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******* Venture-Captain, Isles—Online 306 posts (310 including aliases). 1 review. No lists. 1 wishlist. 64 Organized Play characters.


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Scarab Sages

try 'Token Tool' - but YMMV as some older PDFs have the images in parts

there are plenty of free or online image programs that will allow you to join up several images

Scarab Sages

on the library page
if i search (for example for an AP by name)
i can select all the files - and under actions i see a 'download all' option - but that doesnt actually work (firefox & chrome browsers)

Scarab Sages

5 people marked this as a favorite.

please sort out the naming of the download files - currently they just have some random strings of characters for the file names, this doesnt help when you have multiple downloads

when you search for a particular product in your library - currently the search result doest differentiate between single file or file per chapter - they both present the same in the list and require you to click through to find out which file is which.

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

3 people marked this as a favorite.

Late to this party as i dont visit the boards all that often
100% agree with HMM's reasoning and solution proposal

most of my players want a chronicle -not 100% but certainly more than half

Scarab Sages

5 people marked this as a favorite.

another concerned voice
I'm lucky enough to be a VO in org play and get my AP PDFs for free
recently I was able to buy all three Spore War modules for Foundry at $14 each ($42 total)

Looking on the foundry marketplace (as you said the new pricing will echo that) those same modules cost $30 each ($90 total)

I generally buy the VTT modules even for content I'm not going to run, so that interest in premium modules (hopefully) drives more product of that high quality to be produced.

doubling my cost will cause me to stop buying VTT module's I'm not running and consider going back the minimalist days of hand built scenarios rather than investing in 'premium' content

my players have no interest in sharing the current cost ($42), let alone chipping in for a share of $90 - not counting my investment in Foundry licences and other premium Paizo content such as bestiaries and monster core modules

Please reconsider this move, or accelerate a workround - one suggestion upthread is a 'personalised' voucher code for the VTT' this seems like a great idea

Scarab Sages

does this have interactive maps?

Scarab Sages

any news on the players guide?

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

chris manning wrote:
what about the chronicles - do they just go against the Players ID to earn checkboxes with no XP or credits etc?

also where did my 5th Star & 2nd Nova go?

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

what about the chronicles - do they just go against the Players ID to earn checkboxes with no XP or credits etc?

Scarab Sages

I ran 'It came from the Vast' today - the players were a mix of newbies & vererans and we used the Foundry VTT adventure pack

aside from a couple of teething troubles with the pregens, my players really enjoyed it. The adventure was fully developed and worth the cost (although i got it free as a VC) - it did run 4hrs, but again that could be the new players and the unfimiliarity with the system

Scarab Sages

1 person marked this as a favorite.

are these 4 new maps?

Scarab Sages

Any related back products that i should check out to round out the sandpoint experience for my players?

Scarab Sages

so will the Foundry VTT module be a similar price to 2 x AP books?

Scarab Sages

Kevin Mack wrote:
Interesting how many players is it?

6 players

Scarab Sages

I'm on the finale of this adventure. My only criticism (apart from the one monster that has mechanics that my players hate) is that due to the construction of the maps and closeness of other monsters it fairly easy in three of the maps to be chain pulling multiple moderate encounters due to proximity.

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

congratulations Terry, Robert, Joel & Cy

Scarab Sages

2 people marked this as a favorite.
Pinktiger wrote:
Is this also on FB FoundryVTT?

Deidril has said hes working on this next for his Helyx-Import PDF module, although i am already well into hand crafting it in Foundry and it wasnt so bad, all the Actors are already in the system, so its just the maps and the trimmings (also my first time running on Foundry, so a big learning curve for me)

Scarab Sages

Also disappointed that there is no digital version available, as others I have always built my own content into my VTT of choice

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

well done to all the new 5 Star, 5 Glyph and 5 Nova GMs - extra kudos Milan for achieving 5/5/5, and great job too all those Campaign Coin recipients; Guess we need to bug Alex for a bigger clubhouse

Scarab Sages

any update on the discount not Appling

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

1 person marked this as a favorite.

congrats HMM on your 5th Nova, Idaho and Joshua on your 5th Star

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

congratulations Andrew, Jocelyn and Michael

Scarab Sages

2 people marked this as a favorite.

