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Organized Play Member. 33 posts (97 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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My reading is that “instead” refers to the effect of the second wisp making the target dazzled instead of off guard, but doesn’t affect the outcome of the first wisp.

So:
First wisp -> off guard
Second wisp -> dazzled instead of the usual effect of off guard

End result is off guard and dazzled until the end of the next turn.


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breithauptclan wrote:
BooleanBear wrote:
I’m having trouble reconciling this “change” with a game where “you should expect to go down, it’s part of the game” is a wisdom often provided to people complaining about the base difficulty.

Well, I'm not sure who you are talking to about it. I haven't heard that you should expect to be dropped. You should expect to be hit, yes. You can't build an exceptionally high AC to prevent you from getting more than scratches like you could in PF1. You will take damage from enemies.

But being dropped is a different matter entirely. If your characters are getting dropped in the first round of combat, then something is amiss

A couple recent threads where this is suggested by several people. It’s certainly more of a low-level issue but in my opinion dying rules should be balanced around low levels more than high levels, since that’s usually players’ introduction to the system and where they spend most of their time.


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I’m having trouble reconciling this “change” with a game where “you should expect to go down, it’s part of the game” is a wisdom often provided to people complaining about the base difficulty. One of my players is a giant instinct barbarian and is regularly dropped on the first round of combat by an enemy casually walking up and critting him in the face two or three times. Then the cleric gets him up so he can do his job of tearing the foe to shreds. I don’t think he’d find it very fun if I told him he should either sit out for the combat or have an 80% chance of rolling a new character. And my healer-maxed cleric would probably quit if my tactically-minded players told them not to heal the guy bleeding out on the ground.

If you’re expected to retreat or die in the Moderate-Severe range of encounters pretty regularly I’m not sure how you’re supposed to get anything done.


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”Pathfinder’s rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense.” So vague sense at best :(

I doubt the designers were considering touch a sense at this point in writing the CRB and it’s certainly problematic in other areas to run it like this.


Book 3! For some reason imgur thinks there is adult imagery in this set; please disregard that warning (unless you consider a handsome lumberjack NSFW).


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It really is just a “check with your GM” indicator. Unfortunately, it doesn’t give any info to the GM about WHY it needs to be checked. The fact that the naming conventions for it are based on the concept of “rarity” doesn’t help the issue when the reason is often not based on in-lore rarity at all. I’d rather my players check in about Teleport and not Boneshaker or a Katana, but the rules put all of them at the same level.


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A couple years ago someone posted some great cleaned up versions of the NPC act posters in Book 1, since as printed in the book they're overlapped and angled, which doesn't make for good printouts. My group is getting into Book 2, and as far as I could find, no one has made any more, so I cleaned up the acts in this book to make some more printouts.

Book 2 NPC Acts

Assuming my group continues with the adventure, I'll clean up the other books as well and post them here later.


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Then why would the Mirror Image language differ from Concealed/Hidden? If it was meant to work against all targeted effects it would say so, but instead it says attacks.


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In my opinion it’s pretty clear that “touch” in a spell description is just a descriptor for the range of the spell for the purposes of targeting, and that’s it. Otherwise a normal Vampiric Touch would be affected by Mirror Image, but Reach Spell + Vampiric Touch would not because now it’s a targeted spell with 30ft range. I don’t think Mirror Image protects against every hostile targeted effect, otherwise it would talk about being targeted rather than being attacked.


Sadly, as much as I loved burn in 1e, I have to agree that HP as a resource probably doesn’t work as well in 2e now that HP attrition isn’t as much of a thing. In 1e, your HP whittled down a little bit at a time until you couldn’t afford to burn it any more (or you burned it all in a last ditch blaze of glory, which was amazing imho). Since 2e’s balance point is more towards full HP for each combat, you can’t really use it as a resource throughout the day without getting immediately knocked out in later combats. I do think there’s room and need for some sort of risk/reward mechanic, trading safety for power, I just don’t think HP is the resource to use.


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Small->Medium doesn’t increase reach or space, which is why I’m wondering why the 8th level version even exists.


Does this heighten ability actually… do anything? You can make the crawling flame medium instead of small, but size differences don’t have any inherent mechanical effect usually, and small and medium creatures take up the same amount of space. I guess grapple rules use size, can you grapple a crawling flame?

At least with the higher levels, the flame takes up more squares and has larger kinetic auras, but small->medium doesn’t really seem to do anything.


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PossibleCabbage wrote:


The thing about Thematics is that they are conserved between editions in a way Mechanics are not.

Paizo has up to this point conserved thematics across editions, but I want a class (thematics included) to stand on its own. I shouldn’t have to tell a new player to go read Occult Adventures to figure out why Kineticists use Con.


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PossibleCabbage wrote:

So thematically the reason for Con is "your biology is not supposed to have an internal gate to elemental energy like that, and you're constantly doing resistance training with every cell in your body by running planar energy through it."

This was true in PF1, but nothing in the playtest flavor or abilities suggests this. Beyond mechanics, I would like to see more of the flavor text suggest you’re actually using your Con.


