I do love 'our' blue dragon.
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I am sad that orcs aren't open in PF1. I'd like that decision to be revisited.
Ok, working on an aether Tsoli variant that uses force. I'm thinking of dropping the damage of the elemental blast down to d4s from d6s for the blast, just don't know if an at will force bolt is too much.
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Fayries wrote: Seeing how Ultimate Equipment and Ultimate Magic pocket editions are now "Unavailable", I guess now's the time to decide if First Edition pocket editions will get a reprint.
Will they?
I was just recently able to grab the last ultimate equipment at a BAM. I'm still wanting to complete the set and get more people to play.
Heather 540 wrote: I'd give the non-int based full casters more skill points. Seriously, clerics get only 2+int per level! Who's boosting int on a cleric? Wis for spells and cha for channels are more important. You put it at 13 if you need Combat Expertise and then leave it. That's a measly 3 points a level. You need more than that. One of my warpriests (another non-int class that only gets 2 a level) is a crafter. She needs a point for Craft Weapons, a point for Craft Armor, a point for Craft Jewelry for magic rings, and a point for Spellcraft. That's 4 points right there, not even considering Perception, Knowledge Religion, and anything else you might need.
Give those poor casters more skill points.
The secondary skills rules help with that
Mysterious Stranger wrote: The arcanist is actually a good replacement for a wizard if you want class features. It does reduce their spell casting ability by delaying gaining their higher-level spells, but wizards are powerful enough that if you want to gain something you need to give something up. The need for CHA makes it harder to dump all other stats to pump up your spells. Overall, the class is actually fairly decent. The exploiter wizard is another alternative to give them more class features. I'm a big fan of the exploiter wizard.
Not played a sorcerer in years, but I love the Sage bloodline.
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Just popping on to say I'm loving Legendary companions!
Ultimate Intrigue gave use the Vigilante class, and more importantly the Warlock, Cabalists, and Magical Child.
The Warlock archetype became my favorite class, but a lot of people get hung up on the Vigilante thing, and not everything else the class offers.
So, I set out to break the vigilante part out and make a more warlock like class.
I've set up a link to an editable word document, and would like feedback either on it or on here. If enough people like it, I'll take a stab at doing the same for some of the other archetypes.
The Tsoli v 1.0a
Opsylum wrote: There's also a Change.org petition taking off with about 4x as many signees as opendnd's petition right now – you can find that here.
Wish there was a way the two could link to each other.
There's an active discord channel that lists both.
https://discord.gg/ktnnKXfF
Hopefully the link is allowed.
Costly material component shouldn't matter for SU or SLA
I'd assume always on powers start on.
Derklord wrote: If you can't use immediate actions "While an action from another character is resolved", most of them wouldn't work. Any rule interpretation that breaks the game should be taken to be erroneous.
Not that you have a strong argument to begin with, because "While an action from another character is resolved" is still a time, and thus is included in "any time". You need something more explicit to prove that immediate actions RAW can't be used in response to things.
So... No.
That's what I was asking.
Diego Rossi wrote: You can't interrupt another character's action unless the action you use is a readied one with the right trigger or the action you are using explicitly says it can interrupt another action, even if your action is an immediate spell.
I was trying to find, did we ever get an official answer to this? RAW you can use it 'at any time.'
I don't ban anything per se. For my current game I'm running, I'm keeping the players to anything in pocket edition, so they aren't overwhelmed. (two veterans 3 newbies) But if anyone wants to bring in an option from a softcover, shouldn't be a problem.
Neriathel, I'd suggest if the dual ident is an issue, look at Legendary games Legendary Vigilantes. The Exposed Vigilante archetype gets rid of the dual ident, locking the vigilante in social identity. I actually prefer the warlock archetype over the magus.
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Andostre wrote: What I'm hearing is, "It would have been cool if the only good things a fighter has was given to other classes." Disciple of the Pike Cavalier, Molthuni Arsenal Champion, Swashbuckler, Armored Battlemage Magus, Mymidarch Magus, Steel Blood Bloodrager, Yojimbo Samurai, and Masked Maiden Vigilante all say hi.
Afraid that ship sailed some time ago.
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Something I'm looking forward to. Hopefully will sit nicely with my Swords and Wizardry Tarroka deck
So I was thinking rather than an entire archetype/prestige class, a simple feat would work. Like This.
Elemental Forms
Your mastery of an element allows you to channel the true form of that element.
