Rogue

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While I've never played a monk to that level but I'd love to have a multiclassed monk who picked up some Kineticist stance feats to merge them together with a monk feat. There are fun possibilities in that set.


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This sounds like the realm of rituals or wish spells, as others have said. I'd imagine if said Kobold did something that was huge for dragonkind, something that benefited all dragons, that some of them may create a unique one time ritual to help said Kobold become an honorary member of their kin. I'd imagine it would look like something like a mix between the wish ritual and the reincarnation ritual. With 3 dragons of different traditions having to serve as the secondary casters. Fun to imagine... Give me a bit to homebrew it.


The Total Package wrote:
It seems like there are very few good talismans

I wouldn't say that. They are easy items to give away as a GM without doing any lasting damage to the "total treasure" guideline, since they are one and done.

For example, at lower levels a caster and a melee (minus fighter) will have the same chance to hit with a weapon. Imagine having some organization give it's new members a small set of predators claws or potency crystals. Let's everyone feel powerful for an important hit. Or if you're trying to encourage tactics, give them some wolf fangs as well to incentive tripping.

Or if the party is going to be doing some dangerous activities near a cliff, give them a few jade cats as a safety measures.

Treat them as the consumables they are. Interesting effects. Used to give you an edge in a situation you are predicting could come up.


Plane wrote:
What's Oracle systems for the GM?

It's a system that came out of the solo rpg tabletop world. The idea is you have a list of charts and random rolling tables that you use to determine the events of a story, with you the player (or player if there is multiple players) interpreting the results of the roll on the table. Simple ones use 1d6, but there are others.

Trevor Devall has a good YouTube set of videos on his own campaign using the system. https://www.memyselfanddie.com/

I'm just looking to see if anyone has experience with the many different versions out there for the Oracle/DM. Alot of people use AI for this now, but I'm not comfortable going that direction atm.


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The Total Package wrote:
I am in the city of Absalom!

Best watch your coin purse than. Absalom is a big and dangerous place.

As for Talismans, there are many! A word of caution though. Spellhearts and talismans share the same slots, so explore ones that typically don't fit on a weapon or armor slot if you are using them. The one that grants 'safe falls' is one of my favorites to keep on my person at all times.


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YuriP wrote:


Lol you could have players play I rolled low again bingo.
If they fill out their bingo card they get a 20 on their next roll.

I run a game for teenagers. I will be adopting this idea for my table. The kiddos will love it. Haha


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Tridus wrote:
Big question: Will the AP have modifications in it to play it without Mythic?

The big question here. I'd like to know this as well.


Also, as a side note, I do NOT want to have them try to run a game using AI. I have yet to find an AI that actually knows PF2E rules, it usually creates a lie or made up rule/feature.


So I am currently running a Tabletop RPG club for my school kids and I want to know what experience people have with using Oracle systems for the GM. This would let me have multiple games running, with me just giving advice to the students and helping them with good guiding questions to decipher the dice roll on the tables.

I've made a couple tables for them to roll on so far myself, but I know there are some good pre-built Oracle systems for those who do solo-rpgs. That said, I've never run any myself and have no idea which ones are best when it's a group, not solo. My googlefu is usually pretty good, but I get strange results when I try to find information. Anyone have suggestions, starting points, etc. I'm up to buying pdfs if I need too to have the students use. (I'm teaching in China in an international school, so physical books are a no go.)


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I played DnD initially (3.5 era), but never found a consistent game as a kid. When I was in the military one of my superiors ran a game and I got into character building then. Later, when both of us left the military, we meet again and he ran pathfinder instead of 3.5 or 4DnD. I liked the open source information and the ability to find information freely. I played that well into 2019, when I heard about the PF2E playtest. As a caster favoring player, I did not like the initial taste of PF2E, but Nonnat1 videos eventually got me to give it a second look. Between that and the Archives, I got sold. I've been running a school club for my students since then. Fun times.


Sadly I am not in Oregon anymore. however, I have a few friends in the area, I'll inform them.


Dustfather wrote:
Last session got my hands on some full plate. Nice AC when I raise my shield

Plate is life (particularly if you can get mighty bulwark). Any big fit moments yet? Other members surviving well?


Maya Coleman wrote:
Kilraq Starlight wrote:
Could be a good community project. Give advice or warning about certain classes that have since come out for that campaign. Would take a lot of work but would be a worthy sort of task that would help out many.
This is a really, really good idea, Kilraq!

Yeah. Maybe we can make a thread or section for it and produce some templates to follow, then break it into areas for an AP. Would need some forum adjustment I think to allow it to work on the forums, though if someone had the time to make a Google doc for it that could work too. Sadly neck deep in working on a work certification atm myself so I can't do so. :(


Dustfather wrote:
Maya Coleman wrote:
I check this every day of the week to make sure you haven't died again. ㅠㅠ

LOL... oh it came close this past session. Well it came close not due to HP, but due to some conditions and a disease. I pulled through though thankfully.

