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Raisse's page

Goblin Squad Member. RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 463 posts (4,204 including aliases). No reviews. No lists. No wishlists. 31 Organized Play characters. 16 aliases.


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Scarab Sages

Awesome, just got the email. Thanks for the help!

Scarab Sages

These two orders have been stuck in pending since July 5 and August 14 respectively. Is there anything wrong/stuck with these orders?

Thanks!

Scarab Sages

Diego Valdez wrote:

Hello Raisse,

I have set the subscription to end with Adventure Path 18. When you get the email confirmation please look it over and let us know if you see 19 on it.

Just got my order email and #19 is listed.

Order #8081898.

I replied to the email to get #19 removed, and posting here in case it's more visible.

Thanks!

Scarab Sages

Sorry about the confusion. I would like the Starfinder subscription to end after the last book of Dawn of Flame.

Thanks!

Scarab Sages

Please cancel the following subscriptions immediately:
- Pathfinder Player Companion
- Pathfinder Roleplaying Game
- Pathfinder Modules

Please cancel these subscriptions after the last book of the current AP:
- Pathfinder Adventure Path (ending with Tyrant's Grasp Book 6)
- Starfinder Adventure Path (ending with Dawn of Flame Book 6)

I'm not interested in Pathfinder 2 content at this time, and I have a backlog of Starfinder APs to run at some point, so I'd like to end my subs after the current run is complete.

Thanks.

Scarab Sages

For the archmage's vestments, there is both a staff and a shield. If a wizard were to be using the full five piece set he would not be able to cast spells since he would have no hands free.

Scarab Sages

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Xenocrat wrote:
Ed Reppert wrote:
Xenocrat wrote:
The Elemental Tempest wizard power needs to clarify that it doesn't work with cantrips, which are "spells" cast at your highest level, so they provide a really offensive boost if they work with this.

Powers don't have needs. :-)

An evocation spell (not a cantrip) cast at the caster's highest level would seem to suffer from the same "problem". Do you suggest that Elemental Tempest shouldn't work with those either?

Okay, cantrips are "unlimited use" in that they don't consume a spell slot. Is that the problem?

Yes. I imagine they designed this thinking your ability to store up the max level of damage was limited by your spell slots, but if cantrips work with it then that's not the case.

You're still limited by your spell point pool, and elemental tempest burns 2 points per use.

Scarab Sages

So far, we've only one run game (the 1st level adventure) and while the final encounter wasn't truly a solo monster, the minion did not play a significant role. The boss was the real threat and felt like a true threat (knocking 1 PC unconscious, seriously threatening the others).

That said, I think the primary reason for the threat was the party had already expended most of their resources before the fight, so they were running on their last bit of resources (1 spell, 1 potion, roughly 90% max HP). Higher levels with more resources or solo encounters earlier in the adventuring day will probably feel pretty different. The lower level solo monster at the beginning of the adventure didn't feel like a threat at all.

Scarab Sages

Erik Mona wrote:
Arutema wrote:
I can't speak for Dekalinder, but I'd rather see resonance removed and HP/healing run on the Starfinder Stamina/Hit Points/Resolve mechanic with 10 minute rests. Is that too sweeping a change if resonance playtests poorly?

No.

Thank goodness. That's one of my least favorite aspects of Starfinder.

Scarab Sages

If you begin casting a spell that requires 3 actions (Material, Somatic and Verbal), and you begin by using the Material Casting action only to be interrupted by an Attack of Opportunity that deals more damage than your level your spell is disrupted.

Do you have 2 or 0 actions remaining that turn?

Scarab Sages

My wife made her animal totem barbarian last night and I didn't have a good answer for what she's supposed to do when she's not raging (every 4th round at least) or if an enemy is flying/across a chasm/whatever.

It seems like not being allowed to use any weapons forces her deer barbarian to resort to headbutts (nonlethally) on off rounds, and run away from flying enemies?

Scarab Sages

The Recovery Saving Throws rules on 295 say that for attacks rolls from monsters you use a "High" skill DC of the monster's level (Page 337). For a level 1 monster that makes it a DC 14.

Scarab Sages

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I think I'm missing something.

