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Aristophanes's page

Organized Play Member. 273 posts. No reviews. No lists. 2 wishlists. 20 Organized Play characters. 1 alias.


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Grand Lodge

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So what y'all are saying is that adventuring can be dangerous.

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Great story! Thanks for sharing!
Yes, this edition is much more "GM friendly". It is so easy to create encounters, and even adjust based on the party.
I ran a game for my niece, nephews, and my sister, and we all had a blast!!

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First World Bard wrote:

It's part of the Guide.

Note that right now it's just the CRB + Bestiary. The Connections skill feat isn't legal, the Experienced Smuggler feat has a codified benefit, and everyone has access to Wayfinders. (Since they are uncommon, you'd otherwise need some rules element to provide access to them).

Ah, I missed that.

Thank you!

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Is there an Additional Resource page for PFS2 yet? If not, is it assumed that everything so far published for 2E is PFS2 legal?

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Now that King Kong is in the Bestiary, I want an Archetype that will eventually let me have King Kong as an animal companion. Go from ape to Gorilla, to Mighty Joe Young to King Kong. That would be cool!

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The Bohemian Earspoon. Just for the name.

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Data Lore wrote:

Honestly, the amount of number crunching some players employ really suck me out of the game. It gets worse when the powergamers start trying to advise other folks - sort of backseat driving another player's charop.

I wish folks would just be happy with "effective" without going down the rabbit hole of "optimized." As soon as folks go for optimized, the game changes in a fundamental way that affects others at the table and can be detrimental to the campaign as a whole, IMO.

IMHO, in PF2, It is much harder to make an ineffective character. I mean, you really have to work at it! It takes real system mastery to create a substandard character. Unless the character is being created by committee, like "Dr. Heckle" on the recent "Twitch Stream" game.

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Stone Dog wrote:
Slightly off topic, but what are the best ways for a Champion to get more Focus?

He should adjust the contrast knobs on his TV. (Gods I'm old)

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I like having a form-fillable PDF to create the character, but print it out for the game. I don't own, don't want, and can't afford a "smart phone", but the FFPDF is just so damn convenient for creating and leveling.

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Donovan Du Bois wrote:
Spells have been nerfed across the board and every class lost spell slots. I feels pretty bad. My bard can cast 3 spells per scenario. Why am I a caster again? I could just build a rogue and be better in combat.

So all the scenarios you play happen in 1 day "in game"?

Bards have lots of skills and great cantrips!
The scenario I recently played with mine did only last 1 day in game, but he felt very effective most of the time.
On the other hand, the scenario did have a fair amount of social interaction, but I know he made an effective contribution in combat. But YMMV.

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Rugglesby: Unbreakable Goblin Scholar Bard

Strength:12
Dexterity:14
Constitution:12
Intelligence:12
Wisdom:10
Charisma:18

Muse:Maestro
Feats:Assurance-Arcana, Goblin Lore, Lingering Composition
Skills: Acrobatics +5, Arcana +4, Diplomacy +7, Academia Lore +4, Goblin Lore +4, Medicine +3, Nature +3, Occultism +4, Performance +7, Society +4, Stealth +5, Survival +3.

Languages: Taldane, Goblin, Draconic

Rescued as an infant, by a Sarenraen Paladin, from slaughter, and left in a Shelyn orphanage. Showed unusual gentleness and precociousness, and so was warded to a Taldan Linguistics professor and his family.
His first language was Taldane. He learned Goblin as a second language, and so speaks it with a Taldan accent.
He currently makes his living on the "lecture circuit" giving talks about Goblinoids.

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Cole Deschain wrote:
Samurai wrote:
Also, I don't see how your barbarian turns into a snake? And why does she have an Anathema?

All but one of the current barbarian totems have anathema.

Well, without getting into too much number crunching and with four characters in one post-

Hek, Rek, and Zek, goblin triplet brothers (recent "graduates" of a Sarenite orphanage, with Zek as the runt of the three, despite having the sharpest teeth), and "Mouse," their human adoptive little sister.

Not a balanced party by any means, but I think I'm gonna keep in my pocket as either handy friendly NPCs or pregens for comedic urban adventure one-offs.

Hek
CN Unbreakable Goblin Barbarian, Warrior Background
** spoiler omitted **

Rek
CG Unbreakable Goblin Rogue, Criminal Background
** spoiler omitted **

Zek
NG Razortooth Goblin Ranger, Tinker Background
** spoiler omitted **...

Rek seems to be missing one ability boost.

Grand Lodge

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It says that Amiri is trained in "Tanning lore". If so, why is she so pale!

