Maghara

OrochiFuror's page

Organized Play Member. 292 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


1 to 50 of 101 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

I have a monk wrestler I want to play sometime, pick up clinging shadows and lock most medium or smaller creatures down and pummel them. Lizard folk size increase to do the same to large creatures late game, sounds fun.


1 person marked this as a favorite.

I like the look of those wings and the horns framed to look like they hold the halo up is great. The body is a bit lanky looking and the side view of the head just makes me think "unavoidable chin move".

Benevolent, gold and strives to protect innocents. So it's basically a combo of the only metallic dragons most people could tell apart.


1 person marked this as a favorite.

I think a lot of 80s, 90s and even 2000s movies give the impression that translation can often be a one for one thing. We don't get exposed often to the fact all languages have phrases that encompass ideas that are unique to that language or society. Many have single words to things other languages would require a sentence to describe just because it isn't a word for them. Also the fact many words come with social baggage or gender baggage, it can make it hard to put such things in simple terms without writing an aside for your language to allow you to relate better to it.

With that in mind, I think this was an amazing piece, giving a lot of insight into things with such a simple setup and encounter between two people.


3 people marked this as a favorite.

We've only just started lowering corruption in modern times compared to nearly the whole of human history so I don't think it should be all that surprising.

When you add in actual evil beings and many anti-social or xenophobic creatures and societies that take resources and lives away, then is it any wonder why people in positions of power cut corners and make deals? Even with good intentions just trying to keep things stable, there's a lot going on.


2 people marked this as a favorite.

The AP has lots of problems, from the map not fitting the descriptions, the plot hooks and the NPCs. Out of the 4 APs I've done so far this was the least enjoyable. That's saying a lot considering I played a Kobold inventor who started off styled like Wolfwood, carrying his mech around on his back until he could ride it, then he rode his dragon tank everywhere, was very fun.

You find lots of broken steam punk automatons, fight several different types of them from guard bots to ale servers. So I think there's lots of steam punk inspired stuff around. The big disconnect is likely how the map looks rather plain and many of the descriptions of places don't make sense on the map and don't give the feel of crazy inventions and unique things that can only be found here.

On the topic of weapons, you aren't going to get things that operate different then what we have. You can re-flavor them to be lever action or revolver like, but the mechanics are there to keep them balanced, that's one of the core principles of PF2e.


1 person marked this as a favorite.

Just want to point out a lizard folk champion with a shield can make everything adjacent for them difficult terrain, getting off guard on all enemies around them.
Smaller area and Off guard only to them, but less investment.


1 person marked this as a favorite.

Hopefully we can get an article on remastered animal companions.
Would be nice in the final version to see some of the ranger AC feats condensed, like merging camouflage and Stealthy companion, add some companion stuff onto other feats and/or make new AC feats to make ranger feel better then any class that just takes Beast Master.


3 people marked this as a favorite.

I don't care about the hang ups people have of changing the class focus and such, but if you do want to change then soldier is a back ground, not a class. A field operative is a soldier, a sniper is a soldier, a tank crew are all soldiers, a spell caster who's enrolled in the military also fits.

If we are going to have every class have more of a theme and not have a generalist combat class then I hope the classes we do get can cover a WIDE variety of concepts because otherwise there's going to feel like a big hole. It might get filled eventually by being able to have more interesting themes, but it does seem like a weapon generalist fits a lot of peoples idea for just want to be good with gear theme.

I'm all for themed classes, so long as they are varied and aren't mechanically inflexible. It will hurt the short term but I think would allow more classes in the long run.

As for a new name, maybe point man, SAPper (Squad Assault Person), Demolisher or Brute.


1 person marked this as a favorite.

I loathe vancian casting. I've never played in a game in 30 years that a DM would give you so much knowledge of what your up against that you could make spell choices that you knew would be perfect. I've also never played a game where you knew for sure you would have have a day off so could swap to all non combat spells and have that be meaningful.

So for me, being prepared for as many things as possible as often as possible has always been a baseline. Prepared casters have always been bad at that, because sometimes you need that one spell two or three times, and only spontaneous casters reliably cover that.

The exception being themed adventures like AV, but I tend to have a low opinion of adventures you can build a character that is just a good counter to the adventure as a whole.

