Ennead Star

Shadow Dragon's page

Organized Play Member. 654 posts (5,091 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 11 aliases.


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Silver Crusade

Robert Henry wrote:
Shadow Dragon wrote:
Thankfully the GM isn't emphasizing a full build because I have no experience with the Spheres and it's quite daunting trying to process that information.

Hey Shadow Dragon, I've just finished a three year game with YBD and still in another. While I'm no expert, I've got a little knowledge and can help if you'd like.

The two thing YBD kept recommending was to determine what kind of magics you want to do, then use the sphere's to build that character. Also, to specialize in a couple of areas instead of trying to do everything. Both of the two characters I've played used a combination of combat and magic (they were gestalt). The first one (which I had a clearer idea for from the beginning) was much easier to build and he was specialist in just a couple of things. With the second character I entered the game at a higher lever in an existing game and tried to 'fill in gaps' attempting to do too much and it was more confusing.

Anyway, YBD is GREAT (one of the best!) at answering questions and helping players realize the character they want.

I was always intimidated by the idea of playing Elric, so leaned more towards Moonglum of Elwher.

I sent you a PM, thanks. :)

Silver Crusade

Thankfully the GM isn't emphasizing a full build because I have no experience with the Spheres and it's quite daunting trying to process that information.
My first impulse for a PC is a Magus because it's a class that's always appealed to me (who doesn't want to play Elric of Melniboné) and my PFS1 Magus isn't likely to see L3 let alone anything beyond.
I considered rogue but there's at least 2 (and possibly 3 with gyrfalcon's Trapper) that can deal with traps so I've ruled that out.

Silver Crusade

gyrfalcon wrote:

For anyone looking to learn Spheres, the Spheres Wiki is a great free resource, and in particular, start with either Using Spheres of Power (for the magic stuff), or Using Spheres of Might (for the martial stuff).

Big picture for Spheres of Power is that you
1) have a pool of spell points (SP), and
2) some talents, that grant you spells.

It's designed with a lot most customization than Paizo's casting (and in particular to let you build a caster who specializes in something like Time magic, or Teleportation effects, or Telekinesis or whatnot, in a way that's not really possible otherwise)...which is really cool, I think, but also can be overwhelming to read at first. My advice is to start with the using Spheres of Power page (if you're going with a cleric or other magic user) and then read one or two of the magic spheres that you're particularly intersted in.

And hey, Shadow Dragon: I started with the old basic box in '80, and think Spheres rocks so if you enjoy learning new stuff, I'll say (for me anyway) Spheres was totally worth it!

Okay here's a Wikipedia page for us old fogies:

Basic Set
I didn't start with the first one pictured (the 1977 Box Set) but if you scroll down there's the "1983 revision" that's the one. I also have an original copy of 'The Isle of Dread':
Isle of Dread
In addition to being a cool module it had the large map of some of the game world I used for years when I was GMing back then.

gyrfalcon: Thanks for the links and I'll start reviewing that material as well. I'll get to those pages as fast as my walker can get me there!

Silver Crusade

On Clerics: It always bothered me that PF really did cool stuff primarily for Clerics of Sarenrae.
I'll look over the classes on the site but I may end up begging someone for help to 'translate' what I'm looking to play in this system.
I'm unfamiliar with PFS2, Spheres, or anything that isn't PFS1 and 3.5 D&D. :)
I'm old! I started playing waaaaaaaaaaaay back when I was 10 with "Set 1: Basic Rules" with the super cool red dragon on the cover. That's how old I am!
Are you kids on my lawn again??!?!

Silver Crusade

I'd be interested in 'Mummy's Mask' but, like Monkeygod, I'll need to read the Player's Guide to get a better sense of the campaign than the brief snippet on Paizo's website.
I'm inexperienced with 'full' arcane casters (those classes who receive 9th level spells) so I'd likely go with either some type of martial build or perhaps a rogue that can also contribute in combat.

Silver Crusade

Your Benevolent Dictator wrote:
Just a quick check-in: We haven't had any new applicants in over 24 hours, so if nothing's changed by tomorrow evening, I'll advance to the next recruitment stage.

I didn't answer all the question others posted; I'm waiting to see what you choose to run. And then how many people I have to bump off to get a seat...

Silver Crusade

1 person marked this as a favorite.
Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite

Congratulations to Kludde and EbonFist! And thanks for all of the hard work Lady Ladile and Numbat.
Lady Ladile was my first PbP GM and she was so great, I stuck around to annoy people.

