Water Mephit

Enchanter Tim's page

Goblin Squad Member. Organized Play Member. 503 posts (21,768 including aliases). No reviews. No lists. No wishlists. 29 Organized Play characters. 36 aliases.


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I'm still here and would be up for playing!

I'm going to have to do a bit of reading to see what's available in 2e. GMQ, this sounds like a Western vibe, or is it just the dusty mining town that's getting to me?

I would probably lean towards a martial character this time (though an Akashic Mystic still looks fun!). Murderbot might be a fun inspiration. The Western vibe also had me looking at Corpsefolk a bit too.


Unicore wrote:
The question to me is about the ally who cannot step, or could until someone else stepped into the only place the character could. It seems weird to say that pincer attack has a prerequisite that a squad mate must be able to step in order to benefit from the ability, especially if they were going to step but an ally stepped into the only place the character could step. That feels a little retroactively countering to the character’s choice.

But that's not unique to Pincer Attack or any Tactic. That's about turn-based combat or not being able to be in the same square as someone else. You could say the same about someone before you in initiative flanking an enemy, and you say, "I was going to go there, but now I can't." You don't get the flanking bonus because of your intent. It is true that there's not a specific order to resolve multiple simultaneous reactions, so adjudicating who gets to Step into the same space could be an issue.

It seems that this is more about what is "responding" to the tactic. If a Commander issues a tactic, and one character Steps, one verbally says, "Yes, sir!", and one raises a weapon in salute, all three have "responded" in some form. Indeed some other abilities like Dirty Trick or Bon Mot or the Sickened condition mention doing things that otherwise have no game value. It just seems to me like that wasn't the intent. The rest of us are reading it to say:

"...that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack (by taking a reaction to Step) until the start of your next turn."


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That seems like a very generous reading of the rules.

Even if I agreed, I would definitely argue that it would use up their reaction.


Hmm, yes, if I were to re-write it, I would only have it apply to squadmates who Stepped and ended adjacent to an enemy (not nec the same one though) rather than being able to Step away and then get the benefit.

But that's not what it actually says.

Quote:
Also, it doesn't matter if your allies/squadmates take the move action or not. The player chooses to respond to the tactic or not.

What do you mean by this? It clearly matters if they don't take the reaction because then no one gets any benefit.


Oof. The "ally" word. So if that had been "squadmates" it would be different? Squadmates includes yourself, right?

So the Commander's own Step doesn't trigger the effect, but he can still benefit from others taking the reation?


I'm in almost this scenario in a pbp game right now, and this is my first time playing a Commander, so I appreciate helping me fully understand this too. Originally I had just thought Pincer Attack let everyone step and then granted OG, but as you're detailing, it's more complicated than that.

In our situation:
Commander uses Pincer Attack and takes his own reaction to Step adjacent to Enemy1 and Enemy2. PC2 is already adjacent to Enemy1, and PC3 is already adjacent to Enemy2. Due to terrain, PC2 and PC3 cannot step without moving away from the enemies, so they do not Step. PC4 (who is a rogue) takes the reaction to Step up to Enemy1. None of the enemies are flanked.

Is this correct?
Enemy1: OG to Commander and Rogue (thus granting Sneak Attack). Not OG to PC3 who did not take a Step.
Enemy2: OG to no one? Despite the Commander Stepping and PC2 already being adjacent to them, PC2 did not Step, so Pincer Attack doesn't grant OG? What if the Rogue has a reach weapon and thus threatens Enemy2, but isn't adjacent?

Edit: I realize a map would make this much easier to understand.


I'm still around too. Great to see you GM Q!

I haven't looked much at Starfinder 2e (SF2e?), but I mainly play Pathfinder 2e, so it shouldn't be too hard to transition over if that's what we want to do. This is my only Starfinder game, but I'm willing to stay with the group.

It would be nice to get a bit of closure on the mystery even if we're not continuing with the AP, but I know that's asking for some (potentially a lot) of work.


I'm going to pull my name from this. Apologies, just not sure I can fully commit.


Love this idea. I'll throw my hat in the ring.

1. Dwarf Sparkling Targe Magus
2. Yes
3. Yes
4. Yes, a consistent group will be fun to build relationships which is hard in normal PFS.


I wonder if after fully digesting the new mechanics of 2e now with all the others aspects of 10 minute rest activities (focus points, treat wounds, recovering versatile vials, etc.), players would be open to returning to the original 'dent' system. It's certainly simpler. It seemed like it was just too much change at the time.

Although it would mean shield blocking the big hits would be the same as blocking the small hits.


