Sian Daemodus

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Organized Play Member. 201 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Hey all! So I have been playing a lot of Fire Emblem Fates lately, and that got me thinking about how to make some of the characters as PCs, namely Corrin, Leo, Takumi, Ryoma, and Xander. Any ideas on those??


Imhrail: hmmm...I might have to check that out!

Askdal Aleheart: Hmm...a lot more to consider lol I'm guessing PFS Core is only the Core Rulebook?
On the topic of books I own, my only PFS character uses only things from books that I actually own, so I'm safe on that, thankfully!
Evergreen...ok, are the scenarios listed as Evergreen??


Ok, so I contacted Sam P who coordinates the Albany, NY area. I'm currently in the process of moving to the Poughkeepsie, NY area, and I'm extremely lost on this because I've never even played in a Society game!! I also have a problem...I don't think I can play Friday nights, because my job might have me working there from 3pm until 11pm


I just checked the map of Locations that nosig posted and there's only one store nearby, and they don't run games often :/

godsDMit, the person who covers the area closest on that list to me is an hour from where I live, so I dunno if I should contact them about the situation. Would they still be able to help me out?

Askdal Alehart, although I'm looking to play in almost any game, I would absolutely prefer to play my own character. Are there many online games available that would allow me to play with my own?


Hey everyone. So I just made my first PFS character, and I'm looking for somewhere to play. I can't seem to find anywhere near me that is having any games. Is there an online resource that allows you to locate games near you?


Chess Pwn wrote:
Risen Demon wrote:
Chess Pwn wrote:
Perfect scholar monk or unchained monk also works really well for this martial with skills idea. They also get all knowledge skills as class skills and get bonuses to all knowledge skills like a bard.
Correct me if I'm wrong, but I don't see an ability for Unchained Monk that gives them all knowledge skills as class skills and with bonuses...
Hence the mentioning of the archetype Perfect scholar

Ah, I missed that. What book is that from? I don't see it on the PFSRD, and I can't find it in Google search


Chess Pwn wrote:

so 1 feat at lv5 to match the base of the other classes with no int, and trade out WT at lv9 to match the base of the other classes had with the same int.

So an INT 14 lore fighter can have 8 skills per level at lv9
A 14 INT Slayer, ranger, vigilante has 8 skill ranks per level at lv1.

If I were needing All knowledge as class skills I'd dip for it. 1 level of bard, investigator, oracle.

Note, I'm not bashing on the lore warden, it does somethings quite well and is a good fit when it's a good fit. I just don't see it as a generic fit like these other classes that are better at skills while still being full BAB.

Perfect scholar monk or unchained monk also works really well for this martial with skills idea. They also get all knowledge skills as class skills and get bonuses to all knowledge skills like a bard.

Correct me if I'm wrong, but I don't see an ability for Unchained Monk that gives them all knowledge skills as class skills and with bonuses...


RainyDayNinja wrote:
shadowhntr7 wrote:
There's also an Owl Style feat chain in Ultimate Intrigue that lets you use your BAB in place of your ranks for Acrobatics, Stealth, and Fly in order. Also, a feat that lets you substitute BAB for Intimidate ranks. With those, you can potentially get another 4 ranks per level as well as a few other benefits.
Interesting. Also, the advanced weapon training options eventually let you use BAB as skill ranks for two more skill, based on the weapon group your training is in. So by level 9, you could have 6 skill using BAB instead of ranks (although you'll need 1 rank in most to qualify for the Owl Style chain and/or get the class skill bonus)

Very interesting...

Any idea which advanced weapon training allows that, and what feat gives BAB in place of intimidate ranks?


Menacing Shade of mauve wrote:
Risen Demon wrote:
Thank you both for the responses! Hmm...what do you mean by unlimited flurry though?
He means that both Spell Strike and Spell Combat can be used with Arcane Mark, so you can make two attacks per turn all day, every day.

I didn't catch that, that's great! Now...do both attacks use full BAB-2?


Thank you both for the responses! Hmm...what do you mean by unlimited flurry though?


