Pathfinder Lost Omens, Rulebook Subscriber
Finoan wrote:
Sounds an awful lot like the first Digimon TCG.
Pathfinder Lost Omens, Rulebook Subscriber
Peachchild Leshy Ranger Beastmaster. Basically Momotaro at home. He's inspired by the legendary figure, but has completely different animal companions. Thinking maybe insect animal companions to get some Issun-boshi kind of motif. So starting with maybe a beetle for an early mount that can travel hella fast (companion's cry plus beetle's advanced maneuver let's it Stride four times), no idea what additional companions though beyond maybe a Giant Wasp for aerial support. Options seem pretty slim from what I can find. Courageous Tanuki swordsaint wielding a liuyedao. Waffling between Obedience Champion and Aloof Firmament Magus. Master of transformation using Ancestry Paragon variant rule to get both Everyday Form and Teakettle Form lines. Probably can fit in both Ponpoko and Ponpoko-pon as well.
Pathfinder Lost Omens, Rulebook Subscriber
Just to throw my suggestion for how to handle property runes with ABP into the mix. Shortly past the ABP section there's a small variant rule called High-Quality. I use that as the limiting factor for property runes as a replacement for potency runes. I keep item bonuses, but they are treated as potency bonuses and vice versa, thus do not stack. You simply take the better of the two if you have both.
Pathfinder Lost Omens, Rulebook Subscriber
@Samurai would the shield be ruled to take the larger half if damage can't split evenly? For example, you block a greataxe with a Hide Shield which normally has a hardness of 4 (treated as 6 against bludgeoning strikes) and the total unmodified (by blocking) damage of the attack is 15 which leaves 11 points. Does the shield take 5 (half rounded-down), or 6 (half rounded-up while you take the remaining half rounded-down to 5)? The former lets shields last a smidge longer, while the latter offers a greater sense of verisimilitude.
Pathfinder Lost Omens, Rulebook Subscriber
Squiggit wrote:
Because in exchange the Guardian would get normal martial proficiency levels for attacks same as Rangers, Champions, etc.
Pathfinder Lost Omens, Rulebook Subscriber
Meanwhile Explosive Dogslicer is buffed in both modes with the addition of Fatal d10 to ranged mode and Agile on the melee mode. Almost makes everyone going combination weapon want to be either half-gobbo or half-human. Shame it costs double the standard for the ammunition though @ 2sp for 10 rounds of ammunition.
Pathfinder Lost Omens, Rulebook Subscriber
Kelseus wrote:
Athamaru's mechanics sidebar (that little bit with the Ancestry HP, Ability Boosts & Flaws, etc) seems to also be missing their Hydration entry despite one of their ancestry feats implying they do in fact need a daily Hydration dip just like Merfolk or (most) Azarketi. Speaking of Merfolk, their Shore Gift feat seems to omit mentioning how it interacts with their Hydration dependence.
Pathfinder Lost Omens, Rulebook Subscriber
pH unbalanced wrote:
Or the ever popular alternative of: Free, Free.
