Rogue

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Lord Thavian wrote:
26: Tickle the wizards nose as hes casting a spell... concentration anyone!

Except the description explicitly lists "distracting a spellcaster" as a limitation for the spell.


Wonderstell wrote:
Valet Familiar with a tower shield, using the Shield Wall teamwork feat to grant you total cover.

Does a Familiar need a specific Feat/Archetype to be able to carry a tower shield? If not, that sounds pretty OP out of the gate, and I'd question why more Wizards aren't doing this...


Are there any interesting ways, besides hiding behind your party members or a large boulder, to shoot from cover? I've got this image in my head of a tower shield on a tripod, stuff like that. Magic is fine, but non-magical means prefered.


Thanks guys.


For the first time, I'm taking a serious look at playing a Wizard, and I want to take a Fox as my familiar, with the Sage Archetype. It gets all Knowledge Skills as Class Skills, and gets +2 Skill ranks per the masters (my) level.

Cool Beans.

What I'm having trouble understanding, is the number of Skill Ranks that it already possesses in each skill, which is important to understand since it can only have as many Ranks in a skill as my level is high.

I'm hoping somebody can help me reverse engineer how it got these Skill values, so I can see what's coming from where, and assign those additional 2, accordingly. And so that I don't end up adding a bonus twice (i.e +8 from being 'tiny' sized) and accidentally cheat.

https://www.d20pfsrd.com/bestiary/monster-listings/animals/canines/fox/

Thanks.

EDIT: I'm aware that it also uses my Skill Ranks.


David knott 242 wrote:

You can have a raven or a thrush as a familiar, or you can begin play with the Spark of the Uncanny feat.

That feat would be even more necessary for a familiar with the Ambassador archetype.

Ah, that's perfect! Thanks.


That's assuming I'm able to find a wand, or craft one early enough. And while body language might work for most concepts, it doesn't really answer the question. Thanks for the insight though.


https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-arch etypes/sage-familiar-archetype/

Sage's Knowledge:

"...and is happy to lecture its master on the finer points of a subject."

If verbal communication isn't possible, even with the Empathic Link ability, at 1st level, then what's the point of this ability? Does this imply that some level of verbal communication is possible, at least between Master and Familiar? Or is this useless until 5th?

My heart is already set on a Fox familiar, for the character concept, so I won't be taking Raven/Parrot/Thrush for the speech capabilities.

Thanks.

EDIT: misquoted the levels for Empathic Link and Speak with Master


Budman!

Long time, no see. Glad to see that you're still gaming and have found a group.

If this recruitment ever comes off of hold, and you're still looking for a front-line, let me know. I've got a 3pp (armiger) that I want to run by you. While an Armiger can't really dish it out, they can soak up a ton of damage. They're basically the ultimate bodyguard.

Game on.

- UlrichVonLichtenstein

EDIT: Ah, just realized, you guys play Thursdays. I've got off Fri-Sun, so I wouldn't be able to join you, unfortunately. Ah, well. Happy gaming.


Trying to figure out if I can take Metamagic or Item Creation Feats as Advancement Feats (1st, 3rd, 5th, etc), but I'm not finding any official ruling.

Can anybody help me out here?

Thanks.


By RAW, a Rune of Contingency would take 147 days, and 73,500gp to inscribe!

So, in essence, it's completely useless. Has anybody else house ruled an alternate version of this Feat? Would a fairer estimate be comparable to scribing scrolls?

https://www.d20pfsrd.com/feats/item-creation-feats/inscribe-rune-item-creat ion


UlrichVonLichtenstein wrote:


Contact me via Discord; @Goblin Silhouette#7299

- or post a reply here, I'll check back daily. Thanks.

Alternatively, post here-

https://app.roll20.net/forum/post/6628417/stranded-pathfinder-2-playtest-pl ayer/?pageforid=6633007#post-6633007


willuwontu wrote:


A template like this one?

I was thinking something closer to the Heritage Feat, as it stands, where you acquire Low-Light vision, and other Elf-like abilities tacked onto the Human. Or Dwarf abilities (like Darkvision, etc) tacked onto Halflings, etc.

The template you show here seems a bit restricting. Humans crossing into Elf still wouldn't acquire Low-Light vision, and the like. There'd be virtually no reason to apply your version to a Human.

