Jirelle

Karliah the Scarlet Sentinel.'s page

23 posts. Alias of Fury of the Tempest.




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Okay, I just spent about half a day going over the playtest document and doing my best to pay attention to pretty much everything it has or doesn’t has, and now I have my initial thoughts about it!

- Burn It seems to be the strongest ancestry feat par none. Unless everyone and their mum has fire resistance at high levels. If you want to be a Bomb-Focused Alchemist or a Blasty Mage, Goblin 100% seems to be the way to go just for that feat. Really hope we get over options like it for other classes later on.

- Alchemist. Very strong class. Lots of fun combos and abilities. I like it! ... Nothing more to say, really.

- No god of righteous combat using negative energy to smite down foes? Only way to be a good cleric but use negative energy is by worshipping the neutral god of magic? D:

- Druids are awesome. Wild & Animal order especially come across as awesome. And they still have their summoning capabilities, awesome.

- Fighter. The Open/Press keywords definitely give the fighter a lot more to think about, and are a lot less kid-friendly than before because of it... I’m not sure if that’s a good thing or a bad thing tbh. Love some of the feat chains though, especially the extra reactions.

- Monk. Really wish the original stances got more focus, instead of transitioning purely into the other stances.

- Why do we only get master and legendary proficiency in heavy armour? Why can’t we get master and legendary proficiency in medium armour as a Paladin or Fighter?

- ... So is the Paladin the new Ranger now? Most of the others give me a strong Favoured Enemy Vibe.

- Shield of Reckoning doesn’t clarify if the Retributive Strike is a free action or not.

- So the fighting gets a free AoO and a free Shield Block if they want to... and the Paladin, despite being the Legendary Shields dude, doesn’t? Or a free Retributive Strike? That seems bad.

- Also, if your giving characters the same feat. Shouldn't you just come up for a term to refer to these feats and have classes able to access these groups? Like 'combat' or 'divine' or 'arcane'?

- Not convinced on Ranger’s Snares.

- Also, where’s the Rangers ‘Your AC can make 1 action even if you don’t command it this turn’ ability? Druid’s have it. Paladin’s have it. Cavalier’s have it. So why don’t Ranger’s have it?

- Also familiar’s suck. Apart from the extra Cantrip, none of abilities for master or not are off any use.

- Sorcerer is awesome, good at blasty and focusing on a single spell. I like it.

- Wizard is surprisingly awesome too. Universalist wizards get an extra spell at each spell level? Which Focus Conservation turns into an extra spell at each level but the two highest? And does Superior Focus just add +1 more use, +1 more use per level per day? Either way. Universalist Wizards be laughing at all this spells they have!

- Also metamagic’s suck. I mean, seriously. Not a single one gets my interest except the -10 resistance once.

- Formatting. For the love of god. Please. Stop formatting everything alphabetically! Have the general feats in one group, then the skill feats organized by skill! Organize the different spell lists by level and type! Organize the different magical items by type! Please, format properly!

- Oh and on the topic of formatting. Clean up the classes, please. We don't need every class reminding us about skill increases/skill feats/ability increases/ancestors feats when their all the same! Please, cut the damn space and leave them in the tables!

- Plus, have the powers that feats grant you displayed in the feat block. Making us go and check the spell, later on, is just frustrating.

- Ritual’s are neat though, and potentially hilarious. Pure Fighter party, coming right up to resurrect your dead folks!

- Multiclassing. Clerics give me 2 slots in level 1-8 spells. Rogue's give me 1d6 sneak attack damage. Seriously, what the hell?

- 100% not sold on Trinkets.

- Why bother with Twin and Charge keywords when only one weapon has Twin and only one weapon has Charge?

- Also Snare’s should not cost gp when normal weapons & armour cost SP. That’s just still.

- Not sure if the lower level consumables shouldn’t be in SP as well, especially the bombs...

- Oh and on that note, sad there isn’t any non-level 1 bombs. Considering Alchemist specified you can only empower level 1 bombs, I was really hoping there was more than just the level 1 collection, but nope! Sad days.

- Really don’t like shield’s needing to be raised. Can’t they give us a permanent bonus, then an increased bonus for raising them instead? Oh and why can’t cover stack with shield AC? That’s just silly.

And there we go. My initial impressions. Mix of good and bad imo, and we’ll have to wait and see how everything unfolds!


So. Recently due to a few games, I decided to give the Vigilante a look... and honestly? I very much enjoyed what I found. The combination of a strong thematic base, with a ton of different options and way to actually play the character means that the Vigilante can be an incredibly fun class, in almost all scenario’s.

