Ubashki Lynx

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Organized Play Member. 40 posts (421 including aliases). No reviews. No lists. No wishlists. 19 Organized Play characters.


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Woohoo! Sounds fun. There've already been so many good ideas. I'm going to look at making Quark or his brother Rom.


I like the idea of morestalt, but the higher the level, the more of a mess it seems. I mean, just look at high level spells ... so much book-keeping if someone has to juggle 3-4 high-level spell lists. I tend to like the 6-12 range, personally, no matter how many parallel classes.

I dont know campaign settings very well, so I can only speak to play styles and general ideas.

I like the hidden faction idea as one possibility. A group dedicated to infiltrating and subverting factions and their leaders, people who are too strong for the group to take on directly. Perhaps magic is banned, except for government agents, similar to rogue psykers corrupting Imperium plans. Players can have plenty of abilities, but have to hide them, and play discretely.

Alternatively, have a campaign the encourages a number of duels. I mean, the only competition who might be a 1v1 match, would be other archmages, so perhaps a demiplane hopping group? Like the previous suggestion, moderate on the intrigue, but when the knives out, the player being called out better be on their A-game.


Just for kicks
4d6 ⇒ (4, 4, 6, 1) = 15|14
4d6 ⇒ (3, 2, 5, 4) = 14|12
4d6 ⇒ (2, 5, 4, 3) = 14|12
4d6 ⇒ (1, 6, 3, 1) = 11|10
4d6 ⇒ (2, 3, 6, 3) = 14|12
4d6 ⇒ (6, 5, 2, 3) = 16|14

[14,12,12,10,12,14]
Those aren't bad


This is such a cool ideal
I think I'll try a Prana ghost Jinkin Gremlin
Jinkin Gremlin's are CR 1
Prana Ghosts add CR 1, and they are far less emotionally obsessive than their cousins.

It might take me some time to put this together


Thanks to this FAQ, that's generally not possible. For example, if you get Dex to CMB, and Dex to trip, Dex still only applies once when you try to trip someone even if they're applying differently. The same untyped ability bonus can only apply once to any given roll.

I think the exception to that is only when the ability score is applied as a specific type bonus, like this wording, 'Apply Wis as a sacred bonus to saves' or something.

Paladin's Divine Grace, Oracle's Lore Mystery, and Undead type, all apply charisma untyped, so they wouldn't apply doubly.

(if Voice wants to ignore the FAQ though ... then go for it)


Jereru wrote:

So, now that there are a lot of experts gathered here, another question related to the idea I have for an alternative character:

Is there any way, 3PP or not, to ignore or reduce Elemental Resistance or Immunity?

Someone mentioned the way to overcome fire immunity. Winter witch PrC does something similar for cold damage, it changes half of the cold damage dealt to untyped


Hmm,
4d6 ⇒ (6, 6, 6, 6) = 24|18
4d6 ⇒ (6, 6, 4, 5) = 21|17
4d6 ⇒ (4, 6, 4, 5) = 19|15
4d6 ⇒ (1, 6, 3, 5) = 15|14
4d6 ⇒ (1, 1, 6, 5) = 13|12
4d6 ⇒ (2, 6, 1, 3) = 12|11
4d6 ⇒ (5, 6, 5, 3) = 19|16

So after the 12 drops to an 8, [18, 17, 15, 14, 08, 16]
I've been loving the Alchemist class recently, but I need to think about what I want to pair it with


I'm running Alchemist 10/Magus 10/Other. Does the +5 spells known apply to to Alchemist & Magus separately or do I need to split it between them?


I've seen a lot of melee characters and felt like making something with a bit of range.

I've fallen in love with a Green Goblin theme, a build that's focused on bomb throwing. GrinningJest3r and I might become bomb throwing buddies.

Alchemist(Alchemist Sapper)//Magus(Eldritch Archer)//U.Rogue(Underground Alchemist) 4/Bloodrager 6 (Urban)

A flying goblin that can throw bombs, and plant trip mines.


Yeah, he could in the next square over, and I wouldn't see him. It's not like fog or smoke. Stealth can be scary.

It's not like damage breaks stealth either. So randomly throwing alchemist fires won't do much except waste money and maybe do a single point of damage


The spreading Wildfire is interesting. 40% chance to do nothing. 40% to increase the area geometrically , up to x3. 20% chance to increase the area exponentially up to x81.

