Danse Macabre

Kaouse's page

Organized Play Member. 1,169 posts (1,377 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 4 aliases.


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Temperans wrote:
Focused force with empowered and maximized is a lot of damage. But its also so easy to avoid.

Needing Shield, a minute/level duration spell, or a Ring of Forcefangs is far from easy to assume that most people have.

Both are also countered by Dispel Magic.

Also, another option for boosting Magic Missile is Ascendant Spell. This will allow you to basically double your missile damage from 1d4+1 to 2d4+1. It also bypasses shield and similar effects that specifically block non-mythic Magic Missile.

Unforutnately, Ascendant Spell won't get you the Augmented version, which lets you double your actual number of missiles. With Intensified Spell, Augmented Mythic Magic Missiles can fire up to 14 missiles for 2d4+1 each, for about 84 damage, 126 if maximized. 42 extra damage if empowered, and if you also have Orc Bloodline + Blood Havoc, you're looking at an extra 28 (42 if empowered) damage. At max, that's about 210 unresistable and unavoidable force damage from a single cast.

And you still have a Quickened rod for a total of 420 damage so blaze it, lol. But again, a lot of this requires Mythic.

Kirth Gersen wrote:
Kaouse wrote:
Channel Energy uses don't scale with level. Only Channel Energy damage scales by level. You only ever get 3 + Charisma mod in Channels ever. So the example given doesn't exactly make sense.

Ag, you're absolutely right. Brain fart there (I almost never play a cleric, so my memory is always hazy on the mechanics). Hmmm.

The simplest fix would be 2,000 x final number of uses, but that's only half as much.

The absolute easiest fix, would be to keep the wording, then just change Channel Energy to scale with level.

You now get 1 + CHA mod uses at level 1, with an extra use every odd level thereafter.

So by level 5, you have the same 3 + CHA uses, but by level 15, you 8 + CHA uses.

That would make sense with the way you've written the new Extra Channel and I'm always down for some more level scaling.

I was looking at the feat rules, and there still seems to be some...grey areas.

Namely this:

For feats that grant additional uses of class features (e.g., Extra Channeling), the cost is 2,000 numen x the minimum level needed to gain the final number of uses. For example, Extra Channeling grants 2 additional uses per day; if you can already channel energy 3/day, the cost would be 18,000 numen (channeling energy 5/day requires a 9th level caster)

Channel Energy uses don't scale with level. Only Channel Energy damage scales by level. You only ever get 3 + Charisma mod in Channels ever. So the example given doesn't exactly make sense.

I checked the cleric and archivist and nothing in those classes changes this, so I'm wondering if maybe you were planning on changing Channel Energy uses to scale with level but didn't push it to live for whatever reason.

Diego Rossi wrote:
Te'Shen wrote:

See... this is why martials cannot have nice things. Because of lawyers.

No, they will not have nice things because they are always crying they are a poor, suppressed group that only gets to do more damage than any other group.

You have noticed that we are speaking of a weapon magic property?
It has nothing to do with being a martial or not.

Trained initiative works, and that is a Fighter's ability, so actually, it is the reverse of what you say: the Fighter (a martial) gets the benefit, other people don't get it from a magic weapon that any class can use.

Fighters don't get to do more damage than any other group. Look at any DPR Olympics thread and I challenge you to find a single Fighter build in any of them.

Pathfinder has always been a game where spells can do almost anything while non-magic abilities are forced to be "realistic" for some reason. Naturally, this includes the area of dealing damage.

The alternative is to have a murder hobo walking around with their weapon out 24/7. I'd most certainly let it work.

The initiative check isn't made until after you Quickdraw the weapon, and the player ges to decide which happens first, IMHO.

I would also go for Evangelist Cleric with Sacred Summons, Bardic Performance, and Glory Subdomain's Aura of Heroism. Wear a Poet's Cloak to give Summons Raging Song + Reckless Abandon. Take the Community-Minded trait to really get the most out of Aura of Heroism & Raging Song.

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Inevitable arbiters.

Regeneration except vs chaos-aligned attacks is basically immortality.

Like all inevitables, it gets a bunch of construct immunities, meaning that it's the most survivable familiar available. It also gets truespeech, so it can be used to translate if the need arises.

Chell Raighn wrote:
Kaouse wrote:

Panoplies requires specific items to be your Implements in order to select them. Silksworn requires different specific worn items in specific slots in order to be your implement.

There is a way that you can select Trappings of the Warrior as a Silksworn, but it relies on an obscure Technological Item that counts as both a shield & a worn item of the proper slot (Hard Light Shield)... as well as an obscure Scaling Magic Item that counts as both a weapon & a worn item of the proper slot (Brutish Boots).

