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Given that was one of the primary reasons for seeking the stone IRL, yes it should definitely do something to extend life beyond the normal age limit. I don't think there will be "masses of immortal alchemists" because reaching level 20 in the first place is beyond the vast majority of people in the world, even PCs. Limiting it to working only on the alchemist who made it also protects the Sun Orchid thing, which works on everyone. OR make it work slightly differently, like maybe it extends life but not youth. ![]()
How about an example that's a little less silly? Crafting a chair from a chunk of wood.
Unless I want to turn it into some fancy schmancy work of art, then maybe 4 days is right. And it's not Earn an Income, if I'm making it for myself. It's easy enough to use the Earn an Income table to work out how long it would take to make to sell and then just use that, but then why not just use those rules for all crafting? ![]()
Probably about the same way people got along with germans and japanese after world war 3. The more affected by germany/japan a country was, the longer the anger/resentment lasts. BUT this is also affected by other factors like economy, culture, 'victors high' etc. After about 10 years, Malaysians would look sideways at japanese but otherwise not really care. Koreans on the other hand, many still feel animosity even today; though others especially the younger generation completely don't care and have embraced japanese pop culture. Germans today are still the butt of jokes about the war and it's been nearly a century; but nobody is particularly resentful of them afaik. I'd say goblins are the butt of jokes and stereotypes for the most part but other than a few places that were badly affected during the wars, most places don't particularly care about them one way or another ![]()
probably Alchemist is my favourite so far. I have a thing for crafter types. second is Ranger. as a 'generic ' adventurer type, its a great chassis. Investigator looks really interesting, I'm looking forward to seeing what I can do with it. Strangely, none of the casters really grab my attention, despite them usually being the ones I gravitate to in most games. ![]()
James Jacobs wrote: The whole point of us including an occultism wing of magic was to build in room for the occult classes from 1st edition, such as the psychic, even though we knew we weren't going to be putting them in the Core rules. We might tinker and change how some of those classes work if/when we update to 2nd edition, but turning them into a point-based system like psionics isn't something that's really on the table. :( Still, as long as they aren't vancian, I would probably be ok with it. Spell slots for mental power are the biggest immersion breaker for me. Something about having discrete packets of 'ammunition' just clashes so badly with the image of mental power users. I can't think of a single example in fiction of a psychic whose abilities works that way. ![]()
I dislike spell slots in general but it's too ingrained into the system to change now. I'm hoping that psychics at least, get to be more like how casters are depicted in fiction generally, rather than relying on badly adapted idea from Jack Vance novels. Points would be my preference. It's straight forward. To do X power use Y points. The Occultists Focus powers worked that way. But something like the old Kineticist works as well. Or as someone mentioned, something new using cantrips and focus points. ![]()
Also, there are a lot of things people will just KNOW without needing to roll on a Lore skill. For example, someone in Ustalav is just going to know that the shambling half rotting figure is probably some kind of undead without needing to roll Religion. Someone wearing fancy robes with icons all over it yelling "I call upon thee my lord!" while casting is most likely some kind of religious caster, Religious Iconography Lore would be needed if you want know which religion. ![]()
Please DON'T USE SPELL SLOTS ! The biggest disappointment I felt about PF1s version of Psychics was that they used spell slots. I mean really, one of the biggest appeals of psionics/psychic classes was that they used a point system. Now we've got the Focus point system maybe use that as a basis. OK so it's limited to 3 points total, but I'm sure we can come up with something creative to do with that. ![]()
thank you all for your replies. Got some good ideas in here. I'm not worried about the players abusing the flight because it would be around the level where they'd have access to easily available flight anyway. Also, the player who wants it really just wants a "cool headquarters" rather than a combat platform. Thanks again, everyone! ![]()
Or more accurately, what would the minimum amount of gp value would it cost to create a flying home? Assuming it's not done by one person alone but by hiring casters, buying materials etc. A castle would be at the upper end of cost, I would guess, simply because it's enormous. While smaller buildings should cost less. A discussion with a player about wanting a character who is saving/working towards getting his "dream home". Obviously I don't want to drop this into the game too early, but at the same time I don't want to leave it till the end because I'd like them to actually get to play with it. Having them deal with annoyed rulers (how do you tax something that isn't taking up ground space?), jealous peers, etc seems like it would be fun. ![]()
I always read it as the wizard imbueing part of their own mind into the familiar.