I'm looking forward to when you implement area denial akin to Battle Royale. "Tomorrow areas A3, B2, and D1 will be restricted henceforth. Remaining in said areas will cause your collar explosives to detonate."


I've gotten contradicting answers to this, so I'm hoping someone can help me hammer this out.

If a character starts stealthed, behind cover. They are willing to break stealth (full movement), and don't care if they're seen, and then they renter foilage/cover and want to hide again (2nd movement action, half speed). Do they incur any penalties?

Actions:
Move action 1: Full speed, not stealthily, breaking cover/stealth
Movement action 2: Half speed, hiding.

RAW: Breaking Stealth When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment.

^ implies if you want to remain unobserved for your entire turn, you are making a single stealth check with any movement penalties they incur. The character doesn't care whether they are seen the first half of their turn, that they should be treated the same as if they didn't start while stealthed.

References are welcome.
Also, does it matter that they effectively start while stealthed?


For non-hidden action intensive rounds, would you like us to self moderate? Ie figure out cover bonuses, resistances, uncanny dodge, evasion ourselves and just continue?

May I suggest just keeping hidden actions gated behind spoiler tags?


Here's a char sheet, just shy of two weeks, XD
Drogo


This definitely has my interest peaked. So ... many ideas.
I take it we're not mucking around with Feat Tax rules or anything like that?

Is there any issues with animal companions?
I'm thinking halfling ninja. I might buy a cheap mount.


Thanks. Nope, I'm the one failing my linguistics. Thanks for also providing a ready hook.

I applied liberal proofreading to it too. I hope it reads better.

Backstory 2.0:

Sansu’s first memory is of crouching in a dark room, surrounded by bodies and the gentle hand of her Sergeant Ling reaching out to save her. He rescued her from the dark dungeon, and took her home to be raised in his village, along with some other men who had been ready to retire. They were good people, all of them, and she was happy there. All seemed good in the world. Then her great grandfather came for her.

Her great grandfather was an old devil. He had apparently orchestrated her birth to the cult and the rituals to empower her with immense arcane abilities. And he was ready to reap his investment, so he sent Mjkal, another infernal devil to possess her, to bring her in line with his plans.

Sansu doesn’t remember much from her possession, but she has occasional dreams about it. The next part she remembers is the blinding screaming in her head when she awoke. A cleric had managed to partially exorcise Mjkal. Because he had been bound by blood, thanks to her grandfather, he was instead driven to a small corner of her mind. That was enough, though. Her new powers helped her overpower her now pet demon and keep him locked away.

She was subsequently detained by the clerics of Desna. Over several months, despite everything, they came to trust that she was free of any infernal influence. She even helped them with a few missions. In the process, she discovered that she could coerce some of Mjkal’s abilities and knowledge. Sometimes Mjkal would share interesting tidbits of knowledge. Confident in her new abilities, she set out on her own, to have a bit of fun.

Just shy of a year of travel since, things went a bit weird. Mjkal been extra quiet for a few days. She also hadn't been sleeping well. She kept waking up to dark dreams, but with little memory if them. After a few days, she thought it might've been some sort of attack from her grandfather, and laid some arcane pressure on her inner prisoner. Instead, Mjkal already seemed to be in pretty bad shape. All she got, was something about protecting her, before he just temporarily vanished.

That night was bad. She kept seeing this giant phallic structure rising from deep with the earth. Its walls were covered with a cobweb of cracks that seemed to glow and then go dark. Sansu didn't remember getting up the next morning or making camp. She finally kicked her haze when the sun was already at midday. She was sooo going to get roaring drunk at the next town, and just try to forget about all this.


After these updates, Sansu, is done

Updates:

BaB +1; CMB:+1 CMD 14

Equipment: Longbow, Travelers Suit, Urea x 40, Bandolier x2, Alchemist Fire x2, Repellent, Vermin x2, Alkali Flask x2, Potion of Cure Light Wounds, Impact Foam, Anti-Toxin, Thunderstone, Defoliant, Grease, Alchemical, Liquid Ice, Nushadir, Anti-Plague, Spell Component Pouch , Sorcerer kit, 20 gp


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I'm pretty curious. For anyone interested, I'll link this
Updated Rulebook

Some awesome people have taken the various errata and updated the rulebook with it, since paizo is a bit behind, last I checked


I didn't realize that there was another fiendish marauder, so I made a blaster instead. I’m actually really excited by the blaster now, but I’m willing to play whichever is a better fit.

