weapon of the Chosen, Vital Strike chain, and Improved Critical/Keen Weapon give you pretty good odds of critting every round with a big hit, or using your weapon to trip/disarm/sunder with decent odds of success.

Half Orc with Sacred Tattoo/Fates Favored is pretty standard Warpriest choice

Shield Focus/Unhindering Shield is very good.

Power Attack/Furious Focus seem like a given if you use Greater WotC.


Lara Evangeline wrote:

Short synopsis of events so far: After applying individually for an expedition to the island of Ancorato, the party met aboard the ship Peregrine as part of the second wave of colonists. Their trip was uneventful, but when they arrived at the colony, they found it abandoned. There did not seem to be many signs of unrest or conflict, although there were a few burned-out buildings. The party explored the settlement and located a spellbook, a logbook, and a clockwork spy that pointed at some other power influencing the colonists into abandoning the colony of Talmandor's Bounty.

The party was able to put the spirit in the chapel to rest, and explored the well in town after Daib raised the alarm about it (and destroyed the crysmals that were inhabiting the well, too). They also tracked the wayward colonists to a tower, which they explored, but were unable to defeat the two colonist leaders, Arkley and Eliza. Since that point, they returned to Talmandor's Bounty and have most recently gone to deal with a group of sahuagin that may have been a nuisance if left unchecked.

I absolutely appreciate you chiming in and providing a recap. Over last weekend, my SO asked me to run a face-to-face game for a handful of our friends. I *may* still have the room/time in my schedule to GM for you guys, but don't want to overextend myself again. I'm writing this primarily to let you know, but also to bump this because you certainly should finish this AP, and if another intrepid GM wanted to take it over, I wouldn't be mad about it.


I just finished running Azlant for my face to face group, and had a blast with it. I have been absent from the boards for awhile after biting off more than I could chew and burning out hard, but I’m looking to get back to 1-2 PbP games.

I’m not exactly keen on reading through 1300 posts before starting (I’d read them all eventually, just not all at once), so if y’all don’t mind providing a synopsis of events thus far, I’d certainly consider taking over.


I'm dotting into this as well. I started PbP awhile ago, took on more than I could manage at one time, and burned out. I'd love to get back into it if you're willing to consider me.


BARD:

0-Level Spells
Detect Magic
Read Magic
Light

These are pretty standard.

1st-level
Tears to Wine
SAVING FINALE - The best Bard Spell.
Unbreakable Heart

Honorable Mentions: Vanish, Cure Light Wounds, Liberating Command

2nd-level
Blistering Invective
Gallant Inspiration - Immediate Actions are rad
Heroism

3rd-level
Good Hope
Haste
Jester's Jaunt

4th-level
Echolocation
Freedom of Movement
Virtuoso Performance

5th-level
Bard's Escape
Mass Cacophonous Call
Shadow Evocation

6th-level
Irresistible Dance
Waves of Ecstasy
Brilliant Inspiration


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Just to clarify, this is for RETURN of the Runelords. Not Rise. Giants are not a thing.

But, that sounds like a super cool adventure for your party!


Magda:
We're a pretty experienced group with a pretty high degree of system mastery. We're familiar with reach tactics, the use of polearms/tripping, etc. There are a number of factors that make that suggestion suboptimal for this situation:

1. I've specifically stated I don't want to play a Strength-based character.
2. My teammates have a fair amount of investment in the weapons/feats that have already been selected.
3. We have nobody with full BAB to pull of tripping with any consistency.
4. Tripping loses effectiveness when things start flying. This is a campaign about Runelords that is going to level 20. Things *will* be flying regularly in the not-distant future.

That said, Dave, I sincerely appreciate your input/insight. I hadn't really considered Bard as an option since I recently played a TWF Desna-worshipping Arcane Duelist with Divine Fighting Technique (6 attacks for 1d3+30 was hilarious), but you've given me some things worth considering, in the form of a more supportive bard, especially with our Arcanist's summons. I'm still eyeing the Investigator for all of the sweet Alchemical Allocation tricks/fun talents, and also giving Inquisitor a second look, but Bard is giving me something worth perusing as well.


