The Outcast King

John Ryan 783's page

Pathfinder Roleplaying Game Subscriber. 110 posts. No reviews. No lists. No wishlists.


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Castilliano wrote:
So throwing uses Strength on attack rolls?

I don't think it really goes off of anything. I think it's just what the designer wants it to be. The ogre has +5 mod on str. +10 to hit with his ogre hook, +8 with his javelin and does 7 static damage with each. No current understanding of the math makes all that add up.


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So, first thing that jumps out to me is that it looks like ability damage is gone? If enemies have no score, then attacking the ability seems like a thing of the past... which I will not deny. I am sad to see go.

It's nice having other options to go after.


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So, I will need to wait and see, but I hope they got rid of the biggest issue with pathfinder 1e armor which is that there were really only three options end of day.

Chain Shirt.
Mithral Breastplate
Full Plate.
(I guess no armor)

Hopefully this is different now.


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Interesting. I enjoy the thought of weapons being more diverse, and from earlier blogs it looks like they are lowering crit fishing.


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So, I was trying to figure out why I was a tad disappointed with this blog, and the rogue one.

I think it's cause they already were set up for 2e really. They already had talents/discoveries. That and this one in particular feels very dry. Not a lot of new info.


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MerlinCross wrote:
Planpanther wrote:
Ugh, I was hoping they would leave in dipping for versatility and avoid dipping for power. Seems instead they plan to punched MC in the nuts.

Level dip for 8 formulas could be pretty useful. It'll stop the Barbarian/Alchemist Rage+Mutation builds that were supposed to be game breaking.

Not that I saw one but meh.

I recently played in a living campaign, and Bloodrager X/Alchemist 1 was very common. Or Alchemist 1/Bloodrager 1/Fighter x. Long Arm + Mutagen + Rage with a greataxe was really annoying to deal with at lower levels.


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Redblade8 wrote:

Can someone link to a description of resonance? I've heard it mentioned several times now but to the best of my knowledge, it hasn't been discussed in one of these blogs.

Thanks in advance.

IIRC you get an amount of res equal to cha mod + Lvl or Half level, can't remember. When you equip or use magic items you use res, and when you are out you need to roll to see if magic items work.


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Remy P Gilbeau wrote:
The class seems much more spread out, rather than front loaded like it was in 1e. Then again, all the classes shown so far seem a bit more stretched along their length, rather than everything jammed into the first few levels and then upgrading numbers from there as you level.

I noticed that as well, hopefully I am wrong, but I kind of feel like classes are a lot weaker at lower levels, but more tanky. They kind of did this in Starfinder, and it made me feel like combat was a slog.


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I really enjoy the customization, and it's interesting to me that all races appear to get 3 positive stats for 1 negative. My only confusion is on the power levels of Ancestry feats, which seem to me like they are just choosing the things we could already choose at level 1 in 1st edition, but spanned across multiple levels.

I am in love with the elf skill a day one though.


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I am against them, but this conversation has just been a giant tumbleweed. Going in circles over and over going nowhere. Just mostly repeating at this point.... Then again, just about a 100 more posts and the conversation about goblins being core will have more posts then the announcement of second edition, so that is kind of neat, and puts into prospective how passionate people are about it.


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Yes, my table is full of people not killing bandits. Cause as a group we always go "Why did this person become this way?" Then it's a whole ordeal, we gotta use nonlethal. And investigate their motives, then we got to decide what to do with them. Went since we already have them captured we can't just kill them so no matter what we do it almost always involves a side trip to turn them into local authorities.

Goblins though, they're simple. They're just little happy murder balls and sure for the most part that's going to stay the same. But being one of the base races is going to be enough for we include them into our investigations. Which is usually fun but it's nice having a no guilt let loose brawl every once in awhile.


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Also, is it just me or is this the quietest paizo has been on these blogs? Unless I missed some, looks like there was only one comment where is in the past there's quite a few at this point.


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Honestly, goblins were just the perfect enemy where I didn't need to worry about some damn moral conflict when we fought. Real life is so full of realizing that everyone has a reason they act like they do.

This is a game. Sometimes it's nice just to have something f~++ing evil. No sitting there debating the moral quandary of killing them just playing a damn game. But no, goblins are apparently decently common enough to be good heroic creatures. Drow are not always evil anymore even though there was a whole Adventure path where they firmly established that yes drow are evil no exceptions.

