Twilight Pitri (Barhisad)

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Hello, I don't have my copy of Book of the Damned anymore.

I remember that the requirements for the above classes were higher than normal for the Book of the Damned boons with Demon Lords etc.

Anyone know what they are?

I can't find them on Archives of Nethys. Thanks.


Spell Blast (Su): As a swift action whenever you confirm a critical hit against an opponent with a spell that requires an attack roll, you can immediately attempt to bull rush your opponent in any direction. You don’t provoke an attack of opportunity for this bull rush attempt.

1. So do I use my regular CMB?

2. Is the size of the opponent limited to no more than one size bigger than me?

3. Can I bull rush more than one opponent as per normal?

4. Does enlarge etc. help as it normally would?

Thanks.


Can you run different versions of PCGen on the same PC?

Has anyone tried it?

I ask because I'm having problems with RC10 which is the latest stable version.

Further, I think my GM is on an earlier version so that would be good for being able to send a copy that they can open! ;)

Any help is appreciated. :)


Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Okay so the Cavalier's Tactician ability as noted above. If after you grant a feat to any allies within 30 ft what happens if they move farther out than 30 ft?

Do they immediately lose the feat?

If so what happens if they move back in range?


Okay, just for fun more than anything else. I doubt I would ever get the chance to play something like this.

Greed monster

How would you make this as a player character?

Ie: Not an eidolon or whatever.

I think I would go quilpoth spawn tiefling with the monstrous mask and terrifying mask feats for the look.

Barbarian for a bite attack of some sort. Then alchemist for the two extra arms. It would be neat to have a swallow whole attack but the only way I can think of doing that is Gingerbread witch.


Okay, just for fun more than anything else. I doubt I would ever get the chance to play something like this.

Greed monster

How would you make this as a player character?

Ie: Not an eidolon or whatever.

I think I would go quilpoth spawn tiefling with the monstrous mask and terrifying mask feats for the look.

Barbarian for a bite attack of some sort. Then alchemist for the two extra arms. It would be neat to have a swallow whole attack but the only way I can think of doing that is Gingerbread witch.


Can you combine the Bacchanal and the Court Poet archetypes???


How can I get Floating Disk on an Oracle's or Witch's spell list?

For Witch no Samsaran.

I want to use the Magic Trick feat for Floating Disk.

Oracle:
Mystery: Intrigue, Curse: Deep One

Witch:
Patron: Probably Decay
Then go into Bloatmage Prestige Class.

I am aware that these are probably not very optimized builds. I am fine with that. :)

Thanks for any help! :)


Hello!!! :)

So let's say you have a Bloodrager that is enlarged and has the Aberrant Abnormal Reach bloodline power and said person casts Long Arm.

What exactly is the resultant threatened area etc?

Abnormal Reach (Su)
At 4th level, your limbs elongate; your reach increases by 5 feet.

Long Arm
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.

Reach Graphics

I'm thinking it would be exactly as in the above Large (Tall) diagram.


Guise of Unlife (Su): A vigilante with this talent gains an additional social identity in the form of an undead version of one of his existing social identities, such as a ghoul, vampire, or zombie. Successful Knowledge checks reveal information about the vigilante as if he were undead, and he counts as undead for the purpose of divination spells and effects. He gains no other benefit from appearing to be an undead creature, and remains vulnerable to negative energy and spells that effect the living. The vigilante must be a living creature to select this talent.

Okay I'm thinking this should be obvious how this talent works but that bolded part is oddly written.

I read this as you end up with three identities. Original social, vigilante and the undead social.

However, it seems to imply the undead one is the same as the living social one.

If so that seems pretty worthless.

If not...yay...how would the pcs race factor into it?

Thanks.


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Is it unlimited?

Tentacles (Su)
Source Horror Realms pg. 7
Type Exploit of the Outer Rifts

As a swift action, the arcanist can spend 2 points from his arcane pool to sprout a pair of rubbery tentacles that grow from his upper chest. At the same time, his arms shrink into sickly, malformed stubs, capable of only rudimentary actions such as lifting small objects or making somatic gestures. Rings, bracers, and other items worn on the atrophied arms and hands remain in place, but magic items that require hands to activate cannot be used while the arcanist’s arms are in this state. Likewise, the use of weapons or shields is impossible during this time. The arcanist has full control over his hideous tentacles and can use them to deliver touch spells, or as secondary natural weapons that deal tentacle damage as appropriate for a creature of the arcanist’s size (1d4 for Medium arcanists, or 1d3 for Small ones) modified by 1/2 the arcanist’s Strength score. The arcanist’s reach with these tentacles is 5 feet longer than his normal reach.


"Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round."

I am unsure of when this would apply.

This part "that grapples you" is what puzzles me.

Does that mean that any time someone is in a grapple with me? So if I initiate the grapple they take damage or something else?

I mean I can't see how it is anything else, but I want to be absolutely sure.

Any help is appreciated. Thanks.:)


4th Apotheosis

This seems really unbalanced at least for a pc.

I have a hard time believing it's double your original hitdice. I know it's easy enough to house rule but by RAW it seems as follows:

So at say 14th level you could easily be a CR20 evil outsider?

How would you rule this by RAW and also how would you house rule it if you were the DM.

Thanks. :)


Run Like The Wind:
At 3rd level, a plains druid gains +10 feet to her land speed when wearing light or no armor and carrying a light load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her animal companion, it gains this ability instead.

Does the animal get the whole ability or just the double run/charge thing?

Also if you have the run feat what happens?

1.) Speed 50(with boots) = Run 50x4 = 200 x 2 = 400

or

2.) Speed 50 = 50 x 5 = 250 x 2 = 500


I think there is only Monstrous Companion which gives you a magical beast as a companion.

Is there anyway to get an outsider such as a Karumzek as a companion, cohort or whatever?

Any help is appreciated. Thanks! :)


There was link posted somewhere or maybe it was just a post but it had about every way possible to use other attributes for various skill. ie: wis for bluff etc.

Anyone know where that is?


I've noticed a surprising lack of death rays coming out of your eyes options.

In fact I haven't been able to find any options for attacks coming from the eyes.

So any ray, blast, beam etc. coming from the eyes I would like to know about. Thanks. :)


Hello:

I stopped playing Kingmaker a while ago when my DLC just mysteriously disappeared.

I downloaded the game over Steam and I hear losing your DLC is a common occurrence with their installations.

I also heard that installing the game in a "shorter" directory helps it not F*@K up. :)

I already tried clicking on the content and un-selecting it and then re-selecting it but it didn't help.

It's kind of frustrating as I know the actual files etc. are still there.

So I'm guessing if I want to keep my saved game is to:

1, Find the directory with the saved game and copy it to another part of my HD.

2, Use Steam to uninstall the game.

3. Create a short path game directory for Kingmaker.

4. Use Steam to reinstall game to new directory.

5. Copy saved game into saved games directory.

I know this is very basic and probably almost obvious but just checking to see if I'm missing anything or if anyone has a less pain in the ass method. Maybe a way to restore the link to the DLC without uninstalling everything. :(

Any help is appreciated thanks. :)


So going by history the Nidalese should be Kellid or at least they were. That just doesn't seem to fit. I'm trying to pick the correct ethnicity and perhaps more importantly get a suitable Nidalese name.

The Inner Sea World Guide has Varisians as located in Nidal but not Kellids.

I think there might be a bit of a retcon after "Nidal Land of Shadow" was released to have Kellids as the ancestors of modern Nidalese? I don't think it was clearly defined before, correct me if I'm wrong.

Anyways any help is appreciated.

Thanks. :)


I have a few questions regarding this Prestige Class lets say that one would enter as a Cleric and have the Prestigious Spell Caster feat.

Dawnflower Anchorite

It has a feature called Focused Class Feature.

Focused Class Feature: Choose one of the following class features: animal companion, bane, bardic performance, blessings, channel energy, domain, favored enemy, favored terrain, sacred weapon, or wild shape. The character adds his Dawnflower anchorite class levels to his effective class level in one class of his choice for the purpose of determining the effects of the chosen class feature. This credence can be selected twice, but the Dawnflower anchorite must select a different class feature each time.

It says domain not domains.

I can read this a few different ways.

One it's a typo and both your domains go up accordingly.

Two, it says domain and it means one domain. It also counts as a separate class feature for each domain as it's specific to that domain and thus you can take it twice to get both domains.

Three, it say domain and it means one domain and you can only take it once as domain is a class feature.

