Red Dragon

Dragonborn3's page

RPG Superstar 6 Season Star Voter, 8 Season Star Voter. Organized Play Member. 9,931 posts (32,884 including aliases). 4 reviews. 3 lists. 2 wishlists. 1 Organized Play character. 105 aliases.


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Theaitetos wrote:


Biggest letdown: The Battle Oracle's Weapon Trance spell now finally works, lasting for a minute without any sustain. But that begs the question: Why not just give Battle Oracles martial weapon proficiency and make an actually interesting focus spell?

Because then the Animist focus spell, Embodiment of Battle, might get overshadowed and we cant have the newer books with the stronger stuff not sell. /sarcasm

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Your level.

It's certainly better than "Look at all these skill feats I could take at level two if I were only a rogue."

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Pronate11 wrote:
Dragonborn3 wrote:

With the errata to Reverse Engineering we got, shown here ** spoiler omitted **

I would like to see Magical Crafting changed to also only require Trained instead of Export. There are only, what, two classes that can get Expert Crafting at level two? Why can a rogue know how to make magic items before any Spellcaster can?

But every level 2 skill feat requires expert in the skill. Reverse engineering was weird because it was a class feat. If we're changing magical crafting, we would need to change like every level 2 skill feat.

Then we should. You should be able to get a lv2 feat at lv2.

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With the errata to Reverse Engineering we got, shown here

Reverse Engineering:
Page 25: Update Reverse Engineer’s prerequisite to “trained in Crafting” so you can select the feat at level 2.

I would like to see Magical Crafting changed to also only require Trained instead of Export. There are only, what, two classes that can get Expert Crafting at level two? Why can a rogue know how to make magic items before any Spellcaster can?

Shadow Lodge

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Tridus wrote:
Dragonborn3 wrote:
Allow other alchemical dedications/class features to recharge versatile vials for their specific feature. This brings them in line with the (freshly edited errata for) Firework Technician. Herbalist, Investigators, etc.
This was just removed from Firework Technician except for its pyrotechnics specifically, so I doubt anyone else will be getting it.

The key part of what I posted "for their specific feature". So an Herbalist recharges herbal vials like Firework Technician now recharges pyroclastic vials.

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It's sad, because it let non-alchemists use their options more. I would really like it if this means every other way to get versatile vials also gets a specific type recharge. Or they shift back to large batches like in Legacy.

Shadow Lodge

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I'm glad Gunslingers can now actually use Quick Alchemy to make and use Alchemical Ammunition. Also glad that Firework Technician kept its recharging vials. Now if all the other alchemy dedications got that we could lessen the amount they get and let Alchemist have the most Versatile Vials at a time. :)


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PossibleCabbage wrote:
The problem with Mountain Stance is not that it's benefits are poor, but in "how the GM might interpret the requirement 'you are touching the ground'." Since sooner or later you're going to have to fight a flying opponent.

Also you can't be in a stance during exploration mode, so they take an action to use.

Shadow Lodge

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Theaitetos wrote:
Blog Post wrote:

Player Core

Several feats got improvements to be more appealing for the characters they’re meant for.

If that were true they would have changed Sure Strike to only work with spell attack rolls, not nerf it into oblivion.

That would have stopped the abuse of others using it to enhance their Strikes, while leaving it usable for casters, who already have crap attack rolls.

Ah, but you see, this is 2e casters shouldn't be getting attack rolls, only feel bad when creatures succeed at the DC. /half-joke

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Maybe we can get spell attack runes now...

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Arcaian wrote:
Didn't Rage of Elements get pretty detailed errata earlier this year?

To fix mistakes and stuff, not the fact Blasts and Impulses interact with pretty much nothing outside of a single item.

Shadow Lodge

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Makes me wish the multiple rounds of play testing would come back so we could get more runes and see how feedback was taken.

Seeing more runes would be enough, honestly...

Shadow Lodge

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I wonder when Pathfinder Infinite is going to make Wizard+ now...

