Kaiju, Mogaru

Lupulus's page

Organized Play Member. 30 posts (2,388 including aliases). No reviews. No lists. 1 wishlist. 15 Organized Play characters. 9 aliases.


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I'd be interested with a level 3 Occultist


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Thanks for all the interest everyone. I'll probably make a call on Monday (Feb 13) so people know if they are in or out and can potentially get on to new games.


I'm game for this one. I'd prefer my level 2 occultist who should be free by then, but if not or if it's a much better fit for the group, I have a level 3 paladin too.


I'd like to play, I have a 2nd level evocation occultist.

I've played and GM'd a fair bit of PbP.

I haven't played or GM'd this one before.


Looking for first edition Tiefling or Rebuild boon

Have Grippli / Skinwalker / Catfolk

PM me if interested.


I'm in, I can bring a level 2-4 psychometrist vigilante depending on what subtier people want to play at.


I think each implement tracks its resonant power seperately, which is good for some and bad for others.

Like transmutation you can make a Strength bonus belt and a Constitution bonus vest.

Necromancy I don't think would stack or have another benefit to multiples. Except that you can hand off one of them to an ally and they get that one's bonus. (not as great for necromancy, more useful for evocation)

Not positive, but I THINK you don't have to invest mental focus to make something your implement, so my guess is the best thing to do for necromancy would be to make one implement with all your focus, and the other implements with 0, so all they are for would be spells.


Looking for SFS Nuar
Have PFS Aphorite / Ratfolk / Vishkayna


Thanks Shifty!


If anyone is taking requests, I have a newly level 3 Operative that needs to run star sugar heartlove.

Commencement Spoiler:
She impersonated an SMK band member in Commencement to thin that crowd, and after being chased around the mall and trampled by a hoard of tweens, she obviously hates the band. SO it only seems fitting she would be stuck in what obviously is an SMK themed scenario. (I think)


Turns out I have to drop this game before it starts, have fun everyone


I'm in, will post the details when I get a character sorted for it


I'd play a confirmation


Want: Fetchling, Gathlain
Need: Tiefling

Sadly, all rare ones...

Have:
SFS Ferran or Woioko
PFS Metamagical Access (metamagic scrolls)
A metaphorical spare kidney


Hey people, I have a no-show for my tier 1-2 Gameday VII School of Spirits and no waiting list.

If you are interested in playing, please post to RECRUITMENT


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So the Cleric Dedication feat includes the following:
"You can use wands, scrolls, and staves, but only for spells of a spell level that you can cast."

My question is about what "spell level that you can cast" means for this context.

Clearly if you take the 4th level Basic Cleric Spellcasting feat, you can cast 1st and 2nd level wands, and eventually 3rd.

If you are a wizard/druid/sorcerer etc, you can cast spells, so I assume even if you don't take the basic spellcasting feat, the "spell level you can cast" would also include the level of spells you can cast from your real class.

So if you are a fighter or other non-spellcaster and you take only the dedication feat, are you unable to cast wands at all using the feat's abilities? Or do you get to use 1st level wands when you take it, then 2nd level wands at level 3 , 3rd level wands at level 5, etc?
It seems most likely not, but there is the argument that most times you get a cantrip, it is heightened to half your level rounded up. But even this language is also missing from the dedication feat.

Hoping I'm missing something since I'd like to use wands without having to take the spellcasting feats as well.


Yeah too many things to try :)

I'm looking at a melee deadly weapon wielding paladin or fighter+cleric multiclass.

I think.


In a game called Pathfinder, featuring the accolades of a group of adventurers called the Pathfinder Society, and an organized play campaign called Pathfinder Society, I would recommend against having a skill called Society.

I just imagine trying to google potential uses of the Society skill in Pathfinder, and getting absolutely buried in hits about the lore of the organization Pathfinder Society, or the rules set forth for the organized play Pathfinder Society campaign.

So Culture? Civilization? Community?

What other names for the skill do people like, or is Society the right one after all?


Rulebook is up on the main page paizo.com


I have a fresh mesmerist not committed until session 2, would be interested as well.


I'm interested, with a to-be-built-tomorrow mystic probably.


I'd like to apply as well
level 1 Technomancer


I'd be interested, ideally with a level 2 occultist or a level 1 telekineticist depending on character availability and party comp. Worst case I have some new level 1s I'm thinking of.


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The World's Most Interesting GM wrote:
By the time 3rd edition rolls around I suspect they'll be wearing tight pants, have funny haircuts.

Just what the world needs... Hipster goblins... They'll ruin all the dwarves' best ale houses and buy overpriced, substandard designer wayfinders.


Thanks for consideration, have fun everyone.


