Danse Macabre

Kaouse's page

Organized Play Member. 1,118 posts (1,297 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 4 aliases.


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Honestly, he should just play a wizard.

Easiest class to build, since they just need to focus on one stat, and can change out any choices that may be less than ideal.

Sure, Wizards have spells, but that's almost ALL they have. Give him an Arcane Bond instead of a familiar and tell him to go to town.

It'll probably help if he thinks of the wizard as a card player. Your spellbook is a binder full of cards, but each day you create a deck with those spell cards. Once you play a spell card, it's gone until the next day, though you can put multiple copies in your deck if you so prefer.

Tell him to stick with Paladin, IMHO. He'll never grow as a player if he artificially restricts himself to simple classes, and chances are he won't have a lot of fun, either.

If you mess up in building a pure martial character, you won't have a lot of recourse left to you when things get tough and enemies become less one-dimensional.

Also, there's the "Enlightened Paladin" archetype for a more monk-ish Paladin. Check it out if you aren't already.

Casters who are good are more than capable of soloing CR 30 bosses like Cthulu and various Demon Lords. I highly suggest going for quantity over quality here.

I'm pretty sure I still have access to the NPC classes before the last update. I think I saved everything from the last update on my prior computer. I'll see what I can do about posting them.

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UnArcaneElection wrote:

Marking for interest. I didn't see this in a search of this thread, so I'll throw in a word for Kirthfinder -- seems that it would need some updating, but on the other hand, I don't know if the link I gave goes to the latest version; anyway, it has some good ideas.

I would second this. Kirthfinder is everything I wanted out of Pathfinder and more. And it's still backwards compatible!

A more updated version of the system can be found here.

If you have any questions about the system, just ask Kirth Gersen in this thread.

Sandslice wrote:
Kaouse wrote:
Silksworn Occultist. Between spells and focus powers, you have incredible amounts of versatility and staying power. If the GM allows you to take the Mage's Paraphernalia panoply, then you are more than a match to any full caster, IMHO.
Aren't occultists psychic, not arcane?

Regularly, yes. However the Silksworn specifically gives you arcane casting instead of psychic casting.

Which is generally supposed to be a nerf, given that you now take Arcane Spell Failure and lose armor proficiency. But it's not all that huge a drawback, since Silken Ceremonial Armor and Haramaki exist. Plus you cna get a scaling enhancment bonus to DEX via the Transmutation Implement.

And not needing to care about fear or emotion effects is pretty sweet, actually.

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Silksworn Occultist. Between spells and focus powers, you have incredible amounts of versatility and staying power. If the GM allows you to take the Mage's Paraphernalia panoply, then you are more than a match to any full caster, IMHO.

I absolutely hate rolling for stats. Can we just get a point buy or create some sort of array? Even if it's worth less than the average for rolling.

3d6 = Average Value: 10.5, Point Buy = 0
4d6 = Average Value: 14, Point Buy = 5
5d6 = Average Value: 17.5, Point Buy = 13
6d6 = Average Value: 21, Point Buy = 31
7d6 = Average Value: 24.5, Point Buy = 50
8d6 = Average Value: 28, Point Buy = 82

19 = 17 + 4 = 21
20 = 21 + 5 = 26
21 = 26 + 5 = 31
22 = 31 + 6 = 37
23 = 37 + 6 = 43
24 = 43 + 7 = 50
25 = 50 + 7 = 57
26 = 57 + 8 = 65
27 = 65 + 8 = 73
28 = 73 + 9 = 82

Total Point Buy = 82 + 50 + 31 + 13 + 5 + 0 = 181 point buy

Divided by 6 is about 30, so how about an array of: [21, 21, 21, 21, 21, 21]?

Or, as penalty for not rolling, [20, 20, 20, 20, 20, 20] ?

Alternatively, the true average value between all numbers seems to be 19.25, so an array of [19, 19, 19, 19, 19, 19] might be more fair.

I'd love a Level 18, or even level 20 Tristalt game. Not so sure on anything more than that though, never really made any quadstalts. I kind of fear that it might dilute the theme of the character a bit too much by that point. But I'm still open to trying it out, I guess.

I'd also be interested in a gestalt game.

9th level spells are still the superior option to not getting them. You definitely still want to be a caster of some kind. The exception to this is Aegis, who gets access to pretty much every 3rd party system and therefore has surprisingly decent spellcasting that naturally scales into epic (despite being Full BAB). Of course, that requires access to 3rd party, so not sure how much help he'll be for you.

At any rate, Aegis or no, 9th level spells are still the height of power in this game. Even an Aegis is no match for a full spellcaster who knows what they're doing.

Pro100Andr wrote:
Bladebounds redused pool dont makes bladebound useless?

No. You have about 4 less Arcane Pool points, but your Black Blade has it's own pool of 5 Arcane Pool points. You can transfer points from it to you, and at level 19 you get one of the only ways to regain arcane pool points with it's Life Drinker ability.

Plus, Kensai means you get more out of boosting INT, so literally every downside of Kensai and Bladebound is negated by just boosting your INT to the stratosphere. More INT = more spells, more arcane pool points, higher DCs, higher AC, higher initiative, etc.

Lucien Reich has 20 Arcane Pool points before his Ring of Arcane Mastery. Had he been built as a human (which was his original build), he'd have 25 Arcane Pool points thanks to the Human Favored Class Bonus.

Speaking of which, I think that there are still some elements of his old human build left to purge. Namely Imperious Bloodline, which requires human lineage.

avr wrote:

Lucien does have 880K in items though, including a ring of protection +5 and massive stat boosts. Int and Dex add to AC for a kensai.

Tho' bladebound in particular is a good call for a L20 character with 10K in items as Pro100andr is looking at.

The stat boosts are the real things of note. In the early levels, all you need is DEX and INT and you're set.

