Kobold Devilspeaker

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5,363 posts (5,423 including aliases). 7 reviews. No lists. 2 wishlists. 1 alias.




2 people marked this as FAQ candidate.

How have people been interpreting the line "Any skill check successes carry over into the next round."?

From my read it seems that once you surpass the threshold once and gotten a hit, that ship will be taking hits every turn because the skill checks are still carrying over.

Is it meant to be only the succcesses that didn't reach threshold and become hits that carry over? Is there something I'm missing?


Apparently Mystics were mentioned as being Divine/Primal casters in the current build of PF2e (with I'd assume Connection determining which). I can see Technomancer being an Arcane caster, but I don't feel like Witchwarper or Precog naturally fit into having any of the traditions.

How do people think the difference classes might be handled when it comes to their spellcasting traditions/lists?


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I might be missing something, but is it accurate that if you are using synthesis summoner that a devoted phantom just flat cannot use it's Dutiful Strike ability?


Unstoppable Nanites doesn't really seem to be a very good benefit to start off a faculty. Boosts primary use as far as I've seen is for medium BAB characters who don't have the accuracy for full-attacks to be reliable enough.

It can see a lot of people literally never having a time when it'd be useful, because even if there is a time when they're only making a single attack in the turn, it's likely because they're moving in that turn, which is incompatible with using boosts.

It also seems odd to have the first technique conflict with the final technique in regards to what sort of attacks you're performing to try and benefit from your class features.


It doesn't really look like there are many faculty options if you're a shealth-primary character. All but one of the faculties presented favour having Cloud or Gear as your primary, but even Discorporation doesn't especially benefit sheath characters.


How does having Gear Nanite Arrays work if they're taken as secondary or tertiary ? Is the max level of gear you can use reduced locking you out of possibly any gear that'd be appropriate to the fight you're in?


How accurate is the math of monsters built using the Simple Monster Creation ruleset in Unchained when it comes to the math expectations for monsters?


What are some good revelations for a Weapon Solarian who is trying to go 50/50 when it comes to what stellar mode they enter? The campaign I'm in likely wont be going higher than level 13/4 even at the end, so revelations above lvl. 10 probably aren't going to be super relevant.


I just noticed that psychokinetic hold requires a move-action to actually use the effect each round, in addition to requiring the standard action every turn to concentrate on the effect and I don't see anything in the Gravity Hold revelation that removes this restriction.

Can someone tell me if there is something I'm missing? Since I was interested in playing a telekinetic gravity solarian until I realized it'd be using up both my move and standard actions each turn that can be negated easy by most opponents saves, and it just seems too costly for what you're getting?


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One of the major things I hope from 2nd editions change from the playtest, is that I hope players will be more able to get flavourful ribbon-style abilities relating to their classes concept without needing to sacrifice the opportunity of class feats for combat based things.

Do other people agree, or are flavourful ribbon abilities not as important to the general perspective?


Skill Feats are a nice idea that allows for non-adventuring mechanical options to be made that doesn't require players to trade away adventuring options to get them, but at low levels it feels like the only options available are painfully weak and minor to the point that selecting those feats is more a chore than anything else where you try to identify the least niche option and take it because there is nothing else.

I think it would be better if the options for trained skills just increased slightly and if skill feats were regulated to mid and high levels so that you don't just have bloat of useless feats. Instead skill feats would only be spent on abilities that are actually interesting and feel worthy of being feats rather than niche annoyances.


How is potency meant to interact when it comes to a groups starting items.
+2 Armor of Expert Quality is a 7th level item in it's entirety even though it's a combination of a 7th level potency and a 2nd level quality, but what if the player wants to have +2 Armor of Master Quality. Both the +2 Potency and the Master Quality are 7th level items, but they are better than the default +2 Armour so would they have to be treated as two separate 7th level items even though they are a single item and the qualities only benefit in the situation is +1 (max 0) ACP?


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When my group tried to do starship combat it seemed super repetitive with each player stuck just repeating the same action each turn and they didn't really feel like there was any tactical decisions that are possible to take outside of deciding where/how to move.

