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Curse of Mind: Switch the stat of Intelligence, Wisdom of Charisma. Don’t use a main stat like Intelligence for wizards or Wisdom for Clerics.
Bottomless stomach: Your stomach is now a bag of holding. You can swallow anything that fits into your mouth. You are always hungry though. For three actions you can vomit up everything in your stomach. Anything in there at midnight is digested.


Good morning Pathfinder’s!

I wanted to know if Paizo published the rules on the curses used in paizocon 2019 with the glass cannon network (link below).
These curses, like the bridesmaids curses and the maggots one, were super interesting and would love to tweet and implement them.
https://youtu.be/Z63SMouuiJ0


Ascalaphus wrote:

No, it's a bit different. This dedication is pretty clever, if by clever you mean have to read it ten times to get what they're after :P

We start out with Magaambya Attendant. You learn a single cantrip, from the arcane or primal list. Note that it doesn't say anywhere that this is a Halcyon spell.

If you pick the cantrip from the arcane list, then if you weren't already trained in arcane spellcasting, you become trained in arcane spellcasting with intelligence as key stat.

If you pick the cantrip from the primal list, then if you weren't already trained in primal spellcasting, you become trained in primal spellcasting with wisdom as key stat.

--- Example ---

So let's say that Bob is a sorcerer with an arcane bloodline. He takes Magaambya Attendant and has to pick a cantrip.

If Bob picks from the arcane list, then nothing changes to his spellcasting training, because he was already trained in arcane spellcasting.

If Bob picks from the primal list, then Bob also becomes trained in primal spellcasting based on wisdom, in addition to already having been trained in arcane spellcasting with charisma because he's a sorcerer.

Let's say Bob is very pretty but not so wise. But he picks Disrupt Undead, a spell sorcerers normally can't get. So he now has two different types of spellcasting trained.

--- Time passes, Bob levels up ---

Now he takes Halcyon Speaker. He gets to learn two Halcyon Cantrips and 2 level 1 Halcyon Spells, and gets a level 1 Halcyon Spell slot. He can cast Halcyon Spells using his arcane and primal spell slots. Bob is an arcane sorcerer so he only has arcane spell slots.

Now we flip back to page 100 to see how Halcyon Spells work.

Ok, picking Halcyon Spells is easy: they just have to come from the arcane or primal list. So Bob picks some primal spells, because he did this whole Magaambya thing to get into a different spell list. He picks Heal and Longstrider.

Okay, on to casting. It says: "Each time you cast a halcyon spell, decide whether it is an arcane or...

This was the best way of explaining the archetype. Thank you!


Good morning Pathfinders,
I was looking at Halcyon Spells and Magaambya Attendant, I wanted some verification on the spell casting stat. It looks like all the Halcyon Spells are based on intelligence if you choose Arcane and Wisdom if you choose primal. So a Wizard would cast his arcane spells with Intelligence and Halcyon Spells with Wisdom or a Druid would do the opposite.


So I am running a game for my brother and I through Wrath of the Righteous. I wanted to know if people had advice for small parties in PF1 and this AP or links to fixes/advice on the game.
Thank you all!


Will there be another playtest for these classes?


It could be like the Witch is the Alchemist to Ritual Spells. There are features and feats that improve their abilities to make them better at rituals and have feats that give you Hexes.


Samurai wrote:
In my revised playtest document, there are 3 options: If you have an Arcane patron, you are Int based. If it is Occult, you are Charisma based. If it is Primal, you are Wisdom based. Other classes, such as Rogues and the martial classes can do it, so the Witch should be able to as well. It's just 1 more thing to help differentiate between the patron types.

I’d love for an intelligence based Witch to be more like the alchemist instead of it being Arcane.

I like this idea though.


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DougSeay wrote:

My preference is towards fewer classes, so I have mixed feelings about this witch. I like the old witch better. As-is, it doesn't stand out, so I am not sure it deserves a class

To justify a full class, it shouldn't just be a spell caster. All hexes all day was the schtick, and I liked it. Some nerfing is fine. My main witch stopped using slumber because it was no fun. My second witch never took that hex.

I think I'd like fewer spells. That along with most hexes converted to cantrips would make the witch distinctly non wizard.

Overall I don't think the focus power mechanism feels witchy. Maybe for big stuff, but certainly not the basic hexes. And focus point cost with 24h immunity seems like a double whammy.