Majority of the gold in his current build is actually wasted gold, since he no longer qualifies for Imperious Bloodline, meaning he doesn't need CHA, and he never needed STR, plus thanks to planar binding he can get access to free wishes from Efreeti, Noble Djinn or whatever else have you.

That's what happens when you take an almost completed build and then decide to radically change things, I guess. lol.

A Kensai's defense is...slow? I mean, it takes time to get a high AC, but once you have that time, a Kensai can easily have incredible AC. Especially if you're DEX based.

My level 20 Kensai Bladebound Magus Lucien Reich has an AC of 45. And it's not like he was built to focus on that, either. On the contrary, his offenses actually exceed his defenses.

Sanctified Slayer Inquisitor.
Spells as a standard action.
Studied Target as a move action.
Bane/Quickened Spells as a swift action.

Depending on build, you can also get free action buffs (Rage from Rage subdomain or Anger Inquisiton, Haste from Boots of Speed).

Inquisitor also gets Heroism on it's list, one of the best long-lasting buff spells in the game.

Note that while Sanctified Slayer is great because Studied Target can be used as a move action, regular Inquisitor gains Triple Judgement, whose strength can't be understated.

Thanks for answering my questions.

Kirth Gersen wrote:
Kaouse wrote:
But now I have to wonder, what exactly does the Augment Spell metamagic do? As far as I can gather, isn't it just the same as Heighten Spell? Except Heighten can now be done for free, meaning Augment Spell...doesn't actually do anything?
Incorrect. Say I have a 3rd level, multi-target evocation spell (damage cap 10d6). If I Augment it (+1 level), it's now 4th level (damage cap 15d6). I'd have to Heighten it to 5th level to get the same effect.

Okay, after reading this and reading Augment Spell again, I think I understand it now.

Kirth Gersen wrote:
Kaouse wrote:
Moreover, since Bolt of Force deals force damage, changing the damage type actually decreases it's effective level...

You seem to be interpreting something that isn't there.

If changing electricity to force costs +2 levels, that in no way implies that the reverse results in -2 levels. In fact, there are a number of cases where this explicitly doesn't follow.

Ah, this is interesting. Not being able to use Versatile Evocation in reverse significantly cuts down on the metamagic shenanigans that can be done with this idea. Especially since you can't use it to apply Somatic Spell and get around the action economy.

Still, at it's core, Magical talent + Feat Mastery gives a level 1 caster a 5d6 force damage at will SLA, which is definitely still useful (especially at level 1), but does also definitely fall off as the character levels up, due to the caps on damaging evocations.

I am sort of interested in how Versatile Evocation gets applied to Bolt of Force, though I guess once you deal Force damage, there's no real point in downgrading.

Vil-hatarn wrote:
Kaouse wrote:

So now that I think about it, the most optimal thing for any caster who gets "Bolt of Force" as a 1st level spell to do, is to take it as a Magical Talent, then apply Feat Mastery to it.

I don't think this would fly. Magical Talent specifies that the spell comes from a primary class list, and Bolt of Force is only available as a level 1 spell to certain specialist and variant casters.

Archivist gets Bolt of Force as a Magic domain spell, and are outright encouraged to use Magical Talent for their domain spells. Indeed, with the recent update, all previous domain abilities have been replaced with domain spells and domain feats.

That said, this might be something unique to Archivist, since it also seems to imply that you can take Magical Talent and Magical Talent Array more than once, which does not inherently appear to be the case. Though there's always the possibility that I'm reading things wrong.

Derklord wrote:

Slyme wrote:
I would rate it as a low tier 5 class on its own...barely mediocre at it high point. If you absolutely min-max it to death, you might get it up to tier 4...but that is a stretch.
No. Not only is the tier list is about potential, which includes optimization, the idea that Shifter is "low tier 5 class" is completely unfounded. It's a much better martial than any of the tier 5 classes, because multiple natural attacks + pounce is a strong combination. It also has significantly more outfight ability thanks to long-lasting flight at 5th level.

Shifter is decent at melee combat, sure. But what about ranged combat? I'm not so sure you can say that he has "significantly more outfight ability" when compared to Archers. Important to note that Shifter has no way to get both Flight and Pounce simultaneously. So Archers generally have the advantage here, no?

And even if we're comparing melee damage, there's always the issue that natural weapons suffer when it comes to DR, and the Shifter can only ignore certain types of DR with their Shifter Claws, not their other natural attacks. Compare that to 2-handed Power Attack users, who generally deal a large amount of damage per strike, and thereby care relatively little about DR.

Shifter definitely has the ability to deal damage, but I'm not so sure it's all that much better than say, a Fighter when it comes to that. Though maybe "low" Tier 5 was a bit of a stretch...at least after the errata that freed up their uses per day. With more freedom in shifting, I'd wager that they're at least high Tier 5, maybe even bottom-of-the-barrel Tier 4. At least, potentially. Even limited Shapeshifting has SOME utility.

I will however make sure people know that the Beastkin Berserker is easily far and away the superior option, though. What's really crazy is that Beastkin Berserker stacks with Savage Technologist, which fixes Sudden Barbarian Death Syndrome by giving you STR + DEX rather than STR + CON. As a result, it actually enables you to pull off both Large and Small creatures without a huge decrease in efficacy. This actually also gives you a semi-decent AC, especially since Rage increases your AC rather than decreases it. Furthermore, the amount of crazy stuff you can pull off once you gain the ability to rage cycle is amazing.

Just a heads up, the current Magic Domain Variant Channeling seems to be a bit jumbled up. It's seemingly a mix of the old Magic Domain channeling (the counterspelling one) and the old Mystic Domain channeling (which allowed Metamagic on Channel Energy and allowed Eldritch Blast stuff to work with it).

Current Magic Domain Variant Channel wrote:

Variant Channeling: You can channel arcane energy as an immediate action in order to counterspell. Each time, you can counterspell any arcane spell of level equal to or lower than your You can apply any metamagic feats you know to your channeled energy, with no increase in activation time. Doing so reduces the number of channeling dice by a number equal to the final spell level increase of the metamagic applied.