Now we are level, so there is that! :)

Time for some blessed one feats maybe?


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Could be a good community project. Give advice or warning about certain classes that have since come out for that campaign. Would take a lot of work but would be a worthy sort of task that would help out many.


Now I'm picturing your character window shopping for shields, going over their fine points, while sipping on some local street food drink.


Dustfather wrote:
ottdmk wrote:
I'd be really curious to hear details of your Build. Fighter/Alchemist can go a lot of different ways.

Hold-scarred Orc- Fighter Vicious Swing/Aggressive Block- Axe and Shield

Alchemist - Mutagenist focusing on mainly combat buffing mutagens (though know cognitive and what not)...

Have a fair amount of skills and the like.

If anyone wants to check him out (he is missing a shield because it broke) - https://pathbuilder2e.com/launch.html?build=1048347

A good build. All the talk about the summoner in the general area has made me start thinking about a Summoner/Rogue build. Your own gangup partner! :p

May the adventures for your Mr. Hyde go well!


Unofficially, apps like Wanderer's Guide and Pathbuilder seem to be giving the bonus for both classes. As for official... No clue.


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Cleavis Morerats wrote:

Cleavious the friendly neighborhood goblin merchant makes a big ear-to-ear tooth-filled grin when hearing someone is looking to be sold an archetype.

"Did you say sell me an archetype? It's your lucky day I'd be more than happy to sell you an archetype, let me tell you those free archetypes are overrated, much better if I sell you one! My favorite is this really expensive one over here, how much gold did you say you have?"

I feel this post is a prime example of 'Tell me you're a dandy archetype without saying you're a dandy archetype" kind of thing.


Dustfather wrote:
Yeah my new guy is a smarty tank :)

Update with your (mis) adventures when you can. I wish your new brainchild a safe adventure! May they have a less tragic ending.


Dustfather wrote:

The character died... Death to Wasp Swarm/poison!

So, I brought in another character. Fighter/Alchemist (Mutagenist).

Reading this felt thread felt like watching a show and then getting an anticlimactic ending. Alas poor unnamed Inventor, we hardly knew thee. Haha

And yeah... Swarms are something I think everyone needs a plan for at some point in their build.


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Outside of multiclass options, I love the flavorful shooter options.

Unexpected Sharpshooter -https://2e.aonprd.com/Archetypes.aspx?ID=123

You get to be that wild card wherever you go. Super flavorful and fun to RP.

Sniping Duo - https://2e.aonprd.com/Archetypes.aspx?ID=121

Closest we got to combo team play. Love the build up and the mini buffs you can give between yourself and the spotter. Nothing like built in RP story stuff.

Soulforger and Mindsmith - https://2e.aonprd.com/Archetypes.aspx?ID=102
https://2e.aonprd.com/Archetypes.aspx?ID=194

My weapons are my mind/soul. Super fun and iconic to play. I made a Orc Barbarian with a spectral scythe weapon for my students to play with and they have always loved it.

Honorable mentions - All of the Pathfinder society archetypes. Flavourful and full of useful skills/actions for all types of players. Better for the RP group though. So Swordmaster, Pathfinder Agent, Etc.

Also Shadowdancer and Eldritch Archer. Mostly due to PF1E love, but they are still so much fun to design and play out these kind of characters.


Rory Collins wrote:
Kilraq Starlight wrote:

Combo attacks are an area that PF2E does not currently tackle and would need a full ruleset to make work. Essentially any ideas would be in the realm of homebrew, which is perfectly fine! I love the ideas myself, since you could make combos with any types of attacks (Final fantasy vibes there)

P.S, Lots of chatter about Kineticist lately. Wish they would just make a class forum at this point.

Yeah, was kind of thinking that Genshin vibe of hyperbloom, vaporize, etc.

It would be interesting but would also probably become a go to where the GM would have to design encounters where the "wonder twins" couldn't get their attacks off in order to mess up their combo.

That's what I mean about needing a ruleset. We don't want to just have to leave it up to GMs to "wing it", but ways to rule it well.

For example, a hard rule that you can only do such combos to enemies who are debuffed in some manner, with some combos being possible only when specific debuffs are in place.


As much as it's fun imagining Kin's mixing, I'd love to see some melee combos too. Think of all those shows where the hulking bruiser swings hard and the enemy dodges, but they were acting as a faint for the arrow flying in from the archer behind them, or the rogue popping out of the literal shadows (Shadowdancer love woo). Would be fun to theory craft one, but that would need to be posted in the homebrew section of the forums.


Combo attacks are an area that PF2E does not currently tackle and would need a full ruleset to make work. Essentially any ideas would be in the realm of homebrew, which is perfectly fine! I love the ideas myself, since you could make combos with any types of attacks (Final fantasy vibes there)

P.S, Lots of chatter about Kineticist lately. Wish they would just make a class forum at this point.