Silver Crusade

Critzible wrote:

Mummys Mask seems intriguing.

I have alot of ideas swimming around in my head.I might go for a Tengu of some kind. Really love Tengu.

Not sure what role, May hap a Ranger? Not sure.

Or lean into the 'bad luck' and go rogue?

"The tengu is going to disarm the trap? Get back everyone!"

Silver Crusade

I do love ancient Egypt (I have 2 PFS1 PCs that are Egyptian-themed) so 'Mummy's Mask' would be interesting.

Silver Crusade

Sir Longears wrote:

Aside from those, I've always wanted to try Zeitgeist and Way of the Wicked, but honestly I truly believe Way of the Wicked should be reserved for groups with lots of experience and that know each other for a good amount of time. Trust is very important in evil campaigns and it is something difficult/risky to do with total strangers on the internet.

I give the same advice to anyone interested in playing 'Skull & Shackles.'

Silver Crusade

Ano Clovermark wrote:
Shadow Dragon wrote:

The biggest problem with teamwork feats is you really need to build as many PCs in the party as possible to take advantage of them. That much coordination would require players, and not PCs, to be selected or organize themselves and then find a GM.

I have an inquisitor in PFS1 and thankfully they get the 'Solo Tactics' class ability so the inquisitor can use teamwork feats to benefit themselves even if no other PC has the same teamwork feat.
Don’t hunters have a similar ability? unless I’m mistaken. and yeah, a part of me feel like Teamwork feats were meant to work better for NPCs than PCs

Sort of but Hunters 'share' their teamwork feats with their animal companion whereas Inquisitors just get the benefit of the teamwork feats.

Silver Crusade

Ano Clovermark wrote:
Possible dumb question in related to the topic-am I the only one who just, doesn’t quite get teamwork feats? I mean I kinda get the basic premise, but I think trying to imagine how they work in practice is what confuses me?

The biggest problem with teamwork feats is you really need to build as many PCs in the party as possible to take advantage of them. That much coordination would require players, and not PCs, to be selected or organize themselves and then find a GM.

I have an inquisitor in PFS1 and thankfully they get the 'Solo Tactics' class ability so the inquisitor can use teamwork feats to benefit themselves even if no other PC has the same teamwork feat.

Silver Crusade

Kishmo wrote:
Pirate Rob wrote:
You can set an image to be the background of a slide. That'll keep it permanently on the bottom. Google Slides does weird things with aspect ratios if they don't match the slide. IIRC the easiest way to do this is to paste the image into slides and then take a screen shot of that cropped to the slide and then select that image to be the backround.
Yes - this, 100%. If there is any one single piece of advice I would give to GMs that use Slides, it's this. Please - learn how to set an image as a slide background. Here is the Google how-to for that. It is a huge quality of life improvement for everyone, both players and GMs - especially for people accessing the map from a mobile device.

Thank you and also Pirate Rob and Super Zero for the help. Putting it as a background is great unless there's more than one template in play. Say for example a Magic Circle vs. Evil and an Entangle. But I think I can set one (longer duration and/or not moving one) as the background and then 'Move to Back' on something that's of a shorter duration or that might move - like the Magic Circle.

I'm still experimenting with Google Slides to try and learn how to do the 'tech things' to run.

Silver Crusade

John Woodford wrote:
Shadow Dragon wrote:

Less rules content but more, "Uh hey I messed up the map on Google Slides, any ideas how to fix it?"

If you do it, you can use Undo. There's also a way to restore an earlier version, but since I'm posting from my phone I can't look it up.

I was thinking if someone else does it or if I'm trying to prevent mess ups. I'll give an example. So there's a dungeon map, PC tokens are on it, NPC tokens are on it, and an AoE template is placed on the map. Unfortunately that can 'trap' the tokens under it so I need a way to always keep the tokens on top. In certain 'document software' you could make something a watermark to keep it in the background. So something like that or some way to navigate/manage multiple 'layers' created by certain effects.

Hopefully I didn't confuse everyone.

Silver Crusade

Less rules content but more, "Uh hey I messed up the map on Google Slides, any ideas how to fix it?"

Silver Crusade

Grandmaster TOZ wrote:
Someone has to step up, in order to offer those tables. Who is it gonna be?

How offended would players be if the GM (me in this example) need to ask them for technical information?

