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5 posts. Alias of Ravingdork.



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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Razmiran Priest Dedication says the following:

You can take the Cleric Dedication feat without needing to meet its prerequisites and before you take two other feats from the Razmiran priest archetype, but you must choose Razmir as your deity. All spells granted by the cleric archetype when gained in this way are occult spells instead of divine spells, and cleric feats that normally have the divine trait instead have the occult trait. Your key spellcasting attribute for these spells is Charisma, rather than Wisdom.

Does it mean I pull my cleric spells from the occult tradition list? Or that I pull my cleric spells from the divine tradition list and treat them as though they were occult?


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If a given game rule says to add extra distance to your Leap, but doesn't reference High Jump or Long Jump, does that bonus also apply to High Jumps and Long Jumps, since they are also considered Leaps?


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I'm curious to know; for those of you who use Free Archetype in your games, do you allow your players to double up on feats if they choose? That is, take more feats from a single archetype than normally would be possible without Free Archetype in effect. Why or why not?

For example, one of your players wants to play a monk with the wrestler archetype, which has several feats available at each level. Starring at 4th level, your player takes a wrestler feat as normal for Free Archetype, but then also chooses another wrestler feat in lieu of a monk feat. In fact, from then on, they choose only wrestler feats when possible, effectively making them twice the wrestler than would normally be possible.

If you enforce the duality of Free Archetype, why? If you allow for doubling up, do you have any concerns that it might get out of hand in some way?


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Casting the spell makes you automatically undetected...so why does it let you make a Hide check with a bonus? What's the point? You're already undetected.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Horn of Plenty, WoI 44 wrote:
The receptacle can store up to 1 Bulk of potions and elixirs, but no other items.
Bulk Values, PC 269 wrote:
Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk).

Therefore the exemplar's Horn of Plenty can hold 19 light elixirs or potions.

If you believe differently, I'd like to hear your take on it (and why you believe such).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What does your exemplar put in their horn of plenty and why?

I am making a cook exemplar and am looking for fun ideas.


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If my exemplar is wielding a staff in two hands, it does d8 damage. If I then follow up a successful two-handed strike with Strike, Breathe, Rend, does it do d8 damage, or d4?

Seems too bad to be true if it is stuck at d4.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I never see anyone ever take the daze cantrip due to its lack of damage and commonly resisted damage type. It has almost nothing going for it. It being nonlethal might be the only advantage it has over other cantrips, but it's found lacking in almost every other respect.

I'm considering powering it up a bit and wanted to get some second opinions on my idea.

I'm considering removing the Manipulate trait, maybe even add the Subtle trait, and adding some additional verbiage making it clear that it is a purely mental action and therefore can be performed even while bound or paralyzed.

Damage and other parameters would remain the same. I feel this would make it much more valuable in specific cases, giving it a place in caster repertoires, while not impinging upon other cantrip options.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What are the awesome and funny victories your PCs have had?

For us, it was defeating the overpowered psychotic sorcereress by pushing a folding boat out of a tower window to crash down on her head several floors below.

Another one was defeating a reoccurring villain who, when defeated, would melt and drain away only to reappear stronger than ever in the next campaign arc. The third time we beat him and he began his transformation, one of the players was quick to shout "Quick! Get out the bread!" We mopped up the villain with an absorbent loaf of bread, then stuck it in an air tight jar until he suffocated and died.

An older encounter involved a green dragon that completely thrashed the whole party, only to have one PC's underleveled NPC cohort crit with a frost bow, dealing enough damage to trigger massive damage and kill the dragon outright.


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Got a bit of pushback from a player today. They're kineticist used sanguivolent roots for the first time. When they described the ability to me, I said "if it's alright with you, I'm going to roll damage once and apply the result to everyone in the area so as to keep things moving along quickly." I didn't think this would be an issue since this is pretty much what myself and every GM I've known has done for area effects since time immemorial.

The player insisted that I rolled individually, since that would increase the odds of higher healing for the party and that, though my house rule would be more expedient, it would greatly devalue an ability they had invested in and actively weaken the party. After reading the ability more closely, and seeing verbiage that implied rolling damage separately for individual targets, I acquiesced and we got on with the game

It got me thinking about area damage effects and whether the expected norm is rolling damage once, or rolling for each target in the area. I'm sure there are examples on both end of the spectrum.

What is the expected norm? Do you follow that norm, or play it differently? What are some examples that follow the expected norm, or go against it?


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We've had a runesmith in our Saturday game for a while now. He frequently places the Zohk rune on my rogue.

