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The link seems dead, does anyone have a copy?


These links are dead, does anyone have a copy?


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There's absolutely no reason to consider their reports in the context of this playtest if they're metagaming


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I don't know why you force yourself to play this game if you find it so demoralizing


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These are all really good changes, thank you


It's super confusing and should be changed


Requiring a cleric is not good but it looks like you guys aren't going to change it


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I have no idea why your party is consistently dying, the fights are difficult but not "always a TPK"


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They're not going to change it back to race, race has real-world connotations and ancestries doesn't


It also prevents you from using the Life Sapping power


I have no idea why these were mixed in with spells, that was such a bad layout decision


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Powers being in the Spells section is a confusing design choice


Give it a break man


What feats are typically good for Mystics and Technomancers? Other than Spell Focus.


What's the difference between the Mindbreaker and Overlord Mystic?


Hi all,

I will be playing a Gnome "Unchained" Ninja in an upcoming game and I'd love to focus on the Bewildering Koan feat. Does anyone have any advice on how to best use this?

Thanks!


Would a psychic bloodline sorcerer outdamage this guy, though?


Eh, but then I'd be a normal fireball blaster... if I wanted that, I'd do the Crossblood Orc/Draconic + Admixture Wizard thing that everyone does


With Psychic bloodline I wouldn't get Mind Thrust 2+ until level 9, though


Yeah, Placebo Effect and GSF: Divination are both good ideas. Is this about the best a Psychic blaster can do, or is there anything I can do to make it even more optimized (knowing that Psychic blasting is inherently unoptimized)?


Awesome, thanks for the replies. A few thoughts:

Would Dark Self not be enough emotion protection?

So Fortune Teller is out, but I found Dew of Lunary which is a 4g/+1 CL alchemical component. That's cheaper than Truth in Wine... So what should I do for my fifth level feat?

Finally, I fully expect this to drop off by high levels, but I'll still be a 9th level caster, so I think I should be ok...


Hi all,

I know blasting is suboptimal but I just love the idea of a psychic that destroys things with his mind, whether Tetsuo from Akira or Eleven from Stranger Things. Below is what I have so far, let me know what I can do to make it even better!

----

Human Psychic (Abomination) 10

STR 7
DEX 12
CON 12
INT 18 (16 + 2); +1 at levels 4 and 8
WIS 10
CHA 16

Traits:
Wayang Spellhunter (Mind Thrust III), Harrow Chosen (+2 CL)

Feats:
1: Spell Focus (Divination)
H: Spell Specialization (+2 CL, Mind Thrust I, switch to III at 6, then IV at 10)
3: Intensified Spell
5: Fortune Teller (+1 CL)
7: Messenger of Fate (+1 CL)
9: Additional Traits (Magical Lineage: Mind Thrust IV, Born Under a Green Star (+1 CL))

Favored Class Bonus:
HP 1-3, Spell Known after

Spells:
0th: Daze, Dancing Lights, Telekinetic Projectile, Prestidigitation, Detect Magic, Ghost Sound, Mage Hand, Read Magic, Sift

1st: Ray of Enfeeblement (D), Mind Thrust I (U), Color Spray (then Charm Person), Ill Omen, Heightened Awareness, Telempathic Projection, Silent Image, Feather Fall, Liberating Command

2nd: Alter Self (D), Mind Thrust II (U), Silence, Mirror Image, Spectral Hand, Levitate, Invisibility, False Life

3rd: Excruciating Deformation (D), Mind Thrust III (U), Haste, Slow, Dispel Magic, Fly, Summon Monster III

4th: Black Tentacles (D), Mind Thrust IV, Condensed Ether, Confusion

5th: Explode Head (D), Etheric Shards

Skills:
Bluff, Diplomacy, Knowledge: Religion, Knowledge: Arcana, Knowledge: Nature, Knowledge: Planes, Perception, (Spellcraft), (Fly)

Special Abilities:
Phrenic Pool (8 points), Overpowering Mind, Detect Thoughts, Will of the Dead, Relentless Casting, Telepathic Bond, Dark Half (11 rounds), Morphic Form

Damage Summary:
Level 1: Mind Thrust I (5d6)
Level 2: Mind Thrust I (5d6)
Level 3: Mind Thrust I (5d6)
Level 4: Intensified Mind Thrust I (8d6)
Level 5: Intensified Mind Thrust I (10d6)
Level 6: Intensified Mind Thrust III (11d8)
Level 7: Intensified Mind Thrust III (13d8)
Level 8: Intensified Mind Thrust III (14d8)
Level 9: Intensified Mind Thrust III (15d8)
Level 10: Intensified Mind Thrust IV (17d8)

Gear:
Headband of Vast Intelligence, Lesser Metamagic Rod of Maximize, Lesser Metamagic Rod of Quicken (?)