Silver Crusade

GM Mahuffma wrote:


Added to the list. Reminder, I'll be closing the recruitment window at the end of tomorrow. I'll then try my hardest to make a decision by Saturday. This is my first go around of choosing who will go forward and be a part of the story. This part sucks! These characters are so good.

I'll have a submission ready soon.

Silver Crusade

1 person marked this as a favorite.

And let me point out the GM has an irrational hatred of good, decent, and honest paladins and besmirches their good name and reputation and casts aspersion at them!
(Note: This post is completely humorous and intended to tease the GM.)
:)

I am interested in playing. I'm thinking a martial character of some type.

Silver Crusade

grimdog73 wrote:
wait....SD was actually considering playing a cleric with the fire domain? mark this date down on the calendar...

You'd have to go back in time since I played Poog in 'We Be Goblins' in 2019.

Silver Crusade

I would like to play either the cleric or alchemist although I've never played an alchemist so there would be a learning curve. If someone with experience with an alchemist would like to play it I'd definitely go with the cleric.

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
GM DarkLightHitomi wrote:


I had that experience here on the boards.

I can understand why someone would want to avoid that, but I think it is unfair to believe that discord is inherently like that. I've run games entirely on discord without it being that way, even used discord for vtt style game.

But I was suggesting you just have your own server where you post your images and handouts, character sheets, etc.

Again it seems like a preference or style choice between the Paizo forums vs. Discord. I'm not saying, "Ooo Discord is evilbadkillitnow!" it was just quite unintuitive for me.

Own server and that, way above my technical ability right now. I'm going babysteps route with Google Slides and the Paizo forums. I was hoping to be competent enough for Outpost but I can't promise anything.

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
GM DarkLightHitomi wrote:
Shadow Dragon wrote:

I just want to know how to do the 'technical basics' like getting slides to work in Google slides (which I've done some work on my own and I'm starting to get the hang of it) and then the linking of those Google Slides to a 'Campaign' page on this site.

I've sent bigrin a PM asking if I 'open' an event if there's a problem with me not reporting it since it would be a blank for me to experiment with/on.

Discord makes a nice alternative to google slides. I always have trouble with the google stuff, probably because of my poor old phone, but even when I do have a real computer available, I fond discord has a lot of advantages over google, except for one thing, using discord requires everyone to actually be on discord.

You may consider it if you can look past the common unfair assumptions about it.

I can help out if you go that route.

I guess you can add me to your 'hate list' because I'm not a fan of Discord. I've played one PFS table on it and it was a hot mess.

The user Andostre encapsulated my feelings about it best when he wrote, "I've got to second this; it's been my experience as well. It's basically a chatroom with too many unintuitive options.

I also think a lot of the PbPers who prefer Discord that I've encountered like it because they are already on Discord for other reasons, and having a game there means it's a hub site for a lot of their interests. They like not having to come to Paizo.com (or wherever) just for one specific game."

Discord was almost like stream of consciousness PbP gaming vs. my experience with the Paizo forums. But that's my preference although I'll probably give Discord PFS another chance just because I'm itching to play more.

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite

I just want to know how to do the 'technical basics' like getting slides to work in Google slides (which I've done some work on my own and I'm starting to get the hang of it) and then the linking of those Google Slides to a 'Campaign' page on this site.
I've sent bigrin a PM asking if I 'open' an event if there's a problem with me not reporting it since it would be a blank for me to experiment with/on.

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
kaervek78 wrote:
Shadow Dragon wrote:
Looking for some assistance.

Unfortunately, I do not know how to do what you asked yet. :-/

Shadow Dragon wrote:
Since someone points to the big neon arrow pointed at himself forgot that GM school was available and didn't sign up...
If you asked her nicely here, Redelia might let you sign up - maybe... ;-)

I saw that you asked last week but I'm not going to bug her to try to squeeze in the day before. It's my fault I forgot.

Silver Crusade

1 person marked this as a favorite.
Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite

Looking for some assistance.
Since someone points to the big neon arrow pointed at himself forgot that GM school was available and didn't sign up, can someone point out where some of these slides came from and how they would be moved/copied/whatever the term is from one Google Slides Presentation to another:

Heroes for Highdelve

In particular slides 5 through 7 (the Skills slide, Marching Order slide, and Sign up slide), slide 14, and slides 16 through 19 which have various templates that are handy to have available.
Thanks!

