Algon the Ever-Seeking

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breithauptclan wrote:
The Polymorph trait (which Pest Form does have, as does Shrink) says that your gear is absorbed into your new form and continues to function. Could shackles or restraints be considered gear that you are wearing (even if you are wearing it non-voluntarily)? And therefore the function of that gear - preventing you from moving or leaving - would still be in effect.

Running with your example above:

If someone stuffed you in a barrel, are you wearing the barrel?

If someone stuffed only your top half in a barrel, are you wearing the barrel?

If you polymorph in both examples above would the barrel transform with you since your "technically" wearing it?

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TBH I think CR wouldn't have too much trouble learning PF2e, its just there is more of an audience for 5e than PF2e. They used the system that would get the most views and at the time PF1 wouldn't have had the views IMHO.

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Nothing to do with the current crazy that is happening.

Switching to PDF's of the products I want as I need them.

Thanks in advance!

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Filthy Lucre wrote:
I'm genuinely shocked to see how many people care about the pathfinder setting. I only care about the rules and use none of their IP and I assumed that was normal, but I guess people actually think golarion is good?

Same. The main reason I subscribe to the lost omens is to support Paizo because I like the ruleset itself. I've been using my own homebrew world setting for decades, it just had a different ruleset OS under the hood over the years :)

Since this is a TTRPG, you can always add them back in for your table. Its really not all that hard to do. I added physical stat boosting spell back to my table. The druid used it 0 times so far :) He said he has better use for his slots ATM ;)

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If an NPC fighter pulls out a flaming longsword and starts to lay down some smack, the PC's would try to get that sword out of NPC's hands ASAP. I know I've seen it done at my table, time and time again. I've had players disarm my NPC's of their fancy weapons before and use it against them. I've had NPC's do the same to the party!

As I tell my players, if you can do it, so can the NPC's and they are fine with it. They expect it!

So if the pc fighter gets knocked out while fighting bandits, if the Bandit leader is nearby they will try to snag the weapon. Normal bandits will simply knock it away or pick it up depending on the situation.

Also stop playing like your NPC's don't know that Healing magic don't exist in the game! If they are intelligent or have experienced it before, they will know very well that healing magic exist after all they are living in a magical living breathing world so as the GM I have my NPC's act accordingly to their surroundings.

In Paizo world of Golarion they don't have items that give spellcasters a bonus to their spell attacks or DC's so only way to get them would be to Homebrew it.

While others love Golarion, I don't use the setting due to having my own that my players and I have been building for 30+ years now and in my setting magic is slightly more powerful than in Golarion. Casters still don't get magic items that boost their spell attacks or DC's but pure spellcasters do start off as Experts in Spell attacks and DC's then become Masters at 7th and Legendary at 15th.

Contrary to popular belief, it didn't break the game. They still don't out damage the Fighters in the group. During our last session, the spell casters nearly ran out of spells when they had to back to back fights but the fighters just kept going. The fighters are just killing machines compared to the casters of the group. The fighters are the MVPs in most fights. Its the action economy that really kills it for casters vs fighters IMHO even if the caster is hasted, they can still cast only one good spell a round.

With that said, I still get the Lore books because I do enjoy reading about the setting and it also supports Paizo even if I don't use their setting :)

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What I've learned?

Patience :p

(my books have yet to ship)

Welcome to PF2e forms!

Just FYI, there is already a spell that does something similar but only with creatures. Its a 6th level spell called Collective Transposition

For items there is a 1st level spell called Thoughtful Gift that is nice.

fedana wrote:

Just want to get peoples thoughts.

1. Critical hits System - is it just me , but most encounters the monster we encounter their 1st hit Crits a PC 75% of the time.. Where our PC's maybe Crit 25% of the time..

Do you think this is by design?

Monster have 3-4 More AC & +3-4 more to hit if not more..


Also is it Just me PE2 - Magic item system is soo boring..

Critical Hits: Yes it favors those that are higher level than their opponent. Not all encounters I throw at my players are higher level than them. The ones that are tend to be fun fights for my players.

Magic Item System: Its not PF1 for sure. It seems to be built around items losing their value as you level up. Since I mold a game system to work with my homebrew world and not the other way around, I just fix what I don't like about it and move on. For items that have a set DC like say Ring of the Ram, I change it so that it uses either the Players Class DC or Spellcasting DC or the set DC of the item, which ever is higher. Its been working out great and items tend be usable from 1-20 and removes the throw away mentality of magic items which don't fit my world setting :)

I love physical books but also love PDF's as well.

With that said, a PDF only subscription would be awesome!

