Rogue

Kilraq Starlight's page

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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.)


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.


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.


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).


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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)


While I am sure we will just have to wait for the coming remaster for full news, one thing that got me curious is what will happen to the current feats that fall under most spell casting dedications.

For example, the wizard dedication has feats to improve your spellcasting training to expert and master at specific levels. While still needed for some classes (Fighter), these feats will essentially be worthless for classes who already have spellcasting advancement. So any caster, but also Champion, Monk and the like.

Do we know if there is any current plan to alter these feats or change how these feats work in the future? I've not been able to keep up with the news in this regard and was curious if anyone already knew am answer.