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So it seems like there are 5 or 6, maybe more, knowledge skills. And if you want to Recall Knowledge about a creature you roll one of those skills. Society is apparently used for most humanoids. Like Religion would be used for Undead, or Nature for animals. So yeah maybe not great in this game, though some skill feats or Investigator feats can really stretch the use of Society to cover other skills, but again that would be more useful for a city setting.
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# ? Aug 26, 2020 07:19 |
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# ? Jun 10, 2024 01:31 |
Each social skill can do something in combat with a low action cost (Diplomacy's Bon Mot costs a feat though) , so they aren't complete dead weight. There are fewer things immune to mental effects (and a lot else) in PF2e than you might expect if you've played other d&ds. On what to expect, from the Op I'm going to emphasize a piece: "Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demi-lich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections." Also, looks like that thievery comparison is rougher than I thought--i missed that the circumstance bonus is just +1 from Trap Finder if Thievery is below master. So 15% chance at critical failure. Though with effective use of Aid (having a Bard in the party) you can get +1-3 circumstance either way.
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# ? Aug 26, 2020 13:22 |
E: double post.
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# ? Aug 26, 2020 13:30 |
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Okay, so I made a halfling sorceror as well: https://docs.google.com/spreadsheets/d/1tYOXEAWCrHx7pbVGOEOhROyjzgm-AnVDpYl9XCn40G4/edit?usp=sharing I don't have a clue on whether this or the elf wizard are any good https://docs.google.com/spreadsheets/d/1rZ0YEKNqD0VQR9XOiFkw4SFi3C0zun7sGqS_5C1NIno/edit?usp=sharing And I really don't know what to pick for the magic items (I know they are both devoid of defenses) Can I get advice for either of the above? Or should i just make a champion and be the tank guy and let somebody with more experience at pathfinder be the main spellcaster?
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# ? Aug 26, 2020 14:16 |
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Here's the bard I was playing with: https://drive.google.com/file/d/1ZiKTYCT6Ke5xGnlST3g_kbeZ8-5-t3lk/view?usp=sharing And here's the trap focused rogue: https://drive.google.com/file/d/1_yRE2fnM9vsdiz9zZJy_H8PtQEU0lxSG/view?usp=sharing It seems like a pretty fun system overall. I'm still playing around with items for a Champion, not really sure what to pick for him honestly. https://drive.google.com/file/d/1gPvhJ6-rMtoyPvuhQUsPA19Y4_lb7Ydd/view?usp=sharing Edit: Nevermind, figured that out. NovaLion fucked around with this message at 14:41 on Aug 26, 2020 |
# ? Aug 26, 2020 14:28 |
Mykkel posted:Okay, so I made a halfling sorceror as well: Both spell lists seem reasonable to me. As far as gear: -a level 10 greater staff of whatever you want to cast. This is better than the higher level ring of wizardry because you could cast an extra higher level spell or get almost as many low level ones. - 2 wands with level 4 spells - level 7 ring of wizardry - 1 level 3 spell wand The casters don't gain as much from skill gear, outside of the social gear for a sorc, which you could sub it for the level 4 or 3 wands. They're bad with weapons and don't need them with cantrips, and mage armor is a way to trade a spell slot for gear.
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# ? Aug 26, 2020 15:30 |
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Sorceror doesn't have access to Mage Armor. Am I reading this correctly, that I need to know the spells in the staffs or wands to cast them? (Can you tell I haven't played a character with access to magic items beyond blah weapon +1 in a long time?)
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# ? Aug 26, 2020 18:35 |
It's just got to be on your spell list, but not known to you. So you can cast any arcane or primal spells you find on staves. Without mage armor, throw +1 resilient explorers clothing on that list. With it, probably another wand or misc magic item.
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# ? Aug 26, 2020 18:47 |
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2013 lurker rereg posted:It's just got to be on your spell list, but not known to you. So you can cast any arcane or primal spells you find on staves. Thank you. One last dumb question. Can wizards\sorcerors use a shield without having a proficiency in armor? Mykkel fucked around with this message at 19:50 on Aug 26, 2020 |
# ? Aug 26, 2020 19:45 |
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Mykkel posted:Thank you. One last dumb question. Can wizards\sorcerors use a shield without having a proficiency in armor? Looking through the Core book (granted that's all I have), I don't see any class explicitly having "trained in shields" so I think they technically can, but I'm pretty sure staves are 2-hands which would make you unable to wield both at the same time. Correct me if I'm wrong? Also, any thoughts/problems on the characters I posted above?