Ravingdork wrote:
...from a scroll, provided they could get a hold of one, and met the scroll requirements for casting said spell (capable of casting, scroll in hand, and spell in question is part of their tradition)?

Considering how magic works in my homebrew, my players would horde the spell knowledge until they could learn the spell themselves. Now if it was a spell they already knew, they would use it or sell it. Selling it would be worth a lot of coin and influence to the right faction :)

On my Condition Cards that I bought from Paizo:

You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose from being stunned. When you regain actions, reduce the number you regain by your stunned value. Then, reduce your stunned value by the number of actions you lost.

If stunned has a duration instead of a value, you lose all your actions for the listed duration.

Its basically the same thing that is in the CRB. Not sure how this is confusing?

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I'll second Wonderdraft. Its what I used to make my game world. One of the features of the program is that it can zoom in on a section of your game world, like a Kingdom and then you can save it and then work on the kingdom map in more detail :) Love that program!

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My Friends and Family group have been playing in our homebrew world for a really long time. I say our because they have changed and altered my world with their actions (I had to redo the world map thanks to my players!) so its more of our world than just mine now days :)

I know our world like the back of my hand. I don't have to look up what this or that area of the world is like or what faction controls this spot. I just know. That's the benefit of world building for years and not using a pre-packaged world like Golarion.

I still get the setting books for because they do have archetypes, ancestries, items, spells, etc... I can borrow & steal from ;) I also have all my Pathfinder 1 books, Ad&d 2d ed books, Earthdawn and a slew of other RPG's that I also steal ideas from all the time! :)

No offense to Paizo but I just like my world better :)

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That's an easy one, give the familiar a battle form it can polymorph into a few times a day that lasts a minute when it "morphs" when it does it loses all of its familiar abilities to gain the battle form abilities.

One of the cards in my homebrew deck of many things grants a player a Familiar with a battle form or if they have a Animal Companion then the Animal Companion gains the ability to shrink and become a tiny Familiar like creature but can't attack but gains Familiar abilities instead.

GM OfAnything wrote:
Krugus wrote:
For those that play in Pathfinder Society then I can see how that might cause some frustrations since its suppose to be ran by RAW yes? but for the rest of us GM's that don't, sometimes you just have to make a rule on it and move on.
For Pathfinder Society, Run as Written means not to alter the published adventures or the encounters therein. Because all game rules are interpreted by necessity, Society GMs are told to use their best understanding of the rules to ensure the table has fun. There is no expectation that society GMs be robots bound to strict readings without nuance or consideration.

Thank you for the NFO! I never have played PFS so I was ignorant of how it all worked :) Thanks for the enlightenment :)

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Maybe they don't want to deal with a bunch of Lawful Neutrals :p

All kidding aside, yes it can be frustrating that questions are not answered in a timely manor but maybe they all got burnt out on answering all the endless questions that got thrown at them during their PF1 days?

Just like the pirate code, its a set of guidelines not rules set in stone. Rule #1 in the Book tells you if you and your group don't like a rule, then change it.

That is the most important rule in the book. When I do change something, its because it works differently in my world since I use my own setting and not Paizo's and its a setting I've been working on for a very long time.

For those that play in Pathfinder Society then I can see how that might cause some frustrations since its suppose to be ran by RAW yes? but for the rest of us GM's that don't, sometimes you just have to make a rule on it and move on.

I agree with what the others have said, otherwise why give a bonus to Athletics ?

This is what I currently have in my homebrew campaign.

Traditions arcane, divine, occult Cast 2 somatic, verbal Range touch
Targets 1 weapon that is unattended or wielded by you or a willing ally. Duration 1 minute.

The weapon glimmers with magical runes and is charged with arcane energy. Temporally boosts the weapon with a +1 weapon potency rune and a Striking Rune, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Weapons with existing weapon and striking runes will only gain the befit of the more powerful rune for the duration of the spell. Since it’s a spell and not a normal rune it will not allow the engraving of property runes while this spell is active due to the temporary nature of the spell.

Heightened (3rd) Temporally boosts the weapon to a +2 weapon potency rune & a Striking rune (2 dice).
Heightened (5th) Temporally boosts the weapon to a +2 weapon potency rune & a Greater Striking rune (3 dice).
Heightened (7th) Temporally boosts the weapon to a +3 weapon potency rune & a Greater Striking rune (3 dice).
Heightened (9th) Temporally boosts the weapon to a +3 weapon potency rune & a Major Striking rune (4 dice).

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Why did Paizo create the 7th level spell Force Cage: when a spell 2 levels lower out performs it in so many different ways?

