Mutant Goblin

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I just finished updating my Roll20 PF2 macros for the remaster, and I figured for all the time I spent working on them I might as well share it with the community. There are macros for basic actions, skill actions, creature abilities, subsystem activities and a few other things and formatted using the Pathfinder character sheet roll template. As the GM I add them as universal macros, so if I just type `#balance and hit enter it'll pop up the rules for the Balance skill action. As a player you could add a new button under actions, then paste the macro in the "description" (you might just want to edit the "name" and "actions" inputs for the button).

Let me know if you find this useful and I'll continue to build on it. I also have some more complicated macros like a three dimensional range calculator that I could share.

Link


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Hi all,

I've done some digging, but despite seeing community interest and an official Paizo response agreeing that it's a good idea, I haven't seen Class Road Maps for classes outside the Core rules. Please, LMK if I'm wrong as it will save a bit of work!

If you're unfamiliar, class road maps are a shortcut for making an NPC that is an approximation of a PC class.

So I figured the good people here could help me with the task. Below is my attempt at starting road maps for all the neglected classes. Based on the existing maps in the GMG, I'm pretty confident about my stats for perception, HP, primary ability and skill; I'm less confident on AC, secondary abilities and skills. And in most cases I feel the saves, attacks, damage and feats need work as I couldn't find much rhyme or reason in the design behind the existing road maps.

Gunslinger
Low to moderate HP; high skill based on Way; high Dex; high AC; low Will; high Reflex; moderate attack and extreme damage with guns; Slinger’s Reload; Initial Deed

Gunslinger way, feats associated with combat style (Sword and Pistol or Dual-Weapon Reload); Feats 2nd: Quick Draw; 4th: Paired Shots, Running Reload; 6th: Way Feat

Inventor
Low Perception; low to moderate HP; high Crafting; high Int; high AC (Extreme if Armor Innovation); Overdrive, Explode, Shield Block; add a construct to the encounter for construct innovation;

Inventor innovation, modifications to gear to reflect modifications; Feats 1st: Tamper, Haphazard Repair; 4th: Megaton Strike; 6th: Clockwork Celerity; 8th: Overdrive Ally

Investigator
Low to moderate HP; high Society, moderate skill based on Methodology, plus more skills than usual; high Int; low to moderate AC; high Will; moderate attack and low to moderate damage before strategic strike plus high or extreme damage with strategic strike; Strategic Strike, Devise a Stratagem, abilities from Methodology

Investigator methodology, Strategic Strike, Devise a Stratagem; Feats 1st: Known Weaknesses; 2nd: Athletic Strategist; 4th: Scalpel’s Point; Strategic Assessment; 8th: Blind Fight

Magus
Low Perception; low to moderate HP; high Arcana; high Str or Dex; high AC; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a magus of their level; conflux spells; Spellstrike, Arcane Cascade

Magus hybrid studies abilities and conflux spell; Feats 1st: Raise a Tome; 2nd: Expansive Spellstrike; Spell Parry; 4th: Hybrid Study feat; Steady Spellcasting; 6th: Attack of Opportunity

Oracle
Low Perception; low to moderate HP; high Religion; moderate mystery skill; high Cha; high Will, low Reflex; low accuracy; high to extreme spell DC; spontaneous divine spellcasting as an oracle of their level; revelation spells

Oracle mystery benefit; Feats 1st: Reach Spell; 2nd: Divine Aegis; 4th: Bespell Weapon; 6th: Steady Spellcasting

Psychic
Low Perception; low HP; high Occult; high Int or Cha; low AC; low Fortitude, high Will; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a psychic of their level; psi cantrips and amps, Unleash Psyche, Conscious mind and Unconscious mind

Psyche action; Feats 1st: Counter Thought; 2nd: Psi Burst, Warp Space; 4th Psi Strikes, Violent Unleash; 6th: Inertial Barrier, Steady Spellcasting

Summoner
Low Perception; moderate to high Eidolon skills; high Cha; low AC; low Reflex; high Will; spontaneous spellcasting (determined by the type of eidolon) as a summoner of their level; link spells; add an eidolon to the encounter of the appropriate type; Manifest Eidolon, Share Senses, Act Together

