Feral Halfling

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Organized Play Member. 373 posts. No reviews. No lists. 2 wishlists. 25 Organized Play characters. 1 alias.


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Grand Lodge

Thanks!

Grand Lodge

4 people marked this as a favorite.
Xyxox wrote:

OGL 1.0a is a perpetual license, it cannot be revoked or "un-authorized" without certain conditions being met. Those are rare and require much evidence, and all current evidence would go against Hasbro/WotC being capable of revoking the license under current conditions. WotC can do whatever they like but it is a contractual agreement and the courts tend to give less leverage to those who write the contract. Perpetual means just that, perpetual.

I've already started taking 5E rules in my homebrew from the 5E SRD and have been re-writing things for my new version of it, Trailblazer. I'll give it away for free for anybody under OGL 1.0a and WotC can go to the 666th level of the Abyss for all I care.

Ryan Dancey has stated the OGL cannot be revoked or deauthorized and had they intended for WotC to have that power it would have been enumerated in the OGL.

If I was Paizo, I would be contacting the Electronic Frontier foundation as any legal decision giving WotC the power to revoke OGL 1.0a will have MASSIVE effects on open source software licensing and the perpetuality that exists in that space as well.

Where do you think their orders come from?

Grand Lodge

Do Handwraps of Mighty Blows affect Ranged unarmed attacks like Leshy Seed pods and Hooded Nagaji Poison spit?

Grand Lodge

1 person marked this as a favorite.
Maurice the Mimic wrote:
Archpaladin Zousha wrote:
Oh man, that'd be fun! I'd love to play a mimic who defaults to the standard treasure chest disguise even though they know it doesn't fool people anymore because "it's an ICONIC look!"
I know that I am late to the discussion on this, but a Mimic ancestry would be such fun. Maurice was an NPC of mine that showed up in PF1 games, and now in PFS we have Biglock the Mimic as a recurring character. Huzzah for mimics and other aberrations as player ancestries!

Yeah! I just encountered Biglock in Pathfinder Society Scenario #4-07: A Most Wondrous Exchange! They're a fun character.

Grand Lodge

1 person marked this as a favorite.

I'm in a Thursday night group that plays both PFS1 and PFS2, depending on who's GMing. Right now we are just about to finish the Lissala story, by, hopefully defeating The Waking Runelord.

My Wednesday group meets every other week and plays 5e. I enjoy it well enough, but more because of the companions, rather than the system. The game is winding down, and, depending on who's running, may use a different system like Call of Cthulhu, AD&D2, Star Trek, or DCC.

Grand Lodge

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I'm soon to be starting my first Psychic character: a Fey-touched Gnome Barrister named Basingstoke, with Emotional acceptance and Distant Grasp.
Now, I'm not looking for optimization advice.
What I want is to know what experience others have had with the Psychic.
Have you been enjoying the class as a player? Have you found it lacking in some way? Do you find yourself doing the same routine in battle?
And GMs: What has been your impression?
And, of course, stories of Psychic heroics always welcome.

Grand Lodge

If you cast Magic missile while your psyche is unleashed, would you add the damage to each missile? If not, and you shoot more than 1 target, could you choose which target gets the extra damage?

Grand Lodge

Am I correct in interpretating that the two bursts could be as much as 120' apart? Or do they need to be within 60' of each other?

And another stupid question: Does the total effect of the spell need to be within 60' of the caster, meaning the center of a 5' burst needs to be within 55', or does the center of the burst just need to be within 60', and so the spell can affect a target 65' away?

Grand Lodge

Range 60 feet; Area: 2 non-overlapping 5-foot bursts

Does this mean that (1) the two 5' bursts can be in non-adjacent squares as long as they are both within 60' of the caster?
Or (2) the two 5' bursts need to be adjacent?

I would normally assume 2, but the Cantrip REDISTRIBUTE POTENTIAL specifies Area" 2 adjacent 5' squares.

(1) would make it a lot more versatile, but it seems a little too good for a 1st level cantrip.