I haven't played one yet but I think I would like a sorcerer with the spell book feat to have some ability to swap spells around.

For me, the feel of having multiple spell slots not be the right thing for that day vastly outweighs any good feel having the right spell gives. As well as choice paralysis, do you use this ok spell now and maybe not have it when you need it? That's the least amount of fun possible to me.


1 person marked this as a favorite.

Likely to get higher weapon dice for ranged compared to PF2, but the big difference is probably going to be magazine size, not having to reload all the time so you can instead put damage out and do something else.

Melee will still likely be the only d12 and have stat to damage. Can't imagine them having multiple dice for any basic weapon, would be nice though.

Hopefully with interesting traits and functions the weapons will be more interesting to use then just thinking about what die it has. If we don't get a slew of new traits and abilities like beast weapons, then it will be very stagnant.


3 people marked this as a favorite.

Jedi are space magus. Biotics/psychers are space wizards/sorcerers. We already have lots of sci-fantasy with magic.
ME had amps for biotics, would be nice to see tech devices to improve magic. Or like psycher implants. No reason you couldn't use magic to make a ship weapon shoot elemental energy or use a hand of force to make a ship do a near impossible turn or maneuver.


2 people marked this as a favorite.
Applied_People wrote:

Maybe it's just at my table...but the general approach we take is:

Common = go for it
Uncommon = ask...likely to be ok...but ask
Rare = ask...and it very much depends.

I'd hazard a guess that it's not just at my table though.

I'm not just a player. I'm a GM too and take the same approach.

Again, it's nice to have toys that everyone gets to play with.

I'm surprised to get so much disagreement, but either you're all the vocal minority or I am.

This sounds exactly how I think most people use it, and likely results in people playing what they want. So I don't understand your statement of rare making it so many people won't be able to play it.

We don't have a rare class yet, so will be interesting to see what they show mechanically and thematically for such an option.


5 people marked this as a favorite.

Keep using them. The remastered books are for new players. Just get all the changes printed out and slap them into your current books, or do what ever you normally do for errata.


1 person marked this as a favorite.

I think that Michael meant casters have to wait until the right moment to use spells. Either bring about the conditions to use your slots or use them when the time is right.

The problem is that suggests you should be doing other things then using magic most of the time. This was common in older editions but how many stories are told with pure caster types just not using magic all the time these days?


1 person marked this as a favorite.

Cleric is the best cleanser, has feats to counteract lots of nasty things. You also don't have a defender, so Thaum with amulet to reduce damage and stack up on tons of scrolls and you'd fit both roles and then some fairly well.


1 person marked this as a favorite.

Uncommon just means ask your GM first, there should be no other barrier then that. So either your GM says yes and you can pick it up on level up or buy it, or you have to put some effort into it doing a little side quest, or you don't get to use it.
I don't think trying to use uncommon for gating things in other ways would work well. Even trying to make wizard school spells harder for other wizards to get might be ok but would still be widely different at different tables.


3 people marked this as a favorite.

How could most focus spells get worse. They heighten like all other spells, meaning they don't keep up with higher spell slots, and many are low impact already. Lets hope most focus spells get brought up or expanded so casters of low to mid level have reliable things they can do other then limp cantrips.


1 person marked this as a favorite.

I hope we can see a better version of natural armor for them at some point. More heritage based feats, supporting both the different physiology of the heritage and cultures.

Would love something to make their natural attacks work with weapon feats better, especially ranger feats, but I think other ancestries need that as well. Would just be great to have more support to make a character that uses natural armor and attacks that isn't a monk.


2 people marked this as a favorite.

I think on the mechanical side they are a bit weak, all ranged weapons are, and they suffer from not working well with the highest optimal dpr of attacking twice per round. It's very strange even at lower levels of hitting for 9 damage one round then critting for 32 the next.

As for the theme, we don't actually have cowboys at all. Maybe in a future book, but Alkenstar is all steampunk/clockwork and has no wild West themes. Otherwise I think they fit in, we perhaps have too much guy with gun takes on an army in modern media and not enough guy gets shot and cleaves the shooter with a greatsword. Because nearly everyone seems to think one bullet will always take someone out. That should only be true if your making one of those bad action flicks where one kick takes someone out of a fight for a minute so you can take on the rest of the goon horde.

