Christopher#2411504's page

378 posts. Organized Play character for Christopher Groschupff.


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Grand Archive

At the bottom of this reddit post, there is a experimental way to try yourself:

Quote:

If you would like to try out SFS2e 0.0.1 on Foundry yourself, it is a bit technical right now, but the build instructions are available in #development-help on the system discord (discord.gg/pf2e).

We're making really good progress, so I would expect the beta of the system soon (if we can resolve some of the localization interlink issues - the biggest thing we found playing on the stream) and there will be some finesse pieces to put together once people start playing with the system, but it is definitely around the 95% ready mark :)

Grand Archive

The new store doesn't seem to have the concept of a Free Item. Like the Players Guides or the RPG day stuff.

Players Guides can often be gotten via the main page links (please verify they all work that way).
But I cannot think of a way to find the RPG day stuff. Could you give links to Watermark free versions in a Blog Post please?

Also a ETA for a fix or even aknowledging that bug in the Known Issues would be nice. Even a workaround like a 0.01 listed price plus a automatic coupon for 100% would be nice.

This is a critical flaw in this software.

Grand Archive

Some Weapons only sometimes meeting the requirements of Rune and other permanent Upgrades (like Ikons) and this case needs to be clarified.

Some rules imply that "you can etch anything it could meet the requirements for, but they only apply when it actually does." Things like:
- Handwraps of Mighty Blows "Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack."
- Combination Weapon Trait's: "You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you're using it as an axe."

However this is something that really should be stated properly, in a central place. Like in the Weapon Statistics section of the PC1.

I was thinking something like:
"Variable Weapons

Some weapons only sometimes meet the requiments for a permanent Upgrade like a Property Rune. For example, a Longsword with Versatile P only sometimes is a Slashing weapon for the requirements on the Vorpal Rune.
Such a Weapon can get any permanent Upgrades it could meet the requirements for. But those Upgrades only apply their effects when the Weapon currently does meet those requirement. For example, a Vorpal Longsword does not apply the Vorpal Runes effect when it does Piercing damage."

Grand Archive

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Zoken44 wrote:
So How do fiends and Fey interact with the Kobold warrens that form around them?

We have no concrete examples about that. Just a single line: "Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality."

The only non-Dragon Heritage we have is Elemental Heart and it has exactly Zero feats and lore.

I guess that whole "retcon" is mostly just a easy excuse to slap Nephilim, Geniekin or a similar Versatile Heritages on Kobolds?

Notably, the relationship can be entirely without activity from the benefactor. A Artefact can attract a Kobold Warren just by existing in a place. I think a sleeping or sealed Vampire could easily create a Warren of Dhampir Kobolds - without even needing to be aware they exist.

Castilliano wrote:
What happens to the physiology of a tribe which hasn't imprinted on another species? Or that's shifting from say dragon to fey? Or have parents from two different, strong influences?

Apparently they will imprint on the nearest source of strong magic, be that a creature, a person or a artifact:

"Every kobold instinctively understands the importance of power, and many are inclined to venerate those who have it, whether they be mighty dragons, cruel fiends, imperious fey, or even ancient artifacts. Kobolds seek out these alliances out of a sense of pragmatism— after all, who would dare bully a kobold who serves an ancient dragon?—but also because kobold eggs incubated near such loci of power take on physical traits (and sometimes abilities) similar to those of the warren's benefactor."
And they mold their society to fit that benefactor:
"Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable benefactor (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly."

So their benefactor can be a artifact or even just a strong caster. And once they pick a benefactor, they become territorial towards anyone coming in.

A Premaster character of mine was "Pinky":
- half White Dragon, half Red Dragon, which averages to a pinkish skin color.
- mechanically one part was Ancestry, the other part was Dragon Disciple Archetype
- Pinky thinks that Pinky is to awesome for puny pronouns. Gender indetermined.

With Remaster changes, I made a few adjustments:
- Rime and Cinder Dragon
- the two were rivals with benefits. Each had their own Kobold tribes and lived near each other. The tribes practiced "egg exchange" - each egg spending about half their time near either benefactor. And whatever color they came out as, was the tribe they belonged to. Pinky was the first that did not pick one color
- Pinky itself wants to become powerfull enough to become a Kobold benefactor. A source of magic power that can create more in Pinkies image. Most benefactors do not understand Kobolds, but Pinky would.