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Narxiso wrote:
Could you give a link to the sheets? I’ve been looking for them all day and can only find the play test versions.

https://paizo.com/products/btq01zt5?Community-Use-Package-PF2E-Iconics-Preg enerated-Characters

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What skill would one use to appraise the quality of mundane items.
For example: I have a character who is interested in footwear. Maybe has a cousin who makes shoes, and wants to drum up business for said cousin. Or hats, or barrels, or shovels.
What check could you make?

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Very nice! Thank you Rico!!

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Thanks for this ! I am definitely interested in this project. I'll be sure to check it out when I get home!

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Me too!

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61
Name: Rugglesby
ABC: Goblin Scholar Bard
Weapon: Sword Cane
Catchphrase: "Well struck lad!"

Grand Lodge

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Unlike most of the sheep on this thread, MY choices are unique:
Witch.
Oracle.
Kineticist. :-P

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My first character, which I created back in September, will be a Goblin Bard named Rugglesby. Rescued from death by a Sarenraen Paladin, and raised by a Taldan Linguistics professor, he is a scholar and an orator, and, when not adventuring, works the "lecture circuit", educating people about Goblins and their kin.

Grand Lodge

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I want to echo my desire for a PF2 version of the 3.5 Binder, something with more flavor than the Medium. I think it would be cool to have a set of "vestiges" based on Golarion Lore, each one with a "level appropriate" suite of abilities. It's a fun class, one of my 2 favorites from 3.5(the other being Warlock). I played one to 35th level in a campaign a few years ago.

Grand Lodge

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j b 200 wrote:
I just really hate that shield though. Like REALLY.

Just wait a while. He'll get a new one after his next battle.

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Maybe the keys are for her gym locker.

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Birmy wrote:
Aristophanes wrote:

Oh, and props to Biagio d'Alessandro for the awesome illo!!

Is Sutter writing prompted by the art in these pieces? The art can't be commissioned for these stories, right?

Ooooh, excellent question! James?

Grand Lodge

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Lem may be the "Ringo" of the group, but he was channeling Ian Anderson! ;-)

Oh, and props to Biagio d'Alessandro for the awesome illo!!

Grand Lodge

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Goblin Bard: Rugglesby. Raised by a Taldan Linguistics Professor.
Perform Oratory. Goblin Lore. Works the Lecture Circuit giving talks about Goblins: How to fight them, how to identify the dangerous ones, how to get along with the less hostile ones. Why they behave as they do.

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Does an Ioun Stone continue to circle your head when you earth glide?

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willuwontu wrote:
Talonhawke wrote:
I would say no because Sunder is a melee action, now if you have a melee blast or a way to sunder with ranged attacks sure.

^ This

To expand on it, Kinetic blade and Kinetic Whip infusions would allow you to do so as you're making actual melee attacks.

That makes sense. In world explanation may be that a blast's kinetic energy isn't concentrated enough to damage a specific spot, but the blade or whip could target the right spot. Thanks.

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Can a physical kinetic blast be used to sunder objects? I was thinking specifically of doors, walls, statues, traps, etc.
My Earth kineticist recently acquired the "Rare Metal" infusion, and since I can make adamantine blasts, I thought maybe it could be useful.

Grand Lodge

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I'd like offensive cantrips to have a scaling optionL:
1 action-1dx damage
2 actions- 1dx+mod damage
3 actions- 1dx+mod damage + condition.
MAP applies.
Obviously, everything scaling as they go up in level.

Grand Lodge

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That's O.K. The internet community is legendary for its patience................................................................... ........................................................................... ...Is it out yet? Grrrr...................................................................... ........................................................................... ........................................................................... ........................................................................... ..........How about now? AARRRGGGGHHHH!!!!!!!!!!!!!!!!! ........................................................................... ........................................................................... ........................................................................... ........................................................................... ........................................................................... ...............................................................*Jeopardy theme*...........................................

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GeneticDrift wrote:

Maybe borrow from pf1 kineticists and add an action for a boost in damage.

3 actions is a big investment worthy of a boost.

Yeah, I've been playing kineticists a lot lately, and wondered how they might be handled in 2E.

This brought me to a similar idea to yours, GD.
At first level, a 1 action cantrip would do 1dx.
A 2 action cantrip would do 1dx + ability modifier, and, of course observe MAP.
A 3 action cantrip may add a conditional rider.