But, let’s be honest with ourselves. Just like Batman, Spiderman, and the other vigilante’s of the comics that more than likely inspired this class. Their best played in a campaign that stays within the boundaries of a single city. A sprawling metropolis city, full of intrigue, innovation and corruption. A city that an entire party could spend years happily playing in... though of course, A Vigilante words alone.

Hence, this post. I probably shouldn’t be posting this due to the number of games I am trying to get into currently. But, I think I’ll be able to manage that well enough. The crunch isn’t that hard to do, and I’m getting better at writing out the fluff.

So. Is anyone willing to do a Solo Pathfinder Vigilante Gestalt for me? My plan is to play a Kitsune or Tiefling Vigilante, who disguises themself as a human Polymath Investigator. I was thinking I’ll start low-mid in the level range. Say, 7-10. Enough for the Great Renown social perk, but only just that high. I also quite enjoy the Unchained’s Automatic Bonus Progression and Background Skills.

That being said, I am an optimizer. Whilst I would be okay with just a standard 7-10 Gestalt. The more power I can play with, the more fun I’ll have for sure. Plus, this is a solo game, so I can afford to be a little more powerful, can’t I?

Feats every level instead of every other level? I’ll take that thank you! Bonus skills per level? Awww, that’s be amazing thank you! The Advanced Template, or free CR to spend on templates to reflect how I’m the best of the best when it comes to my species? I would love it! Tristalt instead of just Gestalt to really help flesh my character out? You sir, are a star.

So. Is anyone willing to take up a Solo City, Solo Vigilante Gestalt game for me?


The Great Wheel.

The ever turning, ever moving and ever growing circle of the multiverse.

With its many planes and worlds and stars, the Great Wheel is truly a magnificent place, a place that is rife with factions and people. Friends, allies, enemies and rivals. Perhaps the only constant that is offered might be the gods, yet across multiple words they too fluctuate and change. A god might be of one world only, or might have power expanded across many different worlds.

In this place of chaos, there is only two constants.

That Sigil, the City of Doors, allows one to travel to any plan known to exist, and many more not known to exist.

And that that every 1000 years, the denizens of many planes come together in Sigil, to witness a show unlike any other. A show that dictates the power and prestige that the plane's hold for the next 1000 years.

The Millennium Arena.

Created and maintained by the gods itself, the arena is a place for the planes to show off their might. Indeed, plans are made and maintained for thousands of years by planes in order to create powerful champions. Some immortalize and preserve powerful warriors. Others breed feral monstrosities in order to fight. And others take a different route.

For the arena isn’t just about defeating the enemy, but putting on a show for the opponent, for rallying the crowd to your side. The stories of the rivals and friends, of betrayal and redemption. These are what brings the arena truly to life! Indeed, infamous during the last time the arena was held, the final champion never won a fight, but won the hearts of all those who saw them fight.

Of course. With so much riding on the victory, with so much prestige to be won. There is so much more going on behind the scenes...

* * * * * * *

Hello and welcome to the Millennium Arena! I hope this introduction caught your interest, as I know the idea definitely has mine!

The basic idea of this is an arena game, but expanded to its full scope. Arena’s normally stay at just PvP or PvE battles, and just that. But they always forget that an arena has crowds watching, and the people are actually people outside the arena as well, hence this idea.

So, I’m posting this up here. I’m looking for people willing to DM this game, as well as potentially other players. The idea is that each player makes a part of 4-7 characters that will represent a plane during the arena. Due to the fact there is an infinite number of planes, you don’t need to have a running theme for the parties. Though it would be nice fluff wise to see it.

As for the rulings? Well, that depends on the main DM, but there is some things I would like to see guaranteed. Oh and uh, due to the size of this potentially. The main DM should likely be willing to ask for help of others to be mods for the game. Even if the mods have parties of their own playing.

3.P. Pathfinder > 3.5 Material. However, 3.5 ACF's can be used on Pathfinder classes by replacing similar/the same class feature. Also 3.5 Homebrew is allowed to replace Pathfinder material. Such as T.G Oskar’s reworks. Other homebrew, as well as lazy homebrew of swapping class features around to a mild degree should be allowed. (Other Homebrew I would like seeing accepted: Style Feats (including base changes). The Duelist. Weapon Devotion. Critical Feats. Edge's Excessive Race Revisions Compendium and Incarnum Redone)

Very high stats, such as 40 point buy/3d6b2+6. You are the best of the best after all, so you are going to have very high stats. This is ontop of a free Advanced Template. Because come on, everyone is just going to take it anyway.

To allow people to play rather crazy characters, I would like to request that LA & CR is HALVED (rounded up), so that people can play monstrous races easily, especially when you get a decent amount of free LA & CR. My first choice of that is 5, but it could go as low as 3 for as far as I care.

