Baby Chimera

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Seems recently with all the shuffling around of people checking out Pathfinder there has been an uptick in discussion on what things (feats, ancestries, abilities, etc.) are worth take and aren't worth taking. Usually these decisions are based around the math of bonuses and how trained you may get to in a certain class. While I do not disagree with anyones findings as it pertains to pure numbers I just wanted to interject that fleshing out a character concept that you think is fun and interesting is just as valid. Want to focus your play around a set of skills, weapons, spells that aren't 'optimized', Go for it! It isn't a race or a test, it's a game to kick back and build stores you will tell your friends about years down the road. It is so easy with the internet to find pre-planed builds, and the way to the make the 'best' this or that. Just remember that when making and growing your own character all that really matters is what /you/ think is fun, exciting, and entertaining. Happy gamming and I hope everyone makes some great table top memories this year!


The wording confused me slightly on the requirement for brutal finish. Can you use this feat with either a two handed weapon or two single handed weapons or just a two handed weapon? Earlier in the fighter section several feats required a two handed weapon while this asks for 'a melee weapon in two hands'. Thanks!


For what ever reason I have enjoyed playing/running campaigns with a city building element. Has anyone given 2E Kingmaker rules a good run? 1E left a bit to be desired for me. Are there any good 3rd party or system agnostic rules out there that you have had good fun with? Thanks for any suggestions!


Has anyone used the Cameo Silhouette to cut out their pawn pdf files? Any tips or instructions out there? Poked around youtube a bit but didn't find anything or didn't use the right search terms. Thanks!


I've been keeping an eye on PF2 since it came out but sadly haven't had a chance to run or play in a game as of yet. That being said one of the major things that caught my attention early on was a lot of talk on forums and in reviews that you didn't have squeeze out every possible bonus like in PF1 to have a functional character. Two years on and I still find those comments and get that vibe from the core game. PF2 came up in discussion at my local store recently though and everyone there that has played felt the exact opposite. Their experience has been if you don't build a class to its fullest save/damage/armor potential your headed toward a hard time. The only thing I could decipher that was different was all of them were playing in adventure paths. I believe a couple were in Rise of the Runelords 2E and Abomination vault. Which lead me to wonder, are AP's just a bit tougher than your average GM when using the encounter building rules and running a home brew game? What have your folk's experiences been now that were a few years in and quite a lot of supplements in the library? Thanks for any input!


Has anyone finished this AP? How did it go? Did it hold up accross all six books and have a satisfying end?

My group and I have made it through one AP, Serpents Skull, and while I really liked the first few books, the middle was a bit slow and the end seemed to miss the mark on some concepts.

Any input is appreciated! Thank you!


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Has anyone finished this AP? How did it go? Did it hold up accross all six books and have a satisfying end?

My group and I have made it through one AP, Serpents Skull, and while I really liked the first few books, the middle was a bit slow and the end seemed to miss the mark on some concepts.

Any input is appreciated! Thank you!


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Sorry, this is likely a very old question but I can't seem to get search to find me the answer. Been looking in to PF2e in the Archives and noticed there isn't a spell failure chance in the armor chart. Does armor effect spell casting in 2e? Thanks.


Has anyone finished the last book? I've found some good thoughts and reviews on the first two but haven't seen anything come out for the third one quite yet. What are your guy's thoughts about book 3, finished or not? I have enjoyed a few adventure paths but some of the endings haven't quite lived up to the earlier parts of the AP. Thanks!


I have been considering Abomination Vaults for my groups first 2nd edition outing since it is a little shorter than 'normal' and a pretty basic and well reviewed dungeon crawl. One of the issues in the past with dungeon crawls has been the camping/resting. While it may not help the casters as much I was considering using the Stamina variant rules to at least keep HP at a solid level without camping or returning to town. Has anyone done that? Is it more trouble than its worth or a good way to keep up the momentum? Any opinions or advice welcome!


Are there any printed variants to Hero Points yet? I took a look through the Archive but nothing jumped out at me.

