Diabolism

Kalderaan's page

Organized Play Member. 1,274 posts (2,925 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 8 aliases.


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PFS:
1) Character name: Zubin
2) PFS#-Character#:11954-2004
3) Character Class & Level: Monk 1
4) Faction: Vigilant Seal
5) Day Job (with roll): Warfare Lore +3: 1d20 + 3 ⇒ (2) + 3 = 5
6 Any other downtime activities: N/A
7) Describe your familiarity, if any, with Pathfinder 2nd edition: Very. I've DM'ed quite a bit and played several different characters.
8) Describe your familiarity, if any, with PbP: Very. I've played and GMed several games and campaigns.
9) Anything unusual or fun about your PC that you think the GM or other players may like to know: Heavily tattooed. Using Varisian Arcane Tattoos.

Open to other PCs if we need to fill a niche.


I am interested. I have several 1st level characters that haven't played this one yet.


I am interested in Troubles in Otari too. I've run the Beginner's Box locally a few times and would love to catch that next as a player.


I have no preference after healing.


RexAliquid wrote:
Ulfgar wrote:
I wouldn't be surprised if there's an athletics or acrobatics check involved to land in the right spot even though we can jump the distance by the rules.
My GM brain would call for Athletics check at the same DC to haul the body, yeah

I concur. However, the DC is likely lower (maybe half) due to the low gravity here. DC 5-ish? We'll see! :D


Ssalarn wrote:
Territory Master

Ssalarn, what stats would you use for this build? I assume 18 STR to start.

Also, if you can't use Orc, what race(s) would you recommend out of Core?


Joining the 'no shipping' club. I cannot redeem the physical Beginner's box either.


GM Watery Soup wrote:

It's 5 pm somewhere.

Emmanuel Holysmith and Dr. Ripfang Muk Muk, please report to the Discussion and Gameplay threads.

Zarina, you'll be first alternate.

Elondel and Kalderaan, next time. BTW, Kalderaan, your PFS number doesn't seem right. It should be -2001 or greater for a PFS2 chracter.

Ouita, your character appears to be a PF1 character and you have a PFS1 number. You were excluded from the draw.

Yeah, should be 2002. Accidentally used the Starfinder designation for my 2nd character.


Rodlas Windracer wrote:
I dont think our questions about repeatability were ever answered

I saw that Chaos Monk answered it in the thread directly after you asked the question.


Hello team! With 4 level 1 PCs, I am unsure if I should bring in my 4th level PC or my 1st level PC. Challenge points = 12 puts us nicely into the low tier. Challenge points = 16 puts us on the top end of the low tier I believe but not into Tier 3-4 since there are 5 of us.

Does anyone have a preference on which? I am leaning towards my druid since my changes of playing this adventure with this PC are getting slim.


Very interested! I have a 1st level 1/2 orc ranger and a 4th level Druid.


Looking to play 1-06 (Repeatable). I have a 4th level Druid or a 1st level Ranger. TIA!


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It has to be done together, from what I can see.

PG. 634 of the CRB says a Minion can only act once per turn, during your turn. They can spend 2 actions.

From reading that, they cannot break it up.


Question - to get WIS down to 10 on a cleric, are you taking additional voluntary flaws?


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kaid wrote:
Zapp wrote:
siegfriedliner wrote:
an extra pile of HPs for the enemies to deplete

With respect, you need to acknowledge that animals dying is a huge turnoff for some players. Sometimes even more than humans dying - since every party member has free will that **chose** to go down a dangerous dungeon. Not so much with a pet.

(For many players, the idea to bring along a sentient being just for it to die so you save x hit points amounts to nothing less than animal cruelty, albeit a fictional case. These players can't and won't ignore the story perspective where the animal trusts you and protects you, and they want to reciprocate by giving it a fair chance)

Quote:
Its not overwhelming or impressive but its remains stoically useful throughout the game.

If you treat it as a pawn, a resource to be used up, bled dry, maybe.

If you on the other hand expect your wolf or bear to share your adventures and fight alongside you for many levels, creating many exciting and happy memories you need an AC that's not made out of paper.

Which is exactly what fedoraferret concludes.

Stuff like this is why I would be tempted to have AC use the PC dying rules. That way your pet may go down a bunch but it is not very likely to die unless you are yo yo healing it and pushing its luck in a dangerous manner.