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# ? Aug 26, 2020 22:30 |
Here have a random PF1 summoner to see if it spurs interest enough to build a party. He has a plethora of people other than himself to go first and find the bad stuff and is hugely over provisioned, but I still think he's doomed. Daniel Doom Male half-elf summoner (master summoner) 9 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80) CG Medium humanoid (elf, human) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) hp 91 (9d8+19) Fort +7, Ref +8, Will +8; +1 luck bonus vs. traps, +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels DR 1/— -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 pitfall adamantine elven branched spear +7/+2 (1d8+1/×3) or . . mwk cold iron elven branched spear +7/+2 (1d8/×3) or . . mwk silver elven branched spear +7/+2 (1d8-1/×3) Ranged paueliel composite longbow +10/+5 (1d8/×3) Space 5 ft.; Reach 5 ft. (10 ft. with +1 pitfall adamantine elven branched spear, 10 ft. with masterwork cold iron elven branched spear, 10 ft. with masterwork silver elven branched spear) Special Attacks maker's call 1/day, transposition Summoner Spell-Like Abilities (CL 9th; concentration +15) . . 11/day—summoning mastery Summoner (Master Summoner) Spells Known (CL 9th; concentration +15) . . 3rd (4/day)—dimension door, draconic ally, greater invisibility, wall of ice (DC 19) . . 2nd (6/day)—barkskin, lesser evolution surge[APG] (DC 18), glitterdust (DC 19), haste . . 1st (7/day)—grease, mage armor, mount, protection from evil, snowball[UW] . . 0 (at will)—acid splash, detect magic, guidance, mage hand, message, open/close (DC 16) -------------------- Statistics -------------------- Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 22 Base Atk +6.75; CMB +6; CMD 19 Feats Augment Summoning, Boon Companion[UW], Eldritch Heritage[UM], Exotic Heritage (Knowledge [nature])[UW], Spell Focus (conjuration), Summon Good Monster, Superior Summoning[UM] Traits auspicious tattoo (shoanti), reactionary Skills Acrobatics +0 (-4 to jump), Fly +4, Handle Animal +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +7, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +13, Perception +0, Ride +4, Sleight of Hand +4, Spellcraft +13, Use Magic Device +18 Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Terran SQ blightborn[HA], elf blood, illustrious urbanite, lesser eidolon, life link Combat Gearblunt arrows[APG] (50), cold iron durable arrow (50), lesser extend metamagic rod, wand of cure light wounds; Other Gear +1 restful trapwarding adamantine haramaki[UC], +1 pitfall adamantine elven branched spear, mwk cold iron elven branched spear, mwk silver elven branched spear, paueliel composite longbow, cloak of resistance +2, cracked dusty rose prism ioun stone, efficient quiver, headband of alluring charisma +2, secure paypack, daniel doom's mundane gear in secure paypack (worth 4,300 gp), 737 gp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Blightborn +2 to save vs. necromancy, curses, and temp negative levels. Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level. Damage Reduction (1/-) You have Damage Reduction against all attacks. Darkvision (60 feet) You can see in the dark (black and white only). Elf Blood Half-elves count as both elves and humans for any effect related to race. Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school. Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Maker's Call/Transposition (1/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat. Summoning Mastery V (11/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned. Superior Summoning When summoning more than one creature, summon an extra one Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey. Transposition (Su) Use maker's call to swap locations with eidolon. -------------------- -------------------- Animal Companion CR – Warcat of rull (Pathfinder Campaign Setting: Belkzen, Hold of the Orc Lords) N Large animal Init +3; Senses low-light vision, scent; Perception +7 -------------------- Defense -------------------- AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size) hp 96 (8d8+32) Fort +10, Ref +9, Will +3 (+4 morale bonus vs. enchantment effects); +2 morale vs. abilities of aberrations, outsiders, and undead, +2 vs. death Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft. Melee bite +14 (1d8+8), 2 claws +13 (1d6+8) Space 10 