Sansu is now a Arcanist//Wizard/Crossblooded sorcerer


Character:

Sansu Hexbringer
Female Tiefling Tiefling Daemon-Spawn (variant) Arcanist 2//Crossblooded Sorcerer 1/Wizard 1
TN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 mage armor, +3 Dex, +1 natural;)
hp 22 (2d8)
Fort +2 , Ref +3, Will +2
Resist fire 5
--------------------
Offense
--------------------
Speed 30’
Ranged Longbow +6 (1d8)
Spells (Arcanist)
. . [0] Acid Splash, Detect Magic, Light, Daze, Open-Close,
. . [1] Lingering Burning Hands[cold], Mage Armor
Spells (Sorcerer)
. . [0] Prestidigitation, Dancing Lights, Ghost Sound: Mending, Message
. . [1] Protection from Evil, Silent Image
Spells (Wizard)
. . [0] Mage Hand, Spark
. . [1] Lingering Burning Hands[cold], Obscuring mist

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 8, Cha 18
Speed 30
Base Atk +2; CMB:Trip/disarm/sunder:+11 CMB:Other +2 CMD 16 (+2 vs trip/disarm/sunder)
Feats Spell Focus(evocation)/greater, Additional Traits (Magical Lineage+Wayang Spellhunter [Burning Hands]), Lingering Spell, Eschew materials, Scribe Scroll
Traits Trapfinder (campaign), Reactionary (Combat), Indomitable Faith (faith), Dark Magic Affinity (race)
Skills Appraise +9, Disable Device +11 Fly +8 Linguistics +9 Linguistics +9, Perception +1, Ride: +8, Sleight of hand +7, Spellcraft +9, Use Magic Device +9
Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Abyssal, Infernal, Dwarven, Orc, Gnome, Draconic, Undercommon
Equipment, Longbow, Travelers Suit,Sleeves of Many Garments, Assorted potions and flasks, Urea x 400

--------------------
Special Abilities
--------------------
Power Attack (-1 attack roll, +2 damage)
Combat Expertise (-1 attack roll, +1 AC)
Weapon Finesse: Dex to attack rolls and trip/disarm/sunder
Crossblooded
. . Draconic (White, Blood Havoc)
. . . .Arcana: Ice spells deals +1 point of damage per die rolled.
. . . .Power: For spells that belong to schools you have selected with Spell Focus or that are bloodline spells, add 1 point of damage per die rolled.
. . Elemental (Ice, Primal)
. . . .Arcana: Ice spells deals +1 point of damage per die rolled.
School(Admixture)
. . Intense Spells +1 damage to spells, not divided between rays or missiles
. . Versatile Evocation: Evocation spells with acid, cold, electricity, or fire damage can be changed to another energy type
Feat Bonuses: Evocation spells have +2 DC, Burning Hands take -2 metamagic penalty. Lingering spells causes instantaneous spells to persist 1 round, and reapply to creatures entering the specified area. Also provies concealement, 20% over 5’, 50% over 20’
Arcane reservoir: 5, refresh 4 daily
Potent Spell: Spend 1 to increase 2DC or 2CL
Arcanist Spells: Prepared 5 0-level, 2 1-level, Casts per day 4 1st-level
Sorcerer Spells: Known 5 0-level, 2 1-level, Casts per day 4 1st-level
Wizard: Casts per day 3 0st-level 2 1st level
Wasp Familiar: +4 Init
Scaled Skin +1 AC, 5 fire resist
Prehensile Tail: swift action to retrieve small objects

Description:

Image
In most public areas, you’ll see very little of Sansu, besides her hood and assorted bags. Even her hands are gloved. Sometimes you’ll catch the fidget of a long thin tail fidgeting under her cloak.
Her face is clearly not human, Her skin is light grey color that resembles marble but her eyes draw more attention. They seem to glow from an inner light.
Until you’re next to her, you don’t notice quite how big she is. She stands a head taller than most around her, when she’s not slouched or sitting.

