Sheyln (Symbol)

Nintendogeek01's page

Organized Play Member. 219 posts. No reviews. No lists. No wishlists. 11 Organized Play characters.



1 person marked this as a favorite.
Roy Random wrote:
Cannot get Monster Core. The zip file is tiny. Refreshed many times and tried different browsers. Any idea when this will be fixed.

Jim mentioned between 10 and 11 Pacific time. A hand full have mentioned having it fixed yet but some, like myself, have not gotten the fix yet. So hopefully soon.


1 person marked this as a favorite.

Alas I cannot share in the joy, because now the compressed folder doesn't even have a PDF in it when I try and download it. I will eagerly await the all clear.


2 people marked this as a favorite.

I have a bit of a distaste for gunslinger so I admit I don't know the ins-and-outs of the class; so if my advice fails to account for some nuance of the gunslinger I apologize in advance.

I'd say investigator archetype to pick up Investigator's Stratagem. It eats an action, but it's also not a limited daily resource so you'll know ahead of time whether to chance a shot or not.

If you're not worried about daily resources the occult spell list probably has the most amount of spells to help with accuracy; Bless, Sure Strike, Heroism, Haste for an action-economy boost.

Just don't forget to meet the Attribute prerequisites.


4 people marked this as a favorite.

This is... not the sibling I'd been hoping to get a safe confirmation for. Back to biting what's left of my nails.


6 people marked this as a favorite.

Barring anything I need to add in due to accidentally missing something or glossing over something, My Magus Guide has been updated to the Remaster!


3 people marked this as a favorite.

Updates to the guide following Rage of Elements are WIP. As are updates to the guide based on what we currently know for the Remaster.


1 person marked this as a favorite.

It would seem that with the release of the Tian Xia books, Paizo is bringing in a new hybrid study. Oh I'm looking forward to this update.


1 person marked this as a favorite.

DID I HEAR SOMEONE CALLING FOR HYPE!?! I GOT HYPE!!!


3 people marked this as a favorite.

Our friend here is asking for advice on their character choice, not whether the swashbuckler player is going to pull their weight.


3 people marked this as a favorite.

Important update! The previously color-coded-only rating system has been updated to include stars (*) so as to provide a visual indicator for color-blind individuals.

Shout out to VestOfHolding for his work on the guide to formatting guides, which highlighted the need for an update to the ratings. Thank you for your work. ;-)


2 people marked this as a favorite.
Turgan wrote:

A question concerning the extra damage from draconic instinct:

"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 breath weapon instead of the damage type for your weapon or unarmed attack."

Do you think one could argue that there a two separate possibilites for adjusting your damage?

They could argue it, but it'd be a poor one. The different damage type you get from draconic instinct running the risk of being resisted in its entirety is the trade-off they make for getting a greater damage bonus on their rage if they choose to take the different damage type.

So yes. I do believe it would be overpowered to be able to get +4 on your damage and choose to have it stay as slashing/bludgeoning/piercing. If one instinct could just get more damage without any form of drawback, why bother publishing other instincts?


1 person marked this as a favorite.

I'm trying to find out what sort of encounters an adventuring party would run into out in the Varisian Gulf, or failing that I'll settle for ocean encounters.


1 person marked this as a favorite.
Shinigami02 wrote:
Well Universal Gate can do that easily enough with the level 10 Gather Amalgamation feat which they'd probably want anyways, gives them three Impulses before they need to reload. Comes with the added benefit that when they first Gather they're immune to all four elements. Both of them can also use the level 6 Cycling Blast to hotswap as needed.

Precisely the problem. Such an easily accessible, and interchangeable, immunity seems an absurdly powerful tool for a PC to just get automatically.


3 people marked this as a favorite.

I have not read this guide yet but I want to throw my hat in the ring and say, I approve of this attempt to write a guide and Vamp's willingness to lend their two-cents to players who want help in making their first Thaumaturge.


5 people marked this as a favorite.
aobst128 wrote:
IMAGINARY WEAPON. Conjure a weapon from your minds eye and overlay it with a real weapon to create a weapon that hits from both the physical world and the metaphysical one. Better than fire ray now. That is all.

