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Idk. Demiplane has always been an end game goal for any caster I've ever played. A place they call "theirs" is about as end game as you can get. To lose that behind a mythic wall seems... Unnecessary. If it's too game breaking for the GM, just make it so it's not a "get out of jail free" card with a plane shift or other such spell act. /Shrug. That's just my two cents.


Castilliano wrote:

I think that high level parties need to be able to enter the Mansion w/o their bags gushing up contents. Being cut off from them is almost a penalty already, and perhaps worse if they need to do extended work or are hiding in hostile territory and forgot.

But also I dislike the economics that favors lots of small bags, making larger ones useless outside of unusually sized items seldom stored.
So yeah, Investing seems like a solution, but maybe we shouldn't care so much? Maybe it's all good being as wonky as it is because Bulk's so tertiary to actual gameplay, hardly an issue outside of the lowest levels and perhaps left behind. Toss some valuable statues (et al) that can't fit in the smaller bags at the party, and grin. Many old modules had different values for items if kept intact, being worth about 10x as much as if they had to be broken down. Hmm.

(I'm reminded of a high level adventure with a construct that emitted an anti-magic aura that plunged the party into darkness. Ever prepared, many had stocked non-magical sources of light (most were remnants from their earliest levels). Except they couldn't access them since the items were in extradimensional spaces they couldn't access. Party had to retreat in the dark and blockade a door just to retrieve mundane light so they could return to fight.)

Won't lie, that last little story bit is the things I love most about tabletop games like Pathfinder and DnD. I love the stories it creates, even if at the time they were like frustrating.


Or the trick magic item feat, unless I'm mistaken on something.


Call me crazy, but you could all just use the trick that I use. Spacious Pouches are unique investments. As in you can only ever use one. If you try and use another (outside of special feats) then it just acts as a normal pouch. Then you can't have a hundred pouches all inside one bag. This also preserves the value of the higher level variants.

As a side note I wouldn't let them conflict with other items of this nature, such as the wig, ancestory feat versions, etc. it's just meant to avoid the "must carry everything" mindset, but won't invalidate other items and feats this way.

Just my 2 cents.


I'm personally going to homebrew one. Make it related to horns and such.


KoriCongo wrote:
I think the Avenger errata is actually worse than the book's approach to it. Needing to Hunt Prey then manually inflict off-guard just to get Sneak Attack damage on your deity's weapon makes it way too awkward and unwieldy compared to Hunt Prey being only necessary for the Ranger feats. Avenger has an issue of competing against Ruffian and this really holds them back in that fight.

I don't got the book so I'm unsure if I am missing anything, but doesn't the gang up feat make the offguard aspect very easy to remedy? Assuming you're coordinating with your allies naturally.


The tattoos they have put into this game are super fun for me when thinking of a character concept. For example any character I make that starts past level 1 will always have a memoir map tattoo. It's fun, it's flavorful and it presents a strange story history literally written on the skin/scale/feathers.

You can use them to get you access to a lot of niche ideas too. From claws, heals and more.


Loving the discussion and the back and forth here. Helps me from my perspective as a GM. Please keep things civil is all. You both have great points and I think I'll need to have a discussion with the player in the future moving forward just so we have an agreement. Likely will end up middle ground here, but we'll see what the players expectations are. Thanks guys.


Errenor wrote:
Kilraq Starlight wrote:
you never really have a reason to sustain it outside of not needing to overflow again to shoot it.

By the way I also don't see overflow trait on it. Is it an AoN problem?

Kilraq Starlight wrote:
Shame too because it makes it so you never really have a reason to sustain it
Sustain could also be one of the actions to Reload, shoot or move it.

I don't have the book so I can't confirm either. I swore it did, but likely is also due to me just being used to most three action impulses being overflow (like walls).

Weird though, it feels like an overflow impulse. Has all the normal signs. Huh... Neat.


Errenor wrote:
It looks like a real ballista at first: "you create a rugged wooden ballista", but then it doesn't have any normal stats, its attack is purely impulse attack (which allies obviously can't use), and all actions possible for it are 'you' actions. So no, this is purely a skin for a kineticist's impulse, allies can't interact with it (and also they don't have anything to reload it, all reloading things you evidently conjure yourself). Enemies can't too btw as it doesn't have any stats.

