#61
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So along those lines I have question(s) concerning the craft(s) skill. Is there a more fundamental skill list somewhere? The reason I ask is because for many skills there would seem to be an underlying broader skill. Weapon/Armor/Tool making would all use a broad skill of blacksmithing. d20pf lists carpentry for instance which would be fundamental to other specific applications, but no blacksmithing. It mentioned "baskets." But if one can make a reed basket you could obviously make other things, hats, baby carrier back pack etc.. And then there's the specifics of a basket. It could be made by a carpenter that strips thin slices, steams, bends etc.. So, this is not an attempt to nit pick. The question is more is there supplement-tomb that organizes craft in to a general to specific structure? Granted that might be hard with the system as it is, but curious how this plays out? Also, I probably wouldn't bring it up except that we'll be an environment where skills are essential and play a big role. |
#62
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Another question for trait/skill. Outlander's Child has
What is a trait skill. I have not found reference to it, just traits and skills separately? (If I must choose between an extra trait or an extra skill then an extra trait would be nice : ) Last edited by RasterFarian; Dec 18th, 2022 at 06:18 PM. |
#63
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Hi Acathala .
With the Fantasy Buff / Mentored by Trina trait, you (Siegfried) are personally connected to Trina. the senior leader of the tribe. She's also a fan of C.S. Lewis and J.R.R. Tolkien - so your character would probably be the most knowledgeable person in that tribe with respect to such important and significant lore. :-) Let me know if you have any questions. You would have been among the few to witness the Seedy Player -- though you might have since shared the news of this wonder amongst your peers. Last edited by CatCanCook; Dec 18th, 2022 at 06:18 PM. |
#64
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Hi RasterFarian + all --
I do have a clarification to the rules: Background skills rules are used, but bonus background skills are not granted. This has an expanded list of uses of the Craft skill, and those can be considered in-use. So between that page and the Craft page here: https://www.d20pfsrd.com/skills/craft/ you cover most likely uses of Craft. If there is a use that does not seem to be covered, ask about it. Quote:
If you get a +1 bonus to Knowledge(local) from this trait, then that essentially blocks you from getting another +1 bonus to Knowledge(local) from some other trait. However it could stack with some other type of bonus, such as [morale], or [inspiration], or [luck], or [competence]. Now, the +1 bonus applies to all four of the listed skills. Should you take this trait, F'nando Valley is the primary setting for multiple chapters of this game, so this particular character would know how to get around better than average. You'd get a sneak peek at the map before it gets posted online for all to see (i.e. when the party buys and shares an actual physical map.) With Knowledge (geography) there might be chances to uncover bonus locations on the map - and you get a small extra reward for visiting those places (which you might do in-play or during interludes between chapters). This would dovetail best with a high Intelligence build -- and/or with a Bard build. Last edited by CatCanCook; Dec 18th, 2022 at 06:40 PM. |
#65
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Last edited by mightymconeshot; Dec 19th, 2022 at 07:36 PM. |
#66
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I think I got everything completed. Let me know if you need anything else or something needs to be fixed.
Last edited by mightymconeshot; Dec 18th, 2022 at 07:02 PM. |
#67
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Hi Mighty,
I updated the applicants sheet for Matias Haru. Were you going for Medium size, or Small? (Just checking per prior build brainstorming.) Medium is what you have written. Would Practiced Initiator apply to Hawkguard or Harbinger? Reminder, the Commoner starts with extremely limited weapon proficiencies. Just one simple weapon. So for Matias that would be dagger or javelins, but the other is non-proficient. Last edited by CatCanCook; Dec 18th, 2022 at 07:54 PM. |
#68
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Hello DM!
I'm just going over everything, it's been a while since I have played pathfinder, and this is a homebrew setting. I'm not familiar with the path of war rules, though glancing through them, it appears that cursed razor may have affinity with my future Hexcrafter, if I take martial training. I do have a story concept in mind though. Sidenote, I hope your username means cats survived!
__________________
Quia iocari libet mihi |
#69
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Small.