ft.; Reach 10 ft. Special Attacks pounce, rake (2 claws +13, 1d6+8) -------------------- Statistics -------------------- Str 26, Dex 16, Con 18, Int 3, Wis 12, Cha 5 Base Atk +6; CMB +15 (+19 grapple); CMD 28 Feats Devotion Against The Unnatural[UW], Fey Foundling[ISWG], Spell Sponge, Weapon Focus (bite) Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Exclusive, Guard, Guide, Heel, Serve Skills Acrobatics +7 (+11 to jump), Climb +12, Fly +5, Perception +7, Stealth +3, Swim +12 SQ attack any target, combat riding, devotion, exclusive, guide, serve -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects. Devotion against the Unnatural Gain additional resistance to certain creatures’ abilities Evasion (Ex) No damage on successful reflex save. Exclusive [Trick] Takes orders only from its trainer. Fey Foundling Magical healing works better on you Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Guide [Trick] Act as a guide for those that are blinded or otherwise unable to see. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Pounce (Ex) You can make a full attack as part of a charge. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Serve [Trick, Hero] Takes orders from designated creature. Spell Sponge Double duration when master targets you with a harmless spell with a target of "you". -------------------- Eidolon CR – Female avian (Pathfinder Player Companion: Cohorts and Companions) CG Small outsider Init +6; Senses darkvision 60 ft.; Perception +12 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size) hp 30 (3d10) Fort +1, Ref +7, Will +3 Defensive Abilities evasion -------------------- Offense -------------------- Speed 30 ft., fly 30 ft. (good) Melee cestus +8 (1d3-1/19-20) or . . 2 claws +8 (1d3-1) -------------------- Statistics -------------------- Str 9, Dex 19, Con 11, Int 9, Wis 10, Cha 11 Base Atk +3; CMB +1; CMD 15 Feats Additional Traits, Weapon Finesse Traits reactionary, trap finder Skills Acrobatics +5, Climb +0, Disable Device +19, Escape Artist +5, Fly +14, Knowledge (arcana) +0, Knowledge (dungeoneering) +0, Knowledge (nature) +0, Knowledge (planes) +3, Knowledge (religion) +0, Linguistics +0, Perception +12, Spellcraft +0, Stealth +12, Use Magic Device +9; Racial Modifiers +8 Disable Device, +8 Perception, +8 Use Magic Device Languages Auran, Common Other Gear cestus[APG], Thieves' Tools (concealable), Cat Burglar's Kit -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Evasion (Ex) No damage on successful reflex save. Fly (30 feet, Good) You can fly!
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# ? Aug 26, 2020 22:45 |
Mykkel posted:Thank you. One last dumb question. Can wizards\sorcerors use a shield without having a proficiency in armor? Anyone can use a shield, but it's an action each turn to raise one and it costs a general feat for non fighters, champs, and druids to be able to use the "shield block" reaction. Shield blocking cuts damage on a hit when you have the shield raised but also wears down the shield. The shield also ties up a hand. Shields work best as an alternative to a third iterative attack for characters that want to stand next to monsters. But for non-primal spell casters, the "Shield" cantrip is as action efficient without using a hand for 1 less ac. NovaLion, I think the rogue and bard character sheets got truncated (should be a lot more bonus feats? and the cantrips from going wiz), and the alchemical lab is probably unnecessary in the short game time frame. Otherwise things look reasonable to me, though you might want to shuffle stats a little to avoid 19s.
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# ? Aug 27, 2020 01:27 |
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2013 lurker rereg posted:NovaLion, I think the rogue and bard character sheets got truncated (should be a lot more bonus feats? and the cantrips from going wiz), and the alchemical lab is probably unnecessary in the short game time frame. Otherwise things look reasonable to me, though you might want to shuffle stats a little to avoid 19s. I was playing around with Pathbuilder to make the sheets, maybe it didn't export properly? I'll try to fix them up in the morning.
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# ? Aug 27, 2020 06:31 |
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Anias do you use any specific program to make your sheet? Or did you just do it all by hand?