Skalgrim recently did a video on guns in fantasy and part of his conclusion was he would rather be hit by a lever action rifle then a battleax. In that regard I agree, but considering how much movement everyone in PF2 has to make the best of ranged weapons you need to actually fight at long range, 100+ feet at least.
Longer engagements and more flying/wall crawling enemies would help. Ranged combat is situational and having your whole shtick be a situation that doesn't shine often can be a drag.


1 person marked this as a favorite.

Wrap up all four limbs, feet and hands, the magic goes through the body to connect all four(maybe five of you want to include the head with a headband or similar) and thus connects with all your chakras to infuse your body with magic. That's how I see it working with all the non fist attacks we have.

If someone looks at you with detect magic you might even look like you have "the glow" from The Last Dragon. Magic coats your whole body to make your hits land better and stronger.


1 person marked this as a favorite.

In my homebrew I already add on some cultural and biological traits to make kobolds more interesting.

I've never used the alignment system since even as a child I saw how bad it was for anything other then actual beings made of good/evil, so I've never seen kobolds as evil, even in 3rd edition. They are considered evil because they exemplify some bad human quolities, greed and xenophobia. People call them cowardly because they are afraid of creatures three times(often much more) then their own size that often want to kill them, go figure.

I think there's plenty of room to keep all that and putting a better spin on it. Hoarders who don't value personal ownership of things, everything they take is for their tribe. They see themselves as heirs to draconic power, thus other creatures are lesser and they tend to only get along with like minded people so often keep to their own little groups.
Add in a bit more and you can really make it your own. Like having them act similar to Minions.
Hope to see that sometime, kobolds #1.


2 people marked this as a favorite.

Frozen sea, level 3 earth/water lizardfolk.
Flexible blasts, winters clutch, stone shield, tidal hands.

4 encounters so far. First was spent just trying not to hit friendlies with my aura, two round fight so I did nothing.

Second was over before I entered the room, I was last in almost every fight.

Third was rough, a little ranged damage in a small space, failed to judge when to stone block(second enemy didn't attack me), standing still and trying to block to avoid AoO, finally tidal hands and enemy rolled a one so felt great. With nearly any other roll it would have been much less enjoyable I think.

Fourth(boss) fight was brutal, put up aura then was downed before second turn. Group basically TPKd if not for GM allowing sly player idea to work, so poorly made fight that doesn't really reflect anything.

I like the things I can do, but so far feels like I'm fighting against handcuffs to do them. I can't start with my aura or an aoe and then raise shield, so I'm rather squishy as a con/str based character. Hard to decide to block first attack that hits you and thus lose the shield protection that might deflect other attacks.
Battles to short right now to get my kit rolling.

In a mostly ranged group, so my damage shouldn't feel low, but with at least one gun user critting per combat or the ranger swapping to a reach weapon, it does feel a bit underwhelming so far.
Hopefully some better fights next time.


2 people marked this as a favorite.

If those actions are the normal hostile actions they would take, ie getting in your face and flanking you, or taking cover, then no you are not posing any additional threat that any other ranged character wouldn't do better.


2 people marked this as a favorite.

Aoe only matters of you are reducing the number of hits your martials need to kill things. If your Martials need 4 strikes to down something before and after your aoe, then you did nothing.
Let's also not forget that getting more then one aoe off per combat is tricky, if enemies aren't rushing at you or spreading out so you can keep hitting them without hitting friendlies, then your GM might be going easy on you.


3 people marked this as a favorite.

Answer is ask your GM.


2 people marked this as a favorite.
Darksol the Painbringer wrote:
Fumarole wrote:
Being able to take a shielded tome into a situation where a shield would be suspect is not useless. Combine this with spirit sheath and your magus is fully prepared for combat while not appearing to be.
This is a pretty niche benefit and feels more like for GM tools than anything. Players aren't very likely to build towards always looking like they are helpless just to trick hapless fools or infiltrate neutral zones undetected.

Unless that's the flavor of your adventure, or you get captured, that's a trope that happens a lot. Or your blending into a high society event, or trying to avoid suspicion, or doing a diplomatic mission, etc.

