Dan_Dare74's page

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Absolutely gutted about this was looking forward to battlecry and Starfinder 2e.

Living here in the UK getting Paizo books here for anywhere near MSRP is difficult at the best of times, I guess I'll be looking earlier '26 before I can now, in the meantime I'll just have to read with envy about the folks who have them.

Minor grumbles aside, I hope Paizo comes out of this ok, and doesn't get shafted by awful business laws.


James Jacobs wrote:
Yes. Seven Dooms for Sandpoint is an excellent one to go before this one—you'll want to let your players pick ALL their mythic callings and 5 free mythic feats in between Seven Dooms and Revenge, but otherwise they'll be good to go.

Thank you for the response, looking forward to it now. Not been blown away by the mythic stuff so far, but the right story could certainly change that.

Hopefully a foundry module too


Not sure if this has been covered, but would this AP make a good follow on from seven dooms for sandpoint?

I'm currently running that for my group and they have expressed an interest on continuing with their characters (if they survive bwahaha) and I'd rather use an AP than create my own stuff due to time constraints


Hi all

I know we are not a major RPG market, but I'm really struggling to get my hands on Paizo products over here.

I've searched all the onlyline retailers I can for the Lost Omens Tian Xia World Guide and no luck anywhere.

Does anyone know of any retailer UK based that has stock at a reasonable price?

Are there supply issues to the UK? I love this game to bits, but I'd hate to stop playing because I can't get the books.


3 people marked this as a favorite.

As a player and GM, I loved 4e, but in the end it's strengths became it's weaknesses. It was fantastic doing all these larger than life flashy powers but it became harder and harder as a dm to create encounters that avoided reputition fatigue, as well as this once the encounter was set it relied a lot on the DM being very tactically accute to run the encounter at the right balance, the encounter building guide was fantastic at ensuring the monsters weren't over powered, but playing them and ensuring they used their powers in the right way became tough.
And then there is the math, boy at high levels could that become a headache, I remember my ranger unleashing one of his dailies backed by a warlord and another character (as an aside, power synergy between classes in 4e was superb and no other system I've played comes near it), the amount of different damage sources was obscene, and to calculate it pulled us right out of the narrative.

So we were happy to move to 5e when that came along with its narrative focussed approach, and we enjoyed it for many years, however that soon it hit the problem of while we doing many and varied cool things narratively the ultimate mechanical end point had little variance, for our group (and I know a lot of people don't mind this as 5e's success testifies) it all started to feel very samey, characters felt to have little mechanical variation, which is not something our group likes.

Enter PF2E, and while we aren't as far into its lifespan as the two above systems, it currently feels like a great midpoint between them, characters have a great degree of mechanical variance, they can do really cool stuff as they level up, but it still has a grounding which keeps the traditional dungeon adventuring style relevant. Encounters can be scaled a lot more on the 'flashy' scale than either 4e (which needed super flavourful encounters to make the most of players and monsters abilities) or 5e (which tends to fall back to the more grounded standard dungeon approach) PF2E can do both well.


How easy is this to adapt for non pre-gen characters? It sounds an ideal drop in for my campaign, but if it's too tied up with the backgrounds of the pre-gen characters, then it might too awkward to fit it in


Thank you guys, some great ideas both mechanical and roleplay, love it!!

So appreciated :)


Hi

I was hoping some of you fine minds on here could help me out, I have a Bard player, and while he enjoys combat, he never shines as much as the others, so to give him a chance to stand out, I've come up wit the idea of having a performance duel against a satyr, to allow them right of passage without having to resort to combat.

The difficulty I'm having is how to run it mechanically, I've read the Duelling rules in the gamemastery guide, but I'm struggling to come up with something a little more flavourful than alternate performance rolls with so many successes indicating the victor, I was wondering if anyone had any ideas how I could make it more flavourful?

Thank you


Hi

Quick question if I may, when using this ability does it also do damage (as per a tail strike) as well as apply the minus to the triggering attack roll?

Cheers


thank you, that clears things up :)


Hi

Just a quick question, if you are enfeebled from this spell, do you get to save each turn, or does the enfeeblement last a set duration?

Thanks


Malk_Content wrote:

Hi Rez (140px per square) HERE

It was fun to do and it gives me an encounter for my folder if I ever need anything like that myself (undead are a pretty big thing in my homebrew so I'm sure it will eventually.)

I ran this encounter last night and it got a massive thumbs up, thank you very much


Malk_Content wrote:

Hi Rez (140px per square) HERE

It was fun to do and it gives me an encounter for my folder if I ever need anything like that myself (undead are a pretty big thing in my homebrew so I'm sure it will eventually.)

You sir, are a star :)


Malk_Content wrote:
Dan_Dare74 wrote:
Malk_Content wrote:
So I went ahead and spend half an hour anyway. Boneyard Encounter

Wow, that is amazing!!

I will definitely be using that, thank you so so much :)
If you need better res versions of the map image I can upload one.

That would awesome, again a massive thank you


Malk_Content wrote:
So I went ahead and spend half an hour anyway. Boneyard Encounter

Wow, that is amazing!!

I will definitely be using that, thank you so so much :)


Thanks for the advice so far, some frightening encounters there (pun intended :) )

The group consists of:
Halfling Rogue Thief
Dwarf Cloistered Cleric
Dwarf Fighter
Human Spirit Barbarian
Human Evoker Wizard
Gnome Divine Sorcerer

I was leaning towards the Shadow, but I'm not convinced it would make a great Solo fight, maybe if I leaned into its stealth elements it could be fun.

