Sarenrae

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42 posts. Organized Play character for Lord Elsydeon.


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It is a splash weapon. Think more like throwing a Fireball or WoW floor fire than a traditional Bomb.

This allows for some rather useful tactical flexibility.

You can add nasty things like Explosive Bomb for a bigger patch of fire or Grease Bomb for falling down into fire. Strafe Bomb turns this into a wall of fire.

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With a custom saddle and a beefy dude, it is possible. In fact, something similar happens in real life. We have those baby carriers so we can wear babies on our chest. While most models have the baby facing the adult (like they are hugging), some have the baby facing forward, like a true saddle.

The biggest Gnome male is 3'8" and 43lbs, which is well within the light load of many beefier characters. Halflings and females are smaller and shorter.

The 6' tall half-orc rocking a 20 STR could easily have the Gnome in a custom saddle, allowing the Gnome to move faster.

Since it is a mount, there could movement-related concentration checks if the mount PC and the riding PC aren't working together (Vigorous/Violent Motion while Casting per 206-207 of the CRB).

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blahpers wrote:
I'd say "yes, so long as you hit the creature in question directly".

I was thinking that, but wanted to make sure.

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Reverse Gravity cast a "merely" 10th level (did the numbers for PF 2.0, with a fixed 1 minute duration at 9.8 m/s^2) will launch something just **OVER 9000!!** feet in the air.

When the spell ends, it will fall approximately 2743m.

Assuming 155 pounds (70kg), the average weight of Dwarf male, the energy on impact would 1,881,698J, or 1,387,900 ft-lb in Freedom units.

Of course, this means that Reverse Gravity is a death spell when used outdoors, but that is not a lot of energy.

While this is not really that much energy (1kg of TNT is 4.8 megajoules), despite the big numbers, it can be used to set off explosives (with a Dwarf!) and as a time delay to cast Teleport to GTFO.

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The Card Caster Archetype gives me Harrowed Spellstrike, which lets me use a touch or ranged touch spell on a thrown weapon, much like the normal Spellstrike which lets you Shocking Grasp with a Rapier.

The question is, can I use a thrown splash weapon (like the 10GP Acid or more famous Alchemist's Fire) with Harrowed Spellstrike? I know Bombs were asked about, but ruled out due to action economy, but nothing was stated about throwing Acid flasks with 10d6 Shocking Grasps slapped on them.

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Imagine if you could just cast a nice Dominate Person on a king in his sleep.

You now have a 9th level (PF 1.0) Wizard-king with a sucker on the throne to be the target for non-Red Mantis assassins.

In PF 2.0 they get a save every 6 seconds and it's a 6th level spell.

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I am glad to hear AoN is the official PRD for 3 reasons.

1. PFS-legality is noted.
2. Not being Paizo means they won't have the issues if Paizo's website goes down.
3. They have lots more stuff, including Ultimate Intrigue.

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The biggest issue people are having is one-use consumables, such as potions and trinkets.

The easiest way to fix Resonance is to make it so that it only affects items that aren't expendable, like armor, weapons, and X/day items.

Resonance can be then changed to just primary stat + CHA (instead of CHA + Level) and still limit how much magic someone can get without getting into book-keeping issues of using Resonance to power wands.

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I would vote Kineticist.

Many of the non-core PF 1.0 classes are "this class with a twist" and can be done via Archetype, like the current multi-class Archetypes provide. This is because PF 2.0's classes are built off the same basic framework.

Summoner can be pulled as an Archetype that gives an Eidolon that is similar to an Animal Companion, and functions as one except it does X stuff Eidolons do and isn't an Animal. You could probably take a Feat to get and expand your Evolution Pool. This is mostly how Cavalier Mounts are done in Playtest ATM.

Gunslingers and Swashbucklers would be another Archetype as well, since Powers are very much like Grit/Panache.

Oracles and Witches could be done as Archetypes for spellcasters.

Skalds could be an Archetype that requires Bardic Performance.

Inquisitor and Warpriest can be Archetypes that require Divine Spellcasting and grant patron diety (with the Anathema), much like the Cleric Archetype does.

Bloodrager could be done as an Archetype that gives more HP (like the Fighter's Archetype has a Feat for) and a Rage-like ability that allows casting, but requires a Bloodline.

Magus and Arcane Archer can be done as an Archetype that provides for Spell Combat and gives melee and ranged Spellstrike as Feats, with Harrowed Spellstrike if you have both Feats. AA and Arcane Pool can be folded in as an ability that adds a number of elemental damage dice equal to your weapon's.

Investigators would be an Archetype that provides Inspiration.