If you have the eldritch blast ability (see Sorcerer, q.v.) and you channel energy of the same energy type, you can apply your improved blast and greater blast improvements (and any other Innate Metamagic feats you have that apply to your eldritch blast) to your channeled energy as well, without reducing the number of channeling dice.

For reference, here's the older versions of both Domains:

Old Magic Domain wrote:

Variant Channeling: You can channel arcane energy as an immediate action in order to counterspell. Each time, you can counterspell any arcane spell of level equal to or lower than your number of channeling dice (so at 19th level you can counterspell even epic spells in this manner). You need not know the exact spell you are attempting to interfere with; you simply channel the held energy and roll 1d20 + your channeling level + your Charisma bonus. If this check equals or exceeds a DC of 11 + the number of ranks in Concentration of the spell’s caster, the spell is countered and does not take effect. This option supersedes the divine counterspell variant class feature, from Complete Mage.
Old Mystic Domain wrote:

Variant Channeling: You can apply any metamagic feats you know to your channeled energy, with no increase in activation time. Doing so reduces the number of channeling dice by a number equal to the final spell level increase of the metamagic applied.

If you have the eldritch blast ability (see Sorcerer, q.v.) and you channel energy of the same energy type, you can apply your improved blast and greater blast improvements (and any other Innate Metamagic feats you have that apply to your eldritch blast) to your channeled energy as well, without reducing the number of channeling dice.

It's just weird that the current Magic Domain cuts off randomly, that's all.

Also, in a completely unrelated note, the NPC classes are nowhere to be found anymore.

So now that I think about it, the most optimal thing for any caster who gets "Bolt of Force" as a 1st level spell to do, is to take it as a Magical Talent, then apply Feat Mastery to it.

With just those two feats alone, you can basically handle almost any combat situation. Thanks to Feat Mastery, you have an effective 6 Concentration ranks, which not only is just enough to use a 1st level spell at will, but is also enough for the spell to hit it's damage cap of 5d6 damage, since Concentration ranks also double as caster level.

So at level 1, you have a spammable attack that deals 5d6 force damage - quite significant for this level!

This is especially powerful since you can apply metamagic to it spontaneously, without even knowing the metamagic in question. If I face enemies with a specific weakness and I have made the proper checks to identify them, I can automatically target their weakness with Versatile Evocation.

Moreover, since Bolt of Force deals force damage, changing the damage type actually decreases it's effective level, allowing you to stick on other metamagic basically for free. This is especially useful if you use it to apply the effects of Still Spell metamagic. With no material component and no somatic component, the spell like ability is effectively cast with only a single partial action, straight from level 1.

Or, if I wanted to, I could apply Versatile Evocation to turn it from Force into something mundane, like bludgeoning, then spend an extra action on Ritual spell, but then also apply the effects of something like Maximize Spell, for 30 damage at level 1. Or I could make it a burst effect with Shape Spell. Again, all at level 1, and all for the low cost of two feats (though admittedly these actions are spread over two rounds, which is actually really cool as a "gathering power" mechanic).

Granted, people who don't have bolt of force as a level 1 spell are quite a bit more limited in terms of the upper limit of what they can pull off, but it's still really strong, IMHO. And it just gets stronger at later levels with more metamagic you can pump it with. Again, I don't have a problem with it, I just want to make sure I have this right.

Sebecloki wrote:
Hybrid -- do you mean racial ability increases for both races?

Yeah. If I'm a Dwarf and an Elf, do I get +2 Dex +2 INT + 2 WIS and -2 CHA?


Gestalt mythic is like class gestalt.

Template allowed.
You can use leadership.

Ok, I should have a character ready hopefully by the end of the week/weekend.

Vil-hatarn wrote:
Kaouse wrote:
And while we're on the subject, is it just me or is Augment Spell something of a feat tax? Wouldn't it be better to have the spell augmentations tied directly to Heightening?
If I understood it correctly while building Kolmac's spells out, Augment effects listed as part of the spell seed (e.g. changing the brightness of a light spell) do not require the Augment Spell feat to use. The Augment Spell feat is a separate effect that modifies scaling numerical effects.

Okay, I looked at it again and it seems like you are right on this. But now I have to wonder, what exactly does the Augment Spell metamagic do? As far as I can gather, isn't it just the same as Heighten Spell? Except Heighten can now be done for free, meaning Augment Spell...doesn't actually do anything?

Kirth Gersen wrote:
Kaouse wrote:

this section here that I'm not 100% on:

Magical Talent wrote:
Alternatively, you can increase the spell level as you gain ranks in Concentration, by adding various Metamagic effects (Chapter 8) to the base spell-like ability. You need not know the metamagic feats in question in order to improve an existing magical talent.
Just to clarify, I can choose a specific Magical Talent, then apply whatever Metamagic I want to it without even knowing the metamagic feat first?
Yes. In essence, you are retraining your magical talent, which is consistent with the retraining guidelines in Chapter 1.

But the retraining guidelines also look poorly on switching elemental attacks without a decent story-based reason; yet is there anything stopping me from taking a direct damage evocation as a Magical talent and then applying the effects of Versatile Evocation to it freely?

Not that I'm against it, of course. I just want to make sure that my understanding of things is at 100%, especially because I convinced a GM I know to allow me to play a Kirthfinder character in their game.

In my head, I have this scenario of a level 20 caster with Bolt of Force going around spamming Heightened, Level 3 10d6 blasts at will, but then when they feel like cutting loose a bit, they Heighten the spell to 5th level for a 15d6 blast 3 times per day, and then even further than that for a 20d6 blast once per day. And then you could presumably add 5d6 to each one of those endpoints with Feat Mastery, getting a "caster level" of 25.

Definitely not bad, IMHO. Sort of helps with Spells per day.

