Grallak Kur

Velisruna's page

***** Venture-Agent, Washington—Bothell 120 posts (121 including aliases). No reviews. 2 lists. 1 wishlist. 36 Organized Play characters.


RSS

1 to 50 of 120 << first < prev | 1 | 2 | 3 | next > last >>
Dark Archive

2 people marked this as a favorite.

Warpriests seem to fall behind in essential ways.

First their doctrine is weirdly mostly defensive, largely improving their proficiency with fortitude saves and armor with their earlier expert proficiency in weapons being the only offensive benefit over cloistered.

Their accuracy is almost always worse from either not having strength or dexterity as key stats or having lower proficiency.

They fall behind in flat damage from their class three times over compared to fighters and other martials from weapon specialization. Their proficiency is often lower reducing the damage they gain from it, they get it 6 levels later than other martials and they never gain greater weapon specialization.

Plus they are worse at condition removal than a cloistered cleric as most of those require a counteract check which is determined by your wisdom and proficiency.

Then they lack the buffs to close the math distance and the ones that should close the gap are either unreliable (death knell) or work better on better combatants (heroism).

It seems like the warpriest that pours most of their spells and abilities into being a martial combatant still ends up rather unimpressive at it. A fighter spending all their feats on the cleric multiclass would make a better warpriest than a warpriest.

The one use I see for them is in very small groups where being able to pull double duty as a frontliner and caster is of much more value than having a specialist in each role but even then the fighter still gets a lot of the utility from spellcasting with the mutliclass feats without compromising their frontlining abilities as much as being a cleric does.

Dark Archive

And for some reason heavy barding only gives a companion +2 AC because they can't have more than a +2 item bonus to AC.

Dark Archive

1 person marked this as a favorite.

While in the traits themselves aren't balanced against each other that doesn't matter as the weapons themselves are what need to be looked at. No weapon with agile has more than 1d6 damage other than the sawtooth saber but that's an advanced weapon. Backswing and sweep can be found on weapons with up to 1d10 or 1d12 damage alongside other powerful traits like forceful. Some weapons even have a combination of the two traits like the hatchet which has agile and sweep traits.

Dark Archive

ChibiNyan wrote:
Arachnofiend wrote:
Xenocrat wrote:
Doompatrol wrote:
PossibleCabbage wrote:

A mean, a big thing about Cantrips is that they are literally free. You get them as spells known without additional expense, and they continue to upgrade them without spending money, unlike the archer who is going to spent at least 40,000 GP on their bow (likely much more) over the course of their career.

It would suck to play an archer if the cantrip blaster can be just as good as you at this with minimal investment.

How does the damage from blasting spells stack up to archers?
It depends. A True Strike boosted Disintegrate does quite a lot of expected damage.
I suspect caster damage gets pretty nutty once you get to the point your 1st level slots can just be True Strike.

Dunno, I've been pretty underwhelmed by the numbers on spells such as Flame Strike and Finger of Death, is it because they are Divine? An archer can probably do more damage in any one round than those spells at the level you get them.

Most blasts don't get to use True Strike, either.

I doubt an archer could do more damage than Finger of Death in a single turn without crits; 70 damage is a lot for 13th level. That's about 1/3 to 1/4 of an equal level monster's hp and it still does half on a "miss" and has the potential to crit as well. As for flame strike (and the same would go for spells like fireball or cone of cold) it is not and should not do the same damage against a single target due to its aoe. As soon as you put a second monster in the area the damage it can deal doubles. The issue may be that there isn't single target and aoe blasts at every level, but that issue will hopefully be resolved in time, at least for the blasty spell lists which divine is perhaps the least directly offensive list.

Dark Archive

3 people marked this as a favorite.
thorin001 wrote:

The way it reads is this:

There is a kobold attempting to ambush the party. The DC to spot the kobold is X. But since only one person needs to spot the kobold and everyone gets a check the DC is X+5.

