Sheyln (Symbol)

Dr A Gon's page

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Quote:
4 degrees of succes for martials ... 1/2 damage on fail

It would take 10,000 hours to play out a combat.

Discussions on balance changes are missing the point, in my opinion. All fall under crushing tax of marking hit points every. single. swing.


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Asgetrion wrote:
Oh, wow! Will there be lair maps and/or hand-outs in this book? It would be great if it did include both. :)

I am sure they will handing out TPKs.


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Sanityfaerie wrote:
Understand that by asserting that spellguard is hands-down the best, you are asserting that shield block is functionally useless in the long-term, and thus that all feats that support shield block are likewise long-term useless. That's a pretty bold claim to make, given how well-tuned the game is in general, especially since that doesn't appear to be the general consensus on the matter from the people who *have* played at those levels.

I'm not saying that at all. I don't know where your statement comes from.

Spellguard is the best shield at high level (because it saves you from save-or-die), but the others are absolutely not useless.

What items you use probably has more to do with your party composition and what adventure you're running than its mechanical stats.


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Retheme an animal companion?


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Loinlarge?


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I made a spell to teleport an item to a friend over scrying-level distance. How broken is it?

I used scrying and teleport as the base effects. Should it have lower range, increasing with level as teleport? Should it be a ritual? Should it even exist? Can I remove some of the restrictions?

==========

Send Item - Spell 7 or 8
Uncommon Conjuration Divination Teleportation
Traditions arcane occult
Cast 10 minutes (material, somatic, verbal)
Range planetary; Targets 1 creature

You teleport an item to a friendly creature, which you must know by name and have touched before. The creature is aware of you and the item being sent, and must agree to the sending. If it refuses, or is unconscious or otherwise unable to consent, the spell automatically fails.

You make a spell attack roll against the standard DC of the item's level. If you succeed, the item appears in the creature's hand, or at its feet if it has no free hands. On a failure, the item is not sent and the target creature becomes immune to this spell for 1 hour.

The item must be of 2 bulk or less, but can be a container with contents. Sending a living ceature or extradimensional item will cause an automatic spell failure.

EDIT: Closing an exploit - you must touch the item thoughout the casting of this spell.

EDIT: Closing exploit 2 - the item must be free to move.


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Weakness to mental 10, and he has an ability to do himself (persistent) mental damage. Mr Zhang won't be with us long! :-)


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Beware the names of the great old ones lest ye be visited by serpentfolk guardians of the ancient ... err I mean attorneys.

There's a few names like that now in the new books. Perseis's Precautions, etc.

Personally I prefer to have the generic names. Players can invent their own names for spells if they want, and I'm not keen on having lore and setting mixed.


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I would rule that if any part of a magic item is inside an antimagic field, the whole item is suppresed. If you usie a 15' reach magic weapon through a 10' antimagic field, it's just a normal weapon. It's undefined in 2E but it removes the need to have to deal with difficult corner cases and decide which part of the thing the magic is in.

I've noticed the wording for antimagic field is different in 2E. 1E anti magic field specifically stated it did not affect artifacts. 2E seems to imply that it does, as it doesn't list an exception, and considers artifacts to be magic items. That seems very weird as it gives you a way to loophole some of their disadvantages. So you could open an apocalypse boxx or deck of many things and shove it in an antimagic box if you don't like the result. That's not right, and I'm now of the mind that artifacts ignore antimagic fields.


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@Mark Moreland, @Michael Sayre

Hey thanks. This seems like a very reasonable policy and a much better situation than some other games.


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Captain Morgan wrote:
I'm less concerned about the AC vs reflex thing, and more a little worried about how things like Whirlwind Attack, Swipe, and Impossible Volley interact with troops. Those types of feats should by all rights decimate hoards but as written I think the troop is counted as one creature and can't take multiple hits from one of these feats. On the other hand allowing Whirlwind Attack to make a strike against every soldier within reach might just one shot the troop. Not sure how I would run things.

Whirlwind is limited to your reach anyway, so even if you were in the middle of a unit and triggered it, you'd cover 8 squares, which is what the troop would lose anyway from the first threshold. There's no problem unless you have reach.

I'd allow whirlwind to do more than 1 threshold, but you would need to explain to me how you can cover the space. If you could that, for example with reach, or if they were deployed in a 3x3 instead of 4x2 it would be fine. Also, I would give the area damage weakness for whirlwind.