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# ? Aug 27, 2020 06:44 |
Ryuujin posted:Anias do you use any specific program to make your sheet? Or did you just do it all by hand? Herolab.
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# ? Aug 28, 2020 01:57 |
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Anias posted:Herolab. Wish there was an equivalent to this for pathfinder 2, that is so much quicker than flipping back and forth between pdf pages to understand what things are.
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# ? Aug 28, 2020 19:40 |
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I redid the rogue and made sure that everything was being caught in the export. https://drive.google.com/file/d/15RkKMN0_jxkEqjZofMpvWnHn6qVcweAE/view?usp=sharing Pretty excited to try and die! Edit: Permissions. NovaLion fucked around with this message at 15:01 on Aug 29, 2020 |
# ? Aug 29, 2020 14:52 |
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Ended up sticking with the wizard: https://drive.google.com/file/d/1EXG5vVMR8WLIrPLX4tlH9xdORX2VElq_/view?usp=sharing Familiar: https://drive.google.com/file/d/1beB6blGPGMs3iRFOreXt_qFRo_eKj-6L/view?usp=sharing Marathas Male elf wizard 11 Advanced Player's Guide CG, Medium, Elf, Humanoid Perception +17 (+19 to Seek when move especially slowly, +19 to initiative rolls., +19 to Seek a unseen creature that you hear within 30ft.); low-light vision Languages Common, Draconic, Elven, Gnomish, Goblin, Orcish, Sylvan Skills Academia Lore +18, Acrobatics +17 (+19 to initiative rolls.), Arcana +24 (+26 to identify evocation magic., Take only 10 minutes per spell level to learn a spell. In addition use downtime to learn and inscribe new spells.), Athletics +0 (+2 to initiative rolls.), Crafting +22, Deception +14 (+16 to initiative rolls.), Diplomacy +14 (+16 to initiative rolls.), Elven Lore +18, Intimidation +14, Nature +15 (+17 to identify evocation magic.), Occultism +18 (+20 to identify evocation magic.), Religion +15 (+17 to identify evocation magic.), Society +18, Stealth +19 (+21 to initiative rolls.) Str 10 (+0), Dex 18 (+4), Con 18 (+4), Int 20 (+5), Wis 14 (+2), Cha 12 (+1) Other Items resilient explorer’s clothing, greater staff of evocation, backpack, bag of holding II, bedroll belt pouch, belt pouch, chalks (10), flint and steel, greater hat of the magi material component pouch, moderate healing potions (8), rations (1 week)s (4) rope (foot)s (50), soap spellbook , spellbook (blank), torchs (5), wand of blindness, wand of crackling lightning (3rd), wand of manifold missiles (3rd), waterskin, writing set, familiar, money, purse (99 gp; 2 sp) -------------------- AC 27; Fort +20; Ref +20; Will +18 HP 116 Focus Points 2 Hero Points 1 -------------------- Speed 30 feet, climb 10 feet Melee [1] greater staff of evocation +15 (two-hand (1d8), evocation, magical,staff), Damage 1d4 Blud Arcane Wizard Spells DC 30, attack +20; 6th chain lightning, true seeing 5th elemental form, prying eye, summon dragon 4th aerial form, blink, ice storm 3rd blindness, fireball, lightning bolt 2nd darkvision, invisibility, spider climb 1st mage armor, magic missile, sleep Cantrips (6th) electric arc, ghost sound, message, produce flame, shield, tanglefoot Focus Spells 2 Focus Points, DC 30; 6th Hand of the Apprentice Share Senses [1] (concentrate) Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar’s body for up to 1 minute. You can Dismiss this effect. Feats Ageless Patience, Arcane Sense, Assurance, Cat Fall, Elven Lore, Enhanced Familiar, Familiar, Fast Recovery, Hand Of The Apprentice, Incredible Initiative, Magical Crafting, Magical Shorthand, Overwhelming Energy, Quick Identification, Spell Penetration, Thorough Search, Tree Climber, Universal Versatility, Widen Spell Other Abilities alertness, arcane bond, arcane schools, arcane spellcasting, arcane thesis, cantrip connection, drain bonded item, expert spellcaster, familiar, improved familiar attunement, lifelink, lightning reflexes, magical fortitude, river kingdoms, spellbook, universalist, whisper elf, wizard weapon expertise
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# ? Aug 29, 2020 19:45 |
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If you're still recruiting for this (I noticed you're at 7 towards two parties of 4) I'm totally game. Most familiar with D&D 3.5E and PF 1E, but also down for PF 2E. Never played with 1E or C&C but if that's how the wind blows I know how to read.