Dave Justus wrote:

How would you and your GM define the 'spirit of the character'? Knowing that would help with what would be appropriate.

(continued...)

So, by my best estimation, it's important that Eskah retains her Shoanti heritage, remains a Sorshen clone, and is relatively curmudgeonly. Not particularly outdoorsy/woodsy, and not especially religious, although Pharasma or maybe Desna would be acceptable deities, given the character thus far. She's not into the use of a mount or animal companion, both for logistical reasons and because it doesn't fit her surly, tough-lady demeanor.

A Bard or something akin to a Bard is a good call, I'm also considering Investigator with the Infusion discovery to help out with buffing/condition removal.

Ideal world, the three things I'm looking for, in order of priority, are:
1. Decent skills, especially Perception/Disable Device (The magical trap part of Trapfinding can be a trait, like it is for me currently, but I still want those two skills to be pretty high).
2. Secondary healing/condition removal/support spells
3. Not Strength-based, so either doing something in melee with Dex, or doing a non-damage thing in combat (debuffing, combat maneuvers, buffing, intimidate/fear, etc. are all reasonable options)


Magda Luckbender wrote:


* Is an animal companion an option?

Probably not, we have a group of 5 and frequent summons via the Arcanist, so we try to keep things from getting too crowded.

Magda Luckbender wrote:


* Can you change your character class? Occultist is poorly equipped to handle the role of Support and Healing.

I'm fairly certain I can, provided I maintain the same personality/character.

Magda Luckbender wrote:


* Is your current group well balanced? It sounds like your group is imbalanced, having an excess of Hammers (who inflict damage) and a shortage of Arms (support & healing). This presumes your team's Arcanist (Occultist) concentrates on Battlefield Control - if not then you'll have even more trouble going forward.

Your assessment is correct. We have a lot of damage, some battlefield control, and a shortage of support/healing/debuffing/etc.

Magda Luckbender wrote:


* Presuming that you want to fill the Arm role (buffing & support), you have a few ways to do it, all involving spells. The Occultist spell lists seems not optimal for what you want, but will do. Some handy spells: anything Illusion; Glitterdust; Haste.

The occultist spell list is...limited, but could do the job. I'm looking at alternatives right now, though.

Magda Luckbender wrote:


* When you say 'with big ol' 2-handers' I presume you mean polearms, not two handed swords. Presumably your group already uses reach weapons and reach tactics. If not this is an unfilled niche that's highly effective in combat, particularly against giants, so someone ought to be doing it. Tripping is especially effective.

We have a guy with an Earthbreaker, a guy with a Greatsword, and me. I *could* use a polearm, but would want to do something other than damage. Tripping seems only moderately effective, especially for a game that's going to 20, but could be worth doing as a secondary thing.

Magda Luckbender wrote:


* Consider that the most efficient form of healing is to prevent incoming damage so you don't need to heal much. Needing a lot of healing indicates that your team's Battlefield Controller is not doing their job. Look at ways to minimize incoming damage before boosting healing power. E.g. Is your team's Battlefield Controller (aka Anvil) properly configuring the battlefield? E.g. Is someone preventing multi-attacking foes from landing their Full Attack, or is your front line just sucking it up? E.g. Is someone tripping foes before they can attack?

The Arcanist is doing what he can to keep us Hasted, keep them Slowed, summon things to run interference, etc. I should clarify that we don't necessarily need "a lot" of healing, but we have very little (A Battle Oracle with a 16 Cha and 4-5 spells/day), so we're burning through consumables.

Magda Luckbender wrote:


* Your team lacks bardsong. Every group benefits from bardsong.

