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583 posts. Alias of KingOfAnything.


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Reza la Canaille wrote:

I was away for a few months but decided to jump back here for a bit when I heard someone say "Death of Urgathoa" because I wanted to be smug about how "I called it", but turns out not only is she safe but Pharasma is as well? Darn.

Well, next bet is on Rovagug, third time's the charm.

Thank you for this. I need Rovagug to be marked safe for my bingo card!


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The inhaled trait on a spell is only relevant for creatures holding their breath or abilities that trigger off of the inhaled trait (such as a shoony's blunt snout).


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Pronate11 wrote:
My question is how can they open their mouths enough to actually eat anything with those fangs? Can they unhinge their jaws like a snake?

Most of those "fangs" look like swords. Very intimidating, but adjustable if they need to make room for eating a meal.


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I really enjoy the detail of the crowns on the dragon's horns.


The Gleeful Grognard wrote:
Again, the argument "well you can't have breath weapons going off on consecutive rounds" doesn't hold water when dragons have such a high chance of recharging it for every round use anyway.

How so? To get consecutive rounds off of a recharge, the dragon would need near-perfect conditions, not be flying, not need to reposition, etc.


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I only occasionally must play on Roll20, but I do appreciate the improvement. Putting Strikes and Actions in the same area with collapsible sections will speed up encounters immensely.


Calliope5431 wrote:
RexAliquid wrote:
I had a tough time choosing between the Ars Grammatica and Boundary schools for my slime wizard going into the Abomination Vaults. I landed on Boundary to lean into the spooky themes of the mega-dungeon and I am looking forward to summoning some rats to protect my frail lil' slime body.

Oh my, SLIME WIZARD?

What an utterly fascinating concept.

The Year of Monsters ancestries from Battlezoo are delightful. My character only recently emerged from the swamps and was confused by people at first, but has since fallen in love with books and wants to go on adventures like the people in books (and to find more books).


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I had a tough time choosing between the Ars Grammatica and Boundary schools for my slime wizard going into the Abomination Vaults. I landed on Boundary to lean into the spooky themes of the mega-dungeon and I am looking forward to summoning some rats to protect my frail lil' slime body.


My outwit ranger is a beast at scaring the pelt off any creature or NPC he sees as prey. Definitely a big boon in social situations.


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Many characters are just fine if a monster goes out of its way to avoid attacking them.


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The Raven Black wrote:
GameDesignerDM wrote:
You are still effectively playing what amounts to a demigod, and we still don't know the full ramifications of what lore will come as a result of War of the Immortals and what that means for Exemplars - so the tag is still justified, to me. Paizo, too, obviously thinks so.

I am more worried about GMs who equate Rare to Not in my game without checking further.

And availability in PFS too.

I think it is pretty smart to lean on that heuristic for options that may cause issues if they are not considered further.


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I am very much looking forward to some updates for my witches!


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Looks like a nice refresh for an already solid class. I'm looking forward to more Remaster previews!


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Blave wrote:

How do they interact? Animists are both Prepared and Spontaneous casters and staves work differently for both types. Can an Animst just use both versions of casting from Staves?

And if they use the spontaneous version, can they use their spell slots to power all divine spells or only those that are in their repertoire?

Staves work differently, but complementary for prepared/spontaneous casters. In fact, it is already possible to be both a prepared and a spontaneous caster via archetype. It is not an either/or situation. Both is entirely reasonable. The animist is no different and can use staves both ways from level 1.


What damage do you apply to each creature?

A. Both targets take the damage you would have rolled from your first attack.

B. Both targets take the damage you roll for your second attack; or

C. Roll damage separately for each target.


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Temperans wrote:
Also RAI is not RAW. It never is that is why the term RAI exists in the first place.

You misunderstand.

The Rules as Written in PF2 say that you play the rules as intended and not to break things over silly little semantics. Ergo, reading into wordings in order to cause conflicts and break abilities is going against the Rules.


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Temperans wrote:
GM OfAnything wrote:
Trying to get these two things to conflict is a pretty clear violation of RAW, imo. Don't interpret things to be broken when you can instead interpret them to work.
Trying to make them conflict is not a violation of RAW. RAW makes them conflict and the "this is broken" rule comes in and asks the GM to decide whether it stays broken (follow RAW) or unbreak it (homebrew).

Sorry, but RAI is RAW in this edition. Unbreaking it is the RAW answer. Letting it stay broken is worse than homebrew.


I'd be curious to see a No Resistance (High AC) graph as well.


Djeriko wrote:
If you purchase this package, does it give you the pictures in image files that you can open in other applications or is this only able to be viewed in a vtt?

I'm pretty sure you need Foundry VTT to download the package. But once you have, the images are all on your computer as .webps for use whereever. I've even done some Photoshop edits for homebrew or weird variant creatures.


My table recently used wish to break a curse. The curse itself was too powerful to counteract normally, so we performed a ritual to power it up and the cursed character received some backlash for going beyond the typical bounds of the spell.


You can try the Lore skills untrained, but does it make sense for the characters to take that approach? Are none of them charismatic?

Not everyone has to talk with the same person at once either. It probably makes more sense to split up a bit while mingling.


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bring on the unholy fire!


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That detail is really neat. I'm looking forward to more previews


Yeah, I don't see what sort of information would be valuable from a playtest.

