Rakshasa

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Organized Play Member. 1,737 posts (12,594 including aliases). No reviews. 1 list. No wishlists. 55 aliases.


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Pramxnim wrote:
Basically, Monks can have the highest AC in the game with enough optimization. All you need is to start with 18 Dex, keep up in terms of magic armor, and possess a level 14 common magic item type that most PCs will end up getting at some point.

Not in the early game. At level 1, Monks max out at AC 15 (but realistically, probably 13 or 14, since Monks' reliance on Athletics means they need to put Str first to use half of their class abilities). Wizards/Sorcerers can hit AC 16 (and Barbarians, though they're probably raging down to 15), Bards/Rogues can get to 17, and Fighters/Paladins can hit 18.


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So, I've been sitting around creating playtest characters with friends all day, and I gotta say: Monks have the lowest AC of any class. This feels really odd for a frontline fighter—am I missing something? Expert in Unarmored is only the equivalent of padded armor, and every other class starts out with something better (Mage Armor is equivalent at level 1, but grows much faster than the Monk's AC bonus, meaning even wizards and sorcerers wind up with higher armor).

Like, an 18 Dex monk (and that's burning quite a bit on maxing dex) has the same AC as a raging 14 Dex barbarian. I guess by level 20 the monk is sort of catching up, but considering most gameplay happens at low level, why is the monk the single easiest class to hit/is there a way to fix this?


Aunders wrote:
Hey look. Sneak peek at spooky monsters in space. What ever that thing is on the side of the box, keep it the hell away from me.

Aww, is this an April Fools joke? That thing on the side of the box looks like some variety Barathu (or a Liavaran Dreamer?) which is basically the friendliest, most xeno-loving creature in the whole Golarion system


I'm kind of annoyed that the setting describes 10 planets in the Pact World system and 20 planets outside of it, and EVERY SINGLE ONE (IIRC) has ancient mysterious aliens on it somewhere. Like I get that this builds a rich world, but at this point it just feels ludicrous. Why are there so many powerful ancient aliens, and where did they all go?


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Wikrin wrote:
You're describing the Shirren. The Kasatha (and people with a pair of cyberarms) do not follow that at all.

Wait, you're saying cyberarms aren't only for mating?


Because at the end of the day, a soldier with quickdraw and onslaught can get the same weapons out a lot faster, and deal more damage with them, while sniper is where the Technomancer has a real advantage?


Guyyys I just realized I've been reading the "Sniper" ability wrong. The best Shirren-eye rifle has a range increment of 1000 ft, meaning you can snipe from.... 10 km away. That's kinda neat.


Xenocrat wrote:
But you can actually fire a Phase/Seeking Shot at a target "known to you within range" without the ability to actually see it or know its precise location

Oh! This is better than I thought, I had assumed there was some amount of scrying/mechanic with a stealth drone necessary for spotting the target (or just hacking local security cams). I might still rule when I GM that the "approximate location" of the target is necessary.

Luna Protege wrote:


... Which is why you hang out with an Envoy. If they're willing to spend the Resolve, you can get an extra Standard action.

Yep, shoulda mentioned. This also works realllly well with AoE spells at high levels where you can pull that off.

LittleMissNaga wrote:
Is that Pathfinder or Starfinder experience you're speaking from there? Pathfinder definitely doesn't get to that kind of range very often

It can, if your GM's not careful. I played an archery ranger in Mummy's Mask, for instance (1000' effective attack range, paired with a long-distance-happy wizard), and while most of the AP was resolved underground, every single desert combat encounter ended before the enemies could reach us.


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JetSetRadio wrote:
What is everyone's fascination with Sniper Rifles? You can't walk into a bar with one. It's likely not going to help you during a corridor fight. What if you are chasing door a mark through colony streets? Give me a Small arms laser rifle any day.

Uhhh unless you're a Technomancer, in which case, add Phase Shot (or Seeking Shot) to your Spellshot, and now you don't need to chase the mark through colony streets, because your spells phase through (or around) buildings and walls for 1000 feet until they find their mark.

Technomancers are the best snipers.


technarken wrote:
I just want an NPC to be able to say "how bad@ss is that Free Captain? He took out a gunboat...WITH AN AXE!" and it actually be something doable.

It's totally doable, but not easy. A level 20 solarian, with the right kind of axe, can probably do around 200-300 damage per round (more if you really min-max); since starship rounds are supposed to be longer than 6 seconds, throw in say five rounds of this and you've successfully killed a tier 3-4 spaceship.


Is Staggered actually a threat at all in SF, when full-round actions are so much less useful?


Hmm, does this slower stat advancement mean we won't be using the PTU rules for things like what moves do? (That's fine, just curious).

Mostly a fan of rock and bug types, personally, but I'll wait a bit and see what other people propose for balance.