What sort of strategies could I attempt to implement to make the starship combat rules less "I do the same action as last turn" ten times and more tactical?


I sort of hope that Starfinder is a lot faster at reprinting things from the Adventure Paths into the main line of books compared to Pathfinder. It's abit annoying having to decide whether or not the new mechanics are going to be worth the cost when you know that you're never going to have the chance to play the adventure path.


How would people go about making mythic versions of creatures statted up via Simple Monster Creation? Would they simply chuck the mythic ranks and subtype onto the Simple Monster, would they remake the creature with the Simple Monster Creation rules at a higher CR adding some mythic abilities to the creatures options, would they stat the monster as a "true" monster and then put on the mythic ranks/subtype?


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

The Planar Oracle archetype from Ultimate Magic has the oracle eventually ascend into becoming an outsider and gains the extraplanar subtype when not on their newly associated plane which makes sense.

What doesn't make sense is that if the oracle then travels to their associated plane they suddenly gain the native subtype. Does that mean the oracle's soul and body suddenly separate on their "home plane"? Did the writer think that all outsiders became "Native" on their homeplane? Why would a Hell-attuned outsider who is extraplanar on the material plane suddenly become tied to the material plane if they go to hell?


Here's the Unhinged Fighter.

The primary focus of this homebrew is to increase the versatility and out of combat utility of the fighter without the class looking like a different class. It also has a few archetypes so that you can trade out the abilities that interact with systems that you might not use like Mass Combat.


Here's a race that lives on the Dimension of Dreams, since I like the new dream stuff in PF. They're named after the "first actor", since they pretend to be thought-constructs in dreamscapes so they can steal food and water.


Eh, I don't normally do classes in Google Docs, but since this site doesn't allow editing after an hour so this is probably the best method...

Unhinged Barbarian

This is part of my attempts of remaking some of Pathfinder in the style of Pathfinder Unchained... As in, make fixes and improvements but make sure it's still the same product rather than something like Mythos or initiating where the class ends up different in themes or flavour. Also, the results are not necessarily aiming for tier 3 when it comes to classes. This barbarian for example might still only be high tier 4, despite the increased agency from social abilities, class skills, customization, ability to manipulate the landscape, potential for nearly any ability in the game from limited magic access and tweaks to little things here and there, but I'll leave that to others to judge.


Is there any actual solid terrain in the Ethereal Plane? I previously thought it was just an empty expanse with everyone drifting around in zero gravity, but it sounds weird if ethereal marauders and sahkil are just drifting around aimlessly... I can see ethereal spiders making drifting webstructures, but sahkil floating about constantly sounds like it'd lessen the horror significantly.


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Ritualistic Magic - New Downtime Activity
You can use your downtime capital to produce supernatural effects. This costs an amount of Magic capital equal to spell level × caster level / 10 (rounded up). If the spell includes a material component, add the cost of that component to the cost of the spell before it is divided by 10. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell before it is divided by 10.


Now that Bestiary 5 is out-ish-sorta it's time for us to start rambling and ranting about our monstrous desires in a new thread.

I hope for some more Australian creatures and more outsiders from the groups that are starved like protean, psychopomp, inevitables and div. Maybe even have some simple templates like Celestial but for the different elemental planes.


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The following variants expand the options a character has when they gain cybertech. These options act the exact same as the standard cybertech rules except where stated.

Astral Cybertech
Instead of using technology to fully replace the associated body part, astral cybertech is actually a small technological device attached to the edge of the removed body part, leaving the owners with a smooth metal stump. When a psionic individual’s mind is conscious, this technology takes advantage of the strange phantom limb syndrome and automatically creates a replacement limb from the same matter that forms Astral Constructs.

