Isaac Ryzer's page

No posts. Organized Play character for Romão98.



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It would be nice if instead of Themes being converted into Backgrounds (nothing has been confirmed), they were transformed into Archetypes. I can imagine an Ace Pilot Archetype or Xenoseeker Archetype! Hahaha I can already see the Free Archetype rule being almost mandatory at all the tables!

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I'm not going to be there (T.T) Anyone know of what going to be presented? Which day? Is there a schedule anywhere? Is going to be streamed on Twitch or Youtube?

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I was wondering, I understand that clerics and champions will have the option of being sanctified to align with Holy or Unholy. But what about the other characters? Is there going to be some way for them to access that power without being a worshiper of a god?

Let's say I wanted to create a character with powers that have evil roots but will be used for good. As a Witch (Divine Spell tradition) Nephilim (Hell origin). Will I have the option either through the class or through Heritage to sanctify myself to gain access to Unhloy powers?

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Quest for Highhelm!

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I just saw a post on facebook mentioning that Ancient Red Dragons are huge instead of gargantuan, never noticed that until now.

Funny that their description says they are the largest, but an Ancient Green Dragon is gargantuan.

Are the dragons sizes from bestiary 1 correct or is this content for errata?

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This is a copy and paste of a post I made on Reddit just so maybe people who only use this forum can help answer my question, thanks!

According to LO: World Guide, Highhelm was the first and greatest Sky Citadel. But in LO: Legends it says that Koldukar was the first Sky Citadel and it was where Taargick saw the sky for the first time.

Look:

LO: Legends "The first Sky Citadel to be designed was Koldukar, built at one of the sites where the dwarves emerged onto the surface of Golarion. Taargick himself surfaced and saw the sky for the first time at this location, and he intended to make it the center of the kingdom of Tar Taargadth. It was from here Taargick ruled over the nation that bore his name during the height of its success." (p. 103)

LO: World Guide "Thus they built Highhelm, the first and greatest of their Sky Citadels, finding safety and familiarity in its stone halls and clever fortifications. From here, the kingdom of Tar Taargadth spread across the surface of Avistan, growing powerful and fruitful during the Age of Anguish." (p. 125)

Which of the books should I consider as the true origin of the dwarves?

Update!

This was taken from the timeline of the Eye of Dread and Shining Kingdoms regions respectively: (Source LO: World Guide)

–3708 ar The orc warlord Belkzen conquers the Sky Citadel of Koldukar and renames it Urgir.

–318 ar The dwarves of Tar Taargadth establish Highhelm, the first Sky Citadel.

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Just to make sure I understand this correctly.

From level 5 and every odd level after that, Can Summoner replace two old spells for two new spells of the same level?

And Does this happen in parallel and regardless of the process of losing low level slots and two spells from the repertoire to receive 2 high level slots and two new spells or stronger versions of the old ones?

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I made a post on reddit but I still don't understand what fatal aim does that would be better than using a dedicated one-handed weapon or a dedicated two-handed weapon?

I saw in old posts people saying "Shove, trip and disarm actions", but it makes no difference because after leaving a hand free to perform these skills actions it would have to use an interact action to use the weapon again anyway, regardless of choose it as a one-handed or two-handed weapon this time. And that goes for other things like using a potion or opening a door. As far as I know riding a horse doesn't require a free hand. And I can't shoot or reload while holding other objects (Weapons, shields and I don't know what the others would be).

It's weird for me. Fatal aim at first glance appears to be a type of Two-hand trait, but it is not.

I'm not getting into the discussion of being a weak weapon, because it's not (1d8 dmg with fatal d12 o.o). But I can't understand what the Fatal Aim trait is for with so many restrictions?

It's an ugly habit of mine to look for meaning in everything, but I just can't stop until I find an answer hahaha.

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It's important to ask this this first, as I may have gotten the wrong impression about the class.