I'm looking at the Drow Noble Cleric. Its AC and TAC both note the default and ACs with shield raised, and the reaction references "Shield Block." If you look up "Shield Block" in the Ability Glossary the requirements state that the shield has to be raised, and the "Raise a Shield" action is a standard action available to anyone that has a shield according to the core book.

Scarab Sages

In the picture, the ogre has both Screening and Cover from Kyra, but I thought you only benefit from the larger of a particular bonus (so +2 from cover) making the Screening have no effect?

Scarab Sages

Awesome, knew I missed something.

Scarab Sages

Does anyone know why Bard has 1st level class feats, but doesn't get a class feat until level 2? Is there another way to get a class feat earlier?

Scarab Sages

Camellen wrote:
Not sure if this is an error... Bard pg 64, spell repertoire states that they begin with one first level spell and gain spells as they gain spell slots. However, this leaves them with less first level spells known than any other level, 2 (gained from 2nd) compared with 3 spells known (starting at 2 and gaining another the following level) for every other level.

Yup, came here for this. I'm guessing it should be 2 spells at level 1, and up to 3 at level 2. It would be silly to only have 2 level 1 spells and 3 of every other level.

I kept reading and found that you gain a 1st level spell from your muse. I'm guessing that's where the missing spell comes from?

Scarab Sages

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Damn Rednal. Sounds like an awesome game setting and game system. I don't have the time to devote to another game right now, but your thread has me reading up on a new game system that I hadn't heard of before. So cool!

Scarab Sages

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I'd have really liked to see word-casting expanded upon, instead of being completely forgotten after Ultimate Magic.

Scarab Sages

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TheFinish wrote:

For the record, Mark has clarified in another thread that the Divine Evolution allows you to Channel like a Cleric 1/day, much like how Primal gives you 1/day summon nature's ally

So now it's much more balanced, and not eyebrow raising.

"Balanced" in the sense that it's dissapointingly weak along with the other options. I like the idea of being able to build a healer with more than just a cleric, but if I have to devote most of my spells per day to healing to fill that role as a sorcerer, that basically means I'll never try to play a sorcerer healer.

In PF1 the 1/day ability options for things like oracle revelations or rogue tricks were among my least liked class options and I pretty much never chose them.

Scarab Sages

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Since Aroden's Spellbane specifies that it acts as antimagic field for the spells chosen, Mage's Disjunction should still have a 1%/CL to dispel it and then get everything underneath. It does open up your contingency for other purposes, or contingent AMF for a second layer of protection if it's really important to avoid getting dispelled.

Scarab Sages

I disagree about plot armor, as it tells the player that their choices don't matter and they're just sitting there for GM story time.

An alternate solution: Contingent Anti-magic Field if targeted by Mage's Disjunction. There's a nonzero chance that Disjunction can break the AMF, and if so I would rule it would unravel the underlying spells, but there's a good chance it will effectively absorb the disjunction and the dragon can dismiss the AMF later (or not, cause he's still a dragon and probably has the advantage in AMF).

Scarab Sages

I actually built out a character and started fleshing out his backstory, but unfortunately I don't think I'll have enough time to devote to this game. Good luck and have a great game without me!

Scarab Sages

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For something that takes 2 actions are we going to see a description like:

[[A]][[A]] Skewering Death The dire stirge makes a single strike that targets all targets within a 15 ft. line dealing proboscis damage and causing each target to bleed for 1d8 damage. The dire stirge gains hit points equal to any bleed damage inflicted this way.

Scarab Sages

I have a few questions before I decide to dig into character development, and they may be related to "secret" information depending on character concepts, so I'm going to spoiler them for now.

Spoiler:
I'm unclear on the slant/theme of the story. Would a scholar (likely arcanist, possibly brown fur transmuter) that's interested in researching the transformations and abilities of creatures like werewolves and vampires with the potential to harness those transformations be a good fit for the campaign? Depending on tone, I imagine he would fall into the LN or LE category (mostly depending on if he captures specimens for research, or just observes "in the wild." I'm not tied to any particular alignment, and am perfectly happy molding the character to fit whatever alignment is appropriate.

Scarab Sages

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I can understand people taking offense if the only tribal culture with warpaint and shamans and witch doctors were always CE orcs. That paints that entire culture as evil.

My point is that you should be allowed to have that burly, evil orc package, it just shouldn't be the only representation of that culture type. Otherwise, why shouldn't people get offended when any other culture that they identify with is painted in an evil light?