Backstory:

Sansu’s first memory is of crouching in a dark room, surrounded by bodies and a the gentle hand of her Sergeant Ling reaching out to save her. He took from a profane temple and raised her along with some men from his company. They were good people, all of them, and she was quite happy there. Sansu was able to grow up there in the small village where they had eventually retired, until her teens. Then her grandfather came for her.

Her grandfather had apparently orchestrated her birth to the cult and the rituals to empower her with immense arcane abilities. And he was ready to reap his investment, so he sent Mjkal, an infernal devil to possess her, to bring her in line with his plans. Sansu doesn’t remember much of that time, except for the occasional dream, but she does remember the blinding screaming in her head when she awoke. A cleric had managed to partially exorcise Mjkal. Because he had been bound by blood, thanks to her grandfather, he was instead driven to a small corner of her mind. That was enough, though. Her new powers helped her overpower her now pet demon and keep him locked away..

She was subsequently detained by the clerics of Desna. Over several months, despite everything, they came trust that she was free of any infernal influence. She even helped them with a few missions. In the process, she discovered that she could coerce some of Mjkal’s abilities and knowledge. Sometimes Mjkal would share interesting tidbits of knowledge. Confident in her new abilities, she set out on her own, to have a bit of fun.

Liberties:

Tiefling variant has you roll on a table. I went ahead and just picked the stat bonus.
Wildblooded and Crossblooded are a vague area whether they are legally stackable.
Archetypes list which features are considered changed or replaced. Wildblooded doesn't. If you look at the table under sorcoror d20pfsrd, it shows wildblooded as not changing/replacing anything. That's probably because it's intended to be similar to bloodline mutations, which aren't an archetype, they're just additional options.

I took the additional traits feat anyways, so i can retrain magical lineage & spellhunter to benefit fireball later.
Fun fact, cold spells can be modified to provide a lot of battlefield control.

Old Character (finished):

[spoiler=character]
Sansu Darkbringer
Female Tiefling Tiefling Daemon-Spawn (variant) Warder(Fiendbound Marauder) // Psychic 2
TN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+6 armor, +4 Dex,+2 shield +1 natural; (-1 depending on stance )
hp 26 (2d12)
Fort +2 , Ref +6, Will +1; (+1 vs spell, spell-like, poison)
Resist fire 5
--------------------
Offense
--------------------
Speed 30’ (20’ in Pugilist Stance)
Melee Fiend’s Grip +6 (1d8+4) 5’-10’ range (Able to attack adjacent and reach)
Ranged Longbow +6 (1d8)
Warder Maneuvers and Stances Known (IL 2nd, 4 readied)
. . [maneuvers] Pummel Strike, Strength of Hell, Flurry Strike, Fear Eating Technique
. . [stances] Pugilist Stance, Iron Pikeman’s Attitude
Spells (Psychic)
. . [0] Daze, Stabilize
. . [1] Magic Missle, Painful Goad, Sleep

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 18, Wis 6, Cha 16
Speed 30 (medium armor counted as light)
Base Atk +2; CMB:Trip/disarm/sunder:+11 CMB:Other +2 CMD 16 (+2 vs trip/disarm/sunder)
Feats Combat Expertise, Deadly Aim, Power Attack, Combat Reflexes, Enforcer, Deft Maneuvers, Deadly Agility
Traits Bred for War (+1 Intimidate, +1 CMB) (race), Accelerated Drinker (drink potion move) (Combat), Trap Finder (campaign) (+1 disarm, disarm like rogue), Blades of Mercy (no penalty non lethal slashing) (religion)
Skills Acrobatics +8, Bluff +7, Climb +5, Diplomacy +7 Disable Device +8,Handle Animal +3,Intimidate +9 Knowledge (local) +8, Knowledge (planes) +8, Linguistics +9, Perception +4, Ride: +8, Sleight of hand +8, Stealth +5,
Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Abyssal, Infernal, Dwarven, Orc, Gnome, Draconic, Undercommon
Equipment Agile Breastplate, Spiked Gauntlet x2, Heavy Wooden Shield, Longbow, Travelers Suit, Swarmsuit, Sleeves of Many Garments, Potion of Remove Fear x2, Potion of CLW, Potion of Long Arms x2, Acid Flask x3