It might not be your groups kinda thing, but I always prefer my characters to either look threatening even without gear, or to look like a commoner who can Shazam.


1 person marked this as a favorite.

Only Eidolons get to make skill checks or do anything outside of combat at the same time as their summoner because of Act Together, minions take your action to do a thing so it's either you go or they do.


1 person marked this as a favorite.

Like everything, we just ground it down with brute force, was very frustrating and not fun to be told you have to roll a 20 in a specific skill (only one of us had trained or above in) or damage keeps incoming.

Would love to hear how your battles go, we just finished book 2 last night. Thought we had a challenge with a rather large enemy but a fighter crit followed by rogue critting disintegrate put that hope down.


1 person marked this as a favorite.

Ever since AD&D I always start on page one and go to the end, paying less attention to less interesting parts or power/feat lists that I will go over when making a character that uses such things. I've always had the mindset of, I paid money for this, I best get the most use out of it by at least letting it inspire my creativity even if I don't ever get to use it in a game.


1 person marked this as a favorite.
Sanityfaerie wrote:

Something that I'd *like* to see but am almost certain I never will is the old 3.x transformational class concept, but as full classes rather than archetypes. Like, oozemorph - you're slowly becoming more and more of an ooze, but it's a full-on class (probably martial). Dragon Disciple - you're slowly becoming more and more dragon, but it's a full class (probably a wave caster). Give me some sort of full-class aberrant thing that would let me sink deep into the weird and grappling people with enormously long tentacles while their minds shatter under the exposure and whatnot.

...

This to me is what the sorcerer should be. Not just other wizard that's spontaneous with a little other flavor, I've always hated that.

Really go deep into the awakening your blood aspect of it. You should get the associated heritage feat (if one exists) for your type and gain access to those feats (perhaps even earlier) and eventually end up becoming as close to a full blooded version of that creature as you can. Fiend, celestial, azata, dragon, ooze, aberration, fey, etc.
All the options we have for such now, archetypes and heritages, are significantly hampered by the fact you can pair them with any class.

There's lots of different transformation tropes to be filled, I prefer one that focuses on one creature and permanently becoming that thing. Hopefully some day we could see something that focuses on that.


1 person marked this as a favorite.

I love FA. I think talking about what might be too powerful is rather subjective. Nothing really breaks the system other then some extreme edge cases, and even then there's only so much you can do. There's several layers of power prevention, so even if you dual class and FA there's still a limit on what you can do. The combos that become too much are obvious things you can avoid.
I've never made a FA character where I could get everything I wanted, so saying that playing without it makes you have harder choices makes no sense to me.
My group uses a slightly different ruling that you can't use multiclass archetypes with FA, maybe that makes a difference.


1 person marked this as a favorite.

AoA was rough because there were custom made or upleveled creatures that just broke every sense of balance that you suddenly get punched in the face. Six attacks at -2, two action aoe damage every round in confined spaces, regen that's turned off by a rather rare damage type, they aren't bosses either so they come in packs.

AV was alright, not a fan of dungeons and didn't enjoy my character.

FotRP is great so far, a bit easy but fun if you like making friends by fighting them.


1 person marked this as a favorite.

I'm wondering if anyone else is finding danger island far too easy? My group started with 5 people going through AV and we lost one fight and nearly died 2 other times. We lost our cleric and I swapped from swashbuckler to a druid for FotRP. For most of these fights, our fighter and paladin could handle them without the rogue and I.

I accept that our fighters build puts him way above the power most are going to have but is that enough to just break these encounters? We went up against both a Dragon and legendary reptile, these were both four or five levels above us and neither lasted 2 whole rounds. First one I cast haste on the rogue, who missed all his attacks, so neither of us did anything for that fight, the second I wild shaped and moved and that's it.

Our GM has started adding in extra enemies but it doesn't really seem to matter, against two 8 enemy groups that were level -1 or -2 I was able to do some nice aoe damage but still the only damage done to the group was against the rogue and I, the fighter and paladin just cut through everything that comes up to them and they mitigate nearly all damage to them.