Archives of Nethys JUST added the content from Dark Archive. Give me SOME time to go over everything. Yeesh. LOL.


3 people marked this as a favorite.

Okay! Big update! Faction Archetypes have been added to the guide. Part of the reason it took so long is that I don't use too many archetypes on any of my characters so this involved a lot more white-room analysis than other sections of the guide (so any first-hand input would be greatly appreciated).

The other reason is I made the mistake to get them all done in a batch before adding it to the guide; won't be doing that again I'll tell you what! Next archetypes I add are going to be put in incrementally rather than all at once.

That said, next on the agenda is The Skeleton Ancestry from the Book of the Dead, along with other content from that same book once I've gone over it!


1 person marked this as a favorite.

I adore the Magus class, but it is complicated to play and not one I'd recommend for a first-timer.

But you asked for help making a magus so help I shall offer! Right now there are two written guides to the Magus that I know of.

Spell and Steel: Hallos’ Guide to the Magus

Martial Magics: A Thesis on the Blending of Arcane and Martial Prowess written by yours-truly. *cough*Shameless plug!*cough*

I've sadly gotta get to work myself so maybe later I can sit down and offer a few more tips. But one thing I will say right now, if this is your first Pathfinder 2e game try to avoid delving into archetypes right yet; those add even more options that most people newer to the game find overwhelming, give yourself time to get used to the system before looking into those. ;-)


1 person marked this as a favorite.
The-Magic-Sword wrote:
This is good guide, I'm reading through the ancestry section right now, I should point out that optional flaw would let a Gnome start with 18 Strength (you mention them having to be a step behind), though it would make their other stats even dicier. To my knowledge Optional Flaw is not a variant rule, just something the player themselves elects whether or not to do.

Thank you for the feedback. :)

One reason I preceded the whole section by saying it's written assuming the flaws aren't used, and also threw in some general advice applicable to any ancestry if you do take the additional flaws.

Anyways... I had thought I'd already corrected any mention of it being an optional rule... but I think I see where the confusion is coming from; I had simply misremembered that it's supposed to be called "Voluntary Flaws" not "Optional Flaws." Should be corrected now.


1 person marked this as a favorite.
CaffeinatedNinja wrote:


Also, your guide should probably mention that laughing shadow's speed boost from cascade is pretty much useless by lvl 8 or so when you have a wand of longstrider, which is better and doesn't stack.

I actually mention the redundancy in the spells section for Longstrider. Which one is preferable is one bit I'd rather not weigh in on, so far as I'm concerned different strokes there.


1 person marked this as a favorite.
HumbleGamer wrote:

Maybe it was me all the times...

I also have no idea why I keep writing skull rather than shadow...

Yeah I didn't want to say anything but it was kinda driving me nuts. lol


1 person marked this as a favorite.
Vali Nepjarson wrote:

So one thing that I am interested in. In my current game, we rolled for our stats, and I got some high scores so I buffed up Charisma with my Magus just to have something different.

Everyone seems to rank Distracting Spellstrike pretty low, but with a very high CHA and proficiency in Deception, would that be a more viable feat? Or is it still kind of meh, since we have a Rouge on our party and with easy access to short range teleportation, flanking is not hard to get with him?

I consider Distracting Spellstrike generally viable with or without high CHA, just not a particularly optimal option a Magus could take. Though yeah if you got high CHA then yes that makes that feat much more amazing!

You and your rogue might not always be able to flank an opponent so having another means to make them flat-footed is golden.


1 person marked this as a favorite.

Thanks for the feedback everyone!

I'll admit in my personal experience I've had the majority of my encounters as a player tended be fairly large affairs or starting at a distance from enemies, so Arcane Cascade's more long-term benefits appealed to me greatly. But Blave, I do have to grant you did remind me of the occasional fights I had where I did start almost adjacent to enemies and yeah, like you said, I immediately went for the spellstrike. I agree that spellstrike takes priority and have updated the tactics section with some thoughts on that, as well as some observations on hybrid studies individual bonuses.