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Here is the Twitch VOD.

An the YT version.

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There was a update, but the moderators decided it belonged into a forum that otherwise has no posts.

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I just learned of this Bluesky post:

Quote:

Tomorrow at noon EST we'll be doing a Starfinder 2e live stream using the actual, factual SF2e Foundry system!

TMun is going to be running SFS 1-01 for me, Fryguy, Ambrose, and Rigo, and it's all to benefit Extra Life. Come check out the stream and see the first public look at Starfinder 2e on FVTT.

Grand Archive

Elementalheart Kobolds are the least developed Kobold Heritage.

The new system of Benefactors implies there should be a lot of things attached to being a "Elementalheart Kobold". But there is just nothing. A resistance - that is it. There are 0 followup feats.

Dwarf have more stuff related to their Elementalheart stuff - they at least get a Action and a followup feat.

Geniekin gives you a dozen times more things. And if a Verstaile Heritage is more interesting, that really just makes this heritage a waste of page space.

If you want a Elementalheart Kobold, reskinning the Dragon themed stuff gives you way more.

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pauljathome wrote:

Might as well tilt at this particular wind mill.

Please clarify what does and does not work for characters polymorphed into Battle Forms.

I think you need to be more specific about the edge cases you want solved.

Because "doesn't work" has never been a sufficient problem description.

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A a quick glance, it honestly looks like the average real world Ponzi scheme/Pyramid scheme/MLM/scam/cult of personality.

Meaning plenty have full faith in it. And those that realize the scam will either:
- leave in disgust, maybe try to stop them ("heretics")
- stick to the script, because they still get power and wealth from it

Quote:
religious regimen known as the 31 Steps. This text dictates how his priests ascend within the hierarchy of his church, and the specific details of these steps can only be learned by first joining his priesthood. Once initiated into Razmir’s church, priests are taught the steps in careful and controlled increments; the highest ranking of Razmir’s priests are the gold-masked Visions of the 15th Step, and the second-highest rank are the silver-masked Masks of the 12th Step. What the remaining sixteen steps between the Visions and Razmir might be are known only to Razmir and the Visions themselves, though no Vision has yet attained the wisdom and discipline to ascend beyond the 15th Step.

I am going to guess the issues with those 31 steps would be blatantly, brain numbingly obvious for anyone that reads them as a whole.

Reading them as a whole would probably do so much mental damage, "Force the 31 Steps into your mind" could be the flavor for a mental damage effect.

But as with any good cult that has such a scripture, they only teach the next step/make them priests if they are sure they either:
- are brainwashed enough to ingore the blatantly obvious issues. Having enough resistance to the mental damage. Or being into mental damage.
- are greedy enough to keep the obvious issues under wraps and follow the script

You can't have people "take it out of context" (without the proper brainwashing or greed) after all. How would you convert new followers like that?

So I think there are two factions: the "True Believers" who still fall for the scam. And the "Scam Aware", that just want the power and wealth they get from it. Neither one will have a absolutel majority to steer the cult, which is fine by Razmir - as long as he is at the top, he doesn't sweat the details.

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The Feat "Tengu Feather Fan" has a the 1 Action icon.
However the only Activation is to cast a spell from it, which says:
"This activation takes the spell’s normal number of actions."

So I think that Action icon is in error.

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I don't like it either.

There are plenty of APs were I have to warn potential players:
"Don't bring precision dependant classes, there are too many immunities."

I have to give similar warnings about Premaster Golems, as I don't know if the GM will use the Remaster variants and Homebrew any unique ones to use Remaster pattern.

And I don't know who had the genius idea to make a Swashbuckler a Iconic Class for a literal Ooze adventure.

I agree a high Precision Resistance (equal to level?) should be enough, without being a total class block. Just assume there are some kind of central nexus or similar important structures in that seemingly "amorphous" mass. Enough to be damaged, but really hard to find.

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Lich Dedication requires Expert in Crafting.
A Soul Cage is level 12 however, so it would require Master in Crafting.

Is the requriement wrong or does the Dedication bypass that?

Also, there is a catch 22 with requirements:
Lich Dedication requirement: "crafted a soul cage" (among others)
Soul Cage Crafting Requirements: "You have Lich Dedication."

