*Thelith's page

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Immunity to light sabers would help in that situation.

Well worth the RP.


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Regen and resistance/immunity will never be irrelevant and you could pump those decently high.

Shadow affinity or whatever it's called that gives a 50% miss chance in dim light or darker.

Anything that improves saves, there are multiples.

Pumping important stats for your theme.

If you'll also have levels, then you can synergize your traits with your potential class.

Perfect fly would be worth the RP.


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CMB is CMB.

Unless it is specifically written to substitute, it doesn't.


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Just my 2 cents, but for this to work I would think they would have to randomize the drawbacks they got, not self select them...

Some drawbacks literally don't affect some builds.

So they would have to roll some dice and get random drawbacks, or this whole process would be a non-starter. Imo.

However, let's say we do that...

A drawback = A trait
Two traits = A feat.

I would approximate that it takes about 5 feats to equal the benefits of an entire class level. (Not that all class levels are equal, but on the average)

So to offset an entire class level that would be 10 drawbacks.

At least, that's what I would require.
Maybe let them pick 5 and roll for 5.


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Andostre wrote:
DungeonmasterCal wrote:
EDIT: I do have a problem with one of the classes. I just forgot about it because I don't feel they fit my setting. The Gunslinger just rankles me for some reason. Part of that is the name. This ain't Boot Hill, so I really think the name Gunslinger is anachronistic. I've never allowed one in my setting, but I'm coming around to an idea for using them but by golly that name is gonna get changed.

Here's a few suggestions, Cal:

Pistol Handler
Bullet Shooter
Bullet Magician
Shootin' Expert
Black Powder Aggressor
Steve
Violence Firer
Guns-Don't-Kill-People-I-Do

Feel free to use any of those. You don't even need to give me credit. In fact, please don't.

What is the range increment and damage for throwing a gun with a sling?

That is what a gun slinger does right?


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Doompatrol wrote:

It's been sort of mentioned already but the Rogue doesn't need to be fixed because if you want to take it another direction you just play another class.

More straightforward in combat, play a Slayer

Magic, play an Investigator.

Want Ki, Ninja

Want to focus on being a face or have more interesting talents, Vigilante

Is there any need to find a niche for the Rogue other than having a class called the Rogue and if the class gives you what you want more than the others, play it.

But this is kinda the Point.... All of these "rogue niche" things have been slowly pulled off of the rogue and given to other classes that can now do those rogue things better than the rogue.

So if every rogue thing you might be interested in doing, sneaking, backstabbing, smart-mouth face, etc... Its better to pick something else.


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A lot of them....

I think that about half (or more) of the classes could disappear and be archetypes of the remaining classes.


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Yes.

Slayer, ninja, swashbuckler, and maybe a few others should have been archetypes.

Those archetypes could have changed bab and hd.... A thief type would be lower with more skills, ninja would have less and more sneaky.. etc..


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I'd prefer the +'s on armor to be dodge bonuses rather than +ac... Not an amazing thing but would be better and helpful vs touch.

It could reduce the armor penalties also.. that +5 plate is so magical it doesn't affect me while trying to swim/climb/cast..

+'s on armor could also equal DR that stacks with all other DR.

+'s on weapons could add to your critical chance, now this one is huge, so maybe at a 50% rate, rounding down, so +5 weapon adds +2 to the crit range..

Magic weapons could be impossible to auto-miss with...ie if you can hit with a roll of 1 you still hit.


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-1 perception per 10 feet.
-x perception per door/wall
-x perception from making their own noise.

100 feet down the hall behind a door while talking in a group is like -25 perception. When you're level 2 npc with 10 wisdom it's impossible to make the check.


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Sylvan Scott wrote:
McDaygo wrote:
For me Unless I am playing with an advanced group that is there for the story vs. just rolling dice to kill s%&# I soft ban antagonist players. (The player that is always counter productive to the party to slows down sessions. Now with an advanced group and I have a a player I speak to them about it instead who I know can be the subtle hidden villain I’ll allow case by case but that also depends the group. I’ve seen some players get majorly mad out of character at in character betrayals.
There are types of players I have a lot of trouble with but few resources to replace them with. Basically, I'm stuck with the pool I've got. Otherwise I'd ban the moody, edgelord, dark-and-mysterious, never-talks-except-to-insult-someone, gets-everyone-else-in-trouble-because-they-never-learned-to-be-social types...

Is this your entire group?