You do know the Feet slot Weapon is a lot easier to cover than that… there is a simple mundane weapon that qualifies. The Blade Boot no need to search for an obscure item with it… the Wrist slot Shield however is a much harder sell…

Blade Boot is a weapon, but doesn't explicitly occupy the Feet slot, unfortunately. I chose Brutish Boots specifically because there was no ambiguity in the rules. But hey, if your GM will allow it, by all means!

Even if the weaker PFS version of the Ring of Seven Lovely Colors is used, you're a Monster Tactician, and therefore can very easily continue to summon monsters while a Songbird. It explicitly doesn't count as an attack for the purposes of invisibility, so it won't count as an attack for this, either.

You might want to take Bonded Mind as one of your Teamwork feats, though. Being able to communicate while in Songbird form might be important.

MrCharisma wrote:
Kaouse wrote:
My favorite caster Gestalt was playing an Exploiter Pact Wizard + Silksworn Occultist. Thanks to a GM Favor I was allowed to select the Mage's Paraphernalia Panoply as my final Silksworn Implement.
Just note that Silksworn can't take Panoplies, so unless you have a forgiving GM like Kaouse this isn't an option. If I had to choose between the Mage's Paraphernalia Panoply and the Silksworn archetype I think I'd go with the Panoply (and I'd pribably take the Panoply Savant archetype), but either one would offer some nice goodies.

Panoplies requires specific items to be your Implements in order to select them. Silksworn requires different specific worn items in specific slots in order to be your implement.

There is a way that you can select Trappings of the Warrior as a Silksworn, but it relies on an obscure Technological Item that counts as both a shield & a worn item of the proper slot (Hard Light Shield)... as well as an obscure Scaling Magic Item that counts as both a weapon & a worn item of the proper slot (Brutish Boots).

Pretty hard sell in most cases. That said, if your GM allows it, then note that Trappings of the Warrior isn't very thematically appropriate with Silksworn (who gets rid of a lot of armor and weapon proficiency), so asking your GM to trade it out for Mage's Paraphernalia or Performer's Accoutrements might not be impossible.

TxSam88 wrote:
Kaouse wrote:

EDIT: I'm seeing people talk about Barbarian / Monk without mentioning the Martial Artist archetype for Monk. It removes alignment restrictions AND gives you early rage cycling via immunity to fatigue at level 5. It's the best gestalt with Barbarian in 1pp, IMHO. Especially if you're using the best Barbarian archetype, Beastkin Berserker.

We went with Weapon Adept Monk, this opened up some combat feats that a monk or barbarian normally can't get.

Right now at 10th level, when hasted and using a ki point to get an extra attack on flurry, she has 8 attacks per round, the first 4 being at +21 to hit, doing 1d8 +28

Those are good offensive values, but I personally think Martial Artist offers more. If you can make your Exploit Weakness check, then you gain an equivalent bonus to Weapon Focus + Greater Weapon Focus. What you lose out on damage is made up with Rage & Beast Shape, so it's not like you really need all that much more.

I also place a lot of stock in early rage-cycling, though that might just be because I'm somewhat of a dirty power gamer, lol.

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My favorite caster Gestalt was playing an Exploiter Pact Wizard + Silksworn Occultist. Thanks to a GM Favor I was allowed to select the Mage's Paraphernalia Panoply as my final Silksworn Implement.

It was an amazing gestalt. Mage's Paraphernalia gave free floating metamagic, along with potential caster level increases. Silksworn's DC boosting and ability to hide spellcasting worked based on which spell school you had access to, thus it also worked freely with Wizard spells.

Obviously, Exploiter Pact Wizard was still the "meat" of the build, but Silksworn Occultist with Mage's Paraphernalia really covered my bases, I feel. Abjuration Implement helped make me somewhat tanky, and I had a lot of staying power with Focus Powers to fall back on.

EDIT: I'm seeing people talk about Barbarian / Monk without mentioning the Martial Artist archetype for Monk. It removes alignment restrictions AND gives you early rage cycling via immunity to fatigue at level 5. It's the best gestalt with Barbarian in 1pp, IMHO. Especially if you're using the best Barbarian archetype, Beastkin Berserker.

Beastkin Berserker transforms you into a animal via Beast Shape I - III. With Monk's unarmored AC bonus, this isn't a problem. Plus, you can use Monk's enhanced unarmed strike damage with up to Huge sized animals, for easy damage boosting. It's a really good combination, IMHO.

I like to take things further by stacking Beastkin Berserker with Savage Technologist, for a DEX-increasing rage. This improves your AC when you rage and gets rid of "Sudden Barbarian Death Syndrome" because you no longer adjust your CON. Savage Technologist can also be combined with Savage Barbarian for just a bit more Unarmored AC. Combined with a diminutive form, and the Barbarian can get insanely high AC, especially with Martial Artist Monk's Exploit Weakness ability. +2 to hit and the ability to bypass hardness or DR is great, but half level to AC instead is insane value, IMHO.