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Death Effects and Doomed have some edge cases:
Does being hit by a death effect at 0 HP also kill you? It only says "reduced to 0 HP by a Death effect". But in this case you already were at 0 HP.

Do Death effects override regeneration?

Does Doomed lowering the death threshold to match your current dying value override Regeneration?

The Regeneration Creature Ability hardcoded the amount of dying that would kill the creature. However those can be affected by creature abilities and the Doomed condition from some player options. That is unecessary inconsistency.

How does Mythic interact with Death Effects? Depending on reading either you instantly die (Death is more specific then Mythic Rules) or Death does absolutely nothing: You can't die unless Doomed 4 but Death doesn't affect dying or doomed. It propably should apply maximum Dying and just resolve from there.

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Tridus wrote:
Perpdepog wrote:
Tridus wrote:
Akashi Zetsugou wrote:
Hello! First time poster here, I had a question in regards to the item Amphisbaena Handwraps, are they intended to work with Talismans or Weapon Property Runes or neither? Any help would be appreciated!

For weapon property runes? Definitely.

Quote:
Amphisbaena handwraps can have weapon runes etched onto them, similar to handwraps of mighty blows.

Treat these as handwraps of mighty blows for rune purposes, which can have property runes.

For Talisman... RAW, no. They're not weapons and the item doesn't say they inherit the handwraps ability to have talisman. I suspect a lot of GMs would allow it, though.

I don't think you can etch property runes onto them because they're a specific magic weapon. You can etch fundamental runes onto them, though.

Amphisbaena Handwraps are not weapons: they're worn gloves (like handwarps). So the rule about specific magic weapons doesn't apply RAW and the handwrap exception does (since these say they use the handwrap exception).

Both of them are magic items and neither are weapons, so one saying "it works like the other" and the other saying "you can do it" should cover it. I don't think that needs an errata.

The question is what the tradeoff for the Amphisbaena Handwraps is, if it is not a specific magic weapon.

If you can do everything you can do with normal Handwraps, then it becomes a no-brainer to invest the 150 gold to have Verstaile P on every unarmed attacks.
There should be some tradeoff. Something the Errata should deal with.

Discussing that is going off topic for the Errata Suggestions Thread.

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Madhippy3 wrote:

A few people I've talked to and I think that Seneschal Witch is perfectly fine for Pathfinder Society play and should be allowed as an option even if it has to be with a boon, in the next errata.

The only ability we imagine to be problematic is Patron Glamor and if that's going to be a problem it'd be okay to ban that.

Relationships with PC's patrons in society games don't come up at all in play anyways. All witches might as well have absentee patrons for all the story of the scenarios care. There is no reason to ban it so lets not ban it.

PFS rulings are separate from the books.

You should ask for changes over in the proper forum

Grand Archive

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Zoken44 wrote:

That doesn't make a ton of sense to me. I get seasonal uptick in the river's volume, that make sense and was used to help build several river valley civilizations, like the Nile.

tons of civilization were built on regular predictable annual flooding. that should help keep soil renewed and fertile.

Water alone just washes away the top soil.

Unless the water leaves fertile mud, it will actively harm fertility. And that mud has to come from the right conditions upstream.

Also, few buildings and few trees can exist in the flood plain.

Grand Archive

Triumph of the tusk indicates it might be inconsistent water:

Quote:

Torrentmoot

Ardax the White-Hair, the leader of the Empty Hand Hold, knows that the threat of Tar-Baphon can’t stand against a united Belkzen. To truly bring the holds together and build new alliances, he has arranged a gathering called Torrentmoot. Ardax has strategically arranged for this meeting to take place during the Flood Truce, an unofficial agreement of peace between orc holds during the flood months of late spring.
During the flood months, melting snowcaps from the nearby Tusk Mountains flow down a path of low ground known as the Flood Road. When summer’s warmth arrives, however, the Flood Road temporarily becomes a rushing river that invites wildlife to migrate down into Belkzen, making it a crucial time for all holds. Bolstered by his status as overlord and the promise of peace during the flood months, Ardax has invited several dignitaries from other holds and even from outside of Belkzen to try to establish alliances that will build a better Belkzen.