We've done a lot of Coriolis and Mutant Year 0 in our group between fantasy games and I've /really/ liked the economy of how they have their 'hero point' system set up where it is more back and forth between the players and gm. Instead of a limited pool you spend from they give a point to the gm and gm uses those points to re-roll npc's or activate crits etc. so there is a bit of a trade off/risk. If you want to re-roll every action in a game, go for it, but you're loading up the bad guys with re-rolls as well. It was good in MY0 and almost perfect in Coriolis and I've been considering doing something similar as a house rule for PF2 and was wondering what your thoughts were. Thanks!


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I've poked around a bit and I can find some youtube videos of 'how' to play a table top rpg via VR but I haven't seen any actual play sessions. Have any of you done a VTT via VR headsets? If you have, how was it and what did you use? If you are a designer of such things there may be a market opportunity ;)


I am sorry if this is pre-mature but I've had my eye on Agents of Edgewatch for a 2nd ed campaign and after reading all the book previews it sounds pretty fun /accept/ for one part of book 5's preview. It mentions your players loosing agent status and getting put in prison. This is a plot point that I have had a hard time in the past as there has been on occasion quite a bit of push back from players. OOC complaints that it doesn't make sense, they were forced to 'loose when they should have won (especially at higher levels like this happening in all the way in book 5) in character stance of going out fighting etc. Anyone else have similar issues or concerns? Any tips for getting through these typs of plot points?


Saw a video recently where they off handedly mentioned a varient rule in 5th edition where 'mana' potions could give back spell slots. This sounded like an interesting idea so I was wondering if there was something like that currently in PF2 in the gm guide or elsewhere. Thanks!


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I noticed the description of the GM Guide mentioned 'hexploration' which I've found fun in the past. Is this basically a guide to setting up hex/squire crawl type game? What did you guys think of it? Was that section helpful or mostly just full of things most GM's would do anyway? Thanks for any input, it is one of the things I am more interested in but don't have a store to skim through to make a purchase decision and I didn't see that section talked about much in the forums.


Anyone working on a Scarred Lands for PF2? Seems they're making 5th ed over at Onyx Path but I think it would be nice to see a PF2 edition.


I've been pondering running an adventure for a new group so I picked up the Plaguestone adventure to take a look at how 2nd edition adventures are laid out by paizo. After looking through it a bit I noticed what seems to be a lack of xp for combat encounter. Non combat encounters had xp listed in the text but I didn't see anything for the battles. Is it just assumed we'll run the numbers ala the system for making your own encounters in the core book. (which appears to, for example, give the very first encounter 100 or so xp) or are my eyes just skipping over the XP reward for defeating the bad guys? Thanks!


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Two of things I hated most when running D&D and PF1st. I've been digging more and more in to things I didn't care for from 1st and after going through several searches of the Monster book it seems Attribute damage and level grain have been removed from the game. Fantastic if true. Energy drain is still in but works differently though can be a bit scary but I've not found any actual attribute damaging abilities. did I miss something or can I celebrate the removal of a couple more things that used to frustrate me?


New to PF2 and was looking in to ranger two weapon fighting today. The Impossible Flurry feat/action would it be at 10 or 6 with a Flurry Hunters Edge? I assume 6 but the base rules max at 10 so I wanted to double check. thanks!


I'm considering running a game at a local game store to see if there are any local players interested in doing a longer PF2 campaign. Since this would be an open game and new to everyone I just want to use plague stone as a quick and simple start point. I don't know how many people I might get though so I was wondering if anyone has seen or uses any quick rules of thumb for more than 4 players? Add 1 critter per player, add X amount of hit points to single encounter creatures, etc. And visa/versa if I only ended up with 1 or 2 but they still wanted to give it a go can I easily downgrade encounters or is it just best to add in NPC characters to round out the 4? I've poked around a bit on the forums and the SRD but didn't find any answers I liked. Any input and/or ideas are welcome. Thanks!


Ran in to an npc that has a couple magic whips. They are +1 flaming and unholy. Now according to the good o'll whip rules the whip does no damage to people with armor which lead me to a couple questions.

If I hit with the whip and do no damage do I still apply the unholy and flaming damage?

If I use the whip for a disarm/trip attack do I apply the unholy and flaming damage?

I did a search but didn't find the info I was looking for so any help is appreciated.


