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BotBrain's page
Organized Play Member. 425 posts. No reviews. No lists. No wishlists.
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Oh Chk Chk, you've stole my heart.
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Spamotron wrote: That's because Adamantine is from Mythology. It can't be trademarked. Same goes for orichalcum while we're at it.

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R3st8 wrote: JiCi wrote: Agonarchy wrote: Dragons are a reference to Greek serpents, and then the word and concept evolved and got leggier and wingier, possibly partly due to fossil finds etc. The "Asian dragons" aka the loong likely have a similar origin but developed separately, so are only dragons by convergent cultural evolution. Oh boy :p
- Dragon -> 4 limbs, 2 wings
- Wyvern -> 2 hind limbs, 2 wings, 1 stinger
- Drake -> 4 limbs, no wing
- Lung -> 4 limbs, no wing, can fly
- Wyrm / Serpent -> no limb, no wing
- Amphithere -> no limb, 2 wings
- Linnorm -> 2 fore limbs, 2 wings No matter what they tell you, remember: YOU ARE RIGHT! Fantasy definitions must be defended; otherwise, we end up with vampires that glitter in the sun and goblins that look like green elves. If you choose to die on this hill, I will die at your side. Why are those bad things? Twilight didn't change how vampires are written or depcited in media, and it's very very rare that something does. Nothing was lost.
The idea that fictional concepts need to be locked in one incarnation forever is absurd and would make things like TTRPGs very very boring.
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SpontaneousLightning wrote: So if Monster Core has eight dragons, and Monster Core 2 claims to have eight more, does that mean only around four new dragons will be in the Dragon Codex, as the twenty dragon statistics includes expansions on those sixteen dragons? It says "over 20" so I'm going to guess we get 8 more, for a total of 24.
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Barnes and Noble must really hate dragon themed suprises. That's a pretty interesting list of features for the Lost Oments book.
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Woo! Elemental Barbarian doesn't lock you out of all your impulses. That's made me sad for a while, so thanks for the correction. It's finally tiime to make my big hulk of metal barbarian.
None that I know of. You'll probably have to search around the internet.
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Witch of Miracles wrote: I do personally feel like the design of "class that has high AC, but has a really good reaction that requires them to not be targeted" is a bit scuffed and has antisynergy.
That being said, the class features are strong enough on their individual merits that it doesn't really matter if there's antisynergy. It's just a good class.
I've always understood it as the high AC means the champion won't be targeted, so it needs something to punish that and say "Hey! Look at me, not them", and that's where the synergy comes on. You either try and hit the harder target, or go for the squishy and trigger the reaction.
Pixel Popper wrote: YuriP wrote: Another problem that I can point about giant whirlwind barbarian is that they compete with casters for AoE space. When we have a sorcerer was common that the giant barbarian player preventing the caster to use AoE effects. . . Heh. The Sorcerer's answer at our table was, "Here's a Backfire Mantle and two healing potions." Now that's a true sorcerer player.
Habibi the Dancing Phycisist wrote: My contender is Nevermind. In a campaign we were in, opponents critfailed enough for us to feel bad about the effect. Also, my character got a fail on this. Oh god I'd never had a proper look at it before. That's disqueting.
The advanced character sheet pack contains sheets for the classes from the advanced players guide.
Unless I'm mistaken though, the character sheets are all pre-remaster, so you might find there's some discontinity between the sheets and the modern remastered rules. (Assuming you're using the remastered rules, that is).
ElementalofCuteness wrote: I decided to bring this up because is Spellcasting ca be universal why can't Class DC? Probably because the rules were written when spellcasting wasn't universal, and it wasn't updated or made clear.
I'm not a big balance guy so i don't have anything on that front but I am in love with the mechanic! Cannot wait to build a turret.
Ravingdork wrote: It doesn't look like you have Free Archetype turned on in the Character Options settings of the app. Which oracle feats have you taken / plan to take? You do have to pay for that.
You could adapt choice segments of iron gods, but that's pf1e as mathmuse said.
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There's no notification system here, so go crazy.
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Oni Shogun wrote: Avenger is a racket but it seems to work like an archtype in that you have to take Avenger dedication and then 2 more feats. The real thing is if I have fun with it or not. Aye it's a class archtype. They're a middle ground between an archtype and a subclass.
Finally got my hands on war of immortals and I want to know more about these giants roaming around. I do detect a hint of inspiration from shadow of the collosus and I simply must know more.
