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Hello guys! I've been DMing for a long time already. I used to run PF1ed.
So I havlve been DMing for this group for about a year. Recently a new player entered our group. She have never played Pathfinder and the only experience was with 5ed. She wanted to play an Alchemist, since it was the most different class. The group was already level 6 when she entered. So she had a little trouble making the new sheet, but after I helped her she got everything right. We are almost level 8 already and I can see that she's just not having fun... Last session she voiced her concerns about how she misses a lot of the attacks and always do less damage than the others players... Shes a Gnome Bomber, and it's well built, I guaranteed that she had the important items and everything... Since I participated in the Playtest, I knew that the Alchemist had some problems and have been using some changes that Shroudb posted in the forum. Changes:
Core abilities:
Infused Reagents:
Quick Alchemy:
Perpetual Infusions:
Alchemical Mastery:
Added:
Double Brew: (Level 9)
Arcane Alacrity: (level 15)
Research Field: Bomber:
Mutagenist:
Chirurgeon:
Class feats: Removed:
Altered:
Added:
(Level 6 to replace Combine Elixir):
For reference the rest of the group consist of: Human Arcane Sorcerer
So, anyone have any idea how to help her?
For reference: Exploration Trait:
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode. (Source Core Rulebook pg. 631). Fatigued:
You’re tired and can’t summon much energy. You take a –1 status penalty to AC and saving throws. While exploring, you can’t choose an exploration activity. You recover from fatigue after a full night’s rest. So, if you are Fatigued, there's a lot you can't do: Things you can not do:
Borrow an Arcane Spell, Coerce, Cover Tracks, Decipher Writing, Identify Alchemy, Impersonate, Learn a Spell, Make an Impression, Refocus, Repair, Sense Direction, Squeeze, Track, Treat Wounds, Affix a Talisman, Avoid Notice, Defend, Detect Magic, Follow the Expert, Hustle, Investigate, Repeat a Spell, Scout, Search, Borrow an Arcane Spell, Coerce, Cover Tracks, Identify Alchemy, Impersonate, Make an Impression, Repair, Sense Direction, Squeeze, Track, Treat Wounds, Decipher Writing, Learn a Spell. Is it just me, or Fatigued is the worse condition you can apply to a PC?
Hello my friends! So, I really loving 2ed, (to be true I already loved the playtest...) but is it just me that it's a little worried about the speed Paizo is making new books? They did a great launch (Core, Bestiary, Lost Omens), but as I see, there were some petty erros and some things that passed most likely because it was made in a fast state... (Alchemist, materials, and other FAQ/errata materials). What worries me, it's that they are already working in: A new playtest (the new classes), Gamemastery Guide, Bestiary 2, Lost Omens Character Guide, Lost Omens Gods & Magic... This excluding the AP's and the new module from Mr Mona. Not that I'm not excited about those books (i'm really am!), but with so many things, i'm little worried that things get a little rushed... So, what you guys think?
In Pathfinder we had the Squeezing rule Squeezing PF 1:
Squeezing
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC. When a Large creature (which normally takes up 4 squares) squeezes into a space that’s 1 square wide, the creature’s miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into. A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square. To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC. In 2ed could't find anything similiar. Did I miss something?
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--
So here it's the link 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!
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, 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.
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:
Anyway, I hope it can be useful.
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
4- Chapter 1 Rework
3- GM Resources
2- Ressonance
1- Proficiency rework (HUGE)
Untrained: You get NOTHING, not even your level, you will suck hard my friend!
