Temperans's page

8,010 posts. No reviews. No lists. No wishlists.




So, I started playing Starfinder Recently and I am currently playing a Grenade build which I noticed has very few things that interact with it.

Which is why I got excited when I saw the Shooting Star gear boost from Nightmare Scenario.

Quote:
You gain a +1 insight bonus to damage rolls for weapons with the thrown special property. This bonus increases by 1 for every 4 soldier levels you have.

But then it was pointed out to me that Grenades don't actually have a damage line and deal damage using their explode property. Which leads me to my question? Does that gear boost increases the damage of the AoE or would it just affect a Grenade used as an improvised thrown weapon?


1 person marked this as a favorite.

I think this is the right forum for this question.

Dusk Stalker Ranger (Fetchling racial archetype) has the very thematic ability to manipulate the shadows to mess with the enemy (-2 to AC and Reflex), but only for 1 round at a time. At first glance it seems like a great solo ranger ability that lets you get +2 to hit a few rounds per day vs any enemy, but then I noticed that their is no action cost on that ability. Because the ability is SU and the rules say unless specified things are standard action I assume the same is true here.

So my theory is that the ability to decrease AC and reflex saves is just icing on the cake and is meant to set up a Rogue for a really damaging turn. Because Ranger's have evasion, they can also help set up a good reflex based AoE given that lowering saves is relatively rare. But then again maybe its meant to be a way to have multiple rangers and still benefit from Hunter's Bond?

How would you use Shadow Bond ability is? Are there any other abilities that you think are better for the group than yourself? What do you all think about this type of abilities?


I was originally going to ask this in the "Why is Kineticist awesome?" thread, but I figured this question would derail that thread too much.

So, here we go.

I have seen a lot of people who keep saying that they want a kineticist and that kineticist is a great class. But then a lot of people keep saying that the Kineticist class should do everything but what it originally did. Everything from, "kineticist should just be a monk with elemental power" to "kineticist should have any resource what so ever and just deal damage".

I understood people saying swashbuckler, investigator, and gunslinger just being archetypes of fighter and/or rogue. Those classes have a very close thematic connection and in the case of swashbuckler/gunslinger where directly tied to fighter. But Kineticist is quite literally a completely original Paizo class with a completely original Paizo mechanic. There were many classes that copied the kineticist from havocker witch to water dancer monk to paladin with the sun blade feat. But somehow now people want Kineticist to be a monk clone and I just do not get it?

So can someone explain it to me? Why can't another class be made to be the "stance master"? Why does the kineticist have to be sacrificed for a "resourseless elementalist class"?


3 people marked this as a favorite.

Why is it that there are 2 archetypes that all do what the Magus wants to do better than the Magus?

* Eldritch Archer gets to land their spell when they land a ranged hit.

* Spellmaster gets to move and strike as part of casting a spell with atleast 1 action cast.

Give the Magus Magic Combat and let them cast a spell and strike as part of the same action as a flourish. Give them a Spellstrike feat at level 2 so that when you hit with the weapon you also land the spell. Give them access to Mobile Magic Combat at level 10.

Bam Magus that is 100 times better than the current one and nothing about it is broken.


2 people marked this as a favorite.

So I was looking through beast when I saw the carbuncle listed. I was curious what type of stats a weird hand parasite would have. But it came and said it was a reptile.

This is so strange, did anyone knew this was a thing?

For reference:

Carbuncle creature. I used the image from PF2 because it looks nice.

Countenanced Carbuncle Image from Vampire Hunter D film. Which Pathfinder made feats for.


1 person marked this as a favorite.

Given all the talk of different possible versions and some people saying that Points would not be balanced I figured that it would be good to try and convert the Unchained Summoner evolutions and see how that might look like.

As of this post I only have the 1-point evolution but even then I think its a lot more versatile than the current PF2 version.

PF2 Summoner Potential Evolutions based on PF1 Unchained Summoner

I left comments open if anyone wants to leave potential suggestions.