Jason on GCP

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

the (3-4) felvines CR2 winding vines ability DC should be 11 (not 9 as shown)

Scarab Sages

Right in the feels..

Scarab Sages

nice to include the map for VTT - less useful to have a giant secret door still on it!

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

NECR0G1ANT wrote:
I'm surprised that Malevolence is getting sanctioned. I figured it would have disturbing content, and I know Agents of Edgewatch didn't get sanctioned for the same reason.

Edgewatch didn't get sanctioned due to similarity to recent events, Malevolence is a haunted house. Signal of Screams for Starfinder is a horror based AP and that has already been sanctioned.

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

Belafon wrote:
a cake with a photoprinting of a chronicle sheet on it to celebrate a group finishing something big. Maybe for the final chronicle of Eyes of the Ten or something similar.

This is a genius idea

Scarab Sages

Excited to run this one

Scarab Sages

6 people marked this as a favorite.

Excellent insight, great to have you all on board.

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

congrats Dawn

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

congrats Densial and Daniel

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

Great work everyone

Scarab Sages

getting the 500 error on the core rules 2nd errata page

Windows 10 (1709)
Microsoft Edge Version 86.0.622.63 (Official build) (64-bit)

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

Well Done Chris, much deserved Campaign coin, and congrats to Patrick for that 5th star, currently the five star island is closed, but we look forwards to welcoming you in the future.

Scarab Sages

4 people marked this as a favorite.

as someone said above - any plans to tokenise pawn sets or bestiarys?

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

Wait (looks up) why do I only have 4 stars :(
Also - right rank - wrong location....

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

Hmm wrote:

I am hoping that the system will also at some point give you an exact count of how many specials one is short, so one does not have to do all the combing and counting of Organized Play records to figure these things out!

Hmm

Aww- thats like taking the fun out of your own recording spreadsheets and everything..

Scarab Sages

1 person marked this as a favorite.

Benoit and the Gardencon team have been very accommodating for those of us that only speak pigeon French / German over the years, my only issue now is that it clashes with my wedding anniversary and my wife isnt a gamer :(

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

Having run 100's of PF/SF games online, both on tables I built, and ones shared with me by other GM's, I can honestly say i'd much rather build my own.

On someone elses table there are always quirks or issues about the way its set up or the monster macros are generated.

Building a table is as simple as extracting the maps from the PDF, generating a few tokens with a free tool and then dragging them into the VTT. You dont need the whole text of the scenario - thats way over complicated.

Monsters just need a basic char sheet - no need for the bestiary etc - mine usually have an initiative, melee attack, ranged attack and save macro.

I have a number of tutorials on my blog here on how to set up macros and maps, and have taught a number of very successful online GM's how to build their own tables. I'm happy to share my knowledge and experience with anyone wanting to get started running online.

Scarab Sages

TRDG wrote:

My only quibble is the "watercolory 5th Ed style" maps, but understand its just a 1-4 level module, so I made all new ones.

Tom

any chance of sharing those maps you made ?

Scarab Sages

fantastic news

Scarab Sages

Linda Zayas-Palmer wrote:
chris manning wrote:
I'm running this on the 31st, any news on what flip-maps (if any) this uses ?
It uses Flip Mat Classics: Ship, Map Pack: Perilous Paths, and two new half-page maps.

Thanks Linda

Scarab Sages

I'm running this on the 31st, any news on what flip-maps (if any) this uses ?

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

1 person marked this as a favorite.

congratulations Joonas & Gary

Scarab Sages

looking forwards to running this, my players have had a blast in every part (although there has been some bloodshed over time..)

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

congratulations Pete and Jacinta

Scarab Sages

1 person marked this as a favorite.

very nice

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

Lyoto "The Dragon" Machida wrote:

That method is helpful, but I think people would really prefer that we didn't have to go through a 16 step process to print usable battlemaps.

Essentially, we'd like it if Paizo did that process for us and included it with the scenario.

Its been asked before, John Compton told me (in person) that the maps are included at their submission resolution, there are no 'high res' versions available. So the only option is to scale them up - then you still have to account for all the types of printers used (plan, US letter, A3, A4 etc) and if you want to use a commercial printers, there is the added issue of different file format requirements.

Scarab Sages

session 1 was about 4hrs -ending just past the manticore. 2nd session was about 3.5 hrs and they completed the tomb - they were 4 days ahead of the enemy group, so didnt encounter them at all.