Ok, I've been thinking since the last update that I added the mechanics of Treat Wounds. There are some activities that can be done currently while one of the characters heals the rest of the staff: 1) Affix a Trinket
So I thought why not create Skills Feats for all skills that would complement that dynamic so everyone could participate and have some effects. So the players are not just looking at one person rolling the die several times. Among some examples I created: 1) Stretching
You spend 10 minutes streching yourself, then attempt to Acrobatics check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Stretching attempt per 10-minute period. Success: You are more mobile. You gain +1 in your acrobatics check and reflex save for 30 min Critical Success: Same as the success, but the time is 1 hour Critical Failure: You Are Bolstered Against Stretching 2) Keep Warm
You spend 10 minutes exercising, then attempt to Athleticscheck. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Stretching attempt per 10-minute period. Success: You are ready to strive. You gain +1 in your Athletics check and Fortitude save for 30 min Critical Success: Same as the success, but the time is 1 hour Critical Failure: You Are Bolstered Against Keep Warm 3) Sharp Blade
You spend 10 minutes sharping your blade or making your weapon more deadly, then attempt a Crafting check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Sharp Blade attempt per 10-minute period. Success: Your weapon does more damage. Increase your weapons damage for the next combat 1 die size Critical Success: Same as success, but the effect persists for 2 combats for the day Critical Failure: You Are Bolstered Against Keep Warm 4) Raise Moods
You spend 10 minutes performin for up to 6 living
Success: For the next 30 min you gain an +1 conditional bonus on all skill checks Critical Success: Same as success, but the effect persists for 1 hour Critical Failure: You Are Bolstered Against Raise Moods 5) Bonding
You spend 10 minutes bonding with your mortal companion, then attempt a Nature check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Bonding attempt per 10-minute period. Success: In the next combat, when you use the Command Minion action, your animal is quick 1 for the next round Critical Success: Same as success, but the duration stays for 2 rounds Critical Failure: You Are Bolstered Against Bonding 6) Praying
You spend 10 minutes praying, then try Religion check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Praying attempt per 10-minute period Success: You have your inner strength renewed. You gain +1 in your Religion checks and Will save for 30 min. Critical Success: Same as success, but the effect persists for 1 hour Critical Failure: You Are Bolstered Against Praying 7) Focus Study
You spend 10 minutes focusing your raw power or studyng your magic, then attempt a proper check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Focus Study attempt per 10-minute period. Success: You have your magic increased. You gain +1 in your Spell Roll checks for the next combat. Critical Success: Same as success, but persist for 2 combats. Critical Failure: You Are Bolstered Against Focus Study 8) Camouflage
You spend 10 minutes using your surrounds to make yoursel more imperceptível, then attempt a Stealth check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Camouflage attempt per 10-minute period. Success: You have blended in your surroundings. You gain +1 in your Stealth checks for the next 30 min, desde que se mantenha no mesmo ambiente. Critical Success: Increase the bonus to +2 and the effect persist for 1 hour. Critical Failure: You are bolstered against new Camouflage attempts. I tried to make the bonus untyped so this could be good from level 1 to 20. These are just some of the examples I've created. Using the same template, you can invent a lot of cool and easy things. So, what do guys think?
Ok, so I was reading wounded condition and I think that is something odd and was not the intent of the game Wounded Reference:
You have been seriously injured during a fight. As long as you have the wounded condition, if you gain the dying condition or increase it for any reason, increase the amount you gain or increase by your wounded value. The wounded condition ends if someone attends to you with Treat Wounds, or if you are healed to full Hit Points and rest for 10 minutes. So by RAW: 1) If you have Dying 2 and Wounded 1, if you fail your Saving Throw by RAW you will get Dying 4, because you "increase the amount you gain ... by your wounded value" Is this the intent? Because this seens REALLY LETHAL!
So as ressonance is now derived from charisma we know that the Intelligence became the weakest ability. I came up with a simple fix for this. Let me know what you guys think 1) when you would get your skill increase in odd levels you get more increase based on your intelligence. The formula is: 1 + Int modifier (rounded up) (Minimum 1) So if you have a better modifier you will get better increases. 2 Another fix should make at character creation 2 floating signature skills, to accommodate more skill increases
Hello! First of all I would like to say that I'm in love with the second edition, I already have great plans to migrate from edition a year from now when the final version comes out. I would also like to say that I am a big fan of Paizo and all their material and staff. However, I would like to make an appeal ... I feel that the answers to the questions and the interactions with the people here have been minimal. Sometimes I see Mark trying to clarify something or trying to explain some concept of desing that was done. By this (Mark clarifyng) we know that some monsters and the difficulty table are with some wrong content because they carry an old design concept. What I mean, and I want to make it clear, that I do not want this to become a Q&A. But there are topics that are generating doubts since the beginning of the playtes (shields for example) and so far no one from the team appeared on the topic or to lighten up or just to say: "Hey we're listening to you, we're thinking like team how could this be changed after analyze our data " Ans see, doubt generates fear and angry! Many posts are made because people have fear that the system will not hold together or angry because some things changed and they don't even know why they changed. I'm really excited about 2ed. GMed the first and second part of DDD and also the first scenario of PFS. Me and my players loved! I have too made a person that never ever played RPG to like the creation system of her character But sometimes I'm feeling in the dark, you know? I really want this game to be the best (and I've loved the concepts you've created), but please share a little love with us here! Do not understand this as criticism, just as an affectionate request!
So guys, we had some news todays! 1) In two weeks we will probably see new rules for "Dying" Mark said they are not satisfied how the system is making people make several rolls befora waking up, so they will definitely change that. They are working in the new system so will take more than a week until we get it 2) There wasa clarification about Hardness / Dent You should just apply the damage. If equals hardness they take 1 dent, if double hardness they take 2 dents 3) Sunder There is no way in the actual playtest to sunder worn items. Mark said that this was a type of attack that players usually don't like so they are testing without 4) Class Feats and general feats There is no plan currently to make class feats into general feats There were other things, but i forgot... Lol But maybe this can help you guys!
