Stage Magician

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What a let down. Everyone was excited for a turn based tactical RPG with Pathfinder 2e rule set and you bring us an Action RPG in a saturated market. I don't think I'll back this game. I guess I'll wish you luck. How can you not make a crpg? Owlcat real time crpg (turn based mode isn't that great and there is no Recall knowledge system?)with pathfinder 1e rule set is really not the same thing.


Does the Dedication feat count as an archetype class feat for the purpose of extra life for martial "resiliency" archetype feat? Also, is the Resiliency feat included for the extra life? The feats all have the Archetype trait.

Barbarian resiliency


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Power attack doesn't have the Open trait. So it can be used after a strike for good damage at -5 MAP


Deadmanwalking wrote:
TheMaxi wrote:
Does large weapon size still up the damage dice one step (+2 bonus if over d12)?
It never did. Not in the PF2 playtest anyway. Some things up damage die in the playtest, but weapon size is not among them.

Ah ok I mixed the dice increase rule for the weapon size damage rule. So a bigger weapon does not affect damage. Thanks


Does large weapon size still up the damage dice one step (+2 bonus if over d12)?


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I watched the Glass Canon podcast and they can draw a weapon as a free action as part of a stride. Is it really a new rule?


caps wrote:
Maximilien Drouin Royer wrote:
is the Orc Ancestry feat "Orc Ferocity" still use a Reaction? In the playtest i had to choose if i AOO or do nothing to keep my reaction for Orc Ferocity. Bad design... Hope they made it a free action.
It is still a reaction, unfortunately.

Ah damn. thanks for the reply. It is less usefull for class with reaction ...


is the Orc Ancestry feat "Orc Ferocity" still use a Reaction? In the playtest i had to choose if i AOO or do nothing to keep my reaction for Orc Ferocity. Bad design... Hope they made it a free action.

About Kallista Firebloom

Full Name: Kallista Firebloom
Basics: Gnome Female.
Bard 1.
XP: 250
Chaotic Good.
Age: 51. 3'3". 33 lbs. Long Dark Fiery Auburn Hair, usually in a wild combination of loose, ponytails and topknots. Bright Golden Eyes.
Deity: Desna

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Strength: 10 (0)
Dexterity: 13 (+1)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 10 (0)
Charisma: 18 (+4)
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Maximum Hit Points: 9 (1d8 + 1 Con.)

Current Hit points: 9

Current Spells: 1st level: 3/ 1 used

Bardic Performance: 0/ 16 rounds used
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Attacks

Initiative: +3

Rapier +1 1d4 damage. 18-20(x2) P-type.
Dagger +1 (+2 thrown) 1d3 damage. 19-20(x2) P/S-type. (Range:10)
Shortbow +2 1d4 damage. 20(x3) P-type. (Range:60)

CMB:-1 (0 BAB, -1 size, 0 Str.)
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Defenses

Base AC:14 (+2 Leather Armor, +1 Dex, +1 Size.)
Flat-footed AC:13
Touch AC:12
CMD: 0
(0 BAB, 0 Str, +1 Dex, -1 size.)
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Saving Throws. Fortitude: +2 Reflexes: +4 Willpower: +3
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Traits (3)

1)Excitable (Gnomes of Golarion) Benefit: +2 Initiative.
2)Naturally Gifted (Gnomes of Golarion) Benefit: You gain an additional use of one of your gnome magic spell-like abilities each day.
3)Best friend (Jade Regent Player's Guide) Benefit: You gain a +1 trait bonus on all attack rolls against foes that threaten your friend as well as one of the following: If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks.
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Skills (6 class, +2 int, +1 favored class = 9 total.)

Trained: Bluff (+9), Diplomacy (+11), Knowledge: Arcana (+7), Knowledge: Religion (+9), Linguistics, Infernal & Draconic (+6), Perception (+6), Perform, Singing (+8), Ride (+2), Spellcraft (+6).
Untrained: Acrobatics (+1), Appraise (+2), Climb (0), Disguise (+4), Escape Artist (+1), Fly (+1), Handle Animal (+4), Heal (0), Intimidate (+4), Knowledge, Any Non-Skilled may use as though Skilled (+3), Sense Motive (+8 using Versatile Performance, 0 otherwise), Stealth (+5), Survival (0), Swim (0).
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Feats (1)

Extra Performance Benefit: Use bardic performance for 6 additional rounds per day.
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Gear