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YuriP wrote:
Bards have some flavor about accumulate knowledge due the polymath muses. That's why they keep their spellbooks. Sorcerers flavor is more about innate magic.

And they wouldn't study their magic to understand it better because...?

Sorry, but I really don't see the "I was born with magic, so I have always had instant, complete control over it" doing well.

Shadow Lodge

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Sounds like flavor torn away for no reason to me.

EDIT: Yet Bards still somehow get to keep their spellbook feat in the Remaster...

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Deriven Firelion wrote:
Dragonborn3 wrote:
The fact arcane sorcerers lost the spellbook saddens me. It was pretty much the only reason I picked arcane haha.
Arcane Evolution is gone? So they nerfed the sorcerer to make the wizard more attractive. Heh.
John R. wrote:
If Arcane Evolution wasn't reprinted, it should still exist as a legal option by default. If it returned but was changed...then yeah, you're right. I don't know what actually happened with it but I don't think I've heard of any of the evolution feats getting changed....

Not gone, it just doesn't have the spell book anymore and got some slight changes to go with that loss.

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The fact arcane sorcerers lost the spellbook saddens me. It was pretty much the only reason I picked arcane haha.

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Twiggies wrote:

Wait, so the super awesome curses which are what drew me and Im sure others to the oracle, like oracles big defining feature, are being taken away and locked behind feats? We have to spend feats, things we usually want to buff ourselves, to bring back the curse/kiss gameplay, which is not necessarily a buff?

Mmmmmrgh.

I was happy that they're finally giving free spells so that flames oracle doesn't feel sad. But I think this might be worse. :( obviously tooo late in the prints to change it now.

Makes me wish Paizo had time to actually let us playtest and give feedback, so at least some of the blame on PF2Re is on Wizards of the Hasbro.

This and previous Remaster stuff does not bode well for the Vending Machine class.

Shadow Lodge

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So... the big flavor bit of the Oracle is now no longer really available unless you spend very sparse class feats? Human power remains, I guess.

Shadow Lodge

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Oh, no need to speculate much on that. Its a given. Especially with old books getting errata to make them into Remaster style books.

Shadow Lodge

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I wonder if Oscillating Wave will get errata so its not permanently stuck on cold damage after casting a single fire spell.

Shadow Lodge

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Sibelius Eos Owm wrote:
Dragonborn3 wrote:
So we can't keep using the old spells because you chose to errata them. I wish that was a surprise.

Which old spells were you particularly keen on that weren't simply caught up in the [+mod] patch? Because, like, there's a few, but I feel like it was probably unrealistic to expect then to ignore the +mod spells when unifying those was an explicit goal for spell balance in the Remaster.

The spell I saw most people taking assurance that it would still be available - Shocking Grasp - doesn't seem to have been affected by this errata.

Truthfully, I'm glad that they chose not to leave a bunch of weird outliers wrt to the +mod thing.

How are we supposed to use the old spells if we want to when they are making them into the Remaster spells though? We might have the old books, but then people are coming to the same game with very different books. We have the PDFs, but we can't choose to update only the parts we want so now we need multiple pdfs of the same thing. Online resources will change to match the errata even if they said they'd toggle the Remaster because the errata is not the Remaster.

Shadow Lodge

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So we can't keep using the old spells because you chose to errata them. I wish that was a surprise.

Shadow Lodge

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Cyder wrote:

I think cleric is my favourite of the remasters so far.

I kind of wish sanctified ground was a skill feat based on religion to open it up to more classes (even if it required ability to cast vitality energy spells as a pre-req). I find feats that grant pure out of combat utility something I want for skill feats not class feats. My divine sorc and summoner would love this. It would also buff the non spell cast utility of magic knowledge skills (arcane, occult, nature, religion).

Otherwise I love everything presented here. Cleric was already a super strong if a little boring class, not sure why it got a lot more love and help over ranger/wizard.