special familiars like imps and sprites were already intelligent so the wizard didnt have to boost their minds, just establish a link. ![]()
I'd like to have the Medium back, but closer to how the 3.5 Binder worked. Weird supernatural abilities and strange spirits. Something that is obviously different from other spellcasters. The other one is the Kineticist/Psychic. I'd like them both to use the same chassis, specifically the Kineticist. With a bit of the 'feel' of the old Psionicist from old AD&D. Not the mechanics, just the feel. ![]()
I've been using roll20 for a while but adding custom classes and houserules is a pain in the backside in it. So for my groups first PF2 game I thought I'd try something new and hopefully better. So which virtual tabletops do you think work best? Especially for a group that does a lot of homebrew feats/classes/monsters etc? I've had a look at Fantasy Grounds and Tabletop Simulator but I don't know anyone with experience with them. Are there any others I should look at? Any advice would be appreciated! ![]()
Frogliacci wrote:
I like it. quick and simple. Seems easy to implement. Though I'd rename Unholy to Profane or Blasphemous instead. That way it isn't defined by being not-holy and is instead it's own thing. Like you haven't call Anarchic, Un-axiomatic. ![]()
PossibleCabbage wrote:
Absolutely. The darker games I've played, and run, have always started with with a pre-game discussion about what would and would not be allowed in the game. And the degree to which it would be described. ![]()
John Lynch 106 wrote: Why would a town that routinely gets attacked by orcs and the only orcs they’ve ever known are “rough and savage humanoids ... surviving primarily by raiding other races” turn to an orc PC they’ve never, ever met for help? They wouldn't. They might, however, turn to the elf, dwarf and humans accompanying the orc. If the other party members can vouch for the orc, or at least promise to keep him in line, then the town might, reluctantly, put up with him. ![]()
FowlJ wrote:
I don't know if you honestly misunderstood my comment or are deliberately doing so. I'm going to assume the former. There is a marked difference between holding a viewpoint and actively n going on a killing spree. A dwarf who follows Torags tenets will probably be LG. Most of those tenets encourage LG behavior. If said dwarf gets into a situation where he has the choice of allowing an enemy of his people to go free or kill them, and thus protect his people from future evil, and kills said enemy; the dwarf is still LG. That particular act may or may not be lawful or good (depending on the situation), but the dwarfs actions before and after this one act are not instantly and irreversibly negated. Also take into account that people aren't perfect. An evil person might do good on rare occasions and not change alignment. A lawful person who performs rare acts of unlawfullness does not instantly become chaotic or even neutral. ![]()
So you don't find it realistic for a person who has suffered atrocities at the hands of a group of beings, a group of beings that is well known for perpetrating atrocities mind you, to want to wipe them out? Also, "If you want to play an intolerant vengeance driven character you must be a racist irl" is kind of a ...strong.. statement to make. The point of a roleplay game, imo, is to play something other than what you are. It might be only slightly different, like a brave heroic daredevil played by an average timid nerd like me, or it might be completely different like a utterly self centered, unsympathetic killer played by someone who cries at anime(also me). And since this convo seems to have swerved into the subject of alignments, don't forget that alignments aren't expressed in a narrow band. There's plenty of wiggle room for someone to be of a particular alignment but skirting slipping over into another. One unsympathetic act does not a Chaotic Evil character make. A person can well be a Lawful Good person with problematic views. A dwarf who is Lawful Good can very much see goblins/orcs/whatever as pests to be exterminated and retain his LG alignment. After all, he'll still act LG in every other circumstance and towards everyone else. ![]()
Worldmaker wrote:
Holy smokes mate, your campaign is almost as old as I am! I've had a group that lasted about 10 years or so before life got in the way. I thought having a group for that long was something but to have a group last as long as yours is a hell of an achievement. for all of you. I would love to hear the kinds of stories that came from such a long running game. I agree with the others. I don't think converting your current campaign chars is worth doing until there is enough materiel out. ![]()
8. Mixed with some acids and left to infuse under moonlight for a night, creates a flasks worth of liquid so corrosive it will eventually eat through anything.
