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Pathfinder Lost Omens, Rulebook Subscriber. 75 posts. No reviews. No lists. No wishlists.


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Pathfinder Lost Omens, Rulebook Subscriber

1st- Yes and no. Gols are meant to be thr bane of casters. All pure spellcasters hate them, exspecially whem they fail thier RK to find out the bypass element/spell. A Kineticist can also fight with elemental weapon feat (1st) can fight a golem. It lets you Strike with gathered energy and it isn't an impulse traited feat, so no spell invulnerability

2nd - Not an oversight IMO


Pathfinder Lost Omens, Rulebook Subscriber

I doubt it, but I would love to see an archtype for a white necromancero


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Pathfinder Lost Omens, Rulebook Subscriber

I'd like to see fatal changed to deadly on fire arms as well Raven. The only difference is what I want to make guns unique is special ammo. Examples of a couple in my head.
Standard Shot Basic ammo for a firearm. Deal listed weapon damage.
Scatter Shot Reduce the damage die by one, range changes to a 15' cone, and strike gets the Scatter and Point-Blank traits.
Piercing Shot If the weapon has the deadly trait change it to an equivalent fatal trait for this shot, otherwise add the fatal trait at 1 damage die larger. This ammo ignores lesser cover.
Heavy Shot When making a strike your weapon damage die increases by one size and take a -1 item penalty to attack.

Scatter Trait: On a fail, but not a critical fail, those in the target area receive damage equal to the number of weapon damage dice. This is multiplied on a critical.

Point-Blank Trait: When striking with a ranged weapon or ammo with this trait, that strike does not provoke an Attack of Opportunity.

Apologize for any non-perfect wording.


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Pathfinder Lost Omens, Rulebook Subscriber

Rather than Scatter be a weapon trait on a gun, I'd rather see it as a special ammunition. Let the scatter damage equal the number of weapon dice on the gun.


Pathfinder Lost Omens, Rulebook Subscriber

I thought about engraving the bandolier but

1) It copies all runes and acts like greater doubling ring making this a mid-late game item. Just too long of a wait for this style of play for me

2) Only fundamental runes till the greater version. This however means you lose a superior weapon property runes.

Might need to change special to say if the chosen weapon has the returning rune, dropped firearms re-holsters themselves. Not sure which is better/balanced.


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Pathfinder Lost Omens, Rulebook Subscriber

My idea for the Gun Crazy Pistolero

Gunman's Bandolier
When you invest this bandolier, choose a firearm it is holstering, the weapon’s fundamental runes are replicated onto any firearm that has been holstered in the bandolier for at least a minute. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the other firearms in the bandolier are suppressed.

Special:A firearm linked with the bandolier re-holsters itself when dropped.

There would also be a greater version to replicate property runes as well


Pathfinder Lost Omens, Rulebook Subscriber

I have an idea, change explode that from an action to a result from a failed Unstable check. A crit failure would target the inventor as well for damage and lock the innovation till repair.
So
Crit success: Sam as success + ailment to target
Success: base ability
Failure: Innovation 'Explodes'
Crit Failure: Innovation Explodes even on you.


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Pathfinder Lost Omens, Rulebook Subscriber

I would like to see a ranged disarm feat.

Something along the lines of a 1-3 action cost where you can use your weapon to shoot it out of their hands. Increase action cost to give a small bonus to disarm.


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Pathfinder Lost Omens, Rulebook Subscriber

Why half speed when soaring and diving armor feats give you full speed? Also I do want a climbing modification.


Pathfinder Lost Omens, Rulebook Subscriber

Love the idea and hope you are right. I could also see that the 'weapon' (as what you apply the runes to) are either shield spikes or shield boss. Text about shield bash
"A shield bash is not actually a weapon, but a maneuver in which you thrust or swing your shield to hit your foe with an impromptu attack."
So I could see a dilemma. Either way, even if that is true, while I don't think you'd get away from lightening the tower shield, I think everything else works. What comes to my mind is a shield with holes that mechanically change out rotating Buzzsaws, spikes, and charging pistons. Still thin integrates gauntlet would make a mechanic from those clasp on to you from the grip.


Pathfinder Lost Omens, Rulebook Subscriber

I think (error on my part) was failing too describe a crit fail has its effect and you have to fix for 10 minutes before unstable actions are available again. It's also why I had crit success increase DC by a higher amount, almost like an overcharged ability which further unsteadies the machinery.


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Pathfinder Lost Omens, Rulebook Subscriber

Is it any worse than when your save the day spell fails either through your bad roll or an enemy rolling high on a save? It's essentially a spell where only your bad craft roll will mess you up, and that's why you save hero points. It would be no more feel bad then a missed spell, at least to me.