Vigilantes would be an Archetype that provides and works on the dual identities. They were easy to make OP in PF 1.0 because of the Social and Vigilante Talents.

Brawlers, Hunters, and Slayers pretty much got absorbed into their parent classes since they weren't that different to begin with.

Psychics are just Aberrant Sorcerers now.

Mesmerist kinda blurs into the new Bard, with the Occult list and the ability to lie and socially engineer like a boss. The Tricks can be done as an Archetype.

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I like the idea of having a standardized name for the no, half, full, double damage save, but "basic X save" doesn't sound right.

How about the term "Variable" instead?

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Renaming to "Lethal Blows" would remove the feeling it "has" to be a Fist and is more accurate about what the thing does (it makes it so you can do real damage).

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Ki Strike is what gives you your Ki Pool. The Ki Strike Power isn't even worth throwing on your character sheet:(.

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With Initiative based off Perception (usually) instead of Dex, Clerics and Druids (due to higher WIS, which feeds Perception) are going to be the one who goes first.

With the new to-hit system and Emblazon Symbol, Clerics are getting most of the same baseline stuff Fighters get, with strong spellcasting (Sarenrae hands out Fireball!), and a truckload of healing, all while going first.

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It sounds like the Innovades from Gundam OO.

They technically are genderless, but associate with a specific gender to fit in with humans. Tieria abuses that fact by dressing up in female clothing since "he" is only "he" in terms of dress and mannerisms and everyone was expecting "him" and not a female.

The "Nondescript" renaming suggestion sounds good, but that puts you as more "bland" than "in-between looking".

While you can have an androgynous character without Feats, there wouldn't be anything mechanical to it unless you do spend a Feat or some other cost to gain a mechanical advantage. Otherwise, it would get powergamed and become the new default.

I'd keep it as a Feat but rename it "Malleable Appearance" and make it so you can easily adapt the body language and features of other genders, races, etc., giving you a bonus on checks to mislead others about your true self.

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Although someone will make a form-fillable sheet, it would be best if it was a free download from Paizo.

This way Paizo could make sure it works, all the things add up, and can even include annotations and extra stuff to make it easier for someone to roll up their first PF 2.0 character.

Other things that can be done with a PDF:

Things I would add that you can attach to the base character sheet (like how Chronicle sheets are attached in PFS):

Spell sheets - Blank sheets that spell information can be added on - It's easier for someone to look at their character sheet for what a spell does than look it up in a book, especially once more books come out with "what the...?" spells that GMs are unfamiliar with. Ideally, each entry would have a field for book and page number for easy reference if you gotta check the book.

Deity TL;DR - A sheet to attach with your Deity's info, such as alignment, domains, etc. and what they want to see you do -
This would help Divine casters act like their bosses want them to.

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You can do it.

You would have to be Neutral in order to avoid the Negative Level.

You could even go further and throw Axiomatic and Chaotic on it. You now would have to be True Neutral to hold it without getting a Negative Level, but it is doable.

The World Serpent Spirit Rage Power is about effectively doing exactly that.

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I'm rebuilding my first PFS character, but this time with actual PFS experience instead of just reading the books.

Now the Skald's playlist is way different than the Bard's, which brings in the idea of dipping in the other class for their songs.

Raging Song explicitly states "A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances." This

The question is, will Extra Performance and Lingering Performance affect BOTH, allowing me to double-dip the Feats?

If so, the Lingering Performance would make my 7 Rounds of Bardic Performance into 21, which is more than enough, especially since the Raging Song is a separate ability with it's own pool that also would get tripled.

Update:

I discovered Extra Performance would give a pool of 6 Rounds. This is because that is how Extra Channel works with multiple Classes from the CRB FAQ.

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o82

There is still the question on if Lingering Performance would affect both Bardic Performance and Raging Song.

This is because instead adding more uses of the ability, it makes the ability last 2 Rounds after you stop using it (which is actually more benefit than Extra Performance gives anyway).

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http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qnt

It only affects the part of the bomb that hits you in the face.

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If you have something like the Ifrit Firesight Feat or the Oracle's Waves Mystery's Watersight, yes, you can see right through it.

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I am about to hit level 3 on my Spell Warrior and wondering what the best Rage Powers are.

The World Serpent Totem - World Serpent Spirit line looks great since it gives all alignments to weapons.

Lesser Celestial Totem benefits everyone, since it boosts healing, allowing healers to do more with less. The Invisibility Purge that Celestial Totem gives is pretty nice too.