Wall of Stone has a better range, 10 more HP, is permanent and has no saving throw....If heightened to 7th it has even more HP than Force Cage :)

The way I see it, there is almost no reason to ever learn/cast Force Cage if you can just create 20ft cube from a Wall of Stone to box in a bunch of creatures.

Normally if its too good to be true.....

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So what does this mean in the main spell description of Wall of Stone?

"You can shape the wall's path, placing each 5 feet of the wall on the border between squares."

combine with:

""choosing its contiguous path square by square. The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."

Well there is this about wall spells in general: "choosing its contiguous path square by square. The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."

So what prey tell does this mean?

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Paizo just released Lost Omens Ancestry Guide and in it is the Conducting Rune. That rune when etched onto a weapon gives the weapon the Resonant Weapon Trait (new weapon trait they introduced in the same book).

So with that in mind.... Why not have an Agile Rune that makes your weapon Agile or a Deadly Rune that makes your weapon? They would be property runes so that alone would limit how many you can have by level and make it so weapons that already have those traits would not gain a benefit from the a rune of the same type (agile weapon gains nothing from an agile rune). Also make it so you can't have a fatal deadly weapons and certain runes would be limited to certain types of weapons like Backstabber Weapon Trait could only be etched onto a slashing or piercing weapon.

Even if limited to one Weapon Trait rune per weapon, I think it would be a cool way to enhance weapons via the rune system.

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So a Ruffin rogue who's key stat is STR can't use Composite Short bows? Bards are also trained in short bows BTW.

The only thing I could find in a Rule book is in the GMG, the NPC Burglar & Assassin are both rogues lists composite shortbows as part of their weapons.

Thats all I got :p

If I was going to do it, I would do it something like this:

Traditions divine, primal Cast 2 somatic, verbal Range touch Targets 1 creature Duration sustained up to 1 minute.

The creature touched gains an 18 to one Ability Score stated by the Caster when the spell is cast. This spell has no effect if the creature already has an 18 or higher in the stated ability. The Boosted stat is considered a Status bonus so you can only benefit from one spell at a time IE they will not stack nor will this spell stack with Apex Items.

I've created my own set of Hero Cards that my table has been using for 6 months or longer.

Can't wait to see what they came up with :)

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My group came from PF1.

PF2 is like a breath of fresh air for us.

On the GM side of things it is easy to run which makes my job fun again (perma GM). 3 action system works well for both GM's and Players alike and its easy to challenge my players again without having to adjust things on the fly like I use to in PF1.

On the players side. My players are having a lot of fun due to the 3 action system and the 4 degrees of success. They enjoy tactical game play and all the options they have at their finger tips.

One thing I can't speak on is the Adventure Paths. I run a fully home brew world and adventures.

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TBH all good GM's are always paid.... in the form of snacks!

Good Luck to your endeavor's RD!

I made hero cards for our table. I hand out 3 at the start of the session. One is the stabilize card and the other 2 are random cards. If they use the random cards on another players actions then at the end of the encounter they get the card back. If they use the random card for one of their own actions, they lose the card for the rest of the session. So far its worked out quite well :)

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Sturdy Shield runes would have been easier and everyone would have been able to enjoy them (its what we use at our table)

Its your table though, if its working for you and your group then rock on.

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Just consider the refusal of using Poison as them using the X card and move on IE no questions asked, no judgment and no argument when someone refuses to use Poison.

So if I had 10 hp max and from a spell received 5 temp hp, if I took 3 pts of damage then the temp hp wore off am I down to 7 hp or would I be at my max of 10? :)

The problem is PF has a lot more classes than the base fighter, rogue, wizard and cleric. Yes I understand things get unlocked with Kickstarter and their "you have to get it to the next level of unlock to know what class gets unlocked next" is not very helpful either :)

The concept is nice though :)

I'm wondering what the Archetypes for these new classes are going to be like.

Summoner with Magus Archetype could work out quite well if you can combine Magus Potency Battle Spell and the 6th level Magus feat Martial Caster.

We use a homebrewed Sturdy Rune at our table that can only be etched on Shields. The Rune mimic's the Sturdy Shield just subtracted the Steel Shield values from it thus you get:

Usage etched on to a Shield to bolster its hardness and hit points. A shield, magical or otherwise can only have one such rune etched on to it. The Sturdy Shield already has this rune etched on it.