Scarab Sages

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Maybe I'm just a bit confused.

A humanoid species that lives in a tribal culture with warpaint and shamans and witch doctors and is mechanically less intelligent but stronger than humans, that generally (but not always) is evil and often worship demon lords or other CE entities is ok.

But a humanoid species that lives in a tribal culture with warpaint and shamans and witch doctors and is mechanically less intelligent but stronger than humans, that generally (but not always) is evil and often worship demon lords or other CE entities and has a skeletal and muscular system closer to gorillas than humans is off limits.

Why is making a nonhuman monstrous race more monstrous a problem?

Scarab Sages

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So is having a brutish, warlike tribal species permanently off the list for bad guys in a fantasy game? Facing down a group of rampaging gorillas sounds pretty scary. Facing down a group of rampaging gorillas that are smarter than animals and have knuckle blades and makeshift armor? Terrifying.

If that's off limits, then what about an evil species with a militaristic culture intent on purging the world of any other sentient life? What about competing religious groups that send armies against each other? Should gnolls be changed to be a culture of shrewd traders instead of feral slavers?

Speaking to the original opinions on savage orcrillas, the Mwangi tribes are much closer parallels to real life cultures, and they have things like the Magaambyan arcanists as bastions of good and knowledge showing a different side to tribal cultures.

Scarab Sages

Mark Seifter wrote:
Jesikah Morning's Dew wrote:
Raisse wrote:

I generally dislike NPCs having special rules, but I understand what you mean as far as building a monster from scratch and manipulating the numbers to make it work is pretty much the same as having its own rules.

The most important thing for PF2 monster creation for me is the ability to take a given monster (ogre, dragon, whatever) and add extra class levels as a means to advance them. I'd rather actually add the levels as a PC would, including adding feats and skills and all that, than using things like the Starfinder "class graft" hand-waved class features kit. A notable example from my Hell's Vengeance game is a troll who is now learning alchemy as...

If monsters use levels instead of Hit Dice to try to determine CR, you don't even necessarily need to add class levels. It sounds like you could, of course, but all we'd need to do is add levels to the monster, and increase its traits according to whatever formulas they use. That is the beauty of the whole thing.
I think it should be easier than ever to have a troll multiclass into cleric or what-have-you.

Excellent. Beware the black dragon anti-paladin and his army of zombie-rogues.

Scarab Sages

Mark Seifter wrote:
TarkXT wrote:


And of course the fun part comes when you have to play with benchmarks and abilities so a momster is actually rewarding to defeat rather than a slog or outright deadly.. I remember a criticism of a 3pp monster i qrote that said the monatera hp was a bit low from its cr. It kind of failed to mention that the monster itself killed people in their sleep invisibly from a separate plane of existence. So the CR wasnt a measure of its ability but a stop gap to ensure gms didnt try to put it in front of players incapable of handling its weirdness before they were ready.

And no one can be perfect about this. Bestiary 1 orcs bein an early example.

Yes, this very much so!

Now all that being said, this is for adversaries, monsters most often (NPCs in PF1 you don't have the toggles you do with monsters, so you usually just put up with the numbers being really problematic or use tricks like prebuff spells or one-use items if you are allowed a tactics entry). For PF2, we wanted the best of both worlds: the ability to fully use the PC system for NPCs and get a great NPC if you want to spend the time and have the cognitive load of remembering all those feats (possibly for multiple NPCs at once), and the ability to stat NPCs quickly that are less complicated to run but still are fun adversaries or allies.

I generally dislike NPCs having special rules, but I understand what you mean as far as building a monster from scratch and manipulating the numbers to make it work is pretty much the same as having its own rules.

The most important thing for PF2 monster creation for me is the ability to take a given monster (ogre, dragon, whatever) and add extra class levels as a means to advance them. I'd rather actually add the levels as a PC would, including adding feats and skills and all that, than using things like the Starfinder "class graft" hand-waved class features kit. A notable example from my Hell's Vengeance game is a troll who is now learning alchemy as a means to help the party, as well as to exact revenge against a former lover who stole his heart (literally) and then left. As the party levels up (and brings him supplies and gear), the troll also levels up and can provide them with low grade alchemical items and extracts and having the ability to add alchemist levels with that level of granularity is really convenient.