Kinda makes me wonder if Free Archetype might just be baked into normal progression. I know I'd love that and Ancestral Paragon (ancestry feats are soo cool but so few and far between...) for sure.

Shadow Lodge

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Blave wrote:
Dragonborn3 wrote:
Hoping the Alchemist is next. I wanna see what the item vendor class is becoming. Hopefully the Bomber at least gets better at hitting with their namesake...

Next for what? An Overhaul? We already know it'll get one.

If you mean next for a preview blog, that's not going to happen since the remastered alchemist is not happening before Player Core 2, which is still like 9 months away.

Hey, if they gave us a brief "here's what we're thinking about" that would be enough. As it stands I'm mostly just worried a lot of what's coming out will be "should have had a playtest" material, at least where classes are concerned.

Shadow Lodge

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Wow. A level sixteen feat to reload when you cast a spell. Revealed far too late to be changed so people actually get to use it.

Hope this means adventure paths are gonna start reaching that level.

Shadow Lodge

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Ask your GM for the source of his reading of the RAW? As it stands now one good thing a Witch can do is use the cackle focus spell two times and have up to three spells sustained as a result.

Shadow Lodge

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So I used Pathbuilder to make a quick gnoll bard with "Sponsered by a Village" to get some base stats.

You have a 16 Charrisma, which is fine, and an AC of 17 which you can get to 19 with a shield (which anyone can use).

What I don't get is why he thinks the necessary formulae for success is an 18 in your main stat, minimum AC of 18, and DPR enough to wipe out any combat in three rounds. That doesn't sound a lot of what I hear other people talking about when they talk about the game.

Shadow Lodge

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Probably not a 'small' change, but I'd love it if a lot more spells had variable actions, like Heal or Horizon Thunder Sphere.

Talisman Dabbler not having the 'half your level' restriction anymore would go a long way towards making me want to play it again too.

Shadow Lodge

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It's been really cool to talk to people from here again. This story was probably the best thing I had going back in high school. Heck, I even wrote a prologue story that I still consider some of my better writing (which still pretty cringy haha).

The urge to make a discord server just to have a more regular place to chat is pretty tempting, game or no game.


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Kryzbyn wrote:
Would everyone who was still a champion remain a champion after it's all said and done?

If I remember correctly the only real ways to stop being a champion were to die or become immortal.

I think being able to just quit if it no longer suited you would have struck a nice... balance. ;)

Shadow Lodge

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The Dalesman wrote:
Not that I have any problem at all with a much happier ending - just figured it might be time to 'pay the piper', as it were...

Oh, yeah, that is a great idea too. Probably where Adsila and Razule would have fallen, for sure. Ormarr, in a grieving rage over the death of the people that was essentially his sister and little brother, would have soon followed. Though he would have gone full Progenitus Hydra doing so.


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I'd love to know what happened with Michael and Kitty. ^-^

My Characters, based on what I knew about them and not anyone else's plans:
I know Taron and Kam were going to have a mostly okay ever after. Their children would have caused just as much trouble as the Sunwake Triplets did. How nice to have grandparents willing to babysit!

Alton would have quietly left once everything was safe... and the fire rats he constantly worried over were going to be revealed to be the clones of clones of clones (you get the idea) of polymorphed red dragons the firebird leaders of way-back-when had used to power their spacefaring.

Anthony would have ended up part of a city guard/forest ranger back home.

Belyu would have eventually gotten some much needed therapy as she was a hive mind colony posing as the human it subsumed. She was also the leader of Triad, which did in fact have more than three members.

Gareth was going to be language teacher at Avalon.

Ryo would have eventually settled down and remarried. His children would have been quiet happy about this and end up becoming teacher aides and later on professors in their own right.

Merihk, who I didn't get to use much, was Lysander's reincarnation from when Balance's Champion put him back in his proper place in time.

Oniero would have gotten some sleep! He's done this now in two different yet similar homebrew settings, one of which Lyn played in (he went by the codename Mache in that one).

