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bsmith709 wrote:


Are...you really trying to argue that 'barbarian' is ONLY used in a gaming context? Seriously?

Obviously I am not arguing it is only used in the context of RPGs. However it is certainly primarily used for such contexts. I am saying the word is ubiquitous in many games with class based systems. Like Diablo, Balder's gate, etc.

Of course the word can be used in its original context. But I've heard someone use the word lunatic with its original context too. If the usage has moved on in 99% of cases then the meaning has well and truly shifted.

bsmith709 wrote:


Like, I get that you think the word is fine, and that's wonderful for you, but you don't just get to say "Nah, it's fine' and ignore everyone else's concerns and discomfort.

Of course I don't get to just say "Nah, it's fine". But finding a term that someone isn't uncomfortable with is literally an impossible task. As the thread states Berserker is in for consideration. And I have no problem with the term, but as Castilliano rightly points out, you can argue it is even more problematic. I mean I could go through and make arguments against the names Witch, Thaumaturge, Alchemist, Rogue, Druid, and more if I really felt like it(really virtually if not all of them).

But most of those names/classes are really just shorthands that at this point are baked in and tell you generically what the class is about. And that sort of shorthand is useful. Removing it should yield a sizable benefit. Not trade one name for one just as bad or worse.


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Themetricsystem wrote:


I'd argue that saying Barbarian and Monk are offensive is FAR more dramatic, attention-seeking, and emotional behavior, and frankly reeks of theatrics than anything I've EVER said here

I haven't poured through every post you've ever made, but this statement is probably true.


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Leon Aquilla wrote:
This kind of "lets re-invent the wheel because we've already solved all the other problems" stuff is why I'm moving on from Pathfinder.

This forum is quite bad about that. And most of the suggestions(like many in this thread) are more harmful than good. But it does make sense that Paizo is trying to be legally distinct from D&D. The good news is you can keep referring to stuff as Gnolls, Phylacteries, Wendigos, etc and no one can stop you.


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Unicore wrote:


I very strongly feel like the narrative of the PF1 class was leaning way too hard into the yuk side of enchantment magic and felt very much like an NPC villain class in tone and flavor. There is a good reason for charm/control enchantment spells to mostly be incapacitation spells and not be reliable spells to fill your slots with and try to cast in every encounte

You are addressing two different situations here. From a gameplay balance standpoint a lot of these spells are(and should be) incapacitate. Because boss fights ending in a single round is(often, not always) narratively unsatisfying. Things like sleep hex, color spray, etc that could notoriously destroy boss fights before they started were a balance issue.

Then your claim that enchantment magic is yuk. Well, this doesn't really warrant a response, but sure, lets argue for a second that burning your enemy to death(via fireball, blistering invocation, etc) is somehow morally more desirable than the mesmerist enchantment spells. Even if you take that assumption as fact, the player should still have the options of playing the character. Playing an evil character is a perfectly valid choice, equally valid to a white knight holy paladin dedicated to ending whatever ill they deem most important in the world.


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Okay... I know it's been a long while. Wife and I have been quite busy lately, but we have not forgotten you. Website action has still been ongoing periodically and traffic has picked up considerably.

The big news is that the long needed visual rework is live! For PC users this won't really change much, but everything is significantly cleaner and more user friendly on mobile devices.

Some other minor updates are a few new encounters have been posted. A trap and chase sequence I ran some time ago respectively.

Ydersius Yawning

Cheeky Chase

I'm also giving Dungeon 23 a shot. For those not familiar the premise is you write one room of a dungeon every day for the year ending up with a 365-room mega dungeon. I'll try to update the actual site every fortnight or so. The first weeks results can be found here and I'll be posting the next weeks room soon.

EDIT: And maybe a settlement/kingdom generator for PF2 since kingmaker has the rules for it. At least if it seems like a worthwhile project or something people might want.

Future work: I might do a quick and easy festival generator. Obviously dungeon23 will be ongoing, and of course additions to the current generators.

What about the shop generator I hear you cry?! I know... I know. It is still on my to-do list. Some parts of it are a pain in the butt(the weapon generation mostly). But it'll happen someday.