Raging Leaper isn't much to write home about. However, Raging Flier (ACG, not Raging Flyer from UW) uses it as a Rage Power tax a Spell Warrior's Enhance Weapons song doesn't block Spellcasting or cause the Fatigued Condition. Flying is amazing for some scenarios (no spoilers here, if you played it, you know which one I mean).

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I don't have the book and was going off of d20pfsrd, so I didn't know it was a Kitsune-only option.

Then again, Blazing Aura or Elemental Jaunt at 2nd level is pretty OP.

Edit: I see the "gotta meet the prereqs" part in the wall of text now.

Edit Edit: I see BotB is for only a few races after looking at it's description on Amazon.

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I have Ultimate Intrigue and the Advanced Race Guide and can pick up Blood of the Beast, so book-wise, I'm good.

The Racial Paragon Vigilante Talent from Blood of the Beast lets me pick a racial Feat that I am the right race for, but don't have yet.

Would this mean I can pick up Scorching Weapons for my level 1 Feat and then use Racial Paragon to FLAME ON with Blazing Aura at 2nd level, despite the Feat having a level 13 requirement (and therefore not going to be available in PFS).

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Outsider (Evil) comes up alot, having the feats to boost saves is awesome, same with energy resistance.

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As a Spell Warrior (best Skald archetype), we don't get all the spells you fancy Wizards get.

At first level, EPS and Chord of Shards are probably the best damage-dealing spells around for us.

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I'd Grapple a Succubus.

I do agree, nothing wrong with necroing a thread that is still relevant.

The information should be available, PMs don't do that.

While the Fireball-slinging cackling pyromaniac "Chaotic Neutral" Sorcerer is fun, the question of "Optimal" still applies.

Thus, I am dividing the thing into pros and cons for the Fireball spammer vs "Hit it very hard!" guy.

Sorcerer/Wizard -

Pro - Flexible - You can do more than make things dead. You have spells that can either control enemies (Web, Charm, etc.) and that let you do things that normal humans can't do (Fly sticks out here). You also get strong non-combat Skills, like Diplomacy and Knowledge and the Ability Score Modifiers to use them.

Pro - Not in Melee - You are less likely to get a Mace in the Face.

Pro - Not MAD- You can dump everything but your casting Ability Score, DEX (for AC and Initiative), and CON. You got a decent Will save, even with a 8 WIS. Sorcs can be dumb and Wizards ugly and its ok.

Con - Energy Types - Certain enemies are immune or highly resistant to certain energy types (Fire is common). Unlike a Fighter, you can't just grab a cold iron or silver beating device.

Con - Squishy - That d6 means death.

Fighter -

Pro - Very good at what he can do - He can't do everything, but he drops foes like a boss.

Pro - Very durable - That d10 is beat only by the Barbarian's d12.

Pro - More Flexible than you think - You do get Combat Maneuvers, like Trip (Trip spam casters) and Bull Rush.

Pro - Strength - You can carry more stuff, like Silk Rope (something everyone needs) and tents.

Con - No Magic - Unless you multiclass or get items, you can't fly.

Con - One guy at at time - You do lots of damage, to one guy, so choose well.

Con - DR - Unless you have some way of breaking DR (cold iron and silver are common DRs) or just that much damage, lower level monster DR is brutal

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It is fixed in Errata and the Enhance Weapons song explicitly states it also benefits from Rage Powers the same way that Inspired Rage does.

However, the enhancement bonus only applies to permanent weapons, like swords, claws, fists, and barstools, not rays, which only exist for that instant.

The ability to not have Rage drawbacks makes it better for handing out Rage Powers like Good for What Ails You (APG; get drunk for another save chance vs lots of conditions), Guarded Life (APG; auto-stabilize when below 0HP; the song can count as "from another character"), Night Vision (CRB, who needs Torches?, then again, I'm instigating a riot, so not hard to find us, lol), and Lesser Celestial Totem (Champions of Purity, Your Healbot will love you) since these don't rely on weapons. Let the completely not-weapon using Wizard get his fist turned into a pimp hand so he can get fat heals.

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A Weapon is a Weapon. The ability does not care what kind of weapon.

This means my Spell Warrior (with enough levels) can use a +1 Flaming, Shocking Barstool/Fist/Claw/Greatsword

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Please tell me this is going to be streamed on Twitch for those of us who can't afford a trip to WA, hotels, etc.

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Skalds can do Masterpieces. They also get Sagas, which require Knowledge (History) since they are about retelling of history, usually of glorious battles. Look at the Swedish metal band Sabaton's songs. Most of them are modern RL equivalents of Sagas.

