Lem

Dante Doom's page

240 posts. Alias of Caio Henrique Di Giaimo Silva.


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Crypt of Everflame it's very simple. I have everything converted for 2ed of this module, sadly for you it's in Brazilian portuguese...


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Dalvyn wrote:

Just saying... on Jason's Twitch channel, you can read this:

Earn XP
Watch stream = 1 XP / 10 min
Follow me = 5 XP
Subscribe = 50 XP
100 bits = 10 XP

Spend XP
Ask a question = 100 XP <-------
Follow your twitch = 200 XP
Nightbot command = 200 XP
...

"What is the exact content of Spoiler #85?" would make a perfect question to ask if we can't get this spoiler by more conventional means...

Is this a Glimpse of Hope?


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Deception: 1d20 ⇒ 6

So I pretty sure that 85 doesn't exists. Only way for Mr Jason proves the contrary is if himself post #85 here...


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wilderbeast wrote:
Ediwir wrote:
Dante Doom wrote:

A lot of good thing, and a lot is readable.

So, no more Channel Energy? Now we have Divine Font!

You say tomato, I say "cleric better have good spells this time around".

On the plus side, even if the divine spell list hasn't changed much, it looks like Clerics do now get class feats at 12 and 16.

It's a little hard to read, but there's also "Miraculous Spell" listed in the Class feature table at level 19. Could that be a level 10 spell slot? I vaguely remember someone mentioning level 10 spells might not require a class feat to gain access to.

Every class now has 11 Class Feats


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A lot of good thing, and a lot is readable.

So, no more Channel Energy? Now we have Divine Font!


Gloom wrote:

IMHO the only reason that people view Charisma as lacking parity is because it's so largely under utilized in most games. In all seriousness Charisma should come into play whenever you are:

1. Making a First Impression.
2. Attempting to Buy or Sell items.
3. Attempting to Negotiate the rewards of a quest.
4. Attempting to Gather Information.
5. Speaking to someone on anything more than a casual level.
6. Attempting to convince someone to help you.

... The list is pretty huge.

The problem here is that most people are more than willing to overlook social rolls for common social scenarios by simply relying on the roleplaying of the player.

Realistically, having an 8 Charisma should typically result in you having less than favorable conditions in any conversation you have with someone.

It's a ton of bookkeeping which is why it's never really done.

Charisma is plenty strong when you actually use it in every applicable situation.

And this is why I always make someone roll when using these checks, and adapt the DC by the roleplay...


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Ok, so after reading the Skill Page

Crafting -> Very similar as the Playtest version, except you don't reduce the number of days by your level. So pay half, in 4 days you can pay the rest and get the item or you can keep crafting for a discount (it appears that the discount is bigger!)
Obs. In the Ezren example it seems that the DC will be easier to achieve. Ezren have +13 Craft and the DC of the item of his lvl is DC 19. So easier CS.

Another thing I noticed in the Create a Diversion skill use from Deception it's that they probably changed the names of Percepetion stats (it lists something as observed and hidden)


Ediwir wrote:

I saw a Create Undead spoiler.

Then read again, and it said Cremate Undead.

Sad.jpg

I feel you!


So, as a big fan of necromancer builds, do we have any news about this spell?


Ediwir wrote:

So, more details on Treat Wounds - it affects 1 target only, and also bolsters on a failure.

That’s... a bit restrictive, I have to say.

Yeah I prefer the Playtest version that affected all the party.


morphail wrote:

Very nice.

I envision firearms to be crossbowier than crossbows- long reload, high damage.

One thing about the misfire chance- when you link the chance of a misfire to the new critical fail system you end up with this wierd effect that a weapon never misfires when you shoot a goblin (or at a picture of a goblin- low AC), but the same gun and user will misfire a lot when aiming at a dragon (or a dragonfly- high ac).
I suggest randomizing misfire by linking it to a natural 1, or simply not having misfire as a mechanic.

I think you are right... Should only trigger in a Natural 1.

But I still don't like the Missfire, but couldn't come with anything more interesting...


Ah, I know that Spell Points will not be in the final version, being substituted by the Focus.