So one of the main rivers cycles from "little flow most of the year" to "massive flood for a few months" once per year.

Grand Archive

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Ravingdork wrote:
Dragonchess Player wrote:

I just want to highlight what has already been mentioned, but in different words: The exemplar very much requires the person playing one to embrace the PF2e paradigm of not doing the exact same thing each round. It is basically the "anti-D&D 3.x/PF1e" class in this respect.

Trying to play an exemplar that "just hits things" will likely cause frustration because the class is designed to switch between different action sequences each round (usually; you can spend an action to shift immanence at the start of each round if you want to keep sparking transcendence from the same ikon [Mortal Harvest, for example]).

And yet the most common advice I see online regarding the exemplar is to find your ikon-based routine and stick to it nearly every round.

Who says "every round"?

This is your baseline.
Same way the melee Fighter baseline is "go to enemy, use Attack Actions".
Same way a casters baseline is "2 Action spell".

You variate it form that baseline, as possible by your Ikon and Feat choices.

Grand Archive

Ravingdork wrote:
Trip.H wrote:
Not only does the reader need to be seriously savvy with the pf2 system to be able to anticipate those pitfalls, but they also need to be able to sus out which few options are diamonds in the rough.

I wonder if this is one of the reasons why it is a Rare class. Lord knows I've looked over the class details a dozen times, have attempted making several characters, and still haven't found anything that felt complete, viable, or didn't suffer a major pitfall halfway through its creation.

It is a tricky beast to be sure. In my case, part of the problem is all the seriously verbose names that trip me up. My brain just can't seem to hold them in mind while I look for other synergetic abilities with their own verbose names.

The best starting point for me is usually a weapon (Ikon).

Pick a weapon that has few support elsewhere:
- a simple weapon without a deity that favors it
- a thrown weapon
And make that the core of your build.

Preferably pick a Weapon Ikon whose Transcendence has no conditions (Titan Breaker or Gleaning Blade over Barrows Edge) so you know you can use it every turn.

Pick a second combat Ikon. As a melee, Scar of the Survivor and Mirrored Aegis are way at the top. Aegis is reliably spamable (worst case you keep refreshing the durations after 4+ turns).

Pick a 3rd Ikon that seems sometimes useful or fits the flavor.

There you are done.

There is a half dozen "Dagger fighter" builds just in Humble Strikes and the various Ikons.

Grand Archive

exequiel759 wrote:
I also think the damage bonus being baked into the weapon ikons themselves is also wrong. I think it would be much better if exemplars had bonus spirit damage equal to twice their weapon damage die passively similar to thaumaturges and weapon ikons instead had more interesting passives effects, possibly with some of them interacting in some way with that bonus to damage like the Barrow's Edge or Titan's Breaker ikons do.

Their version of Weapon Specialisation does provide Spirit Damage, which can be affected by Energized Spark.

So by level 7 the energy damage types can be a passive. Plus by this level you get the Elemental runes too.

Grand Archive

davidsolano wrote:
Ectar wrote:

Hi everyone! This is a total longshot, but if anyone can help me, it's you guys. I've been on the Paizo forums since the Starfinder Playtest began, and there is one developer comment I saw here that has made SO much make sense for me- and whenever I mention it to everyone else, they want a screenshot or a link that I just don't have! I was really hoping that someone can help me track this down, so I can prove I'm not crazy.

It was during a discussion about Area Weapons not using weapon proficiency, and a developer explained why that was. While they admitted the flavor might be odd, it's to keep mechanical niches. By making area weapons, you make every class now able to do at-will AoE damage. That's something that typically only a Kineticist can do, and is their strength. slope

Meanwhile, if you make it tied to weapon proficiency, then all of a sudden a FIGHTER is the new best class at dealing at-will AoE damage- and that's an intentional WEAKNESS of theirs. They're a single target damage class.