As for Rage Powers, World Serpent Totem and World Serpent Spirit will make you able to fight Outsiders with bar stools since the latter makes your weapons be ALL alignments (at the same time) for purposes of bypassing DR.

http://www.d20pfsrd.com/classes/core-classes/Barbarian/rage-powers/paizo-ra ge-powers/world-serpent-spirit-su

Linnorm Death Curse, Ice sounds gimped, with the +1 Cold damage. The real beauty is if someone ends face down, the curse part triggers and makes them save to avoid Cold Vulnerability. At this level, Outsiders, Dragons, and classed Humanoids are going to be your bread and butter in combat. Most Outsiders and Dragons are not immune to Cold, except ones that are specifically Water/Cold (Water Elementals, Marids, White Dragons, etc.). Qlippoth are immune to Cold, but are uncommon.

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At Level 1, just out of character creation:

Wizards can use Magic Missile.

Sure it isn't a fat 1d12+STR that also functions as a can opener like a Lucerne Hammer, but you know what it does that nothing else in the game does? It always hits.

There is no save, no attack roll, and no partial cover. One target within 110 feet takes 1d4+1 damage. Spell Resistance is something usually only Outsiders or casters have. It also affect incorporeal creatures, unlike that Greataxe. There is no penalty for being a Small caster unless you get Grappled or need to move to get into range.

Level 3:

Wizards get Protection from Arrows for DR 10/Magic vs ranged. This means a Composite Longbow with +2 STR will NEVER be able to punch through his DR.

The Wizard can also drop a Web all around you so you can't get in melee.

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Two things to remember.

1. There is always someone bigger and better armed.

Kick a cop in the groin. - enough said, lol

2. The world is bigger than you realize, usually too big.

Your brother threatened a cobbler, got kicked out of the city, and got shanked by a bandit he shacked up with. Does the cobbler care about that next week? Does the city care about it enough to militarize into a manhunt for the party? No, its between your brother and a medieval Al Bundy and got resolved by some random bandit's sword.

Even if your brother did kill the cobbler, someone (son, apprentice, etc.) can take his place and ensure the city has shoes, and now wants your brother dead. THIS IS GM GOLD HERE! This isn't some abstract, high-level "save this kingdom", its personal and relatable.

Younger players tend toward murderhobory at first because they don't understand anything beyond combat. Combat has the most rules and most pages in the books. Combat is exciting, do or die.

Did you enjoy the beginning of "The Phantom Menace" where they spend an hour arguing over taxes or the end, with Darth Maul holding his own against two Jedis?

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You can be a pyromaniac of any alignment.

LG - I shall smite the Demon with FIRE!!
NG - Sarenrae
CG - Sarenrae with ADHD

LN - BURN THE HERETIC!!
N - Fire is one of the four elements
CN - Sings songs about fire while burning random non-orphanage stuff down

LE - Your Honor, I did not burn down the orphanage. I simply put the flammables by the orphanage, in a line to the abandoned house next door, and set THAT house on fire. The orphanage burned itself down and the kids were just too dumb to unlock the door.
NE - Burning people's homes down isn't my only tool, just one of my favorites.
CE - Burn. Burn! BURN! BURN!! BUUURN!!

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The easiest way to see if a pocket book works for you is to handle it before buying. Crack that bad boy open and see if it's hard or painful to read.

I'd also see about an eye exam and new glasses if you haven't done than in the last couple years. Eyeglass prescriptions are only good for a year because of how much eyes can change in that time, especially if you gained or lost weight.

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The rule says you get one "It actually makes me bigger." and one "I'm not actually bigger, but I hit like I am.".

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t5u

They use the Enlarge Person and Bashing shield combo for an example.

A LN Monk/Druid casing Shillelagh and chugging an Enlarge Person potion (or having it cast on him) would be Large and in charge with a 3d6 Quarterstaff attack that he can use with Flurry of Blows.

BAB +7 means at least 7th level. Where is the Haste? Even a 7th level Bard or Skald has that.

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The problem with Paladins comes from the alignment requirement.

Sadistic GM's love to break Paladins.

You saved the town from the Orc hordes?

Now there are orphans at the Orc hideout. You made Orc children grow up without parents!! EVIL!! You are now a fallen Paladin, might as well trade those levels in now.

You killed the Orc kids at their base too?

Child murderer!!

You let the Orcs raze the town to avoid hurting Orcs with family?

You let Evil win the day.

You adopted the Orc kids and are teaching them the ways of Good?

You are interjecting your beliefs onto others. This is Chaotic. You should have just razed the town yourself, at least you can trade your goody-two-shoes Paladins levels in for Antipaladin if you go Evil. You are now just a crappy excuse for a Fighter.