Hey everyone. So I may be playing a Magus in an upcoming game, and I just want to be sure that I have the Spellstrike/Spell Combat rules down pat. I read this: http://paizo.com/threads/rzs2nler?A-Guide-to-Touch-Spells-Spellstrike-and-S pell#1 and I got this from it:

Spellstrike lets you discharge a touch spell with a melee attack with a weapon instead of a melee touch.

Spell combat is two weapon fighting with a weapon and a spell, could be offensive or defensive.

Using the two together results in a full attack with the melee weapon and a melee touch spell that gives a free melee attack to discharge the touch spell.

Please correct me if I'm wrong. I've read MULTIPLE different explanations on these abilities melding!


Having never played in PFS before, I'm not too certain on the ramifications of the roleplay of something like the Vigilante. Do you think it would be difficult to utilize both personalities?


Hey everyone! I'm looking at making my first Society character, but I'm having a hard time figuring out what class to play. I want to play a class that specializes in martial combat, but also has a decent amount of skills. I have access to the Core, Advanced Race Guide, Advanced Class Guide, Ultimate Magic, and Ultimate Intrigue. Thanks ahead of time!


Ahh understood. Thank you for clearing that up!!
Now some more question...the PFS handbook says this:
"Select your character’s class and race from the choices
offered in the Core Rulebook. You may also select kitsune,
nagaji, tengu and wayang as your character’s race with
access to the proper Additional Resources book. Other
races are not legal unless the character’s Chronicle stack
includes a race boon. Additional class and race options
from resources like the Pathfinder RPG Advanced Player’s
Guide, Pathfinder RPG Ultimate Magic, Pathfinder RPG
Ultimate Combat, Pathfinder RPG Advanced Race Guide, and
Pathfinder Campaign Setting: The Inner Sea World Guide are
generally available with few or no alterations, as well."

Highlighting the part about race selection...it says that you can choose Core races, Nagaji, Kisune, Tengu, and Wayang, but other races from different books are allowed...so what's the deal? Lol can I choose other races, or are those just what can be selected with boons? And can I select alternate racial abilities, or do I have to use the stock race?


I should try to find my ARG. I also realized that my buddy planned on giving me the Advanced Class Guide as a parting gift, so there's that. I guess I could get the rest in PDF form considering they're only about $10 each.
Forgive me for asking so many questions, but what is the rationale behind requiring players to have all the books? Is it just that so the GM has the materials to check?


That's irksome...most of the PDFs I have have my friends name on them. We mostly just shared all of our resources. I might have to keep myself out of PFS for now, because I don't have the money to shell out for so many books -_-


Hey all! So, I'm currently in the midst of a move, and that will take me away from my usual playgroup which is NOT part of PFS. I AM looking to get involved with a game shop near me that currently runs some PFS games, but I've heard that I need the actual physical books in order to participate. I do no have any physical books other than the core and the Advanced Race Guide. In addition to those, I have a bunch of other books in PDF form that were gifted to me by friends in my current group. I was wondering if those PDFs would suffice and be legal for use in PFS


Wow, a bunch of replies! Lemme start from the beginning and work my way down:

@Nazrelle: That's an interesting build. I've never thought of an interaction like that...might be something to look into for the future.

@Mr_Outsidevoice: I'm sorry, I should have specified! Arcane, Divine, or Occult. All of these work for me, but I would prefer to remain within the Spontaneous casting classes. I'd like to do things other than just casting spells if possible.

@lemeres: Kineticists have piqued my interest since I first saw them printed. What's the deal with their limit to burn, though? Isn't it a bit low for them to be viable?

@HyperMissingno: I've actually played a Bard in the past. It was the Undine racial archetype, and I focused on the waterbending. It was awesome for utility, but I kept defaulting to the attacks with the water.

@Dasrak: You're right, I didn't give you much of a guideline of what to work with haha I guess I will restrict myself to 3/4 and full casters from just Paizo materials, preferring something that would allow me to build a support role.

@Corvino: I'll definitely read that right now to get a better idea, thank you!