Also thank you Superbidi, I had completely forgotten to mention re-rolls. Added that in under Spellstrike Usage.

Focus Spells and Archetypes are still pending update and will probably take a while. There are a lot of them...


1 person marked this as a favorite.

I'd like to submit the Magus guide I just published to this collection.

Martial Magicks: A Thesis on the Blending of Arcane and Martial Prowess


7 people marked this as a favorite.

This is my first attempt at writing a guide and it is my hope that some people in the Pathfinder community find a use for it. I humbly present...

Martial Magicks: A Thesis on the Blending of Arcane and Martial Prowess

Analysis of the majority of archetypes is still a Work-in-Progress, and I will update the guide as they are finished.


5 people marked this as a favorite.

Book on fiends would be my first pick, and a book of fey would be my second pick. If only because I think druids have gone too long without a Fey order!


5 people marked this as a favorite.
PossibleCabbage wrote:
I believe the intended methodology for dealing with Hazards is supposed to be to spot them and deal with them before they trigger, rather than trying to facetank them.

That's the ideal. And that ideal doesn't always happen.


6 people marked this as a favorite.

In general I love 2nd ed. My GM did stumble on a hazard they hated and scrapped its involvement in the encounter we just did in the AP we're playing in. Later the GM showed us what exactly he scrapped.

I have to say I agree, the Darkside Mirror is a bad idea.

Quote:

Darkside Mirror.......................Hazard 14

Complex, Magical, Mechanical, Trap
Complexity: Complex
Stealth +24 (master) to notice it isn't a regular mirror
Description A magic mirror replaces characters with evil mirror duplicates from another dimension.

Disable Thievery DC34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time

Bolded are the first problems here. A level 14 hazard, and retrieving a trapped person REQUIRES legendary in thievery?

If thrown at parties of equal or lower level the group's trap guy MUST have master in thievery + trap finder, a feat that generally is one of those "useful but not necessary and facing stiff competition from other feats." if you're a rogue or investigator. Or you have to take Archaeologist and get that feat. Doable? Yes. Is every party going to have one guy who did this exact combination? Heck no!

If thrown at parties of higher levels, well there's still no guarantee that thievery was the first skill they picked to bump to legendary. And assuming they do encounter it and have legendary is this going to be the first thing that's obvious to the party? It seems that whether the poor sap absorbed into the mirror lives or dies is dependent on every person in a group not choosing to smash the evil mirror that just ate someone first, and that's assuming that the person who is legendary in thievery wasn't the victim who got trapped in the first place.

Quote:

AC 34, Fort +25, Ref +20

Hardness 1, HP 4 (BT 2), the mirror can’t be damaged while any mirror duplicate is alive
Reflection of Evil Reaction (arcane, conjuration, teleportation); Trigger A non-evil creature is reflected in the mirror. Effect The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative.

Routine (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.

So not only can you not rescue your party member while the duplicate is alive, you can't even destroy the mirror while the duplicate is alive? More on why that's a HUMONGOUS problem in just a bit.

So it seems there is another option to save a trapped victim right? Well sure, if the duplicate can be coerced to do it, or isn't killed first. Or if the entire party isn't absorbed in the meantime because there is no clause that says the mirror can't keep trying to absorb the same target over and over again. This thing can just keep trying while the party tries to fight the duplicate, and any duplicates that come out as a result of eating more party members, and then keep on trying to eat them while they rescue any party members that got eaten; again this is assuming the person in the party with the appropriate level of thievery isn't among those that got eaten! Thus this hazard potentially wipe out the party on its own.

But aren't they still alive on the other side of the mirror? Well...

Quote:
Reset The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even spells like plane shift can't reach them.

Okay so the "might be" leaves some narrative wiggle room, which I HOPE any decent GM will use because this thing never needs resetting! It can keep trying to eat PCs until there is no one left! And it seems that this trap was written to deliberately close off other avenues of rescue if the party failed to have a character with specific skill and/or feat choices, or if that character got eaten!

From the GM'ing side of things does a PC counting as a mirror duplicate mean they can also spend 3 actions to return to the other side? Can it be done before they're captured/killed? So many ambiguities here!