Yeah I could have worded that better but you know what I mean.

If the answer is one I have no further questions.

If the answer if two or three then how do you do your domains spells for the domain not advanced? Remembering that I would take Prestigious Spell Caster.


I'm fairly certain but not 100%. Does the Imperial Edition include everything to date? All dlc?

If not what is left?

If so is it done over multiple downloads and installs or it it one download and install.

Apologies for the dumb questions but I'm planning to make a steam account soon, load it up and buy the game.

Any help is appreciated. Thanks. :)


So I'm okay with being either just not both. Let me explain.

I have this cool idea for a very thematic pc.

To pull this off correctly I'd like to have full use of the revelation armour of bones and the exploit blood tears.

The best I can do right now is an Archanist with VMC Oracle.

However, armour of bones is 6 or so levels behind.

I don't really care about the spell casting of either class too much. Power wise as long as it doesn't suck I'm okay. Sub standard is okay. :)

Any ideas? Not being either class is okay too if that somehow works. Any help is appreciated! :)


Okay I get that the familiar doesn't get class skill bonuses for the masters class skills.

What I don't see is any info on if the familiar gets its class skill bonus for its class skills when the skill rank is from the master and not the familiar. So familiar has zero skill ranks in said skill. Master has at least 1.

Acrobatics is a class skill. No ranks from familiar master has 3 ranks.

+2 from dex so 5 or 8?

My sheet(YAPCG) says 5.

I really question a lot of how the sheet is doing things with these skill. Hmm going to post all the suspicious stuff. Master is 4th level.

Acrobatics 5 (3 ranks from master +2 dex) Class skill for Familiar.

Climb 3 (1 rank from master +2 dex) Class skill for Familiar.

Fly 23 (7 ranks...+2 dex +14 misc. Which I assume is a +14 size bonus, no idea where all those ranks came from.) Master has no ranks in fly. Class skill for Familiar.

Perception 9 (7 ranks...master has 4. +2 wis and skill focus perception. I'm guessing it's using the masters 4 ranks and skill focus +3 and then the +2 wis for 9. It's just not shown like that.) Class skill for Familiar. Again no class skill bonus.

Stealth: 14 (Okay this one is right +2 dex and +12 size bonus) Class skill for Familiar however, no ranks for master or familiar.

What think they should be:

Acrobatics: 5, 8 if familiars gets a class bonus for master's skill ranks.

Climb: 3, 6 if familiars gets a class bonus for master's skill ranks.

Fly: A Thrush should normally have a fly of +12. Okay I have since looked up size bonuses. It should be +6 for a Thrush. So +6 size, +2 dex, +1 rank, +3 class skill for +12. Which I see no reason it should be any different in this case. So 23 should be 12. :(

Perception: (+2 wis, +3 skill focus, +4 master skill ranks for +9) +12 if familiars gets a class bonus for master's skill ranks.

Stealth: Correct at 14.

Thoughts? Any help is appreciated. Thanks. :)


Any help with this feat chain would be much appreciate. :)

Diabolic Style

It says that you can make an attack of opportunity while using this style. I'm taking that as you're using up an attack of opportunity when you attack vs only being able to use this style when someone provokes an AO.

Correct? If not then this feat chain is very lackluster.

If yes, what happens when someone actually provokes an AO?

Also, it should be able to be used multiple times per round regardless if I'm correct on the above not not. Yes?

Diabolic Humiliation.

Don't think there is anything confusing here.

Diabolic Judgement.

Okay I'm almost positive that this only applies when the target provokes an AO. Yes/no?

Thanks. :)


Okay essentially put what is the closest culture to the Aztecs or even the Incans or Mayans in Golarion? I have Distant Shores but it seems like the MahWek are not exactly what I am looking for. At best they seem to be the decendants of such a culture at worst not even that. I think Adam has mentioned as much somewhere that their inspiration had another source. What about the other peoples in Arcadia? Looking to make a PC that has some of its inspiration from an Eagle Warrior. Any help is much appreciated thanks. :)


Does anyone know how to get an exotic weapon proficiency with a + 0 BAB class at first level?

Specifically a bastard sword.


I kind of want this more for flavour reasons. The extra spells are nice though.

Probably going Kitsune(would be for PFS).