But without knowing how Focus works and anything about the final version, I'm still using Playtest rules and will try to update when we have the final rules


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Hello everyone, so as I said in other topic I'm currently working in a Homebrew Gunslinger Archetype.

I decided to share what I already have so you guys could help me if the rest of the class.

--Notes--
- English is not my mother language, so, sry for any error.
- I'm trying to create 2 big paths for the class: "The Daring" and "The Sharpshooter" giving two options each level of class feats;

So here it's the link

Gunslinter 0.1

I would very much like you to help me with ideas for new feats or if there is anything else that you think is interesting to comment, please do!


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They said that it they went if Focus=Cha, then they would make some new things to help classes like Monk and Ranger...

If that in mind and knowing this new mechanic of recovering Focus, can't see a problem if they went if Charisma


KageNoRyu wrote:
Btw as those skills dont exist any longer (even in playtest): How is it handled when someone needs to ride a beast, steer a ship, fly around obstacles, ...? not over skills or if over skills over which ones?

Anybody can ride a horse, but there is a Skill Feat Ride that makes you a better rider.

Sail should be a Lore (Sailor), as a lot of other skills, since you can try untrained, not a problem there

Fly aroud obstacles should be a Acrobatics check, but can see a little of variance between tables


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Jason Bulmahn wrote:
As a reminder, episodes 1, 2, and 3 are up on the Paizo YouTube, and we are streaming episode 4 today on the Paizo twitch at noon pacific! See you all there!

ALL HAIL THE LIVING GOD!

Jokes aside, I'm doing the "Masks of Living God" converted for 2ed playtest rules, while we are waiting for the final rules.

Seeing you play a Herald of Razmir was so cool that I msure that will steal some of the dogmas and ideas for my game.

And the cool thing is that it's the first time my players are in Golarion, so they do not even know much more than the characters about Razmir!


Bardarok wrote:
nick1wasd wrote:
Bardarok wrote:

On an aside I have been thinking about katanas and how there should be at least two versions since different people want different things from them based on both anime tropes and on reality.

...
What you're describing is actually akin to the swords used in Daisho (Samurai duel wielding), which is a katana & wakizashi pairing, and in that case, it would make more sense to have the wakizashi have agile, since they were extremely close to Europe's shortswords.

I know that is the real world answer but my suggestion isn't about realism it is about feel. And some players feel like the katana should be a dex weapon. My goal is to try and keep players with different views of how their characters should work (mostly form unrealistic media influences) happy rather than the simulationists. It is a fantasy game after all.

I'd probably have a wakizashi just be a reskined short-sword for the agile property. That way you could be either a str or dex based katana + wakizashi fighter just with the two different katanas.

Dante Doom wrote:


So, I'm working in an archetype for Gunslinger and of course needed to create the guns.
...

I'd probably go with more damage, a longer reload time and a really short range increment. Something that for the most part you don't bother reloading in combat but it worth using because the damage is so high. But that's my opinion and I know it isn't at all how guns worked in PF1 core.

Something like...

Pistol
Hands 1 Bulk 1 Reload: 2
Damage: 1d8 Piercing
Properties: Firepower 1d8, Deadly 1d8
Range: 10 ft

Musket
Hands 2 Bulk 2 Reload: 3
Damage: 1d10 Piercing
Properties: Firepower 1d10, Deadly 1d10
Range: 20 ft

Firepower: This weapon deals an extra die of damage of the listed type. This damage increases to two dice if the weapon is master quality and three dice if the weapon is legendary.

Ok, so after reading your guys recomendations, that's what i have blended:

Pistol
Hands 1 Bulk 1 Reload: 2
Damage: 1d8 Piercing
Properties: Deadly 1d8, Backstaber, Missfire
Range: 25 ft

Musket
Hands 2 Bulk 2 Reload: 3
Damage: 1d10 Piercing
Properties: Deadly 1d12, Missfire
Range: 60 ft

Missfire: If you critical miss a attack with this weapon, you double the reload time (this actions can be made in any order or number of rounds).

Then I have come with this feat:

Rapid Reload [4]
(Class Feat, Gunslinger)
You decrease the Reload time for Firearms in "1" and remove the trait "Missfire"


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Nicely done!