  • Conscious Limitation: Astral cybertech requires a conscious mind to produce the cybertech, causing the creature to lose all the benefits of the astral cybertech if they fall unconscious or die. Because of this creatures cannot have astral cybertech installed into the body or brain slots, unless the creature lacks a constitution score or otherwise can function without the body parts replaced by the cybertech.
  • Psionic Fuel: Astral cybertech requires a small amount mental energy for the electronics to mold into the correct shape. As a free action, a creature with an astral cybertech may expend a power point to activate that astral cybertech. Astral cybertech that has been activated remains active until the next time they die or fall unconscious.
  • Reformation: Damage and effects inflicted upon a body part formed from Astral Cybertech are lost when the astral cybertech is deactivated, meaning next time that cybertech is activated the body part will be in perfect condition.

Crystalline Prosthetics
These prosthetics are treated and modified through advanced technology to channel and respond to the electrical network inside their bodies as if it was a normal line. The complexity and depth of this is so great that it responds astoundingly well to the efficient nervous system of psionic individuals, though this efficiency is hampered if the individual has other technology interfering with their electrical flow.

  • Psionic Synchronicity: If all of a psionic creature's cybertech are crystalline prosthetics, the crystals becomes optimized for that individual's mind. If the ability score they use to determine their power points or the ability score they use to govern their psi-like ability is not intelligence, then they may use that ability score in place of intelligence for the purposes of determining how much cybertech implementation they can handle without taking the -4 penalty to saving throws. If a creature has multiple ability scores that are valid, whichever is the highest is used.

Phrenic Symbiotes
A new form of cybertech has recently been discovered, where instead of a cybernetic device the body part is replaced by a specially grown symbiote that attaches and augments its host. The fact these symbiotes are not only still alive while attached to their host but also the fact they were discovered in the aftermath of Phrenic Hegemony attacks, causes many to feel uncomfortable with the idea of using them.

  • Living Technology: All phrenic symbiotes are living creatures, this acts being an intelligent item were the symbiote a magical item (increasing the cost in accordance to the abilities added to the cybertech) except that the phrenic symbiote counts as an aberration instead of a construct, it is crafted through the heal skill rather than Craft (Mechanical), intelligent item and dedicated powers that would grant spells instead grant psi-like abilities of the same level and number of uses, and it cannot take the following intelligent item powers: Item can use magic aura on itself at will, Item can sprout limbs and move with a speed of 10 feet, Item can change shape into one other form of the same size, Item can fly as the spell at a speed of 30 feet, or Item can teleport itself 1/day.
  • Psionic Domination: Whenever a creature would have a personality conflict against a phrenic symbiote, that creature can expend a power point to gain a +5 bonus on the will save.


How do goblins use their intelligence scores in golarion? I mean, they're as smart as dwarves or humans or halflings, so what do they direct their intellects towards?


I was looking at the Monster Trainer class by Northwinter Press and I am wondering, if you capture an earth elemental are you meant to use the Earth Elemental Warrior/Hero/Champion/Beetle/Spider or can you just use Earth Elemental? If you capture a fire elemental does it have to turn into a magma ram? If you capture a water elemental does it suddenly become electrical and be a gemini thingie? If you capture a creature that isn't presented in the book are you meant to use the statistics from the creature it lists in the index for it's whole stats or just for spell list? Can you use the Monster Trainer Class without using the monsters from the book?


I wanted to make an artificer class that utilised the kingdom and downtime rules, so here is one that hopefully isn't too generic.


After reading Occult Adventures and reading the chakra section I thought the unchained monk could use some unchaining. So I made my own Occulted Monk here. It lacks things like style strikes, but should still be able to be mobile when using full attacks, it has more of a focus on vitality and positive energy because of the now existent flavour that ki possesses. The ki powers are also more powerful than the unchained monk, and it's got different saves that are closer to the Core Monk.

Any opinions?


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I stand corrected.

Artificer - Occultist Archetype
Sometimes a craftsman with impeccable skills possess focus and passion so pure that it invests their creations with magic. These individuals can then tap into their creations power to release potential that others could never truly understand. With time an artificer can even do wonders with their crafting, building castles in hours, or forging dozen adamantine fullplate in a day.

Limited Implements: An artificer can only use an object as an implement if they crafted that object themselves. This modifies and alters the Implements class feature.