Adding class levels to monsters is also a really good way to scale up low level monsters to appropriate challenges while adding a fun twist that just increasing hit dice can't do. A cairn wight magus 10 with Dimensional Dervish plays much differently (and is likely much scarier) than a cairn wight with extra hit dice.

Scarab Sages

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MerlinCross wrote:
Captain Morgan wrote:
snip

I admit, I don't have a lot of expereince with Tabletop games. Just some. But I keep seeing "Shiny new thing" in online games only to be used a few times and then fall back into the Meta. And on the forums, reddit, and blogs of Pathfinder, I keep seeing "This is best way to build". Not "this is fun build" or "This is wacky build". I keep seeing the same Clerics, Wizards, Barbarians, Monks, and so on. Same Gear, feats, spells, and set up.

I have no Faith that Pathfinder 2 will not end up the same way. Even if it doesn't start that way. And such a hostile "Must build X" way I keep running into seems to show either A) A lot of people build optimal and you'll have to do so too.

Or B) I am very, very unlucky.

Given I that see A happen in PFS, Play by Post, Roll20 and Maptools; well it might be bias or my experience clouding my judgement, but I'd expect A more than B.

So enjoy the options. For as long as they are there and usable. If that.

I feel like this may be due to the players and media you're exposed to. People take the time to write up "Beginner's Guide to X" so that someone with no experience and little knowledge of a class can just follow the steps and have a functional, powerful character. A lot of people want that option. Even in an imaginary scenario where PF2 has every single option and class balanced perfectly against each other and nothing more or less powerful than anything else, you'd see guides that list a specific set of choices, and people would follow those simply because someone did the work of choosing for them.

Then you have the other side of the playerbase that loves to fiddle with all the different dials and buttons as they create a character full of mechanical choices to fit their idea. Sometimes that idea is rooted in a character or personality, sometimes in a specific backstory, and sometimes it's built off of trying to use a specific spell/feat/class feature that sounds fun. All of these methods are perfectly valid, and having lots of different options allows those players to tweak things to their liking.

A few quick examples of my personal experience:
1. Magus. The popular build says dervish dance and focus on shocking grasp and dump everything into that to make it viable in multiple situations. Instead I built my magus around inflicting many status effects at once through a variety of different attack spells. I think my current max if everything works is: Entangled, (Shaken and/or Frightened), (Staggered or Fatigued), Sickened, Prayer.
2. Wizard. If I recall correctly, the popular build usually says things like conjuration specialist with summons, or control spells with an unreasonable emphasis on the pit spell line. Generally, control wizard or you're doing it wrong, right? I have more wizard characters than I would like to get into, but the short version is:
- Roomlord Jeff. He runs an inn and specializes in Greed. He's kind of like evil, but not quite there yet. He'll give you a room to stay in when it's rainy, but charge you slightly more than the going rate. Mwahahaha. His spell selection are a mix of damage/control/buffs/debuffs, but the primary focus is on transmutation. He also wields a flaming glaive and gives a golden scimitar to his chosen champion.
- Arcane Trickster. She plays like magical rogue, and when it comes to it, can petrify large targets with a touch. (Some features broken by later FAQ).
- Magaambyan Arcanist. He looks like a druid, casts spells like a druid and has a wolf animal companion druid. He shapeshifts... his animal companion and throws the barbarian into battle to win the day.
- Pirate Captain, Cleric of Nethys and Wizard. All titles that aptly describe my mystic theurge. He uses cleric magic for buffs, healing and status ailment fixing, and his wizard side focuses heavily on enchantments to addle the minds and bend the wills of his foes.

This became a rather long winded post, but the basic point is that the options are out there if you look for them, but if all you ever do is look at people claiming to have the "best build" then that's all you're going to see.

Scarab Sages

Rules Artificer wrote:
DM_aka_Dudemeister wrote:
edduardco wrote:
Rules Artificer wrote:

One thing to keep in mind with the "nerf" to number of spells per day:

Your lower-level spells have the same DCs as your highest-level spells. Gone are the days where it's pointless to cast your low-level spell because it only has a DC 16 and enemies have a +25 bonus to thier saving throws.

Now, these lower level spells won't be as powerful as your higher level spells, obviously. That's the point. But a spellcaster won't be useless as soon as they run out of spells of their top 1 or 2 slots.