Glad to see that, at least, somebody is trying to repair the damage done. I honestly don't think that the "two ancestry feats" solution would actually fix the problem; sure, you could get your Half-Race and pick another Ancestry Feat, but everybody else at the table now has two Ancestry Feats while you only have one. Though, if Half-Races were the only ones to receive the bonus Ancestry Feat (as part of the Heritage Feat benefits) at 1st level, then it'd mitigate the negatives.


technarken wrote:

Now I want to build the nerdiest of all wizards who is so dedicated to his wizardry that he took the Dedication Feat to prove it.

And the Fighteriest Fighter. And the Rogue to end all Rogues. And a Cleric of Desna AND Cayden that ships the 2.

I think there is potential in allowing multiclass archetypes to be taken by characters with that class. But I dunno, I don't have the book.

You can't. The post explicitly states that a Rogue can't take the Rogue Dedication. Likewise, Wizard cannot take Wizard Dedication.


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GentleGiant wrote:
Well, the extra time/more work I mentioned was in relation to all the other combinations that some people got excited about. By doing it just like the other ancestries, these more "exotic" combinations (half-dwarf/half-orc etc.) couldn't be done by a unifying system, but would have to all be written up separately or, more likely, wouldn't be covered by Paizo (but might fall into 3rd party territory).

Or, and go with me on this, develop a universally applicable template that basically does what the Heritage Feat does (granting cross-ancestral features), and let people play whatever the Fak they want?

If Paizo could take the time to develop those alternate Races (tiefling, aasimar, dhampir, etc), and drop them into an optional add-on book for 1st edition, they can do the same for 2nd edition, without much more effort. I see this is pure laziness. That, or they just hate half-breeds and want to make it difficult for me to play 80% of my favorite characters.


Hey, all!

I'm looking for a group of RP-focused people to try out the PF2 Playtest with, when it finally becomes available. I can play anytime from Friday (12p-onward, cst) to Sunday (2pm, cst). Have D20Pro, Roll20, Discord, Google Hangouts, and I've been looking for an excuse to buy Fantasy Grounds- if that's how your group plays. Have headset with mic.

Looking to play either Ranger or Wizard. Ancestry may vary, depending if the DM decides to house rule Half-breeds (elf, orc, etc).

Contact me via Discord; @Goblin Silhouette#7299

- or post a reply here, I'll check back daily. Thanks.


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Shinigami02 wrote:
I think that's basically what they were going for with the Halfbloods here TBH, the biggest issue just comes back to, again, you only have 5 Ancestry feats across 20 levels, and Heritage feats (which the Ancestral Dedication would have to be) can *only* be taken at first level and currently locks out any other Heritage (the source of anything physical) feats.

Except Archetypes don't have Feat Taxes associated with them- they trade out feature for feature. And, that's actually what I was asking for, either an Archetype or Template system. I'd be happy with either.

Though, I'm reminded of the sobering fact that Goblins are a full-blooded playable Race/Ancestry, while Half-Elves are *NOT*...

Go home, Paizo. You're drunk.


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Cyouni wrote:
UlrichVonLichtenstein wrote:

Reading through this issue again, and going over some of the comments and designer replies therein, I'm becoming less and less of a fan of what is a blatant Feat tax to play interesting and diverse characters.

I might be missing an obvious flaw with what I'm about to suggest, and I'm sure somebody will point it out if I am, but wouldn't a better alternative to this -again- blatant Feat tax, simply to allow players to create Half-bloods without paying any sort of tax?

i.e. Take the Human Ancestry, replace two features with that of the Elf (the exact function of the Heritage Feat) without actually needing to spend a Feat. Then I still have my Ancestry Feat available to me at first level. This would, in theory, quell the need to give *everybody* an additional Ancestry Feat at 1st level.

And before anybody cries "House Rule!" at me, I'm not a Dungeon Master. I'm a Player, therefore it's not my place to establish House Rules or make such requests of a Dungeon Master who hasn't had the opportunity to vet the idea for game balance. And why should I have to House Rule it, anyway, when 90% of people in this thread *CLEARLY* want their Ancestry Feat back?

Question: how is this not making half-bloods literally better than humans in every way?

Because you'd be replacing two Human features with two Elf features (for example). Basically, what I'm asking for is a "template".


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Reading through this issue again, and going over some of the comments and designer replies therein, I'm becoming less and less of a fan of what is a blatant Feat tax to play interesting and diverse characters.