Edit: Also Blaze's idea is that only a crit fail on craft roll would nerf the Unstable action, even a fail does something.


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Pathfinder Lost Omens, Rulebook Subscriber

And with this Unstable concept I have a feat for it also.

Hit it Again!
[Free Action]
Trigger: When you fail or critically fail an Unstable check
Sometimes you innovation needs a little convincing to work right. Reroll your Unstable check at a -2 circumstance penalty and take the new result.
Special:If you have Unstable Redundancies you don't take a penalty to the reroll.


Pathfinder Lost Omens, Rulebook Subscriber

I like the idea that Unstable Actions you always roll a craft action. The first craft action is at an easy DC check for the level, with each use increasing the DC. Critical success increases DC by 4 and normal success increases DC by 2. Two examples alterations

Explode
You cause your innovation to blow up, damaging nearby creatures
without damaging the innovation... hopefully.
Critical Success: Like a success, those who fail their reflex save take persistent fire damage equal to 1d4 plus your INT. At 5th level, and every two levels thereafter, your explosion inflicts an additional 1d4 persistent damage.
Success: The explosion deals 2d6 fire damage in a 5-foot emanation around you (if you’re wearing or holding the innovation) or your innovation (if your innovation is a minion) with a basic Reflex save.
As your inventor level increases, so does the power of your explosions. At 5th level, and every two levels thereafter, your explosion deals an additional 1d6 damage. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area; if you also have the revolutionary innovation class feature, you can additionally choose a 5-foot, 10-foot, or 15-foot emanation
Failure: Nothing Happens
Critical Failure: Take half your explosion damage.

Searing Restoration
They told you there was no way that explosions could heal people, but they were fools—fools who didn’t understand your brilliance! You create a minor explosion using your innovation that cauterizes wounds and vaporizes medicinal herbs.
Critical Success: As a success, except healed creature also gets fast healing 1 for a minute.
Success: Restore 1d4 Hit Points for each level you have to you or an adjacent living creature.
Failure: Nothing happens
Critical Failure: Target creature takes 1d4 fire damage for each level you have
Special If your innovation is a minion, it can take this action
rather than you. Because it’s not a living creature, it can’t use
the ability on itself


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Pathfinder Lost Omens, Rulebook Subscriber
Gaulin wrote:
I did say this earlier but wondering if anyone else here feels the same - does anyone want auto scaling weapon/armor? As in the effects of fundamental runes when the character levels up to the appropriate level? I would personally love it as I hate runes in the first place but also it would be cool flavour wise, as you can make such crazy things that you don't even need magic.

I don't see that happening as a class feature since they mad that a alternate rule in the GMG. Their class feature would get negated in that ruleset.

https://2e.aonprd.com/Rules.aspx?ID=1357


Pathfinder Lost Omens, Rulebook Subscriber

Will admit that I missed the second part. Assuming, which can be dangerous, that may be there for ancestry weapon feats. I know they are trying to plan ahead with language. Again wasn't meaning to cherry pick, just missed it. Either way, RAW now means yes, but personally disagree.


Pathfinder Lost Omens, Rulebook Subscriber

Guns are not legal choices. So far all guns are UNCOMMON weapons. Inventor says the same statistics as a level-0 COMMON simple or martial weapons. I'm pretty sure they put that in their so Inventor wouldn't steal the Gunslinger's limelight.


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Pathfinder Lost Omens, Rulebook Subscriber

I'd be happy with the Inventor get a small gadget pool to mimic talismans. Share them with party or be able to have multiple on yourself. Yes, I understand that it'd be imitating alchemists and bombs. But that does work for me, at least better than the Explode signature skill.


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Pathfinder Lost Omens, Rulebook Subscriber

Maybe add a feat for a guided explosion to change it into a line or cone. Another idea, maybe change the name to discharge instead of explosion. Sounds less like you just screwed up.


Pathfinder Lost Omens, Rulebook Subscriber

Sorry can't agree. Not using a halberd to make a crafting check. Also we can't safely assume. We assumed with Battle medicine and we were wrong so it got errata'd. That's the point of the forum and playtest, to find the missing nuances.


Pathfinder Lost Omens, Rulebook Subscriber

Just seems to me that most anything a Inventor can specialize in, some class hands down already is better at it. Also said I might be insane.


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Pathfinder Lost Omens, Rulebook Subscriber

Not really you might get some verticality out of it. How I read it was more for like crossing chasms. Also it's unstable which is not convenient or comparable to constant movement


Pathfinder Lost Omens, Rulebook Subscriber

Also wondering, since we can get the diving armor at level 4, is there a reason why their is no climbing variant? Did it seem like it would become redundant due to Soaring Armor at 16 (hope that is not the reason, cause that is a long wait)


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Pathfinder Lost Omens, Rulebook Subscriber
Invictus Novo wrote:
Probably silly question as I'm probably just not seeing something obvious. If I have a construct innovation and am riding it, then use explosion, do I get hit for the damage too since I'm not "wearing or holding" it and thus the emanation is coming from the construct rather than me?

