Dr. Johnny Fever's page

Goblin Squad Member. Pathfinder Lost Omens Subscriber. 556 posts. 1 review. No lists. No wishlists.


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interesting....much to ponder.

I appreciate the insights!


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Greetings all,

I'm planning a cleric for an upcoming campaign and I'm trying to figure out if the Ecclesitheurge and Herald Caller can be taken together or if that's a rules no-no.

Specifically, a Herald Caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields.

For an Ecclesitheurge, they're proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Also, for the Ecclesitheurge, at 1st level, they designate domain one as their primary and the other as their secondary; they can use their non-domain spell slots to prepare spells from their primary domain’s spell list.

I think the domain selection requirements are different enough between the two archetypes to be legal, but I'm not sure about the armor/weap proficiencies.

Is it a problem if both archetypes strip medium armor, shields, etc?

Thanks in advance!


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From the alchemist class bomb description: "In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies"

From the barbarian class rage description: "While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration"

I'm considering adding some barbarian to my alchemist, and I foresee the question coming up at the gaming table: "does mixing/throwing an alchemist bomb an ability that requires patience or concentration?"

I personally don't think it does, as it should/would state somewhere in the bomb description that it requires concentration to perform, but I could be convinced otherwise I suppose.

Thanks in advance for any feedback!


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I seem to end as the arcane caster for our parties...the others just seem to gravitate to divine casters or full martials.

Within arcane, I love blasters, even though it seems the popular opinion is that blaster arcane casters are not as powerful as their save-or-suck brethren.

As a blaster, sorcerer is significantly better than wizard, and I usually go Orc bloodline for the +1 dmg/die.

...either that or I pick arcane bloodline (sometimes Sage to use int) and throw the Havok blood mutation on for the dmg boost...we have an unspoken agreement not to stack Havok with Orc...the damage got out of hand, tbh.

Also, I’ve done the sorc 19/1 wiz dip for admixture dmg boost, but it’s hard delaying your next level spells by another level, so I don’t go that route anymore.


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Nice...looking forward to that


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That makes me doubly excited for this project...any thoughts on scope?

Advanced Players Guide?
Advanced Class Guide?
Occult Adventures?


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Lasombra Rulz others drools!

...also I’m totally in for at least the NPC Codex 2

Lots of classes need them stats...but here’s the thing...

Could you work with Wolfs Lair on stats for Hero Lab?

That’s where the original NPC Codex adds value to our game


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Interesting...sounds like a viable alternative to what we’ve seen in past editions.

Thanks for the info, all!


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One of my group's major complaints about PF1 (and OGl 3.5) was there was no limit to the number of spells a character could have active at the same time.

While, on the surface, this seems like a great idea, in reality it was a time sink keeping track of the buffs and their durations, especially at higher levels, where people could have 10+ buffs active at once.

Does P2E do anything to limit or address this?


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I was hoping magus and inquisitor would be two of the first to return, but at least Oracle is getting brought back quick


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Hello,

My order # 7495489 came with a damaged box and, while most of the contents were thankfully untouched, my beloved copy of the Pathfinder 2 Core Rulebook was not so lucky.

https://i.imgur.com/LUTF0nb.jpg
https://i.imgur.com/a8evPpD.jpg
https://i.imgur.com/k1DzCEz.jpg
https://i.imgur.com/6PAZCGG.jpg

Can I request a replacement copy?


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My group’s been using d20Pro for years and I’d recommend giving it a try. It’s cheap for a GM license, and easy to get started with.

Most importantly for us, it has a pretty robust Hero Lab .por Importer. We’re heavy users of HL, so that’s key for us.


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I'd love to see a 17th-19th level adventure that is setting neutral, advances characters 2 levels and, if your bravery truly knows no bounds, has an appendix for using mythic rules with the adventure...


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Another request for level 15+ adventures. Even better if you can do mythic rules too. While I understand the reasons why there are WAY more lower level adventures, I still think it's a huge shame that basically a third of the level range (14-20) has so little published content.


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Ok thank you all for the great info! You've given my GM and me a solid place from which to start the discussion.


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My 17 Druid/2 Barbarian is taking Leadership at 19th level and I'd like him to have an Awakened T-Rex as his cohort. Does anybody have any suggestions or guidance on what the effective cohort level would be for such a creature?