Wait a minute, you're a Ravener Hunter?

What Oracle Mystery do you have? There are several Revelations that can grant a scaling AC bonus.

Barring that, I'd suggest investing in a cheap Ring of Seven Lovely Colors. It'll let you turn into a songbird for 10 minutes per use (which is an insane duration for how cheap the item is).

While you're in Songbird form, you gain a +4 to AC purely from size alone. With the size bonuses to DEX on top of that, you're looking at like a +6 AC swing.

Summon Monster should still work relatively alright while in Songbird form, given the fact that SLAs and Sus don't require verbal or somatic components.

Negative levels no longer stop you from casting spells, so...

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I generally just use a One-handed weapon and take Warrior Spirit. One handed weapons can be wielded with 2 hands for extra damage, but can also still be used in a grapple. Warrior Spirit gives you access to floating feats with the Training enchantment, or the ability to bypass most material DR with Bane. IIRC, there's also the Iron Caster thing you can do where you flex into Item Mastery Feats for psuedo-SLAs on demand.

I don't know how Magic Missile 4/day would be effective. But if you want, you can use this fairly cheap and nifty item, The Quarterstaff of Entwined Serpents, to spam Magic Missile. Note that it's only ever 2 missiles at a time, but it's at will rather than only 4/day. Moreover, it doesn't require that you take terrible Rogue talents, especially when those talents can be spent on better things allowed by the Phantom Thief.

Though...as Wonderstell mentioned, it is indeed weird that you're defending sneak attack using an archetype that completely gets rid of it.

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The Core Rogue is a terrible class with terrible talents. It has a lot of skills, but zero skill bonuses beyond trapfinding, making it a weak skill monkey. It's main damage steroid requires it to flank the enemy, but it lacks the survivability to be behind enemy lines. Beyond that, it lacks even a single offensive steroid, making it the weakest attacker in the game. This smattering of contradictory design is saved only by fix-it archetypes and alternate classes granting them both power and direction.

But even then, you're almost always better off just playing a Ranger. Rangers are better Rogues than Rogues and are stronger Slayers than Slayers (and stronger Fighters than Fighters, but that's besides the point). This really just goes to show you that it's not BAB or HD you need to succeed in Pathfinder...it's spells and action economy.

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Kaouse wrote:

I'd rather it was just DR/Nonlethal instead of Bludgeoning and NOT Slashing or Piercing.

How about this, though? Instead of DR/-, whenever you take lethal damage, you instead turn up to your STR-mod of it into nonlethal damage. This way, you're still taking the damage, but it's less lethal for you.

Negative STR mods could then mean that you take additional nonlethal damage whenever you take lethal damage.

On second thought, I'm using this for my own game. Feel free to carry on as normal.

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I'd rather it was just DR/Nonlethal instead of Bludgeoning and NOT Slashing or Piercing.

How about this, though? Instead of DR/-, whenever you take lethal damage, you instead turn up to your STR-mod of it into nonlethal damage. This way, you're still taking the damage, but it's less lethal for you.

Negative STR mods could then mean that you take additional nonlethal damage whenever you take lethal damage.

Kirth Gersen wrote:
Kaouse wrote:
there are a few things that are slightly unbalancing. Namely, the numen system.

Great points all around -- I love that someone is finally doing destructive playtesting to find flaws and loopholes. This kind of feedback is absolutely invaluable to me, and I'll be pondering solutions -- either along the lines you suggested, or, if I can, more elegantly with a single rule or rule change that would fix multiple issues.

Re: extra metemagic feats, bear in mind the ranks in Spellcraft prerequisite (2x metamagic cost), which will drive up some of the costs -- albeit not enough to prevent the kinds of abuse you outlined.

Being entirely honest, I don't consider it to be too terrible to spend numen on numerous metamagic feats. However, I should note that I basically ignore the line about seed spells allowing me to gain the augmented versions for free. I only use augments with metamagic that I have access to, as that makes the most sense to me. Effectively, I treat seed spells as just regular spells. In that instance, having access to a ton of metamagic isn't exactly a bad thing, IMHO.

It's not like I'm spending numen on stats or anything else. I think the Extra Channel exploit is of greater concern, personally.

That said, if too much metamagic is an issue, you could just impose a metamagic tax of some sort, where every metamagic costs an additional 1000 numen per metamagic you have access to. This would be due to inherent metamagic synergy.

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I've been playing Kirthfinder in a "Tiered Gestalt" system, where you are given points every level and can spend those points on class levels, or even feats.