Yeah looking at it again I am not sure where I got the ally part. Shame too because it makes it so you never really have a reason to sustain it outside of not needing to overflow again to shoot it. Having allies assist would help. I think for the kids at my table I'll allow allies to assist it though, as it would be a fun little interaction for the player. And also allow the enemy to destroy it too. Thanks for the second set of eyes!


A quick question regarding the fun little overflow feat, Elemental Artillery. If the impulse is sustained on the second round, it continues to exist and other people can interact with it to load and prep the ballista. My question is, who can fire it? Only the Kineticist? Can the Kineticist use the sustain to help reload, another ally use another interact for the second and a third ally launch off the shot? Or does the Kineticist have to launch the shot on their turn with their sustain action? It feels like there is a lot of missing information.

Here is the information so people don't have to look it up.

Paizo wrote:


Spinning wood and metal together, you create a rugged wooden ballista. The ballista is Medium and appears in an unoccupied space within 30 feet. It immediately shoots a bolt with a jagged tip of elemental metal. Make an impulse attack roll against the AC of a target within 120 feet. The target takes 3d12 piercing damage on a hit (or double damage on a critical hit).

The ballista can be shot again, but it must first be reloaded with two Interact actions. The ballista lasts until the end of your next turn, and you can Sustain the impulse. Each time you Sustain it, you can roll the ballista up to 20 feet, shoot it if it's loaded, or contribute 1 action toward reloading it.


Easl wrote:

Not sure about rivals.

But another thought on your PC: your wood gate gives you access to vitality blasts. Vitality aka positive damage already tends to bypass resistances on incorporeal spirits. So you might be able to replace the ghost touch rune with some other rune and you'll still be able to do full damage to most incorporeal threats with your L5 2d8 30' EB.

Great point. I tend to just think of ghost touch runes at this lvl as a standard. I forget you get the option of positive energy with the wood EB. Thanks.


Easl wrote:
Looks fun. Keep in mind that Timber Sentinel doesn't protect *you*, only your allies. So if you took hardwood armor + sentinel thinking you could wade into melee with the tree there to protect you, you might want to consider changing out the armor impulse for one of those elements' ranged attacks and then stay at range. Or maybe pick up another support impulse. (I would not ditch Sentinel. It's too good.)

Thanks for the warning. I'm aware of the timber sentinel issue not being for you. But thank you for the warning. The idea would be to blast at the sides but still be a threat if in person combat became a concern.

Thanks for advice! Any suggestions on a potential fun rival type character to pitch at the GM? I can't decide on what would be fun.


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Bluemagetim wrote:
Kilraq Starlight wrote:

Can I interest you in a 4th lvl spells called "Draw the Lightning"? You beckon thunder from the sky AND keep some in your hand for 1 minute.

The stays in your hand part is a seller.

Yeah ever since I learned of the spell I've had some theory crafting on how to build around the spell. Small race, melee class for the melee hits. Magus seems best, but there are many route. You can get the spell on a jolt coil at lvl 12. If you want to go unarmed you can get the lvl 1 wooden fist spell for 1d6 magical 10ft reach unarmed. Knight Reclaimers got "for love, for lightning" focus spell if you got a nice gm.

There's other ways to stack it all together but you can get a ton of lightning damage if you're clever about it.


lemeres wrote:
Kilraq Starlight wrote:
Bluemagetim wrote:

lightning is the best element because chainlightning.

Because d12s are fun.
Also its better when lightning is blue.
Also better when lighting is generated from one’s hand instead of a cloud.

Can I interest you in a 4th lvl spells called "Draw the Lightning"? You beckon thunder from the sky AND keep some in your hand for 1 minute.

I just checked it. It is legit. It has d12's.

Truly the most fun of all dice.

As for the main topic... Dandy is clearly the best archetype, though I'm sure the celebrity will disagree.


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Bluemagetim wrote:

lightning is the best element because chainlightning.

Because d12s are fun.
Also its better when lightning is blue.
Also better when lighting is generated from one’s hand instead of a cloud.

Can I interest you in a 4th lvl spells called "Draw the Lightning"? You beckon thunder from the sky AND keep some in your hand for 1 minute.