Artificer's Skill (Ex): At 2nd level, an artificer's knowledge grants him a bonus when attempting to build something or use one of his own devices. He gains a bonus equal to 1/2 his class level on all Craft checks, and on Use Magic Device checks to use an item he crafted. This replaces the Magic Item Skill class feature.

Bonus Feats: The artificer gains item crafting feats as they progress in level, gaining an item crafting feat of their choice at fourth level and every four levels thereafter. This replaces the Outside Contact 1, 2, 3, 4 class features.

Fabricated Magic (Su): Upon reaching 5th level, an artificer knows enough about magic that they can fake it's effects during the creation of an item. Whenever the artificer attempts to create a magical item that they do not meet the spell prerequisites of (including potions, spell-trigger, or spell-completion items) they can attempt to make a Craft (if any are applicable to the item) or Use Magic Device check to fake the spell (DC 20 + Caster Level of the item). If this check fails they take the standard +5 increase to the item's creation DC, or fail to create the item in the case of potions, spell-trigger, or spell-completion items. This replaces the Aura Sight class feature.

Unchained wrote:
If using the Dynamic Item Creation rules from Pathfinder:Unchained, failure at one or more of this feature's checks during the final stage of creating the item causes the character to fail the Provide the Requirements task of the Complete the Item Challenge.

True Artisan (Su): At 8th level, the artificer becomes unnaturally faster at crafting mundane objects. When using the craft skill to create an object, each check represents a day of work instead of a week. You can still work for a week though, in this case your progress (check result × DC) should be multiplied by the number of days in a week. In addition, you can expend a point of mental focus when making a crafting check to have it represent an hour of work instead of a day. This replaces the Magic Circle class feature.

Unchained wrote:
If using the Alternate Crafting rules from Pathfinder:Unchained, this feature instead multiplies the base progress per day for all crafting attempts you make by 5. In addition, you can expend a point of mental focus when making a crafting check to have the multiplier from this feature increase to 40.

Perfect Artisan (Su): At 12th level, the artificer becomes inhumanly fast at crafting mundane objects. When using the craft skill to create an object, each check represents an hour of work instead of a day. You can still work for a day though, in this case your progress (check result × DC) should be multiplied by the number of hours you work. In addition, you can expend a point of mental focus when making a crafting check to have it represent an minute of work instead of an hour. This replaces the Binding Circles class feature.

Unchained wrote:
If using the Alternate Crafting rules from Pathfinder:Unchained, this feature instead multiplies the base progress per day for all crafting attempts you make by 40. In addition, you can expend a point of mental focus when making a crafting check to have the multiplier from this feature increase to 2400.

Fast Artifice: At 16th level, the artificers immense speed with crafting begins to apply to magic item creation. Creating a magic item now requires only 4 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 4 hours. Potions and scrolls are an exception to this rule; they can take as little as 30 minutes to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 4 hours to create, just like any other magic item. In addition they can now create a number of magic items in a day equal to their intelligence bonus (minimum 1). This process can be accelerated to 2 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5. This replaces the Fast Circles class feature.

Unchained wrote:
If using the Dynamic Item Creation rules from Pathfinder:Unchained, this feature instead alters the creation time set by the Preparing the Vessel challenge. On a Critical Success, set the item’s creation time to 1 day per 4,000 gp of the item’s market price. On a Success, set the item’s creation time to 1 day per 2,000 gp of the item’s market price. On a Failure, set the item's creation time to 1 day per 1,000 gp of the item's market price.

New Feat

A Hundred Hobbies
You have built so many things over the years.
Benefits: You can take ranks in the Craft skill as if it was a single skill, with ranks in this craft skill counting as if you had ranks in every craft skill. If you already possessed ranks in one or more craft skills, automatically retrain these skill ranks as you desire.
Normal: When you put ranks into the craft skill, you must choose a type of craft to put ranks in.


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Primordial - Bloodrager Archetype
Many bloodragers possess elemental heritage that they can tap into for monstrous strength and endurance, but none are embraced by the elements as much as the primordials. When these warriors bloodrage, they transform into destructive and monstrous elementals.