So somehow the kobold got sneakier because lots of people were looking for it.

Or better put, "When multiple characters all have a chance at a check, it is more likely one will roll high and succeed; thus if you want a group skill challenge to be as difficult as one attempted by a single PC you need to increase the difficulty." So in your example the kobold didn't get better at stealth because multiple people could see it. The GM gave them a scout better at sneaking so the challenge of finding it would be about equal to a single PC trying to find a normal kobold.

Dark Archive

There seems to be some mistake with animal companion armor. Animal companions can only get up to +2 item bonus to AC (pg. 214) yet heavy barding provides a +3 item bonus to AC (pg. 295) and its Dex cap seems to balanced around the full bonus applying.

Dark Archive

I've got a couple questions from trying to make a ranger with an animal companion. First, specifically with the ranger, their animal companion also gains the benefits of their Hunter's Edge so if they had the Precision Edge (which does additional precision damage on the first attack you hit with in a round) can both the ranger and companion trigger it in the same round?

A second question, there seems to be an error with either heavy barding or the AC item bonus cap for companions. Under the rules for companions it states they can not get more than a +2 item bonus to AC, yet heavy barding gives a +3 bonus and the dex cap seems to be balanced around the whole bonus applying. Is there something I am missing here?

Dark Archive

Yep, link here.

Edit: And right after making this post I saw your comment on the page. I'll this up incase anyone else needs to be redirected.

Dark Archive

3 people marked this as a favorite.

Here is the image for mine #27.

Dark Archive

2 people marked this as a favorite.

It looks like Old Cheliax doesn't extend to the northwestern tip of Garund. I wonder if this means Cheliax lost control of the Arch of Aroden, or if the sea is used as the border just for simplicity on the large scale map.

Dark Archive

Brian W Suskind wrote:
Velisruna wrote:
Tsriel wrote:
Looking to trade into this slot. I have a ticket for The Journals of Tular Seft on Friday @11am, but I'm not certain I'll make it in time. If anyone is able to trade and wouldn't mind doing so, please let me know.
I saw a trade for this slot and was going to do it, but it said it was no longer available when I tried. If you got in, congratulations! If not, let me know and I'll trade you.
Velisruna - I need to help run a booth on Saturday so I can't make this event. If you still need a ticket, I have one.

I was offering to trade out of this slot with someone who wanted to trade in. Thanks for the offer though!

Dark Archive 4/5 Venture-Agent, Washington—Bothell aka Velisruna

2 people marked this as a favorite.

I think Horizon Hunters seems like a great replacement for the Grand Lodge. The "loyalty to the society above all" thing drove many of my characters away from it that would have perfectly fit Horizon Hunters. Though from the sound of it the factions are likely to more represent the ideals of the society so some of the others may also look like Grand Lodge replacements, just because so many of the factions in PFS 1E were very separate or even partially external groups.

I am hoping the Dark Archive with Zarta as the leader return in some form. I love the theme of that faction and the arc Zarta got in the later seasons. It is also an appropriate faction for the society, seeking out knowledge, and containing and studying dark relics.

Dark Archive

The event says this is a 7-11, but the scenario says 5-9. I assume the scenario's description is more accurate, but clarification and correction would be nice.

Dark Archive

Tsriel wrote:
Looking to trade into this slot. I have a ticket for The Journals of Tular Seft on Friday @11am, but I'm not certain I'll make it in time. If anyone is able to trade and wouldn't mind doing so, please let me know.

I saw a trade for this slot and was going to do it, but it said it was no longer available when I tried. If you got in, congratulations! If not, let me know and I'll trade you.

Dark Archive

Amazingly I have ended up in two Mark Seifter games! I think the demon would be fun to play, understanding the angle of "Reality is where all the fun torturable creatures are; I'll lose all that if I don't work with these law-bringers and do-gooders." I doubt anyone is happy about the arrangement but even demons can be smart enough to work against their nature in the short term for more mayhem later.