Yes but now spell don't autoscale with caster level, so the bigger DC for lower spells levels got balanced with the requirement of heightened. But that still leave us with fewer spells per day, so that stills looks like a nerf.
They may not autoscale with caster level, but they do start off with higher damage dice than your typical low-level spells. Magic Missile for example throws additional missiles based on how many actions you throw into it. So there's more ways than one to scale lower level spells.

Lower-level spells not automagically being as potent as your higher-level spells seems fairly obvious and intended to me. That's why they're lower-level spells, and you get more of them.

2E spellcasters also have actually potent cantrips that do get automatically overcast to your highest level of spells. They still won't be as powerful as your highest-level spells, but they'll be orders of magnitude better than cantrips in 1E were.

A primary spellcaster that's expended all of their highest-level spell slots should by design fall somewhere right behind martial characters in usefulness, and not merely bad crossbowmen.

So... at most 3 turns a game, then sit in the back and be worse?

Scarab Sages

Bah! I missed the FAQ. Thanks for the answer.

Scarab Sages

Is there any way to have the Playtest flip mats ship with my normal subscription? I'd like to get the flip mats for running the playtest adventure, but paying 30% of the cost of the item just for shipping is prohibitive.

Scarab Sages

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I'd love a character focused on blood magic that trades hit points for magical effects, and then has methods to restore the lost hit points both in and out of combat. Sure you can release a wave of sickening blood, or animate a blood construct, but it will leave you vulnerable until you can heal yourself next turn.

And before it's suggested, I personally can't stand the kineticist's burn mechanic. I'm looking for more of a rise and fall kind of feel, not "I used my emergency ability so now I'm useless, we should rest" situation. Burn felt like a band-aid for having CON be the primary ability modifier so kineticist hit points weren't too high.

Scarab Sages

WhiteMagus2000 wrote:
ryric wrote:
kyrt-ryder wrote:
Anzyr, when is the last time you witnessed a martial actually 'win' any fight over level 12? Not the finishing blow, not the majority of damage, but to actually determine the results of the battle?

I'm not Anzyr, but I'll throw in there that I've seen martials (I do include 4/9 full BAB casters in that category), above level 12, win fights (by your definition) multiple times a session as recently as a week ago. These are fights straight out of an AP with PCs at the appropriate level per the advancement guides in the AP.

Most recently I ran adventure 6 of Shattered Star and the 17th level brawler often ended fights before other PCs even got to go. Again, fights done as written in the AP. If you're curious, we use either 15 PB or allow rolling, but the roll result must be between 10 and 20 PB.

C/MD is something I concede can exist, but it's entirely possible to run games where it goes the other way even - where the casters feel like the sidekicks of the martials. In my experience, I've actually seen that more often. It's very dependent on game and GM style.

Some people really just want to bring big numbers to the table. They get their fantasy RPG kick out of hitting for three-digit damage and that's all they need. I endorse the availability of class options to support that playstyle.

I'd really like to see an example of a game where C/MD has actually ruined player fun. I don't doubt they exist, but it's one of those things so far from my experience that when I read stories about it I'm full of questions about minor details of the game. What I need is a YouTube video or something where I can see all the minor goings on and table conventions.

This is exactly my experience in pathfinder APs.

This feels a lot like my experience. I like playing plotting wizards and clerics, with a variety of tools to turn the tide in battle and my wife likes to play burly front-liners that can tear a dragon apart in a single round. One of the greatest strengths in Pathfinder is that both of these playstyles can coexist and compliment each other well, so players with different preferences can all play together and have fun. If you find martials boring and unfun, maybe you should play a caster. And if you play a caster and make the game boring and unfun for others... that gets into player to player dynamics that I don't want to get into, but the short answer is the other player is probably playing a character that isn't really a good fit for them. One big thing I think is important for PF2 is that there still need to be characters like the current Fighter/Barbarian/Paladin and ones like Wizard/Cleric/Druid, but there also need to be more characters that bridge the gap, so that someone that wants to play a nonmagical character can choose a class that has fun and powerful options to solve problems.