:)


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But you can walk and do a math problem out loud...
Which would be similar to casting a spell?
Some complex thought and talking.. maybe wave your hands...
All possible while walking, or even running..

And you could probably manage to also hit someone at the end of your walking...


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Non-violently collecting fees is probably the line...

Unless the merchant is evil?


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I just assumed it would be just for fun.

Bigger numbers and more dice.

More fun.


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If you're playing an evil campaign... Or, just not "good"...

Unicorns.


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MrCharisma wrote:
*Thelith wrote:
Lawful means following the laws...

It Reeeaaally doesn't.

Since people wanted to keep this up:

They may also see doing evil as part of a duty to an evil deity or master.

For example: WHAT IS THY BIDDING MY MASTER? (you can skip the first 40 seconds)

Personally, I see him as Neutral Evil, but with a Lawful bent.

It's really quite well done since a young Annikan would have been Chaotic good. His Chaotic bent (freedom to love who he chooses) is what caused his fall, but by the time of the original trilogy he's pretty far from that person.

Lawful:

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Other than judging his underlings for failing Vader does not fall into lawful...


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MrCharisma wrote:
*Thelith wrote:
He is also not lawful evil.

I mean ... isn't he?

(We don't have to derail this thread, just agree to disagree)

Lawful means following the laws...

He definitely doesn't do that...
Evil, yes.


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He is also not lawful evil.


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Wouldn't it be 8 hp?

Losing 4 to your FCB, and the hit die.

Or, if using FCB for something else... You still lose them.


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32. Human


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Scavion wrote:
Have them kill an NPC they liked.

Before I finished reading the posts I was going to say this.

When you have a recurring NPC for 2-3 levels and you have the players invested in that relationship killing off that npc will have feelings attached and will create a hatred. Even more so if that villian raises this npc as undead and forces the NPCs to kill him again...


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Well, that dragon killed that rogue in 1 round...if you read that thread...

And it was in it's lair, so not a ton of flying room afaik.

That was all about the PC fail of tactics, not the GM.

I think he's asking cause he'd like to do something different than just a bigger monster that will provide bigger numbers...

IMO: it's completely fair to optimize, the players can do it, and as long as you are in the range for difficulty for their level, you're fine.

Worst case scenario the rogue charges the dude with 20 foot reach and combat expertise and the rogue dies from 4 opportunity attacks before he gets there.


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As long as you're not optimizing SPECIFICALLY to counter the parties EVERY TRICK, you're fine.

One super optimized villain is still just one guy, the party has 4.

As a GM you can always end the combat prematurely if you're about to TPK with a mob that the party can't handle, ie
"I've grown weary of this, teleport out"
Leaves a couple minions to die/mop up..

Or some other random event happens and stops the combat...
The dam broke, flood washes everyone down stream.
Building collapses, luckily not killing anyone but has forced the bad guy to leave.

I think that's part of the fun of being a GM, you can test some crazy build in a villian vs real enemies, not just theory crafting.

With a group of optimizers, I think you're perfectly safe to do so also, if you had a noob group I don't think you'd even ask the question.


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Powder, Normal
Source PZO1115

Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.


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Real life people choose a favorite God... Why can't pretend people? :)


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As a murder hobo I need a god who won't be mad at me for murder-hoboing, the list gets much shorter if you remove the ones that don't allow you to do that...

Then, from those, you have to like their holy symbol, some of which are just terrible...

And a decent favored weapon, and a decent domain list, and not a god in which being a follower of will get you attacked on sight.

Now you have.. maybe two?

I have two kids, it's easy to pick a favorite out of that many!


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I'd have to say Nethys, if only for his archives.


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As far as charisma goes you could add the bonus/penalty to initiative, it's in the same theme of 'always prepared' but it continues to help/hurt the character, it's also not going to break most cha based classes as they rarely have high dex and high charisma.

Do you add something to rogues to counter everyone getting one of their class features with dex to damage?

As far as rez restrictions, what about breath of life?

Do you offer a replacement spell for clerics/etc. Who would normally have rez type spell?


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In the same vein.... Is that two archetypes total amongst three possible classes? Or two archetypes per class?

I assume the former? I guess I'd just be prone to wanting more than that.

At least 1 archetype per class :/


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Would be hard to function in the real world 'constantly' being a different person though.


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Is it a young body? Or your same body? Or a different body?


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Senko wrote:
*Thelith wrote:

Longevity is nice, you gain the mental stats, don't lose the physical stats and can't die of old age. Win win win..