Thanks!


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I was wondering this same thing. As soon as Mythic Monster Manual and Mythic Heroes Handbook HL files go live I'm throwing money at them...


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My question is this...if a Druid already has a template like Half-Fiend/Celestial/Dragon/etc, what parts of their template, if any, continue to function once they wildshape into, say, a dinosaur?

It's been pretty clearly laid out (IMHO) that, per RAW, you cannot W/S into a templated creature (e.g. no Dire-Apes with Advanced template). But what if the base creature already has a template? Does W/S also 'remove' that template in the new form?

If it's 'some-yes/some-no', things can get tricky with some of the more involved templates. A half-dragon Druid that W/S into a dinosaur now has to consider what happens to their:

1. Ability score mods
2. Any elemental resistances/immunities
3. Flight from wings
4. Claws/bite attacks
5. Senses (Darkvision, low light vision, blind sense, etc)
6. Damage resistance
7. Spell Like or Supernatural abilities

...to name just a few things.

Thanks in advance for any thoughts!


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So can a natural weapon weapon fighting style ranger or beast totem barbarian get the buckler AC bonus, make both their claw attacks AND not take any minus to hit? That's pretty sweet....


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Obviously our naming likes/dislikes are unique to each person (and probably strongly influenced by our primary language/global location), but, in my gaming group of 4 (scattered throughout North America and gaming-enabled through Mumble voice chat and d20Pro virtual tabletop), the following names/words are avoided simply because of how they sound:

Norgorber: I have a player that's avoided making evil stealthy religious builds to this god simply because of how strange this name sounds. Maybe it's the '-gorber' sound?

Rovagug: For a god that I consider to be 'The Big Bad' of Golarion (equaled only, perhaps, in evil street cred/power by Asmodeus, whose name is super awesome sounding, btw), this name sounds underwhelming. Really anything '-gug' fails to convey danger or power (totally IMHO, clearly).

Psychopomp: the '-pomp' sound kills this race's ability for us to take it seriously.

No offense is intended to the individuals responsible for the above listed names; they just aren't my group's cup of tea.

Wow, talk about a YMMV/personal preference discussion!


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I'll preface this with stating that I have no game time experience playing a kineticist, but as I level up multiple builds in Hero Lab from 1st - 8th level, all of them lead me to believe the class has two problems. One can be fixed by Paizo over time in a straight forward manner, the other is a fundamental change to the class and would require an 'Unchained Kineticist' -level change.

The first problem, lack of variety of powers, will hopefully be fixed over time as Paizo releases new material. It'd be great if they just went whole-hog on the solution all at once and released 'The Kineticist's Handbook' with 50 new powers, but we'll see what the buying public's appetite is for more pure kineticist material.

The second problem, sadly isn't going away on its own. Kineticists do not gain enough powers as they level up. If they received a new utility power every level, they'd still be balanced. No, actually they'd BE balanced. Right now leveling up a kineticist gives almost none of the level by level thrill of leveling nearly any other class. What is gained is too little. Now give the kineticist a new utility power every level (including giving them one at 1st), and the class feels more equal to say, sorcerer, Druid, or alchemist in terms of versatility.

Sadly, there is no magic wand to wave that can easily retcon the Kineticist's core class-provided number of powers, so...unless future supplements knock my socks off with a mountain of new kineticist content, I'm going to pass on the class for something that dangles more shiny options in front of me on a level-by-level basis.


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Bill,

I gave the FGG website a try Friday night, Saturday night and today but the NSC PF hardcover still shows out of stock. Any idea if the site is having issues tracking inventory? As soon as it's available, you'll have one sold!

On a side note, do the Player's Guide and poster map come included with the NSC hardcover or are those separate purchases?

Thanks!


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Bill,

Thanks for the heads up. The NSC hardcover still shows as out of stock on the website but the Player's Guide is available (got one in my cart as I write this). I'll keep trying throughout the afternoon...maybe the site is just being cranky about updating availability.


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Bill,

Any idea when the PF hardcover of Northlands Saga Complete will be available on the FGG website? My F5 - refresh key is getting worn out trying to put one into my shopping cart...