I have a character whose nearing completion, by the name of Ajax Grant. He's a Fighter/Barbarian with a bunch of archetypes and whatnot stacked together.

I just had a few questions I wanted to ask before getting back to him.

First, Hybrid. Do we get the racial ability increases for both classes or just one?

Second, Gestalt Mythic Tiers, do we get the ability score bonuses (and mythic power) for both Mythic tracks or just one?

Third, Templates. Are negative CR templates like Drunk allowed? Because if so, I'd like to combine Drunk with Advanced.

Lastly, is Leadership (or more accurately, the slightly weaker Leadership Sphere from Spheres of Might) allowed in this game? I'm trying to go for some sort of Spell-killing Warlord with this build.

Ok, so it doesn't seem like further discussion on Kirthfinder is likely to pan out, so I'll drop it for now. Instead, I'm thinking of playing a Fighter / Eliciter gestalt, using Spheres of Power, if that's allowed.

Specifically, a Coiled Blade Myrmidon Fighter with the free Impressor and Impossible Warrior archetypes, combined with and an Eliciter with the free Dark Presence and Id archetypes.

The idea is sort of to be an "Inspiring Warlord" or some such. I'm still working out the feats and whatnot, but what do you think?

Sebecloki wrote:
I'm open to considering it, but not just handwaving it. We'd have to really think about the interaction of the two systems and come up with some generally applicable rules.

I'm down for that, sure.

-For instance, the Kirthfinder stats work differently (wisdom applied to ranged damage right?). What if there are class abilities that are based on that? I'm not changing wisdom in that way.

Wisdom applies to ranged attack rolls, Strength still applies to damage. This is no different than say, a Cleric using the Guided Hand feat. As for class abilities that are based on that, I'm not entirely sure what you mean. Can you give an example of an unwanted interaction?

-The skill system works differently -- we can't have two different skill systems in play, what would you propose to do about that?

Personally I'd propose to just use Kirthfinder's skill system, lol. But I admit that this puts a bit of extra strain on non-Kirthfinder players to adapt. As a result, it's probably not in your best interest to choose this.

Alternatively, you could implement some kind of cost to using Kirthfinder's skill system, like a reduction in the number of free feats that one receives. This makes sense, since a lot of old feats and abilities (like Quick Draw) were turned into base functions of a skill (like Sleight of Hand, for the aforementioned Quick Draw).

Given the increased importance of skills in Kirthfinder, I'd say that Kirthfinder characters could stand to lose 1 feat per level, on top of not getting Signature Skill in all skills.

The class abilities refer to synergy with other class abilities within this system -- there are going to be lots of questions about whether non KF classes are equivalents. What is your proposal for that?

Class synergy is generally pretty specific. You add levels in X class for the purposes of Y class feature. Kirthfinder classes are direct copies of PF's Core Classes (+Oracle, in the case of the Incarnate). As a result, I'd allow synergy to count the PF Core Classes (+ Oracle) as if they were the Kirthfinder classes and vice versa. I would not allow archetypes from non Core (+Oracle) classes to count, even if they have the requisite class feature.

That said, it's important to note that there are several clauses to prevent abuse of the class synergy system. Mainly the fact that virtual levels don't ever count towards class synergy, and that synergy can never exceed your Hit Die.

The spell system for KF now is very different. I use a spell point system that all the casting classes use. How are you going to resolve that?

The spell system is pretty much the same in Kirthfinder, at least when it comes to stuff like spell levels and whatnot. The only major change with spellcasting is it's action economy, which took a bit of a hit. It should still play perfectly well with the spell point system, assuming I'm understanding it correctly (i.e. character gains spell points = total levels of all spells that they can cast).

If anything, a Kirthfinder caster is going to have much less spell points than a Pathfinder caster, since they don't get more than 1 bonus spell per spell level from a high stat. But, Kirthfinder also makes it fairly easy to get at-will SLAs to fill in the gaps, so this spell point system actually helps them save for their higher level slots. It also works well with Kirthfinder's focus on building spells up with metamagic.

I'm not going to be open to 'I'll just use the KF version, and you use your rules'. You'll have to come up with accommodations that adapt the KF rules to my rules for all these issues and any others that come up.

I hope the accommodations I've come up with seem reasonable to you. If you have any more concerns, or if you don't feel as though I fully addressed something, please let me know and I'm certain that we can come to an amicable conclusion that works best for us all.

Huh, if anything is allowed...does that include Kirthfinder?

Because I've always wanted to play Kirthfinder at a higher level, and I do have this Dracula build I've been interested in for quite a while...

Hmm, with Gestalt Archetypes, I can basically play an Aegis that's a fusion of all three archetypes (Ascendant + Host of Heroes + Mekanikos), all on one side of the gestalt!

Moreover, that leaves the other side free for something like an Occultist with 3 archetypes as well (Haunt Collector + Panoply Savant + Silksworn).

They're both INT based classes, and between Aegis's Astral Suit and Silksworn's cloth Implements, they actually have a shared theme of "wearing" power.

Potentially quite the powerful build, I think. The question now is, just how crazy should I expect things to be? I should probably look into a few of those HOPF.

Anything is allowed? Wow.

Could I play a double Aegis gestalt? Only with each side of the gestalt having different archetypes. Specifically:

Aegis (Ascendant) 12 || Aegis (Host of Heroes + Mekanikos) 12

Ascendant Aegis uses their body instead of an astral suit, giving you a scaling natural armor bonus instead of acting as armor. Host of Heroes gives you armor specific to your choice of monomyth, so it should be possible to gain the benefit of both simultaneously. And Mekanikos just changes out the psionic stuff for a spheres of power/might progression.

Effectively, there's zero shared class features between the two sides, other than customization points. Even there, Mekanikos gets fewer customization points as it's major tradeoff for Spheres, and due to how Gestalt works, the two pools wouldn't stack, I'd just get the larger of the two.

