ShadowcatX's page
Organized Play Member. 5,534 posts. 7 reviews. 1 list. No wishlists. 1 Organized Play character.
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ORC should, ABSOLUTELY, continue and grow. WotC tried and lost this time, but fool me once, shame on you, fool me twice shame on me.
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I should have read the whole thread you and I talked about it. Lol
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Have you ever done anything with the veil weaving sphere or the sphereweaver (akashic that grants Spheres) class?
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Heather 540 wrote: Ok. It looks like the post has been moved to the 3pp forum. So.... anyone have any suggestions? Duelist and fencing are the most swashbuckler like Spheres.
Falcata isn't really a dex build weapon, you can do it but you have to jump through a bunch of hoops to make it work.
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necromental wrote: Two bonus talents are a part of spherecasting class feature (and are also conditional). Bonus Talent is a separate class feature. The one which is altered by both archetypes. So by RAW, no, you cannot combine them. Ok, pause. I never realized that MageKnights got the bonus talent at first level, I looked at the chart and just skipped over reading the talent section because in every other class it just says per the chart. Thank you for that.
Part of me is wanting to keep arguing my case because there are a lot of factors that can be argued for RAW here. However, I think RAI the two of you are likely correct. That makes me a bit sad because the two archetypes play very well together, but I got a free magic talent out of the conversation, I shouldn't complain too much. Thank you both.
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Greylurker wrote: Generally Archetypes can't mix if they both alter the same things.
That said the Martial Controller does explicitly say it mixes with other Archetypes that replace magic talents but both it and the Resiezer give up the 1st level magic talent.
So as written you can't do it but you could talk to your DM to see if he'll give you an exception
The point is that there are two magic talents at first level.
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Two archetypes with:
This ability replaces the magic talent gained at 1st level.
Are compatable with one another aren't they since a SoP character gets 2 talents at first level?
This question specifically occurred to me looking at a Marshall Controller mageknight and wondering if it is compatible with Resizer.
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Jonathan Morgantini wrote: Moved from PF1 Rules to 3PP rules questions Thank you so much for moving this thread that hasn't had a reply in 3 months. Ace job.
VoodistMonk wrote: I just can't get over that this class gets full BAB, all good saves, spells, bonus feats, and a dragon. Lol.
Wait til you hear about corre monk dude, all good saves, bonus feats and an ability that both counts as full BAB AND grants extra attacks. AND they get tons more class features. Totes broken.
Honestly though this class isn't OP at all, they suffer the monk problem of having nothing to boost their to hit and damage unless they can spend time self buffing and unlike animal companions dragon mounts tend not to break action economy until high level. Imagine a Paladin without smite evil and you're pretty close.
That said I do think they could combine well with spheres, especially SoM
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VoodistMonk wrote: I just can't get over that this class gets full BAB, all good saves, spells, bonus feats, and a dragon. Lol.
Wait til you hear about corre monk dude, all good saves, bonus feats and an ability that both counts as full BAB AND grants extra attacks. AND they get tons more class features. Totes broken.
Honestly though this class isn't OP at all, they suffer the monk problem of having nothing to boost their to hit and damage unless they can spend time self buffing and unlike animal companions dragon mounts tend not to break action economy until high level. Imagine a Paladin without smite evil and you're pretty close.
That said I do think they could combine well with spheres, especially SoM.
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Akashic Powers, either in that book or in the sci-fi setting Arc Forge has rules for Akashic Powers as cyberware. Not sure if there's a water breathing power but maybe, and even if there isn't you could make one.
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I agree with you and your GM that a blade skill is a perfectly acceptable choice for persistent focus.
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It was Jeff who doxxxed the customer, right? I saw he's moving into a consulting role. I am sad to hear that.
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You think it's a loophole because you dislike the idea of it. That doesn't make it a loophole, especially since it is confirmed to work like that by the author. This isn't some obscure loophole using books written 10 years apart and by different authors to game the system, it's literally all in the samw book.
Your entire argument has been that you dislike it so it is against the rules. You haven't showed a single rule it is against, hell the closet you came to a rule is lying about one of the rules that specifically covers how it does work.
