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It does help lots. We are mostly interested in tile sets to create our own maps. Time to scratch together some pennies and get a few sets.

Also, those links are some amazing works of art. I never thought of just checking Deviantart... As I said, we missed something big.


Hi y'all!

I've been looking for a decent tool for making maps for a Roll20 campaign we are running with our DM. Spent some time on the webs and found antes potential apps, like Tiled and the like, but I would like to ask you guys, definitely more experienced, than poor ol' me. What would you propose for a group of players that never had experience with such tools? We are mostly looking for means to map battle encounters, so mostly various caves, buildings, smaller forest areas, mountains and the like. Inns for those random fistfights. Our current problem lies in the fact, there are few fully free tools, that would have the tiles we seek. Our campaigns tend to be very travel heavy, which throws our parties into very varied environments. And we are talking here from mountain ranges, desert oasis, forest clearings, underwater caves, some ruined temples and fey gardens. Eastern themes, Asian themes, some Egyptian and Arabic as well.

We've been thinking of actually using the game Rimworld for overall environment building and using external sprites through Gimp and applying them in a second step.

RPG Maker has potential, but not everyone is fully happy with the jrpg style of the created maps.

Tiled we are still looking into. Mostly for the availability of tile sets that would have a more or less matching style and were offering the stuff we need.

Could anyone with some more experience offer some insight? I feel we probably missed something big in our ignorance. What do you use for creating maps? We are looking for the 70 pixels grid standard.


That does sound interesting. One could fully skip Two Weapon Fighting and just grab a double barrel pistol and doubleshoot it with a free reload for a full round rain of bullets.

That's not a bad idea actually... If I went Pistolero, I could just easily swap from simple pistol to double. Although rapid reload needs to come a bit later.


Weapon Finesse and Fencing Grace turn Rapier into a full Dexterity based weapon.

Does Rapid Shot work with firearms? It just states ranged weapon, but since reloading one is a move action, I thought,that it would not apply. If it does work, it's quite potent. Unless it would work with something like double barrel pistols only. Still if I was to go that way, an interesting choice.

And I misread Precise Shot as shooting at an enemy that is engaged in melee with a friendly target. My mistake. Apparently there are no penalties to shoot shot such an enemy at all. Not there is a chance of friendly fire.

Taking 5 lvls of Gunslinger and then moving into something else sounds like a neat idea. One would be losing a lot of deeds that way, but... Ranger seems like a good idea. Both Dex and Wisdom from Gunslinger would come in handy. Favoured terrain can easily be water and enemies Humanoid (aquatic). It's actually not bad at all... I will tinker with it.


Howdy y'all!

Or rather...

Yarrr, filthy searats!

Uhm... Awkward awkward.

Right! We are making a pirate campaign and desigining characters for that very reason. And after much debate and forethoughts... They showed me one picture and I was sold on a gunslinger really... I decided (yeah right) to play a base gunslinger! Well mostly. I think...

You see I am making a character that will be using pistols. Mostly, as I intend to have her carry a rapier or a cutlass or something pirrraty, yarr! And well... I encountered a few issues. While thanks to your awesome help in the past, I have an overall idea of what to do, I still lack enough skill ranks in Knowledge (Feats) to do anything beyond a lvl 5 plan.

Here is the plan so far:
- we start lvl 3;
- we are doing 20 point buy;
- we can have 3 traits, unique types;
- we start with 3k gp;
- I am playing a human;
- need Knowledge (Sailor) for them ship stearing;
- there won't be any cannons in the game, just basic firearms.

Here is what I came up with for the starting setup.

Str 8
Dex 17+2
Con 12
Int 10
Wis 14
Cha 12

Traits:
- Iron Liver (+2 Fort Save vs poison and drugs; +4 vs alcohol)
- Never Stop Shooting (when below 0hp but not dead, you can still shoot, reload and draw firearms)
- Nomadic (+1 to Kn. Geo and Survival, Kn. Geo is class for me)

Feats:
- Point-Blank Shot
- Rapid Reload
- Quick Draw

Items:
- two Masterwork Pistols (1.6k gp + 1k gp of free gunslinger pistol)
- a set of Masterwork Chain Shirt (250 gp +4AC +4 Max Dex -1 ACP)
- one Masterwork Rapier (oh f$$# situations)
- 830 gp worth of stuff a pirate needs

Now I am torn between vanilla Gunslinger and Pistolero. I don't intend to use a musket, as I feel like it does not fit into my idea. Overall Pistolero offers higher base damage with pistols due to the replacement of Gun Training with Pistol Training, but... I don't like the fact Up Close and Deadly cannot be free, even through True Grit. I don't really like the replacement of Bleeding Wound with Twin Shot Knockdown. We can already get something similar on lvl 7 with Targeting. And then again, the bonus dmg is just a +3 per shot, so it's not massive.

As for traits, they were mostly picked for fluff based on the background and stuff. I know Reactionary is the god of all traits, but ehh... I can live without. I picked Nomadic due to the fact I will need Kn. Geo a lot for navigation and it gives me a total of +4 to it.

Following on with feats, I am kind of set on the starting three. I was considering Precise Shot, but since I cannot find anything about a risk of friendly fire, I decided to skip it till a later level. I want to grab Improved Initiative sometime soon. Weapon Focus (Pistol/Double Pistol) not sure which weapons I will use in the end. I am seriously considering Weapon Finesse and Fencing Grace as well.