Prerequisites Elemental Focus, Greater Elemental Focus, Knowledge (Planes) 13 ranks.
Benefit: Pick one energy type which you have elemental focus and greater elemental focus. Half of the damage from that energy is not subject to being reduced by resistance or immunity.
Rationale:
The knowledge is to gatekeep the feat to mid to high levels, I mean I doubt getting it at level 3 would be game breaking, but the Winter Witch gets it at level 8 so min level 13.
Maybe knowledge religion instead, since Abadar's vault contains 'perfect copies of everything' it would have the Platonic Form (or Golarion verion) of fire.
"Trust me kid Everything has a melting point." Mick Rory The Flash, Blackest Night #3
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Azothath wrote: Casters generally apply Mage Armor:C1 & Ablative Barrier:C3 to their mount. Revenant Armor:T4 might be handy. Hmm, would be nice to put those spells on the phantom steed too. Wonder if it is legal?

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I think again with the exception of Return of the Runelords (and maybe Shattered Star) it works on the 'If/Then' principle.
For example. Reign of Winter is independent of Curse of the Crimson Throne. But IF CotCT happened in your world it happened before.
The exceptions would be, of course, RotRL, Shattered Star, Return of the Runelords and Jade Regent. The Sandpoint book says "the details on the town presented here capture things as they exist in the nebulous span of time between Rise of the Runelords and the adventures to follow. Ameiko
Kaijitsu has not yet left town to pursue her destiny (as detailed in the Jade Regent Adventure Path). The Lost Coast has yet to suffer a devastating natural disaster (as presented in the climax of the Shattered Star Adventure Path). And certainly, Karzoug is to date the only runelord to rise (unlike the situation at the start of the Return of the Runelords Adventure Path)."
2e seems to assume all the APs happened and had happy endings (well except for Tyrants Grasp where happy is a matter of scale.) But I don't know if it is canon they happened in order.
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Ryze Kuja wrote: Matthew Morris wrote: Shame there was never a desert witch (Sandwich) archetype like the winter witch. That sounds awesome tbh ;) You should make one in the Homebrew forums :) Shower thoughts made me think of a fire witch, and a thunder witch. I'll see where that takes me for trying after work.
Oh, and side note.
Thank you for the feats I didn't know about. in my worldbuilding of Davric, The Imperial pantheon has a pair of chaotic gods representing innocence and purity and courtly love and chaste love. Now I can have orders of knights that follow them and have the feats to go all "Wonder Woman" on the bad guys.
VoodistMonk wrote: You're probably right. Either way, I am no longer willing to derail this thread with Paladin hypotheticals.
As far as the original topic goes, has anyone ever successfully used Call Truce, Concilator, or Entreating Critical to end an encounter without violence? Has anyone even seen or heard of this being done in a real game? Have you ever even seen someone take any of those feats, much less actually use them?
The problem I have with them mechanically is the feat tax for them all except Conciliator. I'd much prefer Call Truce just be a function of diplomacy, with the high DC.
Thing is, even with this feat you can't be the Daniel Jackson type who runs in front of his side brandishing their guns and say 'whoa whoa whoa!'
That said, I might take Conciliator on my not a bard for Emerald Spire. Since it *can* be used to Daniel Jackson the encounter unlike call for truce.

DeathlessOne wrote: Matthew Morris wrote: This always bugs me. Detect evil would pick up a 6 year old wanting to take his brother's candy. "Creatures with actively evil intents count as evil creatures for the purpose of this spell." It shouldn't be a license to kill. No, it wouldn't. Detect Evil has the same stipulations that Detect Magic does. Until you are 5 HD or more (or an actual cleric with an aura), you aren't registering at all on the detect 'alignment' scale. So many people seem to overlook this mechanic that I am still flabbergasted that I can still be surprised by this.
This is the reason why so much petty and minor evils go around unnoticed by the Paladins of the realm. People are simply too low level in many of the areas in which they exist to register on the radar. Per detect evil 1st Round: Presence or absence of evil.
Nothing about auras. You can detect there's an evil thinking 6 year old over there, but not pinpoint which one. round 2+ would still just pick up evil in that area, until the 6 yo started thinking about non-evil. Not that the kid has an evil aura.
Edit, and the example I was replying to had a kobold. so unless the kobolds were all 5+ HD it's still the issue.