Pathfinder Lost Omens, Rulebook Subscriber
As is I'd go with something like the following, I'll also include choices for if the Gamemastery Guide's Ancestry Paragon optional rules are used as well as Free Archetype, because why not? Ancestry: Orc (+STR, +CON)
1st Level: Unburdened Iron (Ancestry Feat; VERY IMPORTANT), Orc Ferocity (Ancestry Paragon), Guardian Armor, Intercept Strike, Shield Block, Taunt, Larger Than Life (Guardian Feat; mostly for the niche benefit vs small enemies), Threat Technique (Ferocious Vengeance)
Equipment was chosen to provide maximum AC and Armor Spec resistance for the cheapest cost (+5 item bonus to AC and 6 Critical Resistance at this level), weapon was super cheap, and everyone needs the basic gear. We begin saving up for a Tower Shield and eventually a Warding Escutcheon and upgrades for it, our armor, and weapons (we won't be stuck punching forever). 2nd: Shielding Taunt (Guardian Feat), Wrestler Dedication (Free Archetype; this is for the free bump to Expert Athletics and Titan Wrestler, we'll be spending our next 2 FA feats getting out of this archetype), Bon Mot (Skill Feat) For equipment we should have been able to afford both a Tower Shield and Shield Adjustment (Disarm, Trip; this is our actual main weapon), as well as a Repair Kit. 3rd: Player's choice (Ancestry Paragon; mine would be Rock Runner), Expert Crafting (needed for a key ancestry feat in early levels), Diehard (Tough to Kill), Fast Recovery (General Feat), Tough to Kill 4th: Intercept Foe (Guardian Feat), Crushing Grab (Free Archetype), Rapid Mantel (Skill Feat) 5th: Attribute Boosts (+STR, +CON, +WIS, +CHA), Dwarven Reinforcement (Ancestry Feat; yes, it's that important for the longevity of our shield; that extra hardness early on helps a lot), Armor Expertise, Reflex Expertise, Expert Diplomacy 6th: Reactive Strike (Guardian Feat), Snagging Strike (Free Archetype), Quick Repair (Skill Feat) 7th: Toughness (General Feat; our next standard ancestry feat stacks with it for even more HP as well as supercharging the Ancestry Paragon feat at this level), Defy Death (Ancestry Paragon), Reaction Time, Master Crafting, Weapon Expertise 8th: Group Taunt (Guardian Feat), Marshal Dedication (Free Archetype), Expert Intimidation (Marshal Dedication), Magical Crafting (Skill Feat) 9th: Mountain's Stoutness (Ancestry Feat), Battle Hardened, Guardian Expertise, Master Athletics 10th: Attribute Boosts (+STR, +CON, +INT, +CHA), Tough Cookie (Guardian Feat), Dread Marshal Stance (Free Archetype; if you can enter it this makes every critical hit by your team mates against enemies you're fighting cause Frightened 1), Quick Jump (Skill Feat), choice of untrained skill becomes trained (increased INT), learn additional language (increased INT) 11th: Undying Ferocity (Ancestry Paragon), Armor Mastery, Canny Acumen Perception (General Feat), Master Intimidation, Weapon Specialization 12th: Rallying Charge (Free Archetype), Alchemist Dedication (Guardian Feat), Alchemical Crafting (Alchemist Dedication), Assurance Athletics (Skill Feat) 13th: Incredible Ferocity (Ancestry Feat; if not using Ancestry Paragon take Orc Ferocity instead), Greater Armor Specialization, Master Diplomacy 14th: Expert Alchemy (Free Archetype), Improved Intercept Foe (Guardian Feat), Group Impression (Skill Feat) 15th: Lifeblood's Call (Ancestry Paragon), Attribute Boost (+STR, +CON, +INT, +CHA), choice of untrained skill becomes trained (increased INT), learn additional Language (increased INT), Multilingual (General Feat), Legendary Armor, Legendary Crafting, Unyielding Resolve 16th: Master Alchemy (Free Archetype), Never! (Guardian Feat), Improvise Tool (Skill Feat) 17th: Rampaging Ferocity (Ancestry Feat; if not using Ancestry Paragon take Incredible Ferocity instead), Greater Weapon Specialization, Legendary Athletics, Weapon Mastery 18th: Whirling Throw (Free Archetype), Perfect Protection (Guardian Feat), Cloud Jump (Skill Feat) 19th: Stonewall (Ancestry Paragon), (General Feat), Guardian Mastery, Legendary Intimidation 20th: Acrobat Dedication (Free Archetype), Attribute Boosts (+STR, +CON, +INT, +WIS), choice of untrained skill becomes trained (increased INT), learn additional Language (increased INT), Boundless Reprisals (Guardian Feat), Cat Fall (Skill Feat)
Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote: Pathfinder's "obsessed with fear" Bugbears are pretty distinct from D&D's "big and dumb" Bugbears. Ditto for Hobgoblins; 2e has moved Pathfinder's hobs away from being faux-samurai, and they're products of strange alchemy rather than 5e's goblinoids being fey. Fey goblins is itself a bloody retcon that doesn't fit in with any of the pre-established lore from even the beginning of 5E let alone older editions.