From what I was told so far by our GM to be, the encounters will be mostly a lot of enemies over one BBEG. So I am not too pressed on Precise Shot, more over being swomped and forced into melee. I know there was a feat that removed penalties from firing into melee, but I can't find it right now.

Lastly, is there any way to prevent AoO from reloading? No improved reload or something? As far as I am aware, it's a stupid idea to reload while in melee, but then again, I don't know how to avoid being turned into a pincushion once the enemies get close.

Only confirmed party member is a melee fighter. From what I heard intending to go into Corsair. So I will have help in case of numerous opponents. When it goes to the worst, I will force enemies to eat AoO from my Fighter while I withdraw to a new position.


Thanks for all the replies, helped a lot. Sadly due to differences between me and DM I left the group. But if I ever find another one for Starfinder, I will surely use the info from here.


Malk_Content wrote:
All armours give environmental protections (including vacuum) for 24hrs x Item level.

Are you sure? Some armor descriptions don't hint on them being capable of such. Like Freebooter Armor is just a jacket and some sturdy boots and gloves woth some straps and stuff.


Hi! It's me again! Missed me? Uhm... I am bad at starting topics... Onward to science!

So we are gearing up for a Starfinder test on this Saturday. Your humble friend here will be a Solar Weapon Human Solarian. Yadda yadda... Which arnors can serve as Space Suits? I noticed there is an item that's named Soace Suit for 25 Creds but it offers 0 protection. Then there is this Second Skin Armoe that's described as a super thin Soace Suit offering some protection against hazards of space.

So you know, what gives? Can all armors be used as Space Suits or only a few? Is there some special tinkering needed with them to make them space viable? A friend spoke something about a seal for some full body armors, but which are those? Do we have to check each description to check if they are viable for it? Or is there some magical shield item or something that would work like the shield suits from second Guardians?


HWalsh wrote:
NaeNae wrote:

Makes sense. But the only application of Multi Weapon Fighting is when you use a snall arms in one hand and dagger in the other. And Full Attack one enemy in melee and another in range.

As fir the guide, Solar Weapon is an Advanced Melee Weapon. So the Weapo Focus should be for those, not for a Solar Weapon itself. At least that's how I understand the part - "Your Solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it."

That is correct, technically the Weapon Focus is for Advanced Melee Weapons.

Which is great because it applies to the thrown starknife you keep for a ranged attack.

And incorrect, you can use 1 small arm and 1 operative melee weapon, 2 operative melee weapons, or 2 small arms. You don't have to just use one small arm and one operative weapon.

Well yes, but if holding two knives does not give you any bonus attacks when performing a full attack, it would be limiting in options to pick them over a pistol and knife. But hey, fluff is more important to me than optimisation :)


Makes sense. But the only application of Multi Weapon Fighting is when you use a snall arms in one hand and dagger in the other. And Full Attack one enemy in melee and another in range.

As fir the guide, Solar Weapon is an Advanced Melee Weapon. So the Weapo Focus should be for those, not for a Solar Weapon itself. At least that's how I understand the part - "Your Solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it."


HWalsh wrote:
NaeNae wrote:
*snip*
Con is retroactive.

My mistake... I was certain I read somewhere that it's not. As I haven't had a good look through the pdf yet, I went on what I read in the webs. I will check the info better next time.

HWalsh wrote:
NaeNae wrote:
*snip*
They're not. Plasma Sheath, Stellar Rush, Step Up, and Step Up And Strike are all rated as Gold options. In my guide's color scheme that is the best option, not an inferior one.
HWalsh wrote:
NaeNae wrote:
*snip*
You just didn't read the guide's first page which explained the color code. Because Starfinder is not Pathfinder I intentionally didn't use the common color codes used in Pathfinder guides.

My mistake again... I was used to the Purple/Pink > Blue > Green > Yellow > Red. I assumed as if it was another X-finder, people will use the same coding. That solves a lot of my confusion while reading the guide.

HWalsh wrote:
NaeNae wrote:
*snip*
Starfinder doesn't give extra attacks while multi-weapon fighting. Multi-Weapon Fighting in Starfinder, if you have the feat, reduces the full attack penalty by 1 so long as you are only using Operative weapons. Solar Weapon is not an Operative weapon.

So technically the whole idea of fighting with two weapons is gone? Like... I know there is this Multi-Weapon Fighting feat which says "Benefit: When you make a full attack with two or more small arms or with two or more operative melee weapons, reduce the penalty for making a full attack by 1." So that would hint it is possible to make a Full Attack with multiple weapons. It clearly says "full attack with two or more" not "full attack while holding two or more". Then again it applies to Small Arms and Operative weapons only, so is not relevant here for Solarians.

HWalsh wrote:
NaeNae wrote:
*snip*
Nope. Str > Cha > Dex > Con > Wis > Int

Same as above, did not check the roles, just read the webs. Still Resolve Points, AC and Initiative outshine the tiny ammount of bonus Stamina Points early imo. If Constitution is retroactive, it's best left at 10 early on considering Solarian's good Fortitude save.


I have a question. Because from what I read so far, Constitution no longer affects the Stamina Points retroactively. So as I understand it, it's best to start with high Con over raising it later? A bump on lvl 20 is almost wasted.

I am asking, because my PF group suffered loses in players and we decided to give SF a try with who is left. And my choice fell on Solarian. And reading through things, I have a few questions, tyat I hope more advanced players can help me with.

