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![]() There should be 'swap an ability' options. Let a paladin of Erastil get Point Blank Shot for free, and lose the ability to shield block. After all, if you're two-handing a bow, you're not going to raise a shield. Paladins of Irori could get some unarmored defense and unarmed offense stuff for free, and lose weapon and armor proficiencies. Stuff like that. ![]()
![]() Hrothgar Rannúlfr wrote:
Honestly mate, if you want more PF1-style multiclassing, it's easy to house rule. Let people spend general feats *or* class feats on multiclass devotion. And then once you have at least one devotion feat, you count as being that class too, using your full character level, for the purpose of taking future feats. If you start as a fighter, take the Wizard multiclass devotion, and reach 10th level? Well, now you can take a 10th level wizard feat. Easy peasy. I imagine it upsets some balance a little, maybe, but nothing too serious, I'm sure. ![]()
![]() I'm playing a 5E game where we're all lizard men. Weird races are fun sometimes. I also played in 4E, where because of builds we'd have parties consisting of genasi, githzerai, drow, and vrylokai, and we just ran with it. Honestly, I kinda wish the Ancestry chapter said, "Pick a race, whose only mechanical effect is to determine your size. Then pick two stat mods, and pick four abilities from this list. Or pick a 'standard package.'" They'd have samples of what a typical Elf or Goblin has, but if you want to be a small adventurer with a penchant for fire, you don't have to be a Goblin. Don't link mechanical options to flavor choices. ![]()
![]() The Bohemian Earspoon is a polearm. https://en.wikipedia.org/wiki/Bohemian_earspoon Not sure how you failed to find it with Google. That's the top result. --- I want animal-themed weapons. This is my giraffe sword. It gives me 20-ft. reach and is perfectly silent. This is my gorilla mace. It'll grab with a bite or can roar, but if I just hit you with it really hard it'll send you flying. This is my cat cutlass. It lets me jump and fall great distances safely, but if there's a foe next to a ledge I'm compelled to try to shove him off. This is my aardvark bow. If I shoot something with it, I can pull it closer. ![]()
![]() I did always want to try building a party of 20th level characters and running through an adventure path from start to finish. Iron Gods
Okay, she's working for a 'god' named Hellion out of Scrapwall. Scry on him? Weird, it didn't work. Well, let's stretch our legs. Windwalk to Scrapwall. Man, these people have it rough. Let's cast miracle to make the land fertile here and provide enough fruits for everyone to at least avoid scurvy. Oh, that pissed off some locals. Subdue them handily, charm person, learn about all the stuff that's going on here. Chain lightning takes out the entirety of the first mob of bad guys. Speak with dead to get the route to Hellion. Waltz in, fight some guys, go underground, sigh. Fools think they can hurt us. Oh, this technology stuff is nifty. Ah, finally, Hellion. He's in a robot body, so chain lightning again and . . . oh, sh**, he exploded and killed Jim. Breath of life, good to go. Well, we have a lead to why he was doing this. Something about being pissed off at some people in Starfall. Let's go there. (Skips adventures 3 and 4, since the hook to go after them is easily missed.) Oh, there are a lot of bad guys here. This might actually take a while. Let's really quickly scrysassinate the high-level leadership, then come back tomorrow after buying some shocking adamantine weapons to deal with their robots. Okay then. Five adventures done in a day and a half. Tomorrow we'll mop up the villains here in Starfall, and then we'll take a look at that big crashed spaceship over there. ![]()
![]() In hindsight, I feel like if Paizo had been 'woke' (by 2019 standards) back in 2008, they could have just upended the whole cliche. Starfall happened, and some elves fled through gates to another world to be safe. The ones who stayed behind wanted to protect the world, and they fled underground. As naturally happens with elves, they go on vacation and change skin tones dramatically, so they went gray, the better to hide. But they weren't evil. They saw the impact was awakening ancient forces from deep underground so they worked to hold them back to give the surface time to recover. Over time, great warriors sealed away some of these ancient evils, but drow societies still fear that some among them have been tempted by the powers of Rovagug. Then you could have mostly neutral drow with a tradition of saving the damned world from a couple Spawn of Rovagug or something, but with a city or scattered regions in the darklands with bad ones. Just make sure the first interaction most gamers have with drow are with neutral people. The drow would still mostly avoid the surface because the light is uncomforatble, but when an army of elves from Castrovel invade, the drow would come to help the surface folk fight back their long-forgotten brothers. ![]()