Recent experience anecdote: My wife and I were recently playing a game (I was using my Wizard with an animal companion, she had her Paladin), and we were facing off against a group of powerful assorted undead. After carefully examining the situation, the best option for my turn ended up being spending my actions and my animal companions actions carefully moving the paladin into advantageous positioning (throw into combat with telekinetic charge, let her take her turn, then readied action from animal companion to drag her out of range of the wights and devourer). I had fun carefully manipulating the battlefield, and she had fun dismembering the evil-doers.

Scarab Sages

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kyrt-ryder wrote:
Volkard Abendroth wrote:
bookrat wrote:

To me, the culture of C/MD was exemplified the strongest when a new ability was released that allowed a PC to dash in a straight line attacking everyone along that line.

Sounds pretty cool, huh? Except it wasn't an ability any martial class could do, because it was a spell. :/

Said spell was not on the wizard spell list.

It was given exclusively to two 3/4 BAB classes, one of which was heavily focused on martial abilities.

That's not the problem.

The problem is the great martial abilities were gated behind a spell.

Bladed Dash is better Spring Attack with no prerequisites. Greater Bladed Dash is better Springing Whirlwind Attack (which doesn't even exist and would cost more than half a dozen feats if it did) with no prerequisites.

They later added a swashbuckler archetype (Whirling Dervish) that gets a similar ability:

Advanced Class Origins wrote:
Whirlwind Dance (Ex): At 7th level, a whirling dervish can sweep through her opponents’ lines like a cyclone. As a fullround action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she’s entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.

Scarab Sages

  • Thassilonian specialist Wizard - I love the theme here, and wizard is by far my favorite class.
  • Arrowsong Minstrel Bard - I love the idea of an arcane archer, and this archetype makes it work without the clunky prestige class prerequisites. Ideally, I'd prefer a wizard/sorcerer chassis for this, if it's possible to make a viable wizard that uses a weapon.
  • Martyr Paladin I love playing a helpful buffer martial, and paladin really ties that together.
  • Flowing Monk When the abilities work, it's an awesome concept, but when it doesn't work the class falls flat. Bolted onto something like the unchained monk, this could be really fun.
  • Evangelist Cleric Not so much the theme, but the mechanics play very well. Gaining party buffs helps shift the focus to non-healing support, and the buffs help you fill a supplementary combat role as well. Evangelist of Erastil can make a really fun archer cleric that feels very different from your standard fare.

    Honorable mention since he's not core: Bladebound Magus, or really magus in general. I'm really hoping we get some mixed martial/magic support in the core book, and hopefully it's less penalizing than Eldritch Knight (you suck as a martial at low levels, then you fall behind in magic for minimal gain, then you get one cool trick at level 16+, but are overall weaker than an equivalent character).

  • Scarab Sages

    Trimalchio wrote:
    Again I could go on, but the obvious point is martials depend on magic items to achieve these effects while casters just cast them. Now magic items has become a limited usage resource which disaportionately hurts martials.

    I think that's the problem. Fighter types are intended to depend on the casters to provide magic, and casters are dependent on fighters to hit stuff in the face.

    You suggest martial characters are heavily impacted by having a limit on magic item usage, but in my experience, the biggest users of small, consumable magic items (potions, wands, scrolls) are spellcasters, often in the form of scrolls and wands they use on other party members. Martial characters often spend a much higher proportion of their wealth on static items (weapons, armor, boots of speed), while the spellcasters fill their "utility belt" role by having niche items and planning for contingencies.

    That leads to a different discussion about player appeal. My wife enjoys playing barbarians, fighters and paladins specifically because of the reduced scope. She doesn't have to track a million different resources, or plan out spells and options. She makes decisions about her character when she levels up, and in the game she makes more limited choices like "Do I run and hit the caster, or full attack this guy?" or "Should I spend my swift action to smite the demon, or use it for a lay on hands?" For me, I love having a ton of different things, and when a combat goes completely sideways being able to pull out the perfect solution because I bought a random scroll 6 levels ago is an awesome feeling, even when my turn ends up being "I cast X, I'm done."

    Scarab Sages

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    I think diseases in general only work in certain situations:

  • A low level wilderness campaign where access to healing is hard to come by. Catching a disease can lead to a harrowing few days of travel trying to reach the nearest town, or braving a dangerous location for the rare McGuffin Flower.
  • A danger for NPCs that drives the plot. A plague has swept through an area, and while the PCs can protect and heal themselves and maybe a small number of others, they can't cure the entire city fast enough to stop the spread.
  • Magically enhanced diseases. Whether that's diseases that are particularly tenacious and resist normal healing methods (with very slow progression to death, this acts as a campaign timer instead of a direct threat), or something like a corruption cult that has magic/monsters that can infect and accelerate the progression of diseases so that they act more like poisons.