EDIT: Also: Egg moves?


Big fan of PTU as a system, though it's a bit complex for a tabletop and I'd be happy to play a pokemon in that system (which seems a good way to simplify it, since it's mostly trainer-heavy system wise)


Human Bachelor of Science 4 / Grad Student 5

Okay, then. Dris, you okay carrying everybody, or are they finding their own way across 300 miles of poisonous desert?


Oh. Well, Dwarf Mageknight FCB is pretty excellent...


That's the idea I went with! Rubato Bard means that I recharge a round or two of performance every time I enter a fight, and Tribal Rhythm means never need to spend spell points to keep positive totem bonuses on the party, which in turn powers up Barion's magic through resonance—as long as I can take enough to set up, I don't burn through many resources. (Rekt's alternate tactic of using favored class to get a bunch of extra performance rounds probably works similarly.


@JonGarrett/Rekt: I didn't realize there was another Tribal Rhythming sphere bard! Probably too late for now (unless we're selected) but it would be easy enough to swap momentum talents, and it's worth noting that you can trade out Totem of War via a drawback since it doesn't stack with Inspire Courage, if that's your plan.


Sure. However, lifting an object is a standard action that can somehow also be used to full attack, and a martial strike is a standard action or... something.

Not that it really matters; I grabbed a PoW archetype for the flavor and stances, so I can worry if I'm chosen about how useful strikes are.


Hey GM, any ruling on using PoW strikes with the telekinesis sphere? My best interpretation of the rules seems to be "only if you lifted the objects the turn before"...or do I need Acceleration + Martial Charge, which works RAW unambiguously?


@Joseph Bonkers, have you looked at the math on the Dimensional Savant route? It's a long path if you need to get up to high bab as a rogue (I feel like there's a feat somewhere that lets you skip BAB requirements, but I can't remember where) but it would let you flank with yourself while teleporting at higher levels.


Joseph Bonkers wrote:
Thunderbeard wrote:
Basically, I'm looking at "Wizard turned muscle-for-hire" and trying to find an appropriate thematic gestalt for the "muscle for hire" part.

Pity I didn't get here sooner, I would have suggested you look at the Shifter and Armorist as your second class. And it looks like you chose Shifter :)[/url]

Noooo, I chose Bard. But I also found religion. It makes more sense than it sounds, and now I have a character who shoots actual arrows at people by holding them in his hands, standing on the ceiling and shouting loudly. I'll get all the story and mechanics finished soon, but there should be a rough build a ways back, and the lack of comment from Rednal suggests I haven't horribly broken anything.

Also, I can currently dual-wield throwing goblins (or chairs) but by level 8 I should be quadruple-wielding orcs (or tables). SoP is real weird, and avoiding a full-BAB class seemed like a good way to not break anything.


Oh, I meant for the game, not for my character personally. His big thing appears to be bending the laws of physics until they're a nice shape to clobber people with, which seems to not mesh well with the Bard's Gate gods of knowledge/magic, and I have a decent idea for a one-room temple he can run.


So uh... how bad idea is being a worshipper of Yidhra? Since it's listed in the deities at all and, worryingly, seems to fit my character build better than anything else.


Raisse wrote:
Looks like stormraven's Iron Chef. I totally missed that, so the monk idea is out.

Oh good, we're fine then. Iron Chef looks like he's throwing small things. I'm planning to throw bigger things, like tables and people.


Hmm, was I the one going for the "flurry of throws" build? Because if not, uh... oh well...


Oh uhhhh... I thought the ideal was blue. Alllll good, then.


Your numbers guide mostly makes sense, but uh... I can't imagine building a character who gets those to-hit bonuses at levels 1-5...


Oh! Sine I never actually asked—how do you feel about Path of War for this game (as Dreamscarred vs just DSP)? I was considering dropping in a PoW bard archetype as a way to get rid of spells on one half of my gestalt, but as someone who complains a lot about PoW power, I'm certainly wary about that stuff.


@Cozette: You might want to mix those up a bit for higher BAB; e.g. Mageknight/Paladin + Hedgewitch/Bard, etc. Spheres of Power has archetypes for all the Paizo classes, including adding low casting to non-casters.

It's worth pointing out that the Life sphere gives you a ton of healing options—fast healing, multi-targets, lay on hands, etc—that, put together, could turn even a bard, hedge witch, or something crazier like a magus/hunter/skald into an exceptional healer if you make that the focus of most of your sphere choices.

* * *

EDIT: @Rednal: Should we assume sphere classes have social status of similar classes (e.g. for me Incanter ~ Arcanist) or just not worry about it until after characters are chosen?


Yeah, that's the big problem—Incanter gives all the damage I want, but terrible accuracy. Is there a handy list of what you consider "roles?"