I'm currently playing an Archivist. Archivist, as a Divine Wizard, is normally ranked at Tier 1. However, since I'm playing a version from an unrated source (Kirthfinder), I'm effectively paying for it as though it were a Tier 0 class.

What this means is that the amount of points the class costs will scale beyond the total amount of points I have. So after this level (we are currently level 9) I won't be able to level up in this class anymore.

For comparison sake, every level we get a number of points that allow you to safely tristalt three Tier 3 classes, or gestalt one Tier 3 class with one Tier 2 class.

This is all just background to what I'm saying now. Which is, that Kirthfinder is an awesome system, but there are a few things that are slightly unbalancing. Namely, the numen system.

In Kirthfinder, your numen can be spent on feats. You pay an amount of numen equal to 2000 x the minimum number of ranks or BAB needed to get the listed effect. But this restriction can be easily abused, which my character does in 1 of 2 ways.

The first way, is Metamagic. Metamagic doesn't really have any minimum restriction. So I've spent quite a lot of numen simply amassing a large number of Metamagic feats. I really love having so much access to these spell variations, however I think it needs a slight tweak to be balanced.

My suggestion, is that Metamagic now costs 2000 numen x the metamagic level adjustment. +0 level spells count as +1 level spells, and negative cost metamagic count for their absolute value, the same way they do for Spellcraft DCs. Metamagic that has variable spell level costs can be purchased at a lower level, but you cannot adjust the spell level beyond what you paid for.

The second way in which the numen system is a bit unbalanced, is in the "Extra" feats. Namely, "Extra Channel." There's no prerequisite to the feat. So taking said feat only costs 2000 numen, which is a paltry cost outside of the early game.

In order to balance feats that can be taken multiple times, I would simply implement a scaling cost similar to the cost of a magic item. That is you pay 2000 numen x the number of times you've taken the feat, squared. So taking the feat once costs 2000 numen. Taking it twice costs 4000 numen. Taking it 5 times costs 50000 numen. Taking it 10 times costs 200,000 numen. Obviously, the costs wouldn't stack.

That said, even without the abuse of Channel number, there's still the rather potent feat, Channeled Spell, which lets you retain a spell slot or SLA depending on your number of channel dice. Up until now, I had always read the feat as requiring a number of Channel Energy uses equal to the level of the spell, similar to the Time Domain's Versatile Channel ability, Channel Time. However, after looking up both the past and current version, I realized that I was wrong. It only uses up dice of Channel, so as long as you don't multiclass, retaining any spell only ever costs one channel energy use.

At the moment, I'm currently abusing the Extra Channel trick to make use of a ton of Channel Energies for the purpose of powering Channel Time. I was also using it to power Channeled Spell, but by expending Channel Energy uses the same way I do for Channel Time. I probably won't update how I use Channeled Spell unless the Extra Channel feat trick is patched out.

Still, I'm having a ton of fun in this game as a knowledge-focused God Wizard. I don't do nearly as much damage as some of the tristalt 3pp damage dealing monstrosities in my party, but my damage is still decent due to the use of Magical Talent: Bolt of Force and Feat Mastery (which might be worthy of discussion on it's own, heh). So I'm capable of contributing to any and every part of the campaign.

I'm pretty devoted to making sure that this system works, even if I have to pay a slight penalty in order to use it. Also, I just hit Level 9. Do my eyes decieve me, or does the Magic Domain really have the Counterspell from D&D 5th edition? Heh. Speaking of which, the Magic Domain's Variant Channel is still spliced with the Mystic Domain's version, but that matters a lot less now that I get access to 5e's Counterspell, lol.

Consider an Iroran/Enlightened Paladin. You won't even need Scaled Monk.

I'd strongly suggest going Inspired Blade Swashbuckler and Kensai Bladebound Magus. At level 11, Inspired Blade basically gets the ability to crit on demand, which makes the Kensai extremely deadly, since they can increase their crit modifier. Bladebound saves you a lot of gold and gives a few great abilities to boot. Hyper focus INT.

Belafon wrote:

Sean K. Reynolds' (designer on PF1) "if it walks like a duck and quacks like a duck" post on terminology.

One key quote among many:

And if for some reason two things that seem almost the same (like "channel energy" vs. "channel" vs. "channel positive energy") shouldn't act exactly the same, count on us to tell you how it is different.
So yeah, Slayer Talent and Talented Slayer are the same except - as is specifically called out - the inquisitor archetype never gains access to Advanced Talents.

Unless you're an Invulnerable Rager Barbarian. Because then, your Damage Reduction isn't called Damage Reduction, and thus can't be increased by the Rage Power that increases Damage Reduction.