So, I'm working in an archetype for Gunslinger and of course needed to create the guns.

What you guys think?

-Pistol- Exotic Weapon
Reload: 1
Damage: 1d6 piercing
Range: 30
Traits: Deadly d10, Versatile Bludgeoning, Backstabber [don't like the name, but still...]

-Musket- Exotic Two handed weapon
Reload: 2
Damage: 1d10 piercing
Range: 90 feet
Traits: Fatal d12, Deadly d8, Volley 30 feet


Bardic Dave wrote:
thejeff wrote:

I think Paizo wants to keep pretty tight control over anything that's actual expansion of the setting. It's their baby and they've got a lot of ideas about what's going in it that they've hinted at, but aren't ready to put out until the right moment - like an AP using a region or a villain or something.

Throwing it wide open to 3rd party work takes away some of that control...

If we never see a Paizo GM's Guild, I think this is the real reason why.

I think the only solution to something like this is open a Multiverse Golarion

For their products they use the Golarion 1, and nothing that happens there occurs in Golarion 2, that is the place that the IP is broken and anyone can write adventures.


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Was watching the episode 2 in YouTube, don't know if it was mentioned but Lay on Hands is a power and it healed 6 points of damage and didn't have any dice roll.


Darkwynters wrote:

Quick dying question: one of my student’s barbarian was cut down by a Black Echelon operative, I then had the undead scourge slash him with a rusty sickle. So the barbarian was at Dying 2, I moved his Initiative to before the BE operative. On the barbarian’s turn, he rolled a 7 on an 11 DC flat check recovery. Dying 3... the cleric used Heal spell right after this. The barbarian has 23 HP... she healed 7 HP. So does the Barbarian:

A) get 7 HP and is conscious.
B) go to 0 HP and is unconscious.
C) gets 7 HP and has wounded condition.

The most correct is C

But to be correct: Barbarian gets 7 HP, is prone, dropped his weapon and is Wounded 1


Shisumo wrote:
Other than the hero point change (above), dying rules appear to be the same as from the playtest updates.

Couldn't catch the live show, but do you know if they went Recovery Roll or Fortitude Save?


Wow! Droogami is eating a lot of monsters... He is all cuddly now!


QuidEst wrote:
Dante Doom wrote:
Well from the stream, now it appears that you can cast a spell without problems when you are grabbed (even if it has a manipulate action)
Keeping in mind that Sorcerer can substitute somatic components for material ones- so we don’t know anything about material components yet.

Unless they changed, both have the exact same traits (Manipulate, Spellcasting)


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Well from the stream, now it appears that you can cast a spell without problems when you are grabbed (even if it has a manipulate action)


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Mark Seifter wrote:

I'm curious because I've seen it in a lot of places, but where are people getting that Kyra's a warpriest? It must be an official source since you have the correct name of the option. I discussed with Mark Moreland when he was ordering the story and he told me he thought she was definitely a <redacted other option>, which had also been our working assumption when we created the options. Did one of the pregens wind up going differently?

Going to also confirm that clerics don't get stances while I'm here, but I'm deeply interested by all the rest of the speculation...Sutter did such a good job with expressing some of the new concepts!

It was in the same place that said that tomorrow at noon you will explain some new rules here in the forum.

Glad we could remind you in time!


I think it's mechanic is the Focus Spell, she's using a Fire Ray.


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I do not want to downplay the work of Wayne Raynolds, who is a big name in the industry.
but recently I have not liked much more of his drawings.
This kyra shows well what I do not like ... the feet are strange and the depropercionality between trunk and legs is something that I do not like.


Will Amazon do a pre-order?

I live in Brazil, and unfortunately Paizo shipping is not very good for International.


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What you are looking for is bounded accuracy as 5ed, which is nice, but Pathfinder tells different stories. Like when you reach bigger levels you become a legend.


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My top 1 wish is to see Vancian Magic gone!


Mark Seifter wrote:
Dante Doom wrote:
PossibleCabbage wrote:
I am curious how they handled the "put the captive rogue in some splint mail so their AC drops to 7" (and they start taking ACP penalties to like "pick the locks on their manacles") problem.
That's something that worries me...
We thought of that; in the unlikely event this kind of shenanigans happens you can mulligan all benefits of the armor (and I do mean all of them, including runes and such) to use your unarmored proficiency, which everyone has.