Mark Hoover 330 wrote:
One of the PCs is a paladin.
As the paladin player and I were discussing his PC's apathy when the monk leapt forward and slew the one who seemingly surrendered, as well as his own PC's bloodthirsty call to pursue the fleeing kobolds and slay them in transit, the player defended his actions as follows:
1. He used his paladin ability to Detect Evil; he knew definitively the kobolds are evil.
This always bugs me. Detect evil would pick up a 6 year old wanting to take his brother's candy. "Creatures with actively evil intents count as evil creatures for the purpose of this spell." It shouldn't be a license to kill.
Shame there was never a desert witch (Sandwich) archetype like the winter witch.
Senko wrote:
@DeathlessOne
I don't know about this variant multiclass option I'll need to look further into it.
I think the vigilante is the best class to play with VMC options. It can also add another level to the vigilante. Since the vigilante still gets his talents, the loss of feats isn't as painful.
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Like everything else... it depends.
Most of my lawful evil villians would accept surrender, if there's profit in it. Depending on the villian's plan, a simple ransom and promise of parole would be enough to get them released with any non-unique gear. "No you can't take the hammer of thunderbolts, but sure take your +2 armor, not like it helped you."
Surrendering to the orc hoards might not be the best idea. Or in my world, the halfling tribes...
If I can tell a story from their surrender, I'll do it.
I was one of the oddballs in PFS that preferred prisoners for my characters. Samiel, Mayim, Shankar, Ksenia... all preferred prisoners. Samiel would quote ancient wisdom* "Murder is bad for business."
Which led to everyone at one table stopping and looking at me when he said he wanted the bad guys dead. "Setting a bad example is also bad for business. They are slandering the family name. So. They. All. Must. Die."**
*
**
VoodistMonk wrote: With 5HD, only two feats, and Bardic Knowledge... is Aud Greenskin VMC Bard? Either way, I love that she has the harrow deck. A very flavorful addition. Thank you for posting her. Yup the VMC rules got my brain going.
Funny thing I realized about Ancelyn. He actually is somewhat of a threat to a level 1 party, and could be a nuisance to a party. Fighting defensively makes his AC 19, and he still has a +2 to hit.

Ok, one more.
Ancelyn can fit in the game in a variety of ways. He's envisioned as the bastard son of a noble, with a blade he self-learned how to wield from his elven parent. He's convinced he's destined for greatness, his house has the fox as its mascot, and he has the familiar.
So he could be the idiot the party's hired to keep alive. He could be the mastermind for a starting adventure's band of thugs. He could be the idiot that the partyis hired to rescue. He could be the party's patron.
Did I mention he could be an idiot?
Ancelyn Gamalachi CR 1
XP 400
Half-elf aristocrat 3/sorcerer VMC
CN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 21 (3d8+3)
Fort +2, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk elven thornblade +6 (1d6+1/18-20)
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Statistics
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Str 13, Dex 16, Con 12, Int 12, Wis 8, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Weapon Finesse
Skills Bluff +8, Diplomacy +8, Intimidate +8, Knowledge (nobility) +5, Perception +7, Sense Motive +5, Survival +4; Racial Modifiers +2 Perception
Languages Common, Elven, Orc
SQ arcane bond (Arcane Familiar, fox [animal exemplar]), bloodline (arcane), elf blood
Other Gear mwk chain shirt, mwk elven thornblade, courtier's outfit, jewelry[UE], signet ring, 85 gp worth of alcohol, drugs, or other plot related items
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Special Abilities
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Arcane Familiar Hanse CR –
Fox (animal exemplar) (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 10 (1d8+1)
Fort +3, Ref +4, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 40 ft.
Melee bite +3 (1d3-1)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Bluff +1, Diplomacy +1, Intimidate +1, Perception +10, Sense Motive +4, Survival +3 (+7 to track by scent); Racial Modifiers +4 Survival to track by scent
Languages speak with animal (same kind only)
SQ empathic link, influence animals
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Special Abilities
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Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Influence Animals (Ex, Sp) Gain influence and spell-like abilities with animals of your own kind.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.

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Just found this thread.
Here's my contribution. Adept on the border of human/orc lands, serves as a source of low level magic, and lore.
