Actually, Sneak Attack works with all ranged weapons. So bomb sneak attacks are totally a thing.
I imagine you got the language from the Ruffian Rogue Racket in there, which does have d8 maximum on the kind of weapons that they can use for sneak attack.
Been a long time since I've posted in this thread, but what the hey. I've been listening to some history podcasts, and the idea of a character based off of a steppe nomad sounds cool. And of course, the most iconic kind of warriors that came from the steppes were horse archers.
So, this character is going to be a Ranger, obviously. They're also going to be a human, because to really get the build going, you need two level 1 ranger feats: Animal Companion, for your horse, and Hunted Shot, to make you a good archer.
Really, we've already realized the basic character concept already, but let's keep going. Quick Draw will be our level 2 Ranger feat, although nabbing a dedication this level wouldn't hurt. Companion's Cry at level 4 will let our Ranger command their horse to stride 3 times, which still leaves 1 action left for two attacked with Hunted Shot. And at Level 6, we get a mature animal companion. Interestingly enough, the Horse's support benefit applies to Ranged Strikes as well as Melee Strikes, which works out well for our Horse archer.
I could go on, but I won't. At any rate, I think the base for this kind of character is pretty solid.
For a deity that your Redeemer/Liberator worships, might I recommend Desna? She’s one of the only divinities worshipped in Thassilon that is still revered in modern-day Golarion, and that may provide a bit of stability and familiarity to your character who is living in a world that I’d no longer recognizable.
Also, you can never have too many front-liners.
AnCap Dawg wrote:
What exactly was the reasoning behind Divine Font being based on Charisma anyways?
I'd imagine it has to do with Divine Font being the 2e incarnation of the 1e Cleric's Channel Energy power, which was based off of Charisma.
The main difference appears to be that Channel Energy wasn't powerful enough to warrant increasing your Cleric's Charisma to boost, while Divine Font is.
Rasheen Firebow wrote:
It, in fact, does not work. Here are the rules on increasing the damage dice of weapons from page 279 of the core rulebook.
Increasing Die Size wrote:
As you can see, you cannot increase your damage die higher than a d12, and you can only increase the damage die of your weapon once. Ever.
The eyes might not necessarily be the ones she was born with. Remember, this is Starfinder. Having your eyes ripped out and replaced with technologically-enhanced ocular organs is totally a thing that happens.
Another thought is an Aldori Duelist Ranger with the Precision Hunter’s Edge and an Animal Companion. Probably not as damaging as a dual wielder or an archer, but it could be fun.
So, here’s a question about how Druids can spend their time to regain their Focus Point(s). We’ll stat with the following from the description of the Druidic Order class feature.
Druidic Order wrote:
Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.
So far so good. Let’s now look at the feat Natural Medicine, which human Druids or Druids with the herbalist background can get at Level 1.
Natural Medicine - Feat 1 wrote:
“Natural cures,” hm? Interesting. So, would using the natural cures mentioned in this feat that you use while treating wounds also satisfy the “commune with nature spirits or tend to the wilderness” clause that Druids need to refocus?
You’d better perform a harrowing and check a magic 8-ball, just to be sure.
The way I'd approximate a giant ground sloth is by starting with a badger animal companion and taking all of the size-advancing advancements I could.
We're probably going to need an elephant and ape base stats to approximate the other two, tho.
But for other megafauna options, you could use cat stats for a smilodon buddy, wolf stats for dire wolves or bone-crushing dogs, and bears for... well... cave bears.
Ooh! You could even go with a white or silver dragon patron to play up the "cold up North" flavor too!
That is why I said “except maybe wizards.”
My guess is that the only reason "Command an Animal" lacks the flourish trait is because it would be kind of unfairly limiting on Rangers who want to split their focus between the Animal Companion feats and the Dual-Wielding or Archery feats.
Captain Morgan wrote:
At least the way I see it, Ki Cantrips would be similar to the Composition Cantrips that Bards can learn. Unique magical abilities that only Monks know how to use, which have to be learned specifically through Monk class feats, but don't require spending a Focus Point to cast.
So, one of the big problems I've seen people mention about the Fighter Multiclass feat is that it isn't a great pickup if you're already trained in Martial Weapons. So I propose the following changes to both Fighter Dedication and Diverse Weapon Expert.
FIGHTER DEDICATION - FEAT 2
DIVERSE WEAPON - EXPERT FEAT 12
It makes sense to me that those who multiclass into fighter but who are already trained in simple and martial weapons would instead be able to access some of the fighters' ability to use advanced weapons, though of course they'll never be quite as skill as a real fighter.
Anyway, what are your thoughts?
If you want to be really good at hunting dragons, be a gnome ranger. Use your first level ancestry feat to get Gnome Obsession, which you can use to get Dragon Lore (and according to some backgrounds in the Age of Ashes character guide, Dragon Lore is totally a thing!). It might not be the most powerful mechanically, but get the Outwit Hunter's Edge to improve your ability to recall information about enemies (like dragons). At level 4, pick up Favored Enemy and choose "Dragons."
It's simple, but you should be able to know just about everything about the dragons you're fighting.