Rapier (1 lb.) Worn on left hip
Dagger (half lb.) Worn on front left hip
Shortbow (1 lb.) Slung over left shoulder
Leather Armor (7 and a half lbs.) Worn
Explorer's Outfit (5 lbs.) Worn
Backpack (half lb.) Back
Waterskin (1 lb.) Right hip
20 Arrows (1 and a half lbs.) Lower back
Spell Component Pouch (1 lb.) Right front hip
Leather map case (1 lb.) Lower back
Vial of Ink and 3 Pens (half lb.) In map case
6 Scrolls of Parchment (-) In map case
Coinpurse w/ 12 gold pieces and about 8 gold in silvers and coppers. (about a half lb.) In cloak pocket
2 days rations from the Rusty Dragon (1 lbs.) In backpack
3 more days rations from her Saddlebags [1 and a half lbs.) In backpack
Cloak of Resistance +1 (-) Worn (in place of the Explorer's Outfit Cloak)

Pony, Combat-Trained: named Sunflower Ridden

Saddlebags (4 lbs.) On Sunflower
Riding Saddle (13 lbs.) On Sunflower
11 Days rations (5 and a half lbs.) On Sunflower, carries 3 days in backpack
2 Common Blankets (1 lb.) On Sunflower
Winter Blanket (three quarters of a lb.) On Sunflower
Bedroll (1 and a quarter lbs.) On Sunflower
2 Waterskins (2 lbs.) On Sunflower
40 Arrows (3 lbs.) in 2 separate quivers on Sunflower
Blank Book (1 and a half lbs.) On Sunflower

Total weight of 22 and half lbs. At light load up to 33 lbs.
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Languages: Common, Elven, Gnome, Dwarven, Draconic, Infernal and Sylvan.
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Racial and Class Abilities

Stat Bonuses/Penalties (+2 Constitution, +2 Charisma, –2 Strength)

Small (Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMD and CMB, and a +4 size bonus on Stealth checks)

Low-light Vision (see twice as far as humans in dim light)

Slow Speed (Gnomes have a base speed of 20 feet)

Academician (Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait)

Gnome Magic (Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier)

Illusion Resistance (Gnomes get a +2 racial saving throw bonus against illusion spells or effects)

Weapon Familiarity (Gnomes treat any weapon with the word “gnome” in its name as a martial weapon)

Keen Senses (Gnomes receive a +2 racial bonus on Perception skill checks)

Gift of Tongues (Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the Defensive Training and Hatred racial Traits)

Favored Class (Bard, +1 skill point/level)

Bardic Knowledge (A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained)

Bardic Performance (A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day)

Countersong (Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher)

Distraction (Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher)

Fascinate (Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it)

Inspire Courage (An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)

Versatile Performance (May use her Perform: Singing skill check in place of Bluff or Sense Motive checks, using her full Perform: Singing bonuses on the roll.)

Well-Versed (+4 Saving Throws to resist sonic attacks, including other bardic performances and language-dependent effects.)
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Spells Known

0-level Read Magic, Detect Magic, Light, Mending, Message (Save DC: 14)
1-level Cure Light Wounds, Sleep, Silent Image (Save DC: 15)
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The Questions!:

The Questions
1. Why are you in Sandpoint? Are you visiting or a local? Having recently finished studying religion in temples, libraries and monasteries throughout the Inner Sea, Kallista has decided to return to Sandpoint to check in on her old friend Ameiko, who she hasn't seen in almost a decade.
2. Which NPC are you connected to? Ameiko. They were good friends in their early teens. (Or what passes for an early teen for a gnome)
3. How would you describe your personality? Bright and a bit bubbly. Somewhat obsessed with learning about new religions and cultures based on the worship of gods. Friendly, somewhat impish in her humor and rather free-spirited. She doesn't always follow the rules, but has a very big heart in her tiny body.
4. What will your character contribute to the group? Primary Buffer/De-Buffer and Face. Can Heal and Use magic devices in a pinch. Some ranged damage with bow. A bit lacking in raw melee damage, but can hold her own if she must.
5. What are your plans for your character mechanically? I don't need to know a level-by-level progression, but where are you taking him/her? Mainly sticking with Bard for now.
6. What is your day job? Scholar, Charmer and Occasional Performer. You mean in character, right?

1a. Are you in another Jade Regent PbP? Nope. I am currently in only one other PbP, which would be DM Patcher's Serpent Skull, as Kythas.
2a. Why would you leave Sandpoint to travel to the other side of the World? To learn about strange new religions, Kallista would travel across the shifting realms of the infinite Abyss and explore the tortuous depths of the Nine Hells... well, maybe not NOW... but she's really looking to encounter new faiths and people to fulfill her gnomish OCD and if it means she gets to travel with her old friend Ameiko, then all the better!