I just want some story justification. Maybe they'll deliver and I will be okay with it. Honestly I'm going to play the game either way I'm excited for everything else, but a good reason that goblins after 10 years are all of a sudden more heroic would be nice.

Weirdly enough rumor has it that they're going to retcon the one area where I love moral greyness: Hermea.


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Dαedαlus wrote:

I still am not a fan of Goblin PCs. This blog does nothing to change that. It adds a level of handwavium that shouldn’t be present in Core races.

That said, getting a bit of info about how races will be handled is interesting, but really my biggest takeaway is this:

Charisma!? Really?

Charisma a huge change, as in 1st edition it is the stat they lose out on. Going from -2 to +2 is pretty big. Did all goblins get mind controlled into better manners?


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Yeah, I know goblins are a race many people love, but personally I have only ever seen them played as Kender light. On top of that.... lore wise it's a huge uphill battle. Sure you can play one, but to say they are so widely around and accepted that they could fit in to almost every campaign? Seems like a huge tone and lore shift.


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I'm not mad about what power attack does, I'm mad it's not called vital strike.


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Yeah, I am not super thrilled by the base class, I think it has a lot of potential for fun though. I am a bit upset that they don't get an ac boost from wisdom when they wild shape, though I feel it was the intention (There is an FAQ that says when your armor melds you are still wearing it)

On the other hand I am already very happy with the variety of archetype options for Shifter, and it is really highlighting how it can be an amazing vessel for archetypes.


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Thinking about it more, I am worried about what PFS will do to Shifter. Early access to pounce is really strong in society play. So I fear two forms will be illegal, then archetypes.

Fiendmorph - Evil, auto out.
Oozemorph - Really weirdly written, and super limiting, probably out.
The werewolf one - Maybe, haven't looked at it a ton
Ragemorph - Attacks allies, auto out given history
Elemental one - This one might be ok.


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Alex Mack wrote:
John Ryan 783 wrote:
So, I know that for hard cover books PFS legality is usually pretty darn quick, but there seems to be a lot of editing/uncertainty issues with a lot of class options. Have we heard anything on when the resources will drop?
They are prolly currently debating whether or not to ban the Shifter's Tiger aspect. All that low level pouncing will make campaign leadership very unhappy.

Didn't even think of that. I am mostly interested in the archetypes, I mostly want to play an oozemorph, but the elemental archetype for shifter looks like it would be fun too.


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So, I know that for hard cover books PFS legality is usually pretty darn quick, but there seems to be a lot of editing/uncertainty issues with a lot of class options. Have we heard anything on when the resources will drop?


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Designer question.

Spoiler:
I can't seem to find what Apocalyptic Resurrection does, I imagine something cool though. Since all four horsemen have it.


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The Gold Sovereign wrote:

Thanks for the answer Avatar! ;)

Could you share some of the creatures with the highest CR? For example, what is the CR for the Horsemen or the Archdevils.

John Ryan 783 wrote:
Atavar wrote:

Here you go...

** spoiler omitted **...

I am not seeing the horsemen in there.... unless I missed something. Are they in there?
Yes, they are.

I must be going blind, I just rechecked and they are there now.


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Atavar wrote:

Here you go...

** spoiler omitted **...

I am not seeing the horsemen in there.... unless I missed something. Are they in there?


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Hey, Mr Taks, you have your copy. Someone told me that mounts would work well in this campaign Do you think that is accurate? Would Cav actually be a decent fit for once?


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Marco Massoudi wrote:
John Ryan 783 wrote:

Does anyone else think it's weird that the pc award for reaching rank 20 in your militia is 25,600 xp divided among the pcs.... When you have to be level 20 already to get rank 20? Seems like an odd choice.

The 8th team and +1 for focus is nice, but the pc award just seems off. It really feels like the title should be 20, and the bonus xp should be 19, even if it does ruin the base template of bonus xp every 5 ranks.

Do your PCs have to be level 20 to reach level 20 in the militia score?

If yes, it´s pointless.
Bonus XP for reaching a Militia Rank is totally useless to me anyway, as i mostly don´t use XP anymore, but tell players when to level up.
Getting additional abilities is better.
That being said, so far most subsystems weren´t worth bothering with (caravan rules being the worst and Hell´s Rebels rebellion system being the best).

Yeah, your rank can never surpass the party level.