Kaid - AC do use the PC dying rules. This includes Animal companions and Familiars. See page 459 of the CRB under 'Knocked Out and Dying', 2nd paragraph, 1st sentence:

"Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 hit points."


I don't see why you can't do this. Where in the CRB does it state you can't?


Got it. Many thanks Taja & Kios.


Ah, thanks Kios. I didn't catch that. I was seriously dreading my interpretation. Much better, for sure. :D

But what about the Concentration trait? Doesn't this require an action every turn in combat?


SuperBidi wrote:

The Schrödinger's cat ranger :D

I mean, it will never ever happen to have 5 attacks for 3 actions at level 1. It means that your cat and your character are flanking the enemy and this enemy is already your prey (and you are standing, not stunned, not unconscious, etc...) and your enemy survives the 4 first attacks. It happens once in a blue moon.
Truth is, a Ranger with an Animal Companion will rarely make more than 2 attacks per round:
1 action to Hunt Prey
1 action to move to the target
1 action to move the Animal Companion and use the Support Ability
1 action to Twin Strike
You already need 4 actions to be able to attack twice in the most classical situation. Attacking 5 times is once an adventuring career opportunity.

Using an Animal Companion with a melee ranger will take some effort, for sure. At low levels, I did a tiny bit of analysis.

Bear in mind, Hunt Prey must be done each round from what I can see. It is a 1-action activity and has the Concentration designation. So this must be done EVERY round. That leaves 2 actions left.

I thought that an animal companion would provide Support Benefits as long as they met the requirement. However, Support looks to be a 1-action activity as well. If you don't Command the companion during your round, they give ZERO benefits, including Support. So whether the animal companion Supports or does their 2-actions from Command, that is the Ranger's 2nd action of the round.

That only leaves 1 action left for the ranger. So it is either Stride or Strike.

That really limits what a ranger can do with their animal companion. I agree that Flurry for a Ranger with an Animal Companion is not very practical. Precision is going to be better.

The best case scenario is if the Hunted Prey/target is already flanked by both the ranger and the animal companion. That could potentially allow for 2 strikes from the ranger (1 action - twin strike) and 2 strikes from the companion (or Support).

So a ranger with a Bear, best case scenario, can get this:

Hunt Prey, Command to Support, Twin Strike. Assume Precision ranger using a d6 weapon = d6 + 3 Str bonus + d8 (precision) + d8 (Support from bear) = 12.5. Both strikes hitting would = 25 damage in a round.

A ranger with Flurry and no animal companion can do the following (best case scenario with no move required):

Hunt Prey, Twin Strike, Strike. Strikes occur with minimal MAP if agile weapon is used. Should look like this: d6 + 3 = 5.5. IF all 3 attacks connect, it would result in a total of 16.5 per round. No flanking partner with Bear, so potentially +2 AC to target too. If you swap Flurry for Precision, it looks better, but requires more hits to land to make the difference. Total could be +10.5 damage for a grand total of 27 damage.

Again, it will take some difficult tactical decisions to continue to deliver the best output, but doable.


SuperBidi wrote:
Kalderaan wrote:

Do actions but the PC and their animal Companion have to be sequential or can they be broken up?

For example, a ranger strides to be adjacent to an enemy, threatening with melee. Could the ranger then Command the animal companion to stride into flanking position and strike, then finish his (the rangers) last 2 actions, striking a now flat-footed enemy?

Yes. You can use the Command an Animal action whenever you want. And your Animal Companion takes his 2 actions (he can't take one first and his second one later, they have to be consecutive, it's the only limit).

Very helpful, thanks.


Do actions but the PC and their animal Companion have to be sequential or can they be broken up?

For example, a ranger strides to be adjacent to an enemy, threatening with melee. Could the ranger then Command the animal companion to stride into flanking position and strike, then finish his (the rangers) last 2 actions, striking a now flat-footed enemy?


Tiene wrote:

I'm using Archives of Nethys and can't find how to use an animal companion's Support Benefit. There's one line where it calls it a Support action but I can't find the description for that action. Is the process: Command an Animal -> grants the companion 2 Actions, the companion uses 1 action to Support and I gain the benefit? Are there any other requirements (besides the "you can't be mounted unless it has the mount trait" restriction)?