Anybody else have any insight?

Grand Lodge

3 people marked this as a favorite.

Book of the Darned full of sock puppet poppets.

Grand Lodge

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aobst128 wrote:
I want a cookie.

I'm sorry aobst128, I just had to delete a bunch of cookies to sign in to the site. Had I known, I would have sent them to you!

Grand Lodge

3 people marked this as a favorite.
Temperans wrote:

Remember old D&D is a war game.

War games by design are such that by design not everything is perfectly balanced and even what seems to be balanced is based on cost and strategy. High level wizards in that sort of setting are the equivalent of nukes and other massive ships compared to fighters just being soldiers and small ships. Which carried forward to DnD3.5e and PF1e.

DnD5e was never a war game and its more of a narrative game.

DnD4e was a greatly balanced game to the point it was boring for most people.

PF2e is a game of martials with casters acting as cheerleaders. It kept the war gaming strategy, but removed the scaling from caster to the point they are neutered.

Whiteroom nonsense! I have played 8+ levels of Bard and 6+ levels of Druid and never felt like a "cheerleader"...well, except the Bard sometimes, 'cuz that's his job, but still made significant contributions to most battles in terms of damage dealt, as well as buffing, de-buffing, healing, and skills.

What has your practical experience with casters been that you felt so useless?

Grand Lodge

Captain Morgan wrote:
No Green Day fans? No one? Bueler?

I marked it as a "Favorite"! Don't be a Basket Case!

Grand Lodge

2 people marked this as a favorite.
Sibelius Eos Owm wrote:
CorvusMask wrote:
while about one in twenty is actively practising magic as full spellcaster (so stuff like wizards and sorcerer who put effort to master their abilities)

I cannot believe how close my random mouthfeel guessing came to an official answer! Most pleased to have this estimate to use.

(for what it's worth, my nonsense methodology: I guessed back in 1e that maybe 1 in 10 people had character class levels (vs. NPC levels) and roughly half the classes published were spellcasters, arriving at roughly 1/20 casters, 1/20 class-level martials, and the remaining 9/10 NPC commoners, warriors, and aristocrats)

I wonder what percentage of those capable of spellcasting move beyond first level, and how many are non-adventurer types. We know that skills can be increased just by doing (Legendary Chefs, Master Craftsmen). Can proficiency in spellcasting be improved in a similar way, without "adventuring"?

Grand Lodge

Stupid question: I've seen a lot of comments about how strong the Universalist is and how weak the dedicated gate becomes.
What would be the effect if the Dedicated Gate went to Legendary Class DC, Dual to Master, and Universalist to Expert?
I told you it was a stupid question!

Grand Lodge

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I hope there might be Kineticist options like recall familiar. As a reaction, your familiar returns to your hand and becomes a gathered element.

Just spitballin'.

Grand Lodge

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1.Earth, since, with that group, I'd probably be the frontliner.
2.Stone Shield, Tremor, Stepping Stone.
3.Flexible Blast.
4.not yet.

Grand Lodge

1 person marked this as a favorite.

When they get the playtest, everyone should remember that all playtests start with the most conservative version they feel comfortable with, and that it will loosen up later.(See Psychic)
I can't wait!!

Grand Lodge

Thanks guys! This helps me immensely!
I think I've narrowed it down to Barb, Bard, Marshal, and Talisman Dabbler, which is an intriguing notion.

Grand Lodge

Nefreet wrote:
Can you tell us more about your character? Personality, background, religion? And sword-and-board, or two-handed?

Worships Alglenweis

Weapon: War Flail/Meteor Hammer(2 handed)
Background; Warrior

Grand Lodge

I'm starting "The Slithering" this week, and I'm playing a Gnoll Redeemer. We get the free archetype. Can anyone recommend an archetype. I'm going with Str18/Con14/Cha14.

Grand Lodge

3 people marked this as a favorite.
graystone wrote:
1/2 man, 1/2 bear and 1/2 pig... Man Bear Pig!