Solarian gets the passive bonus to Full Attack lowering the penalty by 1. So I would consider both Step Up as key and the Stellar Rush as key to have. Then... Plasma Sheath is also super good. So... Why are they marked as inferior in the guide? Am I missing some majkr flow in them? I did not read through it fully, just skimmed it over so far. But those two revelations are super important in my opinion. Is the lock in fire damage such a big hit to their viability?

How is fighting with two weapons and full attack calculated? Because it seems, that if you can hold a kinetic weapon in one hand and your solar weapon in the other and use Step Up Mk.2 with a Full Attack, you get 5 attacks a round, I think... 1 from Step Up, then two with each weapon with a Full Attack?

On a last note... Shouldn't it be Str > Cha > Con > Dex > Wis=Int for starting stats and then Str > Dex > Cha > Int > Wis=Con for upgrades? Based on the fact Con mod change will no longer affect your Stamina Pool retroactively.


Oh, I finally read the way VMC works... My bad. I thought it just adds you a bonus 5 levels of some class, but it seems it's unique development of that secondary class. So yeah, that would be 4d6 from Rogue, 1d6 Vivisectionist and 5d6 Trickster giving a neat 10d6 I think. With the ability to retrain the ASA feat later on for something more beneficial. Although... It does cost 5 feats. A bit rough if you ask me.


1. Vivisectionist 1 / Acomplished Sneak Attacker 2d6(1d6)
2. Wizard 1
3. Wizard 2 / Rogue 1
4. Wizard 3
5. Arcane Trickster 1
6. Arcane Trickster 2 3d6
7. Arcane Trickster 3 / Rogue 2 4d6(3d6)
8. Arcane Trickster 4 5d6(4d6)
9. Arcane Trickster 5
10. Arcane Trickster 6 6d6(5d6)
11. Arcane Trickster 7 / Rogue 3
12. Arcane Trickster 8 7d6(6d6)
13. Arcane Trickster 9
14. Arcane Trickster 10 8d6(7d6)
15. Wizard 4 / Rogue 4 9d6(7d6)
16. Wizard 5
17. Wizard 6
18. Wizard 7
19. Wizard 8 / Rogue 5
20. Wizard 9

Total of 9d6 as far as I am aware. You could finish off with Vivisectionist 9 and Wizard 3 instead and get another... 3d6 I think.


UnArcaneElection wrote:
NaeNae wrote:
SmiloDan wrote:

1. VA1. Weapon Finesse? Sneak Attack 1d6

2. W1. Scribe Scroll
3. W2. VMC Rogue
4. W3.
5. W4. Accomplished Sneak Attacker, SA 2d6 (retrained 7th level?)
6. AT1.
7. AT2. SA 4d6, Spell Focus?
8. AT3.
9. AT4. SA 5d6, Intensify Spell
10. AT5.
11. AT6. SA 7d6, Dazing Spell, Evasion
12. AT7.
13. AT8. SA 8d6, Quicken Spell
14. AT9.
15. AT10. SA 10d6, Uncanny Dodge, Spell Specialization?
16. W5. Bonus Feat
17. W6. Spell Perfection?
18. W7
19. W8. SA 11d6, Improved Uncanny Dodge, Spell Penetration
20. W9.

How did you get 11d6 sneak dice?

1. 10 levels of Arcane Trickster give you 5d6.

2. 1 level of Vivisectionist gives you 1d6.

3. 1 level of Rogue gives you none.

4. Acomplished Sneak Attacker gives you 1d6 and limits your sneak dice to half your HD max. So lvl 20 is 10d6, but you retrain it lvl 7, so either you lose the 1d6 or you are capped at 10d6 max.

If my math is right... And I think it is, you are capped at 6d6 without ASA and at 7d6 with it. Unless you go... Wizard 9/ Arcane Trickster 10/Vivisectionist 1/VMC U-Rogue 5. Which then gives you...

5d6 AT + 1d6 Viv + 2d6 Rogue + 1d6 ASA feat. Which is just 2d6 higher and capped at 10d6. For the cost of 5 feats. Nit aure it's worth it.

VMC Rogue is providing another 4d6 of Sneak Attack, starting with 1d6 at level 7 and then going up by 1d6 every 4 levels thereafter. But as you noted, Accomplished Sneak Attacker only applies when it can do so without raising your number of Sneak Attack above half your hit dice (rounded up). So you would want to retrain this to some other feat at least at 11th level (when this limitation would kick in), but potentially as early as 7th level (when VMC Rogue starts to kick in, and you are likely to be even hungrier for feats than later on).

Variant multiclassing allows you to take 5 lvls of a second class total. On lvl 3, 7, 11, 15 and 19. With 1 level of Vivisectionist that's 6 levels of sneak attacking class. Which transfers into 3d6 sneak attack dice, because sneak classes get the dices every uneven level. Then there is 5d6 from Trickster. I still don't see how it can go higher? Unless you went Wizard 3/Trickster 10/Vivisectionist 7/Rogue 5, which would give you 5d6 from Trickster and 6d6 from Vivi and Rogue.


A highly regarded expert wrote:
NaeNae wrote:
I feel dumb now, because I have the spell in my notes and forgot to write it down above. And it's ace, especially with the Admixture elemental shifts to avoid resistances of same baddies.
Actually, you can't change it because it's a conjuration.

:o I feel even dumber now :c


I feel dumb now, because I have the spell in my notes and forgot to write it down above. And it's ace, especially with the Admixture elemental shifts to avoid resistances of same baddies.