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# ? Sep 2, 2020 23:17 |
Given the adventure, more can't hurt. There's only 1 character rolled for pf1, but either pf1 or pf2 are "active". I probably need to post a when2meet or something and just get this going over a discord rather than pbp'ing.
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# ? Sep 4, 2020 01:07 |
Make some doomed companions for daniel and let's see how silly this gets. (PF1 game thread over here https://forums.somethingawful.com/showthread.php?threadid=3937477)
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# ? Sep 4, 2020 23:03 |
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I still need to get around to finishing a PF1 character for that, was working on a kineticist then got distracted.
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# ? Sep 5, 2020 06:42 |
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I’m working on a pf1 character as well. Some sort of martial type. Going with a Half-Orc with Orc Double Axe. Either Mobile Fighter or Ranger Should be fun. Mykkel fucked around with this message at 20:09 on Sep 5, 2020 |
# ? Sep 5, 2020 11:49 |
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Okay here is the Kineticist I have been working on. Used PCGen, though it didn't seem to add in the Diadem's bonus to my damage so I had to add that in. At the start of each day he will probably spend 3 Burn on the Flesh to Stone to increase its DR/Adamantine to 7, and also triggering the Elemental Overflow to give a +3 bonus to attack and +6 bonus to damage, the latter of which doesn't get added to the melee attacks, and also increasing Dex and Con by +2 for the day. As such each day after spending 3 Burn AC should increase by 2, hp by 9, accuracy by 4, and damage by 7 on ranged attacks or 1 on melee attacks. Hmm didn't include the Skilled Kineticist bonus to Climb and Knowledge Dungeoneering, or Greater Skilled Kineticist for Perception, either so I had to add those in as well. Hoshnak Male Hobgoblin kineticist 9 NG Medium humanoid (goblinoid) Init +11, Senses darkvision (60 ft.); Perception +21 ================================================= DEFENSE ================================================= AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 natural, ) hp 121 ((9d8)+63) Fort +12, Ref +11, Will +3 ================================================= OFFENSE ================================================= Speed 30 ft. Melee kinectic blast +12 (4d6+10) ================================================= TACTICS ================================================= ================================================= STATISTICS ================================================= Str 10, Dex 20, Con 22, Int 14, Wis 10, Cha 10, Base Atk +6; CMB +6; CMD 22 Feats Combat Reflexes, Extra Wild Talent, Improved Initiative, Weapon Finesse, Weapon Focus (Kinectic Blast) Skills Acrobatics +17, Climb +16, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +18, Perception +21, Stealth +16, Use Magic Device +8, Traits Mathematical Prodigy (Knowledge (Arcana)), Reactionary, Languages Common, Giant, Goblin, Orc SQ basic geokinesis, burn, composite blasts, darkvision, earth, earth, earth blast, earth climb, elemental defense, elemental focus, elemental overflow, entangling infusion, expanded element, extended range, extreme range, flesh of stone, gather power, infusion, infusion specialization, internal buffer, kinetic blade, kinetic blast, kinetic cover, kinetic whip, metakinesis, metal blast, shift earth, simple blasts, skilled kineticist, skilled kineticist, greater, sneaky, universal, weapon and armor proficiency, wild talents, Combat Gear Other Gear amulet of natural armor +1, eyes of the eagle, kineticist's diadem, lesser, ring of protection +1, ring of sustenance, kinectic blast, mithral/+2 chain shirt, belt of physical might +2 (dex, con), explorer's outfit, handy haversack, kineticist's kit, 1892.0 gp ================================================= SPECIAL ABILITIES ================================================= Basic Geokinesis Element earth; Type utility (Sp); Level 1; Burn 0 You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the siftAPG cantrip. Burn (Ex) At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage. Class Skills Composite Blasts Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Darkvision Hobgoblins can see in the dark up to 60 feet. Earth Earth Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques. Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills. Wild Talents: 1st-basic geokinesis, earth walk, kinetic cover, pushing infusion; 2nd-bowling infusion, earth climb, entangling infusion; 3rd-impale, jagged flesh, magnetic infusion, rare-metal infusion, tremorsense; 4th-enduring earth, shift earth; 5th-earth glide, stone sculptor, tremorsense (greater); 6th-deadly earth; 7th- fragmentation, shift earth (greater); 9th-seismic master. Earth Blast Element earth; Type simple blast (Sp); Level -; Burn 0 Blast Type physical; Damage bludgeoning, piercing, or slashing You shape earth into clumps or shards and send them flying at a foe. Earth Climb Element earth; Type utility (Su); Level 2; Burn 0 You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces. Elemental Defense (Su) At 2nd level, a kineticist gains her element's defense wild talent ( the descriptions of