So I'm wondering if most of these fights are soft ball stuff compared to things like AV and AoA? Or is having martials that can easily keep frightened 2 and flat footed on their targets just force multipliers that trivialize most encounters? Are the other books more difficult or should I let my GM know he's going to have to scale every fight we do up? On that note won't we eventually level faster if we are fighting harder/more opponents and thus run into more trouble?

So far I think I love these bigger fights against larger groups, I don't know how many my GM is adding to these fights, but they are far more enjoyable then anything in AV or the later half of AoA that I played.
I'm interested in others experience with the fights they have run into. We just finished day 2, so there is likely still more interesting things to come.


1 person marked this as a favorite.
Eoran wrote:


Hmm... The AC bonus is still increased with character level. And the attack bonus is a minimum. When my own unarmed attack bonus is higher I would still use that. The damage is fixed and unchanging which is unfortunate but not a critical problem.

But I will have a lot of time between now and level 10 to decide.

The AC doesn't include proficiency or magic items as you level, so it will just keep getting farther and farther behind. Also the damage is a big deal as every time the rest of the group gets better striking runes, you fall behind, as well as weapon specialization. So forms don't scale well offensively or defensively without being heightened.


2 people marked this as a favorite.

Most of those negatives are actually positives.
What other martial can go down in melee and have their body be up to 100 feet away, likely safe from aoe damage that could kill you.
When you and your Eidolon get hit by aoe, no matter what you roll one of you gets a crit save.

I got to level 18 with the updated playtest, it was good but had some issues.
Really want to play with the final version.
PBAoE Fireball -1d6 for a focus spell.
Fast healing as a focus spell.
Good size and reach increases.
Elemental damage choices.
Free exploration activity.
Extra lower level spells.

With free archetype bard you are almost a better bard in every way. Better economy to inspire/dirge while still being a capable martial.
Always keep a haste wand at the ready and what ever your other favorite spell might be. Sneak into combat for a good chance of winning innitiative, cast haste and protect companion/Reinforce or Eidolon cast shield, move into combat or get a better position to flank. If you get attacked unexpected transposition to put your tank right in combat and move up/time jump/blink charge on your turn into flanking, then buff/debuff and make attacks. Then buff/debuff, boost and make 3+ attacks/add in free knockdown to make the last attack better and give you and your martial a free aoa.
Or sneak in, wrath and any of those defense options, transpose if you get swarmed, then get back to buff/debuff and attack.
Or chain lightning/eclipse burst as an opening and then start in with the usual.
Blink charge/dimension door/time jump to an out of reach/backline ranged enemy.

If all your doing is trying to be a bulldozer, then I can see how it's less effective then a fighter, but then so is just about everything else. You can build to have interesting and effective options for when you need them.
Since you can have two wands out and still do well in melee, coupled with the action economy advantage, I feel summoner does the best for being a gish compared to other options.


3 people marked this as a favorite.
Ed Reppert wrote:
PossibleCabbage wrote:
TBH I never liked halflings since I don't know what a ling is.
Well, as someone said upthread, a type of fish is one meaning of the word "ling", but the suffix "-ling" is a diminutive, so a halfling is a small half. :-)

So, like a quarter then? Or a 5/12ths sort of situation?


4 people marked this as a favorite.

The number of Kobold characters I play might drop significantly once dragons come out, but going from 60% down to 30% and still being in second place says a lot.
Also once I play a Dragon I might need a party of Kobold minnio- I mean compatriots for gold gathering commission's.


3 people marked this as a favorite.

More defenders.
Better options for full casters(feats and new classes/archetypes).
Martial focus powers, we already have dailies and once per hour type stuff, just give some super flourishes.
Warlord.
Fixes to core issues, like wildshape.


1 person marked this as a favorite.

As someone who tends to exclusively play reptilian characters, not having half dragons is rough, the idea that they are staying away from it because it is or was popular in D&D (and poorly balanced), sounds dumb to me. Like losing money on something a modest number of people would make use of sort of dumb. Nevermind not getting serpentfolk or other options, yet.

Hmmm, Luis has the couatle stuff done, was it him that mentioned in one of the live stream about maybe getting it as a heritage? That got my hopes up. Couatles are my second favorite thing right after dragons but very little has ever been done with them. The one in grand bazaar is super cute. Would love to see them fleshed out in the cosmology and such.
Anyhow more reptiles, please.


