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12 mini-sessions. One different encounter each time, not exclusively combat, even skill based ones. 2 kineticist and 2 other classes.

We began at level 2 but each session we level up 2 levels and we get to completely retrain.
Just for the sake of fair play testing we do not use the free archetype variant rule for these specific one-shots.


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The illustrations are on point, the last one is simply gorgeous. Compliments to the artists.


Read the Github file and did not find it was posted before.

Magic fang currently can target only an ally, is this intended? As a Druid you can not boost yourself as written, and that does not seem to have much sense.


House rule:

If you are expert in crafting you can increase the DC by five and reduce the crafting time by 1, if you are master you can increase it by 10 and decrease it by 2,if you are legendary you can increase it by 15 and decrease it by 3 (crafting time can not be reduced to 0 days)

Specialty crafting: decrease the crafting time in your area of expertise by 1.

This way, a legendary crafter can make low level items in 1 day, while it is almost impossible to make high level items in 1 day.

The DC could be tweaked since the point in which you increase your proficiency is not spaced out equally.


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Rek Rollington wrote:

If the effect on a success lasted until the end of the creatures turn (unless they take an action to regrip) would that make everyone happy or is it too powerful? It’s a -2 to their attack which is like the +2 to raise your shield but in reverse (shield benefits you vs attacks, disarm benefits all allies vs one creature). If that’s too powerful then make it against their 1st attack.

The book maybe printed but I would prefer they change it then leave it like it is. The 1st option (without the option to regrip) can be done with swapping one word.

You have to compare it to other maneuvers, trip gives you both flat-footed and - 2 to attack rolls on a success unless you spend an action on your turn, and the critical success is not much stronger.

Disarm has a much stronger critical success and a stronger critical failure. So the success must be weaker.

In the other hand you can trip many more creatures than you can disarm, since right now, the bestiary has many more creature using unarmed attacks than creature using weapon, so this should make disarm a bit weaker.

If the - 2 on a success until the enemy spends an action to adjust their grio, and since flat footed is easier to apply, against an enemy with a weapon one would keep using disarm hoping to get a crit success, since that would be the obvious thing to do.

Something a bit less strong would be that the - 2 lasts only until the first time the creature attacks unless it spends an action to change its grip.

Or the target gets a minus two to attacks made as reactions until the start of their turn but next tries to disarm gets a +2 until the end of the enemy turn. It would fit a difference niche but it would not be 'realistic'


K1 wrote:

The real problem appears endgame.

Let's confront an unarmored vs Armored

Let's take a champion ( since monk doesn't have armors ).

Why are you taking 18 in Dex at first level? With Dex Apex item later on? I would rather have 18 strength or constitution. Even if you go Dex you would prefer to have some kind of armor on, since the armor specialization is still better than a +1 in your AC. Adding to that you would lose all runes, and some of them are quite strong.

I see that you have inserted +3 enchanted cloths, but those have a Dex cap of +5.


I hope this is the correct place to post this, if I am wrong, I will try to move it.

I am currently planning to make either a web based tool or a cross platform app for pathfinder 2nd edition.

Its main feature, at least at the beginning, will be a streamlined character creation tool that guides you in the process of creating a new character and its evolution as it gains new levels.

The plan is to make it usable during a game session as a valid alternative to a character sheet:


  • - functional spell book
  • - money management
  • - equipment management
  • - health management
  • - focus point management
  • - familiar and animal companion management
  • - skills’ actions and descriptions
  • - adding and removing conditions
  • - exporting to pdf and converting it in a character sheet
  • - possibility to have an account, allowing you to open the same character on multiple different devices

Future


  • - Creating a ‘table/group’ with gm and players, the gm can hand out items, access their PC’s character sheets and valuable informations.
  • - Custom monster, deities, backgrounds etc
  • - place where you can share and download custom creations
  • - encounter manager
  • - NPCS creation tool
  • - item shop manager
  • - settlement manager (you can add NPCs and shops as you see fit)
  • - custom GM screen (you can personalize a window with your preferred content, either written by you or choosing rules elements).

OGL

The first thing I would like to say is that I would like to keep the core elements free if that is possible, and maintain the website either with ADs (I would prefer to keep it ads free though) or through patreon/donations.

I would kindly appreciate your help in this: I am no expert in regards of legal matter and OGL, I read it but with poor results:

1. If I keep the core elements, as well as rules free, and I maintain the website through either direct donations or/and patreon, am I allowed to use the proper names for things such as the Aldori duelist or Deities?
2. If I later (after having added non core elements, such as the possibility to create a ‘group’) add a subscription method or a pay once method to access non core features, an I allowed to still use setting specific names?
3. To what extent am I allowed to describe monsters and races?
4. Where does a rule end and a flavor text begin?
5. To those of you who are experienced in user account databases, what is cheaper to maintain? A website application or a downloadable one?

Suggestions

This tool will be for all of you, dear storytellers and adventurers, so I greatly appreciate any kind of suggestion, whether it is a feature you would like to have, accessibility, a design you would like, what are the most important information to have on your main page as a GM/player etc, feel free to post your thoughts and suggestions in the comments below, and thank you for your time.

the process will take a while, but I am planning to start the design process in the following weeks.


How many pages will be dedicated to a new game master to explain the process of homebrewing a campaign/adventure and running it?


In the Lost omens world guide they introduce an item called Pesh (refined).
Among the various traits there is the ‘drug’ trait, but I can not find its description anywhere.
Does anyone know something about it? Does it serve a mechanical purpose?


Devotion spells are focus powers though, which is different. And while you are trained in Divine spells, you do not have a specific spell list, which the Champion has not.

You could use wands and scrolls by taking the "Trick magic item" feat.


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Unicore wrote:
If you look at all the skill actions, it is actually pretty consistent for the skill requirement to say that you have the tools not how you use them, picking locks for example. I too thought that the skills would essentially list the number of hands somewhere in side the action, but that doesn’t appear consistently true. All the tools list 2 hands on the equipment chart, and if an action requires you have one, it seems that means you use it as well.

Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.

And since the tool requires 2 hands, also the skill action requires two hands.


If I was the GM I would follow the initiative order to determine which reaction goes first


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There is an item called alchemical crossbow, you could try that one!


glass wrote:


The other thing that confused us was putting out Alchemist's fire. By default, it is a DC 20 flat check, which is brutal. The rules imply that you can take actions to reduce that, but nowhere could we find what those actions actually are or how they work. The monster failing to roll a natural 20 round after round and gradually burning to death was kinda OK, had it been a PC that was on fire it would have been considerebly less so...

Each time you spend an interact action to try to end the effect, you can try a new flat check, if, therefore, you spend 3 actions of your turn trying to end the fire effect you get to have a total of 4 saves, 3 because you spent your action and a last one as per normal at the end of your turn.