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Organized Play Member. 202 posts (204 including aliases). No reviews. No lists. No wishlists. 1 alias.




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Playing a 10th level human Soulknife (you can find the class on the d20 PFSRD site if you aren't familiar with it). Going to be dual-wielding, likely crit-fishing with it via emulating a katana & wakizashi. Character has a Strength of 26 currently, and a Dexterity around 17 or 18. Would love your recommendations on a good build for this character to really maximize its survivability & damage output!


So here's my thought.

Initially I wanted to do a Pathfinder Ravenloft campaign. Found a great "official" Pathfinder Conversion, but after starting to read it, realized it was much more geared towards starting the campaign in the Demiplane of Dread, and wouldn't work so well for bringing in PCs from outside of Ravenloft.

Then I started thinking about doing a Planescape conversion. I loved Planescape, and was sad that its only real continuation past 2nd Edition was putting Sigil in the 4th Edition Dungeon Master's Guide 2.

Then I started thinking about how much I love Lovecraftian stuff (and if you have heard "Dreams in the Witch House: a Lovecraftian Rock Opera", you're seriously missing out; I found it at a booth at GenCon in 2014, and listen to it at least twice a week without fail), and it all finally started gelling.

This is very broad stuff, so recommendations on specifics are most welcome, or just commentary on the overall idea, and even if you'd personally want to play in a campaign like this.

My thought is this: PCs are in a small rural village area, and discover that there are some children that are going missing. As they start to investigate, they learn that there's a small cult involved in the area that's been kidnapping the children. They eventually find the cult's sacrifice location, and at the conclusion of the battle, discover on the body of the high priest some odd symbology that they've never seen before (nothing much would be revealed from a Knowledge: Religion check other than "it's something ancient, hidden, and very much buried; people don't talk about it").

They learn that this cult was just an outpost of a larger organization, which can be found headquartered in a larger town a few days' travel away. After dealing with that, they find out a bit more about the symbology, enough to lead them into a city where a knowledgeable occultist can tell them a bit more, just enough to learn the "cult" is active in the city itself, something to do with a prophecy heralding the birth of a child who's meant to bring back some dark force.

After dealing with this in the city, likely having to slay the woman about to give birth to this child, they learn from the body of the priest overseeing the interrupted birth that "This is just the beginning. You can't stop this... you can't stop his coming." The priest will utter a name (it might be Cthulhu, or something similar, haven't decided yet), and this name is going to lead them on cross-planar adventures, starting with a journey to Sigil, the City of Doors. There, with all the knowledge of the multiverse theoretically available, the PCs will learn that efforts to revive this dead god are a massive, multiplanar affair. This journey will lead them to progressively more difficult encounters across the planes, opposing Abyssal lords, rulers of Hell, and eventually into a "Far Realm"-type plane where they'll finally have to stop this ancient Elder God itself in a climactic battle of planar armies, the forces of good and neutrality, and even sensible forces of evil in a tenuous alliance to stop the arrival of a thing which even they realize should not be.

Thoughts? Recommendations? Entreaties to stop playing and go bury myself somewhere deep & never roll a d20 again? :)


Looking to find a Pathfinder group! Well-versed in the system, with a distinct "non-power gamer" bent in my style. I have a love of psionics and would really love someone who'd be fine with me using the material from Dreamscarred Press' monster "Ultimate Psionics" book (subject to GM inspection beforehand, of course!), but if you're not down with psionics, that's fine, I'm very good with the existing classes in the Core Rulebook.

I have one friend who would likely be interested in joining as well. He's in his 30s, I'm 41, we're both stable, professional, non-smokers, no "stereotypical" gamer hygiene issues, experienced gamers who are looking for a comfortable, regular, reliable weekly game in the Seattle area after work hours. Not looking for marathon sessions, prefer 3-4 hour sessions once a week. We have our rulebooks, our own minis, and otherwise would be a relatively low impact on your home.

Would greatly prefer the north Seattle area, but areas closer to the center of town would work as well. South Seattle is not preferable. Optimally, very transit-friendly, as I don't own a vehicle.