Think that's everything for now. Big thanks to everyone that is using the site and suggesting feedback. We're honestly blown away at our small hobby page getting hundreds of uses per day from thousands of unique visitors and dozens of countries. If someone from Greenland wants to use the site that'd be awesome, would fill out a big section of our world map(mostly kidding)


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We here at LeitKnightGaming have some unfortunate news to share. Due to lack of interest, we're gonna have to close down the site.

No, not really. Happy April Fool's Day everyone.

That being said, not a whole lot to update for this month. We've a new encounter Festive Facade posted to the webpage that I ran a year or two ago involving the PCs trying to guess who's who in a Masquerade ball. A fun(imo) non-combat encounter that makes a decent way to introduce some NPCs, factions, or storylines to your players. Incidentally it pairs well, and indeed was run in conjunction with encounter #8 Magic Maze.

Now, onto business. My wife and I started these programs to make our job GMing easier. And it 100% has done so, however, we're kinda at a point where we've made everything that we personally have felt a need for. I can see a lot of people are using the programs(Especially Loot2)

So, we're looking for some feedback or requests. Have an idea for some new generator or additional feature? Something that would make one of them more user friendly? We'd love to here it.


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My wife and I alternate GMing. At various points in our playing other players from the group have joined in the rotation. Unfortunately a lot of the time this really doesn't work out well for a variety of reasons.

We've got one player who likes to GM, but is extremely heavy handed on the railroading. Each session he will tell you what you are doing whether it makes sense for your characters or not. Problems have one and only one solution no matter how reasonable other ideas might be. These days he mostly runs megadungeons which are a lot better suited to his style.

Other players really don't want to put in the work. They'll cancel sessions because they didn't have enough time to prep, they'll spend half the session looking up how spells work or other stuff for encounters they prepped, etc.

And then there are situations like https://paizo.com/threads/rzs2u6dd?Got-TPKd-Now-what#1

If someone doesn't have the desire to GM, they either won't or the job will be worse than having no GM.


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I've done one that was a masquerade ball. Each PC/NPC has a disguise and there is a contest to see who can correctly identify the most guests. Various checks or deduction can give away different characters.

Like two characters might be gnomes which immediately stand out due to their height difference with most of the guests. But perhaps one of them is a known jeweler, so attempting to start up some shoptalk might give that away.

Different accents, perfume, physical characteristics that are hard to hide, etc can all give people away.

This setting especially works well if there are disguised thieves or assassins impersonating guests.


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So, it's been a while. And if anyone has been using these programs I apologize for not posting updates. We've had some family situations that for better or worse are now resolved.

That being said, there has been some glacial progress on stuff. A few more encounters posted, the monster generator for pathfinder 2e has more granularity. The trap generator has undergone a similar upgrade although it isn't fully live yet and can only be seen on the /test page.

Additionally /spellbook has a wizard spellbook generator.(I seem to overuse wizards for villains/npcs and have to constantly make spellbooks for loot). So I badly needed this tool, and hopefully it helps some of you too. It isn't fully done, as always feedback welcome.

Right now, mostly focused on small improvements to the various programs and probably a bulk dice roller for situations where you find yourself with 9+ npcs rolling a lot of checks(probably not me).


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Thanks! We certainly love to see that sort of feedback.

@Zapp My wife posts updates on the pathfinder 2 reddit, not sure off hand of any other good places to share it. If anyone has other locations we'd be happy to spread the word. If you mean something like search engine optimization so it shows up more prominently on goggle we've looked into it, although haven't quite figured that piece out yet.


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Just a quick update here, the program should now output a specific scroll. So instead of "1st level scroll" it should now read something like Arcane scroll of magic missile worth 4gp


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LKG

discord

The Trap2 generator is now officially live. Provides a CR 0-24 trap with a group of random features and options including additional consequences of failure, triggers, trap type, etc.

Dungeon2 is a pretty basic and convenient. Generates a quick dungeon between 2-12 rooms based on size and pulls from loot2, trap2, and monster2 to generate their respective outputs with a small chance of a hidden room/compartment.

We will hopefully now be turning out attention to consumables2 for generating quick potions, scrolls, etc on the fly.

As usual let me know if there are any issues and enjoy!


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No, your wizard is going to die of old age. And then eventually cease to exist in the afterlife. The epilogue is oblivion.