SmiloDan wrote:

1. VA1. Weapon Finesse? Sneak Attack 1d6

2. W1. Scribe Scroll
3. W2. VMC Rogue
4. W3.
5. W4. Accomplished Sneak Attacker, SA 2d6 (retrained 7th level?)
6. AT1.
7. AT2. SA 4d6, Spell Focus?
8. AT3.
9. AT4. SA 5d6, Intensify Spell
10. AT5.
11. AT6. SA 7d6, Dazing Spell, Evasion
12. AT7.
13. AT8. SA 8d6, Quicken Spell
14. AT9.
15. AT10. SA 10d6, Uncanny Dodge, Spell Specialization?
16. W5. Bonus Feat
17. W6. Spell Perfection?
18. W7
19. W8. SA 11d6, Improved Uncanny Dodge, Spell Penetration
20. W9.

How did you get 11d6 sneak dice?

1. 10 levels of Arcane Trickster give you 5d6.

2. 1 level of Vivisectionist gives you 1d6.

3. 1 level of Rogue gives you none.

4. Acomplished Sneak Attacker gives you 1d6 and limits your sneak dice to half your HD max. So lvl 20 is 10d6, but you retrain it lvl 7, so either you lose the 1d6 or you are capped at 10d6 max.

If my math is right... And I think it is, you are capped at 6d6 without ASA and at 7d6 with it. Unless you go... Wizard 9/ Arcane Trickster 10/Vivisectionist 1/VMC U-Rogue 5. Which then gives you...

5d6 AT + 1d6 Viv + 2d6 Rogue + 1d6 ASA feat. Which is just 2d6 higher and capped at 10d6. For the cost of 5 feats. Nit aure it's worth it.


I use Unchained Fractional Advancement, which means each Wizard level adds 1/2 to BAB and each Rogue a 3/4 to BAB and it's rounded down afterwards. Additionally the saves get a +2 from each class you have that has a good progression in them. Note the following from under the table:

"* If at least one of the character's classes has a good saving throw progression for the save in question, add 2 to the total save bonus."

My lvl 2 Wizard and 2 Rogue has now 1-1/2 BAB from rogue and 1 BAB from wizard. And a +2 Reflex save and a +2 Will save. Fortitude is kind of poop for now.

On a side note, thanks for this Spell Perfection feat. I didn't find it earlier.


Well, my plan so far is to pick Acomplished Sneak Attacker for lvl 5, Spell Focus Evocation for lvl 7, Spell Specialisation for lvl 9 and Greater Spell Specialisation for lvl 11. I plan to take Intensify Spell for lvl 13 or 15. That's the time I can make the most use of it with Scorching Ray, Fireball, Magic Missile. I was thinking of taking Quicken Spell as well, so perhaps those will be my lvl 13 and 15 feats.

The only bother I have is... Quicken raises the lvl by 4, with Intensify that's a lvl 8 Fireball and a lvl 7 Scorching Ray. But then again, a wizard can cast a single spell per day spontaneously from her bonded item. Would such a spell being Intensified count as a full round action? I know a Quickened would still be Swift Action, but normally spontaneous metamagic is a Full Round Action, no?


What would you propose for must have spells?

For lvl 2 I want Gliterdust, Scorching Ray and Invisibility. I can get Scorching Ray from ny friendly neighbourhood wizard and the other two I can learn myself.

For lvl 3 I am only set for Fireball. Haven't really found anything that would pique my interest.

For lvl 4 I want Greater Invisibility.

What else would you propose? I noticed that there aren't that many good spells in Evocation once you have Scorching Ray and Fireball. Not untill Chain Lighting for lvl 6 spells. But what of other schools?


Okay, then something like Scorching Ray seems like the better choice for the Spell Specialisation Duo of feats. As with Intensify, it would be 4 rays for 4d6 each, with the first one adding all my Sneak Dice to itself. On lvl 15 that would be a neat 11d6 on first ray against 10AC. Because touch and removed Dex to AC. Sounds much more decent.


Edit: Once again I cannot edit, oh well...

Can someone explain the sneak dice usage for an Arcane Trickster?

I assume any damaging spell can add Sneak Damage to it's AoE or first enemy hit, as long as Surprise Spells are available.

But what about spells that are Ranged Touch Attacks targeting enemies with removed Dex bonus to AC? Doesn't it count as a sneak attack?


SmiloDan wrote:

I think there is a Fey Bloodline ability that gives you swift action greater invisibility for a number of rounds equal to your level. Maybe try to see if something like that is less expensive?

Is there a way to polymorph into an Invisible Stalker? Some kind of elemental form?

Are you going to pick up Quicken Spell at higher levels? It really helps your action economy. Especially if you need to quickly buff up to stealth up.

"Invisible Thief (Su): At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive."

So when it comes to combat, I will later have means to go invisible. The ring was more ment to allow me to scout ahead and remain invisible till I decide to drop it.


Well... Our GM does not limit the traits like that. We are allowed up to two traits from each type as long as we rolled them from the background generator. And two rerolls in said background generator on two dices if we don't like some result. Some might argue, but I like the puzzle of given results in creating a coherent backstory from the numbers.

To sum up my character, this is all the info that I think are relevant here.