Primoridal Bloodline: Primordials get their power from their elemental nature, thus a primordial must always take the elemental bloodline. This alters the bloodline class feature.
Primordial Bloodrage: When the primordial bloodrages, there body warps and shapeshifts into their element, causing the bonuses towards ability scores granted by bloodrage, greater bloodrage, and mighty bloodrage to be size bonuses rather than morale bonuses. At 11th level, instead of being able to apply a spell to himself when he enters greater rage, the primordial gains a 5% chance of ignoring a critical hit or sneak attack per two points of burn you currently possess. At 20th level, instead of being able to apply a spell to himself when he enters greater rage, the primordial gains a 5% chance of ignoring a critical hit or sneak attack per point of burn you currently possess. This alters the bloodrage, greater bloodrage, and mighty bloodrage class features.
Blood Talent (Su): At 4th level, the primordial gains the ability to use wild talents even while bloodraging. He can make concentration checks for these wild talents while bloodraging. This replaces the blood casting.
Elemental Blade (Sp): Upon reaching 4th level, the primordial gains kinetic blast wild talent of his choice, as a kineticist of his class level. This kinetic blast must be a simple blast that matches his bloodline's element. In addition, the primordial gains the kinetic blade form infusion and it costs 0 points of burn instead of 1 point of burn. He can't use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll. This ability replaces eschew materials.
Wild Talents: A fourth level primordial gains wild talents as a kineticist, except you gain new utility wild talents at levels 5, 9, 12, and 14 instead of the normal progression. This ability replaces spellcasting.
Burn: Upon attaining 4th level, the primordial gains the kineticist's burn class feature.
Infusion (Su): A fourth level primordial gains infusions as a kineticist, except you gain new infusion wild talents at levels 4, 7, 10, and 13 instead of the normal progression. This ability replaces bloodline spells.
Primordial Defence (Su): At 7th level, a primordial gains his element’s defence wild talent, except his effective kineticist level for these wild talents are half his class level. This ability replaces damage reduction.
Titanic Form (Su): At 16th level, the primordial gains Kinetic Form as a bonus utility wild talent. This replaces the primordial's 16th level bloodline power.


My first battle was easy difficulty, a Chain Mauler from the NPC Codex. With a great stealth check I was able to get the drop on them. Sniping, and the resultant intimidate check, caused the rogue to run away in fear with his first action (and taking a haste potion), and then paralysing it with hold person I was able to simply walk up to it, quick draw my gold-plated swordcane and kill the chain mauler with a TWF full attack.

Attack with mystic bolt got 19 damage, not much but the fear was a great rider effect, and the full attack did 102 damage. Admittedly, one of the hits with the mystic bolt in the full attack was a critical. Although quick, it was fun to see an enemy described as "The chain mauler is a vicious sadist whose weapon allows her the bloodiest satisfaction.", run away in terror.

My second battles was epic difficultly; my vigilante being attacked in my social identity by a shinigami... Surprisingly the scry protection actually came into play since he wasn't aware of me changing between identities. The only time I had the tiniest chance against the shinigami was when he rolled a 1 against Charm Monster... but his SR saved him. I did survive a few attacks with my living shadow ability and launching some mystic bolts, but most of the fight I was just using stealth to hide and try to use illusions and enchantment spells on him (since that was my character's thing and the vigilante did not know the creature that attacked him had trueseeing), and using my gold elemental as a decoy. But in the end, the large number of saves my character had to make caused him die rather blatantly. I would've teleported away if it wasn't for the fact it was a playtest because it was very quick to notice my character had no chance. From this I'm noticing I probably made a very very bad decision making a illusion/stealth based character at high levels, since true-seeing is going to be common.


I've made a 15th level warlock vigilante with the idea of being a magic thief, though I'm not sure what situations would be good to playtest it with since I don't have a giant amount of experience at high level, any suggestions on what encounters might be good for it?


1 person marked this as FAQ candidate.