It does say you continue to age, which is fine, I wouldn't want to look 18 forever, but normally at ~70 you'd look old, what would you look like at 700??
I read that more as you gain experience and knowlege not that you physically age myself. Hmmm maybe yoda little muppet hobling around on a cane?

Yeah, I'm not sure either, if I basically look 30-40 forever?

I pick this one. :)


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Longevity is nice, you gain the mental stats, don't lose the physical stats and can't die of old age. Win win win..
It does say you continue to age, which is fine, I wouldn't want to look 18 forever, but normally at ~70 you'd look old, what would you look like at 700??


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Andostre wrote:
*Thelith wrote:
Dwarf/human/half-orc

How does that work?

Is it 25% human, 25% dwarf, 50% human?

Various different characters, all barbarians, at lower levels, thus the different races and levels.

I had a one track mind in my early d&d/pathfinder days...

Also, that would be 33% dwarf, 16.5% orc, and 49.5% human...

Which would have interesting racial abilities.


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Caltrops.

Can't spell pouch without the "ouch".


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I think it was sarcasm.


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Just add a line that says each casting of this spell causes the previous version to disappear/revert back to raw materials. Then it can last forever, not be dispelled as an ongoing spell, and it's not a source of income.

I think the level is a little high for what it is, it could come with animals to pull it at this level and still be "weak".


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Mudfoot wrote:
I've never seen the attraction in an Ioun Torch. Having this bright light zipping past your face every couple of seconds would be incredibly distracting, and I can't imagine that it would improve your vision in the slightest. For a start, half the time the light is behind you, which is useless at best. All it does is show the enemy where you are (with a big flashing light) and probably annoys your companions too.

I mean, if we want to talk about the reality of it...

The light behind you would be best, as it casts light in all directions it would prevent you from seeing much beyond it if it were in front of you... Same goes for all light sources aside from a directional lantern like the bullseye..

The game mechanics version is that it's a hands free light unlike the others.


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Jaws!


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Ko-BOLDs


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Barbarian half-orc
20 str
18 con
18 dex
14 wis
12 int
5 cha

Rolled stats + racial

Started at level 1.
Died at level 1.

Lasted about 2 hours of play time...


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MrCharisma wrote:


Generally PF-2E feels more computer-game-y than PF-1E.

This.

And when I want to play a computer game I can do that already, I don't need or want that from a non-computer game.


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We're talking 8 hours.
I could find a house for sale/rent nearby and stay there for days without anyone knowing(obviously leave my phone/car/computer at home), and you'd have access to water and a bathroom... Once 8 hours are over it doesn't much matter anymore.


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Name Violation wrote:
Algarik wrote:
*Thelith wrote:

Here is one I made long ago...

10 RP, undead race..

I don't want to come off as rude or anything, as i think the fluff is pretty cool, but it does not seem to be a 10 rp race.

Here's how i would calculate;

Racial Qualities: 18 rp
Type Undead (16 rp)
Size: Small (0 rp)
Base Speed: 30 Feet (0 rp)
Ability Score Modifier Quality: Greater Paragon ; +4 Dex, -2 str, -2 int (2 rp)
Language: Standard (Undercommon) (0 rp)

Ability Score Modifiers: 13 rp
Advanced Charisma (4rp)
Advanced Dexterity (4rp)
Advanced Dexterity (5rp)

Defensive Racial Traits: 3 rp
Spell Resistance, Greater (3 rp)

Weakness Racial Traits: -6 rp
Resurrection Vulnerability (-1 rp)
Vulnerable to Sunlight (-2 rp)
Light Blindness (-2 rp)
True Death: True death is not an existing trait, but i would not count it as a weakness as it's way too situational, but lets count it as a -1 rp anyway. (-1rp)

The total would amount to 28 RP.

it looks as if they're trying to cheese a -10 con onto an undead that has no con for free points.

Yes, it's cheesed a little bit, but perfectly legal based on the race builder rules.

That's part of the problem with the builder, you can manipulate it to be whatever you want it to be.

And it is only 10 RP.


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Here is one I made long ago...
10 RP, undead race..