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Whew, that took a bit more work than expected. But everything should be working satisfactorily now. If anyone has been trying to use the generator in the last hour or so I apologize if you got some weird looking results.

New and improved loot

I'm very happy with it. The party size 4-6 and mandatory rune options are in. And I'd like to thank everyone for giving great formatting and functionality suggestions.

I'll be taking a break off this one for a bit, but let me know if any minor changes are needed or bugs are encountered.

As a minor note, I added a 6th consumable to level 1. It was a royal pain in the butt to put so many exceptions for the output just because level 1 has 5 and each other level has 6. But feel free to remove 1 consumable from the level 1 loot piles if it is an issue.


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@Perpdepog Lol, very true and thanks for the kind words. The magic enhancement/special material combos were what really kicked my butt for PF1. I hope it helps your GMing a ton!

@Cintra Bristol Our pleasure! Glad you like it.

@Ascalaphus This should be do-able. I'll see if I can take a look this weekend when I am working on variable party sizes.

@Elorebaen Lot of great ideas here. Can't take much credit on our end.

@Zapp The issue with the hyperlinks is probably the way we are getting the information off of AoN. My wife did a webscrapper that pulls stuff from this page https://2e.aonprd.com/Equipment.aspx?All=true With that we sort each item into a list with the information we care about(I.E. drop bulk, traits, etc fields)

And example would be ['Addiction Suppressant (Lesser)', 'Rare', 'Alchemical Items', '1', '—'], ['Lock (Simple)', 'Common', 'Adventuring Gear', '1', '—']

Final - being the spoiler tag.

From there I am sorting/filtering the stuff. Removing anything that isn't common, has a spoiler tag, isn't at least level 1 and then breaking it into separate lists based on consumable/permenant and level. Once everything is sorted properly I am just adding the item names into the options.

The URL of the item is never returned. And the only way I currently see to do it would be manually add one to each item. I'm sure there is a way to do it efficiently, but it currently seems beyond our skill level. Neither of us are professional programmers, doing this mostly as a hobby.

The specific spells and possible magic items are something we are looking at doing in the future. A lot of the logic is already done using the prior consumables and loot1 programs. So hopefully we can get that up and running soonish.


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Ascalaphus wrote:

Looking interesting, but I do have some suggestions for tweaks:

*formatting*

It would also be really neat if you could include the item levels.

Very good suggestions. I have updated the output to display this way.

Almost sad how much nicer this one looks than the PF1 loot which was a lot more work to create


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@Perpdepog It now should say Striking/Resilient/Etc runes

@Elorebaen You are most welcome, enjoy!


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Perpdepog wrote:

Very very cool!

One thing I did notice though, sometimes when you generate a property rune it gives you only the name of the effect rather than saying it is <Effect Name> Rune or something similar. Not a big thing but it was a bit confusing when I first saw it.

Good point. We just stripped the names out of archive of nethys which is why it looks that way. But it will be fairly easy to append the word rune for those items. Should help it be a bit more user friendly. I'll try to get to that tonight.


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Haven't completely finished functionality for it, but the basic version is now available here: Loot2

We will probably add some options like uncommon items or breaking the loot up by encounter. Unfortunately I don't have an easy way to do hyperlinks for each item so that portion is going to have to wait.

Just enter what level you want loot for. If you want something slightly different just hit f5. Hopefully makes life a bit easier.

Any further suggestions always welcome.


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Zapp wrote:


Enter 11, get a whole level eleven's worth of stash.

Expand with more options as needed.

Important bits:

* Not having to browse the rulebook and pick loot yourself.
* Hyperlinks hyperlinks and hyperlinks (into Nethys perhaps)

The entire levels worth of loot is how we planned to do it. Possibly we might break it out into some equal number of stacks if someone wants to do it by encounter.

Not having to look through the rulebook and pick loot will definitely be there.

The hyperlinks may be somewhat more difficult. I'll check with my wife(who has been handling the web scraping portion of the code) and see how easy this is.

@Ascalaphus Your loot priority idea is good. I'll look into how plausible this is for us. Does anyone know of an existing database that breaks stuff out based on what school of magic it is?

EDIT: Should have at least a basic version posted by wednesday evening.

Double EDIT: Does anyone have preferences for including/excluding items by rarity, based on specific adventures, etc?