* Optimal character build to fill the missing Suport and Healing roll: evangelist cleric with reach who trips. Best buffer in the game, bar none. Provides bardsong. Provides healing. Uses reach tactics to mitigate incoming damage. Protects squishies.

I've considered that, minus the tripping part. The trouble there is, a Cleric gets 2 skill points/level and has to dump traits into Disable Device/Perception. The trapfinding/Perception part is a primary concern, since it's the out-of-combat niche I currently fill, and we don't have another person who does it. There's also the question of finding a Shoanti-appropriate deity.


Hello folks,

I'm currently playing a level 6 Occultist (Haunt Collector) with the Trappings of the Warrior, heavy armor, and a big ol' 2-hander in Return of the Runelords.

The trouble is, we also have a Champion-focused Medium and a Battle Oracle, with big ol' 2-handers and heavy armor. The rest of our party is an Archer Fighter and an Arcanist (Occultist).

I'm noticing some redundancy and duplicative abilities between myself, the Oracle, and the Medium, and some major gaps that our party is facing. Most notably, we're ALWAYS lacking in healing/restoration, and this AP has done all manner of unkind things to us, so that stings a bit. My GM has said that, provided I remain consistent to the spirit of the character, I can pitch him a rebuild/rework.

I am currently the party trapfinder, so I need to stick with that because, well, there are lots of miserable murder-traps, and I have the Accidental Clone campaign trait, so she has to be human. In her past life, she was a Shoanti, so something that fits that general vibe/aesthetic is important, too.

I'd like for her to do a thing in combat that isn't Arcane, isn't archery, and isn't 2-hander + heavy armor melee - trapfinding and secondary (or even primary) healing are priorities.

Any ideas/suggestions on a direction would be much appreciated. Thanks in advance, folks.


It seems a Mesmerist may be exactly up your alley. Melee capable, Charismatic, and their Mesmerist Tricks give you a whole world of fun little options. Nothing quite as amazing as dimension door, but good Cha, UMD, and some other psychic stuff could fit the theme/feel you're looking for quite well.


It might be the Spiritualist Archetype that makes you basically garbage so that the spirit gets all beefy and does all of the things?


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Any word on the release of a Player's Guide? Or is that not happening for this AP?


Here's what I've come up with - feel free to check my math, and I haven't done random gear/starting silver, aside from the 2 weapons in the statblock.

Statblock:

Cormen Phinder

Half-Orc Sorcerer 1
CG Medium Humanoid (Human, Orc)
Senses Perception X, Low-light vision
Background Pathfinder Hopeful

AC 11; TAC 11
HP 15
Fort +2; Ref +2; Will +2

Speed 30 ft.
Melee Sickle +4, 1d4+3 (Trip, Agile, Finesse) or Morningstar +4, 1d6+3 (Shove)
Ranged

Arcane Spells Known
Spell Points: 4/4
Ancestral Surge
Cantrips - Detect Magic, Shield, Chill Touch, Prestidigitation, Electric Arc
1st (2/day) - Fear, Shocking Grasp, True Strike

Str 16, Dex 12, Con 12, Int 10, Wis 10, Cha18

Features Bloodline (Imperial), Ancestral Surge
Ancestry Feats Half-Orc Heritage - Low-Light Vision, Intimidating Visage
Class Feats
General Feats
Skill Feats Additional Lore
Skills
Trained: Pathfinder Society Lore +1, Diplomacy +5, Intimidation +5, Arcana +1, Crafting +1, Deception +5, Athletics +4
Signature Skills Craft, Arcana, Diplomacy, Intimidation, Society
Languages Common

Proficiencies
Trained: Perception, Fortitude, Reflex, Simple Weapons
Expert: Will

Gear Sickle, Morningstar


Saedar wrote:

Paladin - Champion Powers: "Your maximum number of Spell Points is equal to your Charisma modifier (minimum 0)."