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Does anyone else think it's weird that the pc award for reaching rank 20 in your militia is 25,600 xp divided among the pcs.... When you have to be level 20 already to get rank 20? Seems like an odd choice.

The 8th team and +1 for focus is nice, but the pc award just seems off. It really feels like the title should be 20, and the bonus xp should be 19, even if it does ruin the base template of bonus xp every 5 ranks.


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Another question about Glimpse of the Akashic, do the bonuses apply to scrolls or wands?


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I don't know if this is the right place to ask, but the Spell "Glimpse of the Akashic" doesn't have the standard line about applying damage bonuses only once on spells that hit multiple times. Does this mean a psychic at level 16 (First level they can cast the spell) does 5d4+85 damage with a magic missile?


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My party latched onto the Viol in book 1 hard, they haven't found the note inside yet though. Should I award them if they still have it when they meet Erich Zann?


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So, I am really worried about the Denizen of Leng tpking my group. Any stories of how it went for other parties?


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gustavo iglesias wrote:

Did you check for perception?

Assuming it is raining, as the adventure says, they have a perception check of +0, vs DC 0 +1/10feet. It is not a hard roll, and they can suceed, but the advice work the same for other guards in other encounters: NPC guards do not autosucceed their perception rolls

Good advice, I always forget about the -1 per 10 feet to perception.


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The events that lead up to them being locked up are covered more in book 3, book 2 has more day to day life in Thrushmoor with a couple of hints of things, like stashing goods.

On a different note, I have found my biggest weakness as a gm, in that I cannot let things be as they are. I just ran Fort Hailcourse and it was almost too much for my pc's. They handled the main level just fine, but when they went to the upper level.... I lost control. Pre-Buffed Sorcerer Scum (Not even going to try to remember his name) was a decent fight that spilled out to the roof proper, which aggroed the slime, and the guards in the 5 towers came to check it out (This is my problem, I can't have 5 guards in towers ignore combat like that.) So it was a Wizard, a Shaman, an Alchemist, and a Barbarian vs 5 Juju Zombies, a Sorcerer, a Slime, three rounds later 3 skum, and three more rounds the other slime.

Honestly the Juju Zombies are the biggest threat, high ac, decent damage, immune to so many things.

So they beat that, recovered and then went to the basement which was mostly empty, they found the cracked wall, and encountered the ghost which they luckily burned down in one round, because the ghost did 42 damage in one hit, almost killing the barbarian. They oddly had no issues with the Ranger or the Doppeldrek though.


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Huh, I guess I have never noticed it before.


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I .... am amazed that they would use a third party source in official product. Bah, my players are going to through a fit.


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Warning to fellow gm's. Do not underestimate the zombies at Fort Hailcourse. The template gives them some really darn good defensive abilities, and ac is pretty decent at 19.


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donato wrote:
Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?
There is at least one spell that allows you to damage enemies and receive healing.

Hmmm, would I like this item mastery feat if I were a fan of healing ability damage?


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Working on a backup character for our Hell's Vengeance campaign and need to know what the perks of being a full thrune agent are. The GM gave us a single rank of mythic instead, but back up characters need to use the standard boon.


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I had my doubts, but it seems I am just cynical. Paizo champ costumer service team took care of things and he is very happy.


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My friend just got his, and it isn't the limited edition. He is very irrate. I told him to call monday, but he isn't hopefull due to the limited supply.


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Ran another session, they met Ratch Mamby who they loved, they also fought Losandro, which was a good time. Overall they enjoyed the session, and are starting to recover from their diseases. They also did some research in the library but need another day or two to finish it off.


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Marco Massoudi wrote:
John Ryan 783 wrote:
Got my copy today, very excited to read through it.

Could you spoil the creatures?

Bestiary:

Byakhee(CR 4 Aberration)
Faceless Hulk (CR 9 Aberration(Shapechanger))
Mordiggian (CR 30 Great Old One)
Keeper of the Yellow Sign (CR 6 Undead)
Star Vampire (CR 6 aberration)


Marco Massoudi wrote:


How many pages are the Thrushmoor gazeteer and Hastur article?

Pages:
6 Each

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Got my copy today, very excited to read through it.


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One thing I noticed is that the Iomedaen Enforcer got a huge buff, possibly to conserve word count.