Pyrrhos would have caused an uproar when it was discovered his father was a sea elf and that's why he didn't have any firebird mutations or afflictions like the others.

Pyry was probably gonna end up just moving somewhere cold and living out his days there. Making clothes out of ice for people, most likely.

Taika was always gonna end up one of the better magic item crafters, especially since she worked on her own skeletal system and replaced parts of it with extra magic items slots. Its why she is heavier than she looks.

Others I had would probably just stay on as professors.

Shadow Lodge

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Heh, seeing Michael just two steps away from Kitty and posed like that is kinda funny. Cute though.

Shadow Lodge

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So the solution to a game system that gives so much to players for use is... do even more work as a GM? And that's the GM's fault?

Also hi again everyone. Seems I missed a fair bit haha.

Shadow Lodge

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The Dalesman wrote:

Well, we certainly have...events unfolding around our favorite hobby, don't we?

Interesting times, indeed...

Interesting enough the 5e Monster Hunter creator I followed is now working on converting all of it over to PF2e and between that and Hasbeenbro's awfulness I'm actually looking at PF2e for the first time since the awful playtest just to have it as an option.

I might not like PF2e, but damn if I am gonna missout on a chance at a Monster Hunter game!

Also, hi all! Hope everyone is and has been well.

Shadow Lodge

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Ah. the nostalgia.

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Popping on the Alchemist train for a bit, there is at least one or two archetypes for it that replace mutagen... and then go out of their way to say you can't pick up any of hte discoveries that are explicitely for getting MUtagen or its counterparts back.

That was the entire point of the discoveries, and the archetypes made that way just felt like cruddy design.

Shadow Lodge

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It could have been an interesting paladin archetype too.

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There is also Paizo's own rule for catching up on experience. Use this and when someone misses a session their characters can still gain experience.

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Here is the Monk pdf for the Talented series.


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thorin001 wrote:

Fresh onyx!

Get your fresh onyx here!

You move along. I already have an established business contract with this guild.

Shadow Lodge

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Dragon78 wrote:

Options that you could change one or more class features from a list. Archetypes are nice but many times they replace something you do not want to change.

An optional rule that lets you get one class ability/feature(for free) from another class at 1st level would be nice. Stuff like bardic knowledge, channel, evasion, lay on hands, monk AC, unarmed strike(brawler/monk), uncanny dodge, shifter claws, trap finding, etc.

There is a series of 3rd party pdfs that does this. The Talented [Class]. It is basically all the archetypes and various abilities [class] could get but you can now mix and match those abilities.


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This is going to be a most lucrative business arrangement.

Shadow Lodge

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Long ago there was a Doppelganger who traveled a lot and saw many places and cultures where people had pets. They didn't have one and set about getting one so they would have a traveling companion. Each time they got one it went well until they used their natural shapeshifting ability. Once that happened the animal would become distant, try to run off, or even attack the Doppelganger.

Quite upset by all of this, the Doppelganger came to the conclusion that if they wanted a pet, they would need one that could shapeshift as well. One that could even go with them into places pets were normally not allowed. With a bit of research and large payments to a Druid that dabbled in fleshcrafting the Doppelganger finally had the pet they so desired.

That, young would-be-adventurers, is the story of how I brought Mimics into the world thousands of years ago.

Next Prompt: Pseudodragons!

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A belated Happy New Year, everyone.

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Playable in PFS or just in general? Because they did do a lizardfolk race in Advanced Race Guide. Left out the Hold Breath for some reason though.

As for the slams... Tanuki have a Slam attack but nothing in their art shows what they would slam with. Probably a subtle nod to the real world lore.

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I wish they had added a line saying that once you had worn a magic item long enough that it changed the bonus into a permanent bonus(Belts, Headhands, etc) saying once that particular item had done so you could take it off and put it back on.

Because otherwise we get people constantly wearing belts and headbands into the bath.

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Deekin Songscale was the only companion I ever kept in Neverwinter Nights II: Hordes of the Underdark. Simple too cool to get rid of him.

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