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Greylurker wrote: The alternative is the formulas you create stop working when you aren't using the weapon they are tied to Either show a page number for that or admit you're just making s+!! up and go away.
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Greylurker wrote: You have to Wield the Weapon to get the talents, you put the weapon down you aren't wielding it anymore, the Talent Immediately go poof.
Look if you want some to tell you "Yes you can exploit this" just say so from the start
No, I was wanting a rules based answer, something you seem absolutely unable to supply. But it was confirmed to work on Discord so good enough.
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Greylurker wrote: Quote: . Spheres and talents that grant skill retraining never grant it when gained via a customized weapon. and you try mixing drinks for a half hour with a sword in your hand
Common sense man, you can't use temporary Alchemy sphere to make formulas When you can tellthe laws of physics to sit down and shut up by wiggling your fingers you can start making "common sense" arguments against martial characters. Until then, and since this is a rules forum, do you have a rule you can quote to back up your argument?
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Greylurker wrote: It's not that a custom weapon can't use Alchemy, it's more that Alchemy doesn't work well with custom weapons.
A) you don't get the free ranks in Alchemy
That is patently false, alchemy specifically discusses that you do gain the ranks in alchemy when you use it with an armiger weapon.
Quote: B) you only have the sphere while wielding the weapon, which you can't do while crafting alchemical formulas, cause that takes a half hour to do and needs both hands There's absolutely nothing in alchemy that says it takes 2 hands. Do you have a page number or did you make that up?
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I recently ran into a person who insisted armigers couldn't use alchemy on their customized weapons. No amount of me explaining the rules would get them to understand so I'm asking for an official person to comment. (I neither have nor want discord so please don't recommend that.)
1) Can an armiger put alchemy talents onto a customized weapon?
2) Can he retain the use of items he crafted even after he puts away his weapon, so long as he does not exceed his maximum amount of formulae at one time?
3) Can alchemy items be passed around a group in order for them to use?
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PCs don't have a CR rating. And realistically the enture CR system is more of a suggestion than hard and fast rules anyways. The classes and optimization levels of the players will play in a lot more than the point buy.
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keftiu wrote: ShadowcatX wrote: I know I'm weeks late but I wanted to comment that while I never really liked Sean he never seemed like thw type who would lie about Paizo after he left them.
As to the arguments about trusting the CIS guy over the trans woman, while I never really doubted her I do give SKR's words more weight, not because he's a guy or CIS but because I interacted with him here on these forums (even if not always favorably). …why are you writing cis in all caps? Because I believed it to stand for something? Christ, why are you actively looking for something to be offended by?
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I know I'm weeks late but I wanted to comment that while I never really liked Sean he never seemed like thw type who would lie about Paizo after he left them.
As to the arguments about trusting the CIS guy over the trans woman, while I never really doubted her I do give SKR's words more weight, not because he's a guy or CIS but because I interacted with him here on these forums (even if not always favorably).
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"Allegations of doxing" if by allegations you mean it was literally the definition and posted clearly for everyone to see, sure; "allegations". Why did it take years for "corrective actions" to be taken?
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As an aside, don't discount the elements just because you're playing a character without an elemental theme, I think Aether / Air would make a better Sith than Aether / Void. Air's defense can be fluffed as deflecting blaster shots, the air kinetic blast is Sith lightning, and Darth Thanaton was able to use the force to fly.
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Dragonchess Player wrote: The RAW is not questionable at all, unless "...for all purposes..." has a different meaning than what it says. Now the exploit is munchkin and some GMs will bring the ban-hammer, but that doesn't change the RAW. The RAW is questionable unless "Second level spells" has a different meaning than what it says. Some GMs may let it work because mystic theurge otherwise kind of sucks, but that doesn't change the RAW.
VoodistMonk wrote: To what end is the cheater trick useful, though? It requires one to spend a feat, that, let's be honest, could be better used on literally anything else. What is the single biggest weakness of a spontaneous spell caster? It's not "lack of feats," it's a lack of spells known. Mystic theurge with the trick nearly doubles the spells known, and most importantly allows access to a different spell list. Do you wish your oracle could cast haste? What about teleport? Wlell now you can.