But Wizards selecting Familiar stuff with their class feature named Arcane Bond is totally okay.

I feel like you're far better off playing a straight Kensai Bladebound Magus than what you have here. Especially if you're min-maxing stats. The more you focus on INT, the more you mitigate the downsides of the archetypes while increasing their strength at the same time.

If what you want is a tanky frontline Magus who pulls off respectable damage with powerful crits, it's hard to beat a Kensai Bladebound Magus IMHO.

I would say that the Flurry works for the exact same reason that Haste works. Haste only works with full attacks, so if your full attack includes a flurry, then you would be able to get both in a Spell Combat. The intention of the rules is clear, IMHO.

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Name Violation wrote:

People saying vital strike is weak haven't seen level 7 characters drop 280ish damage in a single hit.

Granted, it's not good for 99.9% of builds but that .1% using oversized butchers axes with lead blades and enlarge person are terrifying

Sounds more like 2 free rounds of buffing are terrifying.

Diego Rossi wrote:
Belafon wrote:
Transformation wrote:

You become a fighting machine—stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

"Spellcasting ability" refers to the casting ability granted by the Spells class feature. All those arcanist exploits are Supernatural (Su) abilities. Supernatural abilities are different from spells. You can't cast spells but you can use the exploits.

"Sure", because the text of the spell was meant to address a class that was made several years later ...

RAW addresses only what existed when the spell was cast, but Arcanist exploits are fueled by his Arcane Reservoir and that is magical energy you get when preparing your spells. It is questionable to treat it as it wasn't linked to the arcanist spellcasting ability, as Transmutation not only blocks spell use, but it blocks the use of magical devices that depend on the caster's knowledge, not on its available spells.

Sadly, the FAQs on the ACG content are very few when compared with earlier books. A classic effect of being produced near the end of the life of a version of the game.

To reply to Zepheri question, the spirit of Transformation is that you lose your magical abilities related to the class, so, RAI, you should be unable to use them. At the same time, the current version of Transformation is so bad that it is almost useless if compared to its level. At the level where you get it, you will already have several of the...

The spirit of Transformation was that you can't cast spells, nor use spell trigger/spell completion items. You don't lose every supernatural or magical ability tied to your class.

For example, do Sorcerers lose their Bloodline abilities when Transformation is cast? If so, what happens when Level 20 Orc Bloodline Sorcerers use their capstone ability to use Transformation as a spell-like ability?

By your logic, said Sorcerer would lose all magical abilities related to their class, therefore lose their bloodline which grants them the spell. It's clear to me that this was never the intention of the spell Transformation. You only lose the ability to cast spells, that's it.

To go one step further, look at Barbarians. Their "Rage" mechanic also gives them physical boosts at the cost of loosing the ability to cast spells. However, they explicitly do not lose access to supernatural abilities, and indeed many of their Rage Powers are supernatural in nature. It is my belief that Transformation behaves much the same way.

You can always see yourself...unless it's dark.

Have you ever considered...just straight up playing a Barbarian?

Every two size increases you double damage dice. That's the equation I use.

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I messaged Kirth Gersen, and he told me that he's alright, he just has a lot on his plate at the moment. No small part of that being that he lives in Texas, which recently had the issue with it's entire power grid pretty much going up in flames due to weather damage.

But I'm still in the process of creating Hexes and Heralds anyway. At the moment, it's sort of a combination of Kirthfinder rules, my personal ideas, and Spheres. By all means though, feel free to contribute if you have ideas!

Also, I've upped the number of classes to 5, if you were wondering.

A level 5 spell when you previously didn't have access to level 5 spells is actually huge. That's the level where stuff like Shadowbard, Music of the Spheres and even Greater Bladed Dash come into play.

It's also a level where you gain a feat, which is automatically a plus.

Just be glad you aren't a Shifter.

I'd say that if you had an empty higher level spell slot, you could use Metamixing to apply metamagic to a spell spontaneously as long as the final spell level was equal to (or lower) than the open unprepared slot.

If so, you'd expend the higher level open slot, but also expend your prepared spell, leaving a lower level open slot instead.

EXAMPLE: Wizard Kate has the following spell slots:

LEVEL 3 spell slots:
--> Frigid Touch
--> Frostbite

She can use Metamixing to apply Rime Spell (+1 Spell level) to Frigid Touch, casting it as a 3rd level spell, in which case she'd be left with the following:

LEVEL 3 spell slots:
--> XXXX (CAST: Rime Frigid Touch)
--> Frostbite

She could then apply Rime Spell to Frostbite spontaneously, leaving her with an empty level 2 slot and an unprepared level 1 slot.