Sorcerer: Gets spell points, but can't find where they say what the pool is. I imagine it is based on CHA like the pally.

Monk - Ki Strike: "You gain a pool of Spell Points with a capacity equal to your Wisdom modifier."

Might be more, but that's a good cross section.

I guess it's just peculiar to me that Sorcerer and Bard don't indicate that they get a base pool, and also frustrating that the definition, which is found in the chapter on Spells, isn't included in the glossary or index.


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Is there an explanation of Spell Points anywhere in the book? I see class feats that give an ability that costs Spell Points and increase the pool (Bard - Lingering Composition, for example), but no mention of a baseline pool size, or entry for the term in the glossary/index.

Clerics get a pool size equal to Wisdom modifier, so are they the only ones? Would love some clarification on this.


I'm very interested. I'll be whipping up a submission this afternoon/evening after work. Thinking either a Polymath Bard or a Fighter. My favorite AP so far is Hell's Rebels, although I also have a soft spot for Ruins of Azlant, since I just finished running it for my group.


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Cavall wrote:

Would precise treatment give int as bonus to heal?

According to the trait it just allows wisdom to be replaced by int for the check. Where does it say it would give intelligence for the bonus if the check goes over a certain amount?

My GM often rules that if a thing allows a stat to replace another stat, it does so for all applicable instances. Treat Deadly Wounds allows +(Wis Mod) additional healing when you hit DC 25, in addition to Healer's Hands allowing +(Ranks in Knowledge Planes) at DC 30. Since Int is being used instead of Wisdom for the check, Int is being allowed for the additional healing as well.


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I put together an Empiricist Investigator with Precise Treatment trait for use in Return of the Runelords, and it looks like it'll be *crazy* fun.

At level 1 TDW heals for 1, which is fine. But at 5 he'll be have a +14ish (5 ranks, 4 Int, 3 Class, 2 Healer's Kit) without trying or really investing any additional resources, plus free inspiration (+1d6), so taking 10 will yield a DC 25 no matter what, which gets 10 HP + Int Mod + 1 Ability Damage per score, 5x per day.

At 10 he'll hit DC 30 without failure, yielding 50+Int HP + 4 Ability Damage per score, 10 times per day.

It's bonkers, and I love that it costs so little up-front to yield huge dividends from level 10 onward. At 20 it's 260 HP reliably, which is better than even Mass Heal can give someone, albeit at a full-round action. But that's 20 times per day.


Blood of the Ancients


Ryze Kuja wrote:

Alright, so question about retraining:

I get one spell focus automatically from PbP rules for Wizards. Crafting feats aren't allowed, so Wizards get a free Spell Focus in lieu of Scribe Scroll. I basically have to take this first spell focus in Illusions or else the build doesn't work; I would have to rearrange too much and it won't be nearly as effective. But here's what I CAN do, I can use the Elf alternate racial trait "Overwhelming Magic" to get a 2nd spell focus (Evocation), which replaces my Elven Magic and Elven Weap Proficiencies. So, is it possible within the rules to retrain this feat at level 7 back to giving me those Elven racial traits back, or am I stuck with Spell Focus for the rest of the game?

Edit: Alternatively, I can just take the free Spell Focus (Illusion), and take my lvl 1 feat as Greater Spell Focus (Illusion), with Varisian Tattoo (Illusion) at level 3 feat, and then take Spell Specialization at level 5, but it wouldn't do anything until level 7 (Shadow Conjuration).

GSF (Color Spray) will do WORK at levels 1-3ish. Fascinate, Shadow Trap, Mad Hallucination, Jitterbugs can all sort of help pick up slack for those mid-levels. You’ll be more of a debuffer until Shadow Conj/Evoc come online.


I don’t know if you’ve seen it, but there’s a Greater Spell Specialization, which is better than Preferred Spell because you can change it and because it doesn’t require Heighten.


