Sahuagin

2ndGenerationCleric's page

Pathfinder Starfinder Roleplaying Game Subscriber. * Starfinder Society GM. 641 posts (2,048 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 14 aliases.


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One, sure. But only one. Hold any more than that and you lose them all once you stabilize


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Air could've been slashing, water bludgeoning, and earth... piercing or bludgeoning. Would've been more thematic


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So to everyone who has an issue not getting their wizard with a sword/spear to expert, it is in fact possible with 2 fighter feats. It can be done, it just uses 2 class feats to get there. Is that the issue, because it uses class feats instead of general ones? I only ask because, near as I can tell, that doesnt seem too expensive and in fact gives you more than just those proficiencies, with the skill and access to other weapons.

One thing I find interesting is that people who want armor expertise seem willing to take an archetype that doesnt make them into a holy warrior for it, but those who want weapon expertise dont want the archetype that gives them what they need.


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Claws and jaws allow you to provide flanking with free hands.


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You have the medicine skill, which is amazing in PF2


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Picking this has been my big struggle with the wizard actually. As much as I want the swapability, unwanted a badass familiar too...


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Mostly asking for Society play. I'm already planning on Hefty Hauler, so im already covered strength-wise when i hit level 2, so it doesnt matter too too much, just trying to figure it out.


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I know a spellbook and a formula book are very different things, with magic being separate from alchemy, but I'm wondering, can you use one book for both formula and spells?


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James Jacobs wrote:
TurtleBranch wrote:
slightly unrelated question: does the Adventure path begin in 4719 AR. I'm just trying to pre-plan what my groups kingmaker kingdom is at the time the AP starts.
We don't say so in print, but that's the general idea, yes.

Page 76 :P


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if it's not a signature spell, can a spontaneous caster still use a higher slot to cast a lower spell without the heightening effect?


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Goblins can love dragons (FIYAAA) you could perhaps reskin a goblin for the time being.


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I was very confused for a brief moment being a guy named LJ and briefly wondered when I married Owen.

Seriously though, will certainly miss your presence in the game, but wish you all the best going forward!


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I think they made shield blocking free so people could playtest it without having it cost anything and all classes with a shield could try it withput having to build towards it.


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Ooo, I wonder if the Witch will end up the Occult prepared caster I see people speculating about


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I look forward to the party that has all fighters.standing in a circle around eninies and Brutishly shoving enemies to each other to move the enemy in range of the other characters lol


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That's what was said. Rolling a 1 or 20 moves you one step in the success rating. So with rolling a 1 with a bonus of +8 is a crit fail despite not failing by 10. A bonus of 9 would make it a standard failure. *Which, if I'm correct, means rolling a 1 with a +19 bonus on a dc 10 is a success. *

Flipped for 20s. Roll a 20 with +10 bonus on DC 30 is a crit success. With a +9 it's a regular success. *And with no bonus, I would think it's a failure.*

*speculation


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Yes, but from what little we've seen it looks like damage is overall lower to compensate for crits. In hoping the danger is there, but it's not too massacre-y


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I've mostly seen fail forward used in d6 based games as failing is more likely there, between the limited options and odds being what they are. In games where you have the d20, big bonuses, and nearly a dozen ways to tackle any problem succeed at a cost is hardly necessary


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One thing I always recommend to eternal GMs is to find a PFS group, just dont accidentally become their GM too lol


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Just curious as to what everyone has rattling around in their head just waiting for the 1st

Number 1:
Name: Icarus "Icky" Cinderburn
ABC: Goblin Acolyte/Zealot Cleric of Sarenrae
Catchphrase: "All hail the great ball of fire in the sky!"
Weapon of Choice: FIRE SPELLS


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Malckuss76 wrote:
TheGoofyGE3K wrote:
...a goblin cleric of Sarenrae who worships the goddess of the great ball of fire in the sky
I apologize, but this idea has now been yoinked. I'm sure other people have thought it, but this (occasionally) honorable thief will tell you to your digital face.