defense wild talents begin on page 16). Elemental Focus (Su) At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element. Elemental Overflow (Ex) At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% x her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score. Entangling Infusion Element earth or water; Type substance infusion; Level 2; Burn 2 Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm Saving Throw Reflex negates Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object. Expanded Element (Su) At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts on page 15 for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element. If the kineticist's expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element. If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate. At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs. Extended Range Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none Your kinetic blast can strike any target within 120 feet. Extreme Range Element universal; Type form infusion; Level 3; Burn 2 Associated Blasts any Saving Throw none Your kinetic blast can strike any target within 480 feet. Flesh Of Stone Element earth; Type defense (Su); Level -; Burn 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/- for 1 round. You can dismiss and restore this effect as an immediate action. Gather Power (Su) If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points. Infusion (Su) At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents. The descriptions of infusions begin on page 17. Infusion Specialization (Ex) At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels. Internal Buffer (Su) At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn. Kinetic Blade Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow. Kinetic Blast (Sp) At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15-16. Kinetic Cover Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0 You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level. Kinetic Whip Element universal; Type form infusion; Level 3; Burn 2 Associated Blasts any Saving Throw none You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip's usual damage. Mathematical Prodigy (Knowledge (Arcana)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Arcana) is always a class skill for you. Metakinesis (Su) A kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. Metal Blast Element earth; Type composite blast (Sp); Level -; Burn 2 Blast Type physical; Damage bludgeoning, piercing, or slashing You shape metal into clumps, shards, or blades and send them flying. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Shift Earth Element earth; Type utility (Sp); Level 4; Burn 0 Saving Throw see text; Spell Resistance no As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn't cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature's feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth. Simple Blasts A kineticist gains a simple blast from her primary element at 1st level-some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Skilled Kineticist Element universal; Type utility (Su); Level 1; Burn - You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list, and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element's subtype. Skilled Kineticist, Greater Element universal; Type utility (Su); Level 2; Burn - By delving into study of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Add Knowledge (planes) to your list of class skills. Choose one of your kineticist class skills that wasn't granted by your primary element to also receive the bonus from skilled kineticist. Sneaky (Ex) Hobgoblins gain a +4 racial bonus on Stealth checks. Universal The following wild talents are available to all kineticists. Wild Talents: 1st-draining infusion, extended range, kinetic blade, kinetic fist, skilled kineticist; 2nd-skilled kineticist (greater); 3rd-elemental grip, extreme range, flurry of blasts, kinetic whip, mobile blast, snake; 4th- expanded defense; 5th-grappling infusion, kinetic form, spark of life, wall; 6th-ride the blast; 8th-reverse shift. Weapon and Armor Proficiency Kineticists are proficient with all simple weapons and light armor, but not shields. Wild Talents A kineticist can use wild talents-magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents. [DC: 20 Ryuujin fucked around with this message at 06:59 on Sep 7, 2020 |
# ? Sep 6, 2020 22:36 |
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Okay here is my half-orc ranger, I still have 5,000 that I can spend for equipment. Last time I made a ranger it was in AD&D 2, so please feel free to tell me where I have screwed up, or gimped the character.quote:Girak
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# ? Sep 8, 2020 17:19 |
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Edit: Fixedquote:Rak-gash the Mad quote:================================================= NovaLion fucked around with this message at 15:42 on Sep 9, 2020 |
# ? Sep 9, 2020 09:29 |
Pf1 group has room for two more, divine frontline with good perception/saves look preferred. Right now our frontline is a ranger and summons. Our backline is two casters and a longbow bomber, so we’re probably ok on aoe. (None of this matters, we’re going to die to some Rube Goldberg trap, but we can pretend to be a grizzled and competent party even so).