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I used to be a dual wielder until the rogue glued my swords together as a prank. Having tried it, I actually quite like it. Plus I can spin it overhead to fly.


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Jared Thaler - Personal Opinion wrote:
graystone wrote:
Samir Sardinha wrote:
Can I turn a magic item, for example a sturdy shield into my familiar?
Seems like a BAD idea to block blows with your familiar. As to being a magic item, I don't see why not. it really doesn't change things.
Not really, having your familiar die has minimal effect on a witch, and you get a free new one each morning.

This specific combination should not be allowed, because it is a free shield repair exploit.


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What if 3 hags have a plane shift accident and get fused together, then make their own coven? That would be a pretty capable adventure boss.


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https://2e.aonprd.com/Spells.aspx?ID=372

Weapon of Judgement


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Aaron Shanks wrote:
vagrant-poet wrote:

Very fun Guide.

I still stand by my believe that this guide had more riding on it than other guides, it could and would have benefitted from a little more detail/an appendix helping players jump in at 11th level.

What do you think is missing?

In my experience many players are bad at the mechanics for creating higher level PC. It's quite an uncommon thing to do. (PCs are grown organically so many they won't know what they want at 11).

I'd expect respec requests. I hope the adventure pacing is such that it allows a week gap every now and again.

However I respect that Paizo has more data on PCs and players than I do, so I will trust you if you say the guide is sufficient to pregen at 11th level.

The adventure looks interesting. I may check it out when it arrives.


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I prefer true spam strike.


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graystone wrote:
yeah, the en bloc clip is in a bit of an off place with an archaic loading system for a modern weapon. Good for a WWII game but not seen much out of there. I was thinking of the strip clips.

Clips are still common for heavy weapons. Which won't be a problem at all, until the giant instinct barbarian learns to shoot, or Alkenstar make a repeating rifle.

graystone wrote:
Dr A Gon wrote:
It's just like the longsword vs arming sword debate, but worse! :-)
LOL no, there is a different crowd here: historical ancient weapon semantics nerds are different from historical modern weapon semantics nerds and we have more of the former lurking around a fantasy game. ;)

Fantasy game?! I could claim steampunk or magitech when Guns and Gears arrives! Actually, Alkenstar probably already has steam tanks, but it's OK because all that will be uncommon!


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1) RAW allows Wall of Stone to enclose creatures. The rules for laying the wall allow it to double back so the edges touch.

2) You will need line of effect to lay the wall, so you have to start from the back, and some shapes won't be possible for the front blocking the back. Unless your GM rules that the whole wall appears at once and doesn't come in panel by panel.

3) I don't know why creatures don't get a saving roll if boxed in. I would allow a Reflex save to leap out of the box as it forms.


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I thought this was going to be about the difference between a magazine and a clip.


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Albatoonoe wrote:
Also loving all the new monsters. Anyone familiar with real life origins (if any) of the Skelm?

I believe it's a reference to recent political events. According to the lore, they wear horns, they form angry mobs, they riot in palaces, and they don't like women.


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vagrant-poet wrote:

Bachuan

Just generally, do what was done for the Mwangi Expanse and hire writers from diaspora communities of the areas that inspired the various pastiche nations of Tian Xia. It won't be perfect, but I bet it'll be a lot better and less alarm-bell-ey.

2E Mwangi so far has been decent and it leads me to think they can fix Tianxia, at least for the intersection of people with Asian heritages and who are sympathetic to western views.

I didn't know Pathfinder had a Bachuan. Real place in the PRC, part of a city that had a big role in the communist revolution. Probably not intentional. Due to the way the language works, it's easy to accidentally invent a name that's actually a name.


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I've said this elsewhere but I couldn't find this thread or I would have put in in there, in its correct place.

Sundered Waves seems light on NPC interaction, and it's got a lot of information for newer GMs in.

We enjoyed it, but I do hope that this trend doesn't creep over into the rest of the line - I don't mind new GM instruction, but lack of NPC interaction is undesirable, and having an NPC shouting hints to the party is kinda cheesy.


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If elfs and drow can spontenaeously change into each other based on their actions, I have trouble seeing them as separate ancestries.


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The main pendulum route should be normal by summer.

I don't know what this means for Paizo.