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It isn't complete, but we are working on converting a lot of our PF1 generators to PF2 at this web page Link

Loot2 is in progress. Are there any specific functions or features you are looking for?


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LeitKnightGaming

Quite a few updates in the last 6 weeks. We have added two custom archetypes, three unique encounters, and a new kingdom generator for generating multiple settlements quickly.

Most of the new programming has been focused on creating content for pathfinder two but if anyone has something they'd like to see or feedback on the current stuff we'd be happy to hear it.


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My wife and I have been playing Pathfinder for most of a decade at this point. We typically alternate back and forth GMing. Anyone who has ever done time as a GM probably knows it can be a fun, albeit time-consuming process.

Fast forward to a couple years ago, we were learning how to code. Our main method of practice was to come up with various Pathfinder scripts to help us learn new techniques. As a bonus, some of them are pretty convenient for our weekly hobby.

Most of these were designed with PF1 in mind, although many of them could be utilized for PF2 or potentially even other systems. In the future we hope to come up with additional useful programs and improve our current versions, as well as include more PF2 compatibility.

So without further ado, everything can be accessed here at www.leitknightgaming.com

I'm particularly proud of the duel program which lets you put in stats for two characters and see which one would win in a fight most frequently. This is primarily focused on physical fights. Two wizards casting scorching rays at each other, or a fighter VS a barbarian can both be tested quite easily while something like a wizard repeatedly casting mirror image or other such spells cannot really be replicated.

I've especially found it useful for trying to determine which feat to select for a character. If I am debating between something like point blank shot, weapon focus, improved initiative, or toughness. I'll throw the characters in a head to head vs each other and see which one proves the strongest.

With all of that said, we hope you enjoy them. If you find the programs useful, let us know! If you've some suggestions or feedback you can let us know here or via the contact us page on the website.


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Ubertron_X wrote:
Seisho wrote:
I came in here for a discourse about hunt prey and walked into a discussion if you can hit objects...wtf?
To be fair exactly that was OP's original question, respectively if hunt prey could be applied to objects.

Yeah, did not realize quite how much of a hornets nest that question would stir up. I was somewhat hoping for a pretty definitive paizo answer, but yikes.


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Diego Rossi wrote:


How many APs beside Kingmaker give you 65-80 free days at 10th level? Or even calculating all the free time with access to the needed materials between level 3 and 10?

Pretty much none that I am aware of. And if you are playing an AP where you have a total of 1 month downtime throughout 6 books of adventuring it probably would never come up. I even said as much in the post you are quoting:

"If your GM is pretty strict with downtime and you can't manage a whole lot of crafting, it would probably never be an issue."

But the OP, for the thread we are currently responding to, is asking about a hypothetical situation in which the downtime is just sort of handwaved away. Is that realistic? Not for my table, but apparently for the OPs table it is.


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Ryan Freire wrote:
thejeff wrote:
Ryan Freire wrote:


GMs have been trying to "keep the balance" between martials and casters since the dawn of time. you cant keep balance between players, some players are frankly more mechanicallyadept, playing a stronger class or are simply better built.

Or have three times as much gear. :)

And are "just better built" by exploiting crafting rules and their fellow players to gain a mechanical advantage.

Or yknow, are a martial built by someone who knows what they're doing vs an illusion focused sorcerer or poorly built monk.

Is your argument that because the party might alright be imperfectly balanced we should be fine making it worse?


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Cavall wrote:


In fact here's a fun combo.

Blood rager rages, free true strike. Activates Helm. Kills boss. Oh but there was secretly two bosses! Haha got you.

"I end my rage. While I'm exhausted guess I'll just put on my new helm next round. Only costs 5600. Oh wait even cheaper since it seemed smart for...

Yes, but if you are doing all of this, how much of an advantage is the range at that point? A weapon can only be thrown 5 range increments(regardless of true strike I believe). Just have air walk on you and you can go reach the boss anyway. At the level these combos are happening, closing with a boss is probably trivial. And again, I'd probably have some bosses with displacement, invisibility, mirror image, fortification(or even the fortified armor training feat), etc.

The problem here is the cyclops helm. It is a specific super powerful weapon open to a lot of cheesy goodness. My general stance is that it is an item that was published in one module as a reward for reaching a threshold and shouldn't be open to the general public.