Silver Crusade

Richard Lowe wrote:

There's a number of thriving Play by Post communities on Discord, we have a number of Society lodges that run games using it and it works very well, as well as PbD games taking part in numerous PbP conventions. There's definitely a number of ways to run games that work better than others on the platform (separate channels for IC and OOC as an example etc) and lots of advice on how to best GM for it can be found on our lodges. If you're interested in Society play or even simply talking to some GMs who've a lot of experience with PbD as a format I'd recommend the following discord servers;

Cayden's Keg
Find the Path
Roll for Combat

Best of luck, it's a faster format than the forums PbP but it has a lot of people who enjoy it and use it in a very similar fashion!

Which one of those has PFS1 games?

Silver Crusade

I'd like to explore FR/Dalelands and learn about the history and culture.

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
phaeton_nz wrote:

I also have a Grippli/Skinwalker/catfolk I am not sure I am going to use in the near future. If anyone has need of such, I'm willing to let it go.

I don't *need* it since I don't know how many more low-level PFS1 scenarios will be available to play but I would like it.

Silver Crusade

Posting with GM's permission:

HP for 2nd level: 1d8 ⇒ 7

Character Sheet for Eochaidh Roidal:

Rolls: 16 16 16 15 15 14

Strength = 16
Dexterity = 16
Constitution = 15
Intelligence = 14
Wisdom = 16 + 2 = 18
Charisma = 15

About Eochaidh Roidal [Ah-chaid Ride-el] [Achaius would be the Taldan version]

Eochaidh Roidal
Male Human Druid 2 [Menhir Savant and Saurian Shaman]
CG Medium humanoid
Init + 5; Senses: Perception + 9 (Low-light vision)

========================================================================

Defense

AC = 19, touch 13, flat-footed 16 (+ 4 armor, + 2 shield, + 3 Dexterity)
HP = 21 (2d8 (8,7) + 4 + 2)
Saves: Fort + 6, Reflex + 4, Will + 8

BAB = + 1 CMB = + 4 CMD = + 17

========================================================================

Offense

Speed 30 ft.

Melee

Scimitar (+ 4 to hit, + 3 to damage, 1d6 / 18-20x2), Deals S damage
Club (+ 4 to hit, + 3 to damage, 1d6 / x2), Deals B damage
Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P or S damage

Ranged
Sling (+ 4 to hit, + 3 to damage, 1d4/x2), Deals B damage, 50' range
Cold Iron Sling Bullets [10] (3)

Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P damage, 10' range

Space: 5 ft.; Reach: 5 ft.

========================================================================

Skills

Climb (1 rank, + 3 Str, + 3 class skill) = 7
Heal (1 rank, + 4 Wis, + 3 class skill) = 8
Knowledge (Nature) (2 ranks, + 2 Int, + 3 class skill) = 7
Perception (2 ranks, + 4 Wis, +3 class skill) = 9
Ride (1 rank, + 3 Dex, + 3 class skill) = 7
Sense Motive (1 rank, + 4 Wis, +3 class skill) = 8
Spellcraft (2 ranks, + 2 Int, + 3 class skill) = 7
Survival (1 rank, + 4 Wis, +3 class skill) = 8
Swim (1 rank, + 3 Str, + 3 class skill) = 7

Background Skills

Craft (Armor)) 1 rank, + 2 Int, + 3 class skill, + 1 trait bonus) = 7
Knowledge (Geography) (1 rank, + 2 Int, + 3 class skill) = 6
Profession (Herbalist) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8
Profession (Scribe) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8

Languages: Common, Druidic, Sylvan, Elven

========================================================================

[spoiler=Racial Traits]

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits

Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks.
This racial trait replaces humans’ bonus feat.

The following three alternate racial traits replace Skilled.

Fey Magic
Source: Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Terrain Selected: Forest
1st Level Druid Spell Selected: Cure Light Wounds

Fey Thoughts
Source: Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Skills selected: Sense Motive and Use Magic Device

Low-Light Vision
Source: Heroes of the Wild pg. 5
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

====================================================================

Traits:

Craft All (Campaign): You've always been a crafter. You have a deep passion for your profession. Supplies in your shard may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Reactionary (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Scribe Scroll (1st Level Feat):

You can create magic scrolls.