![]() My personal preference is that a dark gray skin tone looks cooler than a blue one, but whatever man. Paizo drow have been a desaturated purple-blue since the Second Darkness adventure path. https://www.camelotgamestore.com/nopc/content/images/thumbs/0001135_pathfin der-adventure-path-second-darkness_550.jpeg I mean, if you want dark grey drow in your game for aesthetic reasons, go for it. Unless you plan to publish or film something set on Golarion and need Paizo's endorsement, their canonical appearance isn't that critical. I think the newer pale blue drow look less cool than desaturated purple. https://i.imgur.com/z7DpU0M.png But I'll deal. --- Heck, if you really want to remain canonical but also have gray drow, just say that y'know, there are different ethnicities of drow. The ones in Zirnakaynin are blue. The ones in Delvingulf get more, like, radiation off the Dying Sea, and so their skin is darker to protect them. Boom. Done. ![]()
![]() I've always preferred to think of HP as just being stamina. Being at 0 HP just means you're unable to keep fighting. You have been knicked and cut and bruised, but nothing is going to kill you. I wish the rules actually, y'know, supported that. If they did, it'd make a lot more sense for it to be easy to regain HP. ![]()
![]() Appletree wrote:
In 2nd edition AD&D, a friend of mine played a water elementalist wizard. The group encountered an ogre magi, which was a bit beyond their abilities. Nobody wanted to get into melee with the guy, so for a while they stalled and talked, but then the wizard cast change self to make himself look like The Kool-Aid Man. The ogre didn't see this as an offensive gesture, so he just laughed and kept threatening the PCs. Then the wizard cast insatiable thirst, which made the ogre feel compelled to drink anything he saw. And the wizard ran away. The ogre chased after him as the wizard ran in circles, and the party gradually wore the ogre down with ranged attacks. ![]()
![]() Gloom wrote:
All I'm saying, basically, is that once during the spell you can upgrade a save or skill check one step: crit fail > fail > success > crit success. That's a lot more narratively interesting than a +2 bonus that most of the time won't make any difference. ![]()
![]() Yeah, let's go for: Enhance Ability
Additionally, the target gains a benefit based on the chosen ability score for the spell's duration.
Heightened (+3): The spell targets up to 6 creatures. For each target choose any one ability score to enhance.
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![]() Bull's Strength - level 2 spell. Has an ant-haul effect to increase your carrying capacity. Lets you use oversized weapons like a titan barbarian. Provides no bonus to attack, and even your damage is only increased if you happen to have an oversized weapon. One time during the spell you can upgrade a Strength check by one step (crit fail > fail > success > crit success). Cat's Grace - level 2 spell. Negates falling damage and lets you land on your feet. One time during the spell you can upgrade a Reflex save or Dex check by one step. Bear's Endurance - level 2 spell. Quadruples how long you can hold your breath. One time during the spell you can upgrade a Fortitude save (or Con check? do those still exist?) by one step. I'll figure out the mental ones later. ![]()
![]() With the changes in cleric/champion alignment restrictions for deities in PF2, how might this shake out for non-spellcasting worshipers? For instance, in PF1 you could feasibly have CN tribes of gnolls who still pray to Lamashtu for protection from monsters and to keep them safe in a savage, uncivilized land, while choosing not to go in on the slaughter and terrorizing folks part of her doctrine. In PF2, what sorts of religious views do you think non-evil gnolls would have? Would 'mainstream' CE gnolls see CN gnolls as heretics? Or just as not-particularly-devout members of their tribe? ![]()
![]() Spoiler: Pretty close to the NG version our group decided on. Cool.