Pathfinder Lost Omens, Rulebook Subscriber
exequiel759 wrote: This is exactly the point I was trying to make. Dragon Stance is a suboptimal option and even then is still better than most martial weapons, so literally allowing a monk to flurry with a martial weapon is, much like Dragon Stance, suboptimal, so why don't allow a Gorumite monk to flurry with a greatsword when they otherwise can already do it with Dragon Stance that literally requires you to sacrifice both hands and thus makes using any kind of item troublesome in exchange for 1~4 points of damage? At this point, I think it's safe to say you tried reason, but it's just not getting through. Maybe it's time to accept that discretion is the better part of valour?
Pathfinder Lost Omens, Rulebook Subscriber
I fail to see the relevance of Dragon Form's addition to the Divine spell list. It's not like deities haven't provided spells already on the list before. And I've gone over the LO:F feats several times after reading this response and I can't seem to see anything that's game breaking. Heck, most of the stuff is too restricted and should be available to all characters, not just rank 2 or higher members of the Firebrands.
Pathfinder Lost Omens, Rulebook Subscriber
Also, just noticed when comparing Jin Li's entry between LO:F & TXWG side-by-side. Did he get a stealthrata? In Firebrands his granted Cleric spells are 1st: Jump, 4th: Hydraulic Torrent, and 6th: Dragon Form. Contrasting with TXWG's version which swaps the 6th rank spell for 3rd: Feet To Fins.
Pathfinder Lost Omens, Rulebook Subscriber
Captain Morgan wrote: Does Champion even have action economy enhancers for shields beyond extra reactions? I don't recall them getting Quick Shield Block or the Shield Paragon stance. I think anyone but fighters and magi who wants cool shield stuff need to take Bastion. They get an always active Paragon's Guard Stance (that doesn't interfere with any other stance) if they've got the Shield Divine Ally and take Shield Paragon as their capstone. As for QSB, they get it as an option at 8th level right out of the Core Rulebook. And they can combine their Champion's Reaction and Shield Block into a single reaction with Shield of Reckoning (while still getting additional reactions for both separately through the respective feats).
Pathfinder Lost Omens, Rulebook Subscriber
Dragonhearthx wrote:
True Numbing Tonic meanwhile gives 25 THP/round for 10 rounds, and Alchemists can make 2 per Infused Reagent they expend during daily prep if they so choose (shame it doesn't have the Healing tag outherwise it'd be even better at 3 per Infused Reagent during daily prep). Also Perpetual Perfection picking Greater Soothing Tonic as an option for unlimited Fast Healing 5 for a minute with 10 minute immunity to healing HP through Perpetual Infusion/Potency/Perfection elixirs.
Pathfinder Lost Omens, Rulebook Subscriber
War of Immortals Play Test wrote:
Seems pretty clear that you roll damage once and apply it to both targets, or nothing on a miss.
Pathfinder Lost Omens, Rulebook Subscriber
Arachnofiend wrote: Take fire/water at level 1 and expand to Air at 5, I suppose? I don't think there are any particular synergies to exploit between the three elements, the composites available are decidedly air and water not electricity and ice. Oscillating Wave Psychic is an alternative idea but you'd be missing out on electricity stuff. Seconding the kineticist suggestions, also adding to take the AoE Cold, Fire, and Electricity impulses.