I think a focus spell to remove hex immunity for making a save would be good. Basically burn a point and two actions to gain the chance to try again. And perhaps a cackle variant that burns focus to sustain all active hexes.

Also I'd like a bigger tie in to rituals. Getting things done without spells feels right.

Finally I want to mention patrons. I lean towards keeping them vague. If you know who your daddy is, you are a cleric. I prefer The-Magic-Sword's approach #1 because I now *must* create a witch whose patron is the collective Godclaw. Hellknights and witches together is too awesome to pass up.

The only problem I have with making the Witch a dedication is there are too many tropes and potential for hexes to be able to give it in a feat every even level.

I do like the idea of changing the casting to more of a spamming cantrip with limitations. Maybe the effectiveness goes down the more you use it. “Treat the result one level of success lower if you use this on a creature again.”
And I love the idea of a hellknight witch.
Edit: Maybe make them mainly focus casters. Have them have a way to get focus points faster or get their own pool of focus points.


The Witch is my favorite class. I loved the design from first and am excited to see it.
So this was an issue I had with the Witch class from 1st edition. Why is it Intelligence based?
They draw power from a patron similar to a cleric and their deity and a Druid and nature.
Many witches in lure are in a cabin in the woods dealing with nature, animals or viewing the night sky.
They are viewers of the future through cards, crystal balls or animal entrails.
They are the ones noticing things others can’t like spirits, breaks or distortions in time and space, the shifting of seasons.
The biggest reason I’ve seen Witches as Intelligence based is the game balance having another Int. caster.
What does everyone else think? Should there be a change? Am I not seeing something?


So I bought the Pathfinder Lost Omens Character Guide months ago and impatiently awaited it’s arrival.
For my birthday, October 7th I got a 9 month old 88 lbs puppy named Atlas.
On the 16th I got the guide omg the mail and was able to finally look it over. I was so excited, but had to wait until the weekend to truly dive into it, so I set it up somewhere to glance at it when I could.
One day I come home to a floor covered with my book....
Anger, sadness, frustration. I was very upset.
After cleaning up this mess, I wonder:
What is the worst your pet has done to your nerd/geek passion?


Maybe flavor it as the Phoenix’s flames allow more control of the damage?


What classes can Hellknight signifers be? So far only Clerics get Proficiency in Heavy Armor.


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PossibleCabbage wrote:

I'm just going to come right out and say that "incredibly long lifespan" is one of those things the "you can’t select a heritage that depends on or improves an elven feature you don’t have" clause in Elf Atavism, since Half-Elves lack an elf's ability to live that long.

Still, if you want to get all the free multiclassing, the Ancient Elf + Adopted Ancestry (Human) + Multitalented seems to work. Makes for an odd story though- I was adopted by humans.... two hundred years ago. Could be a super-fun character to RP, since your upbringing leads you to believe that you "understand the ways of humans" but all of your assumptions are ridiculously old-fashioned.

The character could be old, Half-Elves usually live significantly longer than humans (Half-Elves ~150, Humans ~90).

If Half-Elves age like humans, a Half-Elf at 100 is a human at 60.


Good Day All,

I am building a Champion of Irori and am trying to find the best route to go with it.

With the Champion as a base and Monk Archetype I will get:
Armored, Unarmered Defense, Unarmed Attack at Trained
Fortitude and Will at Expert
Champion’s Reaction
Lay on Hands
2nd level I will have Unarmed Attack at a d6? (Unsure how Deific Weapon and Powerful Fist work together)
This will be missing out on Flurry of Blows till later, behind on Unarmered Defense till later
This one looks like it starts off slow but by 13th becomes quite the beast, I just don’t know if I will get that high.

With the Monk as a base and Champion Archetype I will get:
Unarmered Defense, Unarmed Attack,
Fortitude, Reflex and Will at Expert
2 More skills
Flurry of Blows
Powerful Fists at 1st
2nd I will get Lay on Hands
This one I’ll be missing out on Smite Evil until late
This one starts off good to concept but really just turns into a monk with lay on hands and loses out on a core feature to the “Paladin-Monk” I knew the Champion of Irori is.

Is there something that I am missing? A better way of looking at this or doing this?


Ranged Reprisal let’s you use Retributive Strike with a ranged weapon. But what is a ranged weapon’s reach? Is it in 5 feat? Or is it the range you can hit?