If I'm not the demon, the Azata would be my second choice.

Dark Archive

1 person marked this as a favorite.

Bard: Duettist + Sound Striker
Duettist gives you a familiar that can use your performances and sound striker gives you performances that deal damage. Yes, it will burn through performance rounds but you can output a lot of damage in a single round when needed. At level 8 you can do over 16d6 sonic damage for 6 rounds of performance. If only it stacked with thundercaller as well.

Dark Archive

For those who actually enjoy planning out characters in a spreadsheet here is mine: link.

It is not original as it is based off a PF1 sheet I found a few years ago and have been using since. Unfortunately I could not find the original sheet again to give credit. If you want to plan out a build without needing a sheet for every level, I find this very useful to organize my decisions from level 1 to 20. If people have any requests, recommendations, or corrections, let me know and I will try to apply them.

Dark Archive

While this is interesting and useful, another analysis that could be informative is if you are spending all your actions to attack. Either doing a power attack and an attack at -5, or three attacks at -0/-5/-10.

Dark Archive

Bardarok wrote:
Pookiebear wrote:

ya, I was working with a lvl 4 wizard build... where the wizard could 'true strike' as a verbal-only non provoking (I think) spell, then power attack with a bastard sword (2 handed at that point).

I'm not sure, but it would seem to be a very strong eldritch knight sort.

I think it takes an action to change your grip with a weapon so I think that isn't possible. You could truestrike and power attack one handed and the shift grip next round. Or at least that's how I am interpreting the carrying and using items section in the equipment chapter.

I may be wrong but since True Strike only has a verbal casting component you wouldn't need a free hand. I can't speak for what reactions monsters might have, but it seems it wouldn't trigger Attack of Opportunity either as the Verbal Casting action lacks the Manipulate trait and doesn't meet any of the other triggers. This seems like a pretty nice combo for a gish.

Dark Archive

2 people marked this as a favorite.

Trying to plan out some characters. My fighter can't get intimidate as a signature skill without multi-classing rogue. Something is clearly wrong here. I don't see what Signature Skills add other than frustration.

Dark Archive 4/5 Venture-Agent, Washington—Bothell aka Velisruna

Quick question, would the advocate boon from the season 8 sovereign court faction journal card reduce the cost of retraining? I have a character with the boon I want to swap around a couple levels on.

Advocate wrote:

When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige

Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce
the cost of awards that cost 4 or more Prestige Points by 1.

Dark Archive

2 people marked this as a favorite.
Ryan Freire wrote:
Velisruna wrote:

If manyshot boosted the character above the rest you are either reading it very wrong or are playing very unoptimized characters. There isn't anything wrong with that but a ranger who takes the standard archery feats and uses one of their most useful spells (as Instant Enemy was mentioned) in no way relates to the wizard having the most potential to break the game.

eh

So lets say its level 6 and an optimized ranger. Thats functionally 4 attacks when full attacking with manyshot+rapid. Its really not hard for a ranged character to murder the crap out of things before melee can get there if they're throwing that many attacks.

This may be an issue of the forum overvaluing narrative power and undervaluing more than level appropriate damage. If he's for example one rounding an AP's BBEG because of his favored enemy bonus + composite magic bow + deadly aim + 4 shots that's still an issue, even if the party wizard can make his own demiplane in 12 levels.

My point is a wizard with the same level of optimization as that ranger will be just as effective at eliminating enemies but will also be able to redefine the narrative, even at the same level 6.

Just looking at 3rd level spells (there are still plenty of good non combat spells lower than this) some of the highlights (by no means the extent) of what a level 6 wizard can do: rapidly appear as many different individuals, completely mimic a dead person, travel through solid rock, contact eldritch creatures, keep someone from being resurrected or know if they are, create totally obedient miniature dragons, reliably and quickly fly quicker than most walk, turn into mist, turn a group invisible, puppet another creature (great with low morals and good bluff), pierce any magical disguise, force someone to constantly follow another, force someone away from another, make someone do something so long as it sounds reasonable, safe camping wherever and doubles as a one-way mirror in combat, solve all language problems, and allow a group to breathe underwater.