    As for poisons... I'm with you on the poisons with onsets being pretty frustrating, but perhaps they're designed more for different styles of games than my usual fare (intrigue and spy work perhaps). My biggest problem with poisons is that they are usually ridiculously expensive for a single try against an enemy, and the DCs are usually low enough that it's trivial, and then even if they fail the effect isn't very bad. Most of Pathfinder's poisons are only really penalizing for PCs. The monster took 2 points of DEX damage? Well, I guess his AC is one lower, oh he's dead now. If a PC takes 2 points of DEX damage, it affects his AC, Reflex, Initiative, Stealth, etc. etc. until he either heals it or rests. There's exceptions of course (looking at you, drow poison), but overall, poison is usually not worth using as a PC.

    I'd love for PF2 to incorporate poison as a viable tactic, via free, powerful poisons as class features for the alchemist, and if they want to keep expensive poisons anyone can use a thing, that's fine. Give the alchemist a poison focused archetype, possibly doing things like removing extracts for powerful poisons, and removing bombs for either poison bombs or something like sneak attack.

  • Scarab Sages

    Snorter wrote:
    Please allow poisons to take effect, on one failed save, rather than requiring two failed saves in a row before effects are felt.

    What do you mean? Poisons always have effects when you fail the save (except for poisons with onset times)?

    EDIT: Poison Blog for reference.

    Scarab Sages

    I know this will echo some of the earlier opinions, but I need to make sure the message is heard.

    Alien Archive was disappointing. It was so disappointing that I cancelled my Starfinder subscription. After pulling it out of the box I immediately thought, "Where's the rest of it?"

    The content was interesting, but there was just so little there. More importantly, I go to my bestiaries to grab ready made stat blocks of monsters that I can run at the table. When I want to, I appreciate the rules for advancing monsters, or creating my own. However, the Alien Archive had very few premade stat blocks, and was primarily stat outlines that forced the GM to actually assemble the things, adding to an already heavy pre-game prep load. If the AA had no additional content, but triple the length made up of additional stat blocks that were ready to run, I would have been happy.

    Scarab Sages

    ThePuppyTurtle wrote:
    Dαedαlus wrote:
    ThePuppyTurtle wrote:
    Mark Seifter wrote:
    Dαedαlus wrote:
    Mark Seifter wrote:
    Dαedαlus wrote:
    Mark Seifter wrote:
    Dαedαlus wrote:
    I personally don't terribly mind the SF leveling-up method (it just means you get your +1 to an ability a bit later, and get extra abilities as a bonus), so long as we keep PF-style ability score generation. I don't want an arbitrary cap on my limits- just make higher scores cost more and it works out fine. The 1-1 ability score generation just further encourages min-maxing your important ability scores, rather than spreading points out a bit more.
    We are not using that generation method. As Logan hinted in the blog itself, the stat generation is more organically tied to your character concept and helps you spread around your ability scores if you like. As it so happens, you also wind up with slightly higher overall starting stats, than in Starfinder mainly in your less important ability scores that you're fleshing out for RP purposes, though I'm considering using the PF2 statgen system the next time I run a Starfinder home game as it's more generous to multi-stat classes at low levels, like solarians.

    Interesting. I'm looking forward to seeing it, then. I've been wanting to play a barbarian that pretended to be stupid while actually being quite cunning for a while, but point buy always cut me short. If P2e will help that, well I suppose I'll have to give it a go.

    I'm definitely warming overall to P2e, but still hoping it doesn't end up just being 'fantasy Starfinder'

    You should be much more able to build a 1st level barbarian with 18 Strength and secretly 14 Int that you pretend is lower, say, than doing that with a 1st level soldier in Starfinder (where you would run all 10s in the other stats if you did that). You'd still have some other positive stats in PF2 in that case.
    Hmmm.... I mean, I'm still not a fan of SF's ability score generation
    ...

    That's why you have things like Empyreal bloodlines. Tools that you can use to tinker with your character and build the idea you want within the constraints of the game.