I'm making a Kabuki type character. :)

So my question is how much of a downgrade is it compared to the regular Spiritualist if at all?

Thoughts on other archetypes? I'm not really considering any others but more for personal interest if I ever make another Spiritualist. Thanks. :)


I think this is from a new book and I'm fairly certain that I saw it on Archives of Nethys but I can't seem to find it. Nor do I remember the name of said rage power. I think it was a rage power and not a feat.

Essentially you get an extra attack but you get a penalty to AC...or is it attacks? I can't remember.

Any help is appreciated. Thanks. :)


Does divine grace and order of the Star calling stack for saving throws???

I read the FAQ, well a posted FAQ in a thread not sure if it's up to date. I can't seem to find the overall FAQ! Anyways, I'm not too sure about this. :(

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Calling (Ex)

At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.

I was leaning towards yes then I don't know. It seems like this order is meant to be multi-classes with a Paladin or Cleric. Any help is much appreciated thanks. :)


Okay trying to make an NPC that uses Awesome Blow that is not a Brother of the Seal.

I figure 5 Levels of Abyssal Bloodrager and 5 levels of Unchained Monk should do what I would I am aiming for.

My only question is should I use unarmed strike damage instead of slam damage as I don't have a slam? I figure this is a very obvious yes and as DM I can make is so. However, I am just curious what others think.

Further, any idea how to get Awesome Blow in PFS?

The only thing I can think of is the Brother of the Seal. Any ideas thanks? :)


I don't have the rules yet but a buddy does and we are going to make some pcs this weekend.

Any ideas on the tech/gear, feats or class abilities for a character that is essentially a walking pharmacy?

The general concept is that he's got a drug harness or implants or whatever that's pumping him full of anabolic compounds and other goodies like EPO and narcotic painkillers as well as drugs to enhance his nervous system etc.

Not asking for a full build just some general mechanics on how I can accomplish this be it gear, feats or class abilities. Thanks. :)


So I have an idea for a possibly evil cleric(depends on the game, might be chaotic neutral) that I would like to be able to shoot out lightning kind of like the Emperor...okay exactly like the Emperor.

The problems:

1) Deity does not grant any domains that would be applicable. Don't want to use Separatists Archetype as I like the domains and the favored weapon.

2) Cleric spell list seems absent of any lighting from finger tips type spells.

3) Would like to avoid level dips and if possible have it actually do something even at higher levels.

Would be okay with some sort of other suitably nasty range attack but would prefer lightning.

Any help is appreciated. :)


I can't see anything showing these as illegal but YAPCG isn't showing these with the PFS rules turned on. At least I think that might be the reason.

So are they legal? Thanks. :)


All Cats At A Very Issolated Dungeon Even Those Living Beneath Are A~+$$*%s.

What do I win?


Okay this is for a paladin of Vildeis concept I'm working on. I will be using the Martyr archetype. I'm curious how the stigmata class ability and the feat blood spurt work together if at all.

Stigmata:

As a standard action, the martyr can chant hymns of faith and cause bleeding stigmata to visibly appear on his body; at 7th level, he can manifest stigmata as a move action, and at 13th level, he can do so as a swift action. He can use this ability a number of rounds per day equal to 4 + his Charisma modifier at 1st level, plus 1 additional round per day for each level beyond 1st. While his stigmata are active, he takes 1 point of bleed damage, which automatically ceases when he ends this ability but otherwise does not relent, even in the face of magical healing or Heal checks. His stigmata assist his allies, duplicating the effect of the countersong, distraction, or inspire courage bardic performance of a bard of his paladin level, though both countersong and distraction use Heal skill checks instead of Perform skill checks. At 10th level, he can choose to duplicate the effects of inspire greatness. At 16th level, he can choose to duplicate the effects of inspire heroics.

This ability replaces smite evil.

Blood Spurt:

When cut in combat, you spray your blood into the faces of your foes.

Prerequisite(s): Base attack bonus +2, susceptibility to bleed damage.

Benefit(s): Whenever a creature adjacent to you hits you with a melee attack that deals bleed damage, that creature must succeed at a Fortitude save (DC = 10 + 1/2 your character level + your Constitution modifier) or become blinded for 1d4 rounds as your blood sprays it in the face.