I hadn't the opportunity to play as a Thaumaturge yet, but making some characters with the Dwarf, Elf, and Human ancestry I usually end up with very low physical stats. Choosing a character's Background for the attribute it provides rather Than prioritizing my character's origin usually improves a bit by doing, for example, strength 14 becomes strength 16.

Making these Level 1 characters left me with this weird feeling. And now I'm here asking you What is the role of this class and where does it fit?

Should I trust that Max Charisma is the way to go?

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Dragon's Crest.

So I can't understand the purpose of this item. I'm sure I missed a lot of things.

Reading the item description I understood that I can put an alchemical bomb in the dragon's mouth and use the shield to make an attack (Shield Bash?). However by doing this I would be taking a -1 attack penalty, I would be affected by the effects of my own bomb and my shield would take full damage from the alchemical bomb.

With all these cons I can't see the usefulness of this item. Could someone enlighten me?

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How often do you apply Circumstance Penalty to Ranged Attacks and Ranged Attack Spells in your games?

While reading the Witch class feats I came across these sentences:

Wortwitch
"You don't take circumstance penalties to ranged spell attacks or Perception checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target concealed only by such vegetation." Source Advanced Player's Guide pg. 101

Murksight
"You don't take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target concealed only by such effects." Source Advanced Player's Guide pg. 103

It made me realize that I never apply circumstance penalty to ranged attacks and spells in my games (with the exception of the ranged increment rule). Maybe because the Concealed condition exists I stopped worrying about the circumstance penalty.

Unfortunately the only mention of this type of penalty that I can find is specifically related to the weather and says:

"Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity." Source Core Rulebook pg. 517

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I'd like to know from someone who has witnessed the use of this Feat in game.

What is it like to use this feat against Moderate, low and trivial-threat encounters at higher levels?

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"If you die trying, well, the undead rule in Geb just as much as the living!" Even in your death the work must be done!!

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Hello! I'm on my "downtime" resting from my last adventure. So I have time and decide to make a homebrew for the Witch class. I think the class is very good, but it leaves something to be desired in some specific builds. This time I decided to pay a visit to Eldritch Nails and despite being just a draft I would like to have feedback from anyone who wants to comment.

Eldritch Nails (Feat 4) Reaction
- Trigger: A creature within your range deals damage to you.
- Frequency: Once per day.
- Fluffy: Your nails temporarily grow to be supernaturally long and sharp.
- Make an attack using your Spell Attack modifier. Your attack deals 1d6 slashing damage + Strength Modifier and it is considered magical and cold iron.
- You can deliver Hexes through your attacks. You can only use Hexes with two to three actions that does not require an attack roll. If you miss the attack the hex has no effect.

Vicious Revenge (Feat 8)
- Requirements: Eldritch Nails
- Fluffy: Your nails become deadlier against those who dare lay hands on you.
- When using Eldritch Nails you can choose to deal piercing damage instead of slashing damage. If you cast a Hex Focus Spell against your target, the target will also take persistent bleed damage equal to the level of the Hex used by you. The damage persists as long as you sustain the. Focus Hex spell or until the target successfully rolls a flat check.

Empowered Nails (Feat 10)
- Requirements: Vicious Revenge.
- Your nails are now Silver and Cold Iron. It Deals two dice of damage. It has a frequency once per hour. And it gains an extra effect according to the magical tradition granted by your patron.

- Arcane: As part of your reaction to Using Eldritch Nails you can make a knowledge recall check about your target with a +1 Status Bonus. While the target is taking persistent bleed damage, you can attempt a new recall knowledge check about your target when sustaining your hex focus spell.

- Occult: Your Nails gain the properties of the Ghost Touch rune.

- Divine: Choose between positive or negative damage. When using Eldritch Nails you now deal 1 extra damage based on your choice.

- Primal: When using Eldritch Nails to deal persistent bleed damage you can replace it with persistent poison damage.

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Hello! I'm on my "downtime" resting from my last adventure. So I have time and decide to make a homebrew for the Witch class. I think the class is very good, but it leaves something to be desired in some specific builds. This time I decided to pay a visit to Eldritch Nails and despite being just a draft I would like to have feedback from anyone who wants to comment.