I will work on the rest later since there are still 3 more tiers of evolutions and maybe also converting the Subtypes to fit the PF2 balancing point.

What do you all think would this work for PF2? What would you all think would need to be changed?

* P.S. I left the strikes as "Gain X strike with Y traits." because coming up with proper traits for natural attacks is kind of difficult.

* P.S.S. If nothing else by doing this I hope to show that Eidolon evolutions dont have to be lame but can be quite interesting. The 1 point evolutions are kind of the bottom of the barrel when it comes the Eidolon Evolutions.


There have been a lot of Arcanist tall in the Summoner lore thread and I think Arcanist deserves its own thread.

Some people have talked about the Arcanist not having a position in the current system. But I think people are not reading all the different things that Arcanist can do that other classes just cant.

Arcanist are better at using Metamagic. They are better at counterspelling. They are better at redirecting magic and siphoning it. They are able to create, control, and cancel Primal events. They have are able to tap into the Outer Planes. They are better Spell Specialists. They are better Transmutters. They are capable of becoming healers even while using Arcane Spells. Etc.

Arcanists is a very diverse class with many possible abilites and its would not be fair to discounted as a Class while giving their abilities away to other classes.


I am playing on a campaign doing a tournament arc and so far my character is not doing so good. Feint builds are better at higher levels, rolled low on some things, and overall things are a bit questionable at the moment.

I was hoping to get some advice on what to get for my 5th level class and feat.

Current Character:
Biggest stats are Dex 16 and Cha 16.

HP: 26
AC: 14

Classes: Virtuous Bravo Paladin 2 (Paladin of Shelyn)/ Spear Fighter 1/ Warrior Poet Samurai 1 (Order of the Songbird).

Feats:
1. Weapon Focus (Glaive), Weapon Finesse.
2. Dodge, Bladed Brush.
3. Combat Expertise.
4. Improved Feint.

The goal of the character is to use Feint to be able to hit better. Eventually going Devoted Muse and Moonlight Stalker to get Concealment and Damage bonuses.

So far My Feints (Bluff of +11) are not landing. Which doesn't help when my rolls are low.

*************************

Does anyone have any suggestions?


1 person marked this as a favorite.

So I was looking at the threads and the classes when I realized that Oracle Mystery functions as a more detailed patron with a downside, while Witch Hexes functions as a severely less detailed mystery having only revelations.

Oracle PF1 mystery grants: a theme, theme related spells, a theme related choice of 1/day (or 1/level) powers.
Oracle PF2 mystery grants: a theme, theme related spells, a theme related power, and (even if I think it should be seperate) a theme related penalty.

Witch PF1 patron grants: a theme, theme related spells.
Witch PF2 patron grants: a choice of 1/day powers that migh as well be random.

There is also the similarity in terms with PF1 oracles granting "revelations" based on your mystery.
While PF2 witches grant "lessons" based on your patron.

The biggest difference being the PF2 witch "lessons" have 0 mechanical connection to the patron unlike PF1 "revelations" with mysteries.

***********
What do you all think? Am I just seeing things or was this meant to be a thing?

Because honestly I would really dislike it if Witches and Oracle where to be mix like this. As it just gets rid of all the flavor and diversity they once had.


So first of all, I want to start by saying that I dont want to get rid of PF2 multiclass archetype with this; But add a different way to multiclass that uses a different path.

**********
My first thought was to have multiclassing via levels add the weapon/armor at 1st level without increasing proficiency, preventing getting legendary at lv 2.
With the idea to just increase proficiency when one of the classes increases it. But I ran into a problem: The proficiency increases are mostly after 10th lv. This means that multiclassing can result in either a delay or slowdown of important increases.

Ex: Fighter 10/Barbarian 10 would never get expert Armor and would delay Legendary Fort to lv 17.

**********
The next solution I came up with was what I'm calling partial gestalt. Where you gain feats at the normal pace, but instead of getting all of the classes abilities for a level, you have to choose 1. Proficiency doesn't stack into getting you early access.