If you've got a game looking for 1-2 more players, shoot me a private message, and let's see if we can get things working!


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I'm looking for a character generator for our Pathfinder campaign, but one that actually WORKS, presents a nice, easily-printable character sheet (even if it's multiple pages), and most importantly, that does full calculations and includes (or has available) fully integrated modules for optional rulesets like Mythic Adventures and (most importantly for me personally) Ultimate Psionics (from Dreamscarred Press).

In short, I want to be able to input ability scores, feats, Mythic abilities, etc. and have all the math properly work out, appropriate number of attacks per round (and damage per attack), etc.

It may be the "holy grail", but I'd like to look for it.

Hero Lab isn't doing it for me; it's not an intuitive program (for me at least), costs more than I'd really like to pay (particularly for subsequent modules), etc.

Anyone know of anything?


I need the wisdom of the number crunchers. :D

I'm currently playing a Soulknife (using Dreamscarred Press' Ultimate Psionics book), and the current construction is such that she's dual-wielding. She's feated out to maximize her attacks per round (currently four per round at 7th level, with a fifth if she spends a Mythic Surge), and she threatens a crit currently on 17-20.

The problem is, the per-hit damage suffers a bit. I think right now, on average, she's hitting maybe twice out of her four attacks (so a 50% hit rate), at 1d8+8/1d6+8 per hit. It can go up with a crit (an additional d6 of bleed damage per crit), and as she's just gained a new enhancement bonus to her mindblade, I'm adding in the Psychokinetic Weapon ability (which is +1d4 damage per hit, ectoplasmic damage that ignores DR).

So really, my question is this: would I, on average, be doing greater damage by having her wield a 2-handed weapon instead of dual-wielding? If so, which feat choices are optimal for increasing the damage output at 7th level? Your help is most appreciated. :)


So I'm doing my initial planning for when I can start my Soulknife in a few months (once I'm done running our group through Wrath of the Righteous). For those who have picked up Ultimate Psionics, it'd be interesting to hear thoughts on whether one should stick with the Soulknife for all 20 levels, or possibly go with a Soulknife 10/Dark Tempest 10 (using the Gifted Blade archetype to satisfy the 1st level manifester requirement for the PrC).

If you were going to use the Dark Tempest, what powers would work well so the implementation wouldn't just become "Fire off a power, then close for melee"?

Curious to hear thoughts.


So, sadly, our Cleric of Desna lost his life in the Gray Garrison in the first module of the Wrath of the Righteous adventure path. The player has chosen to replace the Cleric with a White Necromancer (http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design /white-necromancer) Has anyone had any experience with this class? Thoughts? Fits well power-wise with other classes? Potential abuses (the player isn't likely to pursue potential abuses, as my players just aren't like that, but sometimes you stumble on things in the course of play).

Thanks!


In your estimation, does Shatter work against non-magical armor while it's worn? In such a case, does the save against the spell come from the wearer, or does the armor have its own save? If it works, is the armor completely ruined (can no longer provide armor bonus), or does it instead gain the Broken condition?


So a player in my campaign is playing a Druid who chooses to have an animal companion. He chose a wolf. It's a great companion, but has this very frustrating habit of tripping things per its natural abilities. It doesn't provoke an Attack of Opportunity for its trip (which is just part of its natural attack), and its attack roll just has to be higher than the opponent's CMD. Running the Wrath of the Righteous adventure path almost specifically as written (slight CR adjustment to account for a 6-member party vs. the 4-5 member parties the AP was written for; this typically manifests as an extra foe or two in each combat encounter).

I'm having a rough time dealing with that trip. Since the party is just 2nd level, the enemy CMDs aren't tremendously high, and consequently that wolf is getting a free trip on every hit, forcing foes to deal with it, and very quickly neutralizing opportunities to tactically challenge the PCs (since there isn't a lot of mechanical challenge at that level).

I don't want to punish the player for being intelligent in his use of the as-written rules for his wolf companion, but there's a part of me that's wondering if I'm just flat out missing something in dealing with this ability. It's kinda like Color Spray at low levels: it's a very devastating (for its level) combat ability that has relatively low cost for use.