    Or embrace the character concept and don't worry about 5-10% differences. Or go all in with a ridiculous character. I may have a 2 hp, 2 CON wizard...

    Scarab Sages

    1 person marked this as a favorite.
    Elfteiroh wrote:
    vagabond_666 wrote:
    Mark Seifter wrote:


    This is a good insight. I'm going to tell you an exciting way you can expand that concept even further, also in one sentence that would fit right after your sentence: "You can even vary the XP level by level to change the rate of advancement." So if your group wants to accelerate into the level 7-11 range, stay there for a good long time, and then accelerate up to a level 20 finale, you could require fewer XP to level for each level up to 7, then more XP to level from 7-11, then fewer again up to 20. And it's easy to tweak those knobs because 1000 is an easy number. Want 50% more content in a level? OK, 1500 XP it is!

    Why on earth would you do this, when you can also just apply the multipliers to the XP you handed out?

    If I want levels 1-4 to go three times as fast as usual, levels 5 -7 to go four times as slow, levels 8-10 to go one fifth as slow, and level 11 to go one third as slow, before returning to normal progression

    What XP is required to reach level 12 if you change the XP level up numbers?

    What do I need to multiply or divide the XP I hand out by at any given level band if I do it the other way?

    Why would you do this to yourself?

    Calculating 130% of 1000XP needed to level up is way easier than calculating 70% of 25XP gained.

    Also, changing the XP needed to level up is more transparent to the player than changing the XP gained. Also, it could end up making strange events, like a Dragon that would give less XP than the Orc you killed a couple levels befores, even if the challenge was similar.

    This also helps with rollover. For example, you're playing in a game that is fast at levels 1-5 (say 500 xp/level), then slow from there on (2000 xp/level). Your party is level 5 with 450 xp. You defeat an encounter and gain 150 xp (based on the relative challenge at your level). Now you are level 6 and 100/2000 towards level 7.

    If you were adjusting the other way, using the same percentages, you'd be at level 5, with 900/1000 to level 6. Defeating the encounter would yield 300 xp, still leveling to level 6, but now you're 200/1000 towards level 7. 20% complete vs. 5% complete.

    You can get around this by applying the multiplier separately, but then you have to apply your fast multiplier until you hit the level up, then back out that multiplier and apply the new level's multiplier. Way more math for the same result, and adjusting the level mark is easier for the players to understand how the levels will stretch or contract assuming that XP gain remains relatively constant.

    Scarab Sages

    Awesome, thanks!

    Scarab Sages

    Just got the email notifying me that my Pathfinder Roleplaying Game was cancelled, but I wanted to cancel the Starfinder Roleplaying game.

    Scarab Sages

    Please cancel my following subscriptions:

  • Starfinder Roleplaying Game
  • Pathfinder Campaign Setting

    The content for these lines has just not been worth the cost, and I need to reduce my budget.

  • Scarab Sages

    Samnell wrote:
    Chotka, Last of the Blackeyes wrote:

    41 hp later...

    Chotka stood slowly, confused by their confinement. Once it was obvious that the doors were solid and would not open before the might of a vicious warrior such as Groomahk, the warleader looked about for any small opening to other rooms that he might use to hurl one of his companions through the spirit realm and escape their cell. Even if the warband could only puncture a small hole in a weakened section, that could be enough to leverage an escape, as Chotka had done when he pulled Groomahk to him during the earlier fight.

    How much room to Chotka's little friends need?

    Just need to be able to see an open space within 30 ft. of me, so a hole large enough to see through. A keyhole size should do it.

    Heaven's Leap:
    Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

    Scarab Sages

    1 person marked this as a favorite.
    Samnell wrote:
    Anton Silverseed wrote:
    Humans are cool, Halflings are better
    One of these days I want to run/play in an all-halfling game.

    The Quest for More Dinner.

    Scarab Sages

    3 people marked this as FAQ candidate. 1 person marked this as a favorite.

    According to the description of weapon fusions, they can be added to ammunition for half the cost of a normal weapon of that level. According to the weapons chart, battery packs count as ammunition. Does this mean you can get cheap, easily interchangeable battery packs with specialized weapon fusions?

    Can you then recharge those battery packs using the normal rules for charging batteries?


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