HidaOWin's page

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber; Starfinder Charter Superscriber. Organized Play Member. 72 posts (73 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.



Lantern Lodge

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Was just looking at Grapple in the PF2 Playtest book. Making a target up to two sizes larger than you flat footed and immobile isn't a bad deal, but I was wondering.
A classic visual in fantasy is the warrior or rogue climbing up a huge adversary to deliver a blow to a vulnerable spot or hang on while the beast takes the skies. I've also had many a player ask how can they do it when taking on a flying adversary or something really large and I can usually fudge something but it'd be nice to have something official to do it with.

But how about if instead of grappling the monster to immobilise it, you could grapple on to the monster to hang on to it.

So a skill feat like this would be appreciated

Involuntary Mount
Skill Feat 4
Prerequisite: One Handed Climber
You gain access to the following action
Scale Foe <Attack> <1 action>
Requirements You must have one hand free. Your target must be at least two sizes larger than you.
You attempt to scale your foe. Scaling requires you to roll an Athletics check against the opponents Reflex DC. This is considered a Grapple.
Success: Your opponent is flat footed until the end of your next turn unless you move or your opponent Escapes using Acrobatics or Breaks the Grapple with Athletics. While your foe is scaled when they move you move along with them ignoring restrictions.
Critical Success: Your next attack this turn ignores the MAP.
Failure: You fail to scale your opponent. If you were already scaling your opponent you fall off ending the scale.
Critical Failure: As above and your opponent can grab you as if they succeeded at a Grapple action or make you fall prone.

Lantern Lodge

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I'm a big fan of the new critical system for weapons, I think the 10 over target number makes to-hit bonuses incredibly valuable and results in crit city when you take on lower level bad guys, which feeds into player power fantasies nicely.

However I'm a little disappointed with the lack of weapons that can crit more often, weapons with some inherent attack bonus beyond the normal would clearly be overpowered but I was very interested in examining how the keen rune interacted with it. I was quite disappointed as the design of "Crit on a 19 or 20 so long as the attack hits" was quite clunky and sidestepped the 4 degrees of success rule.

Additionally once again daggers are the poor cousin of short swords, while you can throw them, they are otherwise inferior. The archetypical knife wielding class, the rogue has almost no reason to use them. Many new players would logically choose their rogue to wield daggers as it fits the class fantasy, but the lower damage becomes increasingly notable as the damage scales.

So I was thinking about a new weapon trait, Lethal which would make weapons crit more often.
A Lethal weapon would either give you +1 to hit on an attack that successfully hit, so upgrading your attack to a crit, or if this makes wording easier, critical hit on an attack that hits by 9 over AC/TAC rather than 10. This makes crits with the weapon 5% more likely while not altering the hit rate.

The humble dagger could then become
1d4 P Agile, finesse, thrown 10ft, versatile S and lethal
This way, there is an argument to use it over a shortsword.
I know its late in the playtest, but the idea has been rattling around for a while and I wanted to throw it out there.

Lantern Lodge

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At the moment no other character comes close to the performance of a positive energy cleric in terms of healing delivered and thus ability to keep adventuring. That's an issue as that makes Cleric an almost mandatory choice.
Alchemists atm struggle with healing as to extend the adventuring day they should really conserve their Resonance for Elixirs of Life, which limits the classes freedom to spend their own resources. Had an idea while trying to build an Alchemist that does healing. What if when another character drinks an Elixir of Life created by an Alchemist with Quick Alchemy and they spend a Resonance, the Alchemist then gains a point of Resonance. That way they Alchemist can regain Resonance spent on healing other characters.

Lantern Lodge

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Currently Capstone Abilities are unique class features each class receives at level 20. They represent a significant power upgrade for the class, often the ultimate expression of that class. They also almost never come up in play, unlike an MMO or other video game with "Ultimate" abilities, Pathfinder has almost no official content aimed at 20th level characters. Even games that get to level 20, will in the vast majority play a few sessions at that level and then finish. Capstone abilities are on the page to tempt you, but you never get to use them.

Proposal: Move capstone abilities to a lower level, maybe 15 where you might actually get to use them. If need be require someone using a capstone to be a single classed character.

Lantern Lodge

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If my Solarion Bull Rushes (pg246) a Goblin and successfully moves the Goblin back 5 feet, moving him out of my threatened space. Do I get an Attack of Opportunity using my reaction? (pg248)

I'm struggling to find anything that prevents it.

Lantern Lodge

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I just added the Starfinder subscriptions so I wonder if I could get the following items removed from my sidecart

Starfinder Core Rulebook Hardcover
Starfinder Adventure Path: Incident at Absalom Station (Dead Suns 1 of 6)
Starfinder Core Rulebook Pawn Collection

and Path of War Expanded black and white softcover

Lantern Lodge

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I was wondering can I cancel one book off of a pending order? It was a birthday present and someone else purchased the book.