If that won't fly, there's always the Mystic || Striker build I could give a whirl.

I'm guessing that the Favorite on my post from Kirth Gersen is affirmation that my thinking was correct. Ok. In other news, I'm noticing that it seems as if Magical talent and Magical Talent Array have somewhat subsumed a bunch of the old Reserve feats. I don't particularly have a problem with this, but there was this section here that I'm not 100% on:

Magical Talent wrote:
Alternatively, you can increase the spell level as you gain ranks in Concentration, by adding various Metamagic effects (Chapter 8) to the base spell-like ability. You need not know the metamagic feats in question in order to improve an existing magical talent.

Just to clarify, I can choose a specific Magical Talent, then apply whatever Metamagic I want to it without even knowing the metamagic feat first?

So, if I took Magical talent: Lore Keeper as a feat, then at 2nd level, I'd be able to apply "Reach Spell" to it, changing the range from touch range to close range, right? And I wouldn't need to actually know Reach Spell Metamagic in order to do it. Could I also apply more than one metamagic feat without knowing it? Could I apply Metamagic feats with a negative cost to increase the amount of times I can use it per day?

Furthermore, what happens in the case of something like Magical Talent: Metaphysical Feat? Do I still need the Metamagic Feats for the spell to work?

And while we're on the subject, is it just me or is Augment Spell something of a feat tax? Wouldn't it be better to have the spell augmentations tied directly to Heightening?

Hustle is a bit different, I'd say. Hustle is a swift action. Swift actions can be done anytime you'd be able to do a free action, and free actions can explicitly be done between attacks in a Full Attack action.

Also, somebody mentioned a Quick Runner's Shirt to make use of Greater Grapple; that doesn't work, since I'm 90% sure that Quick Runner's Shirt explicitly only allows you to move with your move action, nothing else.

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How exactly is it irrelevant? Bladed Dash isn't a move action. If they fail the Acrobatics check will that end Bladed Dash? If so, that's purely GM fiat, isn't it?

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Given the fact that Greater Bladed dash does indeed allow you to move through the threatened squares of multiple opponents, I also don't think it forces you to make Acrobatics checks to avoid attacks of opportunity to move through people or their threatened areas. If it was regular movement, it would provoke and Greater Bladed Dash would be a suicide spell.

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Do Dwarves and other creatures with 20 ft. move speed only move 20 ft with the spell? If it was regular movement, I'd say yes, but I disagree that it's regular movement. You move the distance allocated by the spell, same as if you cast Force Hook Charge. Direction does not matter, and since it isn't regular movement, I'd argue terrain does not matter either.

There are multiple ways of playing a Magus, but I find a Dervish Dancing Kensai Bladebound Magus really does perform the best, since it directly mitigates all of the Magus's weaknesses.

For one, poor AC. Base Magus only starts with Light Armor Proficiency. This increases as they level, but by high level you likely expect to start enhancing the armor you're already using, making it difficult to just "upgrade" to a heavier armor.

This ignores the fact that Armor in general is mostly a trap option that, thanks to Armor Check Penalty, has you sucking at a multitude of important skills. If you are capable of maxing out the DEX bonus, it's always more effcient to do so than relying on heavier armor, since the difference in AC is negligible.

High DEX also means high Touch AC and high Reflex saves (not to mention high Initiative and important skills like Stealth/Acrobatics), which means that the Dervish Dancing Magus has higher, more balanced defenses than any regular STR Magus.

Dervish Dancing Magi also have the advantage in that their fighting style (one handed weapon, no shield) directly matches up with the fighting style of the Magus, who is forced to go one-handed when they use their main class feature, Spell Combat.

That's not to say that Two-handed Magi don't exist, and they certainly have decent support in the form of Power Attack, Blade Tutor's Spirit, and most importantly, Monstrous Physique (the best buff spell on the Magus's spell list). But they have gaping weaknesses in their kit that leave them vulnerable. This doesn't even mention the cost savings of going Kensai + Bladebound, saving out on both Armor and Weapon, allowing you to boost other aspects of your character much earlier than you otherwise would.

A Dervish Dancing Kensai Bladebound Magus just has a complete and well balanced kit that plays well with all aspects of the class. Even their weakness of diminished spellcasting and a diminished arcane pool are completely solved just by pumping INT, which Kensai greatly rewards you for.

Meanwhile, a STR Magus is much more akin to say, an "Iron Caster," in that they're basically just a Fighter with spells. They'll deal tremendous damage and have a little utility, but DEX Magus is just all around better. You're even more likely to have higher attack bonuses as a DEX Magus, because you get way more out of pumping DEX than a STR Magus gets for pumping STR. And that's pretty important for a 3/4 BAB class.

That said, to the OP's point, I personally don't use Shocking Grasp much. I generally like to fill up with mobility spells like Bladed Dash and Dimension Door (allowing me to move and full attack like a psuedo-Pounce), and when I choose damage spells I try to go for the cool Force-based ones when possible (because Force damage is unresisted and since you deal decent damage to begin with, it's not like the reduced damage of Force spells is all that impactful). YMMV on if my spell selection makes me more or less cookie-cutter.

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There is a huge combat impact disparity between the classes, but it's not in the direction you think. Wizards and other spellcasters are better at combat than basic Fighters.

Think about it, all a Fighter can do is move up to an enemy and then attack vs their AC. Spellcasters can attack AC, Touch AC, Fort save, Reflex save, and Will save. There are even spells like Magic Missile and Acid Fog that just deal automatic damage regardless of save or AC.

Moreover, casters can generally do all of this from range, as opposed to the Fighter who has to get up close and personal (if they even can, when enemies start flying), thus exposing themselves to counterattack. The there's the fact that casters can target swarms and groups of enemies without a drop in effectiveness, while the Fighter can't do anything other than attack a single opponent without a massive drop in effectiveness.

