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R0b0tBadgr's page
Goblin Squad Member. 83 posts. No reviews. No lists. 1 wishlist.
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Hey all, I just saw this video: https://www.youtube.com/watch?v=CMN9IIA1gmk and thought it would make as a pretty cool addition to the Guns & Gears book when it comes out. What I'm thinking is it's mechanically the same as a glaive or other polearm, but also can be used as a stand for a long-range firearm like a musket or arquebus with a single interact action.
So you could:
1) interact to place the bardiche
2) fire musket
3) move to another location or reload
I think placing the bardiche would mean you can't wield it like a weapon, so if you place then fire, you couldn't immediately attack as your hands aren't in the right place for that.
Maybe what I'm thinking is a bit too complicated, but I have a bit of a headache, so don't yell at me bro!
Anyway, take care and have fun pew pew-ing things!!!

This was originally going to be a question about jut the wakizashi, but now I'm curious about all 3. This is a traditional set used by samurai. The katana is of course the main weapon; the wakizashi is a smaller blade, being about half the length of the katana; and the tanto being dagger sized. My question is this:
The katana does 1d6
The wakizashi does 1d4
How much damage does a tanto do?
In PF2, daggers do 1d4 damage. They range in length from 6-18 inches (though 18 is more like a machete or short sword). The tanto is the about same size, so I would think that it would do the same damage (Wikipedia says 15-30cm; so 6-12 inches). If that is so, why does the wakizashi do 1d4? Shouldn't it - being a short sword - do 1d6? And following the logic, shouldn't the katana do 1d8 as it's effectively a longsword?
I do realize they have a *BUNCH* of cool traits, and they are "paying" for the traits with reduced dice size, but is this the only reason? Even if it is, it seems kinda silly and short-sighted IMO.
Or even a general kinda-fuzzy 1e per-level DC chart so I can make a 1e to 2e conversion chart?
I realize that there might really be a dozen or so, because things like saves and skill checks for 1e per level are wildly different (which makes life soooooo much harder in 1e). I've taken a look in my 1e Gamemastery Guide but I didn't find anything. Any help???

I built a sorcerer recently for a game I'm playing in, and I kind of went down a rabbit hole. For some reason I wanted to build a sorcerer (picked on a whim, but any spell casting class would do) that has access to the most number of different spells they can cast in a day. This is excluding items (though I don't think there are any items that a lvl 1 character can buy that grants them spells).
I found it to be dependent on getting more cantrips, as all of the spell casting classes have the same number of spells. This is what I came up with:
Gnome Ancestry;
Heritage - Wellspring Gnome: gains a cantrip from any tradition except primal
Ancestry feat - First World Magic: gains a primal cantrip
Sorcerer:
5 Cantrips + 3 1st lvl spells
Which grants a total of 7 cantrips and 3 first level spells. At level 2 you can boost that to 9 cantrips. And maybe more at higher levels...
Can anyone do any better?? I'm not looking to see how effective the character is, just how many different spells they can cast.
Honestly this makes no sense to me, other than there aren't any monsters of those types at a lower level. But that's not true when the lowest level dragon in the bestiary is a fairy dragon which is level 2, well within the grasp of a 3rd level Summon Animal/Construct/Fey/Plant spell (if it wasn't a dragon).
I kind of want this for some lower-level cultists, to be able to summon really low-level aberrations or the like, but RAW I can't. I just want to know if there was a specific reason why this is the case. It just seems odd to me. I mean, a level -1 Giant also seems odd, but whatever.
(Since I'm the GM in my home games, I can change whatever. It is also house ruled that all the Summon * spells work like Summon Animal, but for the given creature type. But this isn't going to help my mildly-crazy occult sorcerer who likes to summon ABERRATIONS when she can only summon FEY in Society play. ugh...)
I know they're not campaign traits anymore, it would be backgrounds. Having not played the AP, and not wanting to spoil anything for myself (and making less work for my wife who I hope will run this for me), I was wondering if anyone has converted the campaign traits into backgrounds that would be similarly useful for this AP.
I've looked through the Players Guide for Strange Aeons, and thought about the name and what stat bonus, skill, skill feat, and lore to possibly give, but I'm kind of at a loss. Any suggestions would be nice!!
As a badger, I need to keep an eye out for creatures that may infiltrate my burrows. As such, I am going through the tome of beasts looking for other burrowing creatures and have found the Ankhrav! This is a very scary beast indeed, but what is worse is the hive mother!!! Unfortunately, while it says that the ankhrav hive mother has a pair of razor-sharp mantis-like claws, the tome has no information on just how dangerous such creatures are. I desire to know, so I may better defend my burrows, and possibly help you humanfolk also...
I know none of the dedications in the playtest core rulebook can be taken until at least 2nd level, as they're marked as such. Though I was wondering if anyone has seen or heard (or wants to leak) anything about whether or not there will be dedications that can be taken at first level.
Cavalier is a good one that could have been taken at first level, but it was made for second+. I know there are some kinda core class features that people get at first level that might leave a class hamstrung if they don't have it. At least that's how it is in the playtest rules.
I'm working on some things for some of my players and it would be nice if they could take a dedication at first level and not horribly unbalance everything.
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I'm in the middle of building some supplements for second edition, and I want to know the status of making things like the Pathfinder logo community use. Also things like the action symbols and such would be nice too, as I'm currently using some that I've made by tracing the ones in the rulebook, but I don't want a cease-and-desist because a lawyer got sue-happy (I honestly don't think this would be an issue, but I do want to play by the rules).
I would really like to have at least this much pre-launch, as it's just two-people working on some cool supplements. I would love to be able to preview the rules so everything can be up to spec on launch day, but I highly doubt we qualify for that kind of access.
Thank you.