Are you totally serial?

Grand Lodge

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BAH! You young'uns have it too soft!
In my day, we had to roll our dice in 6 feet of snow... up hill...both ways...and GET OFF MY LAWN!!

Grand Lodge

If there is any kind of HP attrition built in to the class, then CON as the main attribute and a d10 hp. If no Attrition, then d8 hp is fine.
I want a multi-action variant blast: 1, 2 and 3 action options.
I want infusions and talents.
I'd like Kineticist to be based on class DC, using it for any roll based on class abilities, and have it go up to master.

Grand Lodge

1 person marked this as a favorite.

I point to Mayor Richard Wilkins III from season 3 of Buffy the Vampire Slayer. He had an evil goal, and would do evil things (or, at least have his minions do them). But, he also took his job as Mayor seriously, and tried to do a good job. His public face was one of caring and congeniality.

Grand Lodge

Ikilwa Underfoot wrote:


"The Blakros clan sold their own hatchlings to collectors on another plane! There's a special spot in HELL for those kinds of people -- that's not an act of 'Love'. I don't think we should burn down the Museum. We should buy it out and tell the Blakros to just... go somewhere nice and retire forever."

Along with child molesters...and people who talk at the theatre.

Grand Lodge

Can a Geokineticist use Mobile Gathering while Earth Gliding?

Grand Lodge

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keftiu wrote:
The Raven Black wrote:
I think some posters want the Inquisitor back so much that they would find a way to include it in Lost Omens Recipes ;-)
I think an Inquisitor would be perfectly justified in hunting me down for not putting mustard on my pastrami and rye sandwiches :)

The punishment for not putting mustard on it would be a slap on the wrist compared to the horrific, but well deserved tortures due, to one who would use ketchup or mayo.

Grand Lodge

Great. Now I want to build a monk, but don't know what kind.

Grand Lodge

Hobit of Bree wrote:

Thanks folks, really helpful.

I didn't look at the traits of a chain shirt. So I think it would be -1 to all STR and DEX skill checks other than Athletics and Acrobatics. So that would hose thievery and stealth I guess? And yeah, a -1 isn't bad.

The Drakeheart Mutagen looks great. Probably not a thing until level 3 or so (I'm assuming such things will be readily available given the setting).

I'd have missed that Counter Performance is a Composition spell. Oyi, that does suck. But good to know.

I think I did the stats in the wrong order? It's 8 Str, 14 Dex, 12 Con, 16 Int, 10 Wis, and 18 Chr.

Reach spell seems really cool. The extra action seem non-trivial on a bard (who probably wants a composition up at any given time). But I'd not considered it, thanks!

And does hefty hauler add 1 or 2 for a tiny creature? I'm thinking 1.

There are some *weird* bulk rules around tiny. As I read it a tiny person carrying a light item treats it as nothing (the exact word is "none". A tiny person carrying a negligible object may well treat it as light! Gah. It's all silly. I may ask in the rules forum if I can't find anything.

But seriously folks, all that helped a lot.

Lingering performance is your friend here. Yes, the first round you can't reach, but with LP, for the next 2 or 3 rounds, you have a lot more options.

Grand Lodge

3 people marked this as a favorite.

Could the admins pin this thread to the top?

Grand Lodge

My advice is...play a character that you'll enjoy, and study it so you'll be prepared to play it well. While you're playing, pay attention to how the other characters in your game work. As you go, talk to the other players about the unique mechanics of their characters. Most players I have ever played with are happy to discuss their characters, and if they are more experienced, will gladly pass on their knowledge of the game.
I was able to do this early on in PF2 because I followed and played in the original playtest.

Grand Lodge

JiCi wrote:
Rysky wrote:

I've never played a Warlock and P1 didn't have a Warlock (well that Vigilante archetype thingy I guess?) so I know little and care less about the Warlock.

On the other hand Kineticist WAS in P1, and has plenty of ground work to build off of for implementing it in P2.