For several sessions I thought that I only benefitted from the speed boost when I moved toward the runesmith. Since many of our encounters took place in dungeons and similar tight spaces and we're not spread out, I'm rarely able to take advantage beyond its teleportation ability (which has helped us escape bad rooms more than once).

Zohk, Rune of Homecoming wrote:
The target gains a +15-foot status bonus to their Speeds, but only when their movement would end closer to you than they started their turn.

This morning, I was reading the ability, and came to the realization that it doesn't say I have to move toward the Runesmith to get the speed bonus; I just need to end my movement closer to him than I started.

Suddenly, I'm running PAST and AROUND the runesmith to reach an enemy in a single stride that would otherwise take two strides. It gets even better if the movement is totaled then checked, rather than checked for each action. I've been able to run AWAY from the rune smith, round a corner, and into a different room to engage enemies there just because the runesmith ON THE OTHER SIDE OF THE WALL is positionally closer to me than when I started.

It is SO much more versatile than I originally gave it credit for.

Is this really the way it is intended to work? Am I missing anything?

How might you best take advantage of such a boon?


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I seem to recall that a recently released source book allowed an easy way to become sanctified. However I cannot for the life of me remember what that method was.

So...what methods do you know of to get sanctified? Help me jump-start my old brain.


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The armored skirt description confuses me and appears it is in desperate need of errata.

What does my half plate stats become when I incorporate an armored skirt? Is the following correct?

Price 20 gp; AC Bonus +4; Dex Cap +2; Check Penalty -2; Speed Penalty -5 ft. Strength +1; Bulk 4; Category Heavy; Group Plate; Traits Noisy


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There is nothing anywhere in the game, insofar as I'm aware, that states that your character gets clothes for free. For years now, my fellow players and I have been purchasing mundane clothes for our adventurers. However, when I look at humanoid monsters and NPC stat blocks, I almost never see clothes mentioned among their gear. Same appears to be true with prefab characters in Society play as well. Come to think of it, I don't believe I've ever seen mundane clothes mentioned in online player builds and the like.

This leads me to the natural assumption that adventurers all across Golarion are nudists. Naturally. ;P

Do you and your table(s) ever concern yourself with such things? Or do you all just assume your characters have a basic outfit and anything purchased are specialized, magical, or spare outfits?

EDIT: Posting here 'cause Reddit doesn't know how to have fun little tongue-in-cheek discussions.


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Reworking an old diviner.

How might I build out a "Seer" concept in Pathfinder 2e? That is, someone with the gift of foresight and/or the ability to accurately predict outcomes.

I'd prefer an arcane caster, such as a wizard, but I'm not dead set on that if something fits the concept particularly well.

Anyone have any good suggestions for mechanical options that might work to that end?


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If I have a caster standing in a dispelling globe and an enemy tosses a fireball or ignition against him, it is likely to get dispelled.

But what if the caster inside the globe steps outside of it, while keeping it in between him and his foe. Does his foe have line of effect? Does he still need to contend with the counterspell effect? Does fireball simply work since, unlike previous editions, there is no magical bead streaking across the intervening space? What if the enemy attempted something like stupefy?

Do spells that simply emerge or target directly still need to contend with obstacles, barriers, and line of effect / line of sight?


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Can clerics and other divine casters of Zon-Kuthon cast the heal spell?

One of Zon-Kuthon's anathemas is "provide comfort to those who suffer" which gives me pause.

I was hoping to prepare the spell on a Kuthite character for use in prolonging the suffering of torture victims that would otherwise die, but I'm not sure if that would really fly.

What do you guys think? Can Kuthite priests cast heal and/or use other restoratives during the course of their grisly work? Are they not allowed to use Battle Medicine even on themselves?


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I am updating an old character to Remaster rules and noticed that AoN still lists spell immunity as being in the Core Rulebook. Is there a replacement spell for spell immunity in the Remaster?


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If you buy a magical weapon with fundamental runes, the cost of the weapon is subsumed in the cost of the runes.

Is the same true for armor? I don't recall.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It's generally understood that if you fail a check to Recall Knowledge, you can't keep making checks to learn more information with that skill (sorry I couldn't find the source to quote it). But what if you have multiple related lore skills, such as Giant Lore and the more specific Troll Lore? Can you make new checks using the other lore skill after you've failed the other?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Automatic Knowledge wrote:
You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

Does anyone actually take, much less use the above feat?

It's nice to be able to get a free RK check when your lore comes up, but um, how often will it really matter the round after that, or the round after that?