Aud Greenskin CR 3
XP 800
Half-orc adept 5/bard VMC
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 32 (5d6+10)
Fort +3, Ref +2, Will +7 (+1 vs. enchantment effects)
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee mwk falchion +3 (2d4/18-20)
Adept Spells Prepared (CL 5th; concentration +8)
2nd—cure moderate wounds, delay poison
1st—cure light wounds, detect evil, sleep (DC 14)
0 (at will)—mending, purify food and drink (DC 13), read magic
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Statistics
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Str 10, Dex 13, Con 14, Int 12, Wis 17, Cha 10
Feats Harrowed[ISWG], Skill Focus (profession)
Skills Diplomacy +2, Heal +11, Intimidate +2, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (religion) +7, Profession (fortune-teller) +16, Sense Motive +5, Spellcraft +5; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ bardic knowledge +2, orc blood
Other Gear mwk falchion, bracers of armor +1, MW Harrow Deck, 925 gp in plot related goods.
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Special Abilities
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Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
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Arcane Familiar Hen Wen CR –
Pig (Pathfinder RPG Ultimate Magic 113)
N Small magical beast (animal)
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 16 (1d8+2)
Fort +6, Ref +3, Will +5
Defensive Abilities improved evasion
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Offense
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Speed 30 ft.
Melee bite +3 (1d4)
Special Attacks deliver touch spells
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Statistics
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Str 11, Dex 12, Con 15, Int 8, Wis 13, Cha 4
Base Atk +2; CMB +1; CMD 12 (16 vs. trip)
Feats Great Fortitude
Skills Diplomacy -1, Heal +6, Perception +5, Sense Motive +3, Spellcraft +0
Languages speak with master
SQ empathic link
I didn't give her traits
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Dragon78 wrote: I really wish we got an Extra Ki Power feat for Unchained Monks. I feel your pain, it took Legendary Games to get an extra vigilante talent feat.
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Derklord wrote: Senko wrote: Do you keep your secret identity secret from the party as well? I view that as akin to stealing from your party, or PvP. It is a player's responsibility to create a PC that functions as a member of the party. This should be in flashing bold font in general and for rogues and vigilantes in particular.
VoodistMonk wrote: Are there any consequences for people knowing who you are?
What's to keep you from owning it, like Tony Stark? "I am Ironman."
Even little Spiderman has friends like Ned and MJ that know him as Peter Parker.
in theory, you can have lots of people know. it just breaks the dual identity if your identity is 'exposed to the world at large.' without any definition of what that means.
So you could be Don Diego who only has a select few who know he's Zorro, or you could be Bruce Wayne who has the entire Bat-Family, villians, his fellow core seven leaguers, likely Amanda Waller and Jim Gordon...
As long as he doesn't reveal it on national television (Hi, my name is Peter Parker) it's not compromised.
As a fan of the class, it either is an issue or it isn't.
If you're in an intrigue game, then yes, it is important to think about the implications of relocating. In my current game, my vigilante does have the 'day job' of mild mannered weaponsmith and hasn't really recreated his vigilante idenity (backstory his cover was 'blown' and he escaped to Sandpoint from Westcrown.) Since it's Jade regent, he's going to build up the vigilante identity later.
With my PFS vigilantes it never came up much.
If all else fails, you spend a feat and don't worry about it.
Also I highly recommend the Legendary Vigilantes book for lots of reasons, but in relation to this topic the exposed vigilante archetype makes the dual identity question moot.
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So, for the people arguing that even though the text says "ranged, which includes both thrown and projectile weapons" the thrown star knife, knife, club etc. then chucking a starknife into a melee doesn't have a -4 to hit when thrown into melee?
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Derklord wrote: Matthew Morris wrote: Can you point me to the list that excludes starknives as thrown weapons? I'd like to see what other weapons in the thrown catagory aren't thrown weapons. I never said starknives aren't thrown weapons, I said they aren't ranged weapons.
Thrown weapon does not equal ranged weapon! "ranged, which includes both thrown and projectile weapons"
All thrown weapons are ranged weapons. Not all ranged weapons are thrown weapons.
So I'll ask again, what thrown weapons are not ranged weapons. Can you cite the list?
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Derklord wrote: VoodistMonk wrote: Since, by the above quoted RAW, Ranged weapons include thrown weapons, and the Starknife does, in fact, fall into the aforementioned "thrown weapons" group... The text says that "ranged weapons" includes both thrown and projectile weapons, but not that it includes all thrown weapons.
Can you point me to the list that excludes starknives as thrown weapons? I'd like to see what other weapons in the thrown catagory aren't thrown weapons.