JiCi wrote: It does beg the question why they haven't reprinted them post-remaster though...
Is it really that big of a mine field to reimagine the OGL dragons?
Because it's been a year and a half, give or take. There's been an emphasis on the new dragons in MC1, because they're, well new, and slapping an extra 10 or so dragons in the book would bloat. it.
Since then, I can't think of a single book where you'd print them. It's not a "minefield"
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Benjamin Tait wrote: I recall mention of a Rune Dragon in one of the new Pactbinder, sounds like a potential new Dragon Oh yeah, they're some kind of academic dragon. If only my supervisor was a dragon...
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More dragons are always welcome imo. Now that paizo have fully broken away from the chromatic/metallic split, I am very excited to see what we get.
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Dungeon Master Zack wrote: An interesting question- would Moradin be the same as Torag in this campaign?
Obviously, converting every single deity that might be worshiped in this campaign is daunting. I'm not even sure where to begin.
If I were you - i'd only convert what I need. So if a player wants to worship Moradin, convert him. If none of them do, and you don't want to include Moradin worshippers, don't bother.
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Dungeon Master Zack wrote: I mean, would it be hard to just import alignment from unrevised 2e? Depends how much you want it to do.
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If your primary concern is just the effect planes have on other alignments, then you can just have players pick their alignment and give it no mechanical weight outside of any interaactions with the planes.
19?! But I want it now!
Better find some kind of time vortex.
Yeah even if we don't get an ancestry for cyclopses, it's not unprecidented that a heritage gets printed down the line that might as well be its own ancestry. Dokkaebi goblin is probably the best example.
Ditto on the trip/grab focus. I've seen it done before and it's great. The duo i saw was a gunslinger/monk, but anyone who wants to be in melee can do it.
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Hm, well I can imagine they'd certainly appreciate a Fear Gem.. Even if your party loves to demoralise, this doesn't count as a demoralise, so you can keep the enemy's AC low for them to hit better.
What other classes are your party members? It would help narrow down some good choices.
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You could possibly consider grandmother spider as a deity, if you still want to try this.
She's a god, yes. But she was also mistreated by the gods and not compensated for her work as their weaver of fate. She specifically forbids abuses of power, and encourages independent thought.
While not explicitly stated, it would not be hard to assume this applies to her too, making her less of a divine boss, and more of a divine mentor, or guiding figure, who grants divine power not with the expectation of servitude, but with the idea that followers use it to secure theirs and other's indpendence.
If the idea of divine servitude is upsetting for you, but you want to play a cleric, this is one possible angle.
Obviously - I don't know you - so if this wouldn't work for you, that's fine. I just wanted to give my two cents. :)
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ornathopter wrote: There will also be a Runelord-related Mythic Destiny. Suitable for characters who want to become Runelords, or who might be reincarnated Runelords or possessed by dead ones. Oooh. I'm glad to see Paizo making good on the promise to make more mythic destinies.
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Yeah! I was imagining Kung-Fu Panda if Po were a child.
I would love the NPC to be a tanuki. Imagine the party having to babysit this mischievous little fella who needs to be taught the way of proper leadership, but is more interested in gathering shinies and tying your shoes together.
Hmm... do you think I could sneak into Paizo HQ and write this for them without them noticing
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Claxon wrote: Wait, you don't eat soap? Only the scented kinds. I'm not insane.
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I mean that is presumably why it's uncommon, because it's something that could be disruptive in certain campaigns.
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Cayden thinks Grandmother spider unbalancing Abadar's scales was hilarious, but he's too scared of Abadar to mention it.
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For what it's worth given enough time I would let my players make Mesa Verde. But then my campaigns are a lot of plodding around the wilderness at the moment so it won't matter too much.
Ooh or Petra, that's also another beautiful example.
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It would need to come with some pretty generous DM fiat. I love the idea, but it's one of those things where you need to expect the DM to go "no, sorry" and just roll with it.
I think the easiest way to get around crit/precision immunity is to just say in combat you need to have some kind of semi-solid form whcih means you can have your "head" knocked in or something. You could still give crit/precision resistance, which would certainly be unique.
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Fleshwarping producing sentient oozes, an alchemist's experiment gone wrong/very right, the WoI leads to an ooze god showing up or gaining prominence.
It would be dead easy.
Or make them aliens and backport them from SF2e.
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If I were rewriting player core, i'd also have a list of skills that are good ideas for a given class, alongside the whole "You might, others might" section.