Drusu (10 rp)
In the depths of the deepest caverns and pits, below even where the Svirfneblin make their home lies the Drusu, few realize that the Drusu even exist as they dwell in the darkest corners underground, even the Drow are not likely to be fully aware of the Drusus existence.
The Drusu resembles a cross between a Svirfneblin and a Drow, very thin and elongated like a Drow but about the same size and features of a Svirfneblin. Their bodies seem almost mummified, their gray skin is extremely tight against their bones. The Drusu is thin, small and, exceedingly agile which allows it to go unnoticed even when it is not in its natural pitch black environment. The Drusu blends in perfectly with the abundant gray stone underground.
No one knows exactly how the Drusu came into existence, and especially how they are able to procreate, but because of where they live rumors have gotten around. If the rumors are to be believed... the Drusu began as a secret research project by Drow clerics and alchemists that used captured Svirfneblin as guinea pigs to create disposable assassins to carry out the plots of Drow Nobles. The Drow were attempting to cross breed with Svirfneblin magically, however the project never bore any real fruit and was soon abandoned, the subjects of the experiment and all of the evidence was thrown into the deepest pit that was known of by the Drow, even Drow city builders do not know exactly how deep this pit may be. Somehow deep in this pile of filth the dead experiments rose to life as undead creatures, however due to the experimentation their bodies were preserved and can almost pass for being living, albeit starved, creatures and are somehow able to reproduce despite being undead.
The Drusu rarely sees any other race except for the occasional Drow, Svirfneblin, and Duergar. The first two of these three races the Drusu hates and will attack and kill on sight if he feels he can defeat them. The third, the Duergar, the Drusu will generally hide from as he has no hatred for the Duergar but can be easily mistaken for a Drow which a Duergar would readily attack. Because of the Drusus resemblance to a Drow most races are wary of the Drusu and are almost universally shunned except for in places where Drow are common. Drusus have a universal fear of non-evil clerics and all paladins and will rarely attack either if given the choice of fleeing. Any Drow or Svirfneblin that a Drusu kills will be devoured by the Drusu, even though Drusus do not need to eat to sustain themselves as they are undead, in order to procreate the Drusu needs to ingest the reproductive organs.
Due to their dextrous physique and life in the shadows nearly all Drusus become rogues or assassins. However, some rare Drusus become clerics and are generally held above all others as leaders in their society due to their ability to destroy others with raise dead and heal with negative energy.
Ability Score Racial Traits: (-10 con), -2 wis, -2 str, -2 int, +8 dex, +2 cha
Type: Undead
Size : Small; small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Base speed: Drusus have a base speed of 30 feet.
Languages: Drusus begin play speaking only Undercommon. Drusus with high Intelligence scores can choose from the following languages: Common, Dwarven, Elven, and Gnomish.
Racial Qualities:
Drusus have no Constitution score. Drusus use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Drusus are harmed by positive energy and healed by negative energy.
Drusus do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that the Drusu can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Drusus are capable of reproduction but only within 24 hours of having eaten the fresh reproductive organs of a Drow or Svirfneblin, and only with another Drusu.
Defense Racial Traits
Spell Resistance: Drusus gain spell resistance equal to 11 + their character level.
Immunities: Drusus are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Drusus are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.
Drusus are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Drusus are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Drusus do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.
Senses Racial Traits
Darkvision: Drusus have darkvision 60 feet.
Racial Weaknesses
Resurrection vulnerability: A raise dead spell cast on a Drusu can destroy it (Will negates). Using the spell in this way does not require a material component.
Vulnerable to Sunlight: Drusus take 1 point of Charisma (Constitution) damage after every hour they are exposed to sunlight.
Light Blindness: Abrupt exposure to bright light blinds Drusus for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
True death: Some undead can be brought back to life with a resurrection or miracle spell, the Drusu dies instantly unless his Constitution score would be 1 or higher after his racial -10 to Constitution. If a Drusu is brought back to life in this way he is treated in all ways as a Svirfneblin, however, the -10 Constitution is permanent.
Favored Class Options
Rogue: Add a + ½ to stealth checks.
Cleric: Add a +½ to Will saves to resist raise dead and similar spell affects.


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I suppose it wouldn't end arguments, but it would verify a RAW answer to rely on, rather than 5 different interpretations of the same words...


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For PC deaths. :)


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A book with all of the FAQ and errata and new versions of everything already done, including new FAQ for things they never got around to FAQing.

It would end a lot of arguments on the forums.

Full Name

Dira Furyblood

Race

Half orc

Classes/Levels

Sorceress 1

Gender

Female

Size

M

Age

17

Alignment

CN

Deity

Nethys

Strength 13
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 7
Charisma 19