Thaumascourge's page

Organized Play Member. 37 posts (759 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 6 aliases.


RSS


Have fun, everyone!


Good luck all!


Ren Yexiang wrote:

Ren here is my character submission. She's a Human (Tian-Shu) Rogue (Thief Racket).

** spoiler omitted **

In my opinion, your character looks pretty good to me. Thief Rogues are great classes and are very easy to play and build. The only things missing in your profile are the additional language you get from being a Human (Humans get additional languages equal to 1+ your Intelligence modifier, which comes out to 1 additional language on top of Tien) and the gold/silver balance from your starting wealth, which is in your Pathbuilder link.

Regarding gear, it's a bit hard to recommend gear without knowing how much you value having a d6 weapon versus an armament that fits the art. Perhaps you could use a Flyssa or a Sword Cane instead of the Kukri? The Flyssa is d6 and comes with Agile, Finesse and Versatile P. The Sword Cane was re-printed in a Tian Xia source book and is Agile, Finesse and Concealable.

All the best with recruitment.


KoolKobold wrote:

I actually was gunning more for the blessed one archetype but if not I'll go with the cleric multiclass archetype. I also chose Lore: Tsukiyo because my Monk class already gave me Lore: Academia, it looks like at least.

Is this any better?

Fair enough on the archetype and the lore. Seems like I got the Lore wrong, it is pretty powerful to get any scaling Lore you want for free from level 1.

Blessed One scales off Charisma. You don't have to invest into Charisma if all you want to do is to heal hit points with the archetype. It only really matters for counteracting conditions with Mercy.

Cleric multi class archetype can be really good, especially for Monks if you also take QI spells.

I think your build is pretty good. Looking forward to playing with you if we get chosen. Don't forget to consider your heirloom and that you need a crowbar to Force Open objects without a penalty.

Edit: Mountain keeper's cantrip also scales off your Charisma, so it might not be as effective as an offensive spell without investment.


Triskei Mijun wrote:

This is KoolKobold, submitting my Tengu Monk, Triskei Mijun

Everyone's builds look good so far in my opinion, but I'd like to offer some feedback since you've said this is your first time building a character in 2e.

I know this isn't a very combat heavy campaign and so you don't need to optimise, but I think you'd have more fun if your Key Ability Score (KAS) was a +4. For a monk, this would be Strength or Dexterity. You'd have the highest chance of hitting the enemy and doing cool skill checks with a maxed out KAS.

Given that you've expressed interest in being a Cleric, you'd need to keep a +2 in Wis to qualify for that archetype by level 2. I think you could take the following 2 stat distribution paths to qualify.

Dex focused build
Dex, Wis
Str, Dex
KAS Dex
Dex, Int, Wis, Con
Total: Str +1, Dex +4, Con +1, Wis +2, Int +1, Cha + 0

Str focused build
Str, Wis
Str, Dex
KAS Str
Str, Con, Wis, Dex
Total: Str +4, Dex +2, Con +1, Wis +2, Int +0, Cha + 0

Also, technically Northbridge Scholar only grants Lore: Academia, not Lore: Tsukiyo. If you want to be trained in Tsukiyo lore from Level 1, you can use a skill point to give yourself training in it and then at Level 2, take the Additional Lore skill feat to give yourself a scaling Lore feat.

Hope this helps. I do like your character concept.


KoolKobold wrote:

Idea I got is a tengu cleric of Tsukiyo-though I might have to go with warpriest if I wanna gun for katana with tengu weapon familiarity. This is my first time making a character for 2E, but I’ll figure something out.

Edit: Everything for Tsukiyo seems to be Legacy only. I’m making the tengu a monk, feels like that’ll be a little easier for me.

Tsukiyo is a fun deity to follow, both lore wise and mechanically. I'm pretty sure he's been remastered though since Tian Xiao: World Guide.

https://2e.aonprd.com/Deities.aspx?ID=317

It would be cool to get a monk flurrying with a spear or a warpriest of Tsukiyo.


GM Cody wrote:

Let me know what other questions folks have about character creation, Tarondor I saw you chose a house and heirloom already which is good to think about. If I end up going with 5 players I'll have to add a 5th heirloom option probably.

Well, regardless of which class my character is, she'd live around the area between W19 and W20 in the North. It's a nice place, it's near the Second Best and the Mother's Coil and sometimes she'd go down to the nearby river and dip her tail in during the hot summer months.

Her heirloom would be the 2 minor healing potions and the 2 GP adventuring item. If possible, I'd like to decide on what it is later after I've picked what class my PC is. Depending on my class, this item would be anything from a formula book to a climbing kit.