I'm joining a new campaign for a newer gm. The table agreed to the rules and had a somewhat productive session zero. I've put together a silly build that's all about assisting the rest of the party while not drawing the limelight. I'll post the build below and some of the items I've chosen (starting lvl 5 and had a 500gp start).

Looking for advice on how to keep it very assistance based as well as ideas for a potential rival archeologist.

Lvl 1 - Class Kineticist, Dual Gate (Air/Wood), Air Impluse - Four Winds + Wood Impulse(Hardwood Armor), Class feat - Timber Sentinel
Background - Archeologist
Race - Tengu Hungerseed, Feat - Uncanny Agility

Lvl 2 - Class - Fresh Produce (Wood)
Skill - Additional Lore (Architecture)
Free Arch - Archeologist Dedication

Lvl 3 - Acrobatics to Expert
General - Toughness

Lvl 4 - Class - Lightning Dash
Skill - Settlement Scholastics (GMs ancient culture group)
Free Arch - Magical Scholastic

Lvl 5 - Class - Expand the Portal (Air Junction for speed + Tumbling Lumber (wood)
Ancestry - Storming Gaze
Skill - Athletics to Expert

Final Stats - Str 3, Con 4, Dex 3, Wis 1, Int +2, Cha 0
(game is unlikely to go to ten, so no investment in con +)

Skills - Acrobatics (Expert), Athletics (Expert), Lore (Regional GM culture) trained, Lore (Architecture), Nature (trained), Occultism (trained), Survival (trained, Thievery (expert)

Gear - Adventures Backpack, Tent (4 person), Explorer's Clothes (+1 potency), Handwraps of mighty blows (+1 striking with ghost touch), bracelets of dashing, necklace of knives, memoir map tattoo + Bewitching Bloom (Lilac), Gate Accenuator (wood), Marvelous Miniature (ladder x2, campfire x2, chestx1)

Again, any suggestions on making a nice support party archeologist is appropriated. In particular, any advice on ideas to give a GM as a rival (since any good archeologist has a competitor).


Thanks for the good feedback and ideas everyone. I agree with Easl comment, this is a white room kind of list. And it is completely removed from the RP element, which is why my list has lots of qualifiers and omission options. Also nice to see a kindred spirit in LunarVale.

As others have stated I believe theme is primary when making a character. I just like thinking out the full mechanics as well once I got my theme.

Things I find interesting about this is the idea of making a non- professional adventure as mused by Mathmuse. I like this. Not every character should be an optimized honed adventuring king. It's nice to see how Math could showcase this with my list. The design space of this game is pretty flexible in allowing for a variety of characters, even no professionals. (Btw, to answer your question about number 1, I was referencing classes like Thaumaturge, where you don't nessecarly need to focus on their class score.)

Thank you all again for the feedback. It's been fun reading this.


Kyrone wrote:

I usually build around a theme or a specific feat or thing that I liked in the class.

But is usually Max key attribute score, skills and skill feats on theme of the character or just the ones that I have the highest stats, make the saves as high as possible and that's it.

Like I could make Wrestler Warpriest focused on Athletics, Acrobatics and Medicine going after body perfection and focus on self buff spells, or I could make an Archer Warpriest that follows a hunting deity and then the skills and skill feat would go after Stealth, Suvival and Nature and have spells that works well at long distance and survival.

Agreed. That is the beauty of the game. You can make a varied set of characters, even in one class. I guess I'm weird in wanting to make a check list of useful or needed stuff. As I tried to suggest, it's impossible for any one character to be that versatile.


SuperBidi wrote:

Man, that's a lot, your characters will always look the same with such a list.

Personally:
- Maxed attack skill.
- If possible, maxed KAS (if not the attack skill).
- No save left behind when increasing attributes every 5 levels (if I have Bulwark I don't increase Dexterity).
- Some out of combat abilities, in general skills.
- In general, high Charisma or Intelligence.
- In general, a weird uncommon build that no one else is playing.

That was my point, it's too much for one character, these are the things I try to put into a character, mechanically. Basically it's impossible to have them all in one character. Nor would it be good if you could. (Not sure I was clear on that point)

I like your priority list. Clean and efficient.