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Claxon wrote:
And a GM shouldn't have to invent defenses against a once per day kill someone power just to keep the BBEG alive so it doesn't ruin the story of the campaign.
BECMI had the Collar of Stiffness for just such an emergency. :-)
If I'm looking at this kind of corner case as a player, my thought is, if I can hose the bad guy while he's asleep, he can do the same.
In this case, it is an instakill spell. "I possess Bob while he's asleep, I slit his throat, I return to my own body and take a lozenge."
If I'm a DM, I explain this to the player. I then say 'no.' If he really pushes it, he does this once. Then the person's family hires a wizard to scry and possess the PC...
the David wrote: And if so, what is it?
Compelling Rant
Bad guy setting up a mob? Dirty way to break up a bad guy's mob? with the target being so poorly defined (Target any number of creatures) the caster can create an instant riot to anyone who can hear him to the spell's range. Like at a coronation...
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Senko wrote: I'm just wondering an Allip is basically a spirit of madness the tormented soul of someone drive to death by madness and using all sorts of abilities that have driving their victim made as a theme. So I'm wondering what happens if you successfully cast a spell like heal that cures insanity on them? As a GM? I'd applaud the idea, give it a will save, and if it fails, it is sane. Whether it goes on to final death or stays around I'd use rule of plot. It it makes the save, it doesn't take the damage.
RAW, it does damage no matter the intent.
@ Purple Worm I'd say yes as a GM, but the feat does seem to make it open to interpretation. Sadly we're getting no more FAQ or rules clarifications from Paizo proper. (please correct me if I'm wrong)
@ zza ni I understand (and agree) with the logic that Shatter defenses should be one weapon only. The argument could be made, however, that the Shatter Defenses feat applies to all weapons since it doesn't mention a particular weapon.
@Derklord I'm not understanding what you are trying to communicate. Ironic since zza ni's argument is clear, and a reasonable decision of RAI.
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ShroudedInLight wrote: I wanna nominate the Elven Branch Spear. Out of the box its a martial weapon for Elves and Half Elves, it is a finessable reach weapon that requires zero feat investment [Unlike Whip or Spiked Chain], and has a +2 to AoOs based on movement (you know, the whole reason you use a reach weapon?). Sure its only got a 3x crit mod and only does 1d8 which is sub-par for most Martial Weapons (basically a Lance without the mounted bonus) but like; its a finesseable reach weapon with zero feat investment for elves. Thats literally unique in Pathfinder.
Love it on Unchained Rogues, Dex to damage on a reach weapon by level three. Beautiful.
Funny about that. After Sunday's game my Warlock is looking at that (Half elf with weapon familiarity) We've a barbarian and cat up front, and having just hit second level, I'm taking the lethal grace vigilante talent and that might help me in melee.
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Not sure why 15 pt buy is so disliked/feared.
15, 15, 13, 12, 10, 8 So a human wizard could do S 13, D 15, C 12 I 16 (14+2) W 8 Ch 10 if you want to avoid the 'weak nerdy wizard' Perfectly playable.
Heck a Swashbuckler/Dex Magi/Vigilante/Rogue could be perfectly playable with S 13, D 16 (14+2) C 12 I 15, W 8 CH 10.
I'm trying to find enough players out in the boonies I can teach. I'm going to stick to just the hardbacks and the 15 points.
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Melkiador wrote: Have you considered the wakizashi? Stats are similar to the thornblade, just +4 for coup de grace instead of +2 for crits. Cheaper too.
(aside, in my world, elves wear the thornblade/leafblade combo like Samurai.)
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So the Aldori Dueling Sword and the Elven Thornblade. Two of my favorite finesse weapon with art that looks so much alike. So which of the two do people prefer?
The Aldori sword comes with a feat tree to make it more flexible, at the feat cost. It also gets an archetype and a prestige class if you want to go the full Aldori.
The thornblade is a late arrival to the game, like a rapier and scimitar loved each other very much. No feats or archetypes, but it is more versatile out of the box (P/S damage, +2 to confirm crits)
I also wonder which looks more like the Honshu Katana from United Cutlery?
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Claxon wrote: Not sure how you would manage to get it on your spell list, but Bladed Dash (when cast as a swift action) would let you move and attack (as part of the casting as a Warpriest) and then full attack. Mystic Past Life for Samsaran is the only one I know of.
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