LEVEL 3 spell slots:
--> XXXX (CAST: Rime Frigid Touch)
--> XXXX (CAST: Rime Frostbite)

Alternatively, if she didn't want to cast Frigid Touch or already used it earlier, she could directly spend her level 3 unprepared spell slot to cast a Rime Frostbite (still a level 2 spell) in her level 3 spell slot. Effectively, she would go from this:

LEVEL 3 spell slots:
--> XXXX
--> Frostbite

To this:

LEVEL 3 spell slots:
--> XXXX (CAST: Rime Frostbite)
--> XXXX

Kind of a waste, but better than nothing. Either way, this seems to me to be the most logical way of running things.

I'm surprised that there isn't already such a feat in Kirthfinder, given how the similar feat, Two Weapon Defense, already exists:

Two Weapon Defense:

Two-Weapon Defense
Prerequisites: Two-Weapon Fighting.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
This bonus increases by an additional +1 per 5 points of your base attack bonus thereafter (i.e., +2 at BAB +6, +3 at BAB +11, and +4 at BAB +16). Also, when you are fighting defensively, using the total defense action, or using the Combat Expertise feat, this shield bonus increases by an additional +1.
If your BAB is +16 or higher, apply the enhancement bonus of your off-hand weapon also applies to the shield bonus to AC from this feat as well.

Synergy: If you have the Weapon Finesse feat and are fighting with a finesse weapon in one hand and a light weapon in the other, you may choose to fight defensively with your off-hand weapon, while fighting normally with your primary weapon. The penalty for fighting defensively applies to all attacks with your off-hand weapon only, and you still gain the bonus to AC. You may not use total defense in this manner. This use of the feat supersedes (does not stack with) the normal AC bonus provided by the feat.

Source: This feat supersedes the Two-Weapon Warrior’s “defensive flurry” variant class featureAPG and the Mythic Two-Weapon Defense featMA. The synergy use also supersedes the Dagger Defense featAotD.

If it wasn't for the little blurb about not including unarmed strikes or natural attacks, you could even use this feat in place of Balanced Defense. Alas.

That said, I wouldn't require Weapon Specialization as a feat tax for Balanced Defense, IMHO.

Also, if you're looking for a psionic-like system which may be more compatible with what you have in mind, I'd suggest taking a look at Final Fantasy d20's MP System, which may be akin to what you are suggesting.

Though I note that in my own previous suggestion, wherein Spheres of Power replaces the seed spell system, spellcasters gain spell points at the same rate that spherecasters do, i.e. 1/level + Casting Ability Modifier, with potential for more via tradition and/or feats and/or items.

They can also take the Fighter VMC and be more Fighter than Fighter.

SoP would be easy by just turning Spell Capacity into caster level and granting 1 talent per caster level.

Bonus spells are a bit harder, but generally it depends on source, IMHO. Specialized Wizards gain a Bonus Sphere, Sphere Focus, and a Spell Specialization. Domain casters gain a bonus sphere for each domain they have access to. Domain feats therefore give talents in those specific spheres. Anything else that gives access to spells instead give access to a single Sphere.

Spheres of Power in combination with Kirthfinder's awesome metamagic system should be pretty sweet, IMHO.

Spheres of Might is a bit harder though, since there's nothing to really inherently "replace" so to speak. I'd probably have them all just be considered combat feats, I suppose.

Like I said, I absolutely loved my Occultist Gestalt with an Exploiter Pact Wizard. I'm more than fine with replacing Mage's Paraphernalia (which was a GM favor) with Trappings of the Warrior in this build. Having Full BAB is helpful here and there. Having higher CMD is always appreciated. And there's always the odd spell that uses your BAB, like Telekinesis.

Sure, Occultist is action-gated by a ton of Standard actions. But they also have a ton of swift action and immediate action powers, as well as one of the better move action teleports. On top of this, they have resonant powers that, once you invest mental focus into them, basically act as all-day buffs.

There was another Occultist gestalt that I only theorycrafted, but never got to actually play. It was a Haunt Collector Occultist w/ Trappings of the Warrior, gestalted with a Lamplight Investigator (I like Lamplighter a little bit better than Empiricist nowadays).

At any rate, the build was basically a monster, since it had access to ludicrous amounts of stacking attack buffs. It's defenses weren't all that bad either, thanks to perfect saves, Inspiration, Studied Defense and Occultist immediate actions.

On top of that, the Alchemist extract list fills in some of the missing pieces of the Occultist spell list. Namely, the complete lack of polymorph spells.

I'd say it was one of my scarier Gestalts, though I do still tip the hat to the Exploiter Pact Wizard Gestalt, because not much tops an Exploiter Pact Wizard.

I'd say that a Silksworn Occultist with Mage's Paraphernalia breaks into the realm of Tier 2. Nothing is as good as 9 levels of spells, but with free Metamagic you can almost pretend to have something close to it.