Also, under the horse entry it says:

"Your horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of damage dice. If your weapon already has the jousting weapon trait, increase the trait’s damage bonus by 2 per die instead."

(By the way, I find it weird that it doesn't say I have to be mounted.)

Does this mean I can do this as a ranger using a shortbow while mounted on a horse companion with the hunted shot feat?:

Spend 1st action to Hunt Prey, Spend 2nd action to Command an Animal, spend horse's 1st action to Support me, spend horse's 2nd action to Stride at least 10 feet, spend 3rd action to Hunted Shot, potentially dealing 2d6+4 damage?

I was under the assumption that Support benefits happen if the only actions taken by the companion is move. So 2 moves and Support.


I have a Level 2 Operative. Still room?


GMGrumpelStiltzkin wrote:
No that’s for high tier. I have a wish list on the right side. If you have a scenario you are dying to play, put it there with your name and if I ever GM that game then you’ll be first on my list.

You got it. Thanks!


GMGrumpelStiltzkin wrote:

Recruitment for PFS #1-01 The Absalom Initiation is now open. I will be running 2 tables if there is enough interest, high tier and low tier. The signup link to my sheet is below. Tentative start date is December 16.

Sign up

I would love to Play, but only have a Level 1. Should I sign up for the 3-4 game since the other is full? :(


Looking for a 1-03 game. I would like to play it before I GM it for my local group. I have a Level 2 Druid.

Any interest out there?


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You may try rolling separate initiatives.

This spreads out your actions and can avoid tons of first round actions before the PCs can act.


I have a level 8 Operative available if there is still room. Let me know! :D


GM Aerondor wrote:

Okay : Question about interest level in a run of 01-29: Honorbound Emissaries (faction: SS(Luz)). It is a high level (7-10) scenario. I was going to run it for the gameday, but there wasn't enough interest, so as the GD scenarios are starting to come to a close, I'm putting out feelers to see if there would be interest.

As it is high level, I'm willing for people to play a pre-gen if they want, as I know there are only limited numbers of actual high level characters available at the moment.

I have a level 8 Operative and would love to play in that mod. Still room?


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Midnightoker wrote:
Looks like Rogue Thieves applying Dex to damage for thrown daggers and star knives is gone. Not specifically mentioned outside the thrown weapon trait changing them to ranged weapons. Disappointed in that for sure.

Yes, very disappointed.

Weird now how melee weapon-only runes like ghost touch are affected. So if i throw a dagger that has ghost touch, does the rune get invalidated?


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So the errata for thrown weapons (pg. 283), they now state thrown weapons become ranged weapons. So what happens to melee weapon runes like ghost touch on melee weapons that are thrown? They seriously quit working? That's kinda messed up.


I assume we are using the Iconic Pre-gens, right?

There are some classes that only have Level 1 (no Level 5) yet, correct? Unless I missed an update...


Please apply credit to my main PFS2e character - 11954-2001. I signed up as Cary U. :D

I play a Druid (2nd level). I also have a 1st level Ranger.

I have no preference but am leaning towards either the Wizard or the Rogue. Again, I will play whatever role is needed.


GM Crunch wrote:

Anyone up for a game of #1-00: Origin of the Open Road? Sign up here! Will give preference to newer players, but I'll cop to it so you know, the adventure uses level 5 pregens. Chronicle can be applied to any character of level 5 or lower.

Also, Steinkrug, I'd love to join in on your game if there's space. I've played and GM'd Sandstone Secret once each, so you know.

I'm interested! :D


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This runs into a similar issue with Thief rogues and dex to damage. An agile, finesse dagger thrown...is it still a melee weapon? I say yes.

With your question, RAW, it would do what you are asking.

Others are not agreeing.

If not, then thrown melee weapons need some serious rework.


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So, there are currently magic items for ammunition with 0-level spells and 1st-level spells.

For a very low level drop for 1st and 2nd level PCs, let’s focus on 0-level ammo but use 1st level ammo for cost and level comparisons.

Shining Ammunition, pg 560, is a Lvl 1 item that costs 3gp. Simply adds Light as a spell.