Qing Xiao Mei Inventor 1:

Medium Nagaji Sacred Nagaji Humanoid

Perception +3; Low-Light Vision Darkvision

Languages Aklo, Common, Fey (I think this is legacy Sylvan?), Nagaji, Necril, Tengu

Skills Acrobatics +4, Arcana +7, Athletics +6, Crafting +7, Diplomacy +3, Nature +3, Occultism +7, Religion +3, Society +7

Str +3, Dex +1, Con +1, Int +4, Wis +0, Cha +0

Items Inventor Power Suit (Innovation), Repair Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Artisan's Toolkit, Healing Potion (Minor), Steel Shield (Hardness 5, HP 20, BT 10), Crowbar

5 SP

AC 19 (+21 with shield raised); Fort +6 (+8 vs Grapple and Trip), Ref +4, Will +5

HP 19
Shield Block
Speed 25 feet

Melee Tail +6 (Unarmed, Finesse), Damage 1d6+3 B
Melee Shield Spikes +6 (Attached to Shield), Damage 1d6+3 P
Melee Fist +6 (Unarmed, Agile, Finesse),
Damage 1d4+3

Raise shield
Tamper
Explode
Overdrive

Additional Feats Inventor, Naga Goddess' Light, Sacred Nagaji, Specialty Crafting
Additional Specials Tail (Sacred Nagaji), Innovation (Armor Innovation), Peerless Inventor

Initial modification (Muscular Exoskeleton): Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of Overdrive, you gain a +1 circumstance bonus to Athletics checks; if you're a master in Crafting, this increases to a +2 circumstance bonus.

Qing Xiao Mei Thaumaturge 1:

Medium Nagaji Sacred Nagaji Humanoid

Perception +5; Low-Light Vision Darkvision

Languages Common, Nagaji

Skills Acrobatics +1, Arcana +3, Athletics +6, Deception +7, Diplomacy +7, Intimidation +7, Lore: Esoteric +7, Lore: Tea +3, Nature +3, Occultism +3, Religion +3

Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4

Items Breastplate, Disguise Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Elixir of Life (Minor), Crowbar

AC 18; Fort +6 (+8 vs Grapple and Trip), Ref +4, Will +5
HP 19

Melee Tail +6 (Unarmed, Finesse), Damage 1d6+3 B
Melee Fist +6 (Unarmed, Agile, Finesse),
Damage 1d4+3

Amulet's Abeyance
Speed 25 feet
Exploit Vulnerability

Additional Feats Diverse Lore, Dubious Knowledge, Naga Goddess' Light, Sacred Nagaji, Specialty Crafting

Additional Specials Amulet Initiate Benefit, Esoteric Lore, Tail (Sacred Nagaji), First Implement And Esoterica (Amulet), Implement's Empowerment

Qing Xiao Mei Animist 1:
Nagaji Sacred Nagaji Humanoid

Perception +7; Low-Light Vision Darkvision

Languages Common, Nagaji

Skills Acrobatics +1, Athletics +6, Lore: Academia +3, Lore: Battlegrounds +3, Lore: Heraldry +3, Lore: Mountain +3, Lore: Volcano +3, Medicine +7, Nature +7, Religion +7, Society +3

Str +3, Dex +1, Con +1, Int +0, Wis +4, Cha +0

Items Breastplate, Healer's Toolkit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Crowbar

AC 18; Fort +4 (+6 vs Grapple and Trip), Ref +4, Will +9

HP 19
Speed 25 feet

Melee Tail +6 (Unarmed, Finesse), Damage 1d6+3 B
Melee Fist +6 (Unarmed, Agile, Finesse),
Damage 1d4+3

Circle of Spirits

Divine Known Spells DC 17, attack +7; 1st Sure Strike, Interposing Earth (1 slots); Cantrips Shield, Ignition

Divine Prepared Spells DC 17, attack +7; 1st Heal; Cantrips Guidance, Detect Magic

Focus Spells (3 points) Earth's Bile
Embodiment of Battle

Additional Feats Additional Lore (Academia), Naga Goddess' Light, Sacred Nagaji

Additional Specials Animist Spellcasting, Animistic Practice (Liturgist), Apparition Attunement, Apparition Spellcasting, Tail (Sacred Nagaji), Primary Apparition, Second Apparition, Song of Invocation (1st), Vessel Spells

Current Apparitions: Witness to Ancient Battles and Steward of Stone and Fire. Spells and Apparitions may change based on the party composition, eg if negative healing is needed.

Here are my proposed builds for this adventure. They are subject to change based on party composition (big one being negative healing) and whatever the GM wants. I'd be ok with either of these getting in.

Lore reposted into one place:
Qing Xiao Mei is a Nagaji with the Close Ties background. She's always stood out as an outcast in the town, due to her unusual body and her interests which led her down her chosen class. (I have three ideas for their class and can choose the one that is most appropriate for the party). As such, she's mostly kept to herself and/or her close friend in town, only deciding to volunteer for the Reenactment Festival due to her close friend's cajoling.