Probably daggers. I have to do some math on that to see if it is better to take Unorthodox Method Solar Wind for Harbinger or to boose my Hawkguard levels. |
#70
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@mighty,
Crunching through the math, cause I like math. So if you put it into Hawkguard and you take that at level 3, then your initiator level would be be 1(2 NPC levels / 2) + 1 (Hawkguard) + 2 (trait) = 4 but capped at 3 at 3rd level. That lets you jump in and take some 2nd level maneuvers in the Hawkguard class. Then at 4th level, Harbinger comes in. It is 1.5 (3 other class levels) + 1 (Harbinger) = 2.5. So you would be limited to 1st level harbinger maneuvers at level 4. But in the interlude we skip on to level 5, which would have you a level 3.5 initiator. So at level 5 you could start picking up 2nd level maneuvers in Harbinger disciplines. You'd get 3rd level Harbinger maneuvers at 7th character level. At 5th level, your Hawkguard initator level would be 2(4 other class levels / 2) + 1(Hawkguard) + 2(trait) = 5. But you could only take 3rd level maneuvers if you bought them via a feat. You would always keep the Hawkguard maneuvers separate from the Harbinger maneuvers as they have separate recovery mechanisms. Opposite approach, put the trait into Harbinger. At 3rd level as a Hawkguard you are a 2nd level initiator, and so all your Hawkguard maneuvers are capped at 1st level. Then at 4th level you add Harbinger. Your initiator level is 1.5(3 other class levels/2) + 1 (Harbinger) + 2(trait) = 4. So from the get-go you have access to 2nd level Harbinger maneuvers. At 5th level you'd have access to 3rd level Harbinger maneuvers, and at 7th level you start getting 4th level Harbinger maneuvers. So what's more important, having a smaller number of more powerful Harbinger maneuvers, but weak Hawkguard maneuvers? Or having weaker Harbinger but a pile of 2nd level Hawkguard maneuvers? If I were you, and planning on being just a harbinger after 3rd level, I would go for Unorthodox Method Solar Wind for Harbinger -- if ranged combat is a key part your portfolio. Otherwise you just wont get scaled ranged maneuers. Last edited by CatCanCook; Dec 18th, 2022 at 10:34 PM. |
#71
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I'll try to see if I can put an actual idea together in the next couple of days. I love Occultist, because it's just such a weird and wonderful class. But I'm used to playing the Occultist as either an extremely heavy tank at the very low levels or a sort-of pure caster with shenanigans well into the mid levels. I'm not sure what appeals to me most here, especially with the options that are already well-spoken for.
Also, this Greater Stance thing is crazy and needs me to sit down and spend some time considering it! |
#72
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Quote:
The parts of Path of War that would work nicely with a Magus are stances (swift to activate then always on), boosts (swift), and counters (immediate). You can get some PoW via the Martial Training feats (which are unfortunately based on BAB, which the Magus lags in.). Or you can get them by a dip in a P.o.W class -- which would set back Magus spell progression a bit. Not a perfect synergy. |
#73
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I think, unless the feat was errata'ed, you could also take points in knowledge martial instead of it being on bab. It's not a huge problem though. I was taking it mainly for flavour, but I'm sure I can find something else.
__________________
Quia iocari libet mihi |
#74
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@Acathala -- right, that helps with access.
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#75
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@HashtagBryn --
Yes, it is a bit of a crazy world. Given the 2 obligatory NPC levels, you may want to take either Magical Knack (trait) or Magical Versatility (homebrew Feat) to recover lagging spellcaster levels. The Feat has the advantage that it doesn't block you from taking Pragmatic Activator, which many people consider essential for Occultists. A level of Warrior would let him get to Heavy armor and Tower shields -- if you want even more tanking. That could let you dump Dex a bit and free up points elsewhere. Occultists are feat-hungry, so a level of Commoner helps with that. A level of Adept is iffy -- if you want to tank around (hurts BAB) -- but with the Magical Versatility feat it gives you a bit more ways to use spellcaster levels. You can use the halfling/halfelf FCB for more mental focus. Obviously the Feat Tax Fix is a huge win for an Occultist. With Occultists, one usually is forced to be either combat oriented or full-caster like. But with Greater Stance, you could make one stack of feats thoroughly melee combat oriented, and another fully oriented toward getting the most out of your magic. If you take an Extra Mental Focus feat and put it in a Greater Stance, the benefit of that focus will get tied to being in that Greater Stance. Anyway -- I get dizzy looking at Occultists. So many options.... Last edited by CatCanCook; Dec 18th, 2022 at 11:54 PM. |
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