Kobold Devilspeaker

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443 posts. Alias of aobst128.



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Grand Archive

Would duo enhancers work on a one handed solar weapon and solar flare assuming you're holding the solar flare? (Embedded in the palm of your hand)

On that note, would duo enhancers work at all even for twin weapon builds? The terms are different than regular weapon grades. Potency vs tracking.

Grand Archive

I'm having trouble seeing a solid role for solarian in its basic features. Being the main supported melee class among the 6, it seems a little lackluster imo. It's a lot like the playtest kineticist. I can see some use in its feats. Is it supposed to be treated like a weird kineticist and the value just comes from its special abilities?

It has a decent damage feature for photon mode and reactive strike but is that enough for a melee focus? I feel like I might be missing something.

Grand Archive

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I'll try to put something together with the scribe tools but I wanted to share some basic ideas here first.

My main goal is to divorce the magus and spellstrike from a strict dpr role, make it less clunky and more fluid which will hopefully make it more fun to play.

The major change to accomplish that is simplifying spellstrike. It will be simple action compression. For 2 actions, you can strike and cast a 1 or 2 action spell or vice versa, full stop. No recharging. At base, this is very similar to what summoner can do with act together which is one of its biggest strengths. That efficiency will be mirrored with spellstrike.

This will open up the power budget I believe to make the subclasses more interesting and powerful. With base spellstrike simplified, it's a good foundation to add unique stuff on top of it. Rather than through feats, spellstrike will have adjustments and boons from level one based on the subclass.

I'm not sure what to do with cascade honestly. That one is still an enigma.

Grand Archive

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I like elemental revision. I feel like there should be more interfacing with the current rune system with property runes like this.

I can definitely see some higher level feat that gives +1 rune slot.

Maybe you could add property runes to your repertoire and prep them with etching, you could have buffed versions of property runes or even wholly unique property runes, stuff like that. Give me the runes on my runesmith lol

Grand Archive

I just realized the reprinted catalyst trait in hotw took out the drawing for free part of it since components aren't a thing anymore

I have too many things to hold as a caster already. Bummer.

Grand Archive

How long would the effects of a roll persist assuming nobody makes any rolls? Seems like you might be able to use this at the start of the day and in between fights to start off with a few advantageous fortune effects.

Grand Archive

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I'm having trouble seeing posts and threads on my phone. Even this thread is completely empty. I feel like I'm going crazy

Nevermind, I just had to defocus everything lol

Grand Archive

I'm sure this has been talked about enough but is there a consensus on exactly what instances are in regards to weaknesses? Or perhaps a best guess? I'm tempted to just run it like inverse resistances in which case every damage type is its own instance and the only exception would be special materials. Thoughts?

Grand Archive

I haven't heard much about what could be changing about Oracle. What's the word? Or what would you like to see changed? Oracle is actually my favorite caster but I would not turn down some buffs and/or fixes.

Grand Archive

I'm really happy with these changes. Gunsword now has a solid niche for close quarters gunning. How do the rest fair you think?

I hope the treasure vault combo weapons get another look too since they weren't included.

Grand Archive

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This is something that I could see being on the chopping block. I hope it stays though. Makes some crit specs really appealing for a martial.

It would be a first for a martial to achieve legendary DC. What are the perspectives on this?

Grand Archive

With int as the kas, grabbing amped message seems great to use in conjunction with strike hard. Have yourself a rogue with opportune backstab and your choice of heavy hitter and you can manage 3 mapless attacks on your turn. What else can we add to make the most out of strike hard and the free reaction?

Grand Archive

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Guardians feat list is pretty good as far as I can tell. I like to see stuff like this and shielded taunt to really sell the idea that this is the best class for shields.

Another thing that could be missing is a built in way to manage your broken and destroyed shields since you're likely to be breaking them often. What else could we do for shields for the guardian?

Grand Archive

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These are almost like subclasses but how can we make them more interesting and impactful? Currently they feel like a footnote. The key to making taunt better may be in how these abilities turn out.

My suggestion would be to have the damage bonus from vengeance apply immediately until the guardian is targeted. Not sure how mitigate harm should work though.