I seem to recall it being talked about but I can not find the policy on scanning maps from AP books and making them available.

Is that something frowned upon or acceptable after a particular time frame? I've been working on some serpents skull maps for a projector of vtt and have been mostly happy with how they are coming along and would like to share them when done if allowed.

So I figured I'd ask and see if there was an official policy.

Thanks!


I know a few of us on the forums started this AP not too long ago and was just wondering how things were going.

So far, as of I think week 4, they have explored most of the island safe for the south end and mountain. They have run in to a few canibal patrols and are currently going over what to do about the entire camp now that they've found. They haven't taken any npc's with them as yet and done it all on their own.

I've laminated the map from the map pack and put red dots down for each of the dots on the gm map and then covered the entire thing in cut up black post it notes. Under any square that covers a dot I rote the coresponding number to look up what happens. So far it's been a lot of fun and worked out better than I had hoped. The boats and a couple animal dens they failed to notice are driving them a bit crazy though since the dot is still there but there isn't any in character reason to go look again and a lot of the boats are out in the water a bit so they just can't get to them.

So how are things going for you other new SS path runners out there?


I started running an adventure path recently and some of the published maps are over sized. I decide to try my hand at a projector for those maps. In doing my research I came accross WiDi/Miracast. I got in all the parts I needed to test it and it works great for cutting the cord to the projector. Both the Pus2TV3000 and the ScreenBeam Pro have gotten good reviews. For me I needed to get to a vga conector and there is a version of the ScreenBeam (ScreenBeam Pro Edu Edition) that comes with a vga adapter. It converts you down to 4x3 but worked without a hitch with my tablet.


So it looks like I /may/ finally get to run this. I've been working on things for a while and most stuff is ready to go. The one thing that I am still nervous about are some of the encounter maps. They are just so huge I don't know how to translate them to the table. Even just the last two encounter maps in book one are a bit rediculous in size. What did you guys do? Just draw them out as you go? Print out 8x11 sheets to put together? Spring for huge poster prints?

Any input is apreciated. Thanks!


I got a set of paper minis recently and there is a creature listed as being Colossal. The round base is 5 inches but I had thought Colossal creatures were 6 inches across. Which is correct?

Thanks!


I hadn't given it much thought in the past but it occured to me that cure spells (sans 'mass' versions) are touch spells. You should then be able to cast a cure spell and just hold on to it untill it is needed. so all your first curing of a party member requires is a standard action to touch them instead of casting a spell (and possibly taking an aoo). Is that corect?


Had a quick question about speaking with dead.

I will be playing carrion crown soon as a bone oracle. I'm not looking for any spoilers but I was wondering if Speak with dead was something they made any allowances for in writing the adventure or if it would just cause my gm more fuss and bother than it is worth?

Thanks!


I was looking at this again to day and noticed that it does not seem to have a dc, it just kinda looks like it is bam! -1 level for the target (assuming you hit). Is that correct?

All I really have to compare it to are the spells and a few monsters and they don't seem to allow a save either. It all seems a bit harsh.


When combining burning and bloody variants I had a couple questions I can't quite track down the answer to.

Would a 5 HD creature be 10, 15, or 20 HD to rais as a bloody + burning skeleton?

Is a bloody + burning skeleton still able to reasemble after 'Firey Death'?

Thanks!


So if one were a level 2 Titan Mauler and level 11 Two-Weapon Warrior with two-weapon fighting you could wield 2 greatswords at -4/-4 correct?


So if a creature has a natural attack that also does poison is raised as a zombie, say a giant wasp, does that attack(s) retain the poison?


Does Soul Siphon work on undead?


So we started using downtime in a game recently and a question has been bubbling around in my head I hope the boards can answer.

We have someone building a building and some of the rooms produce magic. The magic production has been being converted in to money toward crafting magic items.

What I can't find are the rules that cover this. All I can find about the Magic income for down time is that it can be traded for a +1 on certain magic related rolls not that it reduces or provides any gold for the crafting process.

Can anyone tell me where this is at in the rules or explain how this works in the new downtime system?


Hi. Just looking for some feat advice from levels 1 - 9 for an Abyssal sorcerere. Core rule book only.