So, even tho it's a little silly that Kineticists are just REALLY good at using rocket launchers, it's just to keep the mechanics consistent and the classes distinct.

~~~~~~~~~~~~~~~~~~~~~~~

To help narrow it down:

1) I'm like 90% sure it was here on these forums, but it might have been on Reddit

2) Contextually, I'm fairly sure it was on a now-archived SF2E playtest thread. It might be even earlier, from the Field Tests and the ORIGINAL soldier design. However, it very well could have been on the Pathfinder boards.

3) I have a faint memory of it being James, with the t-rex avatar? But I'm less sure about that, since he's a Pathfinder dev. It very well could have been a Starfinder dev- but I've ONLY ever seen the Starfinder developers post on Reddit, never here. (Which, y'know, earned)

If anyone knows what I'm talking about, or knows a way to search old posts here effectively, I would be forever in your debt! It makes so much make sense,

...

The question was answered 2 months before you posted. With a actual link. In the post just before yours.

I think you rolled a NAT 1 on that perception check.

Grand Archive

PF2 usually has several ways to "skin a cat".
Take Witchers for example. You can do them at least with:
- Outwit/Monster Hunter ranger
- Investigator
- Thaumaturge
And you need to decide which mechanics fit your play fantasy best.

The full Exemplar is all about the Ikons and especially the Transcendence Actions. Your goal is to ideally use one every turn, juggling your spark between Ikons. Two of them being the main rotation, the 3rd being more situational.
If you can't think of a repeatable rotation, the class won't work. Read up on Transcendence effects, eventually you will have a concept that fits.

Meanwhile as the Archetype, they are mostly about the passive Immanance effects (or even fully passive ones, like the Shadow Sheath). Until they get a second Ikon, they can't do Ikon juggling. So they rather want to avoid the Transcendence, unless they have the right situation for it.

As others said, Humble Strikes can give you a good idea. Champions and Clerics have this only for the deities favored weapon. Only Inventor and Exemplar can do it for every weapon. If you want to play a specialist with a particular simple weapon, those 4 are "it".

Grand Archive

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Hurl at the Horizon adding thrown to a non-thrown Ikon is of limited usefullness. Because then you have thrown your Ikon. You would need a seperate way to get it back.

Any chance it could get a Transcendence that retreives the item from great distances? Like 5-10 times range increment? Would also immitate Thors hammer nicely.

Grand Archive

vyshan wrote:
Pretty sure that there is no lore reason, and no lore reason is coming as it is done that way purely for game balance reasons.

Some of the best lore comes from game balance reasons.

Shadowrun added the whole "Essence" thing pretty much to balance against "stacking cyberwear and magic". But it evolved into it's own major setting element.

Grand Archive

Agonarchy wrote:

You could have some kind of ammo miniturizer or something but it does at least require more explanation than "battery gots more juice".

On the plus side, solid ammo is less likely to be drained by a monster to power its electro-gamma breath.

Honestly the batteries need the same explanation.

You aren't going to magically fit 2, 4, 6 or 10 times the energy density in the same space, weight, energy loss and discharge rate. They already use null space effects.

At best you could make the 100 capacity battery as "top of the line" and the offer lesser versions of it for cheaper. But usually scaling up the production of the 100 capacity one would be more efficient.

Grand Archive

Oni Shogun wrote:
Why are there no options to increase magazine sizes for say a machine gun, or pistol or anything that shoots bullets that isn't a revolver (and even those have some options for more bullets).

Only the designers could answer that and they haven't given a definitive answer.

I looked at the madness that was batteries in 1E and the 2E solution is definitely a huge upgrade.

But I personally would prefer if we just gave them ammunition and be done with the fixed sized batteries entirely.

Grand Archive

Falling doesn't affect your AC, but landing and ending up Prone does. And with multi-turn falls and some triggers, Characters could be attacked mid fall.

Maybe characters should be off-guard while falling, unless you would avoid ending up prone from the fall (feather Fall, Cat Fall)?

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Explosive Deflection from the Operative lists a Triggger - but lacks the symbol for Reaction or Free Action.
I would wager it is supposed to be a Reaction, but I could see Free Action.

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Does a Attached Weapon still work if the item (like a shield) is broken?
It only mentions it can be salvaged if the item is destroyed.

Treasure Vaults Integrated does cover this, but oddly not the more common Attached.

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PossibleCabbage wrote:
I don't think "threaten" is a game term in PF2/SF2 anymore (reactive strike just refers to actions made within your reach). Dance Partner should probably be rephrased.