I played a Gestalt game with one side being Silksworn Occultist w/ Mage's Paraphernalia while the other side was an Exploiter Pact Wizard. Since this was level 20, the wizard side definitely carried the build, but the Silksworn side offered surprisingly immense amounts of support.

Nowhere in the archetype does it suggest that you invest mental focus into the "slot" and not "the item occupying the slot."

If anything, needing to have an item occupying the slot as a requirement suggests that it is "the item occupying the slot" that acts as your implement to be invested with mental focus. Furthermore, saying that the Silksworn does not choose "specific" objects, doesn't preclude them choosing objects to begin with, rather than slots.

It's also not the case that this was a deliberate choice for the Silksworn to not be able to use Panoplies. The Silksworn archetype actually PREDATES the introduction of Panoplies as alternatives to implements.

It's also not a balancing factor when you consider the existence of the Mage's Paraphernalia Panoply. That Panoply allows for the casting of spells on the sorcerer/wizard list, gives boosts to caster level, gives free variable metamagic, and even lets you cast those metamagic for free.

For all intents and purposes, Mage's Paraphernalia is a stronger caster than the Silksworn. Silksworn is simply more versatile due to having access to more spells. It is also legal to have both Mage's Paraphernalia AND Trappings of the Warrior on the base class. So I see no reason why a Silksworn with Trappings of the Warrior would be all that different.

Though I must admit that I would much prefer a Silksworn with the Mage's Paraphernalia Panoply instead. Performer's Accoutrements wouldn't be bad, either. Alas, I have yet to determine a way for those to work.

I don't see how the Author's words prevent the aforementioned Hard Light Shield + Brutish Boots combination from being a legal choice with Trappings of the Warrior.

Silksworns don't use normal implement objects, sure. But the implements they do use count as the necessary objects for the Panoply, in this one singular case.

The alternative is to say that the Silksworn doesn't really have any physical implements, and thus never invests mental focus into anything, never gets the resonant powers of any of their implement schools, and pays double cost for any activated focus power.

But that's a bit silly, IMHO. At that point, the archetype just doesn't function at all. Implement Mastery (it's capstone) also wouldn't function as written; you gain 4 points of Mental Focus that must be invested into your chosen Implement(s) - suggesting that Implements can be chosen and and can be invested with Mental Focus.

So it stands to reason that the Silksworn's slotted magic items behave in all important ways like implements, and thus should count for the sake of Panoplies...at least in this one case, where the requirements for both are met.

Okay, so this came up recently. My DM whose allowing me to play a Kirthfinder Archivist in his game has created a rather interesting mini-campaign arc set in a maze-like puzzle dungeon. Here's the kicker though, the entire thing is made out of walls of force, and features numerous color-coded coplanar parallel dimensions. Certain colored doors can only be opened (and passed) while on the specific color-coded dimension.

So in this situation, the idea of Dimension Skip and similar abilities came up. As per Kirthfinder rules, generally stone and lead is the enough to deter both scrying and teleportation. But what about force? Do force effects block scrying and/or teleportation?

In the game, I erred on the side of caution though another member of the party (a Highlord) made liberal use of the psionic power, Dimension Swap, without much pushback from the GM.


As an aside, I must say that I'm definitely enjoying my Kirthfinder Archivist, who is now Level 7. The vast majority of my Numen is spent on collecting Metamagic Feats, most of which only cost 2000 gp because I don't think they're considered "scaling" feats.

Eventually, I'll use my Numen to purchase a whole bunch of "Extra Channel Energy" feats. This will fuel my use of the Time Domain's Variant channeling as well as Channeled Spell.

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Shields do not count as occupying your wrist slot unless they say they do. Furthermore, the blade Boot does not count as occupying your Feet slot unless it says it does.

However...you're in luck. I happened to be researching this very thing and concluded that it was indeed possible to combine the two. What you need is a Hard Light Shield (which explicitly occupies your Wrist Slot), and a pair of Brutish Boots (a scaling magic weapon that specifically occupies your feet slot).

With these two, you should be able to be a Silksworn with Trappings of the Warrior. Note that if you want to use your shield though, you might have to make due with Arcane Spell Failure, because you ARE an arcane spellcaster.

Alas, I have yet to be able to find a way to make the other Panoplies work with Silksworn.

Purely 1st party Paizo? Chained Barbarian for sure. Despite not having spells, they have access to things like flight, pounce, obscene saves, rerolls, and the ability to punch through magic as well as be god of combat maneuvers.

If all 3rd party material was allowed, though...I'm currently really feeling the Fighter. Specifically, a Fighter with the following archetypes: Runesinger, Martial Master, Impossible Warrior and War Hero. Basically a ton of versatility at your fingertips, paired with the ability to fight magic arguably better than the Barbarian! On top of this, you get some decent team-buffing goodness.