7 people marked this as a favorite.

Nearly all adventurers are killers, that's just how adventuring works. If your killer can't figure out how to be good, maybe don't play a champion.

Depending on your God and personal view you might look into stealing or destroying a slavers business to get the slaves free, or leave a trail of bodies to let everyone know what happens to slavers(even if guards get involved, you might try to talk them down but you will let them know that you won't be stopped by those who enforce tyrannical laws).

The only time a champion will not act on something they view as wrong is when they don't think they could succeed, or if a greater objective is more pressing. Champions are beacons of light and faith, they are the ones who act when no one else can or will.

Simply put, slavery is evil, even if it's lawful. You are bound by your code to stop evil any way you can.


2 people marked this as a favorite.

Played/ran several AD&D and 3.5 modules and hated them. Have been in two AP's and they are alright, so long as you force yourself into the mindset of "this is the adventure we are doing, stick to it."
For me I vastly prefer an adventure be about the characters, not the places they go or the things they fight. Being a generic stand in hero for an adventure doesn't interest me. I rather each character have a tie in to the things that are going on and have personal missions within the group's overall goal.

I would prefer a GM who has the drive to invent and change things, who reads lots of fantasy books and has looked over a lot of AP's and modules to get inspired to make things of their own and perhaps supplement from different sources in areas they aren't as confident in.


1 person marked this as a favorite.

Bard is great for summoners, free dirge or inspire. Worked well for me in AoA. Rogue for skills is iffy, I made a build for it and your just getting a couple master level skills and some good extra skill feats. Bard for versatile performance gives you two legendary skills for the action you would use those skills most for. Also synethesia and more usable wands as well, summoner's should carry lots of wands.
A wand slinger archetype some day would be ace.


1 person marked this as a favorite.

If your DM wasn't giving your party loot that was at least useful to them in some way, they failed that part of their job. Same holds true today, when running a game you should find interesting and useful gear for your group, nothing's changed in that department.

One of the issues today is there aren't enough interesting gear pieces with cool effects, not math bonuses, especially for a lot of niche builds. Hopefully we get there, until then make up your own gear as you would have in AD&D.


2 people marked this as a favorite.

Great to see interaction between summoner and Eidolon. Maybe a little bit too heavy on the showing game rules for my tastes, but loved this a lot.


3 people marked this as a favorite.
Kasoh wrote:


The section on the Dwarf/Cloud Dragon city/society/group did more for me in interest about dwarves than anything else published about them for years.

Dragons, kobolds and dwarves living together. Tying dwarves to dragons and bringing in their similar interests to kobolds is fantastic. I've never been closer to not disliking dwarves.


1 person marked this as a favorite.

I used lore arcana for initiative in the last fight even though I'm untrained and have +0 int, as part of an encounter I was reading a book when the fight broke out and so I told the GM, I'm working on the book, not paying attention so I'll just roll lore. I got a 2 and it fit perfectly.


3 people marked this as a favorite.

My issue with official settings is you let players loose in it, then you either know a lot about the setting so they can explore it, or you don't. Then you either make stuff up and the players are fine because they don't know anything about the setting, or you have problems.

So to me it's better to just make your own stuff up at that point. Then the players can help building and changing things. My issue there is I'm more big concept and less detail oriented, so my personal setting I'm working on bogs down when I make metropolitan cities as there's just too many things I want to put in them.


13 people marked this as a favorite.

I started playing D&D when I was 7, being a hero and taking out monsters. The idea that I was too young to do so sorta feels like toxic gatekeeper sorta mentality, even if it's coming from a good place it sounds overprotective and stiffling. Being able to have a character that has agency in their world can be a huge thing for a kid who has none, especially when you have a lot of negative things in your life.

Love this background, I just wish it fleshed out how the Eidolon thinks and interacts with others a bit more. Can't wait to get bits of her interacting with other iconics.


1 person marked this as a favorite.

I wish I found enough good things in 5e to want to revise it. I'll have to settle with a dozen plus optional and homebrew rules and systems tacked into PF2.


1 person marked this as a favorite.

If you want less restrictions wouldn't a CG champion suit you better?

1 to 50 of 101 << first < prev | 1 | 2 | 3 | next > last >>