I'm currently trying to decide between Spell Warrior Skald, Rubato Bard, Juggler Bard, Divine Heretic Warpriest, some sort of Rogue/Barbarian, Exemplar Brawler, or some sort of Marksman/Psychic Warrior. Other side of the gestalt is melee-focused Incanter, which means I want something that gives proficiencies and BAB (rubato bard doesn't actually give the proficiencies it needs, hence Aristocrat might be useful).

Bard, Skald, Exemplar Brawler, or Heretic Warpriest all make it much easier to play a support sphere caster without sacrificing action economy, but exemplar has a flavor that feels out of place in this campaign, the others lack enough BAB to give me pause, and except for Rubato Bard, I'm forced to either double-sphere or gestalt with boring old regular Vancian magic.

Barbarian or Psychic Warrior give the most combat ability, but the flavor feels off. (Barbarian especially becomes really *interesting* at level 10, but until then is a bit boring). Wilder or Bloodrager might be options, but dump in mechanics that don't seem to mesh well thematically with spheres.

Basically, I'm looking at "Wizard turned muscle-for-hire" and trying to find an appropriate thematic gestalt for the "muscle for hire" part.


Huh. It's proving surprisingly hard to find a second class for my character idea. On the one hand, doubling up on sphere casting seems ludicrous, but on the other hand, so does doubling up on casting *systems*. I guess I'll have to wait a bit and see what other people are building.

EDIT: Weirdly, it seems like taking a level of aristocrat might actually be beneficial for my character idea, uh oh.


Huh. I was thinking gnome mostly because, of the core races, they're the one typically most associated with exploring other planes. If they don't fit in with the setting well, I'll think around a bit.


Hmm, okay. I have a few clarifying questions that might be best to ask here since I think they'd apply to others?

1) Do you want 1 paizo class + 1 approved non-paizo, or is it fine to go 2 non-paizo?

2) Is there anything more in bard's gate about gnomes? (I'm feeling in a slightly gnomish mood atm...) or should I just generally assume "eccentric foreigners, people don't know many, but they're not hated too much because they usually have money"


Aww I had work to do today, oh well.


Ugh, I'm probably oversubscribing on Rednal games, but certainly interested. This could finally be the perfect setting to play the SoP gravity mage I've always dreamed of!


I assume divine magic is also gonna be a major thing, with one deity in particular? Basic firearms, no ninjas, etc?


My campaigns tab still exists, it's just not showing new posts. :/


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But in a world without dots, how do we get anyone's attention? o.O


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Seems to have happened to everyone I talked to. This seems like a big issue.


Human Bachelor of Science 4 / Grad Student 5

I meant "introduce" as in "say 'by the way, we're those superheroes'"


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How fast do you anticipate levels going in this game?

Also: ...collect the ten gems .... and godhood will be yours ........ losing all hard-won levels and cash at the start of every cycle......... is this a Sonic game?


Human Bachelor of Science 4 / Grad Student 5

Oh my! I didn't realize how much this picked up. I'll have an alias and into the thread soon.


@Hora, how did you get to 141 points (191 with disadvantages)? I thought starting max was 75 (125 with disadvantages).

Also, you're still doing skills wrong; it's 1 (+1) > 2 (+2) > 4 (+4) > 8 (+4) > 12 etc for skill levels, not 1 (+2) > 3 (+4) > 7 (+8) > 15

* * *

Re: Earlier question—I'm a big fan of Combat Reflexes on just about any character who expects to get shot at, because it costs the same as +1 Dodge but gives a bonus to all defenses, which is really useful if you're not sure at campaign start whether you're going to be fighting melee or ranged enemies.


That's fair! Mostly, though, I don't see much of a use for Esoteric/Pharmacy/Veterinary in this campaign, at which point it might make more sense to just stick with my acceptably-mediocre doctoring and spend those points on something like languages or familiarities as they pop up.


My thoughts were to potentially drop IQ and add healer, but I was thinking of going into magic, and if healing magic exists in this world, that's usually a better bet for actually removing damage (though not diagnosing injuries). If you think it makes sense to max out medical skills, I can go for that.

I guess I could take another quirk to account for the template.


Alright, got a potential character. He's a combat doctor with a grab-bag of skills that could become useful if he puts a bit more training into them, depending on the group's strength. For Naval Reserve template, I just replaced Professional Skill (Soldier) with Seamanship, if that makes sense.

Bio:
Andy Hudson grew up in a life of wealth and luxury, shipped from one prestigious New England boarding school to the next. With a life full of expensive hobbies and varsity sports, he built a well-rounded enough portfolio to get into a prestigious college, and then a top-tier medical school.