On top of these archetypes, they can also grab access to Path of War maneuvers via the sparking subsystem. My current level 6 build even grabs the Akashic Veil, Hand Cannons, in order to have a reliable ranged weapon for switch hitting. Quite the well rounded beast, I think.

In Kirthfinder, damage scales pretty quickly. I think the strongest creature in the beastiary is the Colossal sized CR 23 Hecatoncheires, with a STR of 50, which would give him an equivalent of DR 20/-.

2 handed Power Attack alone gives +18 damage by level 20. Vital Strike deals +6d6 damage, or 21 damage on average.

Then you can also add your DEX mod to damage (in addition to STR) with Weapon Finesse, and can add your INT/WIS/CHA mod to damage (in addition to STR) with Insightful Strike.

And then many of the martial classes also gained specific damage boosts as part of their class. In short, damage is greatly increased in the late game, so I think STR as DR/- helps to partially mitigate that rocket tag issue.

As for familiars, this can be easily countered by just applying templates like Advanced or Giant to your familiar, which you are more than allowed/encouraged to do.

And if you don't boost your familiars while leaving them vulnerable, then an extra 1 - 5 damage per hit likely isn't going to save them. Just like casters rely on meat-shields to prevent themselves from being turned into minced meat, so too must familiars.

As for dealing with AoE damage, just allow familiars to hide on your person and gain total cover for everything in exchange for not taking actions. Such a thing already exists in Pathfinder, under the name, Familiar Satchel.

Lastly, I just realized that instead of having STR apply only vs physical attacks and having INT apply to magic attacks, it makes more sense to have STR apply to all damage, while INT instead applies to Spell Resistance.

Thus, the smarter you are, the harder it is for you to be affected by spells...at least the spells of those lower level than you.

I'd also like to say that giving STR as DR/- might also help mitigate some of the late game rocket tag inherent to Pathfinder (and likely exacerbated by Kirthfinder, if we're being honest).

We could also make it so that STR only reduces physical damage while INT reduces magic damage. This way, every stat plays a direct role in a character's defenses.

This could be justified as saying that STR allows you to physically tense up your body on reaction to being hit, with higher STR allowing for greater tension, and thus greater damage reduction. Whereas INT allows you to analyze a magic attack and pinpoint where the attack is weakest and thus orient yourself in the best possible way to mitigate damage. The higher your INT, the faster and more effective you are at mitigating magic damage.

The issue with that is, encumbrance isn't a particularly huge deal in Kirthfinder.

I don't particularly need armor with Canny Defense, and I don't even need a ton of items since Kirthfinder lets me stack every bonus possible on a single item. Like, aside from my prayer book and my holy symbol pen, I don't actually carry any weight at all.

Furthermore, since numen is separate from gold, it's also not particularly important to have somebody to collect and carry "loot" from adventures.

In short, while every other stat gained increased importance between Pathfinder and Kirthfinder, Strength arguably gained a decreased importance.

My solution would make STR more important to people who don't care about making melee attacks or dealing weapon damage - a significant portion of characters, I think.

I'm currently playing a version of Eshkeval in another game, wherein my extremely permissive GM has allowed the use of Kirthfinder in his "tiered gestalt" game (for balance reasons, I'm gestalt with a Warrior NPC).

I'm noticing that I can't easily dump any of my stats...with the notable exception of Strength. My damage comes from my spells, and I don't wear armor since I have Canny Defense (and Dodge).

That got me thinking...how can we make STR more important, and less easy to dump? So what I came up with, is this:

Your STR-mod now subtracts from each damage instance you take. A negative STR-mod will actually make you take more damage. This stacks with all DR and ER.

This makes STR based characters more hardy in combat, and penalizes people who dump it. Now, STR is more useful for every class, and super flavorful as well.

What do you think?

Emulate Class Feature works. You specifically use it to emulate spellcasting, which is why you can cast spells from scrolls that aren't on your list.

Thanks for answering my questions!

One more question, what are the rules for using Hero Points to obtain feats? It doesn't seem to be listed in the introduction page, but it was something you allowed me to do in Sovalles, and I think there are other systems of "Fate Points" and whatnot that do something similar.

I just want to know what the limitations and duration are, mostly.

Another question, Fighter's "Personal Weapon" talent now allows for them to select Armor and Shields as scaling magic items. Personal Weapon is also called out in Chapter 6 as being one of the ways you can get a "numen refund" or some such by trading in unwanted enhancement bonuses. Do you still use the same listed numen values per enhancement bonus cost, even though Armor enhancement is less expensive than weapon enhancement?

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