This hazard is either a TPK waiting to happen or a monumental waste of in-game and out-of-game time. I'm thankful my GM read this hazard through and decided that was one part of the AP worth leaving out, and I pity other groups whose GM didn't have the foresight and thus wiped them out!


1 person marked this as a favorite.

Bards are proficient in light armor so you could still get a better AC. What's your bulk going to look like?

Lingering Composition explicitly says to increase your focus points by 1 so I do believe you'd start with 2.

Pft... not crazier than any other sprite riding a corgi into battle. CHAAAAAARGE...!!!


1 person marked this as a favorite.
HumbleGamer wrote:

Being a switch hitter with the sparkling targe hybrid study might not be IMO the best idea ever.

...

Back to the switch hitter, I'd probably go with a fighter. Being a magus you'll be tied to the spellstrike mechanics.
This doesn't meant you'll spellstrike every single round, but you'd like to do anything in your power to do so (as well as using true strike to make it hit/critical more often).

Or even better, try to simulate some white room to deal with your character skills, perks and mostly, its action economy.

You have to see yourself why it might not be convenient to designate a sword and board user as a switch hitter.

So I did a few sample 1v1's against some equal level creatures. I'm still going to switch-hit, but only as a fallback for if the main shield breaks and she has to have a hand free anyways, may as well get something out of it.


1 person marked this as a favorite.

I've seen others talk about having pdfs of this AP, but is there no option for non-subscribers to get the pdf? Every time I go to the store page the only option seems to be for the physical book.

EDIT: Nevermind, seems if I go to "Learn more" it takes me to the more traditional store page where I can get it. Seems odd that it lacks a drop-down like some of its preceding adventure paths though, which is why I'm leaving this post here.


1 person marked this as a favorite.

2nd printing chapter 1 of the pdf has text that has been bolded so much I feel like my eyes are going to bleed. Thankfully absent elsewhere in the book.


1 person marked this as a favorite.

We are all in agreement that no single ability/trait will change the tier of success/failure by more than 1 step.

Rysky is absolutely right the trait is separate from the abilities.

Now does it necessarily follow that they stack with each other? No. One doesn't necessarily mean the other. It's a valid line of thought that they might stack, but after reading the ideas posted here and double-checking the errata I think Squiggit has the right of it.

The errata shows an intention by the developers to emphasize the roll itself, not the modified tier of success/failure.


2 people marked this as a favorite.

Someone in a previous post asked about making Null-9 more interesting as a combatant. At a glance her stat-block is more geared toward reducing the odds that she's hit in the first place, which might work with the game's default tactics of her making a run for it as soon as she has the control board...

However given how the PC's would have to have already restored Osteth her flight from battle and the PC's can follow her, Null-9's flight is pointless.

From a reader's perspective, the stakes of her fleeing are inconsequential; the group will catch up to her sooner or later. Even if she gets back to the Controller 1 facility, she won't have time to operate the gate with Osteth restored before the PC's catch up. No real tension there.

From an in-story perspective this seems an odd tactical choice on Null-9's part. Yes she's a violent nihilist bent on the total destruction of the known universe, but she's still been inferred to be practical about her goals. If the cultists wanted to they could've done worse to the Kish and their "temple" but doing so would've put their ultimate goal of acquiring the Stellar Degenerator at risk so they left a surprising amount of things intact in Istamak (and besides, at the time Null-9 couldn't REALLY know she still was being followed, leaving behind stuff was a minimal risk). Then there's the fact the Desperate Hunger are spread out through the system, giving the cult an early warning sign and defending strategic locations, using Oblivion Shades as scouts in the Controller Moon 2 facility, etc. I think that Null-9 would find it more prudent to kill or incapacitate the small team that's after her before attempting to access the Stellar Degenerator, eliminate all distractions.

So to that end there's actually a real easy tweak to Null-9's stat block; by my reckoning she's a CR 5 soldier and CR 5 Envoy, I'm just shifting that to CR 4 soldier and CR 6 Envoy, giving her the Improved Get 'Em Improvisation. Yeah it's a bit painful to lose Focus Fire, but if she were to use her Envoy abilities she'd almost never have a chance to use it anyways. Now she has Quick Dispiriting taunt as a move action, thus still leveraging her impressive intimidate skill, being able to attack targets with a bonus as a standard action, and even helping out the otherwise extremely non-threatening maintenance drones. Which I believe will make for a climactic 'faux-nale" battle.