I might be missing an obvious flaw with what I'm about to suggest, and I'm sure somebody will point it out if I am, but wouldn't a better alternative to this -again- blatant Feat tax, simply to allow players to create Half-bloods without paying any sort of tax?

i.e. Take the Human Ancestry, replace two features with that of the Elf (the exact function of the Heritage Feat) without actually needing to spend a Feat. Then I still have my Ancestry Feat available to me at first level. This would, in theory, quell the need to give *everybody* an additional Ancestry Feat at 1st level.

And before anybody cries "House Rule!" at me, I'm not a Dungeon Master. I'm a Player, therefore it's not my place to establish House Rules or make such requests of a Dungeon Master who hasn't had the opportunity to vet the idea for game balance. And why should I have to House Rule it, anyway, when 90% of people in this thread *CLEARLY* want their Ancestry Feat back?


Vic Ferrari wrote:
UlrichVonLichtenstein wrote:
PossibleCabbage wrote:
I've had a couple of characters whose parents were a half-orc and a half-elf, so how do I handle that? However I do it, it's probably better than the PF1 version of "pick one parent to take after."
Ditto to this, in addition to my other concerns...
I think in those cases the child defaults to human?

Well, turns out that you can go Half-Elf/Orc by just taking that Feat multiple times. Heck, I can finally play a Tiefling Halfling or Aassimar Dwarf.


PossibleCabbage wrote:
I've had a couple of characters whose parents were a half-orc and a half-elf, so how do I handle that? However I do it, it's probably better than the PF1 version of "pick one parent to take after."

Ditto to this, in addition to my other concerns...


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I must admit, I was a more than a little skeptical at first, when I read that I'd need to sacrifice a Feat slot just to play my Half-Race characters. Though, this might change when we see the general level and Feat progression chart.

But I love the idea that Half-Races are more like templates, applicable to *every* race in the book- Aasimar Dwarf Paladin, Tiefling Hobbit Bard, Dhampir Wizard Elf, I can't wait to get my hands on the rules.

Though, I do have to ask; what about Half-Drow characters, resulting from a union between Drow and either Humans or Elves/Half-Elves? In Pathfinder 1st edition, it was as easy as taking the Blended View alternative racial trait (half-elves). And I doubt that Drow will be a playable race in the playtest (let alone the official release).

Can you give me anything to assuage my worries?


Spell list determined by bloodline is pretty cool, and glad to see it implemented here.

Where you lose me is in that they gain the same number of spells, and have the same spell slots (as wizards) yet don't need to prepare them as all spells are perpetually "memorized".

Isn't this a bit imbalanced, or am I missing something important? In 1st edition; Wizards had a wider variety of spells, but could cast less per day while Sorcerers had less spells but could cast more often.


So, assuming composite longbow and master proficiency, I can shoot a single target at up to 220ft, or 330ft by 17th level with “Hunt Target”? And, come 11th level, I can basically sprint through difficult terrain, and gain an advantage over targets that don’t have similar abilities?
Okay. Nothing is ever escaping a mid-high level ranger. Period.
Freezing Snare Question: The entry lists a price of 50gp, and 3 vials of Liquid Ice (40gp/per in PF1st), for a total of 170g. Am I reading this correctly? Seems pretty expensive for a one-time-use snare.


1 person marked this as a favorite.

"no longer has the spellcasting ability"

F#%%Yeah.Gif

I've always hated the Core Ranger in PF1st, because spellcasting didn't fit the theme of "rough and tumble mountain guide", and always opted to play the Spell-less variant from Kobold Press.

I have to admit, I was a bit skeptical, and not all that excited to read this Class entry. But after that bit of text, you have my full and undivided attention!


The Cyber Mage wrote:


Full spreadsheet here: Google Sheets

So, a single Gold translates to 6.67 Credits?


edduardco wrote:
UlrichVonLichtenstein wrote:

The one piece of text that I don't understand;

"either one extra spell of their highest level, or two of a new level"

If I level to 4th, aren't my "highest level" and "new level" both considered 4th level? Been scratching my head on this one.

Is referring to spell slots, spell progression is going to look like this

Lv Gain
1 - 2 1st slots
2 - 1 1st slot
3 - 2 2nd slots

Thanks for the clarification on that. I think I understand the meaning now.


The one piece of text that I don't understand;

"either one extra spell of their highest level, or two of a new level"

If I level to 4th, aren't my "highest level" and "new level" both considered 4th level? Been scratching my head on this one.


Desna's Avatar wrote:
For me, this is all way too expensive, unless there is a discount involved for those who have already purchased the physical and/or PDF copies from Paizo.