With Planar Ally, can you call creatures with the celestial/etc. templates? The spell text says it calls outsiders only, while the text of the templates say that they can be summoned by planar ally.

As for Planar Binding, is there any chance of getting the mention of elementals errata'd out of the text eventually?


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I'm making a secret agent master of getting information hybrid class of rogue and wizard (diviner), but before I continue I'd like to know what people consider the best or most important divination spells.


I've seen a decent amount of posts on this board about how anything above 15th level doesn't matter because no one ever plays at those levels, is that actually true in general?

I know my group does, but maybe we are in the minority. Why don't people play at high levels?


Can you use vital strike on an attack action you got from cleaving finish?


Not perfect since it uses a familiar instead of a humanoid, but still turning your raven, angel or koala into a sword is cool.

Magus have access to the following arcana:

Living Weapon: Your familiar can transform into a masterwork weapon as a standard action, the type of weapon is chosen when you select this arcana, and you can transform the weapon back as a free action while your wielding it. This weapon form is non-magical and is not made of any special materials, but it can be enchanted as if it was a normal weapon of it's type. A familiar in weapon form continues to gain the benefits of being your familiar except for natural armour, share spells, and deliver touch spells. You can only take this arcana if you have a familiar.

Bladebound Magus have access to the following arcana:

Bladebound Familiar: Your familiar and black blade become one in areas where the black blade and familiar would overlap such as intelligence, it gains whichever is best. Your familiar to transform between the two forms as a standard action. A familiar in weapon form continues to gain the benefits of being your familiar except for natural armour, share spells, and deliver touch spells. You can only take this arcana if you have a familiar.


Steel Steersman (Cavalier)

Instead of riding atop a steed of flesh and blood, a Steel Steersman commands an automaton of metal.

Class Skills: A steel steersman loses Handle Animal as a class skill, and gains Knowledge (Engineering) in it's place.

Mount: A steel steersman constructs their mount rather than bonding with one. In addition to the normal traits of being the steel steersmans mount, the animal gains the Half-Construct subtype, counts as two effective druid levels higher for the purpose of determining natural armour, and starts with an intelligence score of -, causing it to possess the mindless quality. This mindless mount cannot learn tricks, possess skill points, or take feats and does not normally take action. While a steel steersman is riding his mindless mount, he may direct the actions of the mount as a free action, causing it to spend it's actions during his turn.

When the mount would gain the opportunity to advance one of it's ability scores, the steel steersman can choose to advance the mounts intelligence score as if the score was 0. This removes the mindless quality, bestows skill points and feats as appropriate for the animal and it's HD (though it does not get the Light Armour Proficiency cavalier mounts automatically gain), the mount is affected by Knowledge (Engineering) checks as if they were Handle Animal checks, and normal Handle Animal checks are not effective on the mount.

Finally, the appearance of a steel steersman's mount is much more mutable. It may appear as a mechanical vehicle, a half-golem version of the animal, or a fully robotic version of the animal, as long as the appearance fits with the mounts statistics. This modifies the mount ability of the cavalier.

Upgrade (Ex): At fifth level, the steel steersman becomes capable of upgrading his mount's body. All of the mount's primary natural attacks can be improved into masterwork quality weapons through Knowledge (Engineering) checks as they were Craft checks, though only the masterwork component is crafted, and the mounts natural armour can be improved to masterwork quality armour in the same manner.

In addition, you gain the benefits of the Craft Magic Arms and Armour feats, but only for enhancing the masterwork natural weapons or masterwork natural armour of your mount, and the skill used for the crafting is always Knowledge (Engineering). This replaces the expert trainer ability of the cavalier.


My group was just about to start the Rise of the Runelords adventure path but one of the players has now dropped leaving my group with two constant players and one player who comes half the time, with the remaining characters being:

Tielfing Titan Mauler Barbarian
Human Paladin
Human Bloodrager (The character of the player who is around half the time).

Based on this... I'm guessing I should suggest that they change their characters to cover the holes or something... But I'm not really sure what I should suggest. Also any idea how I'll need to modify the adventure paths challenges, especially since it was designed for 4-5 players.