Itsme's page

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One thing that i noticed on the spells list already:

Pathfinder 1 listed not only the name and level, but also the class availability in the header.

I would like to see this return, to reduce flipping back and forth between pages.

Example: magic missile, Spell 1: Arcane; Occult

This means that when i see an interesting spell, i do not have to flip (or scroll) back to my traditions' list to see if i can cast it as well (this is also something that D&D 5th missed)


I am have been interested in this AP gor a while now, i'll throw my hat in when i get home tonight.

For now; rolls, i'm liking the idea of fovus/foible.

Str: Foible (8)
Dex: 1d10 + 7 ⇒ (7) + 7 = 14
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Int: Focus (18)
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Cha: 1d10 + 7 ⇒ (5) + 7 = 12

[Edit]
Not terrible. Not what i'd have bought, but not terrible at all, although i might make slight changes to my initial plan.

On that note: variant heritages gor tieflings: go/no go/only with the feat?


For a truly evil AP, i would be most interested in Kingmaker (or a derived custom setting); indeed becouse it is set up to have the players as the prime movers (and becouse i have been interested in that AP for a while as well).

In Mid-to-high levels, perhaps some templates would be an option as well.


High or epic level? Count me in.


interesting indeed.

4d6 ⇒ (2, 2, 2, 4) = 10 = 8
4d6 ⇒ (5, 4, 1, 3) = 13 = 12
4d6 ⇒ (5, 1, 1, 2) = 9 = 8
4d6 ⇒ (3, 3, 5, 6) = 17 = 14
4d6 ⇒ (5, 5, 2, 2) = 14 = 12
4d6 ⇒ (4, 5, 5, 4) = 18 = 14

A very healthy 10 point spread; i think i'll go do something manual with the 20 points.


@Shrike
Well, Dorfin was pretty much born in the laundry, some 30 years ago. I guess he was probably called upon to clean the mess made at that point.


DM Aku wrote:
Itsme wrote:

Since both the Druid and the Ranger are allowed classes, would it be possible for me to grab the Hunter hybrid class from the ACG?.

Specifically, i was looking at the 'feral hunter', which can use the animal aspects more often on itself; probably using a savage culture, an abandoned mazanian for example

Unfortunaltely, that class or archetype doesn't fit the game. There's no wild shape or Polimorphy on this setting.

Fair enough; then i will look at a different class instead; it didn't hurt to try.


Since both the Druid and the Ranger are allowed classes, would it be possible for me to grab the Hunter hybrid class from the ACG?.

Specifically, i was looking at the 'feral hunter', which can use the animal aspects more often on itself; probarbly using a savage culture, an abandoned mazanian for example


I will dot this, to make a character later today.

I assume i can't opt for the point-buy after seeing the rolls?


Dotting this one; i got a shelved concept for a summoner/bard that i still want to play sometime, i'll see if i can modify it enough to fit in here.


Master summoner 20 // bard 20

For added fun; get the full chain of eldritch heritagr (abyssal) and superior summoning (the second is obvious)
Summon 3 nalfeshnees, 3 more each round (1,+1 from the abyssal bloodline,1 more from superior summons), and buff them yourself.

Can you say "holy crap; 30 huge demons"?


There are so many players that want kingmaker, DMs need to hold them off with an interposing hand , i think several at once is not a problem


I still want to play a kingmaker game, i have wanted to ever since i first read the players guide for it, and i'm always down for a gestalt game.

i'm thinking of an arcanist/alchemist character; someone that travels to the lands in order to do some less-well-accepted experiments.


This sounds interesting.
I think i will write up a part of the mayors' entourage, either a guard or an advisor, but i will see if there is another idea i get

1d8 + 7 ⇒ (6) + 7 = 13
1d8 + 7 ⇒ (2) + 7 = 9
1d8 + 7 ⇒ (5) + 7 = 12
1d8 + 7 ⇒ (4) + 7 = 11
1d8 + 7 ⇒ (8) + 7 = 15
1d8 + 7 ⇒ (8) + 7 = 15


Sounds like a creative concept.
I immediately see a dungeon floor as a full-on cartoon style, filled with fake traps (a styrofoam boulder, an 'acid' pit filled with lemonade) with a few real ones in between to keep the adventures guessing.
I'm not sure what class would fit, but the race screems gnome, perhaps tinker ?


you can not make scrolls above your own caster level, but you can make them of any level in between the two; there is nothing stopping a 20th level wizard from making a 20th level scroll of mage armor (although i'd scribe an extended CL12 myself), except for the gold cost.

remember, the cost of a scroll is based on the CL of the spell you write, not on the spell level; a CL5 mage armor is the same cost as a minimum level fireball (also CL5 for a wizard)


i'd agree with Sae; in the 20% chance that the spell goes off when you go ethereal, you yourself are also ethereal, negating the "miss" effect.