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Congratulations! And your contributions to the Dragonkin have been amazing!


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Woo Hoo!!! Congratulations!


I usually think of two options for how to consider a Sorcerer's magical prowess (aka level):

1. Sorcerers have to practice imposing their will on their inherent magical-ness. It's about their technique (perhaps visualizing or simply believing what they want to happen) and efficiency of effort. This makes it relate similarly to everyone else's training. You don't get better unless you practice.

2. What Sorcerers are actually practicing is how to channel the magic being poured into their via their blood into useful effects. As they go, that magic being poured in just gets stronger and stronger. It's not a matter of practicing to get better, it's a matter of learning how to control or simply not die from what is inside you. Your progress isn't up to you, your survival is.

I've always thought of CHA as some magical analog to CON.


GM Tiger wrote:

awfully tempted to try running something like Fall of Plaguestone (since it's a lvl 1 adventure, how hard can it be?)

(famous last words, I know) :)

Multiple character deaths on that one, though it was also the first time any of us were playing 2e. I wonder how it would go with some of the non-core classes and with remaster changes.

I'd join if you did. We could all even play classes we've never played to preserve the newbie feeling.


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Fatal wrote:
The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

If you just take the wording and don't realize that all crits double the base damage die, then you get the mistake. The trait text does not reference any doubling (unlike Deadly). So a certain level of rules knowledge is needed.


Mangaholic13 wrote:

Your idea for a staff Gymnast Swashbuckler can be remedied with the Staff Acrobat Archetype though (the dedication lets you trip or shove with a staff in both hands.

Here's a link to Staff Acrobat on Nethys.

It would be nice to have a reprint of the archetype to update it with newer weapons (or just all staffs) and get it out of the AP source. I mostly play PFS, so access is an issue, but otherwise, a flexible GM could allow the archetype to work with a whipstaff. Would love a way to do disarms without a free hand, but maybe that's just greedy. I could have even seen these as just swashbuckler feats.


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I'd like to do the unassuming farmboy with a simple quarterstaff who has no magic, but still beats the snot out of trained swordsmen. 2e doesn't have double weapons, so no particular synergy there with fighter or ranger. I thought a gymnast Swashbuckler fit really well (loved the riposte) until I realized that without a free hand, you need a weapon with the trip/shove traits to get panache. I'd also love to be able to disarm too as that just seems to fit the vibe.

Using a monk with a bo staff kind of works and can even give him an unarmored feel, but it's limited to tripping only and the mystical part of the monk seem odd. Or maybe it's just that I have a non-mystical monk already and I didn't want to go down the same path.


Rhaegal has never played any of the three either.


Rhaegal Dragonkin (Druid 7, 82xp) is available to show his new dragon-ness.

I have an Investigator 7 too, but he's currently busy.


kuey wrote:
I've done 4-10 but not 4-05. Take it that you would prefer players who can play through both?

I'm in the same situation. Done 4-10, but not 4-05. Would you be willing to do a separate 4-05 game?


With some of the versatile heritages (dragonblood!), I would be willing to trade even a class feat for an ancestry feat on occasion. You could argue that some of the archetypes like Dragon Disciple, Werecreature, Ghoul, etc. do a sort of this, giving you abilities tied to your genetics rather than your skill. Thematically at least.


The Captivator archetype wasn't from SoM, but easily could fit into a remastered version and needs a rewrite for the same schools of magic.


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I'm here!


Interesting. Not what I had interpreted when I initially read it, so this is very helpful!


Just trying to be sure I understand the wording of Quick Bomber:

Quick Bomber wrote:
You interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb.

In 1 action, can I do any/all of the options (draw a bomb, draw VV, use QA), and Strike?

Or can I only do one of those list of actions, then Strike?

If I want to draw a VV, use QA to turn it into a bomb, and then Strike with it, how many actions is that?


VBD, I was looking to make a simple quarterstaff farmer. Seemed like the Swashbuckler might fit, especially with the whipstaff. However, the whipstaff doesn't have the Trip trait (or Shove or Disarm), so how can you do any of those actions to gain panache? And the other staffs aren't agile or finesse to work with the Swash's abilities. Am I missing something or will this not work?


I have a PFS Investigator/Alchemist bomber, and I'm uncertain whether to convert him to the remastered archetype. Up until now, he's benefited from levelx2 amount of bombs to be able to hurl, with his free recall knowledge helping him decide what type is best and Strategic Strike keeping the damage respectable. Devise a Stratagem helps him rarely waste a bomb.