I don't suppose it's too late to request she be depicted as wearing a cowboy hat and a duster, to get that laser gunslinger vibe? :) (Though, due to our PC set up including a rhoka-wielding magus, whose sword was actually a sharpened, two pronged piece of circuitboard from Divinity possessed of some small artificial intelligence, our Cassandalee had the rhoka as her favored weapon.) ![]()
![]() I ran an all paladin campaign in PF1, and they likewise were daunting in a different way. By about 8th level, thanks to Selective Channeling and one PC with Channel Ray, plus everyone having the ability to lay hands on themselves as a swift action, trying to deal damage was a Sisyphean task. I got used to it. But when the group capped out at 18th level, I recall an encounter where the aasimar paladin with angel wings got caught by surprise by a pit fiend who full attacked him. Before said PC got to his turn, he was healed back to full by the rest of the party, and then the PC activated his boots of haste, smote, and made I think 7 attacks. It died that turn. ![]()
![]() I mean, in my home game the party headed to the Darklands to Delvingulf, which had basically nothing written about it except it was on the shore of the Dying Sea, so I turned it into the drow equivalent of New Orleans, where the public water system dispersed soporific drugs made by the Alchemists Guild to keep the population happy instead of rebelling against the ruler. For published cities, Osirion's capital Sothis has the giant shell of a defeated Spawn of Rovagug as a canopy over the palace, which is pretty nifty. Plus (maybe?) a crashed once-flying pyramid. ![]()
![]() A 'merchant kings' campaign. There's a succession crisis in some Vudran kingdom, with three heirs hoping to earn their father's favor. He asks for a precious artifact from the exotic far west. Each heir sends a caravan to try to acquire it. Two adventures heading west, trying to get your caravan of precious goods and travelers from Vudra to Nex, the journey filled with rivalries against other merchants and a few detours to find great treasures. One adventure when you reach Nex and have to corner a market and outcompete the other merchant groups to get some ludicrous sum of money and purchase the artifact. Two adventures heading back east with the artifact. All the areas you passed through have changed in the months since you were there previously, and you probably friends or enemies you cross paths with again. During the trip, the heir who backed your caravan does some evil deeds, kills his father, and seizes power. You return to Vudra and either can try to take him down, or have to defend him from the other merchant caravans. Ideally, the enemy stats would be a little modular, so based on what deals you cut along the way, your foes have access to different resources. Whatever you don't have, they do. ![]()
![]() I agree with the Squiggit post quoted above. If anything, I wish they'd given all the classes more stuff to bring fighters and rogues up on par with rangers, champions, druids, and monks. I like characters having a quirky mix of active combat options and handy defensive/utility/exploration options. In 5E most of that stuff is hand-waved. In PF1 that stuff was baked in. In PF2, it competes with combat feats. I don't think just giving extra feats at every odd level fixes the issue, because people would probably just want more combat feats. I've been an perpetual game mechanic tinkerer since 2000, so I'm pondering how things could have gone. Maybe such abilities could have been a Fourth Pillar of character creation: Right now 'general feats' can be spent mostly just on skill feats and a mix of mostly defensive or mobility options (Armor Proficiency, Shield Block, Toughness, Ride, Feather Step, etc.). So what if characters got a few more feats that could only be spent on similarly defensive-oriented tricks (trackless step, divine health, timeless body, the quirky fun stuff classes used to just get detect evil, divine grace, aura of courage, favored terrain, resist nature's lure, etc.), plus the initial multiclass dedication feats? (You'd still have to use class feats to get the higher-tier multiclass stuff, since that tends to be offensive-oriented.) You might also include some alchemist items here, barbarian acute senses, maybe the ability to get a basic domain ability, getting a familiar. None of these things would make you more powerful offensively, but would let you pick and choose a fun mix of defensive and utility powers. ![]()
![]() shroudb wrote: the last worry is that with basically 4 casters in a 4 team party, you can open up with 4 burst aoes like fireballs and end the encounter before it begins. PF2 is not so bursty in general as PF1, you don't expect combats to end in 2 rounds. Oh, for sure it's not something I think is a great idea, but it's tempting. I think I like the other idea of just giving twice as many class feats to make multiclassing easier. ![]()