Additionally, if you have a special ability that deals bleed damage (such as a rogue’s bleeding strike rogue talent), as a standard action, you can deal 1 point of bleed damage to yourself to spray blood in the face of an adjacent creature of your choice, causing the same effect. The creature only needs to attempt the saving throw for the first of its attacks that deals bleed damage.

I suspect I can't just shoot blood every round at people for free, well minus the bleed damage I'm already taking. Possibly use a standard action and not take extra bleed just the amount I'm already taking? Seems like these were intended to be used together. Thanks. :)


Really bad attempts at humour aside I’m looking to play an Air Kineticist in pfs that is very loosely based on the Emperor. The only similarities I care about is: he wears an evil looking robe (said mini has already been modded and painted by moi.), can throw some serious lightning, flips around like a ninja and has some social skills and brains. While any help is appreciated I’m not looking for an exact emperor build and I’d hate to see people waste their time on something I probably won’t use so I thought I would make that very clear as the last thing I want to do is waste someone’s time. :)

Again any help is appreciated.

So a bit more specific:

Lighting attacks that do decent or better damage

Don’t care about melee combat, in fact I want to avoid it and attack strictly from range and depend on Enveloping Winds to survive return fire. Might use a rapier with weapon finesse or other light weapons depending on dr but want to avoid melee if possible.

Mobile, tumbling ninja that can jump really high

Some brains and social skills

I really dislike dumping strength. I don’t want to dip into other classes.

I’m not super confident in the rules for this class.

Initially I thought human, Air Kineticist

Str: 11
Dex: 16
Con: 16 (14+2 racial)
Int: 12
Wis: 10
Char: 12

Electric Blast, Extended Range

Skills: Acrobatics 1, Bluff 1, Intimidate 1, Perception 1, Knowledge Nobility 1, Stealth 1

Feats: No idea

Infusions and talents that interest me:

Extreme Range, Aerial Adaption, Aerial Evasion, Air Cushion, Air Shroud, Air Shroud Greater, Air’s Leap, Air’s Reach, Wings of Air (I realize I won’t be able to get all of these.)

I did briefly think of the Overwhelming Soul archetype but I think it gives up a lot without burn especially for the defensive talents.

I am open to other races as long as they are not small. Human is preferred though. :)

I guess my damage on first level would be: 1d6+1

Right now all I’m after is help with a first level build and some basics on what to take at higher levels feat and class choices wise. Thanks! :)


I have a skill focused cleric concept that the Cardinal archetype more or less fits fairly well.

However, the loss of a domain is not something I am too keen on.

Any ideas on how to get it back without losing a level of spell casting? If I have to lose a level I might be open to that.

1st Domain: Construct

2nd Domain: Law(only really care about the 1st level ability)

I know there is a feat where you can use a first level domain ability once per day. Forgot what it was called but I want to be able to use the domain as per the ability ie: the normal number of times per day.

Any ideas are appreciated. Thanks. :)


I am unsure of how this stacks if it even does.

I'm under the impression that anytime you get a dodge bonus to AC you get the same bonus to your cmd.

Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

If that is correct then are these feats giving you additional bonuses to cmd?

Base feat:

Cautious Fighter (Combat, Halfling)
You care more about survival than victory.

Prerequisites: Halfling.

Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

I would assume that this would apply as normal to cmd. ie: Lets say I have 3 ranks in acrobatics and have cautious fighter and going full defence I should have a +8 to my AC and cmd.

Blundering Defense (Combat, Halfling)
Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.

Prerequisites: Cautious Fighter, halfling.

Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.

Okay this makes sense here as the bonus your allies are getting is the same to AC and CMD.

Uncanny Defense (Combat, Halfling)

Your instinct for self-preservation gives you many advantages.

Prerequisites: Cautious Fighter, base attack bonus +3, halfling.

Benefit: While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to AC you gained from taking that action.

So is the bonus to cmd in addition to the whole normal bonus to cmd from fighting defensively or taking the total defence action?

ie:(Same example as above) Lets say I have 3 ranks in acrobatics and have cautious fighter and going full defence I should have a +8 to my AC and cmd.

However, with uncanny defence it seems it's either +12 or +4 to cmd total.

Any ideas?


Kineticist extended range and extreme range are these an effective range but without a range increment?

The base blast is 30 ft so I was wondering if the 120 ft range for example was 4 range increments?