You can keep trying to shoehorn DnD's stuff in, but don't be surprised when people continue to not care.

Ok, here's the rundown:

The Warlock was a class introduced in D&D 3.5's Tome of Magic. It was designed as a caster-like without spell slots, but had the Eldritch Blast, which was an at-will ranged touch attack dealing untyped damage. Instead of spells, the Warlock receives invocations, which replicated certain actual spells and allowed them to alter their Blast in various ways, such as making it a line or dealing fire damage. The Blast itself scaled in power with levels, and it could be used to counter spells if it was high enough. The Warlock was apparently so popular that it returned early in 4E and was made a core class in 5E, similar to how the Alchemist was made a core class in P2E.

What parallels can we find with the Kineticist?
- Both have at-will ranged attacks (blasts).
- Both have ways to change their properties.
- Both have extras that replicate spells (invocations and talents).
- Both Blasts can be used for counterspell.

What differences can we find between the two?
- The Warlock receives its powers from a fiendish source / The Kineticist is all about elemental power.
- The Warlock's Blast is magical in nature / The Kineticist's Blast is elemental.
- The Warlock's invocations have no drawback / The Kineticist's talents require Burn points.

That's why I compared the Kineticist to the Warlock.

Correction: Warlock was introduced in Complete Arcane.

Grand Lodge

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I think they could make the Kineticist a bit stronger if it's just the cantrips and focus points. No spell slots. I could see them working with the action economy to make the cantrips stronger and more versatile. Also, from what they said after the playtest, the Psychic's cantrips may be in for a power boost .

Grand Lodge

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Whatever else he can do, I want his main weapons to be Fear, Surprise, Ruthless Efficiency, and a Fanatical Devotion to his cause.
And he should be completely unexpected.

Grand Lodge

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I largely agree with the OP, but... you guys really need to hire a good proofreader. Especially for your Scenarios and Modules. I understand that your schedules are tight, but a round of proofing could do you a world of good.
Also, minor quibble: Can we stop with the "pick random letters and apostrophes" method for naming people? When you have to parse out the pronunciation of an NPC's name, it interrupts the flow.

Grand Lodge

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Kobold Catgirl wrote:
Also, I have to pronounce "attack of opportunity" way less.

Oh, that's right! Kobolds have trouble with the "P" sound due to a lack of lips.

Grand Lodge

Ravingdork wrote:
Deriven Firelion wrote:
You can play like Raving Dork where you allow things to occur for story reasons by DM fiat.
Who's that?

Oh, just some weird blind, gray-haired eccentric who frequents these boards. I find him amusing, but I don't think you'd like him.

Grand Lodge

I'm rather surprised at how few PFS lodges there are in New Jersey.

Grand Lodge

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If you want a classless book, how about the Tome of Belches: Book of Nine Farts.
It could have Meta-flatulent feats like "Silent But Deadly" making it a 10' emanation. CS-No effect S-sickened 1 F-sickened 2 CF-sickened 3 for 1 minute.

Grand Lodge

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Temperans wrote:
Cyouni wrote:
RexAliquid wrote:
Okay, my gripes is that proficiency steps are +2 instead of +1. That means that you need expert by higher levels to feel relevant at most things and options that don't scale up can end up feeling like a trap.
Funnily enough, when it was +1 in the playtest there was no end of griping about how proficiency didn't do anything useful.

Honestly that one is a difficult problem. If it's just +1 then the difference between "Legendary" and "Trained" is +3. But then the current version require that you have at least master+2 to be actually relevant.

I say the real problem is (like others have mentioned): +/-10 crit, the lack of scaling on so many things (from proficiency to items), and that it appears like everything is balanced around getting legendary.

I agree. I think that all the scaling, DCs, etc. should stay the same, but based on 14 instead of 18. So, if you have a 14 in the relevant stat, an at level task will be 50/50, and work from there.