The primary benefit of being able to use it every round as a free action seems, well, like it wouldn't come up very often. As written it just doesn't seem like it's likely to be applied practically.

Say I have Zon-Kuthon lore on my total edgelord character. Does he just not shut up ever about his dark lord? XD


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Is there anything in the Remaster that duplicates the effects of the classic ring of wizardry, or perhaps comes close to it?


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So if I blast a swam with an area effect that does 2 or more types of damage, does it take its area weakness damage 2 or more times?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
DA Errata wrote:

Page 10: Update the first paragraph under Psychic Spellcasting.

“You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You are a spellcaster and can cast occult spells using the Cast a Spell activity (Pathfinder Player Core 299). You don’t need to utter incantations to cast your spells, instead exerting your mind toward your intended effect as described in your subconscious mind class feature. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.”

Does this mean psychics can cast freely underwater without having to give up all their held breath?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
PC1 errata wrote:

Page 401 (Clarification): What happens to abilities that depend on your roll when you set your die to a certain result instead of actually rolling? Typically, it still counts as a roll for abilities that trigger off your roll.

For example, if you used Assurance to automatically get a result of 10 + your proficiency bonus and it would be a success, an ability that applies to that skill and says “when you roll a success, you get a critical success instead” would still upgrade your result to a critical success. Though this general rule should apply most of the time, a GM might rule otherwise in certain circumstances based on the specific abilities and their themes.

How can we best take advantage of the above clarification to ensure many, many automatic critical successes (or positive shifts) with our characters?

Let's brainstorm some fun combos!


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If a thaumaturge has a weapon implement in one hand, and a single one-handed weapon in the other, can they benefit from Implement’s Empowerment with the latter?

The way I see it, there are two possible interpretations:

1) It works, because they have a single one-handed weapon and the empowering implement. All conditions are met.

2) It doesn't work, because they have two one-handed weapons, not a single one. One of the conditions has been violated.

What do you think and why?


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I'm thinking of creating a high level spell that freezes or compresses time, allowing the caster and a chosen target within range to converse with impunity. I hope to get some ideas and suggestions on how best to implement such a spell.

Some thoughts:
- Target gets a will save to negate, but is aware of the spell's effects and may voluntarily accept a failure result.
- Caster and target actions will be extraordinarily limited during the apparant duration, such as only being able to take purely mental actions and verbal actions. Absolutely no physical actions, spellcasting, manipulating the environment, or harmful actions can be taken while the spell is in effect.
- The spell could be entirely mental, plunging caster's and target's minds into a psychic black void completely cut off from the outside world. Sort of like Stranger Things.
- The spell is instantaneous to outside observers, but will have an apparent duration of no less than 10 minutes to those effected, after which the duration can be extended indefinitely so long as all parties wish to keep it going. Targets cannot prematurely end the effect during the initial duration unless they succeeded on their initial save and chose to be effected by the spell's effects. The caster can end the spwll's effect at any time.
- Higher spell ranks allow the caster to attempt pulling more people in, though the target size remains small (2-5 additional targets I'm thinking). Furthermore, a higher rank might allow the caster to eject participant(s) from the spell effect prematurely.
- Leaning towards 8th or 9th rank, with 10th rank allowing more targets.

What do you think? How might such a spell potentially be abused?


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Prove your potential to Kurgess? LOLWUT?

What is going on with the official Rules Archives? Why can't I access it all of a sudden?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Hey everyone,

I’ve been digging into Razmiran lore lately and ran into a question I can’t quite pin down with certainty: Do Razmiran priests genuinely believe in their own divinity and in the supposed godhood of Razmir himself?

On paper, Razmir’s entire nation is built on a lie and plenty of sources make it clear that high-ranking clergy know this. But what I’m curious about is the internal culture of belief among Razmiran’s priesthood:

Do most priests know it’s a hoax, or is that knowledge limited to the top tiers?

Are low-ranking acolytes indoctrinated from the start to truly believe they serve a living god?

How much self-deception exists within the hierarchy? Are there priests who choose to believe because the alternative undermines their identity or power?

And lastly, do some priests genuinely believe they themselves possess divine authority derived from Razmir, even if they don’t consciously buy into his supposed godhood?

There’s a lot of room for interpretation here, especially given how propaganda-heavy and cult-like Razmiran society is, but I’d love to hear how others have handled this in their games or how you read the canon lore.

Looking forward to your thoughts!