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Breakdancing is the classic bard performance and should always be used while fighting. Optionally with boot blades or something if you want to get really into it.


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The only penalty a character takes for wielding equipment they are not proficient in is a penalty to your attack rolls equal to the armor check penalty.

As the penalty in this case is 0 and there is no arcane spell failure, a wizard can use the ring of force shield with no issues whatsoever. That being said, you could also buy a +1 mithral buckler that gives you +2 AC, no ACP, no ASF, and leaves your hand free for a fraction of the cost.


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Had an example in our last session. We are in a pretty espionage heavy campaign, and were infiltrating a noble's masquerade ball. Inevitably things went a bit downhill when one of our party member's cover was blown. In the ensuing fight we were getting our asses kicked badly through a combination of bad rolls and being relatively unoptimized for combat as a group.

I luckily have an extremely good bluff score and some very solid credentials "proving" I belong to an opposing faction. I managed to convince the enemy wizard I was on his side and dutifully knocked out my remaining conscious ally in order to cart the party off to jail and avoid a TPK.

EDIT: Didn't actually take them to jail of course.


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The falchion has always irked me extensively. A falchion is basically a machete. Not a 2h broadsword! If we could fix this I'd be eternally grateful.


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Steal combat maneuver

https://www.d20pfsrd.com/gamemastering/combat/#TOC-Steal


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As with a lot of the above posters I generally use the d20pfsrd a lot more. But if I am looking for something specific like which deity, faction, region, etc is required for a trait or feat or whatever I always check AoN.


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I wouldn't say I embrace them. But I think they make better story telling than "Remember that time you everything went your way and you slaughtered everything with ease".


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I guess it depends on your GM. If they are likely to be careful with you guys and intentionally avoid killing players you should be safe enough. At my table you would likely die at level 1 no matter which of us were GMing.

Level 1 with 8 HP and 15 AC combined with being the only character not trying to avoid front lines at all cost would be extremely lethal. The first time you get crit, or even hit with a high roll on a longsword or something you'd be down/dead. Few level 1 wizards with magic missile or what not probably couldn't save you at that point. Not to mention you'd have a hard time getting them to heal you in the first place

Personally I'd definitely go level 1 into either inspired blade or barbarian/bloodrager depending on preferred attribute.

Level 1 human inspired blade
str 10, dex 14, con 13, int 10, wis 10, cha 17.
Feats weapon focus rapier, weapon finesse, fencing grace, toughness
AC 17, HP 14, rapier +4 1d6+2

Level 1 human barb
str 14, dex, 10, con 13, int 10, wis 10, cha 17
Feats power attack, toughness
AC 13, HP 16(18 rage), raging power attacking greatsword +4 2d6+8

Just made both human for simplicity. But plenty of other races like dhampir, halfling, nagaji, etc would potentially work even better.


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Has any published adventure path ever featured a schrodiner's wizard? I've played/GM'd several and a 4-martial party could beat any caster I have ever seen printed.

Sure, if you are running a home brew where the BBEG is constantly scrying the party, armed to the gills with clones, contingency spells, astral projection, etc all from their own private demi plane, then no, a 4-martial party won't win. But neither should a party with a few wizards. Hyper intelligent BBEG with the unstoppable information net should hear about the PCs and wish them to be encased in the earth long before they are a real threat.

So yes, a 4-martial party can beat an adventure.


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Swashbuckler is my favorite class. They are all that is awesome in the duelist archtype(not the actual trash duelist, but the rapier fighting badasses that should have been around from day 1).

That being said, I will admit that if you wanted that combat style, there is a fairly decent chance you'd be better off leaving that after levels 1 or 5. Their further on deeds are alright, but lets be honest, you can get better stuff elsewhere.


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I'm not too familiar with this guy, but seems like his easiest method of immortality would just be to hit level 20 and take http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arca ne-discoveries-paizo/immortality/


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Were you thinking of this?

http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains /law-domain


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My worst was probably a kitsune rogue. Almost the entire build was magic tails and buffs to my sleight of hand(skill focus, deft hands, squirrel familiar from rogue talent, etc)

Wasn't exactly effective in combat but I was at least able to be useful in all the out of combat situations.