Name: Evelyn Alaryan
Race: Elf
Class: Wizard 2/Unchained Rogue 2
Level: 4

Str - 8, Dex - 18, Con - 12, Int - 18, Wis - 12, Cha - 8

Racial Traits: Keen Senses (+2 Perception), Low-Light Vision, Elven Immunities (+2 to saves against enchantment), Long-Limbed (+5ft base speed), Fey Sighted (constant Detect Magic with CL equal to HD);

Feats: 1 Toughness, 3 Improved Initiative, W Scribe Scroll, R Weapon Finesse;

Traits: Magical Knack (+2 CL up to HD), Resilent Caster (+1 CL against dispell effects), Reactionary (+2 Initiative), Charming (+1 to Bluff and Diplomacy against attracted targets), Influence (+1 Sense Motive)

Drwaback: Pride,

Unchained Rogue: Evasion, Trapfinding, Sneak Attack +1d6, Graceful Athlette;
Wizard: Versatile Evocation, Arcane Bond - Ring, Opposite Schools: Enchantment and Necromancy;

Spells Known: all lvl 0, without opposite schools; Color Spray, Detect Secret Doors, Ear-Piercing Scream, Feather Fall, Mage Armor, Magic Missile, Secluded Grimoire, Unseen Servant;

Skills: Acrobatics 1, Climb 1, Disable Device 4, Escape Artist 4, Fly 1, Kn. Arcana 4, Kn. Dungeoneering 1, Kn. Local 1, Kn. Nature 1, Kn. Nobility 1, Kn. Planes 1, Kn. Religion 1, Perception 4, Sense Motive 1, Sleight of Hand 1, Spellcraft 4, Stealth 4, Swim 1;

Not sure where to put it, but each party member has to drink this. And I was no different. So thanks to that little thing, Evelyn can fly on any broom she finds with poor maneuverability. I mean... It could have been worse.

My plans for level 5 are as follows. Grab Acquired Sneak Attacker. Learn Glitterdust and Invisibility. Learn Scorching Ray from my friendly, neighborhood Wizard. And perhaps any other spells he might know. Check the scrolls we found for any spells I find interesting and that can come in handy. Get myself a +1 Armor if I can afford it.

Then I am torn a little. I could get Spell Focus lvl 7, Spell Specialisation lvl 9 and Greater Spell Specialisation lvl 11, leaving Spell Infusion for lvl 13. But honestly, I could postpone it 2 levels and grab Craft Magic Arms and Armor on lvl 7 and use it with the Scribe Scroll from the Wizard bonus feat to scribe spells on my armor. It's a very tempting opportunity for me to save on Spell Slots for that "oh f##k" Mage Armor on my robes. By that time I expect to have a Ring of Invisibility or later Greater Invisibility. Which brings me another question. How one does calculate going from Invisibility to it's Greater version? Remove the lesser and pay for the greater? Or is there some way of upgrading the lesser into the greater for lower costs?


Edit: As I can't edit... I of course ment Intensify not Heighten.


Okay, I am a lvl 4 Character now. Rogue 2 and Wizard 2. Soon to hit lvl 5. Due to recent encounter we lost our Antipaladin and Ranger. I onoy survived thanks to Potion of Invisibility and a Daze cantrip on which the baddie failed to save badly, while our main Wizard blasted the baddie to death.

Now for lvl 5 I go Wizard and pick Acomplished Sneak Attacker. That's a given. I have no doubts here. But then what? As an Arcane Trickster, I think I have to be more... Versatile in what I can do. So... I had this idea...

Spell Focus (Evocation)
Spell Specialisation (Fireball)
Greater Spell Specialisation (Fireball)

Thanks to Surprise Spells I will be able to blast Sneak Dice in a 20ft radius. I will raise the DC of the save with Spell Focus. I can shift the element thanks to Admixture. Lastly I can use Highened Spell with Fireball too. But... That's Lvl 7 Focus, lvl 9 Spell Specialisation, lvl 11 Greater Spell Specialisation and lvl 13 Highened Spell. Is it an... Okay plan? Or would I burn too many feats into something that will never work for an Arcane Trickster?


Well we don't have an oracle or witch. We have an antipaladin, ranger and a cleric of Torag. And a pure wizard and mine rogue/wizard mixture. As I am behind in dmg spells, I am focusing for now on supporting peel spells. Glitterdust sure sounds like something I will use a lot.

At least till I can get the Prysmatic Spray. For now the character is lvl 4 and I did take 2 lvls of Rogue just for the sake of story, because IC she was still kind of during her rogue training period, sort of thing... I am not to bothered by the loss of the spells. And I sure am happy for having Evasion and that bit more hp, as I rolled 7.


That's great to hear, Color Spray is even more powerful than I thought. But soon our enemies will outlevel it, so here is a second question. What can be a higher level alternative? I found Prismatic Spray, but that's far away. The closest for now seems Glitterdust. Anything else that I missed?


I have a question regarding Color Spray, and since it's part of this character, I figured might as well...

For a HD3-4 creature it stuns and blinds for 1d4 rounds and then stuns for 1 round.

Both blinded and stunned lower the AC by 2. Does it mean that for the 1d4 rounds the target takes a cumulative -4 or just -2?


I did not know it includes third party stuff. Thanks for the info.

On the other hand, it's the first character that has all Knowledge skills as class and I intend to use that. But other than checking if I know something or not, I don't see much use for it outside of combat. Nobility helps to behave yourself. But say... What's the point of engineering? I would understand if you could say... Check a complex trap mechanism and get a competence bonus on Disable Device check for that trap. But I can't find anything like that in rules anywhere.

Does that mean Knowledge is mostly for fluff and knowing enemy resistances?


Dasrak wrote:
NaeNae wrote:

So... Where can I look for a comprehensive list?