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There is no archmage archetype, prestige class, subclass, or feats insofar as I'm aware. Just a couple themed items, such as the archmage's regalia and robe of the archmagi.

So, if you want to play as an archmage*, then how might you go about doing it?

No homebrew rules or third party content suggestions please.

*:
For the purposes of this discussion, let's define an archmage, conceptually, as a uniquely powerful and talented master of the arcane arts, a cut well above your typical NPC wizard or sorcerer.


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If you were in a position in which you needed to jump a distance, but did not have the use of your feet (such as when dangling by your hands), how do the rules expect us to run that or, in the absence of such rules, how might you expect to run this corner case?

I'm imagining something like a rock climber hanging from the underside of a rock overhang by their hands and needing to jump to a nearby cliff face. Like in those Tom Cruise movies (Or maybe it was Sylvester Stallone? Whatever.) or any number of video games with widely spread "jungle gym" elements.


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When I tried to leave a product review, I couldn't find any links or options to do so.

There doesn't seem to be anything on the product pages or on my account pages that would allow for me to leave a review.

I want to be heard. Where is this capability? I see mention of other reviews (though clicking on them doesn't reveal any of their contents) so I know it's possible to do.

What am I missing?


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Does the mirrored aegis immanence grant allies in the aura the +1 status bonus to AC?

Or is the reference to protecting your allies just referring to the transcendence effect from Raise the Walls?


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What simple weapons are there, that are not deific favored weapons?

I want a rarely picked simple weapon so my exemplar can make it more advanced. ;)


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The feat says, "While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures..."

Does this mean that rolling a failure always allows me to provide sustenance for myself and four others?

And if so, are there other abilities with similar wording that might be adversely affected if the same logic is applied to them?


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Magical ammunition says "Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isn't consumed) and you must activate it again before you can use it."

However, I can find no such limitation for alchemical ammunition, such as with elemental ammunition.

Does this mean I could fill each of my slide pistol barrels with different elemental ammunition, activate them all right away, and then keep them activated and ready to fire for a rainy day?

If the rule exists, can you help me find it?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've attempted to make several exemplar characters since the class' release, and I've found that in almost every instance, another class does it better.

Exemplar with a rifle? Gunslinger has better action economy and raw numbers.
Exemplar archer? Ranger does it better.
Melee exemplar? Barbarian and fighter topple it easily.
Bag of tricks exemplar? Bard and rogue have WAY more options available.

Every concept (more than those shown above) that I've come up with has failed to find a niche that some other class didn't fulfill better in almost every way.

So, what then, is the exemplar class supposed to be doing? It has a strong conceptual niche, but it's mechanical niche--whatever that's supposed to be--seems more and more lacking to me.

What are your thoughts on the class' role and abilities?


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I'm trying to build a cut-above-the-rest mana waste mutant (mutated fleshwarp exemplar) that wields a two-handed firearm to devastating effect.

However, I'm having trouble deciding on what Exemplar options to take. Does anyone have any advice on how to make an effective ranged Exemplar build?


Enhanced familiar says "You can select four familiar or master abilities each day, instead of two." For witches it then goes on to say "Add the bonus familiar abilities you gain for being a witch to this amount."

So if I'm playing a 6th-level witch, my familiar would have...

2 base abilities that all familiars get
1 patron themed ability
1 bonus ability at 1st
1 bonus ability at 6th

For a total of 5 familiar abilities.

If said witch took Enhanced Familiar, then at 6th level the familiar would have...

2 base abilities that all familiars get
5 bonus abilities from Enhanced Familiar (2 base + 3 more equaling witch bonus abilities)
1 patron themed ability
1 bonus ability at 1st
1 bonus ability at 6th

For a total of 10 familiar abilities.

Is that right? Seems like a pretty meager feat if not.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Student of the Canon wrote:
You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

If I have, say, Asmodeus Lore, Devil Lore, Hell Lore, or some similar lore of a religious nature, do I benefit from the last sentence of Student of the Canon when making said lore checks? Unlike the second sentence, the third and final sentence has no qualifiers such as using the Religion skill.


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...then surely you wouldn't mind if my ghoul got satiated by using Consume Flesh on an earth elemental, or a fire wisp? /rhetorical

What other game elements clearly break down in a bad way or clearly deviate from developer intent when descriptive elements are ignored?

If you want to share how things can fall apart when putting too much focus on descriptive rules, go right on ahead, but please create a separate thread for it.


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Just picked up the rogue feat, Light Step, on my Large awakened spider rogue a couple games ago and my goodness is it amazing!