That's nice to hear!

Although not a common problem with armor, with shields it is totally different.

Taking a shield to defend yourself should not make your AC worse than it is.


PossibleCabbage wrote:
I am curious how they handled the "put the captive rogue in some splint mail so their AC drops to 7" (and they start taking ACP penalties to like "pick the locks on their manacles") problem.

That's something that worries me...


Yeah, I agree with masda_gib

Old archetypes are the new "Class Paths"


First of all, I would like to thank the great work of the user "unua_nomo" who created a good part of the table and reached the conclusion of the initial numbers.
So please go over there on Reddit and thank him if you think this might be useful.
unua_nomo.

-------------------------------------------------- ----

So, I merged a little table that the user unua_nomo created with the rules used for creating monsters from the Unchained book.

How it works:

Choose the function of the monster you want to create or convert and the level. The numbers are approximate with what we have in the bestiary of the playtest, but it is good to always compare with your party.

For example, Brute has the highest damage of all but one of the worst AC and its to-hit is low, probably only hitting in its first attack. A critic can be very dangerous and his life being the largest of all means that it counterbalances his AC.

If you give the monster any Weakness, try to increase it's HP by the double of the weakness value.
If you give resistance, decreases it's HP by 1/4 (not sure yet) of the resistance value.

Saves are estimated, and should be adjusted case by case, the idea is to give you an approximate value for a good save and a worse save.

Abilities can be created or you can use the lists we have from the Unchained book and Playtest Bestiary, which are very good.

The Skills were separated into 3 groups:
Good: Skills where there is some investment to make it good
Master: Skills where there is the maximum investment to be good
Legendary: Skills that are above normality, such as a Deception of a Doppelganger or a Stealth of a Skulk

Anyway, I hope it can be useful.

So here it's the link.


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Potions are not "spells in a can" anymore.
They are universe magic items, all you need to create they are there formula and the feat


I think powers will be stronger as the Ressonance test, but we will have less Focus to spend.

Well, at least I hope so!


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Mark Seifter wrote:
Dante Doom wrote:
Mark Seifter wrote:

Hey guys,

I feel like we've gotten a bit off track of the original topic of Jason's interview with the ranger and that talking about ranger theme and history might deserve it's own thread where those who are passionate can discuss it as the only topic. That said, since we don't have that yet (could someone interested in rangers start one up?) in terms of the question about survey results on spells and rangers, basically the results were the "Default no spells, with add an option to get spells like monk" option won by a landslide (and that'll guarantee we add that option at the soonest possible juncture we can fit it in), followed by the "Ranger never get spells" option with a sizeable chunk but nowhere near enough to challenge the leader, and in last place was the "Ranger has mandatory spells like in PF1" option.

Hey Mark!

It's always nice to see you explaining the surveys to us like we were 5 years old!

Hey guys, I probably have to explain the joke on the post I'm quoting: it's based on a meme from Pathfinder Friday where in a Q&A one watcher asked me to explain dispel magic like he was 5 years old and then another watcher watching with his five year old confirmed that the five year old understood it, so Dan made it into a special bot command on our Twitch channel.

I do want to thank the people who flagged this post for looking out for me (I actually wondered if I should pre-explain it in case people got the wrong idea), but in this case, I'm going to clear the flags.

Sorry if sounded as an insult to Mark! I love Mark, love the way he GM (punch the math =P!).

It was just a reference from a stream from Paizo Friday


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Mark Seifter wrote:

Hey guys,

I feel like we've gotten a bit off track of the original topic of Jason's interview with the ranger and that talking about ranger theme and history might deserve it's own thread where those who are passionate can discuss it as the only topic. That said, since we don't have that yet (could someone interested in rangers start one up?) in terms of the question about survey results on spells and rangers, basically the results were the "Default no spells, with add an option to get spells like monk" option won by a landslide (and that'll guarantee we add that option at the soonest possible juncture we can fit it in), followed by the "Ranger never get spells" option with a sizeable chunk but nowhere near enough to challenge the leader, and in last place was the "Ranger has mandatory spells like in PF1" option.