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Dragonchess Player wrote: Note that the Equipment Trick (Mirror or Sunrod) exploit still allows a character to cast a 1st level spell as a 2nd level spell ("The spell is treated as 1 [one] spell level higher (to a maximum of 9th level) for all purposes..." [emphasis mine]) to qualify for mystic theurge with only a one level dip in a second casting class (cleric 3/wizard 1/mystic theurge, wizard 3/cleric 1/mystic theurge, oracle 4/sorcerer 1/mystic theurge, etc.). Note that this exploit is far from universally accepted and is very questionable RAW.
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They haven't updated this thread or the discord for this product in almost a year. I wouldn't hold my breath waiting on this product.
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How would someone purchase it, look up February compilation on Drive Thru?
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It deals it's normal damage which against an undead is none.
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Tacticslion wrote: Question.
What if I have brilliant energy, ghost touch, and disruption and seek out an incorporeal undead?
Again, looking for RAW, RAI, Opinions on Balance, etc.
"Cannot harm undead." - RAW.
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the xiao wrote: Almost 1 year after it's release... Would any of you mind if I wrote my review here?
My suggestion is make your own review thread AND/OR review it on the products' pages (ie. drivethru or on the product page here). Don't post your review in someone else's review thread, that seems bad to me.
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avr wrote: Brilliant energy looks like it can't score a hit on undead or boxes or whatever. This is an interesting line. Because it ignores non-living matter, and cannot harm undead, but it doesn't outright say it cannot hit undead. I wonder, if you had an ability that functioned on hits or even crits, could it proc, even if you weren't able to damage your foe.
Like could a swashbuckler with a brilliant energy rapier regain panache from critting an undead they can't harm.
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I would say brilliant energy's cannot harm undead, etc. absolutely trumps the other enchantments. It's not a statement with a lot of wiggle room.
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Based off that wording alone, I think the answer is no, it can only gain extraordinary abilities from technological items, it does not gain slots for the purposes of magic items, nor do magic items effect it beyond what they would normally do. If a wand was used to cast invisibility on the bike, the bike should go invisible, but it wouldn't gain the ability to cast invisibility if you mounted the wand to a body slot.
But without knowing all the details of how those items work, it's little more than a stab in the dark. I'm sorry.
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You'd probably be better off asking this in the third party forum.
Beyond that, a lot of it's going to depend on how everything is worded. Do you have the wording available for the item, and for the archetype?

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Lost Spheres Publishing wrote: ShadowcatX wrote: I was anticipating Akashic getting it's own sphere. Like bear, blood, and mana have before it but that it would revolve around Akashic powers. I thought maybe we'd get a medium caster, with some veil shaping but with veils that changed your magic and magic that changed your veils. I mean a sphere that gave you 1 temporary point of essence (maybe for caster / level rounds) wouldn't be that far out of left field, would it? Or one that allowed super charging a veil with spell points? Maybe a legendary talent that wove a veil for you (or a target), even if you weren't technically capable of weaving it... I'd even dared hope it would come with a race that wasn't (and forgive me for saying this about DSP, I love most of their work, I really do) completely and utterly terrible looking, that had innate essence.
Guess the Azurin can still be a thing........ The book actually has both. The archetypes use a veilweaving sphere and then the base class has sphereshaping veils. It probably should have been two separate releases but Pandemic-Era strains made more sense to release both subsets together. Ah, I hadn't dived into archetypes from it yet. Thank you for the heads up.
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I was anticipating Akashic getting it's own sphere. Like bear, blood, and mana have before it but that it would revolve around Akashic powers. I thought maybe we'd get a medium caster, with some veil shaping but with veils that changed your magic and magic that changed your veils. I mean a sphere that gave you 1 temporary point of essence (maybe for caster / level rounds) wouldn't be that far out of left field, would it? Or one that allowed super charging a veil with spell points? Maybe a legendary talent that wove a veil for you (or a target), even if you weren't technically capable of weaving it... I'd even dared hope it would come with a race that wasn't (and forgive me for saying this about DSP, I love most of their work, I really do) completely and utterly terrible looking, that had innate essence.