The ability says “The first creature that deals damage to you before the end of your next turn takes 2 mental damage per spell level and must attempt a Will save.”

What does the Will save do?


For the Gogiteth, when it uses it’s Skittering Assault, are each of the leg strikes free for each stride or do they use an action?
Do they each count towards the multiple attack penalties?
Example: Gogiteth Moves in and bites PC 1, and succeeds in grappling them. Gogiteth Uses Skittering Assault to move three strides. During the 1st stride attacks PC 2. Gogiteth Then runs away, munching on PC 1 along the way.


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Lizardfolk Cleric of Phrasma
His tribe worships many Gods, among them the Spiral Serpent of Death. The tribe calls it by a different name, but they are talking about Pharasma.
The belief is that undeath is the biggest threat to life. Lizardfolk use the whole body of the dead for food, tools and weapons, but the spirit needs to pass to the next world so as to not endanger the living. Shamans of the Spiral Serpent perform rituals to guide the dead beyond. Between the consumption of the body and tending to the soul, the undead are not easily formed around this lizardfolk tribe.
Because the Spiral Serpent is difficult to understand, these shamans must go on a pilgrimaged to find the truth. Out there, they learn the different practices of dealing with undeath and it’s many forms.


Deadmanwalking wrote:
likrin wrote:
I did not know you get another FP with each ability. I’ve been looking for all of the rules for Focus Points but it’s touch and go when you are on a ship.

It's not each ability, or not necessarily anyway, but many grant additional points, yes.

And why would it be hard to pray, study, or meditate, for 10 or 20 minutes on a ship?

likrin wrote:
Do you get any back after a long rest?
I believe you start each day with your full amount, yes. Though I'm not sure that's super relevant given the ability to generally get them all back in less than an hour even if that's not true.

Sorry, I meant I am on a ship, not character.

I was saying I have been trying to get more information on Focus Points but being on ship makes it difficult


Lanathar wrote:
Why specifically would a champion / champion of Irori? In what way do they rely on focus powers? Lay on hands?

Champion Class uses Focus points for Lay on hands along with other possible abilities not released and Monks use them for Ki Powers.


j b 200 wrote:
likrin wrote:
Darn, that will make it hard to do a Campion of Irori if they have a limited pool and slow recovery of them.
It's a "once per encounter" kind of thing. While you probably can't use it in every room of the dungeon, you can probably use it sever times in each adventuring day. Also each time you take a new FP ability it increases your FP pool by one, so while you only get one back every 10 minutes, you may have a pool of 3 or 4 per day.

I did not know you get another FP with each ability. I’ve been looking for all of the rules for Focus Points but it’s touch and go when you are on a ship.

Do you get any back after a long rest?


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I want the Witch back. I loved the debuff speculation and the thematics.


Kyrone wrote:
likrin wrote:
Deadmanwalking wrote:
Jinjifra wrote:
Do we know if a 10 minute rest recovers all focus points or just one point?
We know it's a single point per 10 minutes.
Where did we get this information?
In the Paizocon, Sorcerer have a feat that let them recover more focus points per 10 minute intervals.

Darn, that will make it hard to do a Campion of Irori if they have a limited pool and slow recovery of them.


Deadmanwalking wrote:
Jinjifra wrote:
Do we know if a 10 minute rest recovers all focus points or just one point?
We know it's a single point per 10 minutes.

Where did we get this information?


Excuse my ignorance on this, I was looking through the play test for “Combat Feats” and could not find them. I found the sections on General and Skill Feats and each class has their Class Feats, but don’t know where the Combat Feats mentioned are.


Good morning,

Has anyone played a character using the chakra system?
It looks horrible, and near impossible to use.
But I wonder if any has hombrewed it or made it effective.

http://www.d20pfsrd.com/occult-adventures/occult-rules/chakras/
Thank you


Man, I must be in a dead spot of the world...


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Hello folks,
I am looking for gamers around Jacksonville, North Carolina area who are interested in playing pathfinder.
Please post interest so others can see that there are others.
Thank you and hope to hear from you.


Hello, I'm still looking for people to game with, if anyone wants to.


Well shield champion allows you to Flurry with shield bash, giving you an effective melee option for close quarter combat. Plus it allows for you to trip or use a Dirty Trick.