Iomadaen Enforcer:
Instead of spelling out how smite chaos works vs chaotic outsiders and the lot, it just says that smite is twice as effective. I know what it means, but you could have someone argue that it doubles the ac bonus, the attack rolls, and all damage rolls vs those targets.


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Nightmare creature's Fear Aura is only shaken. So you don't need to worry about it panicking them. The Frightful presence is still rough though.


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The only problem I have with SKR's ruling is that Golarian isn't earth, it doesn't work on the same principals as earth. It is a land of fantastical magic that breaks so expectations. Obviously people take this too far, but there are some niche little cases that ruin other things. Sure, I can't restrain air with my hands, but I don't have access to enchanted items, super-human feats of power, or the ability to warp reality at my whim. Now, to be fair, if a character can grapple a gaseous creature that would probably be on the grappler's stat block.

My point is that it's that there are so many rules in the system that ignore logic, that logic should not be the first place you look. But it is something you should consider, especially mid session when you don't want to waste time looking for a rule.


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If the person being charmed has spellcraft, passes their check, and is the type who wouldn't appreciated it, even from a friend, just try to give them an order to "Not worry about it" if you win the opposed charisma check then the problem is gone.


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jimibones83 wrote:
I find it funny that pazio can employ someone to sift through comments, arbitrarily deciding which aggressive comments are passive enough to keep, but they can't pay someone to do product support

From what I understand they don't answer a ton of questions about rules because they don't want to deal with people getting into a he said she said situation? I don't know, it's one of the negatives of having such a massive system, it's hard to account for a lot of niche rules.

Edit) It appears as if I am replying to a comment that doesn't exist anymore.


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So, I am designing a spreadsheet that has all the Monstrous Humanoid forms and what bonuses they grant you for each spell. I think I have everything figured out, but a few things escape me. Mostly what to do when a natural attack has riders that don't come from a specific source. For my example I will use the Lamia-Kin Hungerer found here: http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Hungerer

From my understanding, I am a medium creature and use Monstrous Physique 3, I transform into the Hungerer, a huge sized creature. Right off the bat I gain +6 Str, -4 Dex, and +6 Natural Armor from the spell, I because of the size difference I get -2 AC, -2 Attack, +2 CMB, and +2 CMD. I then go to the Hungerer and dig for the data I get there.

So, Darkvision 90 (Limited to 60 by the spell), Low-Light Vision, Base Speed = 10, No Fly Speed because that is from a constant spell-like ability and not actually provided by the creature, and then finally natural attacks. The creature's attack block reads like so: bite +29 (2d8+10/19–20/×4 plus 2d6 acid damage and 2 Wisdom drain), 2 claws +29 (1d8+10 plus 2 Wisdom drain).

I know I remove the Wisdom drain because that is from a special ability that is not listed in the spell description. What I don't know is if I should remove the acid damage from the bite, because I cannot find an ability that grants it. To me it looks like it is just part of it's attack. So, out of the two options what should I use?

Bite(2d8+2d6(acid damage)

or

Bite(2d8)


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Firstbourne wrote:

Has anyone worked up a timeline of events?

How much time has passed between the PCs getting dumped, Winter arriving, the quakes, and the place falling apart? How long have the people in the chapel been holed up?

If anyone has one let me know, it was the very first question my player's asked.


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Man, my brain is fried, sorry. Yes, the DC should be 15+casting stat(2) which just coincidentally is 17 which is probably why I kept typing.

As for how I can cast it, I am playing a Metamorph alchemist. Which from my understanding it is as if I cast the spell, so the same formula should apply correct?

Shapechanger (Su)

At 1st level, a metamorph gains the ability to transform herself into another form. This ability functions like alter self, except as noted here. The effect lasts for 1 hour per metamorph's alchemist level, or until she changes back. Changing form (to another form or back) is a standard action that doesn't provoke attacks of opportunity. The metamorph is fatigued for 1 round each time she changes shape.

A metamorph can use this ability once per day at 1st level, and an additional time per day at 4th level, and every 2 alchemist levels thereafter, for a total of nine times at 18th level. At 20th level, a metamorph can use shapechanger as a free action once per round, either before or after all her other actions, with no daily limit.

This ability can also function as monstrous physique I at 5th level, as monstrous physique II at 9th level, as monstrous physique III at 11th level, as monstrous physique IV or giant form I at 13th level, and as giant form II at 15th level.

This ability replaces alchemy (which also includes bombs, extracts, and mutagen) and Throw Anything.

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