Eldritch Nails (Feat 4) Reaction
- Trigger: A creature within your range deals damage to you.
- Frequency: Once per day.
- Fluffy: Your nails temporarily grow to be supernaturally long and sharp.
- Make an attack using your Spell Attack modifier. Your attack deals 1d6 slashing damage + Strength Modifier and it is considered magical and cold iron.
- You can deliver Hexes through your attacks. You can only use Hexes with two to three actions that does not require an attack roll. If you miss the attack the hex has no effect.

Vicious Revenge (Feat 8)
- Requirements: Eldritch Nails
- Fluffy: Your nails become deadlier against those who dare lay hands on you.
- When using Eldritch Nails you can choose to deal piercing damage instead of slashing damage. If you cast a Hex Focus Spell against your target, the target will also take persistent bleed damage equal to the level of the Hex used by you. The damage persists as long as you sustain the. Focus Hex spell or until the target successfully rolls a flat check.

Empowered Nails (Feat 10)
- Requirements: Vicious Revenge.
- Your nails are now Silver and Cold Iron. It Deals two dice of damage. It has a frequency once per hour. And it gains an extra effect according to the magical tradition granted by your patron.

- Arcane: As part of your reaction to Using Eldritch Nails you can make a knowledge recall check about your target with a +1 Status Bonus. While the target is taking persistent bleed damage, you can attempt a new recall knowledge check about your target when sustaining your hex focus spell.

- Occult: Your Nails gain the properties of the Ghost Touch rune.

- Divine: Choose between positive or negative damage. When using Eldritch Nails you now deal 1 extra damage based on your choice.

- Primal: When using Eldritch Nails to deal persistent bleed damage you can replace it with persistent poison damage.

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Does Furious Grab (Feat 12) count to my multiple attack penalty?

Another Question:
About feats like Furious Grab that has its lines like "The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe."

Does feats like these count as an acctually skill action for the porposes of interections with other feats like Brutal Bully for example?

Examples of feats descriptios like Furius Grab: Barbarian Knockback (Feat 10) and Fighter Improved Knockdown (Feat 10).

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References
- High Jump.
- Cloud Jump.
- Sudden Leap

Hello guys!
Creating some builds with the Barbarian class I came across some questions:

When I do a High Jump as part of a Cloud Jump or Sudden Leap am I able to move vertically and horizontally? You know, just as described in the basic Leap action and the critical result of a High Jump action.

If the answer is positive, what would be the horizontal distance of a High Jump as part of a Sudden Leap? For example:
- I have 25 feet (Speed) and I want to do a 25 feet High Jump vertically using Sudden Leap. DC 25 (Rolling dice) "i did it!" how long can i move horizontally with this result?

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Hello friends!
I have a question about the calculation of multiple attacks and the Swipe feat of the fighter.

When I use Swipe (two actions) and then use my last action of the turn to attack again will my last attack have a -10 penalty?

In other situation if I start attacking with just one action and then use my Swipe feat, will the penalty be -5 or -10?

I haven't played for a while so I'm rusty. Thank you for your attention!

*Swipe

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Is there a difference between Terrain Stalker and Feather Step in this situation?

- Character X used Avoid Notice during exploration.

- He is currently at the start of his turn during combat and his current status is unnoticed [Undetected].

- He is protected by natural cover while he is in difficult Natural terrain.

In this situation would feather step be more useful than terrain stalker to move around while remaining unnoticed and without needing a stealth check because it is not restricted to just 1 terrain type per feat?

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I will soon be playing as a Magus. While planning the character sheet I came across this combination and it is so good that it seems to be too good to be true and that's why I'd like to confirm it with you.

Can I use the Sweep Spell feat and Scorching Ray to hit two melee attacks along with two rays of fire?

If so, Is there any other spell that has the attack trait and can be used in sweep spell just like scorching ray?