Prerequisites: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

========================================================================

Class Features

Druid Class Features:

Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

[spoiler=Spells]
A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.
Domain Chosen: TBD. I'd like the party's input on what they think will help the most. I'll briefly list the current front runners.
Animal – Feather: The Perception bonus is nice but the main reasons are getting Fly and Fly (Mass) as domain spells.
War – Tactics: Giving one ally the ability to roll two dice for initiative along with Magic Weapon and Aid as domain spells.
Strength – Resolve: An awesome selection of domain spells starting with Bless.

Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

Wild Empathy (Ex): A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step.

Totemic Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.
[/spoiler]

========================================================================

Spell List:

Orisons [4]

Detect Magic
Light
Purify Food & Drink
Stabilize

1st Level Spells [3]

Cure Light Wounds
Faerie Fire
Goodberry

========================================================================

Inventory Tracking Sheet

Mundane Gear:

Lamellar (Leather) Armor
Sling bullets, Cold Iron (10) [3]

Alchemical Gear:

Magic Items:

Mundane Gear not on Item Tracking Sheets:

Explorer's Outfit
Shield, Heavy wooden
Scimitar
Sling
Club
Cold Iron Dagger
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [2]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell components
Waterskin
Chalk [10]
Flint & Steel
Weapon Cord [2]
Bandolier [2]
Canvas (square yard) [5]
Grooming Kit
Mess Kit
Parchment (sheet) [15]
Holy Symbol, wooden

====================================================================

Backstory: If possible Eochaidh will hail from the Arthfell Forest in Andoran. His family would have lived in the forests in the druidic tradition and would be from the 'barbarian' stock that existed in the area before Taldor conquered it. Before the Sundering he spent his days trying to protect and preserve what's left of the Arthfell Forest, indignant at the depredations of the Lumber Consortium. He sees the Sundering as a colossal example of the folly of mortals interfering with the natural order.
[/spoiler]

Silver Crusade

Driftbourne wrote:
Douglas Muir 406 wrote:
I mean... obviously they do, because people use Discord for frickin' everything.

That's the problem Discord isn't good at everything. I find Discord great for live interactions, or short notices. I get instantly lost trying to follow ongoing conversations like a PBP or sharing larger information like how to play PGP on Discord. Unlike the Paizo forums, it's hard to follow a PBP on Discord to learn how it's done. I haven't yet found a good way to learn PBP on Discord.

Discord split some of the PBP community away from the Paizo forums. But even on Discord, it's even more fragments between different Discord servers. Of the people I know who left the forums for Discord PBP the main reason has always been Discord is better if you are only or mostly going to pay from a phone.

I've played in some PBP games that used both Discord and the Forums. The game was played on the Forums and Discord was used for short notices we could get on our phones, mostly the GM posting "GM post" so we knew there was something new to react to.

That was my biggest problem too was following the 'action' on Discord. It just seems more difficult for me but I didn't start out using Discord first and then was introduced to the Paizo forums. I've always thought it was a 'me' issue for the most part.

Silver Crusade

Late to the game it seems but I have a L1 Barbarian who would hit L2 with one more adventure.

Silver Crusade

HP for 2nd level: 1d8 ⇒ 6

Character Sheet for Quintus Mezinas:

Rolls: 16 16 16 15 15 14

Strength = 15
Dexterity = 16
Constitution = 15
Intelligence = 16
Wisdom = 14
Charisma = 16 + 2 = 18

About Quintus Mezinas

Quintus Mezinas
Male Human Bard 2
CG Medium humanoid
Init + 5; Senses: Perception + 7

========================================================================

Defense

AC = 19, touch 13, flat-footed 16 (+ 4 armor, + 2 shield, + 3 Dexterity)
HP = 18 (2d8 (8,6) + 4)
Saves: Fort + 3, Reflex + 7, Will + 6

BAB = + 1 CMB = + 3 CMD = + 16

========================================================================

Offense

Speed 30 ft.

Melee

Rapier (+ 3 to hit, + 2 to damage, 1d6 / 18-20x2), Deals P damage
Sap (+ 3 to hit, + 2 to damage, 1d6 / x2), Deals B damage, only nonlethal
Club (+ 3 to hit, + 2 to damage, 1d6 / x2), Deals B damage
Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P or S damage
Longspear (+ 3 to hit, + 2 to damage, 1d8 / x3), Deals P damage, 10' reach

Ranged
Shortbow (+ 4 to hit, + 0 to damage, 1d6/x3), Deals P damage, 60' range
Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P damage, 10' range
Cold Iron Arrows (20) [2] = 40

Space: 5 ft.; Reach: 5 ft.