Hello guys! How are you? Everyone knows that the chapter on Animal Companions and Ride feat is pretty confusing. It is necessary to read several times before you can understand how it works. And after that all you understand that it does not work very well So, based on that, I'd like to propose an easy way to sort out all this mess using the pathfinder 2ed trait system. Basically it is to use the mechanics of BONDED ANIMAL, but increasing and expanding the system. Benefiting those who are the best in the area and resorting problems like riding in exploration mode will leave you fatigued unless you have the Rider feat That's how it works 1) Make Command Animal a Free Action [[F]]
2) Create the BONDED trait
3) Druids, Ranger, Paladins, Cavalier fix
4) Fixing Rider feat
So with these adjustments any animal that is Bonded will win two actions. Maintaining the original action economy making easier to se who has 1 actio, 2 actions...
Hhi guys, so I GMed the first part of the Adventure and the battle with the quasits was harder than I expected... The poison and poison damage took a good amount of players HP, they felt nice that poison got upgraded, but they felt it was a little overpowered, so I'm thinking if I'm not misreading it... For reference: Q
So if I got this right, this is how it follows: 1) PC got attacked and failed initial save, he gets Stage 1 (takes 1d4 poison damage) 2) When he gets to his turn he needs to make a new save (In the beggining or end of his turn?) if he fails he goes to stage 2 3) He gets hit again, and fails the save. He progress to Stage 3 and takes the damage and is slowed 4) this continues until he gets to Stage 0 or he made 6 saves (Duration) Is this right?
I see that there is no more this action. So a unconouscious person have a -4 conditional AC, -2 circunstance AC (for the flat-flooded) for a total of -6 AC from melee attacks and -5 AC from ranged attacks (since prone grants a +1 AC circunstance). So you dont lose your Dexterity to AC? An attacker can miss a lot of attacks in this circunstance... Like a normal person trying to attack someone unconcious but with more levels will miss and frequently critical miss... Am I missing something?
Hello guys! I have a doubt about the infusion specialization... 1)Does it work with all types of infusion? I think that it is a yes... 2) can I lower metakinesis burn with Infusion specialization? 3)Can I combine infusion and metakinesis? Like making a empowered kineticic blade? And if so, can I use infusion specialization and gather power to make it free?
4) can I use a compound blast with a infusion and a metakinesis? 5)does a compound blast burn is affected by infusion specialization? Does it count as an infusion for lowering the burn? 6)Can I modify a wild talent, like kineticist healing blast, with metakinesis or infusion? And just to make certain gather power and Infusion specialization doesn't work with wild talents, right? Thanks guys!! Sry that it's a lot of questions!
(I dont know if is OK to post this type of files, but if it's not you guys can and should exclude this post) I usually use Hero Labs for DMing, so i have made all the encounters, monsters and NPC (just the important ones) that have in the first book... I have not finished everything and i had to create the "Robot" creatures so if you guys find some error just send a message so i can fix it. =D I hope this help you guys: http://1drv.ms/1LTmv0o P.S. Sorry if the foulders name are in Portuguese(Brazil), that's my mother language...
Hello guys! I1m currently gming a Rise of Runelords campaign and the party is going to confront Nualia in the nex meeting! The currently party have this characters: Half-orc barbarian (urban barbarian)
They are all lvl 4 right now. They rolled the stats, so they are really above the average.
Here is Nualia Nualia CR 5
--------------------
-------------------- Im thinking in using her blessing in making her weapon keen and strike hard the PC`s with power attack and Channel Smite!! What you guys think? Edit: She is already all buffed and using power attack!
(Sry for my bad english, im from another country!) So guys, I'm currently gming a Rise of Runelords campaign (this is my first time as a GM) and we are in the thistletop part of the game (book 1). What i see is that the party has a lot of "minor" magic items that they don't know what the do (they have wands, +1 weapons, potions...). There is only one PC that can Detect Magic. So, the magic items are piling up.] So in your campaigns how do you guys handle this? Do you make your PCS make a test for all items? Or only for magic items that are worth it?
Hello!
I couldn't find what are the prerequisites to make a +1, +2... Weapon. Example: I have a long sword, to make it magical I need to pay for the masterwork. Then I have a masterwork long sword.
PS sorry for my bad English...
Hello guys, how are you? First i wanna say: What a great book this is!! I was a little skeptical about it first, but after i read i think this is going to be one of my favorites AP! Well I didnt buy the Technology guide because i thought that would be available online. In the Fires of Creation its said that is available in paizo srd, but i couldnt find it... Is there a link for the main rules or should i wait a little longer? P.S. Sorry for my bad english! im from another country! |