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So all the talk about the new ancestries and revamped classes has got me thinking about how I "mechanically" make characters. It made me realize that I (and likely others too) try to make sure we always have certain things when making a plan for a character. I made a list and I realized, outside of Free Archetyps funsies, I rarely can get all of these and often cut out some depending on what my teammates do. I'll include my list so people can make their own cuts or addtions.

So, mechanically, what are you MUST haves when building a character? What would you add or cut yourself? Again, just curious what others try to do.

Kilraq wrote:

1. Maximum KAS (when appropriate)
2. Best save scores possible for build.
3. Good Reactions
4. Good Free Actions
5. A Stance of some kind.
6. Access to spellcasting of some kind (unless well covered by party)
7. At least expert in Stealth
8. The ability to Recall Knowledge at some skill level.
9. Fleet, Toughness, Cunning Acumen
10. 3 useful focus spells (if possible)
11. A ranged or melee backup option.
12. A ranged "third action" option. Bon Mot, Intimidation, Trip, Grapple, Shove, etc.
13. Flight or Air Walk
14. Maximum AC per level
15. When possible, Acrobat dedication
16. Access to Invisible & See Invisible
17. When possible, ability to see through concealment
18. A teammate buff option (passive, active or reactive, as an option)
19. Medicine + Battle Medicine OR lay on hands (if no one else is bringing healing). (Alternative is Kinetistic healing when getting a stance)
20. Linguistic skills (languages, speak to "X", Truespeech, etc)


Arrendis Lionheart wrote:

Thanks for the detailed response! I agree that it should very likely have higher ranked versions (especially if there's a DC). It came out...

Happy to have assisted. I'm no expert in this game but it felt like I could respond appropriately here. Good luck with your game and future rulings.


Gortle wrote:
Baarogue wrote:
Just another example of a writer treating the Silence spell as if it were still the PF1 version, which could be cast on enemies. I agree with ruling it a Will save, since that's what it was in PF1

It is very easy to cast Silence 4 on a character and close to melee. This very much does stop the enemy caster - or at least force them to move - with no save.

I'd probably rule no save. But you have to spend an action to remove the bullet. But no one will hear your screams so it is OK.

This literally made chuckle. Well done sir, well done.


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I think the key aspect of this is the spell itself. The 4th rank version of silence specifically makes a 10 foot emanation around the target of the spell normally. So let's look at the rules for all parts.

P.S I really need to learn forum posting code. /Facepalm

Rulebook wrote:
An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the bless spell’s emanation radiates 15 or more feet outward from the caster. Because the sides of a creature’s space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected.

Silencing shot itself has a 25 (DC). Now you are correct it does not list what the DC is for but imo you correctly parsed what should have been done. It's not a reflex save, since that would be the avoiding of something more visable in nature. It isn't resisting a poison or other physically inhibiting ailment. This really only leaves a mental alignment or a loss of senses, which, I believe, silencing shot would qualify under.

The only other aspect of this then becomes how does it affect the target?

As mentioned earlier it creates a 10 foot emanation. The spell also itself has a 1 minute duration when used on a friendly target.

Using the TGTBT principle, I think we can agree this would be too long of a effect. I think you have ruled well for a duration, but it's also ignores the emanation effect, because the ammunition specifically calls out that it should.

Great discovery. I believe this should get an errata to clarify. Also, this strikes me as the kind of ammo that should have ranked versions.


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AnimatedPaper wrote:
Kilraq Starlight wrote:
...

I plan to knock together a quick one based on the warpriest doctrine once I see PC2 and the alchemist chassis. I personally count that doctrine as a proto-class archetype instead of a subclass, so it makes sense to me that a version that can be applied to any of the caster classes should exist.

I’m curious how the CA in war of immortals will compare.

Color me curious what your final results will be. Please share here when you are finished. I'll make sure to do the same.


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The Gleeful Grognard wrote:
Kilraq Starlight wrote:

Dragon Claws got a bad rap imo. They were a full 1 minute free claws. No concentration. The extra damage scaled up to 3d6, and they gave you resistance to boot. Even better, the later bloodline spell 'Dragon Wings' gave you the option to use two focus points for claws when you cast the wings.

In theory, the focus spell and it's later twin we're really thematic and impactful. The issue came from putting them on a caster frame with no means of capitalizing on the full possibilities. (Much like the current hiccup occuring with Battle Oracles now.)