========================================================================

Skills

Acrobatics (1 rank, + 3 Str, + 3 class skill) = 7
Climb (1 rank, + 2 Str, + 3 class skill) = 6
*Diplomacy (2 ranks, + 4 Cha, + 3 class skill) = 9
Escape Artist (1 rank, + 3 Dex, + 3 class skill) = 7
Knowledge (Arcana) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Knowledge (Dungeoneering) (2 ranks, + 3 Int, + 3 class skill, + 1 BK) = 9
Knowledge (Nature) (2 ranks, + 3 Int, + 3 class skill, + 1 BK) = 9
Knowledge (Planes) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Knowledge (Religion) (2 ranks, + 3 Int, + 3 class skill, + 1 BK) = 9
Perception (2 ranks, + 2 Wis, +3 class skill) = 7
Perform (Oratory) (2 ranks, + 4 Cha, + 3 class skill) = 9
*Sense Motive (2 ranks, + 4 Cha, + 3 class skill) = 9
Sleight of Hand (1 rank, + 3 Dex, + 3 class skill) = 7
Spellcraft (2 ranks, + 3 Int, + 3 class skill) = 8
Stealth (1 rank, + 3 Dex, + 3 class skill) = 7
Use Magic Device (1 rank, + 4 Chas, + 3 class skill) = 8

*Diplomacy and Sense Motive are from the Bard's Versatile Peformance class ability.

Background Skills

Craft (Weapons) 1 rank, + 3 Int, + 3 class skill, + 1 trait bonus) = 8
Knowledge (Geography) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Knowledge (History) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Profession (Scribe) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8

Languages: Common, Celestial, Elven, and Draconic

========================================================================

[spoiler=Racial Traits]

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Trait – Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks.
This racial trait replaces humans’ bonus feat.

========================================================================

Favored Class Bonus:

Favored Class Option
Human: (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Traits:

Craft All (Campaign): You've always been a crafter. You have a deep passion for your profession. Supplies in your shard may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Reactionary (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Lingering Performance (1st Level Feat):

The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisites: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

========================================================================

Class Features

Bard Class Features:

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

[spoiler=Spells]
A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:
:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Perform Skill Selected: Oratory (Diplomacy and Sense Motive)

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

========================================================================

Spell List:

Cantrips Known (7; 5 + 2 from FCB)

Daze
Detect Magic
Know Direction
Light
Mending
Prestidigitation
Read Magic

1st Level Spells Known (3)
1st Level Spells per Day = 3

Cure Light Wounds
Grease
Saving Finale

========================================================================

Inventory Tracking Sheet

Mundane Gear:

Lamellar (Leather) Armor
Shortbow
Arrows, Cold Iron (20) [2]

Alchemical Gear:

Magic Items:

Mundane Gear not on Item Tracking Sheets:

Explorer's Outfit
Shield, Heavy wooden
Rapier
Club
Cold Iron Dagger
Sap
Longspear
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [2]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell components
Waterskin
Book, journal
Ink
Inkpen [3]
Chalk [10]
Flint & Steel
Weapon Cord [2]
Bandolier [2]
Canvas (square yard) [5]
Grooming Kit
Mess Kit
Parchment (sheet) [5]

====================================================================

Backstory: If possible Quintus will hail from Absalom where his branch of the family went to from Cheliax after being on the losing side of the Civil War. He's a happy-go-lucky ne'er-do-well who was getting by on his vocal talents in the City at the Center of the World. His life changed after The Sundering and he's had to become more serious, studious, and learn to be part of a team to survive.

Silver Crusade

It exists, I've tried it and, while it's not my cup of tea, it is popular among many players.

Silver Crusade

Still trying to work out the mechanics on my build but it's slow going.

Silver Crusade

Couldn't edit my earlier post but I forgot one stat so it's three 16s, two 15s, and a 14.

Silver Crusade

4d6: 4d6 ⇒ (4, 1, 3, 5) = 13
4d6: 4d6 ⇒ (2, 5, 4, 1) = 12
4d6: 4d6 ⇒ (1, 1, 6, 3) = 11
4d6: 4d6 ⇒ (2, 5, 5, 6) = 18
4d6: 4d6 ⇒ (5, 5, 5, 6) = 21
4d6: 4d6 ⇒ (6, 1, 4, 6) = 17

Rerolling 1s

1st Stat:
Reroll 1s: 1d6 ⇒ 6

2nd Stat:
Reroll 1s: 1d6 ⇒ 6

3rd Stat:
Reroll 1s: 1d6 ⇒ 3
Reroll 1s: 1d6 ⇒ 5

6th Stat:
Reroll 1s: 1d6 ⇒ 4

Looks like:
16
16
15
15
14

I'd like to make a druid but since I haven't made one since waaaaaay back in the 3.5 days I'll need some time.