These give the wizard many more ways of approaching problems than a non-caster has and the non-combat abilities of other non-magic classes don't even come close to what these spells allow,especially at only level 5/6.

Dark Archive

2 people marked this as a favorite.

If manyshot boosted the character above the rest you are either reading it very wrong or are playing very unoptimized characters. There isn't anything wrong with that but a ranger who takes the standard archery feats and uses one of their most useful spells (as Instant Enemy was mentioned) in no way relates to the wizard having the most potential to break the game.

And wizards having the greatest ability to break the campaign itself is the main reason I considered them "OP." You can break the math easily whether with a pouncing barbarian, smiting archer paladin, or maxed DC wizard, all of which will trivialize combat. High level casters are the only ones with consistent means of breaking the campaign itself as magic allows for abilities that bigger numbers can never replicate.

Dark Archive

1 person marked this as a favorite.

Here's a number of builds I've done with 6th/9th level casting that also go into melee:
Melee Occultist
Natural attacking Skald
Sylvan Sorcerer buffing an animal companion
Wild Shape Druid build I threw together after being disappointed in the shifter
Strength based Investigator, lamplighter could be traded for empiricist depending on preference

Dark Archive 4/5 Venture-Agent, Washington—Bothell aka Velisruna

Blend is one I wish I could take more often. It's pretty much Hide in Plain Sight as a spell, really good on alchemists or as an unchained rogue with major magic but even full casters tend to have a decent Dex for stealth. It's not on the bard list but it's still useful as a wand.

Dark Archive 4/5 Venture-Agent, Washington—Bothell aka Velisruna

1 person marked this as a favorite.
Ferious Thune wrote:
I’m not sure I would have helped a family that keeps bodies lying around!!!! What kind of game is Starfinder? I thought it was Pathfinder in space, and that doesn’t — No, actually, that sounds exactly like Pathfinder in space. Carry on.

The bodies are great for the garden; better off than leaving them in the streets.

Dark Archive

GinoA wrote:
Animal Companion Archetypes: Please note the sentence “Animal companions with more than one natural attack and only primary natural attacks can’t take a companion archetype that trades out Multiattack.”

Why would they implement this? Not only do these companions get a useless feature, but now the existence of that feature prevents them from gaining archetypes. I can see trading out something instead so it isn't something for nothing but outright disallowing a third of the animal companions from taking any archetype besides racer is incredibly infuriating. I am starting to question my own sanity at this point; I can't possibly be reading that right. Are the writers, developers, and editors playing a different game than us?

Dark Archive

12 people marked this as a favorite.

Wouldn't a shifter optimization guide just link to to a druid guide?

Dark Archive

"I wish [insert BBEG's name here] was dead," said within earshot of that BBEG.

"I wish I was the king," said in the royal court.

"I wish this dragon is undyingly loyal to me," said before the ancient red dragon (granted this one could actually make that save.)

"I wish the players would stop breaking my cursed items," said by the DM.

This item is in some ways actually stronger than an uncursed ring of three wishes because those screw with you if you wish for too much. This one seems to have no such limitations so you just need to find situations where someone believing the wish is granted is effectively the same as it having been granted. If it works you don't even care about making the save yourself!

As for how much I'd pay, 120,000 gp seems about right (same as a normal ring of three wishes.)

Dark Archive

A bunch I've found by spending too many hours pouring through indexes:
Aram Zey's Focus: I have this on a wand for pretty much any character with disable device and without trapfinding. A class' iconic niche, as a second level spell.

Heart of the Metal: One I'm fond of in PFS where you can never count on your team to be prepared; this counters all material based DR and can even grant adamantine's hardness-bypassing property which adds a bit of utility when you need some demolition done.