I think I'm going to run with the second of Cavall's approaches. Breaking their stuff in the final dungeon of the AP sounds harrowing and adds some fear to the encounter.


Dotting for interest. A magic-using Lawman of some kind sounds like it could be fun.


I’m GMing an AP that includes a Clockwork Dragon with the Rust Breath variant.

I cannot find a single resource that indicates what the Breath weapon actually does, so I’m asking you how you’d rule it. Treat it like Rusting Grasp? Rust Monster? Something else? Your input is appreciated.


Ryze Kuja wrote:
HedwickTheWorldly wrote:

I dig the new setup! Spell Specialization and Varisian Tattoo will give your Perfection Spell +6 CL, so you may consider Intensify.

Also, not gonna lie, I’m a little in love with my Diviner’s Flexible Wizardry feat. Gives me so much more versatility out of combat. Just a thing to look at/consider, especially to split the Specialization skits for different divinations (Scrying and Named Bullet, for example)

Maybe I'll drop quicken spell for Intensify spell... I can get a MM rod of Quickening. Flexible Wizardry is probably too much, there's nothing I want to drop! lol

Also, great advice on taking Foresight. I was actually going to go with Scrying for Send Senses for lots of eavesdropping. Rolling a d20 before I do anything is actually too good to pass up, especially considering Elven FCB is "Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power." So I'll have 3 + Int + 1/2level Prescience uses per day :D At level 20, that should be about 20-23ish 1d20's per day

MageHunter wrote:

The stat array should be fine, but I would add to consider dropping Intelligence to a 19. This will give you four more points to shop with, so if you drop wisdom to 10 you can raise constitution to 14. Just a touch more durability there, and at 4th level you'll be back to an even number.

Even better if the campaign ends around 12th level, because then it's even again, rather than a 23 or something.

This is a PbP campaign, so it's theoretically forever :P I would have to raise Con to 16 to bring it to a 14 though, that's expensive. And I really want to start with 20 int for the 2 extra spells per day starting at level 1, and hopefully I can get 4,000g for the Headband of Intellect by level 3 so I can have 22 Int and start level 3 off with 2 extra 2nd level spells per day as well.

It may be the case at high levels that you want 20/day, but in my experience the 7-8/day I’m getting have been sufficient, and hit points or skills have both been starved. I’d suggest using the standard FCB at least for a little bit. Additionally, I would not cut Quicken. If anything, keep Quicken and get a rod of Intensify (or 3 of them). Much, much, much cheaper that way.

I think Spell Mastery -> Flexible Wizardry is essentially the inverse of Heighten -> Preferred, so going for both is hard, I agree.


I dig the new setup! Spell Specialization and Varisian Tattoo will give your Perfection Spell +6 CL, so you may consider Intensify.

Also, not gonna lie, I’m a little in love with my Diviner’s Flexible Wizardry feat. Gives me so much more versatility out of combat. Just a thing to look at/consider, especially to split the Specialization skits for different divinations (Scrying and Named Bullet, for example)


Spell Spec is neat because it can change every other level. At 1, Snowball and Burning Hands are good candidates.

Also, I *highly* recommend the Foresight sub-school, and if possible, snag a Scorpion/Compy familiar so you can skip Improved Init. At level 1 you could keep that +10 Init and have your feat slot open for Spell Specialization

You can also consider Greater Spell Focus (Illusion) to make Color Spray brutal and later get into Shadow Conjuration/Evocation, which become even better with Spell Perfection and Varisian Tattoo, if you want ultimate versatility/flexibility.


Bumping. Thanks for the update, GM.

Also, I’m a giant moron and didn’t change the header line to Oracle. Wulfrith is an Oracle, not a Sorcerer. Yeesh. That’s what I get for rushing during moving day.


Malik Gyan Daumantas wrote:
avr wrote:
One thing about the wand wielder arcana. A wand of true strike is possible and cheap. True strike + spell combat = +18 to your first attack each round (which will also ignore concealment). Especially recommended for combat maneuvers which can replace attacks, like trip.