Summoner Feats 1st: Energy Heart; 2nd: Reinforce Eidolon; 4th: Defend Summoner, Tandem Movement; 6th: Eidolon's Opportunity, Tandem Strike

Swashbuckler
High Dex; high Acrobatics and skill based on Style; high AC; high Reflex; low Will; moderate attack and low to moderate damage without panache plus high or extreme damage with panache; Confident Finisher,

Swashbuckler Feats 1st: Focused Fascination, Nimble Dodge; 2nd; Antagonize, Charmed Life; 4th: Impaling Finisher, Twin Parry; 6th:

Thaumaturge
Low to moderate HP; moderate Arcana, Nature, Occult, and Religion; high Cha; high AC; high Fortitude; low Reflex; Exploit Vulnerability, Implement, Implement’s Empowerment

Thaumaturge initiate benefit; Feats 1st: Divine Disharmony; 2nd: Esoteric Warden, Turn Away Misfortune; 4th: Instructive Strike

Witch
Low Perception; low HP; high skill based on Patron; high Int; low AC; low Fortitude; low accuracy; high to extreme spell DC; prepared spellcasting (determined by their patron) as a witch of their level; hexes; add a familiar to the encounter

Witch Feats 1st: Counterspell; 2nd: Basic Lesson;

Comments/suggestions are encouraged and I'll update these to incorporate input. Thanks!


I've searched, but had no luck. Is there any sort of consensus on how you might handle paying for item identification services?

I saw elsewhere a suggestion to base the cost on the formula price of the item and rolling for the NPC... but I don't love that.


So, I plan to use the Research Subsystem to help further some "B plots" while my players are taking some Downtime in Escadar.
I appreciate the sample Library in the GMG, but it's a bit too fanciful for my needs. Are there any other example libraries out there? Or similar skill challenges in an AP or PFS adventure? Even if it's 1st edition, I'm mostly looking for some inspiration to spur my imagination.


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Does anyone have or know of a resource for making city or overland maps in the Pathfinder style?

I run an online game, so I use more maps than I might at the table. I'm a bit anal about presenting a cohesive visual style, so when I need to make a supplemental map I try to match the published content I'm using. For example, I'm running Extinction Curse on Roll20, and there's no Escadar map, so I'm making my own.

In the past I've used Photopea (similar to Photoshop) to alter existing maps, but it's a lot of work. I recently purchased Campaign Cartographer in a humble bundle, and some of the existing map styles look very similar to maps used in games by another publisher. Many of the Pathfinder city maps have a similar style, and seem to reuse assets as well, so maybe there's a Pathfinder style?


Hi,
I've seen a lot of discussion of Swipe and the Axe critical specialization effect, but what about clubs?

Club crit effect:
You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.

Swipe:
You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Would it only apply to one target, or would you allow it to push two targets 5 feet?


So sorry, as I expect this question has been asked a lot, but I keep seeing contradicting answers and would like the "official" ruling.

I understand that Actions with the Attack trait (Strike, Trip, Shove, etc) count towards the multiple attack penalty (MAP).

What I'm not sure of (and have seen various answers to) is if the Athletics check associated with a Trip or Shove counts as an "attack roll".

Do they suffer from the MAP?
Do they benefit from Inspire Courage?

Thanks!


Hi, I just started the Extinction Curse AP and have a player who wants to be a sort of conman who uses the circus to spot potential marks.

I thought it might be fun to have a subsystem for pulling off a con job. Something similar to the Infiltration or Influence subsystems in the GMG.

Is there anything close to this in an existing adventure path or other supplement (I'll even look at 1st ed. stuff), or should I just come up with my own subsystem using these as a guide?


I'm just curious how you all prevent the "5 minute adventuring day" problem in your games. I've never really had a problem with it, but my group is new to PF and finding combat more challenging then they're used to. I don't mind letting them spend an hour or so to let the Champion refocus/lay on hands enough to get everyone back to max HP, but at what point is it too much? I know it mostly depends on the situation, but I hate making arbitrary decisions, so I'd like to hear how it goes in other people's games.