I have an INT of 22 and other stats don't matter.


"The site before his eyes was horrific. Not only were the beams mere plans of wood inefficiently laid with their wide face up, But there was not a single cross brace to be found." I love it


Oh no worries I didn't mean it like that! It's just a "freeware" alternative :)


For those of us without Hero Lab (i.e., me) I've found this https://sourceforge.net/projects/yapcg/ really really useful


Also I've never played an evil campaign but if everyone's interested in playing one I'm all in for sure


I have looked at the Shaman class, but I kind of prefer spontaneous to prepared casting. Though I'm happy to play any role that's needed, so everyone just keep me updated.


Actually scratch that, I'm thinking of playing a haunted-cursed Spirit Guide Oracle as a sort of Shaman-type character.


I usually play casters but if de10mile (not sure who you are out of game sorry!) wants to be an arcanist, I'd be happy to try a more combat-oriented class.

Quick question though, I've wanted to play a kobold for the longest time but the stat array is horrendous (-4 STR -2 CON +2 DEX). Is there any way I can play a kobold with stats adjusted to a standard array, something like a halfling (-2 STR +2 DEX +2 CHA)?

If not that's cool as well.


Hi all,

Looking forward to playing. I vote for Kingmaker and good alignment, but I'm okay with whatever.


Bump! I was thinking a Slashing Grace/Dex build may be good, but it's a little feat intensive, even more so if I go Two-Weapon Fighting.


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Hey guys,

Now that the ACG is out, I'm really interested in making a melee Investigator. It seems with their Studied bonus they can have a decent attack/damage bonus, and they can get a Mutagen for extra help. Does anyone have any advice on how to maximize an Investigator's combat prowess?


Any thoughts on how to build a combat-worthy Investigator?


Great, I'll definitely take a longspear. Only problem is my Haunted curse preventing me from switching weapons easily, but that's not a huge deal. Any other advice? Also, this build seems to work well, I don't know why people forego 9 level casting for a paladin multiclass.


Bumping this thread for some advice.

Here's my current build:

Spoiler:
Male Half-Orc (“Troll”) Oracle (Dual-Cursed Oracle) 5
N Medium humanoid
Init +1; Senses normal vision; Perception -2
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 46
Fort +7, Ref +5, Will +5
Weakness oracle's curses (haunted, tongues)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 obsidian falchion +8 (2d4+7/18-20/x2)
Special Attacks channel positive energy 4/day (3d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 5th; concentration +8):
2nd (5/day)—lesser restoration, grace, cure moderate wounds, levitate, minor image, oracle’s burden (DC 15)
1st (7/day)—divine favor, shield of faith, obscuring mist, bless, protection from evil, sanctuary, cure light wounds, ill omen
0 (at will)—create water, light, stabilize, purify food and drink, detect magic, mending, mage hand, ghost sound
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 7, Wis 7, Cha 16
Base Atk +3; CMB +7; CMD 18
Feats Fey Foundling, Power Attack, Selective Channeling
Traits fate’s favored, adaptive magic
Skills Diplomacy +11, Knowledge (religion) +6, Use Magic Device +12
Languages Common, Orc, Aklo
SQ mysteries (mystery [life]), revelations (life link, misfortune, channel)
Other Gear +1 breastplate, +1 obsidian falchion, cloak of resistance +1
--------------------
Special Abilities
--------------------
Fey Foundling Magical healing works better on you
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Selective Channeling When you channel energy you can choose 3 targets in the area who are not affected by your channel energy
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Tongues In combat, you can only speak and understand Aklo
Life Link (5 bonds, 150') (Su) Bond drains your HP to heal others.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Channel Positive Energy 3d6 (4/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fate’s Favored Whenever you are under the effect of a luck bonus, that bonus increases by 1
Adaptive Magic You gain a +1 trait bonus on Knowledge (Arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you
Sacred Tattoo You gain a +1 luck bonus to all saving throws
Shaman’s Apprentice You gain endurance as a bonus feat
Skilled You gain 1 additional skill rank per level

