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![]() Maybe not that novel of a concept for those experienced with the game, but I decided to make a write up and try to explore most mutations of the Flurry Maneuver Ranger. The basics of the build is that Agile works with Trip and similar actions and Flurry can get that number extremely low to spam attempts for super high chances to succeed. I wrote it all here, if there is something wack in it, I appreciate the feedback though it could very well be we value different things in this game :) ![]()
![]() So I've been looking a bit at Repulsion which creates a 40-ft aura around you and enemies that are in the aura must make a save. On fail the enemies cannot move towards you while in the aura and on success enemies treat the aura as difficult terrain if moving towards you. This seems like it has the potential to either default-kill melee only enemies as they are completely unable to approach you while you can use ranged attacks. This does affect your party but as long as they are further away than they can reach they don't need to move towards you. I do understand that this is counterable with ranged attacks but still seems like an extremely potent spell effect. ![]()
![]() So what happens while being stunned during your own turn has been debated a lot on the forums but has been a somewhat niche issue (imo) with most ways of achieving it being somewhat jank like using Ready with Flurry of Blows or Power Word: Stun (uncommon), there is also snares that does it. The crux of the issue being that Stunned is only removed at the start of your turn meaning that it can be interpreted to remove your entire turn since it mentions you cannot act while having the condition. However now with the Psychic being released the issue is impossible to sweep under the rug anymore as they get multiple talents where this happens. The amped version of Forbidden Thought stuns the target if they take a forbidden action if they fail a save on their turn, extremely powerful if it is "save or lose your entire turn, your reaction and an action on the next turn". There is a feat called Violent Unleash which is a free action you can take as you unleash (and unleashing is the first action you take on your turn) to cause Fireball damage around you but you become Stunned 1. Surely this feat is not supposed to take away your entire turn, is it? It is a shame the CRB errata was so recent as this is something that would have been perfect to address now with Dark Archive releasing very soon, hopefully we can get official word on Paizo on this to fix this. Meanwhile I'll personally use house rules to make it so you can act during your own turn and lose the ability to do so when your turn ends. ![]()
![]() I'm currently running a Fists of the Ruby Phoenix game privately and just thought to myself, wouldn't it be cool if all teams were players? I started to think about the idea a lot (at first I considered doing 32 teams and the pre-qualifier but I talked myself out of it for the sheer logistic challenge) and was convinced to do it! How will it work? This game will be running async, which means the games will be up all the time and people will take their turn when they have time (however please try to make sure you can participate at least once per day) so it will mean that it might not be a very fast paced game. This is also for logistic reasons (scheduling is hard enough with a group of 5 people, imagine 20+) and will be hosted on a 24/7 uptime foundry server and will also make use of Discord. There will be 8 teams (might do less if we don't get enough people) participating in a double elimination tournament, the final will be a best-of-3 where the winning team has a one game lead. The game will feature different kind of arenas to spice things up a little. What is allowed? There will be three eligible team formats to make things interesting: Eight level 14 characters.
Only official paizo content will be allowed, no free archetype, all ancestries will be allowed, uncommon options will be allowed. Banned content: Heaven's Thunder
Your starting equipment will use Treasure for New Characters as if you were one level higher, e.g. a level 16 character will recieve gear as if they started at level 17. Rule changes, additions and notes Incapacitation and similar effects will always treat a player character and their companions as higher level than you.
Special Rules A contestant who yields or fails to act for a count of three (3 rounds) shall be removed from the field of battle as quickly as possible and is no longer a contestant in that match.
So how do I sign up? I will not be coordinating teams but you can organize yourself in this comment section if you'd like. Once you have a full team with a team name and legal characters (pathbuilder is a quick and easy way to build and allow me to verify them) message me and I'll sign you up. If you have any questions about this or maybe I missed something, just let me know! ![]()
![]() So there has been a few APs that include various items and feats in the backmatter and occasionally something goes wrong and the balance is a bit off. From Extinction Curse there is the Bone Croupier, from Agents of Edgewatch you have Heaven's Thunder and from Ruby Phoenix there is also a weapon and a feat that has been commented by developers to be marked for errata because they don't fit the intended balance of the game. But time has went on and Bone Croupier was noted as an issue almost 1,5 years ago by Mark and it seems right now errata is almost only tied to print runs (except for the Lost Omens line, great job there!) which puts APs in an awkward spot. It also seems that the updated version of the collected Abomination Vaults will not be updating the old PDFs either. We've also seen APs get unofficial errata with monsters and weapons getting reprinted in other books with changed stats but no addressing the original content. Maybe the FAQ page could be utilized for this? I am aware that Paizo is busy, has a lot on its plate and an uncommon option in the backmatter of an AP is probably not the highest priority, but it would be nice to know if there was a plan addressing these issues in the future. ![]()
![]() So this AP heavily uses the Leadership subsystem and throughout the first book you get the chance to recruit followers and lieutenants. I'm not sure I understand the mechanical benefit of this however, it says that followers and lieutenants are noncombatant NPCs and if you decide to use a liutenant as a cohort that is akin to adding another player to your party. As far as I can tell when you recruit people they just add up to your numbers and follow you as noncombatants. If the intent is simply to add NPCs to your party that you can RP with this is very fine, I guess I'm just wondering what to do with the subsystem and if it is worth the bookkeeping. Maybe there is an event in later books that rely on the organization size and level? ![]()