Grand Lodge

This was inspired by the "Greatest itens in the Grand Bazaar" thread.
We now know that balls exist in Golarion.
But are there any established team sports that utilize balls?
Is there any country that has organized leagues?
Does Cheliax have a Soccer league?
Do Taldoran nobles play Polo?
Do Halflings and Gnomes ever have a pick up Basket ball game?
Is there anything at all in canon?
Just curious.

Grand Lodge

Works for me.

Grand Lodge

John Lance wrote:

... I gotta admit, I never saw this one coming.

https://comicbook.com/gaming/news/pathfinder-paizo-phylactery-lich-soul-cag es/

This doesn't take you anywhere.

Grand Lodge

CorvusMask wrote:

I personally think its common sense rule of "Okay, how about we don't need to write for all robot people whether or not they can get drunk?"

That said, poppets can definitely get drunk. After all they are puppets that magically eat things to re sew their wounds :p They are basically muppets, you just don't question why muppets eat food normally.

I guess now we know how CorvusMask eats cookies! ;-)

Grand Lodge

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Fiendish Codex I: Hordes of the Abyss
Fiendish Codex II: Tyrants of the Nine Hells
Deities and Demi-gods

Grand Lodge

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A Rocket Launcher.
I want to be like Buffy and blow up an overconfident demon with a Rocket Launcher.

Grand Lodge

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I add my support for the UPW!
I will say that we al should show a modicum of patience as to Paizo ownership and management announcing recognition of the Union. It will take some time to organize and have the meetings and legal consultations necessary to formally respond to the request.
My guess is that whether they voice it or not, even though they can't be and won't be part of the union, many of the Paizo employees in management support Unionization. All employees will benefit.

Grand Lodge

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First of all, let me say that I don't have a dog in the hunt. I'm not particularly interested in playing a Magus. But I have read the entire thread, and I have a question for those who think spellstrike should provoke: Do you believe if it didn't, that the Magus would be too strong? Or are you afraid it might set a bad precedent regarding spell casting and AsoO?

I guess I just haven't yet seen a convincing argument in favor of keeping provoking.

Grand Lodge

Deriven Firelion wrote:

Some things that most players don't get to experience in PF2 if you play to low level is the math changes as you level.

You start off at 1st level pretty weak. You will get your butts handed to you and your party can die pretty easy for the first 5 or 6 levels. Crits can take down even the toughest fighter. Casters are meat and can't do much. Your damage is ok, but not great.

Around lvl 7 you get a boost with striking weapons. Your caster proficiency goes up. You get access to some better spells. You get specialization. You just got stat boosts.

Around lvl 11 or 12 you get greater striking weapons. Your armor proficiency goes up. You get access to higher level spells with more powerful effects. Your focus spells get better.

15th level more overall boosts. The math starts to shift in your party's favor. You can take on tougher things. You are a pretty brutal group.

By lvl 19 you're reaching that super heroic stage where your casting spells to wipe out groups of creatures. The martials are only getting hammered by bosses and murdering everything else. You can haste the entire group with 2 actions.

I doubt many players will experience this,especially with PFS stopping at lvl 8 or so. That whole idea of stopping at lvl 8 needs to go. PF2 can be played across all levels and is still manageable. The characters do start to feel more powerful, but it doesn't happen unless you play to higher level.

My druid and barbarian at lvl 16 feel beastly strong. The barbarians hits are brutal. He can sweep away trash monsters, while taking a beating.

The druid is an elemental machine of destruction. Once the druid starts lighting up the enemy, it's usually all over.

You don't really get to experience this power increase unless you play a while. PF2 isn't the power fantasy of PF1, but you still feel extremely powerful at high level. What you can square off against increases substantially. Casters still feel uber powerful at higher level.

It's way more like 1st or 2nd edition D&D in terms of the...

Actually, I believe that PFS will go much higher. I currently have a 9th level Bard. The main reason he isn't 10th yet is that they are just starting season 3, and so haven't released enough higher level scenarios yet. As I understand it, PFS may eventually go up to level 20. It will take some time, but there is no reason they couldn't.

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