But the remaster archetype will severely limit the number of bombs he has available, even though he can choose the type on the fly. He could revert to using a normal weapon at times, but that seems less fun. He hasn't really needed a real weapon since level 2.

On the other hand, as is I suspect he's going to start to fall behind in damage. His bombs won't increase in damage until level 15 (and never again), and while Strategic Strike will bump up at level 9 and 13, is that enough? He's more of a utility striker, but even then, it might be too low.

With PFS, if I take the remastered Investigator, I probably have to take the remastered Alchemist archetype too, right?


With the new errata on Spellshot, does the dedication really grant Trained in Arcana as it states? The Spellshot Way already grants Arcana as its Way skill, right?

Am I reading this right? Every Spellshot would have Trained in Arcana at level 1 from the Way, so then the Dedication feat would always only give you an extra skill of your choice. Unless there's a method to get the Dedication feat without having the Spellshot Way that I don't see.

Spellshot Errata wrote:
The Spellshot Dedication now reads as follows: You cast arcane spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for spellshot archetype spells is Intelligence, and they are arcane spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. This counts as the wizard archetype for the benefits of Basic Wizard Spellcasting.


Just clarifying: I have an Investigator/Alchemist and I'm not loving the initial look at the Alchemist archetype.

So I have an option of continuing to play him under the Core Rulebook rules, but I must also play his pre-Remaster Investigator chassis as well? Or is the Alchemist dedication be treated as errata and its pointless not to update if that's the portion I don't like?


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Any news on the Alchemist archetype? It sounds like my Investigator/Alchemist who can DaS/RK on a enemy and then grab the most effective bomb to hurl with quick alchemy might have to revamp his actions. Unless he wants the basic VV acid bomb?


Here is my elf whip magus, Jaradel.

Background:
Jaradel moved to Oppara with all the possibilities of the capital city in front of him. He had a plan: excel in his magical studies to gain a position within the government and become a high counselor. Nothing works according to plan. Eight years later, he was penniless and sleeping in a barn. When Gribb was looking for caravan workers, Jaradel jumped at the chance, even taking half-wages for a year to offset his inexperience. He soon learned how to care for the horses, however, and become one of the caravan drivers.

Appearance/Personality:
Jaradel has become of the cornerstones of the caravan team over the past few years. Now that ended, however, he's become withdrawn and anxious. He is a tanned elf with pale hair. Callouses on his hands speak to his work on the caravan the past few years, and on occasion, he limps a bit from where a horse stepped on his foot during the early days. He typically dresses in simple merchant's clothing, though he does have a liking for greens and grays. He's quick with both the whip and the reins on the horses.


I've been playing PF2e a lot lately, but it would be fun to come back to 1e for a game. I'm considering an elf whip kensai magus.

He's a failed academic from a minor magical school. Enough training for a few spells, but nothing serious. He signed on to be a caravan driver for Gribb, his need for a job outweighing any concerns about the man's integrity. He actually found himself good at caravan driving, getting the knack of the whip as well as caring for the horses.

I see him initially as the reluctant adventurer, but feels like he's now back to square one with Gribb and his job gone. He'll start to rediscover his old talents and blend them with his more recent ones.

His progression would follow the whip/frostbite/control magus route.


FreneticKineticAscetic wrote:
So if I personally wanted to really Timmy up a build I’d go for an untamed form / animal companion focused Druid build (what’s better than mauling them with a bear? Mauling them with TWO bears) and cap it off with the Timmyest spell in existence, Summon Kaiju! What’s that? You have a Tarrasque? Well I’ve got a Tarrasque AND TWO BEARS!

I think this is it (and not just because of my name). While I may not be 100% Timmy, when I want a character that makes a memorable scene, it's when my kobold druid decides to finally show that he really is a dragon. And it's not just mechanics or RP. You can damned well bet a Timmy will replace his little mini with a HUGE GOLD DRAGON on the table.

Are the polymorphed stats just descent? Sure. Can a same level fighter crit me to death? Yeah. But no one is going to forget having a HUGE GOLD DRAGON on the battlemap.


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While a major power increase as written, I would have preferred if they had granted the Eldritch Archer dedication instead, stating that they apply the dedication to guns/ammunition rather than bows/arrows. That would seem like the most applicable path.

It would have been fun for them to lean into Conjure Bullet too, rather than away from it. Tie it to Energy Shot and have it auto gain Cold Iron and Silver, and eventually Adamantine material. Maybe you can only do the advanced abilities like Phase Bullet with a conjured bullet.