At the moment, I'm thinking of playing either a Hexcrafter Magus, or a Witch. Regardless, my DM has allowed me to play either class as a Spontaneous caster (using the Bard casting charts if I go with Magus, or the Sorcerer casting charts if I go with Witch. Either one will retain the casting stat, so I'd still be using Int)


Hey all! So I've been playing Pathfinder/DnD for a while now, and I'm about to start a new campaign. Trying to think of a new character to play, but I can't. I have access to all source books as long as they come directly from Paizo themselves, with the addition of the Psionic classes. I've almost ALWAYS played martially focused characters, the only exception being a Magus that I played around 2 years ago.

With that in mind, I'm thinking of throwing a caster together, but I'm not too sure. Any suggestions?


In my book, a bow/arrow with the Empty Quiver Style feat line is absolutely in the running for the sheer fact that you can make melee attacks with your ranged weapon, threaten adjacent squares, and you can take feats to allow you to threaten with the actual ranged aspect of the bow (Snap Shot and Improved Snap Shot)


someweirdguy wrote:
Risen Demon wrote:
Chess Pwn wrote:
The scarred witch doctor no longer is a con based class
Um...color me confused. Where did you see that?

It was in the Advanced Race Guide errata that came out right at the same time as Occult Adventures. It now is still Intelligence based, but lets you treat your Intelligence as 2 higher than it actually is.

Also, as far as the guide goes, there's some interesting stuff in there. The rating and description of the Snake infusion is a bit wrong though. You get to trace your path to your target however you want, but you're still targeting a specific thing and can't just say you're attacking anything in the path.

Welp...more errata I'm gonna ignore at my table...Back to the actual point of the thread:

Definitely diggin' the guide so far. Your assessment of the Overwhelming Soul archetype is in line with what I thought...no real point to take it at all unless for role-play reasons.


Chess Pwn wrote:
The scarred witch doctor no longer is a con based class

Um...color me confused. Where did you see that?


Faelyn wrote:

Human is always a good choice with the floating Attribute bonus and two feats. I would highly suggest the standard ranged feats of Point-Blank Shot and Precise Shot. Now... once you get telekinetic Haul Precise Shot won't be as big of a deal since you can fly above the battlefield and ignore Cover.

Also, I like Bloodrealm's suggestion on the obsidian arrows.

I hadn't seen Telekinetic Haul yet, but I just read it...am I wrong in assuming that it can basically be used as flight? Or are you even considered an object?


I dunno why...but I never thought of that, and that's incredibly simple. Both of you, thank you!
I'll probably buy some arrows and start gathering rocks from that point on to take the place of the arrows once they're gone.

Now...what should I do about race and feat choices?


Hey guys! So I know I just posted about a Kineticist, but I'm also going to be in another game with a different group, and I was thinking of rolling up a Ley Line Guardian Witch. We'd be starting at level 9, and the stats I rolled are 14; 11; 9; 9; 8; 18, which I put together as Str 10 Dex 14 Con 12 Int 20 Wis 10 Cha 9 after level and race increases. I was also thinking of using the new Mind Patron, but I'm open to suggestions. So...any ideas on hex choices and feats?


Hey all!
So I am about to join a game starting at level 5 and I rolled this as my block: 14; 13; 15; 12; 15; 15. I was wondering what I could do to make a viable Kineticist build with this block. I was hoping to use Aether as my element, but I don't quite know how I would guarantee a steady flow of ammunition...anyone know how I would do that?


Some people may be misreading the question...thank you, Melkiador, for understanding and trying to shed light on my wording.
After speaking to my group about the topic, we have decided as a group that it would work as long as the two subdomains did not replace the same ability or the same domain spell. Therefore, Ash/Smoke would work, whereas my earlier suggestion would not.


It's all theory-based. One person in our group says it works, another says it doesn't, a third says only on GM approval, and the fourth...well...she doesn't know lmao


James Risner: Just so I know, why would you say no? I don't see how it is at all like "taking levels in Ninja and Rogue."


DM Beckett: Thank you, that's kinda what I figured. Out of PFS, I would probably allow the combination of those two subdomains, simply because it doesn't break anything, and my games never make it past level 12 anyway lol but for other subdomain combos, that opens up a few different doors for character concepts!