If I go with the Inventor class, she's spent her life trying to figure out ergonomic clothing and armour for creatures with a long, heavy snake tail. Her days were spent working away in her home to create her magnum opus - armour that fits and protects her completely. Her best friend in this scenario is the town smith and her boss, Huo Tian-Zhe. I'd think that Tian-Zhe respects Xiao Mei's determination and steadfastness towards her dream invention and encourages her onwards. Xiao Mei would be a big fan of Tian-Zhe and his knowledge of new Karahai technology and continues working for him so she can learn his secrets. Tian-Zhe probably nominated her for the festival so she can get outside the forge for once. She went along with it so she can get some field tests done on her prototype armour.

If I go for the Thaumaturge class, she's a shrine maiden working for the Nalinivatian faith. She learnt of the faith from the recently departed Nagaji wizard Anjal. Finding Nalinivati's patronage of her ancestry to be a good cause to rally behind, she has worked to evangelize the goddess's teachings to all Nagaji and magic users in Willowshore. Her religiosity might have put off some of the townsfolk, turning her into a bit of an outcast. She's a friend of Jubei as growing up, they were both taught by Anjal. She and Jubei have grown apart recently as Jubei delves into the Arcane while she focuses on Religion. She was amused but not surprised when Jubei nominated her in his place. She thinks that Jubei probably wanted her to take his place so he can go back to his studies.

If I go for the Animist class, instead of having Close Ties with someone, she's a Northridge Scholar. She'd be a big fan of opening a school that learns about and eventually teaches the town's old spiritual beliefs - especially Sangpotshi. She's a fan of the modern attitudes towards life and learning that Northridge teaches. She volunteered for the festival because she thought it would be a fun learning experience. She thinks the South side is the worst side but won't be actively antagonistic towards the South side. The only reason she ever visits the South Side is to visit You So-Jin, the elf herbalist. She mainly goes there to get fresh and dried herbs for her medical kit.

Regardless of which class she is, Xiao Mei's been really big into Thlipit martial arts recently. Most calisthenics are designed for creatures with two legs, so the ability to exercise her tail through Thlipit is great for her. Might be something she picks up more seriously in the future...


GM Cody wrote:

Probably won't allow inventor, gunslinger or exemplar. Could be convinced to allow the Animist though as it thematically fits

This adventure path actually takes place 100 years in the past, so its 7108 IC versus current year of 7123 IC.

So 1908 versus 2023

Well, that's disappointing to see that Inventor won't be allowed. I do agree that Animist is very thematic. If I go with Animist, I'd probably switch out my background to Northridge Scholar. One, it balances out the party from having a Southside Traditionalist. Two, I think she'd be a big fan of opening a school that learns about and eventually teaches the town's old spiritual beliefs - especially Sangpotshi. Three, I'd prefer to not dump my Wis or Str.


Hey GM, thanks for hosting. I've been interested in getting to play this AP for a while. I've been doing pbp on the forums for a while. One of the campaigns I'm in uses Google Slides so I'll know my way around.

My idea for a character is a Nagaji with the Close Ties background, whose name is Qing Xiao Mei. She's always stood out as an outcast in the town, due to her unusual body and her interests which led them down their chosen class. (I have two ideas for their class and can choose the one that is most appropriate for the party). As such, she's mostly kept to themselves and her close friend in town, only deciding to volunteer for the Reenactment Festival due to her close friend's cajoling.

Inventor:
If I go with the Inventor class, she's spent her life trying to figure out ergonomic clothing and armour for creatures with a long, heavy snake tail. Her days were spent working away in her home to create her magnum opus - armour that fits and protects her completely. Her best friend in this scenario is the town smith and her boss, Huo Tian-Zhe. I'd think that Tian-Zhe respects Xiao Mei's determination and steadfastness towards her dream invention and encourages her onwards. Xiao Mei would be a big fan of Tian-Zhe and his knowledge of new Karahai technology and continues working for him so she can learn his secrets. Tian-Zhe probably nominated her for the festival so she can get outside the forge for once. She went along with it so she can get some field tests done on her prototype armour.

Thaumaturge:
If I go for the Thaumaturge class, she's a shrine maiden working for the Nalinivatian faith. She learnt of the faith from the recently departed Nagaji wizard Anjal. Finding Nalinivati's patronage of her ancestry to be a good cause to rally behind, she has worked to evangelize the goddess's teachings to all Nagaji and magic users in Willowshore. Her religiosity might have put off some of the townsfolk, turning her into a bit of an outcast. She's a friend of Jubei as growing up, they were both taught by Anjal. She and Jubei have grown apart recently as Jubei delves into the Arcane while she focuses on Religion. She was amused but not surprised when Jubei nominated her in his place. She thinks that Jubei probably wanted her to take his place so he can go back to his studies.