From my understanding, there is. You sync your Paizo account to your Fantasy Grounds account (or some such), and it "unlocks" the materials you've already purchased in the past. So, if you've built up a library of PDFs or books that you've paid for via the Paizo store, they should all transfer to your Fantasy Grounds account in PDF form.


My only question is thus;

With Cantrips elevating to the highest available CL (caster level), do es this mean that they must be prepared as such- meaning that I could be spending a 4th level spell slot on something as simple as Detect Magic?

Or, are all Cantrips at-will? Which would mean that Wizards are slightly more powerful than in 1st edition.


Decimus Drake wrote:
Ancient ruins, pacts with otherworldly creatures,the blood of other spellcasters....

Never heard of Blood Transcription, sounds pretty dark and interesting. Time to visit the morgue?

Thanks for that info. The question is; if I prepare this spell multiple times, could I consume 2 or 3 pints of blood to gain additional spells, from the same corpse?- I don't see why not, but figured I would ask in case there is an obscure rule.

"Create Treasure Map" might also work. Do Lich's leave behind their corpses when they die, by the way?... I smell a loophole.


So, my next character is going to be a Wizard, who (like all intelligent Wizards) is constantly on the lookout for magical knowledge and artifacts. I already know I should be looking in...

Antique shops, museums, estate sales, yard sales, flea markets, swap meets, libraries and archives, book shops, pawn shops, auctions, swap meets, and any "institute of higher learning" I come across.

But are there any other places where arcane knowledge might be found?


http://www.d20pfsrd.com/magic/all-spells/m/mindlink/

Could a Wizard potentially use this spell to instruct another person in the arcane arts, to at least learn a relatively low (1-3) level spell?

In the text for Wizards learning new spells, it states that the new spell (from a scroll or spellbook) must be "deciphered" and then studied for 1 full hour. If a Level 3 Wizard understands how to cast Arcane Sight, couldn't they Mindlink to instruct a Level 1 Wizard how to do so? Not that the Newbie would be able to cast it- strictly for educational purposes.

Thanks.


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Says he doesn't like "spellcards".

Half the comments suggest, or point towards websites selling, spellcards.

SMH

Will definetely be using these sheets, thanks. And for people concerned about the number of spells per page... Just print an extra page, you dolt.


https://sites.google.com/site/pathfinderogc/magic/all-spells/r/recharge-inn ate-magic

I don't suppose this would work for Hand of the Apprentice (universalist wizard), would it?


Myself included, there are 4 players (1 very experienced, 2 new to Pathfinder, 1 new to TTRPGs as a whole).

Looking for a Homebrew adventure, using Pathfinder system. We don't mind if it's still set in Golarion.

Currently using Discord. I'm open to change (skype, hangouts, vtts), but convincing others is your mission.

Start time, based on Player scheduling is: 11am (cst), 12pm (est), or 5pm (gmt) Prefered weekly (mon-fri), Saturdays may be possible (pending), with 3-4 hr long sessions.

As it is the Holiday season, we are an understanding lot, and wouldn't mind waiting until after the New Year, to begin playing.

Thank you.


I've already recruited one other player, possibly two.

Looking for a homebrew adventure, rather than published.

Skype, Roll20, d20pro. Though, I can learn other systems.

I'm not an Alignment-heavy player, and I typically go about things with a very "tactical" mindset. Been playing for the better part of 8 years.

Availability: Monday-Friday, from 10am-4pm, or anytime on Saturdays (CST). I’d like to play no less than once a week, for 3-5 hours


Irranshalee wrote:
Are you still located on the west side of Iowa?

No. I've since moved back North, to Minnesota. Apologies for the lack in updates on this profile.


Time Zone: Central
Age: 25
Availability: 11am-4pm (mon-fri) and anytime (saturday)
Experience: About 8 years, mostly Pathfinder.
Mic/Headset: Yes.
Voice/Chat: Skype, willing to learn other systems.
Roll20/D20Pro: Very familiar.
Fantasy Grounds: Looks interesting, willing to learn.

The last few modules/campaigns that I played through were (apologies to any PF authors reading this) not very enjoyable- long treks into the wilderness, and extremely long combat encounters, which meant nearly no time for either shopping for equipment and magic items, or character-on-character roleplay. Also, there's no room in pregen material for character backstory...

So, as if I needed to say it, I'd prefer a homebrew adventure, regardless if it takes place in Golarion or your own world. I'd like to see a fair mix of dungeon exploration, city-going, combat, and roleplay/backstory exploration.