It's at least possible that this won't apply to Quick Alchemy (and Quick Tincture). Those actions/requirements are distinct from normal Crafting, and as currently written don't benefit from the rule change. While I would love for this to apply across the board, I could see that taking a formula and modifying it to make it more powerful is very doable when you're not under the pressure of someone trying to kill you. When you are, however, then you might need the exact formula for what you're trying to make.

We just won't know until PC2. And in the meantime, as written, Quick Alchemy doesn't benefit from the rule change.


It would be interesting if Sense Motive was a cross-skill action. You use whatever skill is appropriate for the creature you're trying to take stock of, but the stat modifier is always Wisdom (or Charisma?). Sense Motive on a person in a town? Society + WIS/CHA. On a genie? Arcana + WIS/CHA. An animal? Nature + WIS/CHA

Perhaps needlessly complex, but I like that it would depend on how much you know about the kind of creature it is too, but it's not the same as Recall Knowledge.


Gisher wrote:
No, Ruffians still can't Sneak Attack with melee Unarmed Attacks that don't have agile or finesse.

That's a shame. Stumbling stance for the win.


Sanityfaerie wrote:
PossibleCabbage wrote:
Darksol the Painbringer wrote:
I am confident a Ruffian Monk could still pick up a D8 stance feat and roll with it (or even D6 if we have to be semantic about it). The big drawback is having to invest in both high Dexterity as well as Strength, since you won't have any armor to utilize the stance with.
Pre-remaster at least, Gorilla Stance and Stumbling Stance are compatible with armor.

...and both of them wind up being excellent with enough feat support, for those who have some charisma to work with. Gorilla's standard expansion feat gives you a strike+intimidate flourish, and Stumbling Stance is finesse/agile/backstabber, gives a bonus on feinting, and has an expansion feat that (once you have FoB) will give you a free feint on FoB that applies to both attacks. Oh, and that also lets you take Stunning Fist, if you like, to get even more juice out of that single action.

Now, the entire setup for stumbling both takes a while to assemble and is incredibly hungry in class feats if you don't start out as a monk. (2,4,10,12,14 rather than 1,2,6) but the results are pretty nice. If you want to go for Gorilla Stance, you're probably better off going Martial Artist instead. It means that you get your enhancement feat at 8 rather than 12, and you don't need to have both Str 14 and Dex 14

Pre-remaster, the Ruffian still only gets to sneak attack with simple weapons or the standard agile/finesse unarmed attack. So while you're proficient with unarmed, you can't sneak attack with Gorilla Stance, as thematic as that might be for a Ruffian. Is that changed in the Remaster? Unarmed attacks aren't weapons.


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It's really only skills and skill feats that we see the option to choose something else outright. There's lot of places where a choice means you don't get a benefit and there's no recompensation. A Fighter taking the Archer dedication gets very little. And options that give you a class feat don't have wording to choose another (though you can retrain out of the original choice, I suppose).


Knowing that we won't have the remaster rules for the Alchemist and Alchemical Science Investigator, there is a chance that they won't get the benefit. Quick Alchemy and Quick Tincture don't actually use the Craft action, and they both specify that you have to have the formula for the item you wish to create. So technically those actions might not fall under the changed rule. While you might not need higher level formulae for Crafting, you would need them for both of those abilities. Advanced Alchemy might work.

Don't get me wrong, I would love to get the benefit here, and I think it would be weird if you didn't. But RAW, it might not benefit Quick Alchemy.


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I've heard a rumor that the Strength requirement for the Druid's Form Control feat was changed. Can anyone confirm that? That would be a nice change for those druids doing lots of shapechanging, but not needing strength. Always seemed like an odd requirement to me.


I played in a long running game with a 1e beastial mutagen alchemist. It wasn't the build itself that was unique but the viewpoint that the abilities were a curse. Mechanically, the player picked options to advance his powers, but in game, the character saw this as his curse getting worse and him losing control. It also meant that the character's progression was independent of anything he did in the story. Not something you want all the time, but it was an interesting reversal where the character did not perceive themselves as doing anything to gain or deserve the new abilities.


Hawthwile, take Popcorn. I'll play Rings.


Happy to play any, though I might lean towards Popcorn or Reaching Rings.


I was leaning towards using a pregen for simplicity.


Are there any rules/restrictions on what characters this chronicle can apply to?


I'd also be interested in those scenarios. I don't think I've played any of them!


I've played East Hill Haunting, but not Inheritor's Rite. I realize that means not having exactly the same party, but I'm interested. I could also do another series if I haven't already played it.


I'd like to join if you run that one, Watery Soup!


Automaton beastkin = Transformer Beast Wars

Investor to focus on your robot weapon, or Druid to become a multi-changer.

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