Rankrump:

Rankrump
Male Goblin Occultist (Tome Eater) 1
CE Small Humanoid(Goblin)
Init +4 Senses Darkvision (60 ft.) Perception +4
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DEFENSE
----------------
AC 17
T 14
FF 14

hp 9
Fort +3
Ref +4
Will +2
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OFFENSE
----------------
Spd 30 ft.
Melee
Dogslicer +5 (1d4-1/19-20)

Range
Telekinetic Projectile: knack vs AC, +5 (1d6 [+1])
Burning Hands: spell, 1d4/lvl fire in 15 ft cone, reflex 14 for half
Energy Ray: Evocation Focus (1 MF) vs Touch AC, +5 (1d6 [+1])

Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 8
Dex 18
Con 12
Int 16
Wis 10
Cha 6
Base Atk +0
CMB -2
CMD 12
Feats Weapon Finesse (Tax), Precise Shot

traitsBruising Intellect, Dog-Sniff Hate, Pragmatic Activator, Paranoid (Drawback)

Skills
Acrobatics +3
Appraise +7
Bluff -2
Climb -2
Diplomacy -2
Disable Device +7
Disguise -2
Escape Artist +3
Fly +5
Intimidate +7
Knowledge (Arcana) +7
Knowledge (Engineering) +7
Perception +4
Ride +7
Sleight of Hand +7
Spellcraft +7
Stealth +13
Swim -2
Use Magic Device +7

Languages Common, Gnoll, Goblin, Orc
Equipment dogslicer (small); outfit (peasant's/small); studded leather (small); animal glue; grappling hook, common; rope (hemp/50 ft.); potion of cure light wounds; bell; teapot; toad; lamp (common); tanglefoot bag; Canteen ; Flask (Empty) ; Pot (Iron) ;

----------------
SPECIAL ABILITIES
----------------
Race
Darkvision Goblins can see in the dark up to 60 feet.
Fast (Ex) Goblins have a base speed of 30 ft.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.

Class
Distortion: Illusion As a standard action gain concealment miss chance of 5% per focus invested (max of 5% + 5% / 2 lvls). Caps at 50% and then gain invisibility. Ends when I make an attack. See invisibility and similar effects not affected.
Intense Focus: Evocation Holder uses implementas focus for instantaneous evocation spells and focus powers to add 1 damage for every 2 mental focus invested to a maximum of 1 + 1 per 2 levels.
Focus Powers: (DC 13 = 10 + lvl/2 + Int
Energy Ray (Evoc) Standard action and 1 MF for ranged touch attack in 30 feet for 1d6 + 1d6 per 2 levels after 1st of acid, cold, electricity, or fire damage
Minor Figment (Illus) Standard action and 1 MF to cast ghost sound or minor image. Lasts 1 round per level.
Shape Mastery (Evoc) As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.
Bonded Tome (Su) A book that serves as single implement. Once per day as part of casting a spell can expend 1 MF from school to raise CL or DC by 1. Once more at 6 and every 5 levels after.
Devour Books and Scrolls Can eat books or scrolls as a full round action. No benefit until level 4 :(

----------------
SPELLCASTING
----------------
CL 1
SPELL DC = 3 + spell level
0th: (DC 13) Ghost Sound, Telekinetic Projectile
1st: (DC 14) Burning Hands, Vanish


Here is Rankrump

He's a ranged offensive caster / rogue type, but I can rebuild him slightly for either melee or healing and summoning.


I'd love to play a goblin Tome Eater Occultist! He would have a "spellbook" as his implement per the class, but doesn't read it and probably has it all chained up to keep it safe and closed. And he eats any other books he finds! Does that break your no spellbook rule?

I could make him a melee or a caster or in between as needed. I can put together some more details tomorrow.

If the tome eater is a no-go, then a haunted spiritualist, haunted by a big dog or horse phantom would also be entertaining.


Thanks Castilliano!

The point about Quick Draw grenades with Heavy Fire isn't one I had thought about, good point. I also was thinking that the crowd control grenades would hold up better at higher levels than damage ones.

Also great point about the unwieldy melee weapons. I had forgotten or not noticed they can't be used for opportunity attacks.


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So I want to make a Bombard soldier, wielding 2 handed "unwieldy" weapons and tossing an occasional grenade. Action economy makes this tricky but I want to see if I understand the worst case scenario for RAW. I think Quick Draw is helpful to make this work well (lots of people seem to say it’s a useless trap, but…) So I have a bunch of scenarios here with what I think I can do in a turn, can someone help me out and let me know if they are allowed RAW or if there is a faster way to do it?

1) Start of combat, I’m unarmed. I can throw a grenade, then move and draw a 2 handed weapon and now be wielding it. I even have a swift action to spare. (quickdraw lets me freely draw a grenade as part of attack, and I can draw 2h weapon as part of move if I have BAB +1) But I can't move before the attack and make this work.

2) I’m wielding 2 handed weapon and want to throw a grenade. Swift to free up a hand, standard to draw and throw the grenade, move action convert to swift to put hand back on 2 handed weapon to be wielding it. (RAW here, I don’t think I can move at all this turn, the swift action to put my hand back on cannot be combined with a move, and even quick draw does not help. Lameness.)

3) I’m wielding my 2 handed melee weapon and want to switch to my 2 handed heavy weapon. I sheathe the melee weapon as a move action (and that’s as efficient as it ever can be). Then I can draw as a swift action, only if I have Quick Draw. Then I can make one attack, and that’s not too much of a problem if I’m using unwieldy weapons. Just I would miss out on the Bombard’s Heavy Fire bonus in this turn.

4) Regarding extra limbs, I think a third (cybernetic) arm would allow me to move in #2, and also as a separate full action allow a full attack with one attack from the grenade and a one from a (non-unwieldy) 2 handed weapon.

5) And a fourth arm from Kasatha or cybernetic pair would allow wielding both the 2 handed melee and 2 handed heavy weapon. They could be combined in a full attack if they were not unwieldy. If I am wielding Two 2-handed weapons, the action economy of #2 is the same as when I had 2 arms.

So If I’m using unwieldy 2 handed weapons, the extra hands help some, but not a whole lot. And I do think Quick Draw is very helpful. Thoughts?