Unbreakable Heart: One of the few ways to counter confusion and makes a great wand. Serves as an alternative to protection from evil when a neutral creature is trying to take control of your beat-stick.

Blood Rage: A huge boost to accuracy and damage for any front liner, especially if they aren't getting bonuses like rage normally. Giving multiple targets up to +10 strength after taking only 25 damage is a massive buff for a second level spell.

Node of Blasting: Requires some sneaky tactics like putting it on caltrops, or giving your necromancer's minions some weapons but it lasts forever and when discharged can stagger for a minute. Requires some conversation with the GM as to when someone is "touching" the object (do gloves protect against it, if its only on some of a bag of marbles/caltrops will it land) but the effects are nasty.

Telekinetic Charge: At later levels a single full attack will drop most enemies and this is a great way to ensure that happens, even when pounce is shut down. Also your feeble wizard can fastball special the BSF over the enemy BFS' head into their frail wizard.

Burst of Speed: A great way to either get out of trouble or move around or through the enemy to get where you want, either to smash that fancy altar a demon is about to pop out of, or to grab then flee with the MacGuffin.

Dark Archive

I wouldn't count on Psychic Inception to help your enchantments land as it still gives the target a 50% chance of ignoring it each round. The mesmerist list has plenty of good non-enchantment spells to take to round you out any way and I highly recommend using them. Some examples from my mesmerist would be: Grease, Glitterdust, Blindness/Deafness, and Enervation. You can still focus on enchantment but you will be more effective in fights that don't suit your tactic if you have a back-up plan.

Dark Archive

Depending on how complicated you want your characters and what your GM allows you could try an iron caster. Essentially a fighter who bonds with his weapon to cast spells through it and sometimes his other magic items. It requires some tracking and rules savvy to run and relies on non-PFS-legal options but it can add some variety to a beatstick.

If that's too magicy then try something interesting like wielding a giant shield in two hands as your primary weapon. Rather than just hitting things you should look for opportunities to flank or shove someone into a wall to knock them down. It also gets cool abilities like getting a free attack with armor spikes on every bull rush that you get for free every time you hit with your shield. You could argue that Shield Trained would let you use a huge heavy shield two-handed but I didn't use that in this build.

Dark Archive

I would go with a returning or called starknife rather then spending feats on longarms. The starknife only requires one hand, uses your strength for both attack and damage rolls, and gets full specialization damage.

On Solarian I like the step up feats as abilities like radiation and corona require you to stick close to enemies. Coordinated shot is also a good one so long as you keep your ally's sight lines in mind and it pairs nicely with Step Up so the enemy can't guarded step away to remove the bonus.

Dark Archive

Xenocrat wrote:
Are there any sci-fi examples of technology similar to the maze core stuff in AA? The closest I can think of was a “memoryform” in Iain Banks’ first Cukture novel, Consider Phlebas. An agent had a false tooth that reconfigured itself into a very light and very airy version of a plasma pistol, as well as a pendant that became a more substantial one. But in that example only one mode was active technology, the other just being a disguise.

Its not really sci-fi but almost every weapon in RWBY is some sort of melee weapon with a gun integrated into it somehow, the main character's sniper-scythe I mentioned earlier would be an example. There are also spear-rifles, hammer-grenade launchers, and a purse-heavy machine gun.

Dark Archive

Now to use maze-core tech to combine a doshko and sniper rifle.

Dark Archive

Updated with Alien Archive player races. Also added note on how to make your own copy to use.

Dark Archive

The Wrikreechee has a symbol that looks very similar to the Starfinder Society's emblem. Confirmed Wrikreechees are SFS legal or do they just like compasses too?

Dark Archive

Especially weird with the actual spell interplanetary teleport. It specifically allows you to teleport to other planets, even in different solar systems and can take an hour to cast. Yet you can't teleport from one ship to another if one is moving forward at a steady pace with the very same spell. The text on ship-to-ship teleportation does state that it's the relative speed that causes issue so I would assume its talking about a relatively motionless ship rather one not moving at all.