--------------------
Special Abilities
--------------------
Power Attack (-1 attack roll, +2 damage)
Combat Expertise (-1 attack roll, +1 AC)
Weapon Finesse: Dex to attack rolls and trip/disarm/sunder
Deadly Agility: Dex to damage on finesse weapons
Combat Reflexes: Class feature, included as bonus feat, use Int instead of Dex
Blades of Mercy:Slashing weapons can be used non lethally for no penalty
Enforcer: On non lethal damage, able to make free action Intimidate check to demoralize. If successful, shaken for damage in rounds. On crit and successful demoralize, frightened for 1 round first
Prehensile Tail: swift action to retrieve small objects
Accelerated Drinker: Move action to drink potion
Fiendish Sprinter: 10’ additional movement to charge, run, or withdraw
Dark Mark: On hit, free action to curse. Cursed targets suffer 10% arcane spell failure, and have -4 attack rolls vs other targets, 4/day
Aegis: Allies within 10’ receive +1 morale bonus to AC and Will, self not included. LoS required
Phrenic Pool: 4, refreshes daily
Overpowering Mind:Spend 2 Phrenic to increase Will DC by 1
Defensive Focus: Full Round, recover all maneuvers. Threatened area increase by 5’. Able to move to reach

Fiendish Grip: move action, summon weapons in place of spiked shield gauntlets, Increase range, and damage, and benefits from all enhancements from Spiked Shield Guantlets
Pain Reminder: As a swift action, cause an enemy to take 1d6 points of nonlethal damage if dealt damage to that enemy with a spell since the start of the previous turn


Here's my own rough draft

char:
Sansu
Female Tiefling Daemon-Spawn (Grimspawn) Warder(Fiendbound Marauder) // Psionic 2
TN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+6 armor, +4 Dex,+2 shield +1 natural; (-1 stance )
hp 26 (2d12+2)
Fort +3 , Ref +6, Will +0; (+1 vs spell, spell-like, poison)
Resist fire 5,
--------------------
Offense
--------------------
Speed 30’ (20’ in Pugilist Stance)
Melee Fiend’s Grip +6 (1d8+4) 5’-10’ range (Able to attack adjacent and reach)

Spell-Like Abilities (CL 2nd)
. . 1/day— death knell

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 18, Wis 6, Cha 16
Base Atk +2; CMB:Trip/disarm/sunder:+9, Bullrush/hamstring/overrun/Dirty Trick:+6,Grapple:+4 CMD 19 +2 vs non-grapple
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Combat Reflexes, Enforcer, Deft Maneuvers, Deadly Agility
Traits Bred for War (+1 Intimidate, +1 CMB) (race), Accelerated Drinker (drink potion move) (Combat), Trap Finder (campaign) (+1 disarm, disarm like rogue), Blades of Mercy (no penalty non lethal slashing) (religion)
Skills Acrobatics +9 (+10 to move between, through, or up trees), Climb +16 (+17 to move between, through, or up trees), Disable Device +10, Escape Artist +5, Fly +5, Handle Animal +8, Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Acrobatics, +2 Fly

--------------------
Special Abilities
--------------------
Power Attack (-1 attack roll, +2 damage)
Combat Expertise (-1 attack roll, +1 AC)
Weapon Finesse: Dex to attack rolls and trip/disarm/sunder
Deadly Agility: Dex to damage on finesse weapons
Combat Reflexes: Class feature, included as bonus feat, use Int instead of Dex
Blades of Mercy:Slashing weapons can be used non lethally for no penalty
Enforcer: On non lethal damage, able to make free action Intimidate check to demoralize. If successful, shaken for damage in rounds. On crit and successful demoralize, frightened for 1 round first
Prehensile Tail: swift action to retrieve small objects
Accelerated Drinker: Move action to drink potion
Fiendish Sprinter: 10’ additional movement to charge, run, or withdraw
Dark Mark: On hit, free action to curse. Cursed targets suffer 10% arcane spell failure, and have -4 attack rolls vs other targets, 4/day
Aegis: Allies within 10’ receive +1 morale bonus to AC and Will, self not included. LoS required
Phrenic Pool: 4, refreshes daily
Overpowering Mind:Spend 2 Phrenic to increase Will DC by 1
Defensive Focus: Full Round, recover all maneuvers. Threatened area increase by 5’. Able to move to reach
Fiendish Grip: move action, summon weapons in place of spiked shield gauntlets, Increase range, and damage, and benefits from all enhancements from Spiked Shield Guantlets