This has the benefit of not delaying proficiency increases (unless you actively choose to delay them), while also making sure you can split the classes 50/50 and still get high level abilties. (Which may be a fix to previous editions or just make things unbalanced)

***********
So what do you all think about this 2? I wrote them kind of hastily, so I dont think they work quite well, particularly the second one might be too strong; effectively 1 step closer to a classless game.

Do you have any suggestions, or maybe your own potential version for traditional multiclassing?


3 people marked this as a favorite.

I was thinking that PF2e weapon traits were really cool, so I though of how to convert and or create a version for PF1e.

What do you guys think? What should I change? Should I add more, reduce them? And, what are some properties you might like added to the list?

Finesse: This weapons are more agile and are able to use dexterity to hit.

Cleaver: This weapons tend to have large blades and add an additional 1/2 Str bonus on the first attack in the round.

Brace: This weapons are able to better defend vs charges dealing 2x dmg when readying an atk vs a charge.

Volley: The weapons are capable of shooting projectiles over large distances reducing the range penalty for 3rd+ increments by 1, but getting a -1 on the first increment.

Close: Ranged weapons receive a +2 to attack in the first range increment. Melee weapons receive +2 to attack and damage while in a grapple.

Stealthy: This weapons can be easily hidden gaining a +3 on slight of hand to conceal it. But deal -1 damage due to the smaller structure.

Reach: The range of this weapons are larger then others, you do not threaten adjecent squares but threaten foes 2 squares away. You can still atk adjacent foes, but at a -4 penalty.

Severing: This weapons are extremely sharp giving a +4 bonus to coup de grace and dismember maneuvers. They receive -1 on sunder checks, since it's easier to damage the edge.

Non-lethal: This weapons are design to deal non-lethal dmg, as such they take no penalty when dealing non-lethal dmg. However, they deal 1/2 dmg when dealing lethal dmg.

Defensive: This weapon help to fend of attacks giving a +1 dodge bonus to AC while fighting defensively or using Combat Expertise.

Fragile: This weapon break easier, the weapon shatters when rolling a nat 1, dealing 2 points of dmg to 1 random square. On a crit the weapon shatters inside the target, dealing 2 bleed damage for 1 turn.

Jousting: Weapon can be held 1-handed while mounted and it deals double damage on a charge.

Ammunition: Can only be used as part of a projectile ranged weapon. Can be drawn as a free action.

Thrown: Weapon can be used both in melee and at range, up to 5 range increments.

Extreme Reach: The weapon has a very long reach. You dont threatened within 2 squares but threatened enemies 3 squares away. You can attack enemies 2 square away at -4 penalty, and adjecent enemies at -8 penalty.

Flexible reach: Weapon must have the Extreme Reach property. The character can attack enemies 2 square away or adjecent with no penalty from Reach. The weapon cannot deal damage to enemies with natural, medium, or heavy armor.

Versatile: The weapon can be used 1 or 2 handed.


I was thinking recently that abjuration specialists are rarely, if ever, talked about. And, so I thought, why not make an abjuration Arcanist focusing on the Armored Mask and Spell Tinkerer exploits?

However, Im stuck as to what feats or even wether to multiclass for a bit more martial power (or a great prc for the concept).

Im going to use 15 point buy for stats as that is easier as a base.


This is my first time asking for advice, so I'm very sorry if I mess up on anything.