Pathfinder Lost Omens, Rulebook Subscriber
Tactical Drongo wrote:
Issue with Oscillating Wave Psychic is the timing on the element switch. FFXIV BLM uses fire phase to headbang out some big damage in the form of hot flaming death until they're OoM, then switches to Ice to start regening that mana for the next mosh pit session. Oscillating Wave does the switch each energy damage causing spell. I made an Amal'ja (lizardfolk/Iruxi) PLD going Paladin Champion (using Ragathiel as a stand-in for non-Primal Ifrit) and just refluffing visual effects to be ḑ̸̳̭̙̻̲͚̲͇̤̆̊̎ͅḁ̷̺̙̃̂̽̉̿͐̂͂͂̽͜ͅṛ̵̡̯̖̺͈͓̟̱̹̐́̒̍̄̍̆̈́̀̊̚͝k̶͍̻̮͙̹͉͇̲͐̍ė̶̽̋͝ ̮̐r̵̛͈̠̠̤̊͋̉͒̇̐͋̈́̇̈́̆ͅ ̵͖̗̯̼̣̮͇̺̯̜̮̒̾͊̓͜ȧ̸̺͇̻̝̺̿́n̸̹̹̪̝͑̒͒̏̕d̵̡̨̛̫̺̰͔̹̞͈̙̲̬̅͋͐̈̓̔̕͝͠ ̶̝͉̯̥͍͆̑̅̅̂ḙ̶̢̮͈̘͇̙̠͊̓̂̂̀̈́̊̇̅̇͜͝͝d̵̘̟̖̠̗̙̜̳̀̃̏̅̂̾͂̕ͅǵ̴̼̥̠͆̉̿̍̈̂́̋͋ĭ̷̇̇̂̑ ̡̡̭̬̟̪̹̩̥̄̉͂̈́͘͜è̵̛͉̆̔̒̇́̊̈͋͝r̴̙̖̅̍̓̔͝͝.
Pathfinder Lost Omens, Rulebook Subscriber
Ectar wrote:
If you're going to lose the shield regardless, might as well just block with it and eat just a bit less of that crit damage.
Pathfinder Lost Omens, Rulebook Subscriber
NielsenE wrote: 3) Shield Healing, likewise is kinda tough, I don't think we have a solid "temp HP for others" cantrip yet. I did get some great use of of the Witch's Blood Ward hex. A custom patron for a Witch might work for SCH as a result. I'd still be cautious about leaning too heavily on a "useful familiar" for SCH though -- even the special Witch's familiar will not match up to the class fantasy in my opinion. I was looking at an Angelic Summoner w/ Witch dedication, but the eidolon doesn't have any healing abilities (unless you spend the a lot of feats on it. Fey Summoner w/ Witch dedication might actually work -- your eidolon gets the spellcasting feats automatically. You don't really care about the expanding Illusions/Enchantment though. If you're homebrewing stuff, exploring some alternate divine eidolon abilities might be able to get you close. Rage of Elements has bequeathed unto us Rousing Splash that grants a target 1d4/spell rank temp HP for a minute as a cantrip (with the downside of making them temporarily immune for 10 min) and it's on both the divine and primal spell lists. There's a few other spells and impulses in there to keep in mind as well such as Mantle of the Unwavering Heart, the level 12 Metal Kineticist impulse Shattershields, the level 1 Wood Kineticist impulse Timber Sentinel (free protector tree), and the level 8 Wood Kineticist overflow impulse Sanguivolent Roots which is a semi-decent stand-in for Sacred Soil. The remastered version of the Fervor Patron for Witch also gives a small amount of temp HP to someone within 15 feet of your familiar every time you use or sustain a hex (including the provided hex cantrip). Unfortunately the best source of recurring temp HP still happens to be high level Numbing Tonics.
Pathfinder Lost Omens, Rulebook Subscriber
I'll just cross post my thoughts from a different thread HenshinFanatic said wrote: What if we're all looking at this the wrong way? What if it isn't one of the active deities that is getting offed, but rather one that's more, confined shall we say? My guess is one of the future APs will cap-off with the adventurers actually perma-killing Rovagug with backup and empowerment from all deities that don't want to become his meal.
Pathfinder Lost Omens, Rulebook Subscriber
What if we're all looking at this the wrong way? What if it isn't one of the active deities that is getting offed, but rather one that's more, confined shall we say? My guess is one of the future APs will cap-off with the adventurers actually perma-killing Rovagug with backup and empowerment from all deities that don't want to become his meal.
Pathfinder Lost Omens, Rulebook Subscriber
Temperans wrote: Wait what is the issue with the word golem? Allegedly, some have scruples about the term being used since it comes from a real-world religious belief. I personally think that's daft since the context is completely different from how "phylactery" was appropriated (though even with that I contend there were magic items unrelated to liches that bore the term as well and axing those alongside the less savoury version was an overreaction).
Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
I may be mistaken, but I think this is in reference to things in Lost Omens: Pathfinder Society Guide. Yes this particular book's name would naturally lead to such confusion.
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