I'd prefer a smaller group of 4-5 people. You wouldn't think I'd have to say this, but I don't want to wind up in the middle of a 12 person campaign... Again.

Looking for a DM who has experience running long-winded, and 1st-20th level, adventures; my last few stopped running after about 5th or 7th. I'm looking for a group that will share in camaraderie for months, if not years, to come.

Please contact with your gaming schedule (including time zone), party construction, prefered method of play (skype, vtt's) and any house-rules that you implement.

Thanks.


Looks like I just missed the cut-off point to delete this, as it is in the wrong thread-space.

Apologies.


So, I've recently discovered this Feat. The kick in the nuts is that Dancing Lights needs to be a RACIAL spell-like ability.

I'm very tied to Half-Elf (blended view alternate racial trait) as my character's Race and Spell-less Ranger (which doesn't prevent me from taking spells or spell-likes that aren't tied to Class) as the Class.

So, is there anyway I can confagle my character to gain multiple uses of Dancing Lights, per day, as a spell-like Ability?

Thanks.

http://www.d20pfsrd.com/feats/general-feats/sniper-s-lantern/


So, I've recently discovered this Feat. The kick in the nuts is that Dancing Lights needs to be a RACIAL spell-like ability.

I'm very tied to Half-Elf (blended view alternate racial trait) as my character's Race and Spell-less Ranger (which doesn't prevent me from taking spells or spell-likes that aren't tied to Class) as the Class.

So, is there anyway I can confagle my character to gain multiple uses of Dancing Lights, per day, as a spell-like Ability?

Thanks.

http://www.d20pfsrd.com/feats/general-feats/sniper-s-lantern/


Thanks for the speedy reply.

This clears everything right up! :)


"A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool."

So, does this mean that the entire deck must meet the prerequisite +1 or +2 for a single card to be imbued with one of the qualities?

Or does it mean that, once triggered, the ability imbues the entire 54 card deck with the same enhancement?

Thanks.


I can't believe this is even a discussion 0_0

If we're going this far, we may as well have our Wizards write Latin phrases on 3x5 cards, and learn how to Tut (finger/hand dancing) for Verbal and Somatic components.

To me, it's utterly ridiculous. Yes, it's fun to read the Material components for spells, and roleplay each one a little differently. But I draw the line at slowing down the game, just so I can hunt for specific items. Especially when RAW doesn't support it.

If you really need an in-world explanation, just rip off the Ender Chest from Minecraft, in pouch form. Say that there's an "Umbrella Corporation" who's constantly filling the Wizards "Ender Pouch" with *basic spell components.

*Basic, because there's obviously spells that have specific material components, like gemstones worth thousands of gold, which aren't expected to be contained in basic spell component pouches.

Or, treat it the same as an Alchemist's crafting materials, with a gold cost- "I scour the surrounding woods for materials", have him/her make a Knowledge:Arcana/Nature Check, and "You find Xgp worth of spellcasting components", with the cost of the spell being it's level x 10 (hence why Cantrips can be cast willy-nilly).

I was shocked to learn that Wizards don't actually receive a spell components pouch, alongside their spellbooks. You'd think in a world where magic is as prevalent as this, that spell component pouches would be commonplace enough that Wizards begin play with one.


Is there anything in PF, preferably available to Wizards, that mimics the Awakened Mind ability of the Warlock from 5th?

Thanks.


So, for context, a round is supposed to be 6 seconds.
10 rounds is equal to a minute

If a 4th level Bard casts the standard 'Invisibility' spell, it would last for 10 rounds per level (40 rounds).

If the same bard casts the 'Greater' version of the spell, it would only last for 4 rounds.

When the only trade off, in the latter scenario, is that you can attack, is this really a decent trade off? Or is it merely a case of situations calling for a specific spell?


Yes, I know that Ability Score and Bonus are two different things.

"Str bonus of 0 (zero)"

I never mentioned Ability Scores.


James Risner wrote:
He can't move so does it matter?

So, an archer with 10 Strength (+0), can't even walk a straight line, is that what you're saying?

OH BOY! HAVE I BEEN PLAYING WRONG ALL THESE YEARS!


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The title says it all!

If a character has a Str bonus of 0 (zero), then what is his carrying capacity- light, medium, heavy loads?

Thanks.

Full Name

Lana Starling

Race

Elf

Classes/Levels

Rogue 1

Gender

F ish

Size

m

Age

129

Alignment

Chaotic Good

Deity

Black Butterfly