Type minor Level 4 Price 80 gp
Hardness +3 HP +44 & BT is equal to half HP

Type lesser Level 7 Price 300 gp
Hardness +5 HP +60 & BT is equal to half HP

Type moderate Level 10 Price 950gp
Hardness +8 HP +84 & BT is equal to half HP

Type greater Level 13 Price 2400gp
Hardness +10 HP +100 & BT is equal to half HP

Type major Level 16 Price 9000gp
Hardness +12 HP +116 & BT is equal to half HP

Type supreme Level 19 Price 32,000gp
Hardness +15 HP +140 & BT is equal to half HP

For Shield block at our table we use this:

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. The blow is fully absorbed by the shield if there is no remaining damage left over. If there is any remaining damage then the you take the remaining damage from the blow and the shield takes up to its hardness in damage from the blow unless it was a critical hit then the shield will take up to double its hardness in damage from the blow.

Once a shield gains the Broken condition it can’t be used to Shield block nor does it grant AC bonus when raised.

Thus if you have a Steel Shield (Hardness 5 20 hp / 10 bt) and you block incoming damage of 8, the hardness removes 5 pts so now there is 3 points left over, you take 3 and the shield takes 3. If the blow would have been 20 points, the hardness removes 5 pts so now there is 15 points left over, you take 15 points and the shield only takes 5 points of damage, the shield survives. If the blow that did 20 points was a critical then the shield would have taken 10 points and would be broken.

It works fine at our table.

Well in theory, you don't get a lot of hero points to begin with and they are only spent on yourself.

With the Hero Cards, I wanted to promote team play so I figured allowing the players to spend the cards on others would promote the teamplay aspect and reward them for doing so (getting the cards back after the encounter). If they spend it on themselves then they will work like hero points. Once spent they are gone but still can get a chance to earn cards back through good idea's and roleplay.

This is my first draft of the Hero Cards so I just went with something my players would recognize which is the common/uncommon and rare to get the point across and it worked well during the first use at the table. They picked up quick on the tipology. Could it be changed? I don't see why not :)

I wasn't sure about the rare cards and how to introduce them into the game. My first thought was to just add them into the mix but I wanted to try this other system first before adding them in. Maybe a mix of the two. Add a few in and keep a few out so if they really need to get a rare card they could trade in the others to get one.

Chain Reaction: The wording might be complex but the usage is quite simple. Something I need to work on.
The Quickening. I didn't want it to just be the standard version of haste (stride or strike) again better wording needed.
Card names: I was in a memey mood at the time :)
Bad side effects like failing forward (you turn a failure into a success but fall prone) kinda mimics when someone falling down but accidently stabs a bad guy in the movies... top that with turning a success into a critical success makes it even more fun but I see where you are coming from :)
ME is a mixed bag of cats.
I'm not sold on the cards with side effects but I added them in just to see what kind of effect it might have in game.

BTW thanks Anarakius for the feed back. Its food for thought :)

Like I tell my friends, I have Ideas. I never said they were all good ideas :)

Heh. Well we just had our first session using the cards. They worked out quite well :)

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At my table we are changing Hero Points into Hero Cards. Why? because both players and GM alike forget about Hero Points at our table and they offer more than just 2 different things you can use them on and it should promote better team work between my players.

The cards are set up into three categories. Common, Uncommon and Rare.

At the start of the session, the GM deals out to each player the 1 Common and 2 Uncommon Hero cards.

There is only 1 common card and that's Stabilize, the Hero Point version of avoiding death by turning in all your Hero Points but instead you turn in all your cards.

There are 10 different Uncommon cards and 6 different Rare cards.

Now the way it works is when a player uses the common card, it burns up all their Hero cards for the rest of the session.

Uncommon cards work a little differently in that if the player uses the card on their character, the expended card will be placed at the bottom of the Uncommon deck and that card will be gone for the rest of the session. Now if the player uses the card on another player's character then they will be able to replenish the cards used in that manor when that encounter is over. This is to promote team play.

Rare cards takes 2 or more players to pool 4 of their cards together in order to give a player that the pooling players agree upon to draw 1 card from the Rare Deck. No matter if the card is used or not, the rare card must be returned to the bottom of the stack at the end of the encounter and the players who pooled their cards will be able to replenish the uncommon cards by drawing a number of cards they used from the Uncommon deck.

I'm currently using 31 cards in the uncommon deck:

6 Second Chance cards

4 each of Close Calls, Fail Forward and Heroic Action

3 I got Skills

2 each of Rub some dirt on it, Fast and Furious, Chain Reaction, Blind Luck, Maximum Effort-Maximum Reward.

There are only 6 rare cards total:

Last stand, Disruptive Attack, the quickening, adrenaline boost, cant touch this and "no, that's not how it happened"

Tonight will be the first time we'll be using them so I expect some tweaking to the system.

NOTE they are set up to be printed front and back on the Avery Printable Postcards 4.25" x 5.5" which are great for printing off item and spell cards too :)
I can make available single sided cards if anyone wants them.