I belive we will be starting an adventure path so I've been tinkering with some character concepts on paper. What I came up with today is -

Arcane strike lvl 1
Combat Casting lvl 3
Spell Pen lvl 5
Empowered spell and greater spell pen lvl 7
Heighten spell lvl 9

I'm not sure how much I want to summon stuff but that fits with the arcana bonus so the improved summon feat isn't off the table but I do gete it as a bonus later any hoo.

Only played one sorcerer and didn't do well with feat choice for a sorcerer so was curious what you may suggest.

Thanks for any feedback!


Just a few quick questions.

I have been told that you can only make one attack against an opponent per round regardless of how many attacks of opportunity you have. Is that correct and if so where is it in the book?

With a reach weapon I cannot attack adjacent enemies.

If I am the target of enlarge person and acquire reach does that apply to my weapon (say a long sword) as well or just natural attacks?

If it applies to my weapon can I no longer attack adjacent opponents?

Thanks!


I've been leaning into a sci-fi mode again lately and it has brought me back to Amethyst. Pathfinder is what I have been playing most recently so it seemed the simplest slide over into this game. I have read quite a few reviews and found no glaring issues to my eye but I haven't heard/read of anyone actually playing or running a game.

If anyone is currently involved one way or the other in a game of Amethyst or one that is using the new rules I would love to hear your thoughts.

Thank you as always for any input.


I was looking in to making potions for the first time recently and there seems to be few restrictions. Nothing with target of personal and nothing over level 3. It also says to make all the normal descisions when casting the spell as normal. Which left me with 2 main questions.

Can I make a potion that is affected by a metamagic feat as long as it doesn't bump the spell higher than lvl 3?

What happens to combat spells made into potions? So say you make a magic missile potions. Does the drinker get to cast magic missile or do they suffer the affects of being hit by magic missile?

Thanks for any feed back. Just curious as I have never dealt with potion making in game before.


I did some searching but couldn't find a direct answer.

What type of power are Sorcerer Bloodline powers? (Spell, Spell Like, Supernatural etc.)

What DC am I using for powers that "work as spell x"?

There are a few but currently I am playing an Arial sorcerer that has a Bloodline power that works as 'Control Winds'.

Thanks!


I was just wondering how the Armored Defense abuilty for the Armor Master archtype works with 'Invulnerable' armor DR. Does it stack in some way or is it like normal bonuses and you just take the better of the two?

Ex: At level 5 Armored Defense gives heavy armor DR 3/- and I am wearing full plate with Invulnerability already has DR 5/Magic.

So do I have DR 8-/Magic against normal attacks or just DR 5/Magic?

If I only get the DR 5/magic does the DR 3/- help me against magic attacks at all?

Thanks for any input. Sorry if it has come up before. I tried searching but didn't get any hits.


I am slowly gathering the books to run this AP and have noticed they all include a random encounter table. I have seen on the forums quite a lot that in racing to ruin there is a chance 4x a day for one to occur. What I can't find is where that is listed in the AP.

I also don't see any sort of frequency listed for either the 1st or 3rd book in the AP (I picked up the 4th but haven't ready it yet. It has ambushes instead)

Is this information I've looked over and missed or something in the GM's guide I haven't read?

Thanks!


It is something I have been considering but I was wondering if it caused any issues since the AP's don't assume you are using that optional rule.

Has any one tried it?

How did it go?


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Can an Oracle swap out spells gained from Curses?

I found where you can not swap inflict/cure or spells from you Mystery but I didn't see anything for Curses.

Thanks!


I was looking at actions today in the online PRD and got distracted by something mentioned for touch attacks.

The way the touch attack section reads seems to imply that I cast the spell, then any time before I cast another spell I have the touch spell charged and can attempt to touch someone and affect them with the spell.

Dose this included failed attempts to hit?

So if I cast shocking grasp, cast no other spells and touch no one else, can I make touch attack rolls every round against my opponent until I hit and the spell still goes off?

Not anything I'd heard about before and just wanted to clarify.


Just curious if any is actively using the armor as dr rules in ultamage combat.

Do you like them?

Did you use them and stop?

Do you need to also use Wounds and Vigor for it to work properly?

Thanks for any input!

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