While I'm talking about this, it's really hard to buy Pathfinder books in Singapore. Tianxia probably isn't going to sell, but it would be nice to be able to buy scenarios and rulebooks without having them carried in by visiting expats.


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@James jacobs. Thanks for the reply. I really like the adventure.


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I can see the Singapore Strait from my window and everything's stuck.

The news says we're turning around ships in 7 days that we used to turn around in 2 days because there aren't enough containers. The period after CNY is usually a slump but it's been jam packed this year and it took everyone by surprise. The books probably went in the opposite direction, but the problem is global.


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Paul Zagieboylo wrote:
I mean, sure, it only goes 4 miles per hour so it will take... um... quite a few millennia to get there

Sorry I am late. We overswept.


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It's a special rule for Agents of Edgewatch that all attacks can be made non-lethal at no penalty.

I'm told some GMs implement this with an item like a magic police badge, or a ritual spell cast at police enrolement.


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They should put an alt ID system into their next GMG-type book. Does any one know any experienced GMs who run ID monster by raw? If everyone feels the need to change that 1 rule, that rule is a good candidate to be explored.


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Ron Lundeen wrote:
Once we're back in the office, I'm picking up this Extinction Curse campaign again! Promise! :-)

Stream! Please?! Will even pay.

What I liked about band of bravos was that it was just gamers playing an RPG. I generally don't like the higher production value streams like the ones with elaborate FX and costumes, as it feels manufactured and I can't really relate to it. Though I do undertand that a lot of people like that, and do dressup for home games, and to be fair I have worn a cloak and a helm to play, but I don't consider that excessive.


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YuriP wrote:
I still don't know why some traditions naturally (without feats or tricking a device) have some spells and others not. I always wonder what make the Paizo's designer to decide what spell is part of a tradition but not of other. They may have some base to this no?

A Gygax did it. People liked it, and have copied it ever since.


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There are many house rules to give players more information on their foes. A common one is one fact for each 4 or 5 by which they succeed.

Some monsters are very hard to fight unless you know a lot of things about them and you might otherwise have to use many actions to learn them.

The number of checks can depend on how well your players know the system, and can separate their knowledge from their character's knowledge.

It's hard to compare AP directly because extinction curse has a lot of monsters of the same type, so you can stop rolling after a while.


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A lot of errors in the prebuild chars. Do Paizo not use apps?

I can understand if it needs unreleased content, but I don't think these do.


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One of my players purchased this, and I GMed it today.

We found it very combat heavy. There's almost no interaction with NPCs, and it's a mix of puzzles and fights. The adventure recommends the PCs are friendly rivals, probably in order to provide interaction.

One might think it would be similar to a society adventure but there is a lot more hand holding, and I suspect it was done specially to make it more accessible to newer groups.

If you remember the old D&D modules where NPCs would pop up to deliver advice whenever the players go off course, and where GMs were instructed how to modify the behaviour of a creature to avoid a TPK. I understand why it's done but can feel a bit cheesy.

Hopefully that's just for these modules and we don't start seeing training wheels on APs.

Most importantly, we did enjoy it. I would recommend it. There are also a lot of good PFS adventures.


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@Michael Sayre

Thank you for you comments and clarification. Developers are appreciated even if the community doesn't always show it.


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https://i.imgur.com/QAUSwN8.png.

floor plan, wedding banquet, 150 guests, 3200 sq.ft (40x80, or 2 floors of the 40x40x3 floor mansion) including dance floor


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It fits according to modern event planning guidelines.

30 feet high means 3 floors.

So 40x40x3 = 4800 square feet / 150 people = 32 sq.ft per person

We allow 20-50 square feet per person for dining in function halls.

You can absolutely get a buffet in there, no problems. For sit down meals it would be workable but tight.

Finally, food for 150 doesn't mean you have to seat 150. People will stuff themselves with the free nosh and eat double or triple.


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Incapacitation also protects players from lower level effects that shouldn't really affect them. "Horde of tiny kobold wizards" springs to mind.

I don't like the incapacitation rules as I think that as a GM I can manage the game without it, but I do see its mechanical benefit.


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dmerceless wrote:
What's really missing, in my opinion of course, is limited-use abilities that let you, the player, choose when you're gonna have your flashy spotlight moment

The reason this was removed in 2E is as follows:

If you have a win button that's limited to once per day, players will fight 1 encounter, then rest for a day. 1E full casters would do this a lot.