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So far I've been diving deep into Secrets of Magic spoilers and seen that some classes gained new feats, but I haven't seen anything about Witch yet. For those of you who have the book, is there anything specific to witch in secrets of magic? new feats or hexes maybe?

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So many talented and interesting authors with even more interesting projects! New settings coming to PF2, rate monsters as hot or not caught me off guard haha I laughed a lot! I can see we're going to have a lot of amazing spells coming in this book. I'm here for it! Thank you all!

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Do we have gundam and mecha now? I didn't know that! That's my favorite sci-fi genre!!

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When I play pathfinder 2 spells like Heal and Lay in Hands can be used on the player who casts the spell and in both cases the targets are 1 willing living creature, but while I was searching in the internet I "learned" that Magic Fang cannot be used on the caster even if the target is almost the same as the heal spell (1 willing creature). What am I missing?

Plot twist: I was playing wrong and lay on hand and heal can only be used on allies?!

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Hello ladies and gentlemen today I am here not to cause a stir, as we all know this feat for some people is very controversial and has already broken up friendships along the way. This time I'm just here to ask the opnion on how I should handle it, as I'm DM at a table this time and one of the players is a barbarian who might choose this feat or not in the future and I want to be prepared when the day comes.

Here's how I handle it.

- Low-light vision and imprecise scent 30 feet.
- You also gain specific abilities based on the type of animal you choose: (For example: breathe underwater but not in air.)
- For purposes of dispel magic and similar effects, treat Animal Rage as a third-level Animal Form Spell.
- I usually consider the animal's speed, but I'm not really sure if it's a statistic or an ability.
- Finally, there's something I never thought about, but maybe every time the barbarian enters Animal Rage Form he renews his Tamporary HP received by Rage Action?

Well this is how I deal with this feat, do you think this is the best way to read Animal Rage or did I miss something? I don't want to lose a friends because of this feat hahaha.

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Who will be the warriors you'll choose to participate in the Ruby Phoenix Tournament?

Just a game to explore everyone's creativity and character design and help GMs and players with a collection full of charismatic characters to use. I'll start presenting one, He is:

The Dragon Warrior:
A martial arts disciple who trained for years converting all his hatred and rancor into powerful and destructive kicks capable of shattering even the most resistant rock.

The Master: The only disciple of a mysterious elder who lives on top of the highest mountain in Tian Xia. Interestingly, there are legends about this master being alive for over 200 years, even though he is just a human...

Character Sheet:

Barbarian 11 (Martial Artist Archetype)
Main Features: Dragon Instinct, Raging Intimidation (Feat 1), Martial Artist Dedication (Feat 2), Dragon Stance (Feat 4), Dragon's rage breath (Feat 6), Dragon Roar (Feat 8) and Grievous Blow (Feat 10).

In addition to his heavy blows, the Dragon Warrior has access to special techniques such as expelling fire through his mouth and terrorizing his rivals on the battlefield to make his blows even more painful.

Additional Feats: Battle Cry, Intimidating Glare, Clever Improviser, Combat Climber, Diehard, Intimidating Prowess, Fleet, Haughty Obstinacy, Powerful Leap, Terrified Retreat, Titan Wrestler,

Additional Specials: Critical Brutality, Toughness, Deny Advantage, Untrained Improvisation Instinct (Dragon Instinct), Quick Jump, Raging Instinct (Gold), Resistance

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I'm having a hard time understanding high jump for combat purposes.

Through skill feets it is possible to jump 5 feet vertically with one action and attack with another.

With sudden leap I can do the same thing except that if I want to jump 8 feet vertically the CD would be 8 instead of 30.

My question is about how to jump 8 feet is different from jumping 5 feet in combat. Both of them would still hit flying creatures that are flying 10 feet off the ground?

5 feet jumpe + 5 feet reach = reach 10 fee.
8 feet jump + 5 feet reach = reach 13 feet.

If the creature is flying 15 feet off the ground, neither one nor the other would hit it.