I have a player that is playing a gnome and he wanted to carry a 10' pole but decided that would be silly so he made a sectional 10' pole that he could put together when needed.

Now it seems he started a trend.

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It would be a lot simpler to just give the PC's a bonus to physical resistance equal to their base armor AC bonus and remove the dex cap from exp clothing and light armor and call it a day. Maybe allow armor runes to add to the physical resistance which in turn would also affect Mage armor as well.

This edition really makes my players think twice about just diving into combat. Which is great :) Makes the monsters well Monsters instead of xp-treasure piñatas.... again this is great from a GM POV. My players try to sneak past certain encounters if possible instead leaving a trail of dead bodies in their wake.

Just a side note for the Pathfinder 2E purest :)

Not everyone is playing Pathfinder 2E as written. Some of us homebrew a lot of things that make sense to our worlds not Paizo's I have my own homebrew setting that I have been using for years and in my setting due to what happened in our last campaign, magic after a certain level is rare and hard to come by (not just spells). You don't just go to the local magic store to buy Spells or magical items in my world and Alchemists are Great to have around :)

So while it might sound crazy what some are doing, your really not getting the entire picture of how they have everything set up in their world :)

Overshadowed by Attack Cantrip?

How so?

The ranger with their bow out damages any Attack Cantrip Caster with ease.

Don't get me started on the two rogues in the group.... my poor npc's are still having nightmares about them in the afterlife.

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I've added Cantrip Attack Wands that only work with Attack Cantrip spells that can have a rune of potency of +1 to +3 on them. They don't break the game because they only work on Attack Cantrips. They are fun little magic items that my casters enjoy using.

Can always change it as follows:

Duration 10 minutes.

Each time you successfully strike with the Magic Weapon, reduce the duration by 1 minute.

Or change the duration to 5 minutes so they can only get 5 strikes in before the spell dissipates.

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It wouldn't be hard to homebrew one up:

Target: 1 weapon that is unattended or wielded by you or a willing ally.

The weapon glimmers with magical runes and is charged with arcane energy. Temporally boosting the weapon with a +1 weapon potency rune and a Striking Rune. If the weapon is already magical only the greater of the runes will be in effect. IE A weapon with only a +1 weapon potency rune would not gain the +1 weapon rune due to already having the same rune but would temporally gain the striking rune for the duration.

Heightened (3rd) Temporally boosts target with a +2 Weapon Potency Rune and a Striking Rune (+1d)
Heightened (5th) Temporally boots target with a +2 Weapon Potency Rune and a Greater Striking Rune (+2d)
Heightened (7th) Temporally boots target with a +3 Weapon Potency Rune and a Greater Striking Rune (+2d)
Heightened (9th) Temporally boots target with a +3 Weapon Potency Rune and a Major Striking Rune (+3d)


I converted the Nethermancer from Earthdawn into my Homebrew world and they also had a Bone Shatter spell:

Bone Shatter (5th level)

Tradition: Nethermancy
Cast 2 somatic, verbal
Range 60' Target: 1 creature per Spell level
Saving Throw: Fortitude

The Nethermancer makes cracking sounds as this spell splinters and cracks bones, causing horrific damage. The Nethermancer can target a number of creatures up to the spell level. Each target must make a Fortitude save.

Critical Success: Target resists the effect and is immune for 1 minute.
Success: Target takes half damage and gains the Stunned 1 Condition.
Fail: Target takes 10d6 force damage and is knocked Prone and Gains the Wound 1 Condition.
Critical Fail: Target takes 20d6 force damage and is knocked Prone and Gains the Wound 2 Condition.

Heightened Level +1: Increase damage die by +2d6

After going through the Doomed Condition and how it works for Players. For reference see

I got to thinking about NPC's interaction with the Doomed Condition would work and that's where by RAW it gets broken since NPC's are dead at 0 hit points (pg 458 CRB) would that mean if they ever gain the Doomed 1 condition they would just die since they have basically for all intent and purposes only have a Max dying condition of 1.

So unless they change it, they can't add any necro spells that players can cast that add the Doomed Condition or it will kill nearly any creature except those that are immune like Constructs.

I've home brewed Cantrip Attack Wands for my world but they can only one one type of rune. You might have one that is flaming that deals an extra d6 damage each time you cast an Attack Cantrip with it or you could get (if you are part of the right guild) a +1 to +3 Potency Attack Cantrip wand.

So far its not earth shattering or game breaking for a Cantrip to have an extra bonus. Now for slotted spells. I have yet to add any item to effect those. So ATM the Cantrip attack wands are about all they are getting :)

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