Regardless of which class she is, Xiao Mei's been really big into Thilpit martial arts recently. Most calisthenics are designed for creatures with two legs, so the ability to exercise her tail through Thilpit is great for her. Might be something she picks up more seriously in the future...

P.S Exemplar/Animist seem really cool. If they are allowed, I wouldn't mind coming up with a backstory for that too.


Hi, thanks for letting me into the game!

I'm most curious about Soldier. It's pretty interesting how the class can both do melee and ranged combat at equal proficiency, even though generally starting with a 14 in attacking stats is not very good. Also, I like how Soldier can both do a ranged strike and reflex save in 2 actions.

All this is just a long way of saying that I want to play as Obozaya, heavy weapons lizard.


Super Zero wrote:
Having looked through the pregens, I find I have no particular preference. Well, some preference for Navasi, Dae, or Chk-Chk, but I'd play any of the others too.

Hey Super Zero, where'd you find the pregen character sheets?

I don't have any preference for characters. I can pretty much play any role, but I'd prefer to be a martial when learning this new system. Spells hurt my brain.


Throwing my hat into this one.


Sigourney conjures up a fantastical beast that she's only seen in a book. She recalls a recent story she read about strange, mechanical, wheeled constructs from Alkenstar that move at frightening speeds. Drawing from that memory, she spends 10 minutes to create for Pine a Marvelous Mount just like the one she pictured.


This is tangentially related, but how would a high level caster go about travelling between Golarion and Earth? Would Interplanar Transport work for this case? Is Earth in another plane from Golarion?


You can take Commander Super Zero, you won the roll off.

Besides, I am excited to test out if there's any synergy between Giant Barbarian and the playtest classes. While I'd prefer if Amiri used a reach weapon, I'll still take her. Consider me locked into Amiri.

I'll hold off until the level range is announced before creating her alias.


Aye, aye Sir!

Roll to Take Command: 1d20 ⇒ 10

Not too shabby.


Super Zero wrote:

Here are the rules for using playtest characters in PFS.

It mostly works like using a pregen. You build the character to standard rules, except you can start at level 1, 3, or 5. You do need boons to use options that require them, but you don't need to buy boons just for your playtest character--they can borrow the boons of the character getting the credit for the adventure.

I did that for the last playtest. I used my sprite Investigator for the character receiving credit and used the ancestry boon to make a sprite Exemplar.
I might want to do that again (sounds like sprite might be a good fit for Commander), but I dunno until I've seen the class.

I'm more interested in Commander. My only 3rd-level PFS character at the moment is an Alchemist, though I have a 4th-level Monk and Champion.

Well it's good to see a familiar face. Thanks for linking the rules for using playtest characters.

Dex/Int/Free seems good for what I predict is an Int based class. Having zero range might be an issue for flanking, but I know that you know ways around that anyway.

May the highest roller win the ability to play a Commander!


I thought about it a bit more. I would like to express my interest in playing as a Commander.

It would solve the problem of not having a character at level 3-4 because I would have to build a character of that level anyways, given that the class is new.

From what I gather on the forums, a Commander is a Int-based "prepared martial". I have experience playing as a high level prepared caster on these forums. Sigourney (my Stolen Fate PC) always uses Action Symbols and does link back to AoN/Demiplane whenever a feat or spell is used (Here's one example).

Playing Sigourney and dealing with the ludicrous amount of options a prepared caster has makes me qualified to deal with the amount of options a "prepared martial" could have. My character sheet for Sigourney lists pretty much everything she can do, prepared spells and feats included (linked here.). In short, I think I can definitely comply with all 3 points of the Expectations you've set out, GM.

Lastly, I have a desire to play as a Ysoki Commander. It's an idea I've had since the announcement. If AoN is accurate, I can just do that without purchasing a boon.

If I either lose the roll off or don't get to play a Commander, I'm thinking of going with the Amiri pre-gen. She's a giant barbarian and that subclass does ludicrous amounts of damage, in exchange for dealing with the Rage action tax and having terrible defences. I think there might be synergy with the Guardian because based on the class description, the Guardian could tank hits for Amri. Not entirely sure what the Commander can do, but I'm sure Amri would love buffs regardless.

TLDR: I'd like to either go with Commander or Amiri pre-gen.


Right, that's cool. Thanks for giving me options. I'll look into either bringing a low-level Thief Rogue in or a level 3 pregen as and when people post their preferred character.


Oh. Well I didn't know that. I don't think I have any PFS characters within the level range of 3-4 unfortunately...Unless I'm able to level her up temporarily? Otherwise, I think I won't be able to play.

Edit: Oh wait, I just remembered that the pre-gens are an option. Could I use one of the pre-gens?


Hello everyone!

Glad to be here (shoutout to the GM) and I'm glad to get a chance to play with all of you.