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Can undead or constructs be bewildered? Is it considered 'mind affecting'? I didn't see it typed as such in the description but something about the sound of bewildered seems 'mind affect-ish'...


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I want a 224 pg hardcover of 'Ultimate Svirfneblin'. Does this make me a bad person? More svirfneblin in the next Darklands supplement, please!


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Bill,

Is there a trick to pre-ordering Northlands Saga Complete on the FGG website? As of this morning, when I try to add a PF hardcover to the cart it just tells me it's out of stock and doesn't give any pre-order option. I sent an email to customer support via the website's Contact Us function on Tuesday but I haven't heard anything back yet.

Thanks!


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Silverhair,

Yep I think that's the next step. I'm really kicking myself at this point for not getting the scratch together to pledge the KS when it was live. The original Northlands stuff was great and the added material in the Complete version looks like it turns it into a full fledged campaign, so it's worth the additional effort to try to get a copy when it does become available.


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GM Rednal,

I've been trying the FGG store (same link you posted) for a couple of weeks now, but if you choose the hardcover it just tells you it's out of stock (no preorder option available there AFAIK). If you try PDF only the site just tells you your cart is empty without actually letting you purchase it.


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Greg,

Any idea when the Northlands Saga Complete will be available for purchase on the FGG website for those that weren't able to get in on the Kickstarter?


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A mythic AP that has the potential to culminate in the return of Aroden. Seeing his write up in PF 100 makes me think he's way too cool to leave perma-dead. Obviously this wouldn't become canon, much like closing the Worldwound in Wrath of the Righteous didn't become canon.


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They might not be 'notorious' but I still really hope for material on svirfneblin...also duergar (and they ARE notorious).


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@Herald Frog: yeah it was more a matter of getting the finances to line up at the right time as opposed to awareness about the KS. Real Life raided my discretionary spending fund at the exact wrong time (there really isn't a good time for that).

@Greg: thanks for the info. I'll definitely keep an eye on the FGG store for copies to go on sale once KS fulfillment is finished. Keep up the great work! Between Sword of Air, Cults of the Sundered Kingdom, and now The Northlands Saga, 2015 has been a big year for FGG!


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Doh...missed it by that much (said in my best Maxwell Smart voice). Will there

a) be an opportunity to purchase The Northlands Saga through the FGG website after it releases

or even better

b) is there still any window for direct paying FGG to get a pre-order placed now?


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Lol NVM...I just found a nice 3 story floor plan (well 2 story but the text lists the 3rd as identical to second). It's the Inn of Six Candles from the awesome 'Bard's Gate' product from Necromancer Games (2006).

I knew I should have checked for another 10 minutes before starting a thread :)


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All,

I'm running a campaign where the PCs will be based out of a large 3 story inn and tavern, and I'm trying to find a floor plan to cover the place. I've looked through my usual assortment of pdf resources, as well as some Google searching, and come up empty handed. The reason I'm looking for 3 stories is that is how the inn is described in the published adventure that I'm running, but there was no floor plan provided.

The place is centered around merchant traffic coming to and from a large exterior gate in the city walls of a large city, in that city's merchant quarter. I suppose, in a pinch, I could take 2 different second story floor plans from two different inn layouts and call one the 2nd story and one the 3rd story, but I'd really like to find a single floor plan that was designed from scratch with 3 stories in mind.

Thanks in advance!


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James,

I'm GMing a campaign with evil aligned PCs in Isger, and two questions have come up as I prep for this campaign:

1. What is the Hellknight's official stance on diabolism and devil-worship? Does it vary by order?

2. Are there any PF for growing settlements when the PCs are not rulers of an entire country? My PCs will be be taking over a PF conversion of The Keep on the Borderlands, but they aren't going to be rulers of a full country...how can they grow their single community?

Thanks!


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Megaraptor: please give this dinosaur a full entry of its own, instead of merely explaining how templates could be added to the velociraptor as was done in the first Bestiary. There is a significant gap in the list of large dinosaurs. By adding the Megaraptor the book gives shapechangers who focus on dinosaurs a little love.


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Thanks for the responses so far! Mythic rules may be the exception to our house rule of no 3rd party content, as there appears to be little new or upcoming support planned (at least not major supplements) from Paizo. I'm going to take a look at both The Mythic Heroes Handbook and the mythic line from Legendary Games.