I'm assuming no but figured I would ask. Thanks.


Exactly as the title says. I haven't seen such a thread and I thought it would be a good resource for beginning DM's...well all DM's really.

Rank however you want. ie: a number from 1-10 or put them all in acceding or descending order or whatever.

Add any notes or other information of possible difficulties that you feel is relevant.

Also, maybe how much fun a DM will have running a particular adventure or what the AP involves so people can make their own decisions.

If you haven't DMed then player knowledge of what you felt your DM had difficulty with. DM skill level/experience and how well they did running said AP. Thanks.


THE DARK APOSTATE/PELIO AMBUSTA
8th Level Vigilante - Warlock
(Chelaxian) Male
N Medium Human / Humanoid (Human)
Init +7; Senses Perception +12
==DEFENSE==
AC 26, touch 17, flat-footed 20 (+4 armor, +4 shield, +5 dex, +1 natural armor, +1 deflection)
hp 74 (8d8+24)
Fort +6, Ref +13, Will +8
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Cold Iron Light Mace +12/+7 (1d6+2) 20/x2 (TC)
Melee Morningstar +8/+3 (1d8+3) 20/x2 [2HD]
Melee Melee Dagger +11/+6 (1d4+2) 19-20/x2
Ranged Mystical Bolt +11/+6 (1d6+8) - Melee or Ranged
==STATISTICS==
Str 14, Dex 20, Con 14, Int 14, Wis 10, Cha 14
BAB +6, CMB +8, CMD +25
Feats Armor Proficiency (LIGHT) (PFCR 118), Combat Patrol (PFAPG 156), Combat Reflexes (PFCR 119-120), Dodge (PFCR 122), Mobility (PFCR 130-131), Weapon Finesse (PFCR 136)
Skills Acrobatics +17 [Jump +17, Jump with running start +17], Bluff +13, Diplomacy +12 [Gather Information (Social Identity) +16], Disguise +6 [(Act in Character Social Identity) +26], Escape Artist +9, Fly +9, Intimidate +3 [Intimidate (Vigilante Identity) +7], Knowledge (arcana) +6, Knowledge (geography) +3, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (planes) +6, Perception +12 [Perception (Social Identity) +16], Profession (merchant) +4, Profession (sailor) +5, Sense Motive +11 [Sense Motive (Social Identity) +15], Spellcraft +12, Stealth +15, Use Magic Device +12
MC Dual Identity (), Social Grace (), Vigilante Specialization - Warlock (), Renown (), Startling Appearance (), Loyal Aid (), Talent: Mystical Bolt (), Talent: Tattoo Chamber (), Talent: Arcane Training II (), Talent: Arcane Training III ()
Traits Besmara's Blessing (Campaign: Skull and Shackles) (PFAP: SkSh PG 5), Paragon of Speed (Regional) (PFCo: ISP), Reckless (Combat) (PFUCgn 53)
Languages Common, Infernal, Polyglot
==Magic==
Eq'd Magic Belt of Incredible Dexterity +2, Quick Runner's Shirt, Acrobat Slippers, Amulet of Natural Armor +1, Ring of Sustenance (R), Ring of Protection +1 (L), Cloak of Resistance +2, Sleeves of Many Garments
Gear Explorer's Outfit, spell component pouch, Wand of Fireballs 50 charges (TC), Mock Armour, Spirit Bane Spike, Handy haver sack, spell book (TC), backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin, disguise kit, noble's outfit, signet ring and 100gp worth of jewels, Wax Key Blank, Thurible with 5 doses of common herbs and coal, 9 empty vials, 10 water proof bags
Money GP: 30

25 point build, max hp level 1 with 75% thereafter.

Was with the Silver Maiden(see other thread) during encounter.

Essentially re-posting what I said in the other thread. No this was not a well done play test but maybe there is something to gain from reading it.

Quote:


I was the Warlock player and I agree with everything that Snowblind said. To me the dual identity is almost a drawback rather than a class ability. It kind of forces you into playing a certain way rather than using the mechanics of a class to build a concept you want to play. That being said the "spy" portion of the mission was fun and we handled that part mostly intelligently and maybe I should use more cloak & dagger stuff when I get the chance...not that I need this class to do so.