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I enjoyed playing this one.
I am now curious though: I wonder what percentage of groups end up facing the Night Heralds. My group was also several days ahead, so we avoided them. * Yay Camels! *

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Lady Melo wrote:
Draco18s wrote:
Angus_The_Bounty_Hunter wrote:
Not enough power in the feat as compared to the check anyone can do with the medicine skill.
You can do it without a kit in the middle of combat as a single action. That seems pretty good.
You might be thinking of Battle Medic, a completely different feat. Natural Medicine is a nature feat and takes 10 minutes, as thoroughly described by the OP.

He actually was refering to Battle Medic. Read the rest of Angus_The_Bounty_Hunter's post.

Grand Lodge

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This is why I keep saying that all DCs should be based on the assumption of a starting value of 14 at 1st level in the attribute, and no assumption of magic. Make that a 50/50 chance and work from there.

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I like this idea!
However, it should implicitly state that playing "Who Are You?" by The Who during this time is entirely optional.

Grand Lodge

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Ryder052 wrote:

@RPing a priest without abilities:

Ok, you probably CAN do it, but then your character gains the second level and BAM, now they are DIVINE spellcasters? Bye, immersion.

Midnightoker wrote:
Just so I understand this, What exactly did you do in PF1 to solve this problem?

That's my problem. Nothing. I begged my DM to raise the starting level to 2.

Can anyone actually come up with an argument as to WHY it should not be allowed to have balanced archetype dedication options on first level?

Why "Bye Immersion"? At some point between 1st and 2nd level, you completed your studies, and proved your faith, and your god rewarded you.

Grand Lodge

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Crap! I just realized that the fillable character sheet PDF I've been using is now completely obsolete. Hopefully it won't be too long for a new one to be created. ;-)

Grand Lodge

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BryonD wrote:
Still +level then?

GODS, I hope so!

Oh, and thanks, Joe!

Grand Lodge

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I guess what I really want is for a competent character that is not optimized to the gills to have a reasonable chance of contributing meaningfully to an adventuring party. I think the ABCD character creation method is a good start, but basing all DCs on the assumption of an optimized character is faulty. 16 should be the base, not 18.

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Vic Ferrari wrote:
Aristophanes wrote:
My stance on the math is that every DC should be based on the assumption that the character began with a 16 in the relevant skill, and is trained, and should never take magic into account. Magic should make things easier, not be required for competency.
Yes, this is why some like me would like extra weapon damage dice to come from your character, not your magic item.

Agreed.

Grand Lodge

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My stance on the math is that every DC should be based on the assumption that the character began with a 16 in the relevant skill, and is trained, and should never take magic into account. Magic should make things easier, not be required for competency.

Grand Lodge

Vic Ferrari wrote:
Dire Ursus wrote:
I agree with everyone stating it's just new.

I don't; convenient, but not the case.

PF2 is dry, byzantine, and has no Wow-factor, for me.

When I first got a hold of the 3.0 PHB back in August 2000, I did not feel/think this way, nor when I got the 4th Ed PHB in August 2008, nor when I got the 5th Ed PHB in August 2014, and they were all new at the time.

Just curious Vic, were these the playtest versions or the final versions?

Grand Lodge

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Dasrak wrote:
Aristophanes wrote:
I'm fairly sure(AFBATM) all medicine checks require a healing kit.
The Administer First Aid, Treat Disease, and Treat Poison actions all explicitly list healer's tools as a requirement. Battlefield Medic does not.

Huh! Well look at that!

And hey, the Quick Repair feat apparently alleviates the need for a repair kit!

Grand Lodge

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I'm of the opinion that Monsters and skill DCs should be based on a character beginning with a 16 in the decisive ability and never assume magic is involved. Magic should make things easier, not be necessary to be competent.

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While I generally like resonance, I do agree that every character should get a minimum of 1 resonance point at the start of the day. So that Dwarf, and I suspect many others, would have one RP at first and second levels.
One of the characters I had created for part 2 was a Dwarf Barbarian. I left charisma at 8, to test the resonance system, but someone else brought a Barb, so I used my backup, a Cleric with the wizard dedication.

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The Once and Future Kai wrote:
Aristophanes wrote:
I'd like to see non-magical healing made a bit more robust. Currently, Battle Medic only works 1/day/character. Why? What's the in-world logic? Why not 1/encounter. Why shouldn't you be able to treat new injuries?
Battle Medic is a strange ability as it stands. It doesn't require tools and it provides significant healing but only once a day even on a failure. It's a separate topic but Medicine could use some tightening up.

I'm fairly sure(AFBATM) all medicine checks require a healing kit.

Grand Lodge

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I think DCs should be set with an assumed starting stat at 16 rather than 18, and also assume no magic involved. Magic, whether spells or items should make things easier, not be a requirement.

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