I have wanted to make a charisma based martial (at least martial focused) character for a while now and kind of gave up. But when Warrior Poet released I said, "why not try again?" So I came up with this:

Spoiler:
Monk (Water Dancer) 7/ Kineticist 2/ Paladin (Iroran Paladin) 5/ Samurai (Warrior Poet) 6

Race: Half-Elf (aquatic half-elf for flavor)
Stats:
Str: 12
Dex: 14+ 4(belt) = 18
Con: 14+ 4(belt) = 18
Int: 8
Wis: 10
Cha: 16+ 4(headband)+ 5(inherent) = 25

BAB: 17
AC (without items): 36= 10+ 5(Shroud of Water)+ 2(Dex) + 11(Dodge) + 8(Monk)
AC (with +4 belt and headband): 42

Fort: 22= 17+ 4(Con)+ 1(cloak/ring of resistance)
Ref: 16= 11+ 4(Dex)+ 1(cloak/ring of resistance)
Will: 14= 11+ 0(Wis)+ 1(cloak/ring of resistance)+ 2(Iron Will)

Feats:
1st- Noble Scion (War); Monk: Combat Reflexes
2nd- Samurai: Weapon Finesse, Shot on the Run
3rd- Point-Blank Shot
5th- Iron Will
7th- Unconquerable Resolve
9th- Whirlwind Attack; Samurai: Spring Attack
11th- ???
13th- ???
15th- ???
17th- ???
19th- ???


The basic plan I came up with was to use my large movement speed 60 (base), to basically run around shooting cold blasts at the enemy. Alternatively I would use conductive unarmed strike to deal (1d8+5)(B)+ 1d8(Acid)+ (4d6+2)(cold)+(whatever I can add to my fist), while using Spring/Whirlwind Attack.

So what do you all think?

About Falendrel

Falendrel
Elf Paladin 9
LG Medium humanoid (elf)

Crunch:

Init +7; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 19 (+9 armor, +5 Dex)
hp 18 (9d10+8)
Fort +9, Ref +11, Will +9; +2 vs. enchantments
Immune sleep, charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 elven curve blade +16/+11 (1d10+6/18-20)
Ranged masterwork composite longbow +15/+10 (1d8+3/×3)
Special Attacks channel positive energy 4/day (DC 17, 5d6), smite evil
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—detect evil
Paladin Spells Prepared (CL 6th; concentration +9):
. . 2nd—sacred space{super}ARG{/super}, weapon of awe{super}APG{/super} (DC 15)
. . 1st—bless weapon, endure elements, lesser restoration
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 10, Int 10, Wis 10, Cha 16
Base Atk +9; CMB +12; CMD 27
Feats Extra Lay on Hands, Furious Focus[APG], Lunge, Power Attack, Weapon Finesse
Traits ease of faith, warrior of old
Skills Diplomacy +14, Handle Animal +8, Heal +5, Knowledge (religion) +8, Perception +2, Ride +8, Sense Motive +8, Spellcraft +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [2/day] 2/day), weapon familiarity, lay on hands, mercies (mercy [cursed], mercy [diseased], mercy [fatigued])
Combat Gear +1 arrows (50); Other Gear celestial armor, +2 elven curve blade, masterwork composite longbow, belt of incredible dexterity +2, bracers of armor +1, headband of alluring charisma +2, ring of feather falling, 1,017 gp, 5 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6, 9/day) (Su) You can heal 4d6 damage, 9/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 5d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.

Appearance:
Falendrel stands just over 6 feet tall and is well built for an elf weighing 170 lbs. He has long white hair and emerald blue eyes.

Background:

Born in the great lands of Kyonin, Falendrel spent his youth learning all of the traditional elven things, swordplay, magic etc. However, when studying history and reading books, he felt himself drawn to the great warriors that fought evil for the sake of goodness. Upon reaching his maturity, he left the eleven lands for Lastwall.

He spent many years fighting the orc hordes and destroying the undead that crept down into the region. Three years ago, he was defending a keep near the Hold of Belzken border. It appeared all was lost. He asked a mage at that castle to send a message to his parents in Kyonin as he was sure he would not make it through the night. Hours later, a gate opened in the keep and 100 elven archers came through. The orc horde was destroyed before it even reached the keep walls. Falendrel was approached by the leader of the archers. "You will be called upon to repay this debt."

Falendrel now heads back to his home to fulfill his debt, so that he may return to holding back the tide of evil waiting to sweep the land.