Brawler Shield Chsmpion could also work


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Hello,
I live down here in Jacksonville North Carolina. I'm trying to reach out to people in the area that play. Most places that do society or casual games are at least a two hours away, which is well out of the way.
If you are also trying to play, post some interest.


This was a good convention. Got me started with society play and loved it.
I would suggest people try it out if they can next time they come through.


Well Starknife is a melee weapon that can be thrown.
"Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee."


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Ricochet Toss would help
http://www.d20pfsrd.com/feats/weapon-mastery-feats/ricochet-toss-weapon-mas tery


Does a kensai have to choose the single melee weapon they become proficient with in weapon proficiency as their "chosen weapon"?
Couldn't they choose from another weapon they are proficient with?
Under Canny Defense:
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Canny Defense from Duelist requires a melee weapon, but Kensai specifically takes that away. None of the other abilities even mention what the "chosen weapon" must be.


Ok, cool, thank you, I will ask about Aasimar.
Would Changling work?
I was going to take the Deific Obedience feat, I was wandering if going into Evangelist would be good or just let it normally level.
How would you start? Like would doing monk 1st then to paladin work, vise versa, or alternate monk/pal?
I usually use others to brainstorm, but my group is new to the game.
I want to be effective but not cheesy broken.


So I'm planning a character for if my current character dies.
It is roll stats, so I do not have the stats.
I want to do champion of Irori and take the Deific Obedience feat for Irori, but I just wanted advice on how to go about it.
How would you build it?


I really love the idea of chakras. I have a champion of Irori that it fits so well with, but the saves, even for him, are high, and 7 rounds to open up all 7, combat would be long over.

I like the idea of not tethering it to a feat tree.

Why not put a burden on opening multiple chakra at once, such as Burn from the kineticist, or drawbacks from rage
Maybe make it some amount of damage x the number of chakras opened?

Or allow for pre-battle preparation, such as meditation before hand to make it easier to open later, such as useing the idea of the occult skill unlocks. Maybe the higher the check, the higher the chakra you can "skip" to. Use the save DC almost seems possible, depending on the skill tied to.
Idk what skill, I know wisdom should be the the attribute, though maybe make s new skill all together and finally give constitution a skill doesn't sound too bad.

I'm looking at occult rituals, seeing if that could help.


Dragon Disciple and Bloodrager: The dragon disciple’s blood of dragons ability increases draconic sorcerer bloodline powers. What about draconic bloodragers?
Yes, dragon disciple's blood of dragons ability should also increase draconic bloodragers’ bloodline powers.


Is there a way for you to share that google drive document with me?


It seems like Touch of the Moon from Lunar Mystery enhances inflict spells pretty well and clearly.
But I am slightly confused on how the cure spells work.
Is it:
A: Barb got hit for 9damage out of 20hp, Clare casts cure on Barb for 10 temporary hp, bringing Barb up to 20/20. But it goes away minutes later and Barb has only 11/20hp again
B: Barb is full hp. Clare casts Cure on Barb for 10 temporary hp, for 30/20hp, but it goes away later.
C: Barb gets hit for 5 damage. Clare casts cure for 10 temporary hp, putting Barb at 25/20hp, but it goes away bringing Barb down to 15/20hp.

So question is: Does healing going over stick or get wasted? If it does stick, does healing need to occur?


DM Jelani wrote:
For skills, do I take 6+int modifier for the first eight levels of Axiomite (since that's what outsiders get and it's higher than monk) and then whatever is higher out of my two classes for the last two levels like normal gestalt?

Yep that's how i think u do it


Maxelmish Stoutwick wrote:
Here is my Pixie Ninja Paladin submission. Details are in the profile. I hope my math is right.

I would like to see how that character goes, seems interesting.