There are also players who have trouble RPing it.

Half of them think they are Judge Dredd and put Jaywalkers to the sword, usually depopulating entire nations with executions.

The other half are the saccharine "The Demon can be redeemed! Don't kill him!" types. Remember that aligned Outsiders don't have an alignment, they literally ARE that alignment. For a Demon that isn't CE isn't a Demon.

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Fuzzy-Wuzzy wrote:
Yes, but this does not give them any more attacks than a monk with two arms... or for that matter a monk with no arms. It just means that every attack they do get has more options.

Correct

If you were a disembodied skull (Morte from Planescape:Torment), you would get the same number of attacks with the same damage type and die as a Hecatoncheires (the 100-handed guys from Greek myth).

The flavor would be different of course. It would be lots of headbutts vs lots of punches, but mechanically, its the same. You get X attacks that deal X bludgeoning damage.

If you were to use a Monk weapon, you would change the type and die to whatever that weapon uses.

Because of that, a two-handed weapon is superior as you get 1 1/2 STR bonus vs the normal amount.

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The Orc Hornbow is explicitly banned in PFS.

On the other hand, you can use Body Bludgeon to wield the party's Halfling sORCeror (with the player's permission) as a weapon.

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Every time I see this, I think of that scene from Vampire Hunter D where the hand tries to wake up D, then (failing that) crawls away, eats a bunch of dirt, then sucks up the Crimson Mist that is about to eat D.

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Right now I'm a Level 1 Spell Warrior with a Shortbow and (since I took Extra Performance for my Feat) the accuracy of a Imperial Stormtrooper.

From PRD: "A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances."

The Precise Minstrel feature prevents people affected by my Bardic Performance from providing soft cover against my bow attacks. It also gives Precise Shot:).

With those two things in mind, if I picked up 2 Levels of Arrowsong Minstrel, would my Enhance Weapons Raging Song be affected by the Precise Minstrel class feature?

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If I use Enlarge Person, does the Halfling become a one-handed weapon for dual wielding?

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It depends on what part of the swashbuckler Paladin you want.

If you want the swashbuckler more, then the Duelist Bard and Kensai Magus Archetypes from Ultimate Combat and Order of the Lion Cavalier from the Advanced Player's Guide work well for that.

The Vigilante from Ultimate Intrigue can do the swashbuckler as well for your Vigilante Identity. Zorro did alot with that mask.

The Duelist literally has a swashbuckler Elf right by the class description. Can't get more on the nose than that.

The Kensai is banned from armor, but gets INT to AC (Canny Defense from the Duelist PrC), can do amazing stuff with a Rapier (especially a magic one at 5th level when you can add 2 1d6 mods to it). That fat INT also gets added to Initiative at 7th Level.

The Cavalier has Challenge. This is pretty much Zorro walking up to a guy, slapping a Z on him and insulting his mom. The Cavalier also gives out Teamwork Feats like candy at 1st Level. The Order of the Lion gives a +1AC vs the Challenge target and Knowledge (Local and Nobility) and you can do the Nobility untrained. Lastly, you can rally your allies for +1 Morale bonus to attacks and reroll a blown Fear Save. The Ghost Rider Archetype from Occult Adventures lets you swap the Mount Feature for one that doesn't need to be left outside and (eventually) flies, the Tactician Feature for the ability to Paralyze someone (useful vs big angry things with big angry swords), and Immunity to Fear instead of a slightly better Charge.

If you want more martial caster that you can theme up as a swashbuckler, the Magus from Ultimate Magic can fit the bill, especially if you take the Kensai Archetype from Ultimate Combat and Bladebound from Ultimate Magic and select a Rapier or Sword Cane. The Kensai can't do armor, but adds INT mod as a Dodge bonus (Canny Defense from the Duelist PrC in the CRB). You also get Arcane Pool to make it +1 right out of character creation and a pair of 1d6 bonus damages at 5th level (assuming you got a Rapier +1). Pick up a +1 Spell Storing weapon and slap an Acid Arrow in it as well as a jacked up Shocking Grasp with Spellstrike and BOOM!! Bladebound gives you a very good sword at 3rd level that keeps getting better.

If you want a Paladin in frilly outfits, you can always flavor the Paladin like that. Swashbucklers had no problem with Breastplates. You can also do the same with Warpriest with one of the flamboyant deities. The Urban Ranger Archetype from the Advanced Player's Guide is very much a Ranger, but urban. Two-Weapon Combat will provide the Rapier and Dagger style and Sword and Shield for Rapier and Buckler enjoyment.