LINK TO FIRST DRAFT.

Here is the first draft of my new guide, "A Guide To Stealth: Sneaky 101". I haven't posted it anywhere else yet.

It's meant as a strategy guide for stealthy TTRPG characters, with an emphasis on 1e pathfinder unchained rogues. However, the guide can be used for much more than that, with lots of ideas and tips for playing at the table as a whole.

Unlike a lot of other Treantmonk-style color-coded guides, I generally refrained from talking about specific options that require you to narrow down your build, such as feats, traits, class abilities, etc. Obviously there are several worthy exceptions to this.

This is for a few reasons. The first is that there is a lot of material to cover there, so that will likely be added in a later draft. The second reason is that I don't want this guide to be a "you HAVE TO compromise your entire character's build to do X", although you certainly can. So I covered stuff that doesn't require drastic build changes first, then worked from there.

Plus, a lot of people are already familiar with how various class features and feats work.

TL;DR:
Please read this new guide and give me some feedback.


So, the Spell "Contingent Action" allows you to cause someone to ready an action in response to specific trigger.

So, could you set it up as "When you see someone start casting a spell, you spend a standard action to ready a counterspell against them."

Of course, the spell says that you can't use the readied action to cast a spell or use a supernatural ability, but counterspelling technically does not fit into either category.

If this works, does this mean a Wizard with "Spell Perfection (Contingent Action OR Shadow Evocation)" and quickened spell is now the best counterspell build in the game?

Did I just discover something amazing, or am I missing something obvious here?


So basically, as I see it, there are three reasons why counterspelling is hard to balance in any d20 system:

1-It negates spellcasting, the most powerful thing in the game

2-It’s all or nothing: Either a counterspell completely negates the entire spell, or does nothing at all. This makes the mechanic too “swingy”.

3-It is intuitively predisposed to have great action economy, since it logically is “supposed to” take up the “reactive” part of your turn (5e’s reaction, PF’s immediate action, etc.) in exchange for negating a major part of another creature’s turn. This is obviously very powerful.

Clearly, having all three aspects active is unsustainable for game balance. So, developers decide to tackle the problem in different ways:

1e Pathfinder decided to tackle this problem by addressing reason #3: It made counterspelling have a large toll on your action economy. However, this nerf was too much, and ended up making counterspelling useless.

On the other end of the spectrum, we have 5e, which… didn’t really address any of the problems at all. As a result, 5e counterspell is somewhat OP.

However! There is another option.

I have an idea for a new version of counterspelling that is based on tackling the #2 problem: That counterspelling is too swingy a mechanic.

We can solve this by using the mechanic of caster level: Instead of completely negating a spell, counterspelling can weaken a spell by reducing its caster level. A spell is only completely negated if the caster level of a spell is reduced to zero or less.

However, I’m not sure how to exactly implement this, so I thought to ask these forums: Any ideas?

TL;DR: Give counterspelling a buff by reducing the action economy needed, but also introduce caster level reduction instead of full spell negation as a new mechanic to nerf counterspelling, hopefully making it balanced.


Because I want people to know exactly what this is going to be, this is going to be called "Chaos Paladin". Something else like "Maelstrom Agent" probably would have fit better.

Basically, the main problem with a CG-only class is that it is somewhat contradictory to have a class based on a character swearing a rigid oath, AND requiring a chaotic alignment.

To amend this, the class features I added are meant to convey someone who has achieved a true mastery over adaptability, instinct and integrity. Also, in the lore of this class, the memory of apprentice chaos paladins are routinely wiped during training: This is to ensure that they can learn to react effectively and justly in any context.

BAB: Fast
Hit Dice: d10
Saves: Good Fortitude and Will Saves. Bad Reflex saves.
Skill Points Per Level: 4+INT

Proficiency: Simple, Martial, all armor and shields except Tower. Bladed Scarves, Nunchaku, Flindbars, Sickle Swords, Battle Poi.

Aura Of Good: Unchanged.

Detect Evil: Replaced with skill buffs. (Half level, add to Disguise.)

Smite Evil: Replaced with Martial Flexibility (as brawler).

Divine Grace: Unchanged.

Lay On Hands: Less uses per day, but same potency.