Tristalt, with each track getting their own feats and ability score upgrades. This means at level 4, you will have 6 feats and +3 to ability scores. Companions and cohorts instead get gestalt, though with similar rules with feats & ability score bonuses.

Mid-High Level. First choice is 13, due to being nice and high, yet still giving us quite a quite a few levels of progression left. Though anywhere from 11-16 would be good for me. No Mythic Tiers to start with, but I would like to see us gaining them as we go.

And finally, and upgrade point system:
Primary caster classes (classes capable of casting 9th lvl spells/powers/maneuvers etc by 20th lvl) gain one upgrade point.
Secondary caster classes (classes capable of casting 6th lvl spells/powers/maneuvers etc by 20th lvl) gain two upgrade points.
Tertiary caster classes (classes capable of casting 4th lvl spells/powers/maneuvers etc by 20th lvl) gain four upgrade points.
Non-casters (classes incapable of casting spells/powers/maneuvers etc normally) gain seven upgrade points.
An upgrade point can be spent in one of four ways:
HD increase (d{X} becomes d{X+2})
Skill increase ({X}/level becomes {X+2}/level)
Turning a bad save into a good save
Gaining a bonus feat progression; you would gain a bonus feat every (24/{4X}) levels, where X is how many times you select this upgrade
Each kind of upgrade can only be selected up to three times, and only if it's a valid option (for instance, very few classes can take the Save upgrade 3 times).
Upgrades are selected the first time you take the class and apply at every level in the same way.

So. Any takers?


Okay, so the Weapon Master Handbook gave us the Weapon Trick Feat, and I have a few questions about the Weapon and Shield Trick, Feint and Bash.

The first and more simple one is, if I use Twinned Feint, do I get an attack of opportunity against both targets of the feint?

The second is a bit more complicated. Say I have Paired Opportunists, Improved Feint Partner with an ally also having them and Feint & Bash. Is this the right chain of events? I Feint the enemy, activating Feint & Bash for my free AoO. My ally's Paired Opportunists kicks in, granting him an AoO as well. Then, thanks to Improved Feint Partner, my ally gains an AoO, which due to Paired Opportunists, gives me a second AoO against the enemy, one I can use with my main hand weapon if I desire.

Whilst very feat heavy - Combat Reflexes to actually take advantedge of the AoOs, Two-Weapon Fighting, Improved Two Weapon Fighting, Improved Feint, Weapon Trick, Feint Partner, Improved Feint Partner and Paired Opportunists for a total of 7 feats, 3 of which someone else also needs - am I right in assuming that this combination of feats would let me turn a successful Feint into 4 AoO's?

If not, why?


One second the Gods were present, listening to their follower’s pray’s, giving their cleric’s their spells, empowering their paladins with their presence

The next second, they were gone.

At first, panic didn’t really set in within the Martial Plane. There was a lot of worry and concern yes, people upset and unhappy at this sudden silence of the gods. But it was the gods! Come on, they wouldn’t be silent for long!

One day stretched into two... then three... a week... a month... that’s when the panic began to set in. That’s when the world began to change.

Without the backing of their gods, the great churches and dark cults crumbled in an instant. Whilsts those who walked the path of nature like druids, hunters and rangers still retained their ability, the lack of divine aid soon began to hamper their influence on the world. As the divine fell, the arcane grew. Whilst their individual power didn’t change, the arcane became the go to source of magic and their influence soared dramatically.

Then the portals opened.

You see, whilst it took time for the lose of the gods to affect the Martial Plane. The upper and lower planes felt it immediately. The powers of the celestial drops sharply, and the infernals quickly took advantage of it. Many were slaughtered before the celestials could recover, regroup from this loss of power. Many of their greatest warriors, legendary beings who mere presence would destroy lesser infernals were brought down low, the arrows, axes and claws of these lesser infernals being too much for them now.

The celestials did what they could, but in a short amount of time, the upper planes were stormed and all but destroyed by the forces of the lower planes, the celestials scattered across the cosmos. And opening the lower planes up to invade the one last plane that could offer any resistance: The Martial Plane.

It has been one hundred years since the gods vanished, and the world has changed forever. Nations crumbled, merged and were born. Heroes rose and fell, new powers and abilities discovered and unlocked in these harsh times. It is in this world, that you awake.

You do not know who you are beyond your name. You do not know WHAT you are. All you know, is that you have been gifted with powers beyond even the greatest heroes that have come before... and one way or another, you will put this power to use and shape the world. Perhaps you might even become the first to rise back to the title of god.