I'm about to reach level 5, so I haven't picked out those feats/revelations yet, but I'm pretty sure that's what I'm going to take. I've noticed that we haven't been taking a ton of damage as a group (group composition: Catfolk Rogue (sometimes replaced by a Half-Elf Ranger), Ratfolk Conjuration Wizard, Half-Elf Barbarian/Druid, Dwarf Inquisitor, and me), and my biggest contribution is Life Link, Misfortune, and a big power attack with my falchion.

Does anyone have any suggestions on how to build this guy towards higher levels? Since we're not taking a ton of damage so far, should I delay Channel until 7th and take Energy Body (which works well with Life Link)? What about improving my combat effectiveness?

Thanks for the help!


Any other critiques on the build? The more the merrier!


How does my feat layout look? Is Magical Lineage: Stone Call / Dazing Stone Call a good choice, considering I don't have many Save or Lose Will spells (lots of reflex)?


Improved initiative is a bonus feat from the arcane bloodline so I can't do that


Wouldn't Dazing Aqueous Orb be a 5th Level slot with Magical Lineage?


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Hi all,

Could I get some advice on my Conjuration-focused Sorcerer? She is a False Priest archetype, Arcane Bloodline, with an out-of-combat focus on Diplomacy, but what I need help with is the combat aspects of my character. We have a Summoning-focused Wizard in the party (as well as a Rogue, a Barbarian, and an Inquisitor), so we should be pretty set on a lot of the utility spells. My biggest problem right now is that the Metamagic feats don't really do anything at low levels but sort of have to be taken then for everything to come online when it should. This build looks out to Level 10. Thanks!

Key:
H: Human Bonus Spell, B: Bloodline Spell, W: Targets Will, F: Targets Fortitude, R: Targets Reflex, -: No Save

Feats:
1R: Spell Focus: Conjuration
1: Greater Spell Focus: Conjuration
3: Persistent Spell
5: Dazing Spell
7B: Improved Initiative
7: Improved Familiar
9: Quicken Spell

Relevant Traits:
Magical Lineage: Stone Call

Spells:
1:
LVL0: Detect Magic, Daze, Light, Prestidigitation
LVL1: Color Spray (W), Grease (R)

2:
LVL0: Ghost Sound

3:
LVL1: Mage Armor, Identify (B)
LVL2: Aid (B)

4:
LVL0: Mage Hand
LVL1: Vanish (H)
LVL2: Create Pit (R)

5:
LVL1: Silent Image, Mount (H)
LVL2: Glitterdust (W)
LVL3: Remove Disease (B)

6:
LVL0: Message
LVL2: Levitate (H)
LVL3: Stinking Cloud (F)

7:
LVL1: Feather Fall
LVL2: Stone Call (-), Web (R,H)
LVL3: Aqueous Orb (R)

8:
LVL0: Read Magic
LVL3: Haste (H)
LVL4: Enervation (-)
Note: Dazing Stone Call (W) comes online here

9
LVL2: Mirror Image
LVL3: Ice Spears (R), Summon Monster III (H)
LVL4: Acid Pit (R), Dimension Door (B)

10
LVL0: Mending
LVL4: Summon Monster IV (H)
LVL5: Wall of Stone (R)


How would a dazing spell build work at lower levels? Is there anything I can do to be useful even before I can daze?


Hey all,

I'm planning on building a Dazing Spell focused Sorcerer, but I'm not really sure what feats, spells, etc. to take. My idea so far is:

Arcane Bloodline
Magical Lineage: Fireball
Spell Focus: Evocation
Greater Spell Focus
Spell Specialization: Fireball
Intensified Spell? Empowered Spell? Some other metamagic feat...
Dazing Spell

What level should I take Dazing Spell (assuming I have the -1 trait bonus from Magical Lineage)? Are there any other feats I should concentrate on? What about spells, is Fireball the way to go? Is Arcane the best bloodline here?

Thanks!