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Male Teifling Welcome players! Roll20 Map
Hello All! I am excited that you have decided to join me on this adventure! Please take your time to read through the information in Game Play for ideas for your character. This will be 1st level. You may choose anything of
Common:
Source Core Rulebook pg. 629 2.0 Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell. trait. We will be opening up access to Uncommon and beyond, as we go. This link will help you create your character.
Male Teifling Welcome players! Roll20 Map
Otari is a small coastal town a few days’ travel from a major city. Otari is a thriving, diverse lumber town and trade port with a storied past and its fair share of sinister secrets. Founded by a group of adventurers over 400 years ago, the town has weathered attacks from kobolds and strange monsters, economic woes and windfalls, and cycles of prosperity and strife. Today, the town is a prosperous community and one of the largest settlements along the coast, but outside groups have their eye on Otari’s fortunes, and centuries-old threats still lie buried beneath the cobblestones! Otari is nestled in a coastal valley between two looming cliffs. The Osprey River flows into the sea in the middle of this valley, and the sturdy stone to either side of this river supports hundreds of buildings and a deep harbor.
Hello All! So, my weekly AoA game is winding down. We are discussing our next AP, which will be SoT. With the Free Archetype Dedication (wizard of course!), I have been researching the Alchemist. Seems like a good time to take it out for a run! I played 5 different Alchy's in PF1e, so I am (was) excited to finally try PF2e Alchemist! Now, it would be a true disservice to say that I am not overly blown away by the class at first glance. So, I recall that PF2e is way different than PF1e so I endeavor to really open the Alchemist class up and really dig deep! And dig. And dig. And dig. Now, after reading (and even rereading) all the Threads on Alchemist, mentally building different routes, and even adding Witch Dedication (which hurt and helps); I am coming to the conclusion that it will be a bit subpar when comparing what it can do with other classes at the same levels. I realize that DPS is not truly a measuring stick for any class really. But can we agree that this game is basically based on hp damage and how to get it to zero?
We all relish the sound of our DMs calling for Initiative! The blood pounds with excitement as we begin scouring our sheets for the perfect opener! Just me? Ha! Now don't get me wrong, Alchemist has some solid abilities that are certain to make friends at the table. Also, has a few not so friendly to friends. I can deal with that. What I am having a difficult time grasping is why is it so meekly weighed against other classes that may have similar capabilities? It feels as if the Alchemist is weighed down by previously conceived notions from the former edition? It feels like the Alchemist of PF2e has been saddled with a tether, because of what its predecessor was capable of? Why are Alchemical Items only at those levels? Because they correspond to Runes? Why grant a +1/4 of Item's level to damage, if Item levels are 1, 3, 11, 17? That is just hurtful (looking at you Burn It!). Do I actually have a question for you? Not too certain; most likely needed to just have your ear. Thank you! I plan to still go with Alchemist for Sot. I just absolutely love a challenge!
Male Archives of Nethys Human Loot List Roll20
Welcome to the Agents of Edgewatch Adventure Path!
Male Archives of Nethys Human Loot List Roll20
Welcome to the Agents of Edgewatch Adventure Path!
Welcome to the Agents of Edgewatch Adventure Path!
So, I am reading this Feat and it seems as if even if you miss (failure) the Strike, the Target is still Flat-Footed? And, also, if you are Small and Target is Medium (or larger) does that mean the Strike fails and the Failure kicks in; making Target Flat-Footed?
Ok. So, the Solar Manifestations are either light or dark. How exactly does the darkness work? Does it do anything? What are you turning off with a Standard action? Stellar Manifestations: SOLAR MANIFESTATION (SU) 1ST LEVEL
At 1st level, you gain a physical manifestation of your stellar power. The base form of your Solar Manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one Solar Manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your Solar Manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing Solar Manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your Solar Manifestation in any way, including disarming or sundering it.
Does the chain of SM spells all count as one spell where employing the magical Lineage trait? Magical Lineage:
Source Ultimate Campaign pg. 57 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Second Darkness Player's Guide pg. 13 (Amazon)
Thanks!
I am planning on playing a Slums spirit Shaman in an upcoming Hell's Rebels campaign.
Thank you. Swamp's Grasp (Su): Swamp's Grasp (Su)
The witch can cause an area to become an entangling quagmire. Effect: One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch's Intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately. Section 15: Copyright Notice
Hello. I am confused as to this paragraph: The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. It reads as if you may exchange feats every round for the one minute duration without expending more than the initial martial flexibility usage?
This is my first foray into anything raging, so I am trying to understand this line. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. Does this mean that he can do this? round 1: rage
thus saving a round of rage?
Hello, I was wondering if this allowed your speed for heavy armor to be positively affected if these two revelations are taken? Armor Mastery (Ex): You become more maneuverable while wearing armor.
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor. Thank you!
So, my home group just started RotRL last Friday.