![]() I'm half-tempted to just start with "gestalt" PF2. You're not just a ranger, but a ranger/druid for the spells. Or a ranger/sorcerer. Or a ranger/fighter. You just get the better of the two classes' HP, saves, and proficiencies, and you only get ability score increases, general feats, ancestry feats, and skill feats once at any given level, but for everything else you get what both classes provide. Ideally, this would be wholly balanced. You're getting more options, but since everybody adds their level to all their die rolls, spending your actions making melee attacks or spending your actions casting lightning bolts ought to be roughly comparable, right? And everyone ends up with more fun options beyond just their combat capabilities. ![]()
![]() James Jacobs wrote: I just hope we come up with compelling niches for those other 6 roles. I was hired to write alternate paladins for the other 8 alignments for Dragon Magazine #310 and #312 many years ago, and coming up with roles for a few were easy... but those neutral ones were TOUGH. Do you think this could work? Use clerics' divine font as a precedent. Have three pairs of reaction - LG/LE, NG/NE, CG/CE. If you're any of those alignments, it's easy: you get the appropriate champion reaction. If you're LN, TN, or CN, though, it depends on whether your god allows heal or harm. An LG Abadar champions gets the LG reaction, and if LE gets LE, but if he's LN he gets to pick because Abadar lets his clerics pick. But a LN champion of Torag can only get the LG reaction. An LG champion of Zon-Kuthon can only get the LE reaction. LN Pharasmin champions get the LG reaction. True neutral Pharasmins get the NG reaction. --- (Personally, if a player wanted to play LG, but wanted the CG champion reaction, I don't think it'd break anything, honestly.) --- Now, what should the evil champion reactions do? All the good ones block damage when people attack your allies (or noncombatants, if you consider them your allies?). Do any of these options sound good? 1. Super simple and boring: the evil ones give them extra damage on their next attack against whoever attacks them. 2. The evil ones could reward the champion when people attack his allies or noncombatants. (It means he wants you to kill his minions first, or to fight when innocents are around to target. However, this is useless if he's the only foe you're facing.) 3. The evil ones could punish you for missing his allies (and him?). Adding insult to injury. ![]()
![]() The rough thing from a business standpoint is that your players will want to use the published game options, which are mostly for Avistan. So if you set an adventure path in Vudra, either you need a party of "fish out of water" or you need a big book of character options from all over Casmaron. It's early in the life cycle of the new game, and I imagine they're wary of taking a risk on a product that might not hold a lot of appeal. Personally I'd love some Bollywood-style fantasy. Check these examples out, courtesy of www.reddit.com/r/bollywoodrealism: https://gfycat.com/pepperyclumsyhoneybadger https://gfycat.com/fickleickyblackbuck-rajini-funny-action-scenes-superstar -rajinikanth https://external-preview.redd.it/zDeGy9oUxSp_PjqLLlYutFkAExr4KE8QdXiPTIrLXb 0.gif?width=435&format=mp4&s=ee80a7181153a79ef25b49eae204444ab34ee9 fc https://gfycat.com/AdvancedElderlyBass ![]()
![]() I think we should probably all settle on a guideline of "If you're going to do a thing that is cool but hinders another foe, they make a save. ![]()
![]() To be fair, the only goblin I ever played was CN, and was press-ganged in Skull & Shackles. My intent was for him to drift to evil for a while, but work with the GM to give him a "come to Cayden Cailean" moment so he could finish up CG and be a hero he'd always wanted to be. Then we got TPKed by underwater combat rules. ![]()
![]() Weirdly, though, I want high-powered high level characters doing awesome stuff. I don't mind a level 10 fighter taking on 20 foot soldiers and coming through with just a few scratches. But I want him to do that through interesting character abilities, not just higher numbers. It's hard, though, to model that in a game without slowing down play. It can work in something like Dark Souls, where exceptional player skill lets even a non-leveled character dodge and parry every attack. But in a dice-based game that model isn't really feasible. You can't, y'know, roll your dice just right to represent how good your high-level swordsman is at parrying. I have some ideas for how it could work, but not in the PF2 framework. You'd have to build a wholly different game. ![]()
![]() Zapp wrote:
I figure the game will play fine as-is, but yeah, aesthetically I would have preferred the game without adding level to everything. I consider myself pretty good at mental math, but it's just easier to roll d20+8 and compare it to DC 22 than d20+23 and compare it to DC 37. It's hardly a deal-breaker, though. I doubt Paizo itself would want to fracture their player base (or have to do double layout work) by doing all the stats twice, but maybe some intrepid fans could set up a variant SRD for groups who want flatter leveling. ![]()
![]() In PF1, to join a hellknight order you had to kill a devil with at least as many hit dice as you, right? So in PF2, I assume that translates to a devil of your level or higher. How do you do that solo? Say you do it at 5th level, versus a Bearded Devil. If you're a level 5 fighter, hitting AC 22 isn't that hard (5 level, 6 mastery, 4 strength, 1 weapon), but can you reliably deal 60 damage to it before it does 68 or 73 damage to you? Hope you're not one of those rare good hellknights, because the devil's glaive does evil damage, so you're toast. But if you're a level 5 wizard . . . what the heck do you do to this thing? Cast levitate and float out of range? Do you think it's feasible for a devil to dimension door, then swipe at you in mid-air before it falls? ![]()