Now I'm curious on a few things? I suppose I can disguise myself in either of my identities? We should have just went into the jaws of death as our superhero ids and then after doing the talky talk just attacked. If we could dress up as mundanes at low levels that would fix a lot of the problems. At least have access to all of your abilities all the time. Quick change for free twice per day per level or something. Which is the real identity? Does it matter? Ha! ;)

As for the power level of the class? First I will say that the Warlock seems more powerful than the Avenger but that is generally the case with spell casters vs martials. Second this was not a good play test to judge the power of the class based on the following: The encounter was designed for 4 pcs not 2 our dm who is good did not adjust that for some reason...or possibly he did a bit after he saw how things were going but not enough, we used very poor tactics ie: through the front door when we technically could have got to the same position inside as with our social personas but did not cause we be supaheroes, we did not buff enough or plan before attacking(just about everything in this AP has been really easy with our regular pcs so that was part of it), the encounter was especially strong against our attacks and our defenses ie: Avengers low touch AC all of them had touch attacks and evasion against warlocks fireballs(except alchemist), dm had hot dice and critted us multiple times doing 50+ damage in a single shot on my warlock.

I actually like the mechanics of the warlock they have some cool abilities, plus I really liked the concept of my character. I'm sure a magus is more powerful combat wise but otherwise more boring of a class so I'm not entirely sure what to do with the Warlock and the Vigilante in general.

Warlock, I'd say fix up the spell casting all the talents to cast etc. gets confusing.

As for the class in general dual identity needs a lot of work. I'd say give a quick change per day as a standard action twice per day per level. Be able to disguise yourself as whatever right out of the box so you have more than 2 identities which any moron can figure out pretty quickly. I mean in our encounter two people show up a M'Wangi woman and a Chelaxian man. Then 10 min later the Silver Maiden and The Dark Apostate show up and fight. The Silver Maiden lay smoking against a wall of their base. Hmm a charred M'Wangi woman...I wonder who that other guy was? No idea no sir!

Or just get rid of it dual identity?


So am I considered to have all 6 spell levels for spell trigger items or do I only get it for the levels I have arcane training in?


While reading though the playtest I noticed that the warlock has a spell book.

I thought that maybe this doesn't really theme wise fit the Vigilante or at least not all Vigilantes, so possibly other options should be available?

I don't think any changes to the mechanics are needed more or less just that there is no spell book per se.

Now if Batman, or Zorro is the model for the Vigilante then I’m thinking the guy is sorta nuts. So the options below are more fitting for a nut job. Also, spell books are rather vulnerable so that is an issue as well especially for this class with all the clandestine operations.

So possible other ideas instead of a spell book:

1, A “spell book” of scars across the character’s skin. Or tattoos or whatever. Whether they are a fractilized pattern of arcane or mathematical sigils or the rough scrawlings of a madman is up to the player. But but wait what about my secret identity? Well when you change to your civilian identity they disappear. Heck the markings, scars, tattoos or what have you can be a part of your costumed identity. Maybe there is a talent that make is so you can access your “spell book” without revealing your markings? Or maybe you might only need reveal which ever one you are accessing at the moment. Possibly they only show when you are studying your spells. Anyways just a bunch of ideas here with tweaks needed. Obviously not applicable to all concepts.

2, A metaphysical spell book. Maybe you commune with your rage, the dark or light side of your personality, a dead relative or just your conscience itself.

3, An item be it an insignia a mask or cloak or other part of your vigilante identity that acts as a spell book. Okay not much difference here but still a step up from a spell book in my eyes.

So just a bunch of ideas here with little if any changes to the mechanics. Thematically, I like it better but I do realize others might not so having options instead of a spell book is my suggestion, not eliminating spell books.

Switching gears here, I’m thinking that the Vigilante class as a whole is suited for a party of one. The dual identity in particular makes it difficult for a dm in my opinion with a whole party. Difficult to actually let the player make use of both identities to their full potential without leaving the other players hanging for a long time. Also, this class seems best for a campaign that takes place in one city or one that doesn’t stray far from it. Thoughts?


Thematically I thought that this trait would be good for a character I might be playing.

Quote:


You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire.

Effect: You take a –1 penalty on saving throws against fire effects.

In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

The character is a fire using arcane caster and I was wondering if his own spells would set off this drawback? Thanks. :)


Sounds awesome.

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