This is my advancement plan: Rogue 4/ Alchemist [Vivisectionist] x
Traits: bruising intellect, surprise weapon
At 7th: +10/+10 umbrella/ books (1d6+4+4d6+8)x2 plus shaken and grants +8 dodge bonus to my AC. I thought it funny--and cool--to use an umbrella and maybe a satchel with his books as his improvised weapons. I wanted a fun, but deadly melee build. Any suggestions?
Alright. My home group is starting a new campaign in 2 weeks. We are beginning as Apprentice class. The area is advancing technologically.
I am planning to play a Bard. I am extremely torn in which variant to play--if any. I have narrowed it down to Magician, Sandman, or standard. We can chose from base races, using an 18 point build. Humans and 1/2 Orcs recieve an extra +2 to an ability score. I am leaning human, although I do like 1/2 Orcs too! I would appreciate it if anyone can teach me the virtues of those particular variants? Thanks!
About WazooWazoo High Goblin Bard 7
Appearance:
Wazoo would look like just any other ugly green goblin, if not for the burn scar at the right side of his face. Now he just looks really ugly, tough he counts himself lucky he kept his eyes and pointy ears. He has three earrings in his left ear, right at the point. He wears a black chain shirt, a white shirt beneath it and brown gloves and boots. He usually keeps his crossbow close. Should you get near to him, you may also spot he is wearing a ring. Defense:
AC 16, AC vs touch 14, flat-footed 13 HP 37 CMD 17 Fort +2, Ref +8, Will +5 Offense:
Speed: 30 ft. BAB: +5 Melee: (Unarmed) att +6 dam 1d2 Ranged*: Light Crossbow +11 (1d6+2/19-20) - +12 (1d6+5/19-20) If Deadly Aim: +9 (1d6+6/19-20) - +10 (1d6+9/19-20) CMB: +4 *=within 30ft in italics Bard Spells: CL: 7 Concentration: 10
Feats:
Chosen: Point Blank Shot Precise Shot Focused Shot Deadly Aim Class:Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate, Inspire Courage +2, Inspire Competence +3, Suggestion, Versatile Performance (x2), Lore Master, Well Versed Skills:
7 ranks Perform (Percussion) +13 (7+3 class skill +3 CHA) Perform (Sing) +13 (7+3 class skill +3 CHA) Stealth +19 (7+3 class skill +3 DEX + 2 racial + 4 small) UMD +14 (7+3 class skill +3 CHA + 1 Trait) Spellcraft +12 (7+3 class skill +2 INT) Sleight of Hand +13 (7+3 class skill +3 DEX) Perception +12 (7+3 class skill +2 racial) 1 rank each
Versatile performance:
Traits:
Dangerously Curious, Killer Gear:
Combat Gear: Chain Shirt +2, Light Crossbow +2 Other Gear: Ring of Counterspells Backstory:
Here goes the tale of the great Wazoo, last of the Toesmasher. Don't ever write it down, or his ghost will come back and haunt you for eternity. Wazoo was born on the Goblin ship "the Toesmasher". After a rather unpleasant event, where the majority of the Toesmasher's crew took over an enemy vessel, put fire to it, but didn't leave the ship fast enough, only he was left on an empty vessel drifting the Astral Plane. He was picked up by another ship eventually, the "Scavenger", of the infamous Orc Captain Harrak. Wazoo quickly adapted to their crew by entertaining them with his songs of the Toesmasher and its history. He took pride in repeating those songs and thought it as his mission to keep that part of history alive. After all, what Goblin pirate doesn't like Goblin pirate songs? It went wrong after they captured a female Canvarian for ransom tough. Wazoo got close to the creature, even befriending her and learning her language during the months she stayed on the ship. Tokala had lots of tales as well, and she had a very nice flute that she used when he was singing. She taught him how to play a djembe, an instrument that he in turn used to accompany her flute. Their mutual performance stunned the crew, and when her ransom was paid Wazoo felt sorry she had to go. But a few months later, he made a discovery that made his blood boil. On the next ship they plundered, was not only a big treasure, but also a large collection of books. And worse, one of the books had a picture of him. After having questioned a prisoner, it appeared to be not only a picture, but an entire book about him. Tokala had written down his tales in a book! He was furious, and couldn't believe someone could do something as cursing someone so terrible with putting his entire history in words. He made a vow of making Tokala pay for it and to destroy every copy of "The Great Wazoo, last of the Toesmasher". He left the crew of captain Harrak when the ship passed through Canvar, dedicating himself entirely to the hunt at the words that were stolen from his head. Whenever he came across a copy of his book - and there were many since the book was a hit across the multiverse - he would do anything to destroy it. Sometimes the owner would let him, happy as only a fan could be that they met. At other times he had to use stealth and guile, sometimes even force. Wazoo had heard a wizard kept a copy of the book close and was determined to find out. While the wizard was away, he took his chance to check his belongings. Unfortunately for him, the wizard returned quite soon and wasn't pleased at all of the presence of a Goblin snuffing in his belongings. A huge Fireball came his way, and Wazoo the Great died like his crew mates of the Toesmasher. His last words were: "Pretty, Fire!" |