It can only be stored safely in a ceramic container coated with a special oil that is made at the same time as the acid. ![]()
7. Spending a week massaging a compound of the quicksilver and various oils into a humanoids body, allows the target to permanently alter their gender, heritage and ancestry. They can choose general details (tall, short, dark hair, light skin etc) but not specifics. Once transformed they radiate transmutation magic for a week after which it becomes their new true form and the magic aura goes away. ![]()
*If this is in the wrong forum, please move it* For something that requires a 20th level feat just to make, what you get out of the Philosopher Stone is kind of meh. It's not bad, just not all that exciting I think. I mean, you get either a bunch of gold or silver or a elixir of rejuvenation once a month. Nothing to sneeze at to be sure but still a bit bland. So my thoughts are that these two uses are just the commonly known uses of a Philosophers Stone. That there are many other things that can be done with one should you discover how. And these other uses just aren't known to the world yet. After all, just how many 20th level Alchemists are there? I can only think of one at the moment, Artorkus Kirran. In fact I think that's the secret of the sun orchid elixir. It's a mixture of the stones quicksilver and sun orchid essence. So, let's think of what other level appropriate substances the stones quicksilver
I'll start : 1. Treating common crystals turns them into diamonds or other precious stones, similar to turning lead into gold. 2. Combining it with sufficient rarefied clays creates a clay golem with greater than normal intelligence. ![]()
lemeres wrote:
But they wouldn't keep leveling as a wizard I think. Or at least most wouldn't. They'd get learn enough have a few useful spells then spend the rest of their career advancing as something else. Though I suppose that's not possible under PF2's weird multiclass system. Was doable under PF1. Hmm maybe start as Rogue for the skills then multiclass into Wizard? ![]()
Hastur! Hastur! Hastur! wrote:
Back in PF1 this would be a lot of people getting 1 level of doctor(Wizard), then getting the rest of their levels in something else. And we aren't talking about the average Joe-in-the-street here, but people with the resources to ensure even the least talented of their brood gets an excellent education. Also, let's say that Wizardry talent is something that's 'inborn' like a Sorcerer. Wouldn't the upperclasses marry with that in mind? After all, political and economic marriages are much more common among them than among the lower classes. Adding in the requirement for marriage being a history of magic talent seems like a no brainer to me. And remember that magic isn't something new. It's been around since day dot so a lot of the older family lines would already have been marrying for magic talent for centuries. In fact, given how important magic would realistically be in a world where it actually works, I would expect that NOT having magic talent would be more of a rarity among the upper classes rather than otherwise. ![]()
Hastur! Hastur! Hastur! wrote:
The top 1% of our world (our 'nobility' so to speak) are almost exclusively business people and politicians. Some are also lawyers but few are doctors. Their children are also almost all trained in business, law and politics so as to take over from their parents. And they are sent to the most expensive, exclusive schools in the world. Replace 'business, law and politics' with 'arcane magic/wizardry' and there you go. Although, tbf children of nobility (and rich merchants) would also get training in business, law and politics anyway. The magic would be yet another tool to maintain/increase their wealth, power and influence. And there is no mention of needing 'talent' to become a wizard anywhere that I can find. Just time, money and education. All of which the upper classes have in abundance. ![]()
In PF1 the Negotiator archtype for the Bard was exactly that. And I had a tiefling Negotiator as an NPC that my players had to deal with occasionally. They had a kind of love hate relationship with him as he was sometimes on their side, sometimes not. In PF2 I agree with those above that the Bard would be best as a lawyer but I think the Enigma muse works better than the Polymath. After all, learning the secrets and truth of the law is key to using it. Combined with all the memory/recall knowledge stuff an enigma Bard gets, there is no loop hole, obscure precedent or little known law that the Bard could not find. And exploit. On the other hand, Clerics of Abadar and Asmodeus work really well thematically. Maybe multiclass Bard?
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