Honestly it makes me want design a class archetype for both "subclasses" on these two classes. Turn them into wave caster gishes, power them up into a stronger frame and let them go to town. Enhance the blood or curse aspects a bit. Will be some fun developing while I wait for the next scholastic school year.

It bugs me that some folks are cheering for the replacement to dragon claws... it is a two action attack focus spell... with cantrip tier damage. It is almost always beaten out by save cantrips.

I don't require something to be optimal, but damn it would be nice to see it useful at all. I see it as even more situational than dragon claws.

I'll hold out full judgement till I see the full changes myself, but it does strike me as underwhelming. Honestly it feels more like something a Magus or eldritch archer will steal through dedication.


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Dragon Claws got a bad rap imo. They were a full 1 minute free claws. No concentration. The extra damage scaled up to 3d6, and they gave you resistance to boot. Even better, the later bloodline spell 'Dragon Wings' gave you the option to use two focus points for claws when you cast the wings.

In theory, the focus spell and it's later twin we're really thematic and impactful. The issue came from putting them on a caster frame with no means of capitalizing on the full possibilities. (Much like the current hiccup occuring with Battle Oracles now.)

Honestly it makes me want design a class archetype for both "subclasses" on these two classes. Turn them into wave caster gishes, power them up into a stronger frame and let them go to town. Enhance the blood or curse aspects a bit. Will be some fun developing while I wait for the next scholastic school year.


Gorgo Primus wrote:
I’m really glad the multiclass Flurry of Blows has a cooldown penalty now so not everyone will/can poach a major Monk selling point and feature, but why doesn’t the multiclass Champion’s Reaction have one for the same reason? At least that’s what the previews have lead me to believe is how things stand in PC2.

My personal guess is that it's due to how Paizo views the difference between actions and reactions. Likely they think a reaction isn't worth putting the same cooldown.

Mind you, I agree it should have a 1d4 cooldown too. But I'd like to see dedication spellstrike get the same treatment too, so... /shrug


I'm honestly surprised all the theorist are not here making guesses about Gorum's death based on the player advice here.

In particular, the Lore sections and the deity suggestions seem like good areas to build predictions on. Looking at you Norgy, Zon.


Ezekieru wrote:

Blood Magic is getting boosted specifically. Not only will you get your Blood Magic effects at 1st level from your Bloodline, but also you can pick up additional Blood Magic effects as you level up. The one mentioned was Propelling Sorcery, where when you Cast a Spell, you can make it boost a little bit with magic around, or push people.

Great information. I hadn't heard this information yet. Nice to know we can specialize in "the blood" further via feats, as long as they don't end up feeling like obligatory choices.


This makes me really wonder what changes we already know have to come with the remaster.

We know at least the following for Sorcerers.

1. Bloodline magic is getting a boost.
2. Draconic Sorcerer is getting changed to match the new dragons.
3. By extension, that means a change to the Wyrmblessed bloodline too.
3. Hag Sorcerers will need the same treatment, though what that change will look like we don't know yet.
4. Genie will likely see a small expansion or change with the geniefolk changes with their remaster change.
5. The same goes for Elemental sorcerer with the addition of the wood and metal plane.

Does anyone else know of things for Sorcerers that will need changes? I sadly do not have the funds to buy the remastered material at this time so I can't do an exhaustive search.

And to stay on topic I love the Imperial, Phoenix, and Shadow bloodlines myself, with draconic and Wyrmblessed being good standard options.


One thing I do find interesting is that it says "If you have any kineticist impluses with the same element as the one you choose for your instinct... They gain the rage trait."

This is interesting because it means you could choose air for your instinct, then choose earth for your dedication. The earth impluses wouldn't get the rage trait. That does mean you can't use anything that requires concentration during rage (your earth impluses) but it does mean you could use them before you rage. While the impluse action trait does require concentrate to use, things like the armors do not require they be used every round. So a first round could be getting into aura, armor and some other long lasting affect, then raging with them all after. Definitely not an effective routine, but workable.

I agree though that it's best to just wait and see if there will be any major changes to how rage works in the PC2.


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Since it never gets enough love or recognition, for a planned duo team I've always been a fan of a Fighter(or Gunslinger) with the Sniping Duo archetype, and a fellow melee (Barbarian, Ranger, Fellow fighter, Rogue, Thaumaturge, Magus, etc).