So i just read this article: https://theangrygm.com/theorycrafting-an-unsummary/ and it made me think about buying, selling, crafting and economics in general. I just looked briefly in the index in how to sell items, and there isn't anything there. First edition i know you sell things for half price. And apparently D&D 5th is the same except you can't sell magic items, and if you do, well you lose.
If that's the case, who in their right mind would ever make a magical item, except one that they needed??? I mean, wizard makes a staff, and wizard has no more use for the staff, so he sells it for half price to merchant. Merchant then sells it to adventures for full price. Who wins? The merchant. The cost for making the staff is half the cost of buying it, plus the skill needed to actually make it. So the person who makes out is the middleman, and all he did was facilitate the transaction. The wizard made nothing at all, and the adventures spent money.
This means that all your scrolls, potions, and other single-use magical items are either created by you, or - because of the economics of buying and selling - don't exist. They're is no magic store you can go into to buy things you want because no wizard will make anything. In fact, for rules-as-written, am ex-adventurer wizard would still make nothing because they can only sell their magical thingy at half price, and you can only buy at full price, so the other half goes... Nowhere!
This is stupid, and IMHO should be fixed. If my players want to open a magical item shop to support their adventuring they should be able to, but rules as written for first edition would mean they make no money. I know most groups may not like this, but i think it should be addressed.

I don't know if this was brought up, but I was wondering if anyone has played with allowing certain activities to span turns. For instance, allowing a spell caster to move and then spend 3 actions to do a full-blast Magic Missile. This would have some drawbacks of course, such as allowing bad guys to run over and kick a casting caster. I'm thinking of allowing this in one of my games but I wanted to know if anyone else had any experience with this.
I would rule you couldn't spend *more* than 3 actions on a given activity (like MM for instance) and you can't ready an action that takes more actions than you have left (so move twice and ready a strike would be a no-go in this instance).
This would allow someone to spend the minute in combat to unlock the door while everyone else is protecting the rogue as they try to escape, also the aforementioned spell caster using 2 actions to cast one spell, another to start casting, and the first action on their next turn to finish that second spell (and allowing them to cast a third in 2 rounds...)
Any thoughts??

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Here's an odd-ish question. I have a few friends who - for legal reasons - can't use the internet. I want them to be able to play and participate in the playtest, and that is easy (this is still a pencil-and-paper RPG). But if they want to add their voice to the surveys, I'm going to have to essentially print out the questionnaire and type in their responses. And I'm fine with this.
Unfortunately, I'm worried that responses may be email-blocked or something of the like, and so I may not be able to add their voice to the playtest. As the GM for these adventures, I want to be able to run the game for my 4 players, have them do the survey, and have all their voices count even though I had a few people write their response on paper and added it in later. So is this going to be feasible? Or am I going to be stuck with saying "Yeah I had 4 people play but you only get 3 survey responses"?
Thanks in advance.
P.S. And while I do know a few people who are currently incarcerated who would like to get in on the playtest, doing that would be a headache of its own... :(
I started listening to the Glass Cannon Podcast a few months ago when they did the little playtest thing, and one of the recent episodes I've listened to they mentioned atonement (I'm quite a bit behind, like a year or so :-P )
This got me thinking, and maybe this has been addressed before and I just didn't see it, but I'm curious as to how atonement works. One of the things they mentioned is that in PF1 Atonement almost feels like paying indulgences. Especially since it's SO FREAKING EXPENSIVE that a first level Paladin/Cleric/Whatever who falls for whatever reason and needs atonement is, well, stuck to take their next Nth levels in... something else, until they work up the $$$ to pay for atonement.
So how does this work? Is there a new way to atone that doesn't cost an arm and a leg (and maybe a half dozen class levels?) Or is it the same as before?
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That's what I really, really want. Is a full index that I can use to look up stuff.
When I first got the Pathfinder Core book I geeked out on the fact that there was an index I could look things up in. Compare that to the 3.5 players handbook which was... Unacceptable.
I know I can use an app/the internet/search a PDF instead of looking up things in an index, but there is no where to type in your search terms in a dead tree. And having the rules in book form is always the best IMHO (instant access, no dead batteries, near-infinite screen size, etc...)
Just my $0.02.
And so far, I like what I see. :-D
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