That's my take anyways.


1 person marked this as a favorite.

Well the number of players in my group increased due to circumstances beyond my ability to predict... and now I need to adjust for six players. I'll worry about the other books later but for now I'd appreciate it if anyone could double-check me here on the current adjustments I'm thinking of doing.

For the Stargazer I'm planning on bumping up Salask one more CR, and then adding one extra ksarik at the end for a total of three ksariks.

For the temple of the twelve I was thinking of replacing the adolescent Mountain Eel with a full grown one (going up a CR basically). Though... alternatively I suppose increasing the story award for reaching the temple and leaving the eel alone would make Panellier still stronger than the eel... hm...

Later in the temple I'm thinking of bumping up Avissa a CR, and lastly bumping up Tahomen an extra CR and giving him a total of four mooks instead of two.

By my math this should give the group precisely as much XP as needed to reach level 5 at the end of this adventure, but I'm as concerned, if not more so, about these adjustments maintaining their appropriate difficulty for a group of six. Thoughts?


1 person marked this as a favorite.

Definitely the latter. No question. The Bad Omens event makes a point of saying the PC's stats are not equal to that of a tier 20 ship's crew and neither the text in the event or the Electroenchephalon Command Key's text says anything about the PC's getting control over the other officers. The PC's get as many actions as they typically do.


1 person marked this as a favorite.

113.) The Gods hosted a 1-star guest from AirBnB.

114.) A sudden influx of Chaotic Good Drow rangers dual-wielding scimitars.

115.) Old Man Henderson


1 person marked this as a favorite.

I'm toying with the idea of the BBEG, a high-level wizard or other spellcaster, disguising themselves for their machinations, and found myself wondering if it'd be possible for one to pretend to be an entirely different class to further distance themselves from their true identity? Any suggestions? Ideas?


1 person marked this as a favorite.

Thanks for the input! It went about as expected. Two PC's bought it (one died from sheer bite damage, the other died after being swallowed), but the rest of the group managed to kill it. Gunslinger was definitely the main damage dealer to the thing, especially with some help from the Bard's boosts. The Brawler/shifter did do some damage despite the burns, and she might've died too if not for the gunslinger getting the finishing shot. It was a pretty exciting fight.

Now as the swallowed fighter is one of the character's brother they do plan to raise them from the dead... however I'm not clear on what happens to a corpse that's suffered quite a lot of fire damage... any input there?


1 person marked this as a favorite.

Oh, I never noticed that on the Inquisitor before. Yeah I guess you're right, if it hasn't raised a huge stink before it shouldn't now. Well okay that's one concern put to rest. Still would appreciate input on the rest though.

Again, thank you.


1 person marked this as a favorite.

I've certainly seen examples of a half-fiend as an adversary in an adventure path, but I also don't recall a specific "half-fiend" template or something in the bestiaries.

I feel stupid now, I apologize for my epic failure in reading comprehension. Still lacking anything for a half-genie other than the aforementioned half-janni, which doesn't ever get mention anymore.


1 person marked this as a favorite.

I remember reading in "Qadira: Gateway to the East" that there were Half-Janni, and then Suli descended from them. But I didn't read any such thing in "Blood of Elements," which was published later, and to my knowledge the other geniekin never had any mention of descending from "Half-Djinn/Efreet/Shaitan/Marid" to the best of my recollection.

And yes I know 'canon' can be a pretty loose term from group-to-group, I was just wondering if anyone knew the official stance.


1 person marked this as a favorite.
Merisiel Sillvari wrote:
Nintendogeek01 wrote:

Woo-hoo! Good Christmas this year!

How was Crystalhue? Any interesting stories to share?

Nope, just the reminder that all my human friends are gonna die of old age soon.

Aw... please don't sound so down. Will you go do something fun? For your sake?