Just dont call yourself Iccarus (Icky for short) and were good ^_^

https://i.redd.it/7acyu7gec1n01.jpg

Also, highly recommend saying "The great ball of fire in the sky" instead of "the sun" at every opportunity to drive home the zealotry and goblinity of it all


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I'm going to try Plaguestone on my friends rp see what they think then go from there. Should be fun!


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That can make for some cool loot. Getting 3 flaming runestones is a lot better than 3 flaming daggers


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Honestly, having a high enough charisma /diplomacy/bluff roll can end encounters, so having less rely on it works for me. And who knows, .maybe there will be a general feat that gives more items for high charisma


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Troll Food wrote:
Cori Marie wrote:
Here you go Troll Food
My demands have changed! Vengeance shall be mine!

Here's some Vengeance for you


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Is the "rage for 3 rounds, rest for 1" part gone? Tharry was my favorite part about the barbarian...


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I think he means the style is too different and these are barely the same characters, despite what we were told. And I will say Seoni doesnt feel like the same person, though I honestly contribute that more to the hairstyle and color personally, same with Harsk. But I dont mind the difference (though prefer the old hair on her) and I think she looks more like her personality from the comics and whatnot


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I like how when figuring out stats it goes A, B, C, 4, with the next upgrade at level 5. That's a nice way to remind of the Autoprogression being every 5 levels, and makes making the character easy


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I'll have to watch the new episode, but it does t sound too different than healing normally other than instead of and all your spells/channels, you get it for time spent. And a holy warrior without any actual spells should definitely get some sort of healing magics, and the image of a holy warrior praying for healing... it sounds on point. Sure, it may not sound too interesting if presented Oprah style, but all it takes is "after an hour's rest, I've healed ypu for 10, ypu for 15, and myself for 5" and boom, moving on


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What's so game/immersion breaking of spending 10 minutes to perform a prayer that lets a holy warrior heal the wounded person in front of them? Haven't seen the episode yet, but it seems like something that is quite flavorful if played up for flavor


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Love it. Absolutely love it. Especially the expectation subversion, very cool!


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Do we know what level this will take players to?


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I do hope casters are a bit more potent in actual play. It's why I love the 4 degrees of success, the best use of a spell I've done was a Gust of Wind Spell that not only extinguished the fire on an ally, but it blew a fire elemental into a pond. But I only got that from a nat 1 on the save and cant rely too much on that. I think unreliability is my biggest worry with spells-I personally as a spellcaster in PF1 try to pick spells that dont have saves and rely only on my ability to hit. Would be nice to see some other spells come into play hat work, so big fan of spells that still do damage on sucessful saves, needing a crit success to dodge completely.


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Fumbles_suck wrote:
You know what I am bowing out. This is like arguing with someone that 50cc engine on a moped has the same potential as 1300cc one.

More like taking two 1300cc engines designed by two different people (or one person ten years ago vs the same person now) and saying the bigger, clunkier one has more power.


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Starfinder style? Awesome


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On the topic of fingers and looking strong vs weak, I invite you to lookup pictures of Bruce Lee's fingers. Odd request, I know, but upon doing so, you'll see... fingers. Fingers that look like normal fingers. Fingers that dont look like they punch a heavy bag filled with metal instead of sand. Fingers that dont look anywhere near strong enough for a man to use for a 3 finger pullup, or look like they are capable of supporting him for 1-finger pushups. And yet... these are facts. Strength isnt always visible, and a high strength score in a fantasy setting doesnt always correlate to physically buff. It also translates to technique, to an extent. Like swinging a hammer to ring a bell at a carnival. Normally not the best analogy, but she is swinging an oversized weapon through technique (totem) to do her damage. Why mention it here? because the game is called Test Your Strength, not Technique.

So if something can be stronger than it looks, and strength isnt locked in to mean just lifting capacity but tied to the ability to hit and do damage, why does her appearance mean anything?