I find this page to be the most usable. It's not complete (I don't believe there's any truly complete source) but it's fairly close and it makes browsing by school easy while also alerting you to the sourcebook the material comes from. Speaking of which, you can probably ignore the blog cantrips; they were cut from the game and never officially released, but were provided in a blog post at one point.

NaeNae wrote:

So a wizard needs like 4 of them by the end of the game?

Most wizards eventually move on to the blessed book. Presuming you can craft it yourself, the amount it saves you on scribing costs usually pays for itself and it solves the problem of juggling large numbers of spellbooks.

This has a much larger list, but I will stick to the one you posted. Much more menage able. Thanks for the tip ^.^


Is there any full list of spells? Paizo has the spells thrown around numerous links, based on which book they appear in. D20pfsrd has a massive list with filters, but I don't know how rules friendly it is, someone also mentioned the site is not up to date.

So... Where can I look for a comprehensive list? Because if the D20pfsrd is valid, I question the size of wizard spellbook. There are 122 spells of 0 level there. Assuming that each school has similar ammount of spells, with two opposite schools, you are keft with some 80-90 spells that you know right away, which leaves some 10-20 pqges for other spells. Which is just a silly small number. A vanilla spellbook has 100 pages. Compact one has 70. And there was one that had 50. So a wizard needs like 4 of them by the end of the game?


dysartes wrote:
Quick question, NaeNae - from what you've seen of this group/GM, how heavily do you need to optimise this character?

Hmm... How to answer this question...

We have an antipaladin 4, that has yet to do anything other than slap things with his sword.

We have a wizard 4, that has evocation as focus and a bird familiar of sorts. But is so unlucky with his rolls that so far he managed to hit with one spell across... Fifteen encounters... Or something.

We have a... Ranger 3, that uses a bow mostly. And has her favoured enemy set for fiendish outsiders. And we have yet to meet one.

Uhm... We don't really prebuff. Scout that much... Last time I tried to scout ahead, our antipaladin charged past me, in full plate and waving a lantern.

Optimisation is not the top priority, that is why I am not too bothered by the delay in higher level spells. Especially when I can make up for their lower damage dice with sneak dice. My top priority is for now the fact, that she will be able to disable all kinds of traps and thanks to her epic elvish fabulousness will see magic.

As for 2 levels of Rogue... I want the Surprise Attack, because it lets me treat every enemy during surprise round as flat footed even if they already acted. I believe it would help me greatly with blasting stuff in the first round. And with Invisibility and later Greater Invisibility, I hope to be the one starting fights. The talent will be viable for the whole process of character advancement. And later will let me save on the Improptu Sneak Attack a little. Also Surprise Round will be the blasting time for me, as a Fireball will consider everyone Flat Footed and aim for Touch AC.

On the other hand... Rules question. From descriptions...
"Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack)."
Then most evocation spells are ranged touch attacks. Does it mean I can announce a fireball being a sneak attack and add Sneak Dice to it's damage?


I'm set on Arcane Trickster, sorry. Although your advice about other classes did help me discover things I previously missed.

With my current party shifting and changing, I can’t plan ahead to fit perfectly, so I will focus on making a character I want to play first.

I decided to go Rogue 2/Wizard 3/Arcane Trickster X. If I survive that long, I will finish with Wizard up to 20.

That will let me get free Weapon Finesse, Evasion and Surprise Attack from Rogue Talents. And with Magical Knack I will still be on CL equal to my HD.

From Wizard I will get Scribe Scroll and my Bonded Item will be a Ring. Admixture is the focus school with Necromancy and Enchantment as opposites. For a start I will pick Color Spray, Mage Armor, Magical Missile, Detect Secret Doors, Secluded Grimoire and Feather Fall. And all orisons of course. I will have a pure Wizard in the team from who I can steal spells that I don't know. I also intend to pick the racial bonus from my preferred class, which will let me swap elements more often.

I want to pick Toughness for lvl 1 feat and Aquired Sneak Attacker for lvl 3/5. And for the third feat before going into AT I have yet to make a decision. Maybe Quicken Spell or Silent Spell.

Due to my GM being a cool guy, I start with Reactionary, Magical Knack, Resilient Caster, Charming and Influence.

So fingers crossed for my new attempt for a char ^.^


I trully forgot of the Acomplished Sneak Attacker. >>bonks self<< I will use it on lvl 3 to get the 2d6 for AT.

Also regarding 'silly spells'. I have a limited use of 'big spells' per day. And Acid Splash is a 0 lvl and infinite per day. Normally it's poop for a wizard at this lvl, but for AT its a safe way of delivering Sneak Spells to some weaker pawns. It offers no save and no spell resistance. And you can blast all those that are about to die or the smallest rats in the pack. I would rather save the Rays, Cones and Balls from the leveled spells for the bigger guys.

So far for my lvl 1 spells I went for Mage Armor, Magic Missile, Color Spray, Burning Hands, Feather Fall and Detect Secret Doors. She will have a constant Detect Magic active from her fey eyes. Any changes you would propose?


Eldritch Scoundrel gets the Magus Spells, no? Not the wizard. Unless they are the same, which I didn't check.

But to clear up confusion from my unclear explanations as to what I want the character to be.

I want to fill the role of a Rogue in terms of party utility. That means for me, finding traps and disabling them, scouting for danger, stealing. Perhaps setting up traps.

In combat I want to mostly cast spells from range. But since enemies can be mean and charge, I do want to have a melee fall back weapon for those dire times. By no means I will seek to engage into melee unless I am certain I can survive it and benefit the team from it. My main focus is to blast stuff with silly spells like Acid Splash and add Sneak Dices to it.