Yeah, the granularity there is a bit of a pain. I wonder if there could be some hierarchy of general types that all these types fall into. Then you could do more general searches over large groups of stuff and still have the option of searching specifically through all the… Hellknight Orders, I guess.


breithauptclan wrote:
I think I remember either a feat or a piece of equipment that says that making an attack against someone who hasn't seen you use the weapon before causes them to be flat-footed to the attack. I can't remember what it is currently though.

Came over here from the thread on the new search on thought I’d take a stab at looking for this one. I did a complex search for ”flat-footed” AND “weapon”, and activated the Item and Feat Filter Types.

A quick look shows either Surprise Strike from Weapon Improviser or Subtle Shank from Rogue. Subtle Shank in particular seems pretty close to acting like hidden blade, though it’s a bit high level with a rough action cost if your player just wants the flavor of a hidden blade.


Xenocrat wrote:
It's very fast and helpful for finding a specific feature you know the name of. If you're trying to find something you vaguely remember about "grapple" you're going to have a bad time if you're pretty sure it's either a feat or item you want.

Looks like searching for grapple and then activating the “Feat” and “Item” filters under Filter Types will do it. I’m not sure how it could be made easier, maybe moving Filter Types up to the top of the possible filters? Seems like most people will be using that rather than the Filter Alignment that’s currently on top.

I can see the complex queries being quite powerful for more esoteric searches, but there’s definitely a learning curve there.


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Gogiteths! “A slavering nightmare of teeth, eyes, and hairy spiderlike legs” that stalks you through the Darklands, skittering and popping. The popping stops and you think you’re safe, but you realize too late that it was just hiding, waiting to grab you and drag you into the depths of the tunnels, never to be seen again.

:)

Obviously actually dangerous as well, but a giant spider that’s actively malevolent and knows how to hide its presence to better hunt you down is nightmare fuel for me.


They could have Serpentfolk as a Rare ancestry (it definitely should be regardless), with an Access entry of “you have an evil alignment” or something along those lines. That would preserve James’ stance of serpentfolk being villains in the canon of Golarian while still letting GMs ignore that if they don’t particularly care about that sort of thing. Though he did say “extensive,” so it’s probably a bit more complicated than that :P


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To me, Kineticist was the “burn” class because it was very hard to find something else that could do the “push yourself beyond the limit” trope. The elemental stuff always just seemed like a vehicle for that, especially since “aether” was just telekineses and they moved towards weirder stuff like void and wood that aren’t really elements. Not to mention there was plenty of support for elementalist characters elsewhere.

That said, they did really lean into the elemental stuff so I can see why a lot of people gravitated towards the class for that reason. I think as long as they at least include the option for pushing yourself too far it would scratch that itch for me (hopefully with something less obtuse than the 1e burn mechanics).


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Temperans wrote:

That is effectively what the kineticist is. It is also one of the best PF1 classes and one of the most likely to be butchered by PF2 class design.

That class is just too good as is for PF2 standards. Getting talents, damage upgrades, and ways to change/boost said damage while mix and matching? Simply impossible unless free archetype was baseline and every class gave actual features.

This take is very interesting to me because Kineticist is usually regarded as “mediocre” specifically because it follows many design philosophies that transferred over to 2E. Everything it needs to be effective is given to you in the class chassis so it’s hard to make a bad kineticist, but the abilities are written to not interact with almost anything else so you can’t break the optimization ceiling either, the way you could with almost every other class. Not to mention you basically get class feats and skill feats (infusions and utility talents, respectively). The power levels will need to be reworked to fit into 2E’s baseline (but that happens with every class), and probably a burn rework, but the core feel of the class could remain largely unchanged.


Interested! This would be my first PbP on these forums, but I have experience elsewhere. My character is built as a support bard; there are still a few details missing on my sheet but the build is finished, just have to choose equipment. I’ll be able to do that and set up an alias tomorrow. Here’s the sheet in the meantime.

Suli Catfolk, Attention Addict Background, Maestro Bard.

Quick Backstory:

Zurrus Silk-String is a native of Murraseth, having grown up as part of one of the numerous fighting guilds in the area. At first, she was often at the bottom of the ranks, beaten out by those stronger and faster than her. It was only when she began studying the occult magical arts with her family elders that she gained the edge she needed to pull ahead.

She quickly made a name for herself via her signature style of winning (namely, irritating her opponents to the point that they forfeit). She has quite a high opinion of herself, but it is not entirely unearned. She works well in a team, and her harp skills are unmatched.

Each decade, the guild chooses one champion as its representative in the Ruby Phoenix tournament. This time, Zurrus was selected, and so she left her home for the first time, bound for Tian Xia.

Thanks for the consideration!


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Harles wrote:

I cannot understand why anyone is celebrating this news. My PDF Importer on Foundry was working great. This is why Foundry was the best way to play PF2. Now I'll have to buy everything again. There's going to be limitations placed on content that we'll be able to use, because you'll have to wait on Paizo conversions and buy everything again.