Aura Of Courage: Replaced with “State Of Alteration”: Polymorph Immunity(if not consensual), +1 Transmutation saves bonus. Increases to +2 at 7th level, +3 at 13th level, +4 at 20th level.

Divine Health: Unchanged.

Mercy: Replaced with “Divine Clarity”, which prevents the alteration of memory without the consent of the character. The character is also always implicitly aware of any mind-affecting effects that are influencing him. This does not give him immunity to the effects, but it means that he will never be an unwitting victim of them.

(SPELLS): Replaced with Mesmerist Tricks (level - 3).

Channel Positive Energy: Replaced with Uncanny Dodge or Evasion (Character’s Choice)

Divine Bond: Replaced with “Alacratic Mind”: Gains the following at will spell-like abilities with some alterations: Share Thoughts, False Alibi, Modify Memory, Repress Memory, Break Enchantment. These abilities can normally only be used on yourself or other chaos paladins. Using them on others costs uses of mesmerist tricks. Modify memory costs three/four? uses. Share Thoughts costs one. Repress Memory costs two. False Alibi costs one. Break Enchantment costs three. The range of all these spells are reduced to touch. These abilities also cannot be used against unwilling creatures. At 13th level, you add Quickened Share Thoughts to the list. This costs two tricks.

Aura Of Resolve: Replaced with “State Of Instinct”. Charm effects are reduced to caster level 1. It also allows the character to negate language dependent effects by temporarily disabling his own ability to understand language as a free action. This lasts for 1d3 hours or until dispelled and is a supernatural effect.

Aura Of Justice: Replaced with “State Of Ascension”, which grants an effect identical to a permanent freedom of movement spell, but as an exceptional ability.

Aura Of Faith: Replaced with “State Of Trickery”, which gives access to “masterful tricks”.

Aura Of Righteousness: Replaced with "State Of Evolution", which causes hostile Charm/Compulsion effects to be reduced to caster level 1 if the paladin fails the save against them.

Champion replaced with Ends Transcend Means:
At level 20, nothing can stop a chaos paladin. When a creature has a condition afflicted upon it within eyesight, the paladin can spend an immediate action to change the condition to another condition. He can do this a number of times each day equal to his CHA modifier.


So, there are some spells that are unique to different races.

Seems easy enough, but I can't seem to find the rules that govern how this exclusivity works.

This causes some problems.

For example, look at the spell Blend.

For the sake of argument let's say the "(elf)" at the end of the list of classes means that only elves can know/prepare the spell.

Well, what happens if an elf alchemist makes a "Blend" extract with the "Infusion" discovery?

Can his half-orc friend now enjoy the benefits of Blend?

What about half-elves trying to use blend?


The rules for acrobatics say that "No jump can allow you to exceed your maximum movement for the round."

Maybe I'm forgetting something obvious, but I don't know what it is talking about. Maybe it is paraphrasing how far your character can run with a full-round action, but I can't find the specific phrase "maximum movement for the round" referenced anywhere else.


I think I've found a way to swing through a city, forest or other similar areas with lots of vertical structures.

And you only need some grappling hooks.

You also need the Equipment Trick (Rope) feat, and 5 ranks in Climb.

We start on top of a building, with a grappling hook in either hand. Keep in mind that all grappling hooks are also tied to a certain length of rope: They can be used as both a length of rope, and a grappling hook.

We spend a move action to move and jump off the edge.

Eventually we start falling, but because we have the Equipment Trick feat, we can now spend a immediate action to use the "Lifeline" ability, throwing and securing our grappling hook on another building.

We then swing across. The rules are ambiguous regarding how movement works while swinging a rope, but it doesn't really matter for our purposes.

Eventually, you will want to grapple onto another building, to do another swing. Maybe it's on the same turn, or your next one.

If it's your next turn, you can spend a move action to unlash the rope from the first building, using the Equipment Trick feat. This will cause you to fall, allowing you to activate "Lifeline" again, since you got your immediate action back.

If it is the same turn, you can still spend your standard action to throw the grappling hook in your other hand, at another building. You are now attached to two buildings by two different ropes. By letting go of the old rope, you can make yourself swing in the new grapple point's direction.

Technically, if you spend a "regular" move action and have BAB +1, you can draw a weapon, which a grappling hook technically is. However, I am not sure of the wording of this. The Quick Draw feat is probably easier.