Errenor wrote:
Kilraq Starlight wrote:
Just frustrating to have to use homebrew when it seems like a thing the developers could have built.
The number of things the developers could have built is infinite. At some point it's ok for GMs to build them themselves.

True. I'll be building a ritual here soon. I'll be posting it to share when I'm done for advice.


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Well that is the thing. I'm not asking for it as a player, but a GM. I would love to have an event for my players, using a ritual to create a Divine Warden, for the players defend an area they leave, as a plot event. Having a premade mechanical ritual is the point. If it's not there, it's just a pity is all. I try to not impliment things that are not in the books, for player transparency. Just frustrating to have to use homebrew when it seems like a thing the developers could have built.


TLDR : There is no proper ritual for a Divine Warden, found in Bestiary 3. It is mentioned, but not there, and animate object doesn't work as a replacement.

Post: I was building a character for one of my students games and I stumbled upon Divine Warden template in Bestiary 3 while researching dieties. This led me down a rabbit hole trying to figure out where this ritual was. Unless I'm mistaken, there is none. A general template is in place for the putting this on a monster, but not the rules for the ritual to make a creature this way.

Bestiary 3, page 72 wrote:

Created through complex rituals performed by a faith's adherents, divine wardens have been imbued with a fraction of the power that courses through a champion or cleric of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren't intrinsically bound to a fixed location, but they rarely leave the temple or site over which they watch.

Most divine wardens have been crafted from clay, stone, wood, or similar materials and typically have features that resemble a deity or a deity's herald. Divine wardens often have other abilities typically exhibited by constructs, such as armor plating, the ability to disguise themselves as statues, or other similar benefits.

The faithful worshippers who craft divine wardens typically animate the constructs using a special ritual in which the followers beseech their deity to empower the guardian. The divine mandate that imbues a divine warden with power also allows the sentinel to recognize enemies of its deity and prevents the construct from attacking other members of the faith, unless these patrons choose to attack it first.

In rare cases or particularly dire times, a deity might create a divine warden by directly animating an existing statue or idol to aid faithful followers. These divine guardians are most likely to be found outside of their original locations, assisting displaced congregations or pursuing those who might harm the faithful.

I've looked at the other rituals to see if maybe there was a generic ritual that accomplished something similar and thus checked animate object first. While it can function somewhat ok, it's not very satisfying since the ritual from the bestiary is supposed to create a guardian infused with divine energy that protects those who follow the deity.

Other rituals bless a place, ward an area, and other such things, but nothing does what this block suggests. Anyone have any ideas, workarounds? I'll homebrew one for my own campaigns, but this seems like such a commonly desired kind of activity that I'm surprised the ritual doesn't seem to exist.


This won't be an exhaustive list but...

Dragons breath. (dedications or ancestory, but the human one doesn't scale)

Alchemist get scaling DC for their infused alchemical items.

Some Relic seed abilities

Invested Investiture (lvl 12 Thau feat so you can use class DC instead of item DC)

Scroll Thaumaturgy (lvl 1 feat, same effect as invested Investiture)

Feathered Flechette (lvl 8 feat from Winged Warrior, use class DC. Most of the archetype works this way)

Various abilities from the Vampire, Ghoul and Zombie archetype

Alkenstar Agent feats

Alter Ego feat

This is a start, I'll add more later.

As you can see, some of these are pretty useful, allowing that class DC to be useful in a variety of ways, but definitely requires some system mastery to notice. For most people, the relic seeds scaling DCs will be the most interesting additions.


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Big thanks for the team. Your website makes running my after school Pathfinder games for students very easy. Keep up the Herculean task!


I'd say very few dedications (the whole dedication, not just the archetype) are OP. As others have mentioned, it would be a short list (and a contested one due to people differing opinions on what is or is not an OP option.)

My particular list for OP. (Either for times seen take with no real character reason, just for mechanics or potential power)
1. Exemplar
2. Champion
3. Rogue (I'm more neutral on this one)
4. Beastmaster
5. Any class caster dedication (except maybe Animist, Summoner, or Magus)
6. Acrobat (Free Acrobatic scaling)
7. Inventor (For Crafting Scaling)
8. Spirit Warrior (Merely because it's mostly a better Monk dedication since it invalidates the whole reason behind nerfing FoB and for a dedication only)
9. Pre nerf Six Pillars.

Not sure I'd ban any of these at my own tables, but these stick out as the biggest outliers for me. Only possible add would be Kinetistic dedication, mostly due to spam of some skills. But yeah, as others have already said, these are the only ones I'd see changing game balance more than expected.

As for the unpowered option... I'll do a different post on that. I've had tables where I've given some dedications and their feats as separate rewards because no one would take such options otherwise.


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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.