Dekalinder: Choosing two subdomains of the same domain at once as two separate domains is not what I want to do. Sorry, I thought my intent was clear. I was asking about using the subdomains as sort of modular pieces, and replacing BOTH parts of ONE domain with subdomains. So, if using the Air Domain, switching the "Lighting Arc" and "Elemental Resistence" abilities of the base Air Domain and replacing them with "Wind Blast" from the Wind Subdomain and "Thunder Cloud" from the Cloud Subdomain. I know that THIS PARTICULAR combo would not work because of overlapping level 9 spell changes, but would that CONCEPT be possible.


Kalindlara: Err...so RAW says no?

I know I would personally allow it as long as changed spells didn't conflict (and even might allow it the spells conflict if the player were to make a case, and knew he or she wouldn't be getting BOTH spells in exchange for one).


threemilechild: Now THAT is an interesting build...I never multiclass, so I never look at those possibilities...I find the sorcerer/oracle to be very interesting in concept, and have played a Draconic Bloodline Sorcerer going into Dragon Disciple//Oracle in a gestalt game in the past, and had a BLAST with it


Lemeres: Ah, I misunderstood. Sorry about that! Definitely a smart idea, but I already know that I would be the only caster in the group...we seem to have done a weird flop: normally I'm the only melee focused character with everyone else rolling up Bards, Clerics, Oracles, or what have you.

Just a Guess: I've looked at the Storm Druid before, but I've never thought of rolling one up because of the preparing piece...looking at it now, I'd get a lot of nice spontaneous spells to use in case I screw up with preparation, AND some nice melee capabilities in the form of Wild Shape.

Blave: Sound Striker in general is an interesting archetype...I'm being overwhelmed with possibilities now lmao

ElterAgo: I didn't know that the Daemon Bloodline existed...hmm...interesting

master_marshmallow: I'm definitely looking for a caster. Sorry, I shoulda been a bit more upfront on that!


Hi all. Wacky question...I'm looking at the Druid, and I was wondering...if I were to take a domain (say the Air Domain) that had two subdomains that replace different abilities (as the Wind and Cloud subdomains do) could I choose both of those instead of the default abilities? Or am I stuck with only one subdomain and the other normal Air Domain ability?

What I'm looking to do is take BOTH subdomains, making the "Air" Domain look like this:

Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

I may not be taking this SPECIFIC combo, but would the IDEA work under RAW? Thanks guys!


Manwolf: I definitely am looking into that now...Color Spray with Awesome Display is DEFINITELY brutal and works out for a while. I'm just imagining wading into battle and vomiting rainbows onto my enemies :P

I just got an interesting idea for a Time Oracle, though: Taking Dreamed Secrets to nab Slow, going Dual-Cursed to grab Fortune and Misfortune. Flavor Fortune and Misfortune as pressing the rewind button on time, and Slow as slowing time down for those buffoons who fail your save.


Eltacolibre: Looking at the Shadowcaller's abilities...I really like it. Definitely one of the more interesting archetypes I've seen!
Dasrak: I like the Wings instead of the Strength, but could they have given it a more USELESS arcana? Haha I really wish it wasn't as bad as it is


Dasrak: I HAVE always wanted to play a sort of demonic Sorcerer, but I don't want the bonuses to Strength that come with the Abyssal bloodline. Makes that bloodline like candy for a gish build, but not so much for a dedicated caster


lemeres: That would be an interesting build, but doesn't the negatives from Riving Strike end after 1 round? That would make it end before I have the time to take advantage of it :/


Manwolf: Hm...I'm truly intrigued. I've never thought about that Mystery before. How would I go about building that?

Oceanshieldwolf: Also an interesting choice. The Inquisitor has always tickled my fancies


Hey all!
So, I've been playing Pathfinder and DnD for a while, and my group is coming up on a new game. Over my years playing, I have played a LOT of different character, admittedly most of them were martial (other than my brief affair with the Magus when it first came out and my Arcane Trickster stint earlier this year).
Well, today I come to you looking for something different. I'm looking for something that ISN'T a front line martial character...something interesting, but I do ask that it not be a prepared caster...the spell preparation gives me the shakes, because I KNOW I wouldn't prepare the spells correctly. Any and all suggestions are welcome, guys! Look forward to hearing from y'all!