I'm okay with not playing as a playtest class. I always end up building my character based on what everyone else in the party brings to the table. I think pidgeonholing myself into a class I don't know anything about is somewhat intimidating.

If I were to choose right now, I would probably go for either a Thaumaturge (Melee) or some kind of Cha-class like Ruffian Rogue, Summoner, Sorcerer or Bard.

Of course, if you guys haven't got a dedicated Medicine person and would like healing...I think I might have a Warpriest of Gorum I can make that would like one last chance at glory.

I'd like to know what you guys have planned!

P.S I'd like to be level 4 so we can use the cool level 4 feats classes usually get.

P.P.S Are we using any variant rules like Free Archetype?


Dotting in. Haven't decided what to play...Will discuss with the group.


Bobby Jagger wrote:
Reign of Winter is by far my favorite AP. I've successfully run it twice IRL (once PF1e once a 5e conversion), and I wanted to try it out in a play-by-post setting. This desire happens to coincide with my interest in learning PF2e. It is important to note, the Player and GM Core books are my introduction to 2e, and I'd like to stick to the content available in those books to start. If there's enough of an interest, I will make the recruitment post.

Sounds interesting. Always wanted to mess around in Irrisen. However, you say that only Player and GM Core options are allowed. That does limit the classes available significantly - could you consider allowing some of the old CRB classes like barbarian, champion, monk and sorcerer at least?

Also, this is probably a no since you are learning the system, but are you considering using any variant rules/house rules during this campaign?

Consider me tentatively interested.


Oh shoot, sorry GM Tiger I forgot to dot in. Give me a few hours or so to get back to my computer...


Hey GM, I'd be cool with playing and role playing too. Need to get out of the crunch heavy mindset and chill out. Just wondering though - is recruitment limited to PFS characters? I can make one if so.


1 person marked this as a favorite.

Thanks for saving this group's reputation Jacen. Just a question - how do you have +10 diplomacy at level 1?


1 person marked this as a favorite.

Admittedly Kazmuk doesn't think he's being rude - he is genuinely trying to be nice to Elder Ordwi. I'm just playing off the hilarious misconception. I don't think that this would really reflect poorly on the whole group though right? Just the two schmucks who are extremely undiplomatic.


Artemis P. wrote:
The first 20 and the first nat 1- dice gods are fickle today!

No consistency - only chaos!


Blueberry Peat wrote:
Hey there ... Azjauthor here, bringing in a fruit leshy farmer turned investigator named Blueberry Peat. I have his Hero Lab ported over into my profile, and dotted in, so feel free to look it over. This is my first time playing an Investigator, so should be entertaining.

Awww...he's a cute guy! Reminds me of Oscar the Grouch but less grouchy. Just curious though - what alchemical recipes does he know? I believe you have access to 4 first level alchemical formulas and 2 first level alchemical formulas that must be elixirs or tools.

In case we are using Remaster rules, I believe Seedpod gains a range increment of 30 feet instead of 10 feet. Makes that attack easier to use.


Billy Bardy wrote:

Welcome aboard, Thaumascurge and Sigorney. Very happy to have you join our merry band. Sounds like you'll add a little class and intellect to the proceedings!

The next time Billy casts Comprehend Language, Reginald the Rat can join in the fun of speaking with everyone.

Looks like you were thoughtful in your gear. The only other change to maybe consider is a different 11th level item other than Spacious Pouch 3. Billy already has a Spacious Pouch 2, and he seems to be able to handle all we need. Having an extra one is fine, but if there's a fun 11th level toy you'd like instead, please consider it.

One of my PFS characters is an Investigator with the Loremaster dedication, and the Loremaster Lore is amazing for him. It'll be great having Sigourney show off her immense knowledge. In Stolen Fates, we lost some of that when our Thaum dropped out -- no more Esoteric Lore. :( But now Sigourney can fill that void!

Looking forward to playing with you. Welcome. If you have any questions for us, post in the Discussion tab.

Thanks! Also, oh cool my rat can potentially talk! Now I have to think up what Reginald would say...Back to the drawing board.

Actually now that I think about it...I can take Hexing jar as my second level 11 item, which does basically the same thing as the crown of witchcraft. That frees up my level 10 slot so I can take shadow signet. Additionally, if I remove bracers of missile deflection I can take Mage's Hat for +2 to Arcana, free prestidigitation and a free 4th level summon spell (which is typically summon animal or summon elemental). However, I'd like to ask for GM permission to have it be summon construct instead. Constructs are cool and a disposable construct might be nice.

Unfortunately Loremaster Lore is nowhere near as good as Esoteric Lore. Apparently, if you are super charismatic you can be better than a loremaster at remembering stuff... Sigourney will try though.