This is terrible news. I'm debating stopping the Beginner Box adventure I was running. What's the point of trying to get new players on board with this system now? Future adventures, bestiaries, and APs won't be available.
Are they coming after Archives of Nethys next so we have to buy everything on Nexus? Taking down Pathbuilder?
PF2 was better than D&D for VTT because we didn't have to go through sites like DND Beyond (which I think is terrible).
And I know you will say "you can still use PDF Importer for what you've already got." Yeah, for now. Once it's not compatible with the next forced update of Foundry, all that content is gone.

I would advise reading the responses in this thread and the FAQ on Foundry’s website before complaining about things that have already been addressed. The PDF Importer was maintained by one person who had already decided to stop supporting it. Due to the precautions he took to make sure it was compliant with both Paizo and Foundry’s rules, he can’t open source it, so it can’t be maintained by someone else (and it really shouldn’t fall on one person to manually create full adventures for everyone else’s benefit anyways). Short of you or someone else deciding to make a new importer from scratch and manually supporting every new adventure, this partnership is the only way we will have pre-built Foundry content without doing it ourselves (which again, anyone is still free to do). Purchasing a module through this partnership gives you a free PDF, and you get a discount on it if you already have the PDF, so you don’t need to buy anything twice.

As for rules content such as Bestiaries, all of that is still included in the PF2 system on Foundry and is still maintained by the community. This is not going away.

All this partnership does is let you pay a little extra to not have to prep the adventure yourself. We aren’t losing the ability to do anything, the one guy that did all of it for us just doesn’t want to do it anymore.


H2Osw wrote:
My group has probably 2, maybe 3 sessions left. Barely any research has been completed because thier rolls have consistently been terrible.

I have noticed that the topics my players are actually interested in researching (namely, Tchekuth and the Ashen Man) are quite high level for them to be rolling against, so they’ve wasted a lot of rolls on that.


I doubt there’s an official answer to this, so this is more of question on preferences, I guess. When an effect says that you can’t reduce the value of the sickened condition below 1, do you tell the player that ahead of time? Or would they have to spend an action to retch before realizing it’s not going away?

I’m leaning towards telling them, since they’re already stuck with sickened and losing an action automatically just to find that out seems punitive.


Lightning Raven wrote:
The Interact part of the "Reload 0" is there exactly to trigger Attacks of Opportunity and to be interrupted by grapples and similar effects. The difference is that mechanically, this Interact action is baked into the Bow's attack action. So yes, I think the flat check would need to be rolled for each shot made. A whack to the face would be triggered as well, which we wouldn't be possible if we interpreted "0 interact actions needed" as true.

Attack of Opportunity includes “makes a ranged attack” in its list of triggers, so even if reload 0 didn’t include an interact action you could still get whacked in the face. That said, the rule saying drawing and firing are part of the same action inclines me to think the drawing is a subordinate Interact action, so it does need the flat check.

I think it also makes sense from a balance perspective. Being grappled inherently limits melee attacks because you can’t move to your target. Ranged attacks don’t have that issue, so the flat check gives the grapple some utility in those cases.


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As a player I make it a point to complain about my poor ears when my fellow party member unleashes his arquebus right next to my character in a small room. The GM doesn’t seem super concerned about it, though.


Ediwir wrote:

There was some sort of thing to this effect in playtest, where some spells with long duration added the note "you can forego regaining this spell slot to extend the duration by another day".

It seemed pretty popular, but it didn't make it in final for some reason.

It did make it into the final, see here. There just aren’t that many spells that last until your next daily preparations.


Hmm, the Bones mystery makes you both Wounded 1 and Doomed 2 once you reach extreme curse, so you die instantly if you get dropped. Kinda negates the benefit of the major curse, although I guess extreme curse is a last resort kinda thing anyways so you shouldn’t be getting there too often.


So now revelations use Focus Points AND increase your curse? It seems like oracles are worse at Focus casting than any other Focus caster that takes the refocus feats. I would’ve preferred no Focus Pool if there’s already going to be a negative effect for casting them.


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Aratorin wrote:

Right. But if a 1 would be a Success, it stays a Success.

If an enemy rolls a 1 and beats the DC you should probably run away.


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Themetricsystem wrote:

It looks to me like they're including the AC bonus from +1 hellknight fullplate as it would work for a PC. That's not technically how it works but I think it's a pretty fair way of handling/improvising it.

That is how it works per Bestiary 2 on page 7 (maybe the first Bestiary as well):

“Bestiary 2” wrote:

If a creature doesn’t have its armor, find the armor in its Items entry and reduce the creature’s AC by that armor’s item bonus (Core Rulebook 275). If the armor has a potency rune, increase the reduction as appropriate.


Reading through the Reactor Observation Post encounters. Is it intended for the PCs to easily avoid the pluprex demon just by not clearing the steam? Since they can tell the reactor is contained already, it seems likely they might just move on and waste all the dramatic buildup from the camera feeds.