Grand Archive

I like the defense first idea of the guardians progression but I'm not sure if will be very fun for a martial. The first delay in attacks doesn't seem so bad but 13-16 would be pretty painful.

Is there a niche for martials to be trading their attack progression for their defense? It's unique so it should get a decent amount of scrutiny from the playtest.

Grand Archive

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I've been thinking that it might actually be possible to be too good at your job as a Guardian. Once you have all or most of the agro, that's not actually an ideal position most of the time, especially if you have any taunts active. Damage is typically better spread out amongst similarly armored party members than focused onto just one. I'm not certain about the math or tactics but that seems to be the case.

To help with this, I think guardian aught to have more ways to mitigate damage to themselves once they have agro. One way could be to gain the resistance from intercept strike against the first strike of a taunted foe as a reaction. Possibly have certain special actions or buffs that can be used when you have 2 or more adjacent enemies. Stuff like that. Thoughts?

Grand Archive

Feels like the appropriate day to post this. Drugs(in p2e) are something I always forget about. Do they fit an actual niche in game or are they just something to be avoided or just have a narrative purpose? I don't know how I feel about the addiction mechanics too. Thoughts?

Grand Archive

I'm slowly digesting all the remaster stuff. Just noticed the buff to martial performance. Looks fun. Is it a meaningful change in its gameplay or is it just redundant with lingering composition?

Grand Archive

I noticed that dazzling display has a different immunity timer than the standard demoralize timer. I'm now wondering if immunity to demoralize is specific to the demoralize action or general to include the demoralize sub action with activities like dazzling display or reach for the sky. Why have a shorter timer when targets would be immune for longer normally? Thoughts?

Grand Archive

Haven't seen much talk of any barbarian changes. I heard rage is getting buffed in some way. I'd like to see a change to the balance of the animal unarmed attack choices. What else is likely to change or that you'd like to see?

Grand Archive

I have now realized you can make yourself renewable adamantine shields with both of these impulses. Seems to be a legitimate use. A lot better than the shield they give you and it will scale with the rank of plate in treasure to give you better shields once they're available. Improves my opinion on metal carapace that's for sure. What's the thoughts on this?

Grand Archive

With the new rules about how shields are meant to be strapped to your arm, how does that work mechanically and narratively with shields with the thrown trait? Would a returning rune "re-strap" the thing?

Grand Archive

I haven't been paying much attention to the blogs so I'm wondering what's to look forward to with Monster core releasing next month. I'm aware of some of the new dragons. Those seem great. I'm looking forward to seeing how demons and devils might change with the de-emphasis on law/chaos that the remaster has. What else are people looking forward to?


I'm wondering which kinds of ranged strikes would be allowed given the text of the combination trait.

So you make a successful melee strike, so you don't need to switch modes to make your next ranged strike against that target. So far so good, but does that only mean "Strikes" specifically or could you say, make a ricochet shot or a risky reload?


Familiars are viable targets for this spell. Giving a familiar the ability to cast at will 5th rank thunderstrike sounds incredible. Seems it works as written though. Thoughts?


The Animist gish is looking to be the most accurate attempt at the niche yet. With embodiment of battle, sustaining dance, and grudge strike, you can leap around the battlefield and deliver strikes as accurately as a fighter. I'm impressed.

Pick up powerful leap and fleet and you're golden.


Using the action to exclude your allies is fairly straightforward with flames or frost as you can logically say you swirl the elements around them. Or perhaps you create barricades to protect from a razor sharp metal debris.

I'm just wondering what your choices of logic would be for something like tremor or tumbling lumber. How do you exclude a piece of earth from a localized quake? Or exclude your allies from a bunch of logs without logically impeding their trajectory?


From the steam knight discussion;

Is there a meaningful distinction between free actions granted through specific conditions and free actions with a specific "trigger" entry in regards to the limitations on free actions and trigger rules?


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Might as well start one of these off. Those with copies know what to do.

Roiling Mudslide on page 37 does not mention what the area of the effect is.


For those with copies, What happens when the summoned creature dies? Presumably it just ends the impulse leaving your familiar in its place. Surely it doesn't kill your familiar outright?