Anyway, by simply strapping like eight grappling hooks to your belt, you can essentially give yourself a flying speed, continually throwing, swinging and then dropping, alternating with each hand.

If you take the Prehensile Whip trait, this gets easier.

I'm not sure how RAW this idea is. Thoughts?


Based on recent discussions on these forums, I looked into Path Of War for the first time.

Needless to say, I like it a lot, but there is one significant flaw in it.

The whole point of PoW, IMO, is basically "hey, look at all these nice things we made! Let's go give them to the martials."

However, the problem with that is that there is only a few ways to get access:

-new classes can get full access to the new stuff
-a handful of archetypes from regular pathfinder classes get reduced access
-the "Martial Training" feats

None of these give anything for free. The archetypes come close, but aren't nearly universal enough. To rectify that, I have thought of two options:

-Give the martial training feat lines for free once characters meet certain requirements in their progression. Of course, you have to be careful how this is managed. Basing it on BAB gained from non-full-casting classes wouldn't be the worst idea in the world.

-come up with a basic archetype or template for full BAB classes, as well as one for 3/4 BAB classes that don't have full casting. These archetypes can combine with all other archetypes, so characters can get maneuvers for free. These basic archetypes would probably look very similar to the Myrmidon archetype for fighters.

Obviously, this would alter balance considerably, but if everyone except the full casters get empowered, I figure it should be fine.

Any suggestions?

EDIT: This chart is probably useful. Another method to fix things would be to have characters advance on this table based on their BAB, rather than their level. BAB gained from classes that are full casters wouldn't count.


So, there's a wondrous item called Poisoner's Gloves.

It got me thinking about a possible way for an alchemist to replicate an extremely limited version of spell combat.

Namely, use two-weapon fighting to inject yourself with an extract and then attack with the other hand.

Probably the most effective use of this would be a "True Strike" ----> Combat Maneuver.

However, this kinda depends on the wording of the spell. It says you can deliver the contents of the glove via a touch attack. It also says you can use two weapon fighting. But can you do both?

This is important because if we assume that the alchemist doing this has bad touch AC, then he won't have trouble hitting himself.

Personally, I've always house-ruled that hitting yourself or a willing target is nearly automatic. Depending on how good your teamwork is, I've even ruled that you can avoid doing full damage against friends. This has come up when PCs have tried to use Spell Storing Weapons for buffing purposes, which has awesome flavor.

But I wanted to ask for the RAW.


Pretty simple question.

Like anyone else who knows the system decently well, I have an understanding of the kinds of Gestalt character builds that would be possible. However, I know next to nothing about the mythic rules.

Which is more unbalancing in terms of power? Just curious.

I'd assume Gestalt, but entirely unsure.


This is the Brawler Archetype in Question.

The ability in question, Improvised Maneuver (Ex), says that when the brawler "hits an opponent with an improvised weapon", the brawler can perform the combat maneuver as a free action.

Presumably, this would include ranged improvised thrown attacks, but I am not sure.

Thoughts?


In terms of game balance, Touch AC is kind of a joke. Sometimes you’ll encounter a creature who has decent touch AC, but it is somewhat rare.

Now, this is understandable: Touch AC is a great mechanic for casters when they use touch spells, since their BAB is typically sub-par.

However, the introduction of guns makes this a bit of a problem. Especially if you want to run a campaign with advanced, modern and/or futuristic weapons and technology.

Builds that have high touch AC and high DEX have a huge advantage in such a setting. Not to mention that if you want guns to actually be widely usable in the setting, (which only makes sense), you also have to give DEX-to-damage with guns to the ¾ and full BAB classes. This only makes heavy armor and STR more and more useless, even for melee builds, which would still be quite viable.

The Technological Armor stuff we got from the Technology Guide tries to fix this, but ultimately fails. The mechanics of Fortress Plate armor is slightly helpful, but still doesn’t quite cut it.

However, I believe I have a solution.