A few years ago, though, Andy’s life sort of fell apart. His parents, it seemed, had been involved in some sort of fancy Ponzi scheme tied to an illicit cult. Everything went wibbly faster than he could keep track of, but apparently his family was on the hook for over a hundred million dollars, and suddenly everything was gone—the college fund, the family racing yacht, even his beloved childhood pet horse. (His family was also gone, having fled to a South American country with no extradition treaty, and leaving Andy behind to handle the tax-men, repo agents, and weird occult memorabilia he found in the basement)

For that summer, he retreated into video games and books, as he often did—even trying to teach himself some "magic" from the internet—but eventually determined to find a new source of loans and finish out his degree, joining the Naval Reserve Corps as a Medical Officer trainee. It’s not the life he used to, but Ensign Hudson’s fit in well enough, picking up the necessary marksmanship training and acting as dungeon master to his trainee group on friday nights.

Still, Andy’s almost done with medical school—and more importantly, he feels quite done with the life and world he came from, making the possibility of an unknown new one quite exciting.

Stats:
Unspent Points [5]

Advantages [22+]:
-Combat Reflexes [15]
-Courtesy Rank 2 [2]
-Magery 0 [5]

Perks [1]:
-Deep Sleeper

Languages [2]:
-Latin (Broken) [2]

Attributes [63]:
INT 13 [60]
FP 11 [3]

Disadvantages [-45]:
-Nearsighted (Mitigated) [-10 pts]
-Code of Honor (Doctor: healing anyone, even an enemy, takes priority) [-5]
-Pacifist (Cannot Harm Innocents) [-10]
-Reduced Wealth (Struggling) [-10]
-Xenophilia [-10]

Quirks [-3]:
-Attentive
-Imaginative
-Likes (things that look magical)

Template (Naval Guard) [2]:
-Skills (Pistol, Rifle, replace Professional with Seamanship)
-Rank 1 [5]
-Rapid Healing [5]
-Chummy [-5]
-Post-Combat Shakes [-5]

Skills [31 points]:
-Animal Handling (Equines) - 14 [IQ, A, 4 pt]
-Biology/TL8 (Earthlike, Biochemistry) - 10 [IQ, VH, 1 pt]
-Boating/TL8 (Sailboat) - 10 [DX, A, 2 pt]
-Climbing - 10 [DX, A, 2 pt]
-Computer Operation/TL8 - 13 [IQ, E, 1 pt]
-Diagnosis/TL8 - 11 [IQ, H, 1 pt]
-Driving/TL8 - 9 [DX, A, 1 pt]
-First-Aid - 13 [IQ, E, 1 pt]
-Games (Dungeon Mastering) - 13 [IQ, E, 1 pt]
-Guns (Pistol) - 10 [DX, E, 1 template]
-Guns (Rifle) - 10 [DX, E, 1 template]
-Hobby Skill (Fantasy Literature) - 13 [IQ, E, 1 pt]
-Linguistics - 11 [IQ, H, 1 pt]
-Navigation/TL8 (Sea) - 12 [IQ, A, 1 pt]
-Performance - 13 [IQ, A, 2 pt]
-Photography/TL8 - 12 (IQ, A, 1 pt]
-Physician/TL8 - 13 [IQ, H, 4 pt]
-Physiology/TL8 - 11 [IQ, H, 1 pt]
-Research/TL8 - 12 [IQ, A, 1 pt]
-Running - 9 [HT, A, 1 pt]
-Saber Sport - 11 [DX, A, 2 pt]
-Seamanship/TL8 - 13 [IQ, E, 1 template]
-Surgery/TL8 - 10 [IQ, VH, 1 pt]
-Swimming - 9 [HT, A, 1 pt]

Useful Skill Defaults:
-Acting - 11 [Performance -2]
-Public Speaking - 11 [Performance -2]
-Riding (Equines) - 11 [Animal Handling -3]
-Saber - 8 [Saber Sport -3]
-Stage Combat - 10 [Performance -3]
-Teamster - 10 [Animal Handling -4]
-Veterinary - 8 [Physician -5]


Jesper Roland Sørensen wrote:
I looking at skills I think oculd be useful and made a little list:

1-2 levels of Talent: Outdoorsman should give you nice bonuses to some of these, if you're not too familiar with talents.


fnord72 wrote:

I'm still thinking about the magery.

Here's an army engineer for you to review.

Private DawnSvenssen

Just noticed this: At 6'0" and 145 lb, you may want to take the "skinny" disadvantage. o.o


fnord72 wrote:
Enlisted medical positions include Combat Medic Specialist, among others and have ranks of E1-4.

Not really what I'm going for; Combat Medic Specialists have no academic medical training (it's for people with an EMT certification; a nursing degree alone, as far as I can tell, puts you at an O-2, although I've only been researching this for like 10 minutes).

EDIT: Thanks, MDT! I'll work on a character then.

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