Your problem stems entirely from a lack of system mastery. Also, your Fighter is either massively over-optimized or, much more likely, is misunderstanding the rules. Either way keep at it and with enough system mastery you can outdamage even this crazy Fighter build, if you really wanted to. Just know that if you do so, you've completely invalidated the Fighter's entire role and purpose in your party.

Which is sort of another point - damage isn't really all that important. An opponent at 1% health is just as effective as an opponent at 100% health. So debuffing the opponent is generally the better way to go, and that's something only spellcasters can do.

Just another in the long line of reasons why caster martial disparity favors the Wizard and not the Fighter.

Oh, whoops. My bad. Didn't remember that last part being there in Channel Power and misunderstood what you were saying. Looks like you'll have to use a spell with "SR:no" then.

Take Stalwart and Improved Stalwart at level 11. This should help keep your DR relevant. This requires Endurance and Diehard, but you can get Endurance from a Scarlet and Green Cabochon (make sure it's flawed, so you can also rage cycle), and you can ask your GM to allow you to retrain Raging Vitality for free (since Diehard does similar things).

I also second the idea of miss chance, but note that a minor Cloak of Displacement will compete with your Cloak of Resistance, so beware. You'll generally be fine as long as you don't run into a lot of creatures with 2-handed weapons and possible power attack. But on the plus side, such creatures are usually putty in your party wizard's hands.

Make sure to grab Combat Reflexes + Come and Get Me at 12. It'll greatly help you against melee threats. Pairing it with stuff like Pushing Assault is great too.

The spell bypasses Fire Resistance. It doesn't bypass Spell Resistance. Fire Resistance lessens the damage you take from fire spells. Spell Resistance prevents the spell from ever effecting you. Channel Power will allow your spells to bypass Spell Resistance.

Magic Immunity is just unbeatable SR. Just take Channel Power and ignore SR altogether.

Flark. Looks like I was too late. And after all that work, too. I thought the deadline was at 7PM EST? Oh well. let me know if somebody drops, I guess.

My character, Lucien Reich, is complete.

Character Concept & Backstory:

This character is a Magus with both the Kensai and Bladebound archetypes. The general concept of this character is basically a Blind Magical Samurai. In order to get around his disability, he relies on Blindsense 30 ft and Blindsight 5 ft for close range threats. For threats outside of this range, he relies on the sight of his Black Blade - an intelligent weapon with it's own senses.

His spells focus more on mobility than damage, allowing him to close the distance between opponents that his black blade calls out. His fighting style is mostly about exploiting weaknesses in his opponent's defenses, and creating said weaknesses if none are readily available. He is skilled at Intimidating opponents purely through words alone, simply by analyzing the situation and telling them the likely outcome.

In his free time, he's often found painting portraits of the surrounding landscape. He accomplishes this by having his black blade relay details to him about the scenery, and then attempting to paint what he hears. In a way, this activity is not just a leisure time activity, but in fact another way of training. In this case, the outcome of the painting is a direct result of the strength of the bond and trust between him and his sword.

Of course, he wasn't always blind. He used to have perfect vision. In fact, he used to have a lot of things: a doting wife, two perfect kids, a large house and a ton of money. Lucien Reich is old; in his youth he was an adventurer, as arrogant and cocky as they come. But that all changed when he met Sheila. The girl was a kind barmaid who always had the kindest smile. He fell madly in love with her, and decided to elope with her.

With the money he snagged from his party's loot, he was able to retire and live comfortably with his new wife for the rest of their lives. Or so he thought. 10 years into his retirement, disaster struck. And old enemy he had thought long defeated had somehow managed to return, a powerful masked necromancer by the name of Shao Long.

He struck the tiny town Lucien had been living in with neither warning nor mercy. Within half an hour, almost everyone had died. Lucien had fought bravely, and tried to buy time for his family to escape while he dealt with the necromancer's undead troops, but alas, there was nowhere for them to run to. They were captured, and killed right in front of him.

Lucien's world shattered, right there and then. In his moment of weakness, one of the enemy troops managed to land a decisive blow, blinding him permanently. It was barely a minute more before he had completely ran out of steam, and fell into a state of unconciousness. He doesn't remember what happened next, or how he even managed to survive. He doesn't...but his sword does!

Black Blade's Hidden Secret:
At the moment where Lucien's family were killed and his world shattered, part of Lucien's mind imprinted upon his weapon, and it became a black blade. It attempted to help Lucien fight back, but the mental toll of loosing his family combined with fatigue led to Lucien being blinded and quickly knocked unconscious.

Only the black blade knows what happened next. To it's recollection, the undead soldiers were about to lay the killing blow upon him when they were stopped by none other than the masked Necromancer. Said Necromancer then took off their mask, only to reveal a face very different from the Shao Long in Lucien's memories. Different...but unfortunately very recognizable.

The new Shao Long was a person by the name of Corrin Danez, one of the people who Lucien used to adventure with, before he decided to settle down and retire. Corrin kneeled down over Lucien's unconscious body and whispered, "Now you know how it feels to lose everything. I want you to live with that."

After that, the Corrin put back on their mask and stood up. With a snap of their fingers, the fake necromancer and it's monster army was gone, leaving nothing more than ruins in their wake. Ruins, and Lucien Reich.


The Black Blade never told Lucien what occurred on that day. But it did help him adjust to being blind, and it helped him hone both his body and his mind. Under it's tutelage, Lucien reached heights of magical power he previously never thought possible. But it was never enough. From that day on, Lucien devoted himself entirely towards 2 things - the reconstruction of the village he called home along with the resurrection of his family, and the utter defeat of Shao Long.

Extra things you can use:

-Lucien's Ex-Adventuring Group, the Vorpal Swords. They were a general Cleric, Rogue, Fighter, Wizard party. Lucien, at the time, was the party Fighter.

-Lucien only actually saw/remembered his wife, Sheila, get murdered in front of him. He assumed that his kids were killed too, but between trauma and being blind, it wasn't exactly easy to check. His kids, Zack and Kinessa, may still be alive.