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So I'll be DMing a homebrew campaign coming up where the PCs will attain 10 mythic tiers over 20 levels. One of the players is considering a druid who focuses heavily on wild shape. Looking at the mythic rules I see two major holes in the Paizo mythic rules (we don't allow 3PP content) as they pertain to druid's wild shape ability.

1. There is no way for the druid's wild shape, to my knowledge, to attain the benefits of the mythic beast shape spells, since there is no path ability that gives this benefit and the beast shape spells don't show up on the druid's spell list (so they can't get short duration access to the mythic version through mythic spell casting either).

2. There is no Hierophant equivalent of the Archmage path ability Shapeshifting mastery, which gives extremely useful abilities to shapeshifters by setting their natural attack base attack bonus equal to their caster level.

Proposed changes:

(Note: I specify beast shape above and below, but the same problems/proposed solutions exist for elemental and plant wild shape.)

1. Add a tier 1 hierophant path ability called 'mythic wild shape'. Prerequisite: the character must have wild shape as a class ability. Benefit: By expending one use of mythic power as a character wild shapes into a form granted by beast shape I-IV, that use of wild shape provides the benefits of the equivalent mythic beast shape spell.

2. Add a tier 1 hierophant path ability called 'shapeshifting mastery'. Benefit: Your ability to magically adopt other forms is unparalleled, and you can expertly translate your divine might into brawn. You add half your tier to the caster level of spells or abilities from the polymorph subschool. While under the effects of a spell or ability of the polymorph subschool, you can use your caster level instead of your base attack bonus when making natural attacks that rely on your new form.

Does anyone see any problems with the above house rules? Are there other issues that I haven't picked up on with mythic wild shape rules?

Thanks!


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Most of the eidolon type-specific abilities I like, with the exception of the devil. Bonus' to bluff and diplomacy, while tying nicely into the devil theme of conniving tempter, lends itself to the eidolon now being the face of the party. Anything that takes away from the players actually communicating to NPCs using their own skills feels <weird?/not good?> to me.

Certainly it could be house ruled into being something else, and/or the GM could very reasonably expect that the player directly speaks as the eidolon during these times, but a different non-social interaction based ability would have worked better for me out of the box. Skill focus (UMD) maybe (edit: can eidolons use wands/scrolls w UMD...I forget)?

But overall the rest of the type-specific powers for all the types seemed pretty useful and logical.


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Lord Fyre wrote:
Serisan wrote:
Dr. Johnny Fever wrote:
The class really deserves to have a 9 level spell list with this new reduced eidolon; I believe it would be very in line with the power levels of the other 9 level 3/4 BAB classes (shaman, cleric, druid, oracle).
I only want to focus on this statement as I haven't seen the book yet. Because the summoner is an arcane caster, keeping it at 3/4 BAB and moving to 9 levels of casting would be breaking the design rules.

True. But I doubt Dr. Johnny Fever would have complained about making the Summoner a 9 level spell list if he then had to have a d6 hit die and 1/2 BAB. :)

Fixed your post for you. ;)

The balancing factor here is that, in a world where 3/4 BAB arcane casters had 9 spell levels instead of 6, those spell lists would be much more limited than the wide open list available to 1/2 BAB arcane casters: wizards, sorcerers and witches.

Summoners would have summoning and buffing spells. Bards would have mind control, utility and buffing spells. Magus' would have direct damage and little else (buffing too probably).

Just to bring it back around to the topic of this thread: I didn't particularly like the APG summoner (eidolon left itself open to troublesome levels of min-maxing and a spell list that led to item creation loop holes and spells gained earlier than on the wizard list) but PU results in something worse...a class whose mechanics don't seem to adequately fill a niche in the stable of available PF classes.


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Matthew Downie wrote:
Dr. Johnny Fever wrote:

The eidolon types get some abilities baked in, but the point value of them, combined with the level provided column totals, heck even extra evolution included, results in an eidolon that's pretty much on par with a druid's animal companion, especially after the animals 4th or 7th level advancement.

Now compared to the Druid: it gets 9 levels of spell casting, two strong save columns and wildshape (a very powerful ability).