Silver Crusade

What max level are you looking at for the PCs to achieve?

Silver Crusade

Shadow Dragon wrote:
I'm trying to see if I have a replay if another PC is needed.

Nevermind I don't have any replays.

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
roll4initiative wrote:
Shadow Dragon wrote:

Where on the 'Organized Play' tab are the number of replays available?

GM/Event Coordinator tab. Then click on "refresh points". You'll see a bunch of points for various things.

Thanks!

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite

Where on the 'Organized Play' tab are the number of replays available?

Silver Crusade

I'm trying to see if I have a replay if another PC is needed.

Silver Crusade

I have two L2s, one an Unchained Rogue and the other a Magus that would be interested.

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
bigrin42 wrote:

Gameday XII - That’s A Wrap!

187 games were registered, split almost evenly between GM Choice and First Come First Served recruitment. 96 GMs ran the games and hundreds of players joined them. What a great turnout!

Once the last few games get reported, we will be mailing out 50 randomly drawn prize vouchers, so make your offerings to the gods of chance, and may fortune be on your side. Also, at the same time we will be sending out those PF1 boons to the GMs and lucky players.

We want to hear your feedback, so please fill out this feedback form. Let us know what you liked, and how we can improve in the future. This form is anonymous, but if you want us to get back to you, please let us know how (paizo forum message, discord DM, or email).

Gameday XII feedback survey

Thank you all for participating in Gameday XII, and be on the lookout for the next PBP event, Outpost VII, coming this spring.

Makes an offering in a paper envelope stuffed with small, unmarked bills...

Silver Crusade

GM of the Crusade wrote:

That could potentially work! I think the main categories they’re lacking in are healing, casting, and a bit of rogue skills when Raban isn’t here.

So, for someone with limited PF1 experience, what would fill all of those roles with 2 classes? It's the adding in the rogue skills that I can't think of attaching to the other two unless there's a Wisdom based Rogue...

Silver Crusade

1 person marked this as a favorite.
SqueezeMeNow wrote:


Touched by divinity gives you a 1st level domain spell as a spell like. Can be very useful depending on the domain/subdomain. I have a kobold of my own who has the trade subdomain. Gives him floating disk as a spell like to aid carrying.

Stuffs Aurical in a bag! :P

Silver Crusade

stormraven wrote:

Ooooh, super tempting. I have a gestalt aasimar cleric/uMonk built for a Wrath game that died on the vine, sadly. She is a good second-line fighter or could be configured to go Zen Archer for additional ranged plinking. Either version is a kick to play.

Does that seems a decent fit for your team?

Sounds more like a 'double' caster like Oracle/Sorcerer or something similar. Is there a double arcane caster combo that works on the same stat?

Silver Crusade

1 person marked this as a favorite.
Torilgrey wrote:
Ah darn today crept up on me and i don’t have a submission done. Have fun y’all! One of these days I’ll get into a Forgotten Realms campaign

Just make a Rogue (Scout) or another heretical Paladin! ;)

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
GM_Colin wrote:

Yes, the DC won't change. I don't recall anyone says anything about higher DC.

Metamagic feats don't directly change the caster level. Some +0 level metamagic, such as Merfiful, doesn't alter the spell slot level used thus have no change in caster level. The higher caster level comes from using higher level spell slot, which inherently requires/results in a higher caster level.

If I'm reading the issue/questions correctly this might be the answer:

Metamagic Rules

"Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up."

and

"Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description."

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
Purple Dragon Knight wrote:


Applying a metamagic feat does not change the caster level of the spell. It just costs a higher level slot to cast the modified spell.

Heighten Spell

"You can cast spells as if they were a higher level.

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level."

Silver Crusade

GM DarkLightHitomi wrote:
May I ask what was so jarring about it?

Good question, it's been so long ago I don't remember much except I didn't like it. I prefer the 'static' post-style display here whereas I think Discord was more of a 'stream' of posts. I missed more posts, cues it was my turn, etc. on Discord than I've ever had here.

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