Dark Archive

Granted it states that it is only for teleportation spells. We may eventually see a ship upgrade that allows a faster teleport or even lets a computer cast a teleport spell through a spell chip that can, with a successful target lock or lock on check, teleport people onto a ship in motion as the ship's sensor's calculate the destination while the spell casts.

Dark Archive

Vidmaster7 wrote:
also teleportation should work ship to ship :P I was not aware it didn't <disappointed>

You can teleport ship to ship, just not while they are moving at fast speeds.

Core Rulebook pg. 326 wrote:

TELEPORTING BETWEEN STARSHIPS:

Starships in combat are constantly in motion, so it is impossible for a
PC to cast a spell with the teleportation descriptor to travel between
vessels. Even if a spellcaster has seen the inside of the target
starship, the relative speeds between two moving vessels mean that
the destination has changed before casting the spell is complete. PCs
can teleport only between stationary starships.

Dark Archive

Rysky the Dark Solarion wrote:
Holy wrote:
A weapon with the holy fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The holy fusion cannot be added to weapons that have the unholy fusion.

Darn, that means immunity can still screw over elemental weapons. Still a strong option but if energy immunity is as prolific as it is in Pathfinder I suspect people using energy weapons will always want to carry a backup of some kind. I'm still going to put Holy on my Solarian's weapon crystal (assuming it applies to the whole weapon) but there will definitely be cases where turning off plasma sheath will result in more damage.

Dark Archive

Granted a Holy Plasma Sword can cut through a succubus or any other demon or devil as easily as normal bodies. You can totally have a Sarenite with a holy plasma cannon blasting into a hoard of demons and this is a great thing.

Dark Archive

Personal Upgrades, they are on page 212.

Dark Archive

2 people marked this as FAQ candidate.

Can weapons or grenades with the explode property critically hit? At first I thought it would similar to pathfinder where attacks targeting a square would not deal extra damage on a critical but the Plasma Cannons are explode weapons with a critical effect. If it is not an error that they have a critical effect would they crit when the attack roll to hit the intersection is a natural 20 and would this do double damage in addition to the critical effect?

Dark Archive

Here: http://paizo.com/products/btpy9ukw/discuss?Community-Use-Package-Starfinder -Society-Pregenerated-Characters

Dark Archive 4/5 Venture-Agent, Washington—Bothell aka Velisruna

5 people marked this as a favorite.

Technically this was SFS, not PFS but whatever. I was running one of the new scenarios and the party had just recaptured a curious, intelligent alien that had gotten out of its containment. Not knowing any Pact languages, the first thing it did when it initially escaped was start fiddling with a nearby console. This messed up the environmental systems and caused the deck to lose power which is why the pcs were told to investigate. While they were capturing the alien they checked the console it was at and saw it had basically been pushing random buttons. After capturing it one of the PCs wanted to double check and see if they was any sort of pattern they could decipher. In order to give a proper demonstration of what the log looked like for the terminal, I put my face on the laptop I was running off of and then face-rolled on my keyboard. Doing so accidentally blue screened my computer forcing to restart. By the time we had recovered from laughing it was half way back up again.

Dark Archive

It will expire at the start of your round, before you get a chance to act.

Dark Archive

2 people marked this as a favorite.

Mechanics are allowed, its halflings that aren't, along with all of the pathfinder legacy races.

Dark Archive

Not with base feint as they are only flat-footed during your attack. While some spells include an attack, casting the spell is still separate from attacking. If you had greater feint however, you could feint and then cast without provoking as greater feint makes them universally flat-footed until the end of your next turn, rather than flat-footed in a specific case. You could probably use feint to prevent attacks of opportunity from ranged attacks though.

1 to 50 of 120 << first < prev | 1 | 2 | 3 | next > last >>