Oh I agree that is useful, i still would only recommend wand wielder for the staff magus. I simply see very little reason any other type of magus would get wand wielder as it would just become very unwieldy imo. Again far from a bad choice and people are more then welcome to do otherwise.

Also changed situational from orange to purple if that's ok.

And the only reason i made 6 categories was for the must picks, there are very few things that i considered absolutely required so you wouldn't see that color often.

Wand wielder is a great pick for a Whip Magus, a Bladed Brush Glaive Magus, or a Magus interested in a Disarm weapon or any other combat maneuver. It’s quite versatile, and you can always use a glove of storing to retrieve it quickly and stow it away, or drop it when you want to do different things.


This looks super fun! I’d play any of them that are open.

Considering Krune or Karzoug, if I’d get to rework the latter?


OOC NOTE - Statblock/Mechanical Changes:

Replace 2 ranks in Knowledge (Planes) with 2 ranks in Disguise, for a +9 bonus. This will be reflected on the alias created for him if he is accepted.

Alignment is CG instead of LN, and he will take the Blackened curse as opposed to Legalistic. Asmodean influence seems ill-suited after writing the backstory.

Background Story:

Wulfrith Uncer, Third of his name, was not too different from any eldest son of any Kuthon-fearing minor family in Ridwan - a bit spoiled, a bit pampered, and more than a bit aware of his own station and importance. As a young man, he behaved much as his peers from similar families among the landed gentry: He was brash, discourteous, and blissfully ignorant of the plight of those beneath his station. He was well-loved by his mother, and his father doted upon him during his short visits to the home estate between business trips. A diplomat of the Umbral Court, Wulfrith Sr. rarely returned home to Ridwan, often too busy to cross the Mindspin Mountains to see his children for years at a time.

An exception was made, however, when his wife, Zantina, was killed in a wicked plague that ravaged Ridwan. Wulfrith II came home just long enough for an appropriate mourning period, a hastened courtship with a Human woman by the name of Adela, and an extravagant wedding. The younger Wulfrith was devastated by this procession of events, less by his beloved mother's death and more by the sterile efficiency with which his father found a replacement wife to manage his home.

The young gnome and his stepmother took to frequent arguments, hurling insults and names at one another, Wulfrith lashing out at the woman who had taken his mother's place, and Adela embittered by the loveless business of marriage she had found herself cast into. Tensions ran hot for some years as Adela established herself as head of the household, and exercised her not-insignificant influence to have her stepson selected for training as an Umbral Court agent in his father's footsteps. Wulfrith III was very resistant to the idea, but his stepmother's wishes won out when she entreated her estranged husband for support.

The Nidalese training regimen was harsh, and more brutal than anything that young Wulfrith had ever endured. He was subjected to sleepless nights, low-grade torture, and espionage training for months.

He was deemed unfit for life as a Shadowcaster, though that most prestigious title is the one that held the highest appeal to the Gnome, a vestige of the vanity and pomposity he had exuded in his time before training. Additionally, he was found somewhat wanting as a diplomat, although he still held some promise as a spy, if he could maintain a calm demeanor and keep his wits about him even in times of extreme duress. So, his handlers sought to induce such duress upon him, if only to see how he would respond.

During one such "training" session, Wulfrith was outright tortured, his hands and arms held above open flames as he was interrogated on topics about which he had only a faint understanding to begin with. Watching the soft flesh of his fingers shrivel and reduce down into blackened stumps caused the vain young man to faint and seize. When he returned to consciousness, the Gnome was enveloped in darkness, though he could make out the shape of a floating eye, staring directly at him, the pupil in the shape of a crescent moon.

