Oracle

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Heal and Harm are opposites so I expexted there to be a staff of Harming in the same vein as there is a staff of healing.

This is borne from my obsession with staff nexus wizard recently where I wanted to combine channel smite with a staff of harming and a ton of charges. Which I don't even know whether it works because you need to expend a spell for channel smite.

But I digress it'd be nice to have some guidelines on how to create magic staffs both to make crafting more interesting for players and to be able to tailor loot more to what the players enjoy doing.


As the title says, most things granting you free actions specify what you can use them for often to strike or stride but I can't find any mention on whether you can use these as part of 2 action, or more, strikes and strides or not.


It seems to me that returning runes are supposed to alleviate all the issues for thrown weapons but that is a more magical fantasy of the knife thrower imo than I like.

There's exactly shuriken as a reload 0 thrown weapon even though there's also throwing knives. And even shuriken you can't use with for instance hunted shot because you have to do 2 shots with the same weapon unless you got a returning rune.

Fane's Fourbery is the kind of thing I'd like for thrown weapons to be more common. Enter a stance to treat a bandolier of knives/throwing axes/darts whatever as 1 weapon allow runes to apply all of them basically have ammunition.
But also make more reload 0 thrown weapons so you can draw the weapons as part of special attacks.


Hurling Charge wrote:

You make a ranged Strike with a thrown weapon you already have in your hand, Stride, and then Interact to draw another weapon. If you are raging, you can add the additional damage with melee weapons you receive from raging to your damage with the thrown weapon.

Viking Achetype Feat

Raging Thrower wrote:
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.

Barbarian Feat

At a glance these seem to add up even though you're effectively doubling up on the bonus which makes me think it shouldn't work.


GMing plaguestones rn and we're about to finish wanting to keep the characters going in another campaign.

I read people adapting the first book of APs to just run through them quickly but one of the characters in our party is amnesiac so I though I could use that angle to jump through the content from the first 3 levels with some rewrites/exposition dump.
The idea is to have the party abducted right at the end of the next session and then drop them into the new setting.
Now what I'm unsure about is which AP to go for for this. One idea was to have the deed for the Citadel in Age of Ashes be magically bound to the amnesiac character making it so he has to return.
The other is some form of ties into the Agents of Edgewatch but I don't know how that AP is regarding being part of the police essentially. If it's hamfisted or if being an independent branch means skirting most of the issues with being police. I do really like the idea of a bunch of adventures set in a single city is why I want to try it.

Don't much like the premise of extinction curse.

Is skipping parts of book 1 just a fools errant with the introduction missing or is it introductory for a reason and parts skippable, which AP would you recommend for this?


I love strength monks but I am fascinated by making a heavy armor fist fighter.

I thought at first that Fighter would be the perfect class for that fantasy but the class feat selection is a bit action heavy and flourish as well as Press doesn't work all that well with FoB which I'd be planning to dedication into.

So instead I thought Flurry Ranger has more passives class feats and also Flurry Hunt Prey works really well with unarmed attacks.

Both builds would be Half Elf to multi talent into monk at lvl 9 and pick up FoB at lvl 10. So I think it comes down to Flurry Ranger with Sentinel Dedication vs Fighter with Marshal dedication.
Haven't really thought about lvls beyond 10. Though I think Fighter Marshall would end up better. Anyone here tried the Heavy Brawler, thoughts experiences?

PS: I really hate how unarmed attacks don't qualify for TWF feats because wearing a shield as a fist fighter is lame.


Was playing Fall of Plaguestone and my druid transformed into a spider with pest form and started sneaking around.
I made him roll a sneak which ended up being a 29 IIRC (lvl 2). Since I didn't want to switch to turns and had no clue how to run stealth yet. I just rolled perception for the Sculptor every time my player voiced a move action.

I read some threads on how to do it when it leads to an encounter but couldn't find any rules for when you just want to roleplay a stealth segment.

PS: I gave them a surprise round later against the Sculptor because I thought 2e would have it but I should have had them roll Athletics (with a bonus) when they were busting down the door and the sculptors nat 20 should have negated most of the surprise.


The whole deal with that feat is that you can ignore the effects of wearing heavy armor, so it stands to reason that you'd also be able to move with the grace of a monk in heavy armor, not that it'd be any good.


Party levelled up last time and the druid selected order explorer animal order for a companion and beast master through free archetype.

He selected 2 animals right away but now I'm unsure if I should just let that happen or make him work for them by picking them up in the area during downtime.

Also how should I go about it? As a druid I'd make him roll for the types of animals he comes across and then use diplomacy to convince those he wants to work for him.

How long would that take? Seeing as he can communicate with them on a rudimentary level there's no need to train them I'd argue so I'd think you could do it in a day of bonding.


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They have the same upgrade path as tiefling/aasimar with once per day flight at 9 but no permanent flight at 17.

Instead they need to transform into something else to get permanent flight and the lvl 9 skyborn tengu feat doesn't have an upgrade.

Kind of bummed since a friend picked a tengu that wants to learn to fly but I'm just gonna make a custom feat for that so it's fine but it's weird to me it isn't there already.