I'd say that this also applies for melee touch spells, when used on yourself (which is allowed)


you first roll the 20% concealment miss to see of you "hit" the correct location in the square.
if you succeed this check, you will then roll the 50% chance to see if your target "was there" when you hit there.
this indeed combines into a 60% miss chance, combining the effects, but this should be a 20% and a 50% check, not a single 60%


You have to chose which class a level of DD advances; you can choose a different one every level, but that level of DD goes on all points.

If you choose your first level of DD in a sorc/bard/bloodrager combo to advance sorc, then it will not d anything for the bard or the bloodrager (on that level)


wielding large weapons is not a matter of strength, but a matter of limb size

a skeletal centaur still has human-sized hands, and therefor will use medium sized weapons; the "undersized weapons" should still apply.

Indeed, RAW implies that he doesn't, but RAI is quite clear in this case.

Remember, programs like Herolab are not rule references; there are so many possible iterations that errors are expected; this is one specific corner-case.


this can get a lot cazier, if you wish to go for multi-attacks.

consider the summoners eidolon (regular or even synthesist); by level 5, they can have 4 natural attacks, any might have up to 5 *pairs* of arms.
let's go a bit less, an arm+claws combo costs 3 evolution points, and bipeds get one for free.

4 arms with claws; 3 points, bonus damage to it (1) and 4 more arms (4)
now put sawtooth sabres in those arms, take proficiency in them, and take 'multiattack'

now you have +7/5/5/5 on your swords for 1d8+3, as well as +5/5/5/5 for 1d6+1 each.

at level 20, this can get crazier still
get the large evolution, 3 strength evolutions, a gore attack, 6 slam attacks and 4 of the prior-mentioned swords (with the same proficiency and multiattack), and pounce for good measure

40 strength, 15 BAB (-1 for large)

now you have 29/27/25 on one sword, for 1d10+15
next up is 3 more swords at +27 each, 1d10+15
then, we get the 6 slams, +27 each, 2d6+7
and finally, a gore, +27 for 1d8+7

a full attack would be +29/27/27/27/27/27/27/27/27/27/27/27/25
damage+ 1d10+15/1d10+15/1d10+15/1d10+15/1d10+15/2d6+7/2d6+7/2d6+7/2d6+7/2d6+7/2d6+7 /1d8+7/1d10+15

13 attacks, all at at least +25 attack for no less than 8 damage per hit.

and this is before magic weapons or an AomF


If we are placed on a table with a higher level than what we are build at; do we get to level-up to match and/or do a little (limited) shopping?

(either is fine, but if i might get to level/shop, i can start planning that already, speeding up the process)


fair enough, summer is a time full of trips


It took longer than expected (tri-stalting is complicated, especially when matching the fluff), but here is
Tikklaxis.
I crunched him for level 3, and i took the liberty of adding just under 1k of items, but those are easily undone (the beauty of automated character sheets)


Peanuts wrote:
Itsme wrote:

right, i'll roll my stats here

5d6 = 9
5d6 = 12
5d6 = 16
5d6 = 10
5d6 = 9
5d6 = 15
5d6 = 7

well; that makes 16/15/12/10/9/9, before the 10 bonus.
not too well for 5d6, but it'll do. guess i'll stay away from the front-lines

with rolls that bad you can just start with 90 points instead (a 15 in each stat, then rearrange as you please)

is that 90 before or after the 10 bonus.

either way is a great improvement at least


right, i'll roll my stats here
5d6 ⇒ (2, 1, 3, 2, 4) = 12 = 9
5d6 ⇒ (3, 6, 1, 3, 1) = 14 = 12
5d6 ⇒ (4, 6, 3, 5, 5) = 23 = 16
5d6 ⇒ (4, 1, 4, 2, 1) = 12 = 10
5d6 ⇒ (3, 2, 2, 4, 2) = 13 = 9
5d6 ⇒ (6, 3, 1, 2, 6) = 18 = 15
5d6 ⇒ (1, 2, 4, 1, 1) = 9 = 7

well; that makes 16/15/12/10/9/9, before the 10 bonus.
not too well for 5d6, but it'll do. guess i'll stay away from the front-lines


I might throw my hat in as well, i got a few concepts i am deciding between.