-Lucien doesn't show it much, but underneath his tremendous resolve to push forward for his goals and his now stoic nature, he's also massively depressed. He constantly yearns to see his family again, and on more than one occasion has had thoughts of ending it all so he can go and see his family again, but these are thoughts Lucien generally only keeps to himself.

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Guns should target flat-footed AC instead of Touch AC. Thematically, it makes more sense that it's hard to physically react to guns and thus you need to rely on your magic armor or natural scales to deflect the blow. My guess is that the only reason this isn't the case, is because sneak attack exists.

I personally enjoy Occultist as a versatile blaster. They can use any of the 4 basic elements with their Energy Blast focus ability, and have a focus on INT which helps with identifying enemy weaknesses.

The main downside to this is that the damage doesn't scale as well as other options, but I've found it to be more than decent enough for my needs. If you want more bang for your buck, you could even take feats like Maximize Spell-like ability or Empower Spell-like ability.

The best part about this is that it doesn't take a whole build. You only really spend 1 implement on Evocation and 1 focus power on Energy Blast. The rest of your spells and abilities can go into utility. Even your evocation spells can be spent on utility over damage.

4d6 ⇒ (1, 6, 6, 3) = 16[15]
4d6 ⇒ (3, 1, 2, 5) = 11[10]
4d6 ⇒ (1, 1, 5, 4) = 11[10]
4d6 ⇒ (6, 6, 1, 5) = 18[17]
4d6 ⇒ (2, 2, 4, 1) = 9[8]
4d6 ⇒ (5, 3, 2, 3) = 13[11]

Point Buy equivalent = 19. Guess I'll go for 20 point buy instead.

It's been a while since I've played a Magus. Might go Kensai + Bladebound for kicks. I'm also thinking of taking that Healer's Hands Conduit feat to be a party healer, too. Could be fun. I'll put a build together and see how it goes.

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Hmm...alternatively, the most conservative interpretation is that you only ever get +1 spell per level, regardless of how high your modifier gets. So with a +9 spellcasting modifier, I'd only ever have +1 to each spell level by the time I get 9th level spells. A spellcasting modifier any higher than +9 does nothing for me, under this interpretation.

Furthermore, having a mod higher than +1 does nothing for me at levels 1-2, since I only ever get a +1 for my level 1 (and level 0) spells. In other words, there's zero benefit (as far as spells per day are concerned) to having a spellcasting mod higher than your maximum spell level, if this interpretation is correct.

There's also the least conservative interpretation, wherein I get + casting mod spells for every level of spell I have access to, but the more I thought about Kirthfinder's design philosophy of reigning in caster supremacy, the less I thought this was the case.

Either way, Eshkeval should still get 1 bonus level 0 spell, which will be spent on Create Water. Now that I think about it though, since Domains now have level 0 spells, should level 0 spells now also gain a "+1" bonus spell slot?

Actually, wait a minute. I just looked into the spellcasting section again and I noticed that the section on bonus spells for high attribute mentions this:

You gain additional spells prepared (if a prepared caster) or spells per day (if spontaneous) for a high spellcasting attribute (+1 per level of spells you are able to cast, to a maximum level equal to your spellcasting attribute modifier).

What does this mean, exactly? Do I get a number of bonus spells up to my Casting Mod, split up among the spells I have access to? Do I decide that split?

Right now, Eshkeval has a casting mod of +3. This means he gets 3 extra spells per day, right? And he can decide where those extra spells go (i.e. 3 0-level vs 2 0-level & 1 1-level vs 1 0 level & 2 1-level vs 3 1-level). Is that correct?

If so, that's pretty cool. I could definitely get Create Water then, and still have 2 more slots for 1st level spells.

Ok, this is the updated Eshkeval, I think.

Eshkeval, Level 2, Renewed:

Male Human Archivist 2
Init +4; Senses: Perception +3
Languages: Common
AC 17, touch 17, flat-footed 13 (+4 Dex, +3 insight)
hp 13 (2 HD; LW 9/HW 3/Dead -14); Hero Points 1 + 1*
Fort +3, Ref +5, Int +6, Will +6
Spd 30 ft.
Melee: dagger +1 (1d4, 19-20)
Ranged: bolt of force +4 touch (1d6 force)
Base Atk +1; CMB +1; CMD 14
Special Atks: channel positive energy 6/day (1d6, DC 14), Lore Keeper (DC 20 Knowledge results by touch)
Domains: Knowledge*, Rune
Spells Known [In Spell Book / Prayer Book]
1st (3 base + 1 Level Up + 2 Domain = 6 total)
--> Bestow Feat
--> Creation
--> Dimensional Skip (Arcane)
--> Remove Condition
DK> Location Loresight (AUG)
DM> Bolt of Force
DR> Trigger Rune (RR)

0 Level (4 seed spells + Domain Spells)
--> Attribute Boost
--> Blessing
--> Light
--> Wisp
DK> Lore Keeper (CRB)
DM> Dispel
DR> Copy (CWH)

Divine Spells Prepared (CL 2)
1st (DC 14, check +5)— 1(base) + 1(domain) + 1(WIS)
-Runic [0] Location Loresight*
-Runic [0] Location Loresight*
-<Intentionally Left Blank>

0 (at will, DC 13, check +7)—4
-Runic [0] Lore Keeper
-Runic [0] Extended [-1] Create (Food)
-Runic [0] Ritual [-1] Dimensional Skip
-Runic [0] Ritual [-1] Bolt of Force