"Threaten" is a DnD 3E/PF1 Rules term.

It doesn't exist in PF/SF2. But if is still occasionally used as shorthand for "being in weapon or unarmed Reach" in discussions.

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Barbarian Quaking Stomp (PC2) doesn't specify what DC to use for the spell effect. It probably should say Class DC.

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The Accursed Staff (Treasure Vault) works with Witches Evil Eye Cantrip, which does not seem intended.
I would wager it should only work with spells that need slots or staff charges, like the ones on the Staff.

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Khefer wrote:

How accessible are we talking about?

Outside picking up Animist's Spirit Familiar (achievable lvl. 4), the Shikigami's Mass Produce ability is pretty much Undying Familiar (resummons your familiar every daily preparation).

Accessible by lvl. 6 via Familiar Master, Enhanced Familiar, and Improved Familiar.

Shikigami have the Kindling Familiar ability and returning quickly is required to get any use out of it.

Another "because otherwise this doesn't work" buff, like the Witch one.

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moosher12 wrote:

Got my partner to confirm, they sent me a screenshot from the patreon that says:

September-October: Integration of Starbuilder 2E into the web app only.

November: Development of an entirely new version of the ANdoid app using the multiplatform UI code developed for the IOS app, which by this point should be working well.

December: Integration of Starbuilder 2E into the multiplatform UI code for ANdroid and IOS.

I linked that Patreon post above.

It is also the best source of information we have and there is nothing new.

Grand Archive

Trip.H wrote:
Christopher#2411504 wrote:
What is the Witch losing here?
It looses reasons to main class Witch instead of just Archetyping into the class.

Are you trolling? Or do you seriously believe that:

- being a full spellcaster
- the Patron Familiar Ability
- the Patron Hex
- the additional familiar abilities
are not a core selling point of the Witch as your main class?

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If the creature lacks the Trait, only if the GM determines it is made "mostly from Wood".

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Tridus wrote:
Not really: you're going to be encumbered and have your hands full, and they're in a situation where they don't have free movement and are effectively grabbed because you're carrying them. This is not really preferable at all.

Please show me where you found:

"The carried creature is grabbed."
In
"You might need to know the Bulk of a creature, especially if you need to carry someone. This table lists the typical Bulk of a creature, but the GM might adjust this number."
Because I can't find it.

Also please explain how this non existent Grabbed condition is proper replacement for:
- not needing to have the size difference for riding PCs
- not loosing actions as per riding PCs
- not changing initiative as per riding PCs

Bringing your Homebrew Solution to prove there is no problem is inherently flawed. All it shows is:
1. The problem is there.
2. It has been there so long that you forgot you are using a homebrew instead.

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Perpdepog wrote:
Anybody heard any news on this front? I'm mostly curious if there's any news I've missed; I know Redrazors has got lots of stuff goin' on.

I posted the link to the most direct news source I can imagine.

Hephaistos is getting along nicely in the meantime.

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Should be automatic if you are the Ancestry and Uncommon per Regional Languages if you just live near them.

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Captain Morgan wrote:
If other characters could also do this, I would suggest witches get some kind of buff. Maybe they could revive and heal their familiar as a refocus activity, for example.

I don't get the "don't nerf the Witch by giving others access" argument.

Even if other classes could get this via a Familiar ability or Feat, the Witch still has:
- the ability to pick any tradition
- INT Spellcasting
- Patron Familar ability
- Patron Hex
- additional Familiar Abilities
- this entire ability for free

What is the Witch losing here?

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Finoan wrote:
Easl wrote:
Our homebrew is to use the PC rules for dying on familiars and companions (dying 1, wounded 1, recovery checks, etc.).

I'm curious why this is being called a homebrew.

Getting Knocked Out wrote:
Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death.

The familiar is incredibly likely to die to massive damage. Even from a AoE.

5 HP per level just isn't that much.

Even squishy casters have 6+CON.

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Tridus wrote:
Christopher#2411504 wrote:

We could use rules for carrying a conscious ally.

Carrying an ally via the Bulk of Creature rule assumes a unconscious character. But there should be nothing stopping them from picking up a conscious ally
This situation needs some penalty that makes even the poor "Riding PC" rules a preferable alternative.