You are in range of the explosion and not in the eye of the storm, so yes. If you have the explosion emanate from it, you are hit with current RAW.


Pathfinder Lost Omens, Rulebook Subscriber

Follow up, a character who is not the inventor might have to roll a higher because the whole innovation thing has been pretty hardline people don't aren't proficient with your stuff. That would be a GM call


Pathfinder Lost Omens, Rulebook Subscriber

The reason I say tools is the line
"Critical Failure Your tampering backfires dramatically, causing a small explosion from your own tools or gear. You take fire damage equal to your level."
Otherwise what cause the explosion?
Of course the target has to be in reach. If I am Large or Huge I can use tools or battle medicine to someone in my reach, which does not have to be adjacent.


Pathfinder Lost Omens, Rulebook Subscriber

Repair Rule from Nethys

Quote:


Source Core Rulebook pg. 243 2.0
Requirements You have a repair kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item.

Fixing From Broke

Page 26 - Construct Companions Second Paragraph wrote:


If your companion is destroyed, you can spend 1 day of
downtime and attempt a Crafting check with a high DC
for your level. On a successful check, you rebuild your
companion. You can have only one construct companion
at a time, and you can have either a construct companion
or an animal companion, but not both


Pathfinder Lost Omens, Rulebook Subscriber

I would say yes, just because logically (which I know RAW sometimes forget) you need tools to do something. Like how they errata'd healers tools are necessary battle medicine. Grab your tools and tinker, so most likely repair tools.


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Pathfinder Lost Omens, Rulebook Subscriber
HammerJack wrote:


1. The skill if making the armor or weapon and the skill of using it aren't the same, and so the idea that obsessively tinkering with complicated gear would develop your skill as efficiently as a more conventional martial character rigorously training with more normal gear doesn't hold up that well.

Not saying I'm right or you are wrong, but the same reason I could gain up to Legendary is the same reason people are untrained in my innovation, even if they have the correct proficiency, is that it is perfectly tuned for me. And yes I could see that for the weapon innovation, or at least a high level feat for it.


Pathfinder Lost Omens, Rulebook Subscriber
Angel Hunter D wrote:

No, they're basically Focus Abilities. If it's too much for those it's too much for Unstable.

Except if I archetype with something with focus they wouldn't share resources. I understand your point, but they are not focus abilities. The 10 minutes is just the standard exploration activity time like treat wounds, repair, etc...


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Pathfinder Lost Omens, Rulebook Subscriber

Maybe I'm insane. I'll let you all decide. If my inventor is consumed in his awesome lifework that is his armor, should he not have higher proficiency with it? I think (for armor innovation) that it's proficient should scale with up to legendary.


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Pathfinder Lost Omens, Rulebook Subscriber

Reloading strike just feels like it should be the initial deed for Drifter instead of the free double quickdraw. I'm fine with double pistols not available at level 1 (besides it would basically near bankrupt 1st level platers). As the OP said they should have access to Dual-Weapon Reload, which could either stay as a 4th or be brought down to level 2 feat. Only reason I could be brought down to level 2 is because it seem to me most archetype feats are usually 2 higher than equivalent class feats.


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Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:

what the general realoading text speaks about is when you have a two handed weapon, like a crossbow, you can "adjust your grip" (aka release one hand) and reaload and regrip as the same action.

you can't really do that with 2 one handed weapons because then in order to "adjust your grip" you have to basically drop 1 of them on the ground

Quote:

Source Advanced Player's Guide pg. 170

Archetype Dual-Weapon Warrior
Prerequisites Dual-Weapon Warrior Dedication
Requirements You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.
You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.

How does that not solve the problem of dual pistols? Its a level 4 feat. Honestly this should, or something in this vein of thougth should be the initial deed. Currently IMO Pistolero and Drifter's initial dead are too similar.


Pathfinder Lost Omens, Rulebook Subscriber

Crafting Skill (whole thematic premise) is Int. Out of curiosity which would you have instead as currently written?


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Pathfinder Lost Omens, Rulebook Subscriber

Would anyone think it'd be reasonable if the flat check for Unstable was used when you used the same Unstable action with 10 minutes? Ie You can do both explosive leap and searing restoration for free, but if you tried doing the same action you need to roll it's Unstable check?