Attributes: Str 10, Dex 17(18), Con 12(14), Int 11(12), Wis 16, Cha 15(16)
SQ: activate scrolls, wands, etc.
Feats: Canny Defense*[Prof.], Racial Heritage (Defiant Luck)[HRF1], Skill Focus* (Fine Art)[HRF2], Skill Synergy* (Sleight of Hand, Spellcraft)[HRT], Domain Access (Magic)[LVL1], Extend Spell*[DF1a], Runic Spell*[DF1b], Ritual Spell*[BF2]
Skills: Concentration* (2/+8), Craft* (fine arts) (2/+8), Knowledge* (linguistics, lore, the planes) (2/+6), Heal (2/+8), Sleight of Hand (2/+8), Spellcraft (2/+8)

Possessions: PC gear (mojo 3000; min. 780, par 1000): Pen of Creation & Destruction [Holy Symbol], Card Binder [Spell book / Prayer book]
Overflow (2000; max. 3,000): 1000 (+1 Enhancement bonus to DEX)
1000 (+1 Enhancement bonus to INT), 1000 (+1 Enhancement bonus to CHA)

I got rid of Domain Access (Time) in favor of Domain Access (Magic) as my Level 1 Feat. This way I could stick with the Arcane version of Dimensional Skip, which turned out to be pretty instrumental to the story, IIRC.

It's Domain Feats include "Any [Arcane] Feat," which I believe includes Metamagic. Thus at first level, when I get 1 Domain Feat from each of my Domains, I replaced the Domain Feat I got from the Knowledge Domain with the Domain Feat I get from the Magic Domain, choosing Extend Spell Metamagic.

Now, I don't think Domain Access gives me the Archivist skill for the Domain, so I need to get rid of Planar Sense in order to maintain my Spellcraft. At level 5, when I get the Rune Domain for free, I'll retrain my level 1 Domain back to the Magic Domain, at which point I can choose Domain Access (Time) instead.

For offense, I'm using a Runic Ritual Bolt of Force as a cantrip attack. This replaces the Magic Domain's Arcane Bolt reserve ability as a spammable attack. Also, I noticed Lore Keeper seems to be a spell now, so it's the spell I chose for the Knowledge Domain. That said,I got rid of Create Water for it. I mean, creating Watermelon is basically the same thing as creating water, right? At least for the purpose of sustenance, right?

At any rate, I think that's about it. Let me know if this all works out the way I envision, or if I made a mistake somewhere.

Everything was there like the day after I looked. All in all, decent changes, but I notice that since domain abilities are replaced with domain feats, the Domain Access feat is a little bit weaker now, since it doesn't actually give you a domain feat, just the ability to select domain feats.

I'm attempting to remake Eshkeval, since I really like the character and still have hope that we might one day continue the game. At any rate, I'm realizing that my entire modus operandi of casting, where I store my "spells" as pictures in my sketchbook and then produce them as cards, is basically the exact same thing as Runic Spell Metamagic, which is now a Domain Feat for the Rune Domain.

So in order to better approximate the idea for my character, it seems like the best thing for me to do, would be to take the Rune domain at Level 1, and then simply retrain the domain when I get to level 5 (and get Rune Domain for free, as an Archivist).

The change to Silent Spell and verbal components, allowing a free quicken effect on spells that only target me (ignoring the action for other components), makes this rather useful for me, especially given the fact that my Sleight of Hand check is high enough to pull out material components as a free action.

The problem with this though, is that it locks me out of taking the Magic Domain (which means no ritual teleportation unless I look into further metamagic cost reducers). This is especially an issue if I need to take Domain Access for something like the Time Domain, in order to keep up my cantrip versions of create food and create water respectively.

Which brings up another thing. Archivists gain a Domain Feat from each of their class-granted domains as soon as they first get them, right? So at level 1, I'd have 2 Domain feats, one from the Knowledge Domain and one from a Domain of my choice.

If I take Domain Access, I can replace the Domain feat from the Knowledge Domain with the Domain feat for the domain I've chosen with Domain Access, correct? This way, I can take Domain Access: Time and still keep access to Extend Spell Metamagic, which is one of the Time Domain's Domain feats.

My last question is on Domain spells. Do I get 1 extra spell known from each of my domains, or do I only get 1 extra spell know period, and must choose from each domain which spell that will be?

Huh, I don't see the skills or feats or any of the different "Chapter" sections on the drive. Are they still being worked on?

Also, I saw a ton of changes for the Cleric/Archivist. A few mistakes here and there though. Like Magic Domain starting to talk about Counterspelling in it's Variant Channeling, but then abrubtly talking about applying metamagic to Channel or Eldritch Blast or something. And Knowledge Domain having Psychic Reading as a spell...twice. As both a 1st level spell AND a 0 level spell. Of course, with a change that huge, some mistakes are to be expected.

This is still in recruitment, correct? If so, I'd like to play an Aegis/Daevic gestalt, using some of the new options shown in Archforge: Stars Left Behind, as well as the currently-in-playtest Veilweaving Sphere.

Alternatively, I did have a SoM Striker || PoW Mystic build that I had been yearning to try at some point. Maybe with the Mythic Spheres of Might options also currently in playtest?

If I'm getting this right, we can get up to 12/12 in both classes and then add 3 Mythic Tiers from 2 separate paths on top, right? Assuming we want to max out our class levels, of course.

Would you allow an Aegis into your game?

They get access to Path of War and Akashic Mysteries via customizations and if you allow the Mekanikos archetype from the recently released "Arcforge: Stars Left Behind," they even get a Spheres Archetype. There's also the Ascendant Aegis from the "City of 7 Seraphs" book which also gets access to Spheres.

Speaking of Spheres, there was just a playtest put out for a new Veilweaving Sphere that gives Spheres users access to Akashic Mysteries veils, and also vice versa (giving Akashic characters access to spheres). Would material from this playtest be allowed?

Last but not least, what would you say to the idea of playing some combination of a Kirthfinder Rogue, Kirthfinder Barbarian, Kirthfinder Fighter, and/or Kirthfinder Monk?

I'm guessing this means that Silksworn Occultist is also a no-go, huh? They're an arcane support caster, but not a "full" caster, despite mostly acting as such.

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