For example, for fighter it'd say "You might train in intimidation to demoralise your foes, weakening their defences more, or focus on athletics to trip and shove your opponents".
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I mean unless there's one I'm missing* you can tell by the name and description alone. A drakeheart elixr is clearly not a "food".
It should have a trait imo, but really it's not hard to work out.
*WRT respect to capcasin tonic it's not written as a food, unless you really want to drill into the fact it's called a tonic. And in that case, just ask your GM.
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Rhapsodic College Dropout wrote:
I can help with explaining the rules in a broad sense during the session (i.e., this is how hazards work, this is what this condition does, etc.), but to the Bard player who says "all my spells suck" because they haven't cracked the spine of a Player Core book or won't delve into Archives of Nethys, there's not much I will do because it takes personal incentive to play the game. I think people coming from 5e just readily expect some type of DND Beyond-like service that is attached to every TTRPG.
God tell me about it. I once had to be a bit nasty and give a player a "Start reading what your character does, and what your feats mean, or you'll need to find another group" warning. I feel horrid doing it, especially since we're friends outside the game, but at some point you're just being disrespected because you're putting all this effort in and someone doesn't want to read a couple paragraphs.
If you're level 1, the free archetype is irrelevant unless you want to give them dedication at 1 instead of 2.

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Squiggit wrote: It's kind of weird to see people pretending we didn't have literal years of "casters are worthless" discourse predicated along the OP's point of issues with low level play and a lack of experience with the system. Discourse that has somewhat faded as people have gained more knowledge about the system and experienced the game at a wider variety of levels.
Some of the posters in this very thread have been involved in those debates, and in fact have pointed to the way casters mature as they level up in previous discussions.
I think the OP has a reasonable point: Level 1 Pathfinder players wildly differently than the game does at pretty much any other breakpoint. Even level 2 changes a lot of assumptions about the game and by level 5 and up you're in an entirely different world.
Yet lots of new players have washed out because of those very specific low level experiences, or had their entire view of the game defined by them.
We've had each of those discussions so many times it's kind of wild to me to see people arguing that it's not true. Is it just that it's framed as a criticism of the system and people are having a kneejerk reaction to it?
Who's aruging that people don't say casters suck?

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I would question the idea that (early) rouge sucks but I don't want to get too off-topic immediately.
IMO the biggest problems I've had with the teaching the system has been, and I'm not even being hyperbolic with word choices here, deprogramming habits from DnD 5e.
Even if players read the rules or the truncated versions I give them, I don't think the books do enough to stress the idea that skill actions are worthwhile, and standing around trying to land 3 hits every round will get you killed.
It's not as bad now I know to really stress it to players, but my first campaign was a trainwreck for several sessions as players just didn't do anything except 2/3 attack turns.
Also, even at early levels, debuffs are helpful. If, as you say, early levels are all about crits, debuffs and buffed players have a much higher chance of landing that crit. It's why demoralise can be great.
I've never seen a player come away from early levels and decide that it's not worth debuffing enemies. I've seen them come away not realising they can do it with things that aren't spells, which goes into my point above.
And again, never seen one come away and decide that casters "suck" either. Weaker than they'd like them to be? Sure. Especially if they really wanted to use spell attack rolls. But never seen someone decide they're all worthless.

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YuriP wrote: BotBrain wrote: Most of the reprints tend to be taking things from adventure paths or lost omens books, and then putting them into "mainline" products. For example, weapons that appear in an adventure path showing up in treasure vault.
To my knowledge, we are yet to see reprints from one "mainline" book end up in another.* Even ROE didn't reprint the elemental spells sectiom, it just added to what was in SOM.
*Remastered versions of books excluded.
Yes, but they are usually small pieces of content that have been revised, as is the case with Energy Mutagen and Stone Body Mutagen which lost their uncommon trait and received adjustments.
In addition, this is done much more with adventure content than with Lost Omens; in fact, I don't remember any Lost Omens rules being reprinted for the books in PF2e, because the rules printed in the adventures are much less tested and balanced (although they hardly ever break anything) than those released in Lost Omens and rulebooks. A few things like bladed scarf or polytool made the jump from gods and magic to treasure vault.
Most of the reprints tend to be taking things from adventure paths or lost omens books, and then putting them into "mainline" products. For example, weapons that appear in an adventure path showing up in treasure vault.
To my knowledge, we are yet to see reprints from one "mainline" book end up in another.* Even ROE didn't reprint the elemental spells sectiom, it just added to what was in SOM.
*Remastered versions of books excluded.
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