On a similar note, I'm thinking of adopting something like the organized play rules for "earning" downtime days to strike a balance between too little/too much downtime (I'll adjust based on my player's preferences, but the organized play rules seem like a good baseline). Does anyone else use a system like this for casual games, or do I just have a stick up my butt from too many years of broken game systems?!


First off, I already emailed about this on Tuesday, but I saw how backed up you are and figured this is the better way to go. I hope that's ok!

Anyway, here's my issue:
I recently (October 12) got the Second Edition Pathfinder Advanced Players Guide on Roll20. My Roll20 account is synced with my paizo account so I believe I should have access to a PDF of the APG on paizo.com but I don't see it.

Did something go wrong, or is this item not available for sync or something?

Let me know if you need my roll20 account info.

Thanks so much for your help!


Quote:
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect.
Quote:
The concealed condition doesn’t change which of the main categories of detection apply to the creature.

So you could also be Hidden:

Quote:
When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check.

Ok, it doesn't make sense to me that you'd have to roll 2 flat checks, but I don't see why not.

Sorry if this is obvious, been a long week.


Just want to clarify a couple questions from a practice session:

Draconic rage:
"While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s..."
Does that change ALL the damage from the attack, or just the ADDITIONAL damage? The wording seems a little vague.

Shield Block
"Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage"

If a strike deals more than one TYPE of damage, how do you decide which damage is prevented and which damage is remaining? Granted, this won't matter 99% of the time, but I'm curious.

Thanks!


I think I'm a little confused on when Ekkie's Power Triggers if she has the Poodlekiller role.

If it's a check AGAINST a card with the Basic, Animal, or has a deck number less than the scenario, she can add the extra die. I think I'm pretty clear on that.

But when does a check HAVE the Basic, Animal, or has a deck number less than the scenario?
The rules say the trait gets added if you play a card that determines what skill you use. So if she uses a Basic weapon she gets the extra die. But does the deck number of a card Ekkie plays ever trigger the extra die?
The way we've been playing it, if she plays a card with the Animal or Basic trait, or has a lower deck number, she gets the extra die, but it seems a bit overpowered.

Maybe I should just spell out some situations, and you guys can let me know whether it triggers her extra die:
Ekkie makes a check against a card with the Animal trait: YES
Ekkie makes a check against a card with the Basic trait: YES
Ekkie makes a check against a card with a lower deck #: YES

Ekkie makes a check using a weapon with the Basic trait: YES
Ekkie makes a check and plays an ally with the Animal trait for a bonus: no?
Ekkkie makes a check using a weapon with a lower deck #: yes?

Thanks for the help. I think it made sense until she got the power on Poodlekiller, and now I'm second guessing myself every game.

While I have your attention: when you display the Herald's Heart to succeed at your check to defeat the Corrupted Herald, it stays displayed right? So does that mean it's only a one-time use?


Hey, so I started the Price of Infamy, finished the first scenario, but loooking ahead to Islands of the Damned it lists the Henchman as Shipwreck and Vrykolakas. Correct me if I'm wrong, but normally you'd add henchman from the list in order until you run out, right, but there are so many shipwrecks (8 I think) you'd never get to the Vrykolakas even in a 6 player game! I don't see any special rule for set-up, but the text on the scenario does seem to imply that you'd only add one Shipwreck. Curious if I missed something, or if this is what's intended.

Thanks!


Forgive me if this has been asked elsewhere, but when you gain a Feat as a reward, is this mandatory? I assume it is mandatory because there is no "may" before "gain a __ feat" and in most cases a feat is beneficial.

However, there may be circumstances where a feat may actually weaken your character, making it less a reward than a punishment. Specifically I am thinking of a card feat which may dilute your deck after you maximize your favored card (like Sajan after you max his blessings) or Ranzak increasing his hand size (making him more vulnerable to massive damage).

Thanks for any help, or pointing me to a previously established answer.