I'm trying to avoid Zombies as the first fight they had in my campaign was against a zombie horde

*Edit* Just to add I'd prefer a moderate encounter, as they still have a few other demiplanes to visit, and the end boss to fight and I don't want the party too beaten up,


Hi

The adventures my players are in is set in a mages tower, in the library level to retrieve the key they have to read certain books, these books will teleport them to a demiplane, where they will fight a denizen to retrieve a fragment of the key.

I'm sending them to a graveyard in one of the demiplanes and would like a good solo undead beastie for them to fight, what are your recommendations?


Hi

a rules question came up in our game last night and I'm not sure of the correct answer.
The group found a scroll of sound burst.
We have a bard in our group and a divine sorcerer (Both 2nd level), for purposes of identification can both characters automatically tell what the scroll is (as it is on both of their spell lists) or do they have to make a recall knowledge check (as its on their spell list but they aren't of a high enough level to cast it) or is the scroll of a particular tradition (Occult or Divine) and only one of the characters can identify it?

Thank you for any help


Thank you :)


Hi

Apologies if I've missed this, but is there a typo under the flytrap for its swallow whole ability. I can't see any attack roll modifier?

Or am I missing something, is it an automatic action that happens when it has a creature grabbed?

Thank you


Thank you guys, hopefully it won't be long!


Anyone have any idea when its released over here?
All the retailers seem to have gone from 02/08 to 21/08 to TBA :(
Dying to get my mitts on it!


Thanks for that.

We did look at the reposition role, but it seemed overly difficult, firstly the creature has to grab (vs KAC +4) then it has to maintain this (which I believe is a standard action) so then if it could reposition (standard or full action) it would need to roll KAC +8

while I can sort of see this, it all seems rather difficult and finicky for a creature that specialises in grabbing and pulling things

or do you forgo the second grapple attempt and move straight to reposition?


Hi

The answer to this is probably right under my nose, but my players and I couldn't find it while searching the rule book.

We were playing through the Skreesire encounter in the Shattered worlds module, when it grabbed one of the players, it had left its pool of acid at this point to engage the players.

What are the rules for it being able to take the grabbed character back to the acid pool?

I ruled it to be a roll to maintain the grapple at the beginning of its turn and then half movement, but couldn't find any official rule


I've tried most places and are showing out of stock, its quite frustrating as getting good miniatures isn't as easy as a fantasy game, so the pawns are a god send.

I've tried contacting Asmodee, but no luck and all the hobby suppliers I've spoken to are saying they are on order.


Hi

I'm having real difficulty finding these anywhere in the UK that has them in stock for a reasonable price, does anyone know when a re-stock is expected?

Cheers


Hi

sorry if this is in the wrong forum.

Currently I'm DM'ing the temple of the 12 adventure path, and one of the group has become infected by the carrion spores from the Ksarik encounter.

Unfortunately for them they have failed 3 saves and are now on the 'impaired' level.

My query is how they cure the disease, at the end of the session the character made his first save, does this move him back to weakened or does he have to succeed in another save to move to that condition, or does two consecutive saves cure the disease completely?

Thanks for any help


d'Eon wrote:

FAQ

It's been addressed in the FAQ.

Thank you :)

I sense a few grumbles coming my way from our operative player! :D


d'Eon wrote:

The flat footed condition only applies to your next attack, i.e. the one you're making for the Trick Attack. Without some of the later class abilities, you're the only one who benefits from the flat-footed condition.

Miss the skill check, you still make the attack, just without the extra damage and condition.

Make the skill check, you then get to make your attack against their AC-2.

Make the skill check but miss the attack roll, nothing happens.

Thanks for the reply d'Eon

It makes sense the only bit i can't get from reading the ability is where it states that the flat foot condition only applies to the operative, I'd assumed the condition lasted until the operatives next turn, but reading it again I can't see a duration mentioned


Hi

Just started the game and I'm loving it so far, however I have a quick question about the operatives trick shot ability.
My operative player is rolling two dice when he uses the ability, one for the standard attack and the other to overcome the DC of the creature to apply his trick shot.

When he misses with his attack but beats the save for trick shot he is saying that it still applies the flatfooted condition against the opponent, is this correct?

I assumed that for any trick shot affect to apply (The bonus D4 + flatfooted) you must hit with your attack

Thank you


I was wondering about this, when the resident rules lawyer in my group queried it, I couldn't find an official reason.


So my group consist of six players, and there are only five roles available in a starship

I can see that for Engineers, Science Officers and gunners (depending on weapon mounts) you can have more than one person, my question is do they get to act in the same round?

So if I had two engineers, would they both get a go or would only one have a go and they other be able to aid them somehow?


Hi

just getting into gaming and starting with Starfinder, and while i understand most of the rules, there is one thing thats not obvious to me (but probably should be)

in the rules for setting DC's often part of the formula is "+ 1-1/2" I take it this means +1.5?


Hi All

First post - so a big hello from sunny England :)

Its my turn in the DM's chair shortly and I'll be running rise of the Runelords, I've sent the players guide out and have had some response back for characters, and there is one that is a little problematic.

He wants to play a Barbarian that has been raised by Wolves in the wilderness, and he hates civilization and will not enter towns, which is a big problem for the beginning Swallowtail festival. I'm going to try and work with the player and hopefully he'll tone the will not enter towns bit down, however I wondered if you guys had any ideas as to how to accommodate the character without compromising the concept too much?

Cheers