The riding rule impact on actions and initiative + off-guard for both maybe?

Nothing in that rule says anything about the creature having to be unconscious, or that it doesn't work if someone is conscious. If you're picking them up and carrying them, it still works fine.

Which would mean carrying someone is infinitely preferably over them riding you. There isn't a place on the outer planes where that is RAI.

That rule is obviously intended for carrying unconscious bodies, which is why it doesn't give any penalties.

Grand Archive

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Ectar wrote:
I do think OP's story is a good cautionary tale about mixing PF2 and SF2 not being quite as harmonious as top level discussions have indicated.

I have not seen a single compatibility discussion where the flight issue wasn't explicitly mentioned.

Because I am the one that mentions it, if nobody else did!

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exequiel759 wrote:

My GM uses a homebrew setting and neither of us liked the "you need to have a bit of a god within you to be an exemplar" since the announcement of the class, so when I started making the backstory of my exemplar I had a ton of ideas that could potentially clash with concepts he had with his setting or that could probably overlap with lore he had already written but didn't reveal to us. The TLDR is that I went with a "descedant of legendary mutant giant" approach, being trained in Occultism instead of Religion since it fits better with how giants are in this setting.

I could go a bit more in-depth about the whole concept but I think its a bit convoluted to describe in a forum comment.

None of my Exemplar ideas are dependent on "and then Gorum died messily, all over the planet". They are always things that predate Gorums death. Like stuff made in other planes millennia ago. Or where each Ikon only provides part of the spark, rather then the spark being external.

If someone is looking for ideas, Simple Weapons are a ideal starting point.
As are all Reload 1 Weapons, if you pick The Deft.
No other class has both a Generic Simple Weapon upgrade and a low level Reload compression.

Grand Archive

kaid wrote:
One interesting thing is one of the main non lethal weapons is also electricity based. I am curious how that immunity interacts when they are weak to the damage type being done.

Immunity first. Weakness can't increase 0 damage.

"Apply immunities first, then weaknesses, and resistances third."


https://2e.aonsrd.com/rules/357-step-3-apply-immunities-weaknesses-and-resi stances

Grand Archive

Wizard Level 1 wrote:
According to the rules, a fist is nonlethal, but I absolutely could kill someone with my bare hands, or destroy a robot with them, anyone could, and certainly someone that's fighting eldritch horrors and demons on a regular basis could as well. Taking a -2 to make the attacks lethal just breaks my suspension of disbelief. If hitting someone with a fist is nonlethal, why do people die in accidents in fist fights and stuff all the time?

Fist is a bad example.

There are plenty of Class and Archetype Features in PF2 that increase Fist to D6 and make the Nonlethal optional. Those the "skilled fist Fighters that can kill robots without issues."

And everyone can kill Robots by taking the -2.

And accidental deaths are not resolved in the system. Of course you can whip someone to death. If you have them knocked out or restrained, you can kill people with a pillow. But that is way outside normal combat resolution.

Grand Archive

The Resistances of the former Golems need another pass:
Noxious Needlers: "physical 10 (except adamantine or bludgeoning), spells 10 (except sonic)"
means that a Telekinetic Projectile (Bludgeoning) or Needle Darts (Adamantine) would still run into the Spell Resistance. Which seems unintended.

"physical and spell 10 (except adamantine, bludgeoning, sonic)" could avoid that.

But then this might be complex enough to make something called "Golem Resistances".

Grand Archive

We could use rules for carrying a conscious ally.

Carrying an ally via the Bulk of Creature rule assumes a unconscious character. But there should be nothing stopping them from picking up a conscious ally
This situation needs some penalty that makes even the poor "Riding PC" rules a preferable alternative.

The riding rule impact on actions and initiative + off-guard for both maybe?

Grand Archive

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BotBrain wrote:

This sounds more like a PFS failing than the system itself. We've known from the get-go that mixing SF2e and PF2e will come with issues like flight from level 1.

I don't know how much you can argue something is power-creep when it's from an optional ruleset that explicitly flags this as a problem. It'd be another thing if Dragonkin was a printed ancestry in Pf2e.

Yeah, this seems like purely a PFS mistake.

Low level PF2 adventures aren't designed with permanent or even temporary flight in mind. So SF2 ancestries in PF2 should not get those speeds for free at level 1.

It is a failure of PFS that they (seeemingly) don't have a rule for that.

I actually wrote something up for that a while ago. Primarily focussed around Barathu and Contemplative,but should also work for Dragonkin.

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