Hey Mark!

It's always nice to see you explaining the surveys to us like we were 5 years old!


Since I know that you speak Portuguese, maybe my house rules could help you...

https://docs.google.com/document/d/1m9WDHzEqQxmMwwZv6a6pND02CWUnARZhuNU7XjM 2JQ4/edit?usp=drivesdk


dmerceless wrote:
Dante Doom wrote:

Just wanna add my 2 cents as a speaker of other language (Portuguese).

Thievery is a very hard translating term.

Thievery may sound "cool" in english, but I can't find any word that could be translated that doesn't sound bad.

Yeah, "ladinagem" sounds pretty bad, but it's hard to translate other terms that could apply to this as well. Sleight of hand is at least as bad, and in some languages it just becomes some weird phrases. I also speak Portuguese and... To be honest I find it really hard to find any term for this that makes sense in English and is easily translatable to other languages.

Sei que se é BR tbm! Hahaha

Melhor termo que achei foi gatunagem... Mas aí já tem que explicar pra crianças mais novas...
Termo complicado!


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Just wanna add my 2 cents as a speaker of other language (Portuguese).

Thievery is a very hard translating term.

Thievery may sound "cool" in english, but I can't find any word that could be translated that doesn't sound bad.


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Don't expect Pathfinder 1.5
It's a new game mate, and a playtest!


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Mark Seifter wrote:
Happy holidays everyone!

Thanks Mark for every post you helped us here in the forum!

Definitely grab these holiday to enjoy your family and friends!
If this playtest was hard for us can't even imagine how much you guys have been working


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Porridge wrote:
Interesting changes. I hope they don’t go back to body slots for magic items, though. And really hope they give Charisma something of value for all characters.

No, we will have a "Ressonance" system for invested items

So... I liked ressonance and I liked tight math. Feel this news are a steps behind. But I get it, Paizo needs to make money and the hate was too loud...

And then we come back to the days that nobody can sneak, since we can have a gap of 28 points.

Where the party will stockpile scrolls and potions!


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BretI wrote:
Dante Doom wrote:


1- Proficiency rework (HUGE)
The data showed that proficiency was a cool system, but the difference between levels was very low.
Ok so now we have:

Untrained: You get NOTHING, not even your level, you will suck hard my friend!
Trained: LVL + 2
Expert: LVL + 4
Master: LVL + 6
Legendary: LVL + 8

If this is the case, I hope there is some way to help the untrained — especially with skills that require the group participate like disguise, stealth, and many cases of athletics.

Maybe a Group Skill Check?


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Hey guys, we just had a good stream from Mr Jason Bulmahn!

Here I will summarize the changes that were mentioned.

So the top 5 was:

5- Add more flavor
The final book all abilities will have more flavor. Like how the wizard will have a "Thesis" that he get to chose the name and everything.

4- Chapter 1 Rework
Chapter 1 has been completely redone.
The large number of page references was taken out and in place we have a "little adventure" guiding new players in the basics of the game. As ther Story unfolds you learn the game

3- GM Resources
DC table was simplified (just one line for level and another for DC's). Conditions were reviewed. Some were split, some grouped.
There is a new condtion called "Doomed". It lowers the death threshold by the amount (Ex Doomed 2 you will be DEAD if you get do Dying 2)

2- Ressonance
Completly gone... Yeah that's righ... No more ressonance whatsoever! Even the Focus rework didn't did well.
(Some items will be changed to reflect this, like wands not beeing a spell in a branch)

1- Proficiency rework (HUGE)
The data showed that proficiency was a cool system, but the difference between levels was very low.
Ok so now we have:

Untrained: You get NOTHING, not even your level, you will suck hard my friend!
Trained: LVL + 2
Expert: LVL + 4
Master: LVL + 6
Legendary: LVL + 8


Beautiful work!


Harm scales equally as Heal...

But I noticed that I was doing something wrong. When you height Heal to damage undead you don't gain 2d8 per level...

Guess that it's something I will be houserulling just got the sake of simplicity

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