Thoughts?


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Since Ultimate Psionics is on the verge of release, and since DSP's (Dreamscarred Press') three books have been out for awhile now, let's talk psionics.

Do you allow them in your campaign? If so, are they RAW, or do you houserule some things?

Do you not allow them in your campaign? If not, why?

Have you encountered any unusual challenges with them? Do you find it takes extra effort to make them feel fully integrated into your campaign? Will your PCs go up against psionic villains or monsters even if none of the PCs are psionic?

Do you use Magic/Psionics Transparency (where they each interact with one another as the same kind of "energy", just different flavors), or are they completely separate for you, where a Dispel Magic or Anti-Magic Field would have no effect on psionic phenomena?

Curious to hear your thoughts!


So with Ultimate Psionics (http://paizo.com/products/btpy91t5?Ultimate-Psionics) coming, what are folks' thoughts on this, for those who used the two existing published materials being folded into this hardback? I won't have the opportunity to use it as a player for awhile yet (running my group through the Wrath of the Righteous adventure path right now, and we're just starting; none of my players will be using psionic characters as the campaign progresses), but I'm looking forward to eventually using it as a player, as I love psionics, and always have (even in its ridiculously clunky, practically unplayable 1st Edition version).

So how are the rules in this book going to stack up against the Expanded Psionics Handbook? Is it better to use that? I'm curious to hear thoughts from those who have used the two existing DSP PDFs.


I've got a player who, for reasons I've not yet been able to figure out, is refusing all treasure, both monetary and magical. Player is playing a divine Wordcaster, and seems content with it. The party is only 2nd level right now, so it isn't an issue yet, but it'll quickly become an issue as the party levels, and starts encountering creatures with damage resistance. At that point the player is going to find themselves unable to fight with those creatures when combat becomes necessary, particularly when encountering creatures with spell resistance.

I've a feeling this is an RP exercise with the player (I hope to find more details on motivations the next time I talk with them), so I don't want to take it away from them; if they're having fun with their character, I'm fine with it. But to keep it from quickly becoming a source of discouragement at higher levels of play, would it be reasonable to offer them the Vow of Poverty from the old Book of Exalted Deeds to offset the otherwise unavoidable inability to overcome DR?

Or even better, has a more recent Pathfinder-specific version of the Vow of Poverty been published, or some other system wherein a player without appropriate magic items can still function on the same level as the rest of the party when such encounters occur? Your thoughts/recommendations are appreciated.


Getting ready to start a new Pathfinder campaign. One thing that's always bugged me about the system (all the way back to 3.5 and earlier) is the lack of efficiency for more experienced spellcasters: martial classes, after a certain level, have a mechanic that reflects their superior skill via multiple attacks a round, on top of higher output damage- and effect-wise.

Spellcasters, however, only seem to receive higher output. There's nothing to really reflect their increased efficiency with spellcasting itself. I want to come up with a system that reflects that.

What I'm thinking of doing is implementing a system wherein a spellcaster at higher levels can cast more than one spell a round. To balance it somewhat, my thought is to say that the second spell in a round can be no higher than 1/3 the level of the previous spell cast. In the case of a cantrip or 1st level spell, a second cantrip or 1st level spell could be cast, and with a 2nd level spell, only a cantrip could be cast as the second spell that round (I can't figure out a way to keep the math consistent without removing the ability entirely if one chooses to cast a lower level spell that round, and it doesn't make sense to me that it takes so much effort to cast a lower-level spell that you couldn't cast a second, but could cast a higher-level spell and still be able to cast another).

I'd insist the save DC for the secondary spell be reduced by 2.

My thought is a spellcaster would have access to this "multi-attack spellcasting" at 10th level, with being able to cast a third spell in a round at 20th level.

I realize there's probably significant opportunities for cheese or abuse, and there may be a better system to implement than the one I have in mind, so thoughts/suggestions are welcomed. :)


So I'm trying to figure out a rules clarification here. If we have an aasimar Monk with the Metallic Wings feat, if they make a Flurry of Blows attack, do they receive the two wing attacks in addition to the FoB, or is it either/or? Your help is appreciated.