But that brings me to a new question. From Arcane Trickster description, one can read "When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known, and an increased effective level of spellcasting."

So if theoretically I go U-Rogue 3/Wizard 3/A-Trickster 10/Wizard 4 at Character level 20, I will have 7 levels of Wizard for the sake of Admixture school powers? As in I will not get the Elemental Manipulation from level 8 Wizard?


I want to focus on casting, but with the limited number of spells, I don't want to be utterly useless in melee.

I am looking to be a rogue most of all. And ranged dmg dealer secondly. Melee is ment to be for those moments where there is nothing else I can do. I want to be the rogue first and foremost. Just a magical one.

I had a look at Eldritch Scoundrel, but I don't like the reduced sneak attack dmg. Not to mention she won't add it to her spells. That's 5d6 vs 7d6.

As for the ring, I believe we will soon have a Warpriest joining, but not a Cleric.

I was thinking of taking a different rogue talent tbh, either a Combat Trick and maybe some combat feat, or perhaps Fast Stealth. But I don't think Fast Stealth would work with Blur, but it could work with Invisibility.

Is there any way to remove vocal components of a spell? Like... Silent Casting from Skyrim?


"At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on)." - was that rule changed?

Also I want to go 3 lvls in rogue for the sake of free Weapon Finesse and Fencing Grace. I am short on feats and it will not cost me much. One Caster Level with Magic Knack. I will be behind in available spell levels, but I am not to bothered by it.

I was thinking of picking up Secluded Grimoire, as it perfectly fits the character. But am a bit puzzled about the rest of the spells. For example Scorching Ray, it calls for an attack roll with every ray fired, so I will assume you add sneak dices to every hit. But what of AoE spells? If I cast a Fireball against flatfooted enemies, does only the direct hit get sneak dmg or all within AoE?

I was aiming to enchant the ring with Invisibility, to save on spell slots. I think it beats the +3 stealth from a familiar.

Also I would very much like to keep Trapfinding for the sake of disabling traps.


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Yeah so... Recently my rogue half elf caught a swing of a large Greataxe from that nice oger. So... Ehh... I'm kind of making a new char. And since I liked the playstyle of a sneaky rogue, but severely lacked the 'magic' feel of her like I wanted... I took a look at the Arcane Trickster. It's the closest I could find to my forever loved Charlatan from Drakensang.

But here is my idea...

An elf lady, with... Elven Immunities, Low-Light Vision, Keen Senses, Fey-Sighted and Long-Limbed.

Attributes would be Str 8, Dex 18, Con 12, Int 17, Wis 12, Cha 8.

Traits would be Magic Knack and Reactionary.

I start lvl 2, so I thought of just going U-Rogue 1/Wizard 1.

The idea is, to pick Unchained Rogue for the free Weapon Finesse at lvl 1 and Rogue Finesse: Rapier at lvl 3. The rogue Talent I was considering was Graceful Athlete, which allows me to use Dex for Swim and Climb checks. Wizard is more difficult for me. At first I wanted to pick Illusion as the focus School, but on second thought I am leaning towards Admixture, because it would fit my idea of a wizard that's a bit more reckless. I am leaning towards Bonded Item instead of familiar, because I could not find it anywhere, if when I cast Invisibility on myself, the familiar goes invisible as well. I assume it does not. For the item I was thinking of a ring or amulet, because I am afraid to be disarmed if I pick a weapon. Also a ring or amulet would let me apply magical properties to it easier.

RP side... I want her to be like a wizard that wants to gain knowledge as fast as she can, even if it means stealing other's spell books and scrolls. For which I thought the fey sighted elf would be most fitting.

I read through the Expert's guide to AT, so that helped me a lot already. But I saw it's a bit outdated, as it used the core rogue for evaluation instead of the unchained one, so I came here for your advice once more.

What would be the armor of choice? For wizard the best I can find is just... +1. The rest has Arcane Spell Failure Chance. And I don't know if I want to burn a feat for Arcane Armor Training, because it costs a Swift Action to use. I tried to find a special material that lowers the Chance to 0%, but there is none. Mithrall lowers it by 10% I think. Darkleaf Cloth by 10% down to 5% minimum. And I want to avoid that at all cost. I was thinking of picking Enchantment and Necromancy as my opposition schools, which I belive won't be sacrificing too much for her. But I am still sorting out my feats and traits, not to mention gear and spells.


So technically, no need to invest so much in it as it won't stack. Or hope for a Shaken from a different source in my team.

So...

1. Weapon Focus
3. Intimidating Prowess
5. Power Attack
7. Enforcer

Because most likely... I already have Cornungon Smash in Enforcer, if I deal non-lethal with my Power Attack, no? Now... I can focus on other stuff.


Hmm, now that I think of it... It will be more or less... Emforcer Power Attack with intimidate to shaken them. Then another to make them frightened? Is there no way to apply a more severe effect sooner? I like Shatter Defences because it makes them flat footed. But it requires Dazzling Display.

So... Either it's... Weapon Focus (Scimitar) and then...

Enforcer + Dazzling Display + Shatter Defences + Frightening Ambush
or
Enforcer + Power Attack + Cornungon Smash + and that's all?

So... Either done by lvl 9 or 7. The former allows a continuous flat footed for one, the later frees a feat slot and just debuffs the enemy with shaken. Is it really necessary to make them flat footed as a Paladin? For a Rogue it might be sweet, but a Paladin has full BAB and without spells I can focus more on Strength to boost the attack rolls.