Namely, a specific rule for armor:

Power Armor Settings:
When a creature dons armor, that creature must decide whether to activate the power armor setting or not. Futuristic armors have internal computers, connected to tiny motors and alchemical devices. When sensors detect an imminent attack, the armor makes micro-adjustments to brace for the impact, enhancing the wearer’s defense against firearms. This allows armor bonuses to AC to be added to touch AC against firearm attacks. However, this comes at a cost to the wearer’s fine motor skills, as the armor constantly causes small involuntary movements. As a result, creatures who wear armor that is activated in this way cannot add any ability modifier to damage when attacking at range with firearms and suffers a -1 penalty to firearm attack rolls. The “Deadly Aim” feat also provides no benefit to firearm attacks for such an armored creature. If a creature decides not to activate the armor, they take none of these penalties. To change the setting of worn armor, a creature must don the armor once more, spending the needed amount of time and taking the required actions. This unique donning action can be undertaken even if the creature is already wearing the armor in question.

Creatures with natural armor bonuses must make the same choice with regard to their own bodies, but whether a given creature is capable of forcing its body to react unconsciously in this way is left to the discretion of the GM. For the purposes of changing the activation setting of a natural armor bonus, a creature can spend a move action to change the setting.

Manufactured armors are considered deactivated if their wearer is surprised or flat-footed.

I would like some opinions/criticism, particularly as it relates to preserving game balance.


Like the title said.

If a fighter with IUS (not a monk/brawler) is holding something (not a melee weapon) with both hands and then an opponent provokes an AoO, can the fighter perform an attack of opportunity using something other than his hands?

The basic combat rules mention using unarmed strikes attacking with kicks and such, but I want to make sure. It might be exclusive to the monk.

I thought I should ask, especially because this question risks being drawn into the endless abyss known as the "how many hands/armor-spikes/beards/body-parts" do I have?", which makes me want to slam my head into a wall. Repeatedly.


The title says it all.

The spell would be something along the lines of:

"As Disintegrate, but as a line shape, and can effect multiple objects and creatures. It must make a separate attack roll against each target. The line has a length equal to the range of a Disintegrate spell. This means that the length is effected by the caster's CL. If the spell fails to disintegrate something within the path of the line that it hit, it does not effect any objects or creatures further away from the caster than the target that the spell failed to disintegrate. A creature forced to make a saving throw against this spell can elect to take a -4 to the save, if it has more than 5 HD. If it elects to do so, the spell acts as if it had failed to disintegrate the creature, even if it did. This effectively allows creatures to shield the area behind them from the effects of this spell."

Personally, I think this is an 8th level spell.


I've always viewed the Magus and Warpriests as mirror versions of each other, in that they both allow you to combine magic and attacks with your action economy. Arguably, the Magus does it better, but that's besides the point. Let's see if we can combine them in the weirdest way possible.

Race: Undine

Point-Buy 18 WIS, and get Guided Hand with a longbow since the Warpriest gets Channel Energy.

Using the above strategy, it might even be worth it to actually use the aging rules if you have a 25-point buy.

If you go old:
STAT Point+Age+Race=Level One Stat

STR 15-3-2=10
DEX 7-3+2=6
CON 13-3+0=10
INT 14+2+0=16
WIS 18+2+2=22
CHA 7+2=9

Take the Eldritch Archer and Kensai archetype, in order to use your bow and to get INT to AC. This will balance out the DEX of 6.

Take the Sacred Fist archetype, in order to get WIS to AC.

The result is hilarious. A old undine with shaky hands (6 DEX) that walks with a cane...

...that becomes Legolas the instant he starts holding a bow.

This is definitely something to play if you're starting at a level other than one. Or if you're playing with a bunch of new players, so the DM isn't being vicious and you just want to fool around with good RP:

(old water-man with cane talking to 20 year-old half-orc barbarian.)
"What do you mean, you don't think a wand of cure light wounds is worth it!?! Young man, do you you know how many times I've saved......"


2 people marked this as a favorite.

So recently I have seen a few posts about how to make a magus that isn’t just “shocking grasp everything that moves”.

I had a few ideas, particularly regarding the reposition maneuver and it's feat chain, when combined with the (scorpion) whip, spire defender archetype and spell dancer archetype.

When Reposition is combined with “true strike” spell combat, you’re talking about being able to do ridiculous antics, like pushing people off cliffs, into spell effects, up onto a ledge and into buildings, moving allies or even just tossing enemies 20 feet into the air for shits and giggles. Keep in mind, you can move someone back and forth, in and out of someone’s reach, potentially triggering multiple attacks of opportunity.