I'm still not sure if/how she knows any of you. Do any of you visit Absalom often? She would probably be working in the Forae Logos, Absalom's largest library, until she gets involved in the plot. I sure do hope none of you have any overdue books...Sigourney might have some choice words for you if so.


Pinebrush wrote:
You could just take one of the other Dedications. I have two of them.

That's a good idea. With GM permission, I'd do that. Would probably take linguist dedication in that case. I'll miss my extra powerful psi cantrip though...GMAndrewW, would you allow me to take an additional free archetype I qualify for at level 18 even if I haven't taken any archetype feats from the psychic dedication I got from multitalented?

GMAndrewW wrote:
Can you give me the text of Ceremonial Knife. It certainly wont give you an extra wand every day which persist.

Sure! Here you go. Just FYI, I'm still thinking about starting equipment. Finding a replacement for mage hat is not easy. I'll get back to you on that.

Player Core 1 wrote:

You have prepared a special knife to direct energies when spellcasting. During your daily preparations, you and your familiar can perform a short ritual over a weapon in the knife group—typically a dagger. This causes the knife to function as a magic wand, containing any one 1st-rank spell your familiar knows. You, and only you, can Activate the knife to Cast the Spell within it, as normal for a wand (GM Core 282). You can attempt to overcharge the knife, and this can break or destroy the knife as normal.

At 8th level, and every 2 levels thereafter, the maximum rank of spell your ceremonial knife can hold increases by 1.


GMAndrewW wrote:

Many thanks to those of you who have expressed an interest.

I am going to take Thaumascourge. I will bring you into the game once the group complete the current section. You will come in at level 13 so please update.

I think you have used the stat block output from Pathbuilder which isnt particularly clear. Could you reorganise it like some of the others to show feats by type, skills with proficiency level and known spells please. I dont need everything hyperlinked, just make the information a bit clearer.

I am also not sure but you may be wearing two different hat slot items (Hat of the Magi, Crown of Witchcraft).

Thanks for choosing me!

Just to confirm, starting at level 13 still means that I start with 1 12th, 2 11th, 1 10th, 2 9th and 850gp?

I can reorganise it the same way your psychic does it. Give me a while to do it and to fix some obvious errors too (I bought a wand of tailwind worth 160gp not a scroll of tailwind worth 160gp).

I also need to clarify the feat "Ceremonial Knife". It gives me the ability to convert 1 knife into a wand every day. However, the feat does not state that the spells in the knife become inert the next day, like it would for other equivalent feats such as alchemist reagents. Is that intended? If so, I'm buying lots of knives and making that a part of my character.

Yes, it does appear that I am wearing two hats. Let me find an alternative item. Might consider a ring of wizardry - but that would mean taking an outdated item and a dip into wizard dedication which is not ideal.

What is also not really ideal is that by level 18, I would have exhausted all of the archetype feats for loremaster dedication, forcing me to leave the free archetype slots blank...but that's a problem for me in a couple of months.

Just wondering - would old pre-remaster spells be allowed? Loremaster dedication is affected by this as comprehend language and secret page are outdated. However I might also like to take ray of frost for 120 feet range.


I'll post my build here too for your consideration.

Crunch:

Sigourney Knowledge Witch 12

N Medium Human Skilled Heritage Humanoid

Perception +19 (+2 initiative);

Languages (9) Common Abyssal Aklo Daemonic Infernal Jotun Sylvan Azlanti Thassilonian

Skills Acrobatics +18, Arcana +25, Athletics +14, Crafting +21, Diplomacy +14, Intimidation +15, Lore: Academia +23, Lore: Loremaster +19, Nature +23, Occultism +19, Religion +17, Society +21, Stealth +18
Str +0, Dex +4, Con +3, Int +5, Wis +3, Cha +0

Items +2 Resilient Scroll Robes, Wand of Continuation (1st-Rank Spell), Staff of Healing (Major), Mage's Hat (Greater), Crown of Witchcraft, Bracers of Missile Deflection (Greater), Spacious Pouch III, Silver Chunk, Cold Iron Chunk, Familiar Satchel (uncommon), Writing Set, Repair Kit, Basic Crafter's Book

AC 30; Fort +20, Ref +21, Will +20
HP 128

Coven Spell (reaction)
Trigger An ally within 30 feet Casts a Spell. You rhyme with your ally's
incantations or echo their movements, linking your magic to empower their spell in one of two ways: • If their spell deals damage and doesn't have a duration, you grant that spell a status bonus to damage equal to its rank. • If their spell doesn't have a spellshape effect applied to it, apply the effects of any one spellshape feat you know to the spell. The spellshape feat must be one that can be applied to the triggering spell, and you must be able to use it (for instance, if the spellshape feat is usable only a limited number of times per day).

Recognize Spell (reaction/free-action)
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure. Critical Success You
correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

Bracers of Missile Deflection (Greater) (reaction)
Activate (manipulate); Frequency once every 10 minutes Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off[-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.