I am a bit torn here...


Aaaaah... I've been looking at the wrong stuff... Again. *grumbles* That's kind of neat, if you can use it on yourself that is. Would perfectly fit my "get in their face and be annoying" idea.

So if I understand it right. She would lose all spellcasting abilities and the Divine Bond feature. In return she would at level 4 pick a Domain, Glory in this example and... That's that? On lvl 4 she just picks a domain and gains nothing? Then at level 5 she receives this touch thingy that makes her supper annoying to all enemies. Or would she also get this buff to Charisma based skills? I am sorry but I am a bit lost between Domain Powers, Blessings and Spells... As I understand it, she would gain Touch buff to one Charisma based skill equal half her level and then level after the Touch buff of Glorious Presence? If she gets the second Blessing as well, I need to rethink my build. Because it says:

Demoralizing Glory (major): At 10th level, when you successfully damage an opponent with a melee attack or attack spell, as a swift action you can attempt to demoralize that opponent with the Intimidate skill using your ranks in Intimidate or your warpriest level, whichever is higher.

I am not sure I understand the difference between swift and free, but... Wouldn't swift prevent me from using multiple attacks in that turn? Would it work with Attacks of Opportunity? I mean... I am not sure I understand it right.


Glory domain aura:
At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Sanctuary spell:
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.


Wouldn't the loss of Divine Bond be a bit... Drastic? Not to mention giving up all the Paladin's spellcasting. It's not too powerful, but... Divine Fervor, Magic Weapon, Bull's Strength, Cure Light Wounds? I guess if we have a caster Cleric in our party to fill in those holes a Temple Chempion would cause.

If I were to go that path, I believe Glory Domain or Fire Domain would be my choices. I am not sold on the Glory Aura, as it stops anyone affected by it from attacking, but perhaps for some quick in battle buffs and positioning?

All in all, I would have to focus more on Strength than Charisma with that Archetype, no? Losing magical weapon enhancement with spells...


So...
1 - Weapon Focus (Scimitar)
3 - Power Attack
5 - Enforcer
7 - Intimidating Prowess
9 - Cornungon Smash
Like that works?

I don't want her to be a focused healer tbh. She is to slap things and make them fear her righteous fury.


How about... Weapon Focus (Scimitar), Dazzling Display, Intimidating Prowess, Improved Critical and Violent Display? Then I can grab Angel Blood and Angel Wings. That's till lvl 13 I belive.

With a 15-20 on Scimitar... Still Intimidate would only happen on Crits. Not very reliable.

Or maybe swap Dazzling Display with Power Attack and Violent Display with Cornungon Smash?


I would prefer not to multiclass, or at least use some prestige class that would not stop my paladin class progress.


So I've been revisiting the idea of Paladin... And was looking at various races that I could play with. And well, surprise surprise... Aasimar cought my attention. Because wings and angels <3

And I'm reading into all there is about them and stuff... And I encountered a small problem. Here is what I had on my mind and why it's a problem. Perhaps there is a simple work around that I have yet to find, but that's why I came to you guys <3

Aasimar:
Angel Blooded; Exalted Resistance instead of Celestial Resistance; the rest is base Aasimar because I didn't see anything special there;

Ability Scores:
Str 16+2 Dex 12 Con 14 Int 10 Wis 10 Cha 13+2; that's what I came up with with a 20 point buy; I was romancing with Str 14+2 Dex 12 Con 12 Int 12 Wis 12 Cha 15+2, but... I figured Strength will be more important early on than Charisma; all level ups would go into Charisma, I think; so here is that; if you have any advice, please do share;

Traits:
Influence (Intimidate) - you gain a +1 trait bonus on that skill, and it is always a class skill for you;
Blade of Mercy - removes the -4 penalty for dealing nonlethal damage with slashing weapons and adds +1 to the nonlethal damage dealt with them; I will explain later why those;

Deity:
Sarenrae, because I like Scimitar, but not only; more later;

Feats:
Enforcer, Weapon Focus (Scimitar), Dazzling Display, Divine Fighting Technique, Intimidating Presence; as you can imagine, I intend to build into Intimidation mostly, but truth be told, I encountered a small problem, more about it below; first of all, there are lots of sick feats for intimidate based of of Power Attack, but considering my deity and her Divine Fighting Technique prerequisites, I was thinking of going the Dazzling Display route; but... I am torn and uncertain here, so please help <3

End of the day here is my idea of a character. She's an Aasimar with angel blood in her. She's a devote to Sarenrae, using a Scimitar, Shield and some Heavy Armor. My idea was to exploit the non-lethal damage delt with Scimitar, which would allow me to use Enforcer and Divine Fighting Technique; one would let me Demoralize and the other would heal me for 1d6 for each hit I make. With the trait Blade of Mercy I would even remove the -4 penalty when dealing non-lethal damage with my Scimitar. But... Between Weapon Focus, Dazzling Display and Enforcer, not to mention all the other feats... I would be giving up on my Angel Wings, which I am reluctant to do. Not to mention the bigger issue. Divine Fighting Technique prerequisite states that I have to be of equal alignment to my deity. Sarenrae is NG while Paladins are forced to be LG. Uhm... Hello? Why is it like that? Lawful means that she is following the code of her Deity, not that she is abiding to the law and all of that. So why would a Deity prevent her favor to someone who revers her? Is there a way around it that I don't know of?


As I am digging into different races... What exactly are those RP near some of the entries? Like Catfolk have 9RP but say... Aasimar have 15RP. What does that mean?