Spells (Psychic)
(0) Daze
(0) Stabilize
(1) Remove Fear
(1) Sleep

Maneuvers
(Stance) Iron Pikeman’s Attitude (armor type is reduced to one lighter, Dex cap +1, acp +1) (Default)
(Stance) Pugilist Stance (+1d6 dmg while using unarmed/close/monk weapons)
(Boost) (2) Taunting Laugh (demoralize + flatfoot) (R)
(Boost) (1) Strength of Hell (+2 attack, +1d6 dmg profane, -2AC) (R)
(Strike) (1) Pummel Strike (attack flat footed +1d6 dmg) (R)
(Strike) (1) Flurry Strike (2 Attacks) (R)
(Boost) (1) Brawler’s Attitude (+4 CMB)
(Strike) (1) Shards of Iron Strike (staggers)


Are potions allowed, within the 1000gp?
I'd like to pick up some Potion of CLW, and Enlarge Person. Maybe even one of Magic fang


Idea is a Tiefling Fiendish Maurader/Telekinetic Warrior. She's only slightly possessed and is making a good impression of a poltergeist on the battlefield.


I'm definitely interested, I'm not sure yet about concept


Best of luck to all contestants, XD


Here's a second application, for fun a Goliath Druid. This beastie can buff for high strength, high AC, and heal a bit.

Spoiler:

I might pick up a few more consumables but otherwise, I think it's done.


People tend to look for games in the medium they also want to play in.

There're pretty big Pathfinder/D&D Discord servers. I've found my longest running game through there.

I also see ads on the forums/Discords of the dedicated platforms (ie FG forums, or Roll20 discord)

Send me a private message if you'd like me to share any invites to.


Half Orc Brawler (Brawler ended up looking more fun than fighter)

*crosses my fingers I got the feats right*


Is retraining available, or can I delay picking up my feats until level 6?
I was looking at Lunge. I have the +6 BAB, but the last feat I would've gotten was level 5.


Let me check the feat progression option
Since Improved Trip is replaced by Deft Maneuvers, Does picking up Deft Maneuver automatically lead to Greater trip?
Do style feats also count as linear feat lines that qualify?
(Shield Gauntlet Style>Shielded Gauntlet Attack>Shielded Gauntlet Master)

I'm guessing non linear feats like Viscous Stomp (assuming I have the Improved unarmed) doesn't come for free.


Let me see about making a half-orc dirty fighter. That should be fun.


Sorry, it takes me an age and a day to make a character, plus it's been a busy week.

Meh, crafting and merchanting is boring anyways.


All I could hear was the sound of my own voice repeating some cockamame story in case someone figured out I wasn’t supposed to be here. And why did every other room have to be hermetically sealed?

I had been expecting next gen, probably VR helmet, but this place was waaay beyond that. Surprisingly, no one did stop me. After I came back from the bathroom for the fourth time, I got to put the gear, and the rest of the world just disappeared behind endless lists of options.

“H-hello?” Not much of the orientation made it through, but I think I remembered some sort of built in helper.

“Do you need assistance?” A vaguely female autonomous voice spoke up.

“Yeah, I didn’t mind the dwarves and this look, but all these other options seem … kind of boring or don’t really fit. It’s supposed to be a dangerous world in there. I don’t want to die on the first day. Who else do you have that carries a big shield?”

The reply seemed to take a few moments “We have an experimental build, a warrior of the church, with special abilities, primarily support.”

”The church!? Really? That seems so boring. Then again, having a lightning throwing big guy at my back might not be so bad. Let me have it.”

Looking over the next options, I wanted something more. “What are some of the non-standard options?”

" … Accessing "

Scrolling through until something catches my eye. ”I think I could use this one. … an orphan twice over, … worships a dragon god, … generally the odd duck. Do me a favor, read me the summary out loud.”

”Nilas, practically grew up running in and out of the dragon tomb at the edge of town. No one paid him any mind, he was just another weird kid running around, adopted, a dwarf to boot, in an aboveground town. He loved the stories his adoptive father told him about it, before he passed himself of consumption. Instead of going back to the orphanage, Nilas opted to enroll at the monastery. He kept his own faith, and the book learning never quite stuck. The physical lessons were a bit more promising, but as soon as he could get away he did. Nilas always had this fantasy that some of the legends he heard about had to still be out there, and by the gods, he was going to try to find them.”