DM Jelani wrote:

I'm working on my character, but I want to make sure I'm doing the feats and gestalt right with the monster race thing. In addition to the feats gained from the axiomite's racial HD in the bestiary entry, I've got the following so far for advancement choices:

Axiomite/Monk (Hungry Ghost Monk); Combat Reflexes (Bonus), flurry of blows, punishing kick, unarmed strike
Axiomite/Monk (Hungry Ghost Monk); Improved Grapple (Bonus), evasion
Axiomite/Monk (Hungry Ghost Monk); Fast movement, maneuver training, still mind
Axiomite/Monk (Hungry Ghost Monk); Ki pool (magic), slow fall 20 ft.
Axiomite/Monk (Hungry Ghost Monk); High jump, Steal Ki
Axiomite/Monk (Hungry Ghost Monk); Improved Trip (Bonus), slow fall 30 ft.
Axiomite/Monk (Hungry Ghost Monk); Ki pool (cold iron/silver), Life Funnel
Axiomite/Monk (Hungry Ghost Monk); Slow fall 40 ft.
Cleric/Fighter; , Weapon Focus (Falchion) (Bonus)
Monk (Hungry Ghost Monk)/Fighter; Improved evasion, Crusader's Flurry (Bonus)

We're not allowed to change the monster race's bestiary feat selections right?

We don't get the monster's feats and feats at 1,3,5 etc do we?

Also since the axiomite has 10 HD already, I'm assuming that overrides the gestalt, and I basically just get 10d10 HD. Right?

Am I an actual axiomite, or a humanoid who got branded and has the powers of an axiomite?

Sorry if these have been answered before, there are a lot of posts in this thread and I only skimmed the DM's posts.

You get the level up feats and monster feats

And with your race you get 2 levels of a class on your monster's side


Oh, I forgot to mention I was taking the job Agent

I did have a question about Resources. Does it deal with other equipment other then ammunition and spells?


Captain Fremont wrote:
So if you choose a monster with 10 or more hit dice, you kiss your leveling feats goodbye?

well those feats count as leveling feats. As a monster gains HD (or levels) it gains feats ever 2 HD.

an example of this is Rakshasa Monk 4.
it has 10HD of Rakshasa, and 4HD of monk, giving it 7 level up feats and 4 bonus from monk.

It is a little weird for some characters to have locked in feats, since our characters where not always these monsters and had feats before the transformation, it would make more sense that the monster loses all his feats or the character can choose.
But this is me looking at it as a potential player. The DM is the final word.


likrin wrote:
If it is true about monster/classes with 2 feats per HD, and the monsters we fight are the same, I might need to rework my character a bit or be slaughtered 1st fight, lol

I Shifted feats around and gave her a bit more debuff/damage potential, but i like the character too much to change her.


Flinnfurious wrote:
TarkXT wrote:
With templates do we apply our normal racial ability bonuses in anyway? For that matter does our race factor in at all?

Yes, the templates are applied normally.

likrin wrote:
Do they need to be in HeroLab?

No, mythweavers or even just a post here would be good.

Bobson wrote:

I think I'm going to go with a Pixie Fighter (Archer) 6 // Rogue 10. May still tweak it. We'll see.

I still have my questions from the previous page. Reposting and separating them for clarity:

Bobson wrote:

For instance, a Blink Dog has (by default) Combat Reflexes and Iron Will from their three hit dice. If I were to add 8 class levels, I'd add four more feats of my chosing (5, 7, 9, 11).

1) So the question here is whether I get Combat Reflexes, Iron Will, and four others, or whether I get to just choose six feats in the first place?

2) This raises two side questions, though. First, does the "other half" provide an additional set of feats (1, 3, 5, 7, 9), giving me a total of 11 feats? Or are those feats supposed to match the ones we get from the monster side (the way typical gestalting works), leaving a total of 5-6 feats?

3) Secondly, what happens when we level up to 11 and would normally get a feat?

1- You would get Combat Reflexes and Iron Will, along with four others.

2- No, the other half does not provide an additional set of feats.

3- At level 11 you will just get a singular feat.

In all honesty, you might be overthinking this. Take the monster as is from their bestiary entry. Gain their stats, abilities, skill bonuses, senses, feats, powers, etc. Everything else is as normal. You get normal feat and ability score progression. Think of it as making a level 8 character and then just tacking extra stuff onto him.

Ok, so what about people who chose actual templets? (Half celestial, Half Fiend) Since templates don't add HD, it is a solid blank spot of HD on one side of the character. But a monster (Unicorn, Nymph) gains HD, and every 2 HD as a Monster, they get a feat. But as a class, they are also gaining a feat every two HD. So by being a monster/class u gain 2 feats per HD. Just the monster side is fixed since it was designed with the monster.

If it is true about monster/classes with 2 feats per HD, and the monsters we fight are the same, I might need to rework my character a bit or be slaughtered 1st fight, lol

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