Small question though; if i take a class that uses spellbooks (or equivalent), do we get that item (like we start with our familiars/animal companions), does that hook become our special item, or do we not get one


This sounds like quite an interesting game, i'll be dotting this one.


Changing some details can always be considered of course, there are only so many useful/fitting traits, especially with the restrictions


Race: Elf
Origin: Elven sanctuary
First Class Path: Arcanist 12
Second Class Path: Alchemist 12
Third Class Path: Summoner (master summoner) 12
Mythic Path: Archmage
Secondary Mythic Path: none
Main Role: knowledges/utility casting
Secondary Roles: Flanking, disposable HP and healing
Terriary Roles: DPS
Campaign Trait: Shards of Someone Else


And i consider Airaion Mithdilinrin to be completed.

The personality and history are written, and the gold is spend.


Finishing the background and personality tidbits, and i have a few 1000 gold still to spend.

It shall be done today


The survivability chances are why i didnt want to spend too much money on it, but not so little that the chances got even lower.

I know better than to rely on the secondary character, but not using it at all is a waste as well


One small question:
Do eidolons/animal companions/familiars benefit from the inherent bonusses as well? (so: do they get the ability increases for higher hit-dice and the bound armor/weapons, assuming the "regular" version could use armor/weapons?)

I buying a bit of equipment for my eidolon, and i'm unsure if he would need a flat "+X" weapon and a "belt of +X" or if i won't need to.

either way is fine; as would be the situation where neither the inherent or the "+X" are allowed, but i'd like to know.


I will change my application from Shoremoth to Airaion, a slight variation on the theme


I might whip up something for this, i got an idea or two running around.

Most likely, i'll go for INT guys, a full arcane//something i think. let me mullet over


do "class features" include weapon/armor proficiency and class skill lists?

they are not the numerical features of hd/bab/saves/skillpoints, but i just like to make sure


2 CR worth of templates... Am i allowed to make myself a lich? (i am fully aware that i must have 'craft woundrous' and spend 100k gold to become one)

I have an idea that might pretty well here, it actually is a guy that i wanted to play for some time


4d6 ⇒ (6, 3, 3, 4) = 16 = 13
4d6 ⇒ (3, 3, 1, 5) = 12 = 11
4d6 ⇒ (3, 2, 4, 4) = 13 = 10
4d6 ⇒ (5, 1, 4, 6) = 16 = 15
4d6 ⇒ (6, 1, 1, 1) = 9 = 8
4d6 ⇒ (3, 4, 2, 3) = 12 = 10

9 PBE, wow...


Since we are level 9, there has been some time in which we could have had crafting feats.
In that vein: is precrafting allowed? (A few k extra gold to spend on full price, anything we could have crafted, not allowed period...)


Would you allow the Tinker 3rd party class? it might be a good fit, theme-wise.

If not, i'll likely make an alchemist as the primary class


I might throw down an arcanist|investigator for this campaign


I am unsure if this was asked already, but how do you rule pre-crafting of magic (wondrous) items?
As i start at level 3, i can have had the feat for some time (weeks/months/years, depending on my progression speed


Dotting In

first set; 14 points:
4d6 ⇒ (3, 1, 5, 6) = 15
4d6 ⇒ (1, 2, 1, 4) = 8
4d6 ⇒ (5, 3, 2, 1) = 11
4d6 ⇒ (6, 1, 6, 3) = 16
4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (5, 5, 1, 3) = 14

2nd set; 7 points:
4d6 ⇒ (2, 3, 2, 1) = 8
4d6 ⇒ (5, 2, 5, 3) = 15
4d6 ⇒ (2, 5, 5, 1) = 13
4d6 ⇒ (6, 1, 1, 5) = 13
4d6 ⇒ (3, 3, 4, 4) = 14
4d6 ⇒ (2, 5, 5, 3) = 15