Another key part of this strategy would be to invest in a “anchoring” weapon, so you can keep people in dangerous positions once you force them there. You also better have another caster with good battlefield control spells. Forcibly dunking someone into good spell effects multiple times in a single round could get NASTY.

Anyway, here are the stats:

Male Elf Magus (Spire Defender + Spell Dancer)
NG

Starting Stats: (25 point buy. These stats can vary considerably though without huge problems.)
STR 7
DEX 18--->20
CON 14--->12
INT 14--->16
WIS 12
CHA 10

Race Traits:
-Elven Immunities
-Elven Magic
-Arcane Focus
-Illustrious Urbanite
(Probably Conjuration. I know, I know, spell focus in conjunction isn’t the best because there aren’t as many saving throws involved, but I plan on maybe using Mudball, so I figure it’s alright. Plus, it’s free and flavorful.)

Traits:
-Two-World Magic (Touch Of Fatigue)
(Because spell-strike.)
-Prehensile Whip
(Because Awesome.)

Feats + Magus Arcana:
(Elf Favoured Class Bonus included, which gives more Magus Arcana. Feats given by class are also noted.)

LEVEL ONE
Bonus Feat: Combat Expertise
Bonus Feat: Dodge
Specific Exotic Weapon Proficiency: Whip (Which confers proficiency with Scorpion Whips)
Feat 1: Weapon Finesse
LEVEL TWO

LEVEL THREE
Feat 2: Improved Reposition
Magus Arcana: Wand Wielder (for True Strike wands)
LEVEL FOUR

LEVEL FIVE
Feat 3: Tactical Reposition
LEVEL SIX
Magus Arcana: Spell Shield
Fav. C Magus Arcana: Arcane Accuracy
LEVEL SEVEN
Feat 4: Quick Reposition
LEVEL EIGHT

LEVEL NINE
Feat 5: Greater Reposition
Magnus Arcana: Accurate Strike

The important levels would be 3, 5 and 7. Level 3 is when you can use wands of true strike, although a staff that has true strike might also be good. Level 5 is when you can start repositioning people into hazards. Level 7 is when the reposition can be part of spell combat.

Originally I planned on getting Eldritch Heritage at level 3, but I found I had to sacrifice too much to get it.

Also, unsure about getting Spell Shield at level six. It is far more versatile than a regular shield spell and much more powerful at high levels when your INT score will be greater than +4, but I still have my doubts. BUT, more importantly, the Magic Trick (Shield) feat is interesting, especially the Instant Cover part of it, which is very good on a magus.

If I could spare the feat, Tumultuous Spell would also be hilarious when combined with spellstrike, but that is low priority, sadly. However, if tumultuous spell’s random movement is three dimensional, that could be more enticing. Of course, most stuff in this system is assumed to be two dimensional but just thought I’d bring it up?

Any advice?


Let's say I have a weapon with the "Anchoring" special ability. AKA, when I hit something, I can use a swift action to lock it in place.

Say that I use said weapon to perform a combat maneuver, namely a reposition maneuver. Say that I succeed.

Can I move the enemy, and THEN lock him in place in his new location? Or do I have to use that swift action immediately after I hit?


A lot of people, myself included, were awestruck the first time we saw abilities/races that let us get more than two arms on a character...

...and then became extremely disappointed once we figured out that it didn't really do much mechanically. At least, not as much as you might think.

So inspired by that, what if you were to enchant hand-wraps to be dancing weapons?

Of course, it's not really something you can make a build around, but I just thought the idea of some floating cloth strips punching people for unarmed monk damage die was hilarious.

You could probably flavour it to be a bit more serious than that though: The ends of the cloth unravel from your hand and start lashing foes like a whip or something.

So the big question is: Would the effects of the monk/brawler Unarmed Strike for increased damage transfer over to my floaty bandages of death?

To be honest, I don't even know what RAI would be in this instance, let alone RAW. Which just makes it even more funny.


So, there's this trait: Two World Magic.

Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

I think you can fill in the blanks from there regarding what I plan to do.

So, two questions:

Is this legit, or is there something I overlooked? I can prepare Prestidigitation as a 1st level extract now, right? The rules reference the Formulae list as also being a spell list several times, so I don't think terminology disqualifies it.

Secondly, would it even be an extract at all? The trait says I can prepare it as a spell, so...?