Vine Ammunition, pg 560-561 is a Level 3 item that costs 10gp. Adds Tanglefoot as a spell.

Both are cantrips added but the level and cost is quite varied.

Interestingly, Alchemical items with cantrips that damage, like Acid Flask, are Level 1 and cost 3gp.

It seems they raise Ammunition in cost and Level the more damaging or controlling in combat they are for cantrip Ammunition.

Level 1 infused ammunition is similar. Compare Spellstrike Ammunition with a Viper Arrow. Level 3/12gp vs. level 4/17gp.

I would lean closer to Vine Ammunition to add a cantrip to an arrow due to the combat effect.

So, Fire Arrows would be Level 3 items that cost 10gp. They would add Produce Flame effects, giving an extra 1d4 damage on a successful hit along with the critical success benefits.

It is less than Level 1 spell ammunition and more than alchemical items due to the increased range.

Thoughts?


Or houserule a spellstrike lvl 0 arrow. Use a cantrip like produce flame in it.

Not sure how to price it though.

Maybe lvl 1 item at a cost of 3-4 gp?


Muzouka, I was thinking of a very similar build. Nice to see others think similarly.

As another mentioned, setting up ranged sneak attacks is a challenge in and of itself.

Feint and scoundrel certainly does offer the most consistent method of setting up sneak attacks for you AND the party each round, IMHO. Mass buff and sneak attack setup for a single feint is pretty good. Melee also affords flanking as well, which ranged doesn't.

The only issue I have with melee is that it is melee. :p


Hsui wrote:

Currently, you cannot get more spells known any way other than feats in addition to class features. The dedication concept of "discovering" spells may be for future expansions or it could just be a cut and paste error

*EDIT* The Arcane evolution feat allows an arcane sorcerer to get a spellbook but that is a L4 class feat

That is how I am reading it now as well. Not much versatility as noted by the OP. Can only retrain the 1 spell per level to something else as part of a retraining effort.

Also, do you get the benefit of the 'Spells per Day' as the same type of caster or not? Meaning if I get 2 cantrips and a 1st level spell with the Basic Spellcasting Feat, can I cast the 1st level spell once per day or is it based on the 'Spells per Day' as a regular caster? If the latter, is my level my current level?


Elvenoob wrote:

@valdis Oh HELL no, one extra skill is not comparable.

(The other stuff is just to let the Spontaneous Casters also benefit the same way from finding uncommon or rarer spells as loot the same way a wizard or cleric might, and it still takes up spells known..)

And, nope, multi-Sorcs are stuck. Arcane Sorcerers can spend a feat to get ONE signature spell, which helps them out slightly, but the rest are screwed.

As for Hsui: Gods no, if anything a few other minor proficiency related buffs need to come in, stopping one rank lower than the core class leaves you at basically a general feat level, trained is, which kinda defeats the purpose since you end up so far behind the curve when people start getting Experts by default at level 13.

@GMofAnything they don't have enough of those to do that. They have one per spell level before Breadth, that's literally just like the wizard but they get to change on level up, not daily..

The Dedication says you can learn or discover more. Is this done during Downtime then? Would this allow me to get more spells known and add them to my repertoire? Or would this be simply to swap out the one I know at each level?


I have related questions that may help with his (maybe).

Can a MC spontaneous caster get additional spells ? Other than breadth or the feat giving extra cantrips, is there any other way?

With wizard you can find spells and scrolls and put them in your spellbook. But with a sorcerer or bard, I am only seeing 2 cantrips and 1 spell per level known without Breadth and the 2 extra Cantrip feat.

The Dedication says you can learn or discover more. Is this done during Downtime then? Would this allow me to get more spells known and add them to my repertoire?

Also, do you get the benefit of the 'Spells per Day' as the same type of caster or not? Meaning if I get 2 cantrips and a 1st level spell with the Basic Spellcasting Feat, can I cast the 1st level spell once per day or is it based on the 'Spells per Day' as a regular caster? If the latter, is my level my current level?


Thanks for the advice everyone. Some good things to think about.


It is an interesting class feat. You get 2 cantrips you can cast but aren't trained per se. It is just a unique rogue ability.

You don't get the benefits of a multi-class dedication either.

Not sure on why you'd take this over a spellcasting dedication though. I guess you could take it and retrain if you wanted to multiclass later.