Speed 40 feet
Melee Dagger (x25) +20 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Dagger +20 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P

Reach Spell (one-action)
(Concentrate, Spellshape, Witch) You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Conceal Spell (one-action)
(Concentrate, Spellshape, Witch) Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Stitching Strike (two-actions)
Frequency once per 10 minutes; Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic
Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.

Crown of Witchcraft (free-action)
(Focused, Invested, Magical) Activate Defiant Hex (concentrate)
Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost.

Occult Known Spells DC 31, attack +21; Cantrips
Primal Prepared Spells DC 31, attack +21; 6th Chain Lightning, Chain Lightning, Slow (H+3); 5th Heal (H+4), Heal (H+4), Fireball (H+2); 4th Fly, Heal (H+3), Unfettered Movement; 3rd Cloud Dragon's Cloak, Slow, Heal (H+2); 2nd Cleanse Affliction, Revealing Light, Revealing Light; 1st Interposing Earth, Lose the Path, Lose the Path; Cantrips Electric Arc, Vitality Lash, Ignition, Needle Darts, Light, Stabilize, Prestidigitation, Deep Breath
Occult Innate Spells DC 26, attack +16; 3rd Secret Page; 2nd Comprehend Language; 1st Mindlink;
Cantrips Occult Innate Spells DC 26, attack +16; Cantrips Message, Guidance, Sigil
Arcane Innate Spells DC 26, attack +16; Cantrips Detect Magic

Focus Spells (3 points) Clinging Ice (one-action)
Range 30 feet; Targets 1 creature Defense Reflex;
Duration sustained up to 1 minute Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save. Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and a –5-foot circumstance penalty to its Speeds until the spell ends.
Critical Failure The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends. Heightened (+1) The damage increases by 1d4.

Patron's Puppet (free-action)
Trigger Your turn begins. At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.

Cackle (free-action)
With a quick burst of laughter, you prolong a magical effect you created. You Sustain a spell.

Frostbite (Amped) (two-action)
Range 120 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a
basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1. You can freeze people from even farther away. The range of your frostbite increases to 120 feet. Your frostbite also gains the following amp.
Amp You drain thermal energy at a distance, using what you plunder to replenish yourself. The orb deals 3d4 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Amp Heightened (+1) The initial damage increases by 2d4 instead of 1d4. The weakness on a critical failure increases by 1.

Curse of Death (two-action)
Range 30 feet; Targets 1 creature Defense Fortitude; Duration sustained up to 1 minute
Your patron wraps a hand around your target's heart. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to all curses of death for 1 day.
Critical Success The target is unaffected.
Success The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1.
Failure The target is afflicted with the curse of death at stage 1.
Critical Failure The target is afflicted with the curse of death at stage 2.

Curse of Death (curse, death, void) This curse ends when the spell ends;
Stage 1 4d6 void damage and fatigued (1 round); Stage 2 8d6 void damage and fatigued (1 round); Stage 3 12d6 void damage and fatigued (1 round); Stage 4 death Heightened (+1) Increase the void damage taken on a success and during the first three stages of the curse by 1d6.

Loremaster's Etude (free-action)
Muse enigma Trigger You or an ally within range attempts a skill check to Recall Knowledge. Range 30 feet; Targets you or the triggering ally
You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the higher result.

Additional Feats
Additional Lore, Arcane Sense, Assured Knowledge, Cackle, Ceremonial Knife, Fleet, Greater Magical Edification, Incredible Initiative, Loremaster Dedication, Loremaster's Etude, Magical Crafting, Magical Edification, Magical Shorthand, Major Lesson I, Multilingual, Psychic Dedication, Quick Identification, Quick Recognition, Quick Study, Skilled Heritage, Stitched Familiar, Toughness

Additional Specials
Archetype Conscious Mind (The Oscillating Wave), Archetype Psychic Cantrip (Standard Cantrip: Frostbite (Amped)), Archetype Psychic Casting Ability (Intelligence), Familiar, Familiar of Freezing Rime, Hex Spells (Patron's Puppet), Major Lesson (Lesson of Death), Patron (Silence in Snow), Skilled Heritage (Society), Witch Spellcasting

Spell collection: Heat vision (uncommon), Marvelous mount, Haste, Vital beacon, Darkvision, Enlarge, Create food, Sure footing, Scorching ray, Water breathing, Sound body, Resist energy, Peaceful rest, Jump, Summon animal, Gentle landing (also inscribed on scroll robes), Air bubble, Helpful steps, Alarm, Mystic armour, Clear mind, Create water, Chain Lightning, Slow, Heal, Fireball, Fly, Unfettered movement, Cloud Dragon's Cloak, Cleanse Affliction, Revealing Light, Interposing Earth, Lose the Path, fear, gust of wind, Tailwind, dispel magic, Holy Light, Haste, Grasp of the Deep, Mountain Resilience, Banishment, Howling Blizzard, Impaling Spike, Wall of Stone, Nature's Reprisal, Phantom Orchestra, Raise Dead (from Lesson of Death), Truesight, Electric Arc, Vitality Lash, Ignition, Needle Darts, Light, Stabilize, Prestidigitation, Protect Companion, Deep Breath, Glass Shield, Rousing Splash, Caustic Blast