The additional damage bonus from the dedication stacks with most melee classes bonus to damage, and the other goodies the archetype gives are just fun and very thematic.

Best of all, once you have the feats you want you can branch either of them into fun alternatives, such as the Eldritch Archer, Unexpected Sharpshooter, or whatever else fits with the theme the pair desires.


I feel like you can expect these to only be available via archetypes. They will likely have class archetypes, but just like with Martial Artist and other variants of that they will likely have some of these covered in non class archetypes too. Time will tell.


Thanks. Missed that part. /Salute


Errenor wrote:
Kilraq Starlight wrote:

Note the the remaster trait addition, subtle. Also note that there is no saving throw or the requirement that the target is willing.

And with that a story...

...

Also, as we are in Rules forum, you can't cast in pest form.

Is that a nested rule? I can't seem to find it. I believe you I just can't find the connection point. The polymorph trait doesn't mention voice loss, and the pest form spell says it doesn't affect statistic, so I am assuming the intelligence loss (and thus language loss) doesn't apply from the animal tag. Just trying to figure it out, because I may have ruled this wrong at a table then.


Errenor wrote:
Kilraq Starlight wrote:

Note the the remaster trait addition, subtle. Also note that there is no saving throw or the requirement that the target is willing.

And with that a story...

Fun story. I even made something like that myself, only the trickster is much-much less benigh.

Only the topic is about another spell :) Sending is a whole 5th rank. So it's neither elementary nor common. And 5+ spell slot every hour... oh, poor Archie if it weren't just a simple Message instead :)
Also, as we are in Rules forum, you can't cast in pest form.

/Facepalm

Well that's what I get for writing a short story while in a taxi. Thanks for the catch. And sadly that spell doesn't have the subtle tag. Considering that it can be done on a planetary scale though I guess it doesn't really need it.

Still hilarious though and I do concur that it doesn't indicate who is saying the message. I'll see if I can edit my story now. ...and it will not. My forever shame must be visible.


Note the the remaster trait addition, subtle. Also note that there is no saving throw or the requirement that the target is willing.

And with that a story...

Archie had been plagued for weeks by the voice. Every hour, it whispered dark promises to him. He promised to find whoever was the cause of this villainy, but he was fruitless in his hunt so far.

Eventually knowing he wasn't just going mad, he has resorted to begging for assistance from the local magi and eldritch researchers in the town. They told him of the spell, elementary in nature, but so very common. All of this was of little comfort to him. The only respite they could give him was some glasses, enchanted with the ability to see the arcane auras of the world around him.

He would find this fiend, this devil. He had too, he couldn't remember the last time he had a solid nights rest.

*** Meanwhile, behind the ally way...
Young little Clover loved playing her little games. He teacher was a big old person but ever since she learned this little trick she'd been having so much fun.

She was being careful, her mother taught her well. She never left her human form when around others, but her mother never said anything about being in her fox form, as long as she kept out of sight. Oh this game was much fun!


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Makes that old fortune teller in the reclusive tent much more interesting. Is that an Omen dragon, a swindler, or just a simple old person dealing the cards or peering into the crystal ball?

Oh side idea. What if you had a campaign with a story teller type omen dragon trying to fight the manipulations of a conspirator dragon? A back and forth mental game with the players caught in the crosshairs!


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Nice. Always glad to have more options. I run games for my students at the school club and internet isn't always a guarantee. Offline backups or even a good paper print are huge helps.
Glad to have folks like you in this community.


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After the heroic work that the Archives has put in, I am glad to see they are marked "safe" as well.

Salutes to you and your team.


SuperBidi wrote:

The most common political stance is fighting intolerance: seek to understand the struggles of others (Anathema) Force others to accept your customs and ideals, actively seek converts to your religion, proselytize, dismiss or judge others or their creations for being different, Hold onto prejudices when confronted with truth, spread false generalizations of other people, Dismiss someone's expression of themselves, Disapprove of a person just because they're weird or abnormal, Disapprove of or oppose a mutually beneficial relationship just because it's weird or abnormal, Judging another hastily, attempt to change others to be more like yourself
With the subsets of anti-racism: (anathema) advocate for the superiority of one culture over another
anti-specism: (anathema) Show needless cruelty to animals
And anti-ableism that I read a lot in Ardee but that I can't really quote.