How they spend that hour differs depending on the Sorcerer, of course. A dragon sorcerer has got to count out and polish all her coins, an aberrant sorcerer has to do some light stretches so that his tentacular limbs don't get cramps, an undead sorcerer has to listen to their entire Linkin' Park playlist so that they can be properly edgy... you know how it is.
Reload 0, I imagine.
Does a Chaotic Neutral character work? How does one act?
I'd say rather than ask "how does a Chaotic Neutral character work?", the better question is "How does a worshiper of Gorum work?"
I think asking questions about the god your character chose to worship and why that character made that choice, rather than about the alignment itself, will help you get a better idea about how to RP your character.
Eleanor Ferron wrote:
I have no idea what a mortic is.
I've seen some of the discussion on the other parts of this forum about Rogues and cantrips, which gave me this idea.
You were born with a talent for magic, but whatever reason you've never been able to really hone your gifts beyond the basics. Your ability to use magic, however minor, does give you some unique tools that have helped you in your career. Perhaps you use your magic to assist in heists, to defend yourself against dangerous foes, or even con the gullible into believing that you are a mighty mage!
Choose one magical tradition (arcane, divine, occult, or primal). You gain two cantrips from that magical tradition's spell list. You can cast those two cantrips as innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up. You are also trained in the spell DCs associated with your tradition. Your proficiency with those spell DCs increases to expert at 7th level, and master at 15th level.
You are trained in one extra skill, depending on which magical tradition you chose. You are trained in Arcana if you picked arcane, Religion if you picked divine, Occultism if you picked occult, and Nature if you picked primal.
So, here's another thought I had. Maybe the most important item for dual-wielding characters are doubling rings, right? The usual thought is you use them to replicate the fundamental runes from your main-hand weapon onto your off-hand weapon. But do you really?
What if the weapon you decide to focus on is your off-hand weapon? My thought is a dwarf who decides to go all-in on buffing her clan dagger. She has an agile parrying weapon in one hand, which means she has a relatively decent AC (even more so if she's a Fighter or Ranger who picks up the twin parry feat). She then changes her main-hand weapon depending on what she needs for her particular battle. She might pull out a whip if taking an enemy alive is what is called for, a warhammer if there are some ledges to shove people off of, or a trident if she needs a little extra distance.
All of these different weapons will be effective though, since our dwarven warrior is wearing the gold doubling ring on the hand that holds her clan dagger.
True, but they are kind of all the same to me. I don't see any reason to choose one over another right now (unless one type of damage is more common than the others?).
The one I think is actually neatest is the Chain specialization. No matter how high your AC is, sooner or later you're probably going to be critically hit, and having the ability to negate some of that extra damage seems like a good thing to have going for you.
I agree, the Irongut goblin heritage does seem the best fit for this concept.
You can but that means raising a shield gives you no AC and for shield block the shield has 1/2 hp and BT so at best that's hp 10, BT 5.
Normally you'd be right, but Junk Tinker specifically says that it allows you to ignore the shoddy quality for items that you make. That shield is going to fall apart for most people, but you know how to angle that hunk of junk in just the right way to make it kind of useful for you!
In the case of the Animal Barbarian attacks, the main thing you're looking for is not another attack but the Grapple trait on their natural weapons. This allows you to add the Striking Rune's item bonus to any athletics checks you make to grapple, which is not a bad thing to have when you want to keep your scared enemies right next to you so that they'll remain scared.
Knocking a dude prone is definitely strong. However, making an enemy clumsy with a trident crit also increases the chances of your allies landing a critical hit of their own.
Not saying hammer isn't better, but there definitely are some upsides if you prefer ranged poking instead.
This build also works with the Trident as well, which can also be thrown 20 ft. and has a d8 damage die. Not to say that there aren't tradeoffs, of course. The light hammer is going to be more accurate if you throw it multiple times in a round, so the main question is if you want that or you want your reaction attacks to be stronger.
If you're going to go with the Barbarian multiclass, I'd say that the best Instinct to go with would be Animal rather than Dragon. Since your main offense comes from Dragon Style, it means that the Animal Instinct's anathema is no problem for you, and if you choose one of the Animals that gets a grapple unarmed strike, like ape, shark, or snake, you get better that grappling your opponents, and thus keeping them afraid of you.
Heck, the Snake instinct isn't even entirely off-brand for you. Just say that your particular style is based off of linnorms rather than true dragons!
So, here's kind of an Unorthodox build.
Start with a Fighter, multiclass him to Demonic Sorcerer at level 2, and at level 4 pick up Basic Bloodline spell which will allow you to cast Glutton's Jaws, a fairly decent unarmed attack with a d8 damage die, the forceful quality, and the ability to nab you some good longevity in the form of temporary hit points.
But we're just getting started, because at level 9 you're going to want to get the human ancestry feat multitalented, which necessitates starting human or getting adopted ancestry. But no matter how you do it, you'll want to multiclass into Monk so that you can get Monk's Flurry at level 10. Flurry of Blows is a very nice feat for this build to have, since it synergizes really well with the forceful trait that your Glutton's Jaws attacks have. And of course, all of these attacks are coming off of the fantastic Fighter legendary proficiency.