Is there any difference between reaching 10 feet and 13 feet for combat purposes? Or is my math all wrong? If so, could you explain what I'm missing between:
- sudden leap high jump.
-quick jump, poweful leap and high jump + Attack.

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I will try my best to make things clear!

- Frightened: "Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1."

- Shatter Defenses: "Your offense exploits your enemy's fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn. "

I am assuming based on these two statements that:

- The Frightened condition can only be reduced on the end of the turn of the creature that suffered this condition unless something says otherwise.

- The fact that the Frightened condition cannot be reduced until the beginning of the character's next turn (Shatter Defenses) does not mean that when the character starts the turn the Frightened condition will end.

Imagine that a Fighter is facing a Goblin in a fight to death. This Fighter has 3 Feats, they are: Power Attack (>>), Intimidating Strike (>>) and Shatter Defenses (>). The Fighter starts the turn.

Round 1
- Fighter rolls a critical hit with intimidating strike. (Goblin Frightened 2)

- Fighter hits Shatter Defenses. (Goblin is flat-footed and Frightened 2)

- Goblin's turn ends. (Now he's Frightened 1 and flat-footed)

Round 2
- Fighter hits his Power Attack on a Goblin with Frightened 1 and flat-footed condition.

- Fighter hits Shatter Defenses. (The Goblin has already Frightened 1 and flat-footed and because of that his Frightened 1 can only be reduced to 0 at the beginning of the fighter's next turn).

- The goblin's turn ends and he still has Frightened 1 and flat-footed conditions.

(Now things are on fire !!!)

Round 3
- The goblin's frightened value can be reduced to zero. However, it will only be reduced at the end of the goblin's next turn unless someone interferes. This way the goblin is still Frightened 1 and Flat-footed. (-3 on AC)

- Fighter hits Power Attack.

- Fighter hits Shatter Defenses.

- Goblin "Oh Shi** here we go again."

Please someone says i am wrong othewise this will be my next build!!!. FLAT-FOOTED HAPPY EVER AFTER!!!

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I love the scenes where the hero jumps onto the big enemy and lands on its back and then stabs it with full power while the enemy attempts to make the hero falls to the ground.

My question is: What rules i need to looking for in order to recreate these scenes?

I already know how jumps and falls work in pf2e so i'd like to know what happens once i land on a creature?

Examples: What action the enemey can do in order to make me fall? What actions do i need to know in order to stay strong on the enemy's back or whatever? Can i use a two hands attacks? Is the enemy flat-footed?

I'd like to know your thoughts!

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How do these feats and reaction abilities interact with each other?
- Glimpse of Redemption
- Shield Block
- Shield of Reckoning
- Shield of Grace

The Situation: An ally received an attack from an enemy?

Here's what i thought :
1: Difine the damage.
2: Reduce the damage from shield block. (Part of Shield of reckoning feat) (The shield recives damage here)
3: Share half of the damage reduced by shield block with the Champion. (Shield of grace feat)
4: The other half of this damage is reduced from Glimpse of Redemption. (Finalizing the shield of reckoning feat)

is this correct?

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I never considered this feat an option. I played with a wizard recently and when I first read this feat I didn't believe it was supposed to be viable for a level 12 character.

In my mind if you are a character who made it to level 12 without choosing the cantrip detect magic so you probably won't need it anymore. Funny, isn't it?

Anyway, I wonder if anyone has already chosen this feat? was it a good choice? would that be a dead feat?

Personally I chose a second level 10 feat when I played.

If I were the GM and the adventure needed someone with detect magic I would probably "give" a cool magic item to a player level 12 that would do that job.

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* In all examples consider that the creature has the same spell prepared.

- The first time I use elaborate flourish with a spell the creature can't use counterspell because it doesn't know which spell it is.

- If I cast the spell a second time along with elaborate flourish, the creature can use counterspell this time but with a -2 penalty.

- Finally, this process will be repeated every time I use elaborate flourish with a new spell.

Am i doing right?