Guess the Azurin can still be a thing........
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the xiao wrote: ShadowcatX wrote: Have you looked into the new Akashic sphere casting class? Yeah, and it's... weird. I haven't come to terms completely about how it works. If you are on the fence about buying it, I recommend looking at the material in the wiki:
http://spheresofpower.wikidot.com/ I live on that site. lol I was just curious to pick your brain on it. I'd been expecting it to be more sphere magic and less akashic when I found out about it, and it is very different from what I was expecting.
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Have you looked into the new Akashic sphere casting class?
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Blackmoor always struck me as a wildly imaginative, if somewhat cobbled together campaign setting.
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No. I suspect if it's done properly it's as infuriating as a kender. If done poorly it's the same.

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Artofregicide wrote: ShadowcatX wrote: silver_diamond wrote: I am really loathe to say someone is playing wrong or GMing wrong ...demigod....fae lord Someone is doing it wrong. There is a common threads with all of the deaths, and it isn't the players. So I wonder, how many of the deaths are because you're using demigods against them.
And if you even reply "well they weren't suppose to fight it" then I'll point out that you're railroading your players. Please re-read the OP's post a bit more carefully.
"During the two TPK events, the party had, coincidentally, met with a powerful entity. The first was a patron demigod and the second was a fae lord. In both cases, they were able to bargain for their resurrection/healing for some price. In the other deaths they bought scrolls or paid for casting of spells."
The demi-gods were the get out of death macguffins.
PS: You're saying ever having anything in an adventure that isn't suitable CR for the players to fight then and there is railroading? That is on me, I did misread.
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silver_diamond wrote: I am really loathe to say someone is playing wrong or GMing wrong ...demigod....fae lord Someone is doing it wrong. There is a common threads with all of the deaths, and it isn't the players. So I wonder, how many of the deaths are because you're using demigods against them.
And if you even reply "well they weren't suppose to fight it" then I'll point out that you're railroading your players.
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Sysryke wrote:
Ummmm. That's exacatly the point I made that you seemed to miss or disagree with in the post of mine you responded to above. I don't disagree with you. Just saying, death not being the end, was my whole point.
In this thread it is the end.
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marcryser wrote: ShadowcatX wrote:
If you're such a poor GM the only way you can surprise your party is by taking away player agency I wouldn't enjoy your game.
ETA: I don't mean you personally. P.S. You clearly did mean me personally, since you were responding to my post and quoted me in it. I was responding to your first paragraph about DM agency, not your long side note about your particular game that wasn't on topic.

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marcryser wrote: All of the people complaining about loss of player agency... what about the agency of the GM to give the players an experience that they DON'T ANTICIPATE?
I've run a campaign where I took the characters to 6th level and then left them all at a huge cliff hangar. I then switched to another campaign in the same world and led them to a huge cliff hangar and 'abandoned' that one as well. My players were starting to get really irritated that I kept bringing in new things without finishing anything.
The third campaign also got to 6th level. They all started guessing that I would again abandon everything. Instead I allowed them to use all 3 sets of characters to resolve all 3 cliff hangars and unite the campaigns. The three parties then got combined and re-organized to go after three separate pieces of the campaign's goal.
That was MY agency, not theirs.
That was MY creative goal for the story telling, not theirs.
If I had let them have their way, none of that epic campaign would have ever happened.
The player's FUN is important, so is the GM's.
'Player Agency' is making decisions that affect the immediate, making decisions in the moment. GM Agency is the reality that they have (get) to deal with. GM Agency IS the adventure.
If you're such a poor GM the only way you can surprise your party is by taking away player agency I wouldn't enjoy your game.
ETA: I don't mean you personally.
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Bad idea. If you predetermne the outcome why are you pretending to play a game where other people's choices matter.
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I feel like Retribution is kind of like the scene between Dumbledore and Snape.
"Even after all this time?"
"Always."
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