![]() I envision ZK's followers as working together, teaching each other the extent of how far they can maim themselves safely, organizing and philosophizing about how to methodically bring about the change they need, to reveal the truth to the world. They accept the need for rules to control people, and they know what they do harms people, and people don't want it, but they just think it's the necessary thing to do. Chaotic evil folks are out for themselves. Kuthonites are trying to change the world for everyone's sake. ![]()
![]() PossibleCabbage wrote: Weirdest one for me in PF1 was the ability to play a CG cleric of Yog-Sothoth. I mean if you wanted to be a cleric of an eldritch abomination who is not unfriendly, Desna is right there and is much friendlier. If any sort of entity is uncaring about its followers and merely cares about whether you are pursuing its goals, it'd be elder gods. I'd see a CG cleric of Yog-Sothoth as, y'know, crazy, thinking that he must prepare the world for a great transition that will make it better. He isn't doing it out of a desire for his own power, or to harm anyone. Day to day, he would want to help alleviate suffering, but he believes that in the long run, the best way to alleviate suffering is to let Yog-Sothoth transmute us all, so that when the Great Old Ones awaken we will be squamous and non-Euclidean, better able to survive the cruelty of those evil gods. So he would seek out quests to open portals and to understand the infinity of time. I mean, it's not much different than someone claiming everyone should become vegan, and working to end the meat industry. ![]()
![]() https://pathfinderwiki.com/wiki/Aaren_Gaulder https://pathfinderwiki.com/wiki/Eldia_Vesan Also, non-spellcaster, but: https://pathfinderwiki.com/wiki/Keyron_Saiville So nobody who was in an adventure path or anything. But, well, I figure if Nocticula can go from CE to CN, then why not allow some wiggle room in morality for mortal who worship gods? And it makes it hard for, like, a follower of Desna to be tempted to serve Lamashtu, since they can't overlap as CN. Or for Sarenrae to draw a follower of Norgorber out of the shadows. Just say, "In PFS games, you cannot worship an evil god or play an evil character." Boom, easy. Most Gorum worshipers would still be CN. Anyway, I guess both sides are set in their ways. I'll do it my way in my home games. ![]()
![]() Rysky wrote:
I suppose word of god says it is, but that never showed up in the rulebooks I read or the games I played or ran. Left with a need to fill in the gap of what, say, a CN worshiper of Lamashtu or a true neutral worshiper of Shelyn might look like, groups came up with interesting characters who adhered to the tenets of their faith, as we understood it. That's why a lot of us are pushing back against this change. It's like we're being told that we were doing it wrong. Rysky wrote: Violence for the sake of violence is not good. And that's not how we saw Gorum. He just wanted you to test yourself, to train, and to deal with your foes through fighting not peacemaking. Peace isn't necessarily good if the peace is both through suffering. And if someone isn't your foe, you don't have to fight them, go look for other foes. ![]()
![]() Rysky wrote:
Maybe it's all coming down to a difference of how we see characters who use divine magic. You (and the PF2 designers) seem to see it as, "Hi, I'm Gorum. I only give power to people who are super devout." I've always seen it more as, "Hi, I'm Joe. I know how to use divine magic, and I rather like the militant aspects of Gorum. I promise to uphold your virtues and avoid doing things that displease you. Grant me power so that I might defeat my enemies. You, Gorum, don't care who those enemies are, only that I battle them. Like all the gods, you're too busy and indifferent to pay attention to most of your worshipers. All you care is that we fight." I always played my gods as saying, "Oh, are you going to do stuff that serves me, and doesn't mess with my plans. Sure, have some power. I don't mind if you adhere perfectly to my ideals. You're pretty close, so that's good for me." I mean, say you're playing Wrath of the Righteous, and you're constantly fighting demons. Gorum would love that shit, even if you're CG. Now, if you're in Hell's Rebels, and you're sneaking around ambushing Chelaxian folks? Gorum wouldn't approve of that, even if you're CN or CE. If you're running through Iron Gods, fighting robots, getting cool power armor, pitting yourself against a bunch of namby pamby techno-wizards? Hell yeah, that's awesome. Gorum would applaud you for that fight, and he wouldn't care if you're doing it to try to liberate the people of Numeria from the yoke of the Technic League. I really don't see how kicking ass for the sake of helping others makes Gorum not want you as a follower. If you want him to hate helping others, make him evil.
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