The words it spoke upon him were in a language he could not understand, but somehow, Wulfrith was able to discern their meaning. "You have suffered enough, young gnome. Your pain is not unnoticed, and though you may not have prayed my name during your cries for help, I am the one who has answered. You must be freed of your terrible nation, and find your own way as an exile. Go now, with haste. The pain will not cease, for it is bestowed upon you by a most terrible God and we must not draw his attention. Suffer in silence, and accept my guidance, and you will leave this land and never return."

Unaware of how long he had been unconscious, Wulfrith woke in a cell, the charred mess of his hands still screaming in his mind, though now accompanied by a faint inkling of power. For the first time in his short life, Wulfrith steeled his nerve, sat upright in his cell, and called upon that power. Merely knocking on the door caused it to burst open in the recesses of his mind, the divine blessing of his benefactor flooding into his thoughts, filling him with the dire need to escape and place Nidal behind him for good, as there was nothing to be gained by remaining loyal to a country as vile as this one out of comfort.

His escape was made possible through the skills he had learned in training for the Umbral Court, and aided by his newfound divine inspiration. After making his way from the compound, Wulfrith found himself alone, in the woods, with nobody to tend to him or care for his things. Recognizing this as a turning point, he knew that there was nothing to do but keep pressing forward, as there certainly must be others facing similar oppression, and it had become important to him as a result of his vision that those individuals be granted assistance and freedom to live beyond the shackles of their oppressors.

Fate found Wulfrith in Phaendar during the festivities, though it was his newfound conviction that convinced him to stay and resist the Ironfang Legion.

I'll elaborate more upon the post-Oracle part as needed, but I wanted to give you the summation of my thoughts real quick before the deadline. I'm moving tomorrow so I have to pack up my computer tonight for the truck, and don't have internet again until Monday :)


I have the Background rolling around in my head right now, but have to go to a thing so I'll write it up later tonight. Wulfrith is an escapee from Nidal, in Nirmathas as a refugee. Will elaborate in greater detail.


Submission statblock:

Spoiler:

Wulfrith Uticer III
Male Gnome Sorcerer (Wildblooded Umbral) 2
LN Small Humanoid (Gnome)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------

AC 18, touch 13, flat-footed 16 (+2 Dex, +1 size, +4 armor, +1 shield)
HP 21 (2 HD; 2d8+8)
Fort +3, Ref +2, Will +3
--------------------
Offense
--------------------

Speed: 20 ft.
Melee: Dagger +1 (1d3-1/19-20)
Ranged: light crossbow +3 (1d4/19-20)
Spontaneous Spells
Oracle (CL 2nd; concentration +6)
1st (5/day): Blurred Movement, Cure Light Wounds, Shadow Trap (+5 Attack/CMB), Barbed Chains (DC 17)
0th: Mending, Detect Magic, Light, Create Water, Purify Food and Drink
--------------------
Statistics
--------------------

Str 8, Dex 14, Con 16, Int 10, Wis 10, Cha 18
Base Atk +1; CMB -1; CMD 11
Feats: Spell Focus (Illusion)
Traits: Unbreakable Survivor, Nidalese Shadowcaster (Shadow Conjuration)
Skills: Bluff +9 (2 ranks), Knowledge (Planes) +5 (2 ranks), Heal +5 (2 ranks), Stealth +14 (2 ranks)
Languages: Common, Sylvan
Combat Gear: Masterwork Breastplate, light wooden shield, dagger x2, light crossbow, 40 bolts, backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin, sleeves of many garments, scroll of remove sickness, scroll of unbreakable heart, potion of cure light wounds, comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder, 294 gp
-------------------
Special Abilities
Stealth Mastery: Skill Focus (Stealth) as a bonus feat. At 8th level, gain Signature Skill (Stealth). At 16th level, gain Hide In Plain Sight.
Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Darkvision 60 feet: This racial trait replaces low-light vision and keen senses.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Unbreakable Survivor: Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +2 trait bonus whenever you attempt to influence residents of Phaendar with Persuasion or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.

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