Notes:
Items bought with gold include: Scroll of 2nd level tailwind (160gp - wand of continuation) -20 gp on chunks of cold iron and silver - 5gp on a familiar pouch (uncommon) -1 gp writing set -2 gp repair kit - 5.2 gp on 26 daggers

Scrolls bought and fed to companion: Heat vision (uncommon), Marvelous mount, Haste, Vital beacon, Darkvision, Enlarge, Create food, Sure footing, Scorching ray, Water breathing, Sound body, Resist energy, Peaceful rest, Jump, Summon animal, Gentle landing (also inscribed on scroll robes), Air bubble, Helpful steps, Alarm, Mystic armour, brine dragons bile, Create water, Tailwind. Total spent on scrolls - 310 gp

Rituals: Ward Domain

Quick Familiar Stats:
AC 30, HP 84, F +20, R +21, W +20
Speed 40
Familiar abilities: Tough, Independent, Fast movement (land), Cantrip Connection, Spell Battery, Familiar Focus

Backstory: She's a bookish librarian from Absalom. She adventures not just to placate her patron's unknowable ambitions, but also because she seeks out knowledge and forgotten magics from ancient civilizations like Thassilon and the Azlanti empire. Perhaps due to her patron's designs, or because of her continuous desire to seek out knowledge that should have long been forgotten, her fate has inexplicably intertwined with that of the party's.

Personality: She is a cool and collected woman who never does anything without a contingency or three. Has her nose always in her notebook where she writes down interesting things that could lead to more knowledge. Devout worshipper of Nethys for his patronage of all magic. After recently being swallowed whole and barely living to tell the tale, she's developed the habit of taking obnoxiously Deep Breaths every time she talks, to the chagrin of everyone around her.

Experience: Admittedly I don't have as much experience as other applicants, but I have plenty of experience playing Pathfinder 2e by text and have recently finished GM'ing an adventure. I would say I have a strong grasp of system mechanics.

unrelated kineticist build gushing:
That's a really cool build! I had no idea that kind of item existed that allowed two people to drink from the same potion on a reaction. I am playing a water/wood kineticist myself and I definitely learned something from your build.

If all else, I had fun building a mid-level witch. May the best applicant make it!


Thaumascourge wrote:

Hey! I'd be interested in playing in this campaign. Can definitely work with the aoe mage and in combat healer role. I have a preference for prepared casters so that's what I'd like to play. I'd probably run a divine/primal (maybe occult, but that overlaps with the bard) witch, a cloistered cleric/storm druid for wis caster blasting, or an oracle of a currently undecided mystery.

While I am new to Paizo's forums, I have been playing Pathfinder 2e since Dark Archive. I have been playing online since then in several campaigns via text, voice chat and play by post via Discord. I definitely think that I have the ability to play in this campaign and consistently post once per day.

I haven't put thought yet into backstory/free archetype/items yet. If you and your party will have me, I'll workshop something that helps round out the party.

If it does make a difference, I have now built a level 12 human silence in snow witch (loremaster dedication) for this campaign. I've built everything from her spells to her items and her familiar. She's got everything from blasting, utility spells (excited for daily heatvision), healing, condition removal and even the ability to deny stepping away from reactive strikes with her familiar. I have her on pathbuilder and can quickly export her to the forums.


Hey! I'd be interested in playing in this campaign. Can definitely work with the aoe mage and in combat healer role. I have a preference for prepared casters so that's what I'd like to play. I'd probably run a divine/primal (maybe occult, but that overlaps with the bard) witch, a cloistered cleric/storm druid for wis caster blasting, or an oracle of a currently undecided mystery.

While I am new to Paizo's forums, I have been playing Pathfinder 2e since Dark Archive. I have been playing online since then in several campaigns via text, voice chat and play by post via Discord. I definitely think that I have the ability to play in this campaign and consistently post once per day.

I haven't put thought yet into backstory/free archetype/items yet. If you and your party will have me, I'll workshop something that helps round out the party.


fine_young_misanthrope wrote:
Says it all! I'd like to get back into running online games. Who wants to play by post Rusthenge? Looking for 1st level characters and you get Organized play credit when we finish!

I'd absolutely be interested in joining this game. New to Paizo forums but not to Pathfinder 2e. I'd be able to play any class but I have a preference for thaumaturge.