3rd set; 18 points, getting better:
4d6 ⇒ (1, 1, 5, 5) = 12
4d6 ⇒ (4, 5, 2, 3) = 14
4d6 ⇒ (2, 6, 2, 2) = 12
4d6 ⇒ (4, 6, 3, 1) = 14
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (6, 6, 1, 2) = 15

4th set; 19 points:
4d6 ⇒ (5, 3, 5, 2) = 15
4d6 ⇒ (3, 5, 5, 6) = 19
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (2, 2, 2, 6) = 12
4d6 ⇒ (4, 2, 4, 3) = 13

5th set; 15 points:
4d6 ⇒ (4, 2, 1, 4) = 11
4d6 ⇒ (5, 2, 1, 5) = 13
4d6 ⇒ (3, 1, 4, 2) = 10
4d6 ⇒ (1, 6, 5, 5) = 17
4d6 ⇒ (3, 4, 5, 2) = 14
4d6 ⇒ (4, 4, 3, 5) = 16

6th set; 31 points:
4d6 ⇒ (6, 4, 6, 6) = 22
4d6 ⇒ (5, 2, 4, 3) = 14
4d6 ⇒ (6, 2, 1, 3) = 12
4d6 ⇒ (3, 5, 3, 6) = 17
4d6 ⇒ (6, 2, 2, 5) = 15
4d6 ⇒ (2, 6, 2, 5) = 15

I'm keeping set #6
I'm going to make an elven arcanist (wizard/sorc hybrid class), 1/2 BAB, d6


Dotting, i'm thinking an older gnome battlefield commander (master summoner).

you stated standard WBL and automatic pogression, but that system halves WBL; so we start with the 'ABP WBL' of 500 or the 'regular' 1000?

also, are the limits on ability scores including age modifiers (if any)?


45. Adventurers' Rule (Rule #21, or was it #12: 4th wall? what 4th wall?) Once per 30 minutes in real life, an adventurer knowing this rule can ask the DM a question (as per the "augury" spell). This question requires payment either in- or out of character (losing hitpoints or mountain dew previlleges, for example)

An adventurer can take this at any level, but this rule takes up 2 'rule' slots to know (meaning taking this at level 1 excludes you from taking the 3rd level rule)


Dotting interest, level 7 preferred.

I'll likely play a support-arcanist, perhaps of the 'occultist' archetype, race TBD, likely an elf.


Dotting here.
I got me a gruff dwarven wizard concept i'd been meaning to play for a while, i might get that guy in here

4d6 ⇒ (6, 1, 5, 3) = 15 =14
4d6 ⇒ (6, 3, 6, 1) = 16 =15
4d6 ⇒ (2, 4, 1, 4) = 11 =10
4d6 ⇒ (2, 5, 3, 4) = 14 =12
4d6 ⇒ (1, 3, 5, 4) = 13 =12
4d6 ⇒ (4, 3, 1, 6) = 14 =13

not shabby, i can work with this


i might see if i can get someone up this weekend.

4d6 ⇒ (3, 5, 1, 4) = 13 = 12
4d6 ⇒ (4, 3, 6, 4) = 17 = 14
4d6 ⇒ (3, 6, 3, 5) = 17 = 14
4d6 ⇒ (6, 6, 6, 5) = 23 = 18
4d6 ⇒ (1, 1, 6, 5) = 13 = 12
4d6 ⇒ (1, 6, 5, 1) = 13 = 12

33 point buy :O

i'm thinking an investigator, race and kingdom TBD

money for the investigator 3d6 ⇒ (5, 1, 1) = 7 x10, x8 = 560; workable


Assuming submissions are still open; i got me a decent concept up, im thinking arcanist/magus/shaman

5d6 ⇒ (6, 2, 5, 2, 1) = 16
5d6 ⇒ (3, 4, 6, 4, 1) = 18
5d6 ⇒ (4, 3, 2, 1, 5) = 15
5d6 ⇒ (5, 3, 1, 5, 3) = 17
5d6 ⇒ (3, 2, 6, 4, 1) = 16
5d6 ⇒ (4, 1, 3, 5, 5) = 18
5d6 ⇒ (2, 1, 6, 5, 5) = 19

so, that's 13/14/12/13/13/14/16 on the dice; dropping the 12