There's also a lot of individualism with the subjects of:
Self expression: help people to express themselves, Events in life are not fair but people should strive to be
Self acceptation: follow your own laws, strive to be true to yourself, Be true to your own desires even when doing so harms others, if you’ve done no harm then you don’t owe people explanations for who or what you are, Redeem yourself for past regrets
Self improvement: train to achieve perfection, Try to suck a little less today than you did yesterday, learn from your past mistakes and successes, learn from the failings of others to better yourself and how you treat others (anathema) Refusing to admit you were wrong when you are, Waste not the talents that come natural to you.
I could even add: Seek advanced technology and use it

Anti-slavery positions: fight those who would oppress others (anathema) abuse...

Sounds like we just had a difference in definition of "political". I was referring to only posters who specifically talked about engaging in strong social acts as being advocates for political playing.

For example the god I designed would not be engaging purposely in political actions in the heavens, more reclusive in nature and acting mostly in self defense.

Likely it's the American in me just grossing over the idea that one wouldn't just inherently be against racist tendencies or enslavement, which yeah wouldn't exactly be the norm in the Pathfinder universe.

Fair enough, from your perspective I can see how most posters come across as having strong socially political viewpoints though.


SuperBidi wrote:
It's interesting to see that, given the possibility of becoming a god, a lot of posters would choose to somehow engage in politics.

I am not sure "lot" is the right word there. To my eyes only about 3 posters really have potentially political focuses in their divine focus. Some of them could be political if you stretched what was said though for sure.


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Taking aside the arrogance of becoming a god and all, it was a fun prompt to think about... (Also, remember folks this is the internet, please don't use your real name!)

Category - Newly Risen God
Edicts - Avoid unneeded conflict, protect those you consider close, be clever in all that you do, strive to be true to yourself.
Anathema - Force others to accept your customs and ideals, abuse or enslave others to your will, betray those close to you.
Areas of Concern - Guardianship, Family, Self-Betterment, Restraint
Follower Alignments - Alignments are shackles that shall bind no more
Pantheons - None

Devotee Benefits
Divine Ability - Constitution or Wisdom
Divine Font - heal
Divine Skill - Diplomacy
Favored Weapon - Longspear
Domains - Confidence, Family, Perfection, Luck
Alternate Domains - duty
Cleric Spells - 1st: Shielded Arm, 3rd: Wall of Thorns, 7th: Unfettered Pack

Divine Intercession
Kilraq’s gifts take the form of connections and support, from the most unlikely of places.

Minor Boon: Kilraq warns his favored against those who might assault those who are best left to their own devices. Once, when a teammate rolls a success on a Perception check to spot a hidden target, they get a cryptic warning from the DM that could lead to a possible non-violent solution to a potential encounter. Kilraq typically chooses to grant this boon in response to an extreme situation where conflict could lead to massive losses on both sides of a fight.

Moderate Boon: Kilraq blesses your diligence to your friends and family, leading to a strong sense of teamwork. Once per combat, if you roll a critical failure on a saving throw, you get a failure instead. Alternatively, if you roll a success on a check to protect an ally from harm, you reduce the damage of that attack by 2 per character level.

Major Boon: Only by seeking to better yourself can you find a way to protect those you call your own. Once per day, when engaged in a social situation where having the correct words or gift could solve the conflict or help save one you call your own, you mysteriously have a token or charm that can help resolve the situation. If there is no possible diplomatic solution to the encounter, you do not lose this boon, but instead, those within a 30-foot emanation around you gain a +2 status bonus to their saving throws or a +1 AC circumstance bonus, whichever is more beneficial.

Minor Curse: Any time you curse, illegally harm or kill another creature, or attempt to betray another, an audible voice rings out saying “tisk tisk tisk". This sound instantly alters others to your presence and gives them a +1 circumstance bonus to their AC against all of your attacks. This curse can be lifted by engaging in sincere acts of charity and community building that benefit society as a whole.
Moderate Curse: Kilraq curses all your allies, leading to disaster as all your friends consider you the reason for their failures. The result of your check to Help Ally is always one degree of success worse than the one you rolled.
Major Curse: You become honest to a fault. You constantly suffer the critical failure effect of zone of truth. Additionally, your intimidation checks are always one degree of success worse than the one you rolled.