-Intro Over-

Hello people! And welcome to Divinity Reincarnated! In this game, you take on a role of a being with the divine spark in a world that has not seen such powers for over one hundred years. In a world wracked with war and chaos, how will you use the powers granted to you?

Now, I am not just looking for players interested in this, but a GM willing to take on such a colossal and epic campaign. Why not do so myself? Because I have zero GMing experience, and trying to run a game like this would be like letting myself be beat to death with a blunt spoon. A very long agonizing experience.

Of course, I’m not going to leave prospective GM’s with such a daunting idea, and no idea of how to proceed, nor am I just going to put up the campaign theme so loosely, and leave it at that. Not only will I be willing to help GM’s come up with nations and places of interest if they chose to take my aid, but I shall also be posting up character creation rules. Or at least, specific character creation rules.

First and foremost, and what is likely going to be a make or break for most GM’s, is that this isn’t just going to be a mythic game. Oh no no no no. The characters here are going to be TRISTALT Mythic characters. Yes, Tristalt, as in 3 simultaneous classes, on top of Mythic’s insanity. Never said it was going to be simple, did I? Not only that, but everyone has the Dual Initiative Mythic Monster Ability, letting you take 2 actions in a turn. Gotta get use out of all those class abilities right? Oh and everyone, EVERYONE picks a Domain. You are beings with a divine spark after all.

For material allowed, I say anything goes, including the majority of 3rd party material, including playtests like Steelforge, Path of War Expanded, and Lords of the Night. Yes they're all from DSP but I only really follow them, so sorry bout that. As much fun as Arcforge is shaping up to be though, I don’t think Mechs is going to be a very good idea, and is going to involve the insanity of the technology guide into an already insane game. So I advise skipping that.

After that? I only have recommendations really. A high-ish point buy is probably for the best. Doing stuff like giving everyone the Advanced Creature template, or giving everyone the choice of X RP to make a custom race or take a race we already have and +Y RP for a few more abilities are plausible and help not only enforce the power and uniqueness of the characters, but give us more options. Albeit at added complication.

In terms of levels? I suggest no lower than say, 8, preferable around the 12-15 mark. That gives us time to grow, but starts us off at high power already. For variant rules, using Background Skills is a solid bonus, whilst VMC allows for even more creativity, even if it is sorta unnecessary currently. Automatic Bonus Progression or Innate Item Bonuses allows further creativity for items, which is always a plus.

And... that’s about it. So, any takers to this insanity?


So... after seeing quite a few requests for solo campaigns here and elsewhere. I decided I want to see what a solo campaign is like... and I’m wondering if anyone is interested in being a DM for a solo campaign for me. Especially as I do have quite a few character and builds that I have been wanting to test out for a while, and haven’t yet had the chance.

Now... the only hard limit I have for a DM willing to DM this is do not start on level 1 or 2. I just, do not like starting as such a low level. Apart from that, I really don’t want to restrict any interested DMs. Setting, Campaign, rules, character generation, the amount of characters I play... go wild! I’m pretty much willing to play anything and everything if someone’s willing to solo DM.

That being said, I will admit that I definitely have a preference for the more... interesting character generations. I heavily favour DSP’s Path of War and Path of War Expanded material, and I rather like playing Gestalt characters as well. Monster races can also be fun to play from time to time. These are not hard limits, but simply my preferences. Depending on the char gen, if anyone else is interested... well, I wouldn’t mind one extra person to campaign with.


Hey guys, I'm looking for some advice when it comes to making a character that will be picking up Dragon Disciple down the line.

I've read Oterisks's Guide to the class(http://paizo.com/threads/rzs2nffu&page=last?Oterisks-Guide-to-the -Dragon-Disciple), and found it very useful. However, after reading up on it, I've got a question, and as the thread itself is dead (and 50 pages long...), I thought it would be best to ask the question as a seperate thread.

You see, I want to go Paladin/Sorcerer at least, because I really like how well the two classes work well together. However, upon reading the guide, I had to admit that focusing on natural weapons as the weapon of choice, not only keeps your hands free for spells, but works very well with the Dragon bloodline/Dragon Disciples... but that's difficult if I just go straight up Paladin/Sorcerer

So I'm wondering if its viable to go Paladin 2/Ranger 2/Sorcerer 1, before picking up Dragon Disciple and going from there. 2 levels of Paladin gets me Lay On Hands, and more importantly, Divine Grace. 2 Levels of Ranger, will then allow me to get permanent natural weapons, and give me the option to upgrade them from their. After that, 1 Level of Sorcerer for the syngery with Dragon Disciple & Paladin, then go from there.

Does that sound like its a viable plan?