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Looked at all the archetypes offering skill feats, particularly those that offer 2 and tried fitting them all into a rogue which gets extra skill increases and skill feats every level. Allowing you to take a dedication with every class feat post 4

The archetypes offering 2 or more skill feats to take are
Archaeologist
Dandy
Linguist
Magaambyan Attendant*
Medic
Pathfinder Agent*
Scrounger
Sentinel
Vigilante

And the archetypes offering 1 skill feat are
Acrobat
Animal Trainer*
Cavalier
Gladiator
Herbalist
Horizonwalker
Loremaster
Oozemorph*
Pirate
Ritualist
Scrollmaster*
Zephyr Guard*

*not from APG

An example build would be something like

Ruffian Rogue
lvl 2: Pirate Dedication
lvl 4: Pirate Weapon Training (for hatchet proficiency), Rope Runner
lvl 6: Sentinel Dedication, Armor Specialist
lvl 7: Steel Skin
lvl 8: Medic dedication, treat wounds
lvl 9: Holistic Care
lvl 10: Dandy dedication,...

there's some counter synergies in there for instance linguist makes you good at deciphering but so does Archaeologist but there's some fun stuff to mess around with.


One of my favourite Forgotten Realms characters would use a bow until he was in melee range and then just drop it on the ground and switch to two daggers.

Most combat feats seem to be either ranged or melee attacks, stuff like quickdraw works for getting shots off and not wasting mutiple turns drawing your weapons but other than that I can't find many feats that allow any strike.

Like you can't use spring attack to make a ranged attack annoyingly.

I understand separating them so committing to one or the other is a more meaningful choice but I wish more of them were useable with bows and melee weapons

In the meantime I guess I'll take along a heavy crossbow for all my dex based characters with quickdraw


Thinking about making a melee flame oracle strutting around in heavy armor setting everything around it on fire but have no clue about what the good spells are for that kinda build.

The spells are preferably accessible through divine school or a deity of the fire or sun domain because lvl 2 is sentinel dedication meaning I won't be able to multiclass until lvl 9 (multitalented)


Quote:
Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat.

If I'm reading the Sentinel dedication correctly you can get scaling proficiency with heavy armor even if you are only trained in light armor through your class.

BUT you only get the scaling heavy armor proficiency if you're already trained in medium armor when you take the dedication.

So what does work is taking the armor proficiency general feat to get trained medium armor, then taking the sentinel dedication and when you now get expert in light armor you will also gain expert in heavy armor.

If you do it the other way around (taking armor proficiency after the sentinel dedication) you will only ever be trained in Heavy Armor.

Humans can even achieve this at lvl 2 with the versatile human heritage


I'm finding the Aldori Duelist dedication quite lacklustre compared to the duelist from the APG which has almost everything and then some in addition.

You're missing out on 2 feats from Aldori Duelist and something like half a dozen from the APG Duelist.

Could also merge them and add text saying if you're trained in the Aldori Dueling Sword you gain scaling proficiency and access to these additional feats.


Was tinkering with a thief mauler when I realized all the 2 handed finesse weapons are uncommon. Well all 2 of them I could find

Now mauler gives scaling 2 handed proficiency already which would make unconventional weaponry or ancestral weaponry feats only for accessibility and neither could give you access to the spiked chain.

Would it be enough to be an artisan of the forge to be allowed to craft a spiked chain? Would an elf be allowed access to an Elven curveblade w/o Ancestral weapon familiarity?

It's not a big deal probably but I hate "wasting" feats


Since you always carry it around with you you should just be able to go right into parrying with it right?

Thinking about using one of those for the parry trait and RP on a wizard and later pick up fighter dedication for proficiency with the other half.


It's the only ancestral weapon that's both 2 handed and has finesse or agile I could find. Which are the requirements for the new monk feat

What would be the best stance considering you already have a 1d8 damage dice, forceful works nice with flurry of blows and one inch punch makes a power attack impression. Too much of a noob at 2e and Monk to know if any of this is particularly good.

Making a jump and then striking with a 2 handed Sword with flying Kick sounds awesome enough to try it anyway but I'm curious how a build like that would look.

Half Elf can gain access to it at lvl 2 and recover a lvl 1 class feat with Ancestral paragon into natural ambition in lvl 3

Thinking more about this you could take multi talented champion dedication to eventually get expert in heavy armor for a full strength monk jumping top dex at +0 or +1 and then jump around in heavy armor. Edit:losing the speed bonus probably doesn't make this worth it.


So I saw the RAI that makes that no longer an option for human half elves because they don't live long enough but with the optional half elf heritage for other ancestors something like a dwarven half elf should be be an option.

The other thing is more theoretical since I don't believe I'll start a character at 14th level maybe ever but monks get a feat that makes them stop aging which should also theoretically enable human half elves.to live long enough to be ancient.

So is it pointless to theorize around dwarf/elves gnome/elves or too much trying to powergame? Because it's not intended by RAW and would a starting lvl 14 monk be able take a lvl 14 feat before a lvl 1 heritage feat?