Was theory crafting a triggerbrand and was thinking how best to utilize combo weapons rune sharing and I recalled siccatite. I figured it would be melee only but would a combo weapon made out of siccatite add the fire/frost rune to both modes? Or would you need siccatite ammunition specifically or something.


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It's been a treat being part of this community and I appreciate the openness everyone has created. It's helped me personally when I was figuring things out about myself recently so I thank you, Paizo as well as everyone else. Hope you all have a great month!


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Because they asked to keep the product thread clean.

Title. Speculate and hope.

One particular thing I'd like to see is a feat for monks to use advanced monk weapons.


Thinking about implementing this varient rule in an upcoming homebrew game. Anyone have experience with this one? Seems fairly benign at face value for a quality of life varient but I figured I'd ask opinions on it. Certain classes like inventor and thaum disproportionately benefit from it since they can get an 18 in strength/dex at 2nd instead of 5th. That's the most notable thing I can think of. Grabbing multiclass archetypes would be easier too now that I think about it.


Neat trait. I don't see it being all that useful outside of turn one if you're in position to ready a strike though. How else could this be utilized? One thought would be a barbarian with some of the higher level taunts or just being a giant to draw enemies to you and let loose. A large sized nodachi is in monster hunter longsword territory so there's that.


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Haven't noticed anything myself yet but those of you who have your copies know what to do.


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I'm having trouble wrapping my head around this one in TV. What's the practical difference between one of these and just having a regular gauntlet + buckler. Seems like just extra steps with a worse outcome.


What should the expectations be for players wrecking their surroundings with this trait? It's an atypical tactic but it's a hefty enough damage bonus that it'll be on players minds with one in hand. Doors and windows are obvious choices. Maybe cover as well if it's a turned over table or some crates. I can imagine a barricade buster earning its name that way. Brings up a relevant point about a hole in the rules it seems though with targeting objects with strikes in general.


This weapon fascinates me. The clear objective of it is to have a big opening attack. Who has the best opening that could really make this thing shine once per combat? The immediate choice would be starlit span with true strike and shocking grasp. Follow up with a bow in spirit sheath. A rogue with archer archetype could open with parting shot. A weapon inventor can megaton strike with it. Although, would need to have dual weapon form otherwise you throw your class abilities away on the first attack. What else? Or other thoughts on this sort of weapon/strategy?


Caught a few glimpses online. Only from the alchemical section. Skunk bombs are incredible. Anything else jump out for people that have been a bit spoiled?


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I recall a while ago in one of the gun balance threads that combination weapons kind of broke with ABP in the picture since they loose their main benefit of sharing runes. It was suggested that a buff would be appropriate for ABP games but I'm uncertain what exactly. A straight forward one would be to simply bump the die size on either 1 or both modes. I think what was suggested was to put a weapon inventor modification on them too. What else could help them?


It's clear how ranged trip works on thrown weapons with you tossing the thing, but with rope shot with weapon inventors and loaded weapons, I wonder if it's meant to actually use ammunition and need to be reloaded afterwards. The text just says you're allowed to make trip checks so am I overthinking it?


I'm wondering why this particular beast gun has capacity since it's a 2 handed gun. What does it do for it? The reload action for capacity is identical to normal reloads other than the option to dual wield with them, which naturally wouldn't come up with 2 handed weapons.


I like the whole infernal temptation thing that tieflings have to contend with. While their heritage page makes it clear that nothing is actually forcing tieflings to do evil, their curse does tempt them in one way or another. What I'm wondering is how exactly that works or how would one play a tiefling that is struggling with that. Is it an actual devil on your shoulder situation? Do you hear voices? Or is it more mundane in nature? Probably different to each tiefling but what are some thoughts on it?


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Hope everyone is doing well and keeping warm.


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Weird question but something came up with a particular hand cannon situation. Basically, what happens when you decide to toss a handful of silver pieces in a hand cannon as its ammunition? Would it count as silver damage and circumvent the high cost of silver ammunition?


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I like this book. That's about it. So many cool ideas. I love that in the impossible lands,

A skeleton, a cowboy, a scientist, and Frankenstein are a reasonable and narratively snug party composition.

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