![]() So the timeline before the Earthfall is intentionally left very vague but I was wondering if anyone knew if there was any hints about it or if anyone has any good speculation about it. I was reading through Fists of the Ruby Phoenix and FotRP: and I thought that was crazy since it is has only been 10000 year since the Earthfall and got me thinking about if that is enough time to live through the Age of Creation itself. Syndara has been trapped for 300000 years due to subjective time ![]()
![]() So as far as I can tell starting positions seems to be an exercise left to the GM in both Book 1 and Book 2 and I was interested in hearing some ideas from you who have ran it. Idea 1: All characters start close to each other (everyone starts in the phoenix on the ground on opposite sides. Pros: This feels 'authentic' to me and likely how an official organizer would do things. Melee characters can close distance fast if they go first. It's explosive and the fight starts immediately. Cons: AoEs become very strong for a caster who wins initiative. It can be hard to use the terrain in fun ways. One less avenue for tactics. Idea 2: Characters can choose where they want to start on the map (but on opposite sides). Pros: You can really enhance your team composition. Possibly less chance of a slugfest turn 1 Cons: Very long range attacks might become too strong. What are your thoughts on the subject? ![]()
![]() Just saw the news on Reddit. Love your work on second edition, love your interaction with the community and I will look forward to play a thaumaturge in the future. Wish you best of luck in your future endeavours, and I'll be sure to check out your future work as well. ![]()
![]() So I looked at the Ghost Eater archetype which seems interesting but one issue with it is that there are quite limited opponents to use it against. Ghost or undead enemies: In Book 1 you have the Temple of Irori (but you gain the archetype after clearing this), and the Watchtower Ghosts. In Book 2 you have the Jiang-Shi. In Book 3 there isn't anything. So I was thinking of how to make this archetype more relevant: 1: Give access to it before the temple, probably instead of giving the ghost touch runes. 2. In Book 2 make Grandfather Mantis incorpereal (possibly just adding weakness to ghost touch among the weakness to force and positive). 3. The tournament is called The Hungry Ghost tournament but in one encounter he summons a troop of non-undead corpereal spirits which the archetype doesn't interact with at all. I'm not entirely sure how to make a ghost troop but I think here is also a good place to make it relevant again. Possibly changing other encounters to ghosts since it is called the ghost tournament. If you have ghosts or undead I missed or other ideas or feedback I'll gladly accept it. ![]()
![]() I saw this video posted on reddit and I thought it was really interesting. Often when building squishy casters (wizard, witch, cloistered cleric, etc...) you'll have to choose between getting a high Dex or a high Con when building defences as you can't get Dex capped (unless investing with feats later). The conclusions made in the video are that AC has a less valuable effect if you don't have much of it and Con has a greater effect while you have not a lot of health. While this may seem obvious I often see people trying to get as much Dex as possible on these squishy casters which may not be as much effective health than starting with more Con instead. ![]()
![]() One of my players decided to be a Lore Oracle and can't quite decide what Lore she wants from her mystery. I thought it would be a great idea to let me choose it based on something that'll show up later in the campaign as foreshadowing of some kind. Similar to the Haunting Vision background in Age of Ashes. I'm thinking of something related to the King of Biting Ants and in that style, possibly Insect Lore? Do you have any other good ideas? ![]()
![]() Looked through the weapon list and noticed that some monk weapons are almost identical to other weapons but lack a trait. Kama 1d6 (agile, monk, trip) -> Kukri 1d6 (agile, finesse, trip): Loses the finesse trait for monk. Sai 1d4 (agile, disarm, finesse, monk, versatile) -> Main-Gauche 1d4 (agile, disarm, finesse, parry, versatile): Loses the parry trait for monk. Fighting Fan 1d4 (agile, backstabber, deadly d6, finesse, monk) -> Filcher's Fork 1d4 (agile, backstabber, deadly d6, finesse, thrown 20ft.): Loses thrown 20ft. for monk. Is this intentional or an oversight? ![]()
![]() So I've noticed occasionally when using adventures and adventure paths that some creatures that are used don't have an image supplied (either in the AP book or in the Bestiaries/Archives of Nethys) which can make it hard to show the player the appearance of such a creature. I have noticed however that they'll supply images of these creatures in Pawn Collections and it would be great if there was a way to access these images because buying the pawn collection as a digital product is not ideal given how they're very much designed to be printed and as a result are very small and a bit cluttered. My suggestion is that Archives of Nethys could get the original art for these missing creatures (such as Cinder Rat that only has art in the pawn collections), or that the digital pawn collections also could include more high res versions of the images. ![]()
![]() Wish and all Wish-likes has the ability to cast a 7th-level spell from any tradition as 3 actions. Have you used this effect for anything cool or effective? Also a tangent but although I don't think it is RAI it seems that the language doesn't exclude uncommon spells and spells not on any spell list such as focus spells and rituals which could potentially be a vool usage if you clear it with your GM before. ![]()
![]() As far as I understand it Avoid Notice lets you roll Stealth as initiative and that is the purpose of the activity, from what I can tell and have read discussions on the forums you can't really sneak past someone in Exploration mode but instead you go to Encounter mode when you are in threat of being detected at all. So the purpose of Quiet Allies eludes me a bit, since it cannot be used for initiative which seems to be the purpose of Avoid Notice. What happens when a group is using Avoid Notice and using Quiet Allies and you go into encounter mode? Is Quiet Allies for detection only and the individual initiative roll is initiative only?
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