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# ? Sep 9, 2020 17:12 |
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Okay posted Hoshnak over to that thread, he should work as a switch hitter as he has a good ranged option, and if he ends up in melee can turn it into a melee attack/full attack. Can climb up walls and can move 5 ft of earth at a time, need to be a bit higher before the earth glide and move a lot of earth stuff becomes available.
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# ? Sep 10, 2020 00:34 |
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Anias posted:Pf1 group has room for two more, divine frontline with good perception/saves look preferred. Right now our frontline is a ranger and summons. Our backline is two casters and a longbow bomber, so we’re probably ok on aoe. (None of this matters, we’re going to die to some Rube Goldberg trap, but we can pretend to be a grizzled and competent party even so). I'll roll a big front line thing tomorrow and get it in here. Do folks really love pure text sheets, 'cause I'm just planning on firing things into a myth-weavers sheet to make my life easy.
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# ? Sep 10, 2020 03:09 |
I'm a fan of statblocks to find "what to roll for secret checks" easily, but whatever works. Looks like pf1 has enough to get rolling, though a divine caster wouldn't hurt a clw wand or two can cover healing at least.
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# ? Sep 10, 2020 03:55 |
Mikujin posted:I'll roll a big front line thing tomorrow and get it in here. Do folks really love pure text sheets, 'cause I'm just planning on firing things into a myth-weavers sheet to make my life easy. I have most of PF1 in hero lab so I do that and it spits out the textblock. If I didn't have most of herolab, I'd probably use myth-weavers or pathbuilder. Glad to have you aboard. Still room for 1! Anyone wanting to visit doomhole the pit of doom and doomed doomlords, come along.
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# ? Sep 10, 2020 04:03 |
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Added a bit of a mini statblock to the top of my post in game to summarize things like hp, ac, saves, and perception.
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# ? Sep 10, 2020 04:08 |
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Anias posted:I have most of PF1 in hero lab so I do that and it spits out the textblock. If I didn't have most of herolab, I'd probably use myth-weavers or pathbuilder. Ah, wasn't aware that herolab did that. I don't have it myself so I'll just spit something out using tried-and-true "look up all the things manually."
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# ? Sep 10, 2020 04:20 |
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I used PCGen and you can export a text document which is how I got my PF1e Kineticist character sheet.
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# ? Sep 10, 2020 04:21 |
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Any suggestions for a divine caster of some kind if I have next to no experience with PF1e? Is cleric the go-to?
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# ? Sep 10, 2020 05:38 |
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Mr. Humalong posted:Any suggestions for a divine caster of some kind if I have next to no experience with PF1e? Is cleric the go-to? Each of these options also has a plethora of archetypes to help spice up your tastes.
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# ? Sep 10, 2020 07:14 |
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Is there a specific convention we're using here (or that herolabs uses by default) for stuff like determining HP? I noticed some variance between max or otherwise very high and wasn't sure if herolabs defaults to some specific stuff folks are using.
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# ? Sep 10, 2020 16:56 |
Herolab defaults to showing max hp with parenthesis to show hitdice if your dm wants to roll it, halve it or do something per session. Idk what pcgen does by default. My understanding about tomb of horrors is that it is super binary traps/puzzles more than the endless combats of say the world’s largest dungeon so I wouldn’t sweat the minutia too much.
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# ? Sep 10, 2020 19:16 |
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Gotcha. Just wanted to make sure I reflect things properly on the sheet I'm whipping up since it's all manual/by-hand/etc.
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# ? Sep 10, 2020 19:32 |
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# ? Jun 10, 2024 01:31 |
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PCGen rolls it, might do max at 1st level.
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# ? Sep 11, 2020 00:08 |