Elfteiroh wrote:
Nice to note that beside the bargain being more detailed and clear on what it actually do (and being a very bad bargain in the end with the perma Sickened 2), the full stat block barely changed from pre-remaster mechanically speaking.

Imagine a scenario where you are an outsider into a small costal city. News has reached the capital that the costal city has a surprising case of massive weight loss and the royalty in the area wants to know the secrets of how. (so some certain nobles can be thinner too!)

The investigation reveals that many people are taking up a sea hag's bargains, purely for the sickness that occurs to her victims. The townfolk are very protective of her. What will your adventuring party do?


Question, will your table be using the free archetype system? If so I'd heavily consider going Earth Kineticist as your base class and use your free archetype feat for Druid instead. It seems to me that would match your theme much better without having to sacrifice much.

Is there a particular reason you are really tied to the idea of druid as the base class?


As someone who has many friends and coworkers who still prefer PF1E, what I want would honestly just be a few more Mysteries. The choices we have actually ported over are fairly small in scale.

One of my favorite characters from that edition is a Lunar Oracle. It was fun playing around with druid tools with a divine spontaneous toolkit. Longspear was my best friend.


The Raven Black wrote:
Kilraq Starlight wrote:

Might be in a different section of the two books, but I'd love to see an expansion (and maybe freedom from the ancestry) of the foxfire feat from the Kitsune ancestry.

Ranged unarmed attacks are an rarely explored niche in the game. I love the concept of foxfire. As someone living in China at the moment, I can assure you balls of fire that people hurl are very much part of their martial arts tv shows.

(Yes I am aware of the third party book that expands on the Kitsune. I'd just like to see Paizo owned work in that direction.)

I would like it better as a Monk / Martial Artist thing rather than restricted to a specific Ancestry

If be down for that. With Kins being a "thing" now I see no reason we can't play with this.


Might be in a different section of the two books, but I'd love to see an expansion (and maybe freedom from the ancestry) of the foxfire feat from the Kitsune ancestry.

Ranged unarmed attacks are an rarely explored niche in the game. I love the concept of foxfire. As someone living in China at the moment, I can assure you balls of fire that people hurl are very much part of their martial arts tv shows.

(Yes I am aware of the third party book that expands on the Kitsune. I'd just like to see Paizo owned work in that direction.)


I've always been partial to the following..

1. A dragon flies by. Sets up the idea of local threats in the area and makes the world bigger. Vary the monster from time to time.

2. Local warrents for arrest posted on the road from a neighboring area.

3. A circle of mushrooms along the road. In this case it is a total natural occupance, but if the players get very invested in the idea feel free to spice it up.

4. (When traveling a forest or cave) Players stumble across the dead skeleton(s) of former adventurers. Feel free to have a journal prepared with their lives and unfortunate end.

5. A flock of crows fly by and land on a nearby tree and caw loudly. They fly off after a few rounds but it gives a very ominous tone. (My college area had a place where every fall this literally always happened because it was on their route.)

6. A traveling couple is fighting on the road, with a broken wagon and goods to trade. If the adventures get involved they can assist in a few ways. fixing the wagon, solve the couple's drama, cause the couple to break up, or get into a non lethal brawl. Feel free to spice things up as desired.

7. A wolf pack watches carefully from a distance, eyes glowing yellow in the moonlight. If not attacked they leave shortly and can be heard attacking easier animal prey.

8. A waterfall is encounter along a road or mountainous area. The water is flowing in reverse UP the waterfall. The water is magical and can be collected for arcane, occult or religious people. If investigated future a tiny portal to the plane of water is found but is too small to access.

9. A old abandoned tower is found, with no way to get inside besides a tiny window at the top. Inside can be found an musty and dirty room, a bed, kitchen goods and a still working box that can draw forth food 3 times a day. Bits of hair can be found, dirty and very long. If cleaned they appear to be blonde.

10. A baby is found in a shabby but functional basket. A note is attached asking the finder to take care of the baby and to keep it safe. A smidgens of blood can be found on the back of the note. If magic is detected a faint aura of magic still lingers.

Enjoy!

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