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thejeff wrote:
Mr. Pedantic wrote:
thejeff wrote:
Fumbles_suck wrote:

@thejeff: The quote section is coming too long to work so I will respond without them. Hopefully that won't make things too laborsome to understand that I am referring to.

Unless I am misremembering in the playtest at least all races even ones with penalty to a stat had the same maxium of 18. That may change with the final version but I doubt it. (or may have changed even during the playtest.)

But I don't think the races with a penalty can even get to 18

10-2 (ancestry penalty) +2 (free) +2 (background) +2(class) = 14.

If you roll, I guess you could hit 18: roll an 18 for str -2 (ancestry penalty) +2 (background) = 18

Still my main point is simply capping abilities doesn't reflect ancestry differences as well as penalties do, because the whole curve shifts downwards, not just the very top end.

You're skipping the final step of four +2s distributed freely, people with a penalty can thus hit 16 (though not 18). Just for the record.

I've got +2(free) (it's just out of order). You can't stack two of those, so I think I'm right unless I missed something else.

Normally you can only hit 18 with an ancestry bonus. A penalty is effectively a -4 to the max, since you don't have the ancestry bonus in that stat.

The free ones dont stack in terms of what tier you get them at. The +2 racial bonus that everyone can have does on fact stack with the +2s you get whe. You get the 4 +2s. Like a halfling with the racial penalty uses his floating racial bonus to mitigate the penalty, then his floating background bonus ro get to 12, class to 14, and floating freebie to get to 16


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Pathfinder Starfinder Roleplaying Game Subscriber

My primary concern when it comes to Clerics is that they dont seem to have a way to move into position and use a massive healing channel in the same turn. Bit worried for them when it comes to that.


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I wondered how she was going to get out of there. Was expecting a sunlight gambit,but that was much better. Very cool!


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Dire Ursus wrote:
The Raven Black wrote:
I hope Doomed increases each time you are healed back from near-death, so that players will be a bit more careful with their characters
That'd be a neat little house rule for hardcore games. Each time you are downed, your doomed condition goes up permanently.

Perhaps with a complicated ritual/quest to bring the doomed level down?


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Now I want caltrops and broken glass to deal bleed damage that only stops when you use treat wounds or healing, and have it drop your speed until fully healed


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Since a bunch of interesting topics arent being discussed in the original thread, thought I'd start up a discussion thread for the update thread.

Picking up where that one left off, it looks like they did swap out the Tarrasque, who wont be in the starting books, and have a different spiked dino creature as its highest CR creature


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bugleyman wrote:
Deadmanwalking wrote:
bugleyman wrote:
Huh. I expected the design of Champions to be such that only the name would really differ across the good/evil spectrum. The idea that evil ones are going to be designed separately doesn't exactly inspire confidence w/ respect to the prospect of reigning in bloat. But I guess we'll see. :)

If they stick with the way it was set up in the playtest, it really is mostly the same.

Every Alignment probably gets a different Reaction, and you get a different Power based on the Good/Evil axis (Lay on Hands for Good, presumably Touch of Corruption for Evil...something else for Neutral, one presumes).

There'll probably be a few Alignment-locked Class Feats as well, but the core chassis seems identical (the Reaction and Power aside).

Thanks for the info. Sad to see the various alignments didn't make core, but such is life.

Also...do neutral champions really need to be a thing?

"I'm here in the name of...meh."

;-)

Without darkness there is no light, and without light, what would the world be? Freedom is the right of all different beings, yet without laws there would be anarchy. I fight for balance


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So while I love all of Wayne's art so far, I think ive finally figured out what's messing me up. They all have this odd pose where their legs are super wide and they have virtually no shoulders unless you go looking for them, and then once you do, you realize they have an excessively long neck. I feel like it's an intentional choice,as looming at each one they all seem to be doing this, and it makes me stare at them until I can figure it out. And it doesn't look bad either, they all look nice and crisp and clean. But when i look in at details, my mind breaks as I wonder how I didn't see it sooner.

Am I crazy?