So my group recently found 5th Edition, and will be starting a campaign very soon. I have elected to go the route of the Arcane Trickster. I am confident in my ability outside of combat, but I am unsure of whether I should go Two-Weapon Fighting with two short swords, or if I should stick with a single rapier. What do you guys think?


Hey all, so I've been thinking about different character builds for a gestalt character, and I think I've come up with ideas that are sorta interesting.

First up is the Paladin//Ninja:

The Ninja side would provides a lot of skill points, sneak attack, ability to turn invisible and use other Ninja Tricks, etc, while the Paladin side gives his martial capabilities, Charisma to all saves, Smite Evil, some light spellcasting ability, and so on. Together, it gives the character good saves all around and full BAB.

Second, is the Arcane Duelist Bard//Ninja

This idea would be based around using the Dirge of Doom performance and the Shatter Defenses feat to make all your attacks grant your sneak attack bonus. A bit less fleshed out in my mind, but it would also give all good saves as above, but only a 3/4 BAB.

I'm looking for some other interesting Gestalt ideas...not "Wizard//Cleric" or other things like that. I'm talking cool interactions, interesting combos, or combos that emulate a character in popular media, BONUS POINTS to anyone coming up with cool Bard or Skald gestalt ideas. Feel free to post any builds or just ideas you have sitting around, and to help me flesh out these two I have posted above. Thanks, guys!


Been gone for a few days and just saw that this blew up a bit more. Cap. Darling, I'm actually really interested in what you wrote about a School Savant Arcanist//Mindchemist Alchemist...I like that a lot. How would a tentative build look, ya think?


@Shin Silirubin: In the Beastial Aspect ability, it says "If the rageshaper's bloodrage powers already grant natural attacks or alternate modes of movement, then the bonuses granted by bestial aspect also apply to these bloodrage powers." Meaning that the claws do get an increase in base damage.
@Chess Pwn: Do you have a ruling to cite that? I wanna be able to bring a definitive answer back to the group, ya know?


Hey all. So, my group likes to speculate a lot about builds and their potential. One of my friends brought up an Abyssal Rageshaper Bloodrager and the weird interactions with its natural weapons being increased by size while raging as well as the Rageshaper ability. That ability states:

"At 4th level, whenever a rageshaper gains a natural attack through the use of a polymorph spell, he can increase the damage done by that attack by one die. If the spell grants multiple natural attacks, the rageshaper must choose one kind of natural attack for the ability to enhance. At 9th level, if the rageshaper's altered form grants him a new mode of movement, that movement's base speed increases by 10 feet. This is an enhancement bonus. If the rageshaper's bloodrage powers already grant natural attacks or alternate modes of movement, then the bonuses granted by bestial aspect also apply to these bloodrage powers."

We wanna know how that interacts with the Abyssal bloodline's increase to size, and thus increase to damage for the claw. What order does it happen in? It normally wouldn't matter, but it says "one die," not "one die STEP." Any input is welcome!


I see that, but other powers specify "when bloodraging" or "when you bloodrage," which makes me, and my DM, think that they get those powers out of bloodrage as well. Not to mention other bloodlines don't have similar lines, so that is probably just fluff


Hey all, so the Eldritch Scion Magus Archetype gets access to a Bloodrager bloodline and its abilities, but there is one thing that confuses me. The line for the class ability states:

"An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

This ability replaces spell recall."

It says that the Eldritch Scion gets the abilities that a Bloodrager would get while bloodraging if he spends a point from his eldritch pool. Does that mean that something like the movement ability an elemental bloodline bloodrager gets would function without spending the point?


OK, that's what I thought, but I just wanted to make sure that I would still get the benefits of the healing. Glad to know I was right haha thank you!


Hey everyone, so I will be playing in a game where we gestalt two random classes, and I drew Bloodrager and Inquisitor. I was wondering, if I use the Untouchable Rager archetype for the bloodrager to give up spellcasting for spell resistance, would that spell resistance still allow for the fast healing from the healing judgement?