So many things in PF2e are treated as Difficult Terrain. WAY more than I would have thought.

Difficult Terrain? Ignored.
Greater Difficult Terrain? Reduced.
Balancing movement penalty? Ignored.
Blindness movement penalty? Ignored.
Moving through tight spaces? Ignored.
Tumble Through movement penalty? Ignored.

As well as a numerous creature abilities (such as spider webs) and spells (such as solid fog) that have their effects severely reduced in effectiveness.

Now that I've seen what it can do, and just how often it comes up (especially as a Large character), I highly advise it for anybody with a love for mobility, even over the popular Gang Up feat.

What other situations are there for it to really shine?


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Can anyone help me rebuild my 1e transmuter, Haylannar, as a 2e Remaster character? It's something I've been meaning to do for a while, but I'm not really sure where to begin, or how best to go about it.

He's supposed to be a powerful merchant wizard who accidentally absorbed some of the powers of an artifact when it was absorbed into his very being while using polymorph magic.

In 1e this was accomplished by increasing his polymorph forms' Base Attack Bonus to far greater heights than even fighters. Then he would simply tear his enemies apart with as many powerful natural attacks as possible.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

.
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.
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With War of Immortals having introduced the Exemplar class a while ago, I thought it would be fun to start a thread where we can swap ideas and experiences.

- What Exemplar character concepts have you come up with?
- What are you playing now, or planning to play later?
- Do you have a favorite concept that you think really shines with this class?
- What characters worked particularly well for you in play, and why?

I’d love to hear about all kinds of builds and concepts--whether it’s a serious campaign character, a quirky one-shot idea, or just a “dream build” you’d love to try someday.

Looking forward to seeing what everyone’s put together!

I for one made a gangly, cowardly thief who robbed a tomb, then became possessed by the imprinted memories of the long dead warriors that wore the stolen armor before him. His mind has thus become fractured by the weight of countless imprinted memories, leaving him uncertain where his own identity ends and others’ begin. He suffers sudden flashes of déjà vu, intrusive thoughts, and emotional swings as conflicting ideals war within him. Though his composure hides the turmoil, he is never free of the fear that one day the borrowed voices will drown out his own. His alternating between ikons mirrors his personality shifts. One round he could be a skilled swordsman, then an expert marksman in the next, and later on take on the personality of a braggadocio nearly impervious to damage.


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The more I look at the description of the free-hand trait, the more I wonder what the practical benefits of having a free-hand weapon are.

Free-Hand Trait wrote:
This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.

So, despite its name, my "free-hand" weapon gets assigned to one of my hands (even if it's, say, an armor spike or blade boot). Then, I cannot use that "free" hand to attack if I have another weapon. Ergo, there's nothing really free about it. The hand is occupied and being used by one weapon or the other. That seems oddly similar to, oh I don't know, just having two non-free-hand weapons.

Why shouldn't my swordsman be permitted to Strike with his longsword, then Strike with his spiked gauntlet on the same hand? The motion involved wouldn't be dissimilar from a pommel strike of the sword, something we see in fantasy fights all the time. But, for reasons, this is not permitted unless each weapon has its own hand.

Sure you can call yourself armed while you open a door or scale that cliff with a free-hand weapon, but the trade-off in weapon traits and damage ultimately make it a rather poor bargain--to say nothing of all the other balancing factors like needing to pay out the nose for additional runes.

What do you like about free-hand weapons? What don't you like? How do you make use of them in your games? Do you feel that they should have a few less restrictions?


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I am looking for a high resolution icon of Vigilant, the iconic Paizo golem. Does anyone know where I can get one?

I want to use it to fancify my Pathfinder desktop icons.


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I understand that Starfinder 2nd Edition has been made to be much closer to Pathfinder 2nd Edition in its mechanics and play experience.

What I want to know are what are the little things (and big things) that are different in a way that a person coming over from Pathfinder might not expect? Are there any surprising changes, differences, unintuitive new rules, or avoidable assumptions?

As I slowly venture into this new game setting, what mines and pitfalls can you help my table and I avoid?


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Outside of a couple corner cases, Assurance looks like a REALLY bad feat.

I was thinking about taking it with Craft for my Inventor so that I could more reliably use Overdrive.

Nope. The feat automatically fails the standard level DC at every level. Like, WTF? Barbarians, rogues, and others don't have to deal with this **** for their extra damage.

Why would anyone ever bother taking this feat outside of Medicine/Treat Injury?

Please tell me I'm wrong.

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