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1) as of now, unless I'm missing something, we haven't heard anything about classes outside the core other than the cavalier archetype. Multiclass archetype is presently the closest to that.

2) News to me, but I think people say that all the time lol

3) yes! Shields have to be raised as an action, but if you do so, you can use it to deflect part (or all) of an attack as a reaction. Its neat

4) see 1

5) see 1. Though I'm hoping that that is a thing, because that would be awesome


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The Raven Black wrote:
pauljathome wrote:
Captain Morgan wrote:


The playtest idea doesn't really hold up when you take into account its policy of "make the extreme change rather than the safe one because we can always walk it back."

Uh, no. They publicly admitted that they got the published numbers for monsters wrong and that we were playtesting the wrong numbers.

It wasn't deliberate. It was a mistake.

Note, ALL that I'm saying is that they make mistakes, including on math (I'm not dumping on them. They're not perfect. Nobody is).

Given that they DO make mistakes (including on math) I think having a 100% expectation that the math will be perfect is unreasonable.

So I stand by my assertion that Midnightoker is correct. Paizo getting the math right is not "factually true"

IIRC the mistake hinged on monsters being created based on an older version of the playtest and not brought up to date with the rest of the system.

Which would make it an editing mistake rather than a math mistake.

And I am 100% sure that the CRB and Bestiary will be free of such editing mistakes.

Much as I love paizo, they certainly are capable of editing mistakes and publishing numbers that dont work in the official book, Starfinder being the easiest example, from impossible math in Starship Combat at high levels being the main math "mistake" to the Icon theme actually making it harder to be good at what you're supposed to be good at as an editing one, as well as how dying works in that system, as it's written differently in two different chapters. They deliver great product! but when each page has a high word count and you have 600 some odd pages (1000+ between both books) I highly doubt there will be no editing errors, and its possible one of them may become as noteworthy as thetwo above.

Midnightoker wrote:

Was it ever stated that Resonance for items would allow Charisma to add to the base number? Or whether that number was at all tied to character level?

Or are we getting the bare minimum replacement for the Christmas tree issue? I'm not sure what's been stated is the likely final outcome as far as resonance other than wands are not spells in a stick and it's a cap on magic items worn.

Perhaps we can organize what's currently likely or definite for Resonance/Magic Items.

Last I heard it was just 10 items, Charisma added to it was something some of us were suggesting in the hopes of making Charisma more relevant. I personally love the idea, and hope that certain, extra powerful items take up multiples of those slots, so that the characters who presently have Charisma as an important stat (Sorcerers, Bards, Paladins) get a little something extra. Bards having a small cache of more knicknacks than anyone else is on-point for them, and a sorcerer would want extra items for versatility, as they'd be low on that due to locked in spells, and lets say a Holy Avenger takes 3 resonance to use, having that Charisma on the Paladin makes him more likely to be able to wield it without having to give up as much as say, maybe a fighter. And sure, the Fighter may be able to wield its mighty power, but it may be a lot to handle, making him less likely to want to wield it, saving it for that Holy Champion. .


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Yeah, I always figured dwarves use axes because they take the same sort of a swing as a pickaxe, and since their muscles are often developed for mining, axes make sense.


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I could be wrong, but I genuinely believe they made strength the stat for wild shapes for 2 reasons
1) balance. Otherwise its better thanall other druid subclasses.
2) for the sake of the team. The team wrecker suddenly being the worst physical combatant because they ran out of wild shapes can probably cause major party dynamic issues. Linking it to Con could be a middle ground, but having all druids be fairly MAD while one is almost SAD is likely a factor.

And even for flavor, the wildest of druids being the most charming is a bit odd, but having them being physically strong enough to wrestle a tiger even when not being a tiger makes a certain degree of sense.

Though it does make me want to see a class like the Starfinder Operatve iin pf2, where each subclass is tied to a different Stat


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I would love to have Heavy Armor be able to take more enchantments, or take enchantments easier, or something along those lines, to help it stay competitive with high Dex builds


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As a fan of Strength monks, that's awesome!

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