I was done messing around, " Go ahead and just fill in some thematic options for the rest of this and let me in!”

“Access granted. Enjoy your stay with us at Diamondtech”


This sounds like a lot of fun. I'd love to give it a shot.
I'm thinking of making a dwarf paladin, as a support/solo character. It's not finalized yet though.

One important question. Do you expect much downtime or travel? Virtual days and weeks are typically faster than IRL.

Would we have enough time to craft, or to use Master of the Ledger?
(Invest money for a 1/month potential return)


I actually got this answered privately, that I can, in fact, use the Quick Draw feat to reclasp my Heavy shield.

Otherwise, without reclasping I wouldn't be able to melee with my shield.
I was also advised that the Throwing Shield modification doesn't actually allow for a free attack, despite the verbiage.


Hey, I'm quite new to Pathfinder, so thank you for all of your help.

I'm making a 6th level Dwarf Brawler, and I'm trying to make sure I've thought through the Shield combat
First, I'm looking at the Shield Champion and Winding Path Renegade(Mystery of Unfolding Wind) archetypes.
I've also got a nice home rule that the throwing shield is included with my Shield Master proficiencies.

If I'm understanding the Throwing Shield modification accurately, I can unclasp and throw my shield as a free action/attack. Thanks to Returning Shield, I presumably get that back immediately.
I then, can use Brawler's Flurry to make a ricochet attack, both at full BAB, presumably as a full action.

Now, in order to get my AC bonus back (within my turn), I should use a quickdraw shield to don it as a swift action, and recover my +3 AC
(+1 shield, +1 Shield Focus, +1/+1 Quickdraw light steel shield)
(the downgrade from a heavy shield hurts but it seems to be required)

Does that work described? Am I missing options to simplify my Captain America throwing shield build?
Edit: Bonus Question 1: If I'm reading it right, the feat Quick Draw, wouldn't allow my to don a heavy shield, would it? (the extra AC and dmg would be worth it)
Edit: Bonus Question 2: I'm assuming that there's an in between place where I can wield a shield as a weapon for a ranged or melee shield bash attack, but I haven't donned it properly to get the AC bonus. Is this true too?


I've been putting together monster ideas myself, and since creating a fail combination is actually not easy, I ended up just doing it thematically.
SO far it's been working well.
I love that I can create a one sentence/description of each track, and mix and match it for any idea I can come up with and it's almost guaranteed to work, for a unique playstyle.
Ok, love's maybe not the word, it seems to be only way I can figure how to do it without overstressing.


Coming from 3.5, it feels a little odd, not being able to have a character that's first level of 20 different classes, or heavy optimization theorycraft discussion.
You can optimize fine, but you don't need to have taken statistic 101 for it, basic algebra's fine.
I am very very looking forward to future development, to see if it can keep up the amazing balance that has been shown up till this point.
Monsters are really easy to make too, but they have the same abilities players do, which is another odd paradigm shift.
It's not bad, just interesting


Thanks guys. I think I seem to have gotten a response for a few different variations of this character. Some really great ideas for playing the fool, and for keeping casting a secret. Let me put a few together and get back to you


My mistake, this should've been in advice, not beginner box. Put it here because I'm fairly new. I looked at bard, but silent spell specifically doesnt work with bard magic. Bard Magic is listed as the exception.

I just started trying to go through the list of cantrips that only have verbal or somatic components
Flare and light use verbal
Spark is either or
Haunted Fey Aspect is Somatic

Flare and Spark are the only ones that seem to be of any use in combat, and that I could potentially continue to conceal myself as being a caster.

I fully expect to be nearly useless early on.

What other options are available higher up. Do any of those conceal my casting from other casters, while in combat?

Do you still think sorcerer is best, or maybe druid? Haven't looked at druid seriously yet. Wizards and clerics are out of the question with their clearly obvious tomes and holy symbols.


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I want to put together a caster character that ideally isn't noticeable/detectable to be so.

Silent/still metamagic should keep non casters from noticing I'm anything, but distracted.
Quicken metamagic should erase the distracted aspect.
Secret magic only seems to work out combat.

Sorcerer for eschew materials?

Any good tips or ideas? I know the character is not going to be *strong* in the least, but I'm trying to make it work as well as possible. Class is optional so long as it works.