Had the PU summoner been rewritten as a 9 level caster it might have been balanced against the druid (summoning SLA being IMHO of equal value to wildshape) given the now reduced power level of the eidolon.

The druid's generally considered to be at the far upper end of the power spectrum, though. In a party consisting of, say, Bard, Unchained Summoner, Alchemist & Ninja, would the Summoner seem weak?

Given the power level of alchemists (very powerful, they somehow get a pass on touch attack -bombs- that gunslingers get crucified for -guns-), massive utility of bards (though I could make an argument that they should be 9 level 3/4 BAB arcane casters as well) I think a 9 level caster summoner would do well in the party you described; I have little practical experience with the ninja, although I've read the class description.

Really any class should examined on its own merits IMHO, not in a party of x,y,z...that's very difficult analysis to do given the large number of classes that PF offers.


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Serisan wrote:
Dr. Johnny Fever wrote:
The class really deserves to have a 9 level spell list with this new reduced eidolon; I believe it would be very in line with the power levels of the other 9 level 3/4 BAB classes (shaman, cleric, druid, oracle).
I only want to focus on this statement as I haven't seen the book yet. Because the summoner is an arcane caster, keeping it at 3/4 BAB and moving to 9 levels of casting would be breaking the design rules.

While I certainly see your point, I believe that design rule was broken by the design team itself when they allowed fireball as a divine spell and gave it to Druids clerics shamans and oracles. Numerous other examples abound (ice storm stoneskin spell turning etc).


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Pathfinder Lost Omens Subscriber

Having read the Unchained version, and having played two APG summoner previously (1 to 9th level and one to 12th), here's my opinion on the PU version:

Too much reduction in evolution points. The eidolon types get some abilities baked in, but the point value of them, combined with the level provided column totals, heck even extra evolution included, results in an eidolon that's pretty much on par with a druid's animal companion, especially after the animals 4th or 7th level advancement.

Now compared to the Druid: it gets 9 levels of spell casting, two strong save columns and wildshape (a very powerful ability).

Had the PU summoner been rewritten as a 9 level caster it might have been balanced against the druid (summoning SLA being IMHO of equal value to wildshape) given the now reduced power level of the eidolon. 9 level caster summoners also removed the complaint they get stuff earlier than other 9 level casters. They both get 3/4 BAB so that's a wash. The Druid still has 2 strong saves to the summoner's 1, but that could have been understood as being similar to oracle's will only save vs the cleric fort and will.

As it stands, the PU summoner comes up pretty lackluster in terms of party rolls it could fill. Lol looking at this analysis, the original one, with all its warts (overpowered eidolon, wonky 6 level spell list that was a constant source of contention) also failed to achieve anything other than allowing players to free form create eidolons in any form they could imagine, and cheat the item creation rules using the bizarro 6 level summoners spell list.

The class really deserves to have a 9 level spell list with this new reduced eidolon; I believe it would be very in line with the power levels of the other 9 level 3/4 BAB classes (shaman, cleric, druid, oracle).


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So as I look at the Sacred Summons feat I notice it has a requirement of an aura, like a Cleric's Aura. Is there any (Paizo Published) way for a Druid or an Oracle to get such an aura and qualify for this feat?

Thanks!


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Oh man the multiclassing and stamina rules in PU might actually get me to take my unplayed fighter 20 build out of mothballs and give it a go!

There now I've made a statement concerning the topic of this thread, so I don't feel bad about adding an off topic bullet point:

Because I don't have nearly the RPG preparation time in my life that I used to (being a husband and father), my opinion of HL is this:

Hero Lab is the greatest thing to happen to RPGs since dice and imagination.


Pathfinder Lost Omens Subscriber

Personally? I'd remove the eidolon altogether, leave the summon SLA as is, give summoners strong fort and will saves, and let them quicken self buffs like a warpriest...make them a magus that summons instead of blasts...


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I'm mostly stoked to see the monk (love what I'm hearing about full BAB and d10 hp) and summoner rewrites (please don't nerf the spell list...nerf the eidolon if you must but not the spell list!) and I'm mildly curious about the rogue reboot. The barbarian is already playing out really well in our group as is so I don't think we'd jump on a new version of that, but who knows...


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I was wondering...has anyone statted up STAP conversions using Hero Lab?

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