Pathfinder Lost Omens, Rulebook Subscriber

Yeah, I'm going to puck ki rush up. Just sad that Wholeness of Body has a pre-req of ki spells


Pathfinder Lost Omens, Rulebook Subscriber

I agree Gortle. I was just trying to avoid the pointless circular repeat of personal interpretations of what people were focusing on. All points have already been said (repeatedly). I was just empahizing the result of the said interpretations. And option 1 is a very power gaming view of the rules.
Also I don't have a problem with Meatshed view.


Pathfinder Lost Omens, Rulebook Subscriber

Outside semantic arguements. Which from an honest non-exploitive use of logic makes more sense.

1)That the same action,FoB, is somehow more accurate by doing it outside of your turn than during your turn when you have the most control
(Yes i do understand that technically everything happens in the same six seconds, but that is another rabbithole im not running down)

2)That the same action,FoB, is just as accurate whenever you do it.

Because option 1 means Monks should go monastic archer or use of bo staffs and parry.


Pathfinder Lost Omens, Rulebook Subscriber

Yeah, i didnt actually choose any ki spells for my build (momastoc archer) and I am rocking out my charisma


Pathfinder Lost Omens, Rulebook Subscriber

Was building a spellscale monk when I noticed the ruling on Innate Spell Proficiency increase. Should the Monk Ki Spell Proficiency help progress my Innate Spell Proficiency?


Pathfinder Lost Omens, Rulebook Subscriber

I am building an Orc Rogue (Ruffian Racket) with a Fighter Dedication. I took Orc Weapon Familiarity to get access to the orc knuckle dagger for sneak attack. At level 12 (6th level feat) I saw the Advanced Weapon Training feat which lets me treat advanced weapons onf one group type as martial weapons. If I choose the axe group, the weapon training changes the orc necksplitter to a martial weapon. Will that synergize with the Weapon Familiarity to let me trea the necksplitter as a simple weapon?


Pathfinder Lost Omens, Rulebook Subscriber

I was building a support cleric with a bard archtype when I noticed they have the shield spell. My question is this:

If in turn 1 I cast shield and before my next turn I use shield block; does

A) On turn 2 i can use shield from my other spell list or,

B) Wasted a learned camteip because they share the same 10 min cooldown.

Interested in the RAW and personal opinions.

Assuming RAW its B, but not quite sure.


Pathfinder Lost Omens, Rulebook Subscriber

Was building a vine leshy when I came upon combat climber for a possible feat. My question is two fold. Since the nie leshy doesnt need any hand hands free to climb, do they still need this feat to fight while climbing? Secondly, for the same reason should they still be flat-footed wjile climbing?


Pathfinder Lost Omens, Rulebook Subscriber

Missed that caveat when reading the CRB. Makes sense else Drained would be way crazy, especially as a poison.


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Pathfinder Lost Omens, Rulebook Subscriber

So a question arose in my last session, does drain stack? After critically failing against a poison that inflicts the drained condition and damage does a succesful save that lowers the poison stage does the drain level increase stay at the current level or decrease? Essentially does drain effectively stack or does it just use the highest value similiar to persistamt damage?


Pathfinder Lost Omens, Rulebook Subscriber

So for clarification (and I am assuming thet dont) the quickened condition does not stack from boots of speed, enduring quickness (lvl 20 Monk feat), and a speed etched weapon. Would the only thing be is that the extra effect can then be either movement or attacking?


Pathfinder Lost Omens, Rulebook Subscriber

Way of the Grasshopper.
Unbreakable Goblin Monk

Get the quick jump feat with martial disciple (atheletics) background and just use the long jump action (now it only costs one) to leap around instead of Striding. Plus if you go legendarey acrobatics at lvl 15 you pick up Cloud Jump and can leap a reliable 75 per leap.

Sidenote may be incorrect about the 75ft. Not sure if they feat breaks the normal limit for long jump.


Pathfinder Lost Omens, Rulebook Subscriber

Horribly late to this party but I'm going to commemt anways

Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

As Lathira highlighted is all the text you need. A kinetic blast is not a SLA innate to a creature but a class feature. No creature automatically gets kinetic blast as a SLA, vanilla or otherwise. Therefore spell immunity never works against it.


Pathfinder Lost Omens, Rulebook Subscriber

So my question is does that feat enable two kinetic blasts per turn or does nothing for a Kineticist

Master Sniper
"Benefit(s): While hiding, you can make two ranged attacks at your highest attack bonus as a full-round action and then immediately use Stealth again. You take the normal penalties on your Stealth check to remain hidden. Effects that modify sniping apply to this full-round action. These attack rolls take a –2 penalty."

Does this overule the normal attack one attack for the kinetic blast


Pathfinder Lost Omens, Rulebook Subscriber

My full attack would be unarmed/unarmed/claw/claw/claw/claw. Would the first two combine due to pummelimg style was my second question. Or does the mix of atracks nullify the pummelimg style all together?