Xenocrat wrote:
Kalderaan wrote:

Unfortunately I still don't get it.

Say I am 4th level and get basic spellcasting as a Sorcerer. I now have 1st level spells for Sorcerer. I believe I only have one known spell.

So I charge my staff each day. I get 1 charge since my highest level spell is currently 1st level. This is done for free. I now have the ability to cast the spell slot in my head plus I have 1 charge on the staff.

Can I use any generic staff or must I use one of the magic staves listed in the book?

There's no such thing as a generic staff. The ones in the book are all that there are unless you GM homebrews a new one.

Got it. What throws me is seeing Ezren (pre-gen 1st level wizard) with a staff in hand. Odds are you won't have enough gold to buy even the lowest cost one in the book @ 60 gold until at least 3rd to 5th level.

Could be his Arcane Bond item I guess.


Unfortunately I still don't get it.

Say I am 4th level and get basic spellcasting as a Sorcerer. I now have 1st level spells for Sorcerer. I believe I only have one known spell.

So I charge my staff each day. I get 1 charge since my highest level spell is currently 1st level. This is done for free. I now have the ability to cast the spell slot in my head plus I have 1 charge on the staff.

Can I use any generic staff or must I use one of the magic staves listed in the book?


CyberMephit wrote:
I believe they're not sanctioned yet, but once they will be, the link to the chronicles will be on their respective product pages. There will likely be a blog post about it, too.

Well, that makes sense!

Thanks for the prompt reply.


Hey all!

I can't seem to find the place to get the player certs for the Adventure Path modules for use in Pathfinder Society 2e play.

Can anyone point me in the right direction?

Thanks!


OldMangrump wrote:

Okay I have read and reread the rules on AC and I thought I had it figured.

Proficiency = Level + 2,4,6, or 8 depending on skill level. Trained Level 1 is +3?

Now look at the Iconic Monk Sajan He has an 18 dexterity, Expert in unarmored skill, so If I do the math for him his ac = 10 + 4(dex) +6(proficiency) +0 item for a total of 20 Right?

So why is his Ac 19 on the pregen Iconic? Did I make an error or did the developers make an mistake?

2nd example) Seelah the paladin is wearing Scalemail(+4 item, +2 max dex) she has a dexterity of 12(+1). Her Ac= 10 + 3(trained proficiency) +3 item, +1 dex for a total of 17 correct??
Yet her Pregen character Sheet shows 18 AC. It is really messing with me, I was using the pregens to verify I understood certain rules, along with running my characters through Hero Lab online.

So am I as confused as I thought, or did someone else make a mistake?

For Seelah in your example, it should go like this:

10 base + 4 item from scalemail + 3 proficiency (trained + level) + 1 dex of 12 = 18

Your math was off as you only give scalemail a +3 bonus instead of +4.


shroudb wrote:
Kalderaan wrote:
shroudb wrote:

generally speaking, stat wise

WIS>>>Cha>Int

So if you want to go Arcane go Sorc, if you want to go divine go Cleric (primal spelllist is mostly blasts, hence why i said cleric and not druid for the Wis build)

Was thinking of CHA as higher secondary stat. Great skills with CHA like Intimidate that help out a lot.

yeah, generally Cha has much higher impact skills than Int, Wis does have both perception/find traps/sense motive and initiative and Will saves though so it's best to not ignore it as a rogue since those are kinda your bread and butter as well...

So, going Cha, you could focus on Sorc as MC

Was thinking the following for Halfling Rogue-Thief:

STR 8 (racial -2)
DEX 18
CON 12
INT 10
WIS 14
CHA 16

INT goes towards Society and Lore skills and gives bonus languages as well as extra skill slots. Also need to adjust if choosing Wizard to MC into. CON gives to FORT save and HP. Not sure though if I should go higher (need to go back to background) with WIS (go to 16) if I can swing it or keep stats as they are. Thoughts?


shroudb wrote:

generally speaking, stat wise

WIS>>>Cha>Int

So if you want to go Arcane go Sorc, if you want to go divine go Cleric (primal spelllist is mostly blasts, hence why i said cleric and not druid for the Wis build)

Was thinking of CHA as higher secondary stat. Great skills with CHA like Intimidate that help out a lot.

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