Statistical analysis is handy for extrapolating from a short playtest window, but doesn't hold a candle to four years of feedback from full campaigns and the conversations and common complaints and homebrew fixes that come from the community.


It's not an argument. It's an explanation for why the rule is the way it is.

All sorts of people play this game.


What concern are you imagining?

The official Online Org Play lodge is still cost free. Some people prefer an assurance of quality of their experience (especially for non-repeatable scenarios) and are willing to pay for that assurance.


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Dark_Mistress wrote:
Other than the art is there any difference to the original set? I know I would personally love to have a harrow set in actual Tarrot card size, which are much bigger than playing card size.

From the description:

Product Description wrote:
... and a size common to many real-world tarot decks...


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Quan Tai is a half-elf monk from Xa Hoi. He's pretty sure that one of the Dragon Princes is his father, given that he can spit fire from his mouth. He learned to emulate his dragon forebears in combat at a monastery and eventually developed magical abilities, including the ability to turn his hands into sharp claws. He has now devoted himself to realizing the full extent of his draconic abilities and eventually claiming a place among the Dragon Princes.


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Ravingdork wrote:
PC: "If I turn off my hearing aids, I'm immune to auditory effects, right?"

And if you close your eyes, you are immune to visual effects. It's not a big deal to let people play characters that reflect reality.


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I keep several bombs on my ranger. They have come in super handy on occasion, applying persistent damage or other effects to boost the party.


QuidEst wrote:
breithauptclan wrote:
1) Outer Entity means a creature from the Outer Planes.
I don't think so, actually- creatures from the Outer Planes are almost always tied to Religion, and "outer entity" is tied to Occultism.

Yeah, I read outer entity as a creature from the Dark Tapestry.


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Flurry rangers can get a lot out of the Elven Curve Blade and a switch-hitting build.


The spell winter bolt is also in contention for great magus focus spells. Either (1d8+1d12) per level or 1d8 per level and deny 1 or 2 enemy actions plus force provoke Attacks of Opportunity.


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If you post a good question, chances are someone else will make sure it is posted there.


Squiggit wrote:
Charon Onozuka wrote:

The big difference I see between the Magus and the playtest Kineticist is that Spellstrike is only part of the Magus kit (even if a standout part) while everything the Kineticist could do would provoke an AoO.

Thus a Magus could still contribute to an encounter while avoiding AoOs (even if their damage was lowered), while the Kineticist couldn't do anything (including gather power or their basic attack).

Don't really get this. A magus who doesn't want to get AoO'd can only really make regular strikes on a weak martial chassis with no combat enhancers. A playtest kineticist who doesn't want to get AoO'd is in the exact same boat.

A magus has a whole class feature for a damage boost and other combat benefits.


A magus going up against a creature with an AoO has to adjust their strategy, whereas a kineticist was simply shut down. The two are comparable, but not equivalent.


Squiggit wrote:
Saedar wrote:
A lot of work goes into making these modules completely separate from the adventures themselves. The people doing that should be properly compensated for their work. If that puts them outside your price point, that is unfortunate but better than stiffing the people doing the labor.
In fairness to the OP, it sounds like he would be willing to pay the price point for the module itself (or maybe even with more of a markup). It's that you have to buy the module and the PDF together that makes the price point so high.

That would result in stiffing Paizo for their share of the work, though, wouldn't it?


Yes tentacular limbs is exclusive to the aberrant sorcerer, currently.

Your reach values look correct, but remember that the extended reach only applies to touch spells.

Yes, you could grapple within your unarmed reach, but that is limited to the 10 foot reach base benefit.


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My page was corrupted. I am sad. :(


I got the email and tried to download the PDF, but the file had no data inside it.

I want to get on with the game!


Dubious Scholar wrote:
I think the biggest issue is that it doesn't offer enough over a normal shield. But give me 2h elemental blasts and that value increases a lot because you could earth shield while using blasts at high damage?

What more do you think is possible? It's already a free scaling shield with unlimited hit points.


Unicore wrote:
Now maybe the "action tax" feel of it is not fun, but that feels to me the exact same as having variable action impulses that do more damage with more actions, which I would rather see separated out into separate actions instead of singular activities with variable action costs.

It's like variable action abilities, but you can spend actions across your turns.


What would people think about a crit-negation ability tied to Con? Very in theme for the class channeling elements through their bodies.

Suggested Ability wrote:
Whenever an opponent would critically hit the kineticist, that creature must attempt a flat check with a DC equal to the kineticists Con modifier. On a failure, the attack becomes a normal hit


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You don't need to Command your familiar in exploration mode, just talking to it with message is sufficient to communicate your intentions. It is a sentient ball of elements afterall.


Errenor wrote:

Don't know where best to put it and not sure it deserves its own topic, but this bothers me a little:

evaluating the name of the IGNEOGENESIS feat I see that it should mean 'fire creation'. But the feat doesn't have anything to do with fire and even volcanoes really.
https://en.wiktionary.org/wiki/igneo

If the rock you are moving is molten, the ability would be creating igneous rocks.


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Kineticist has the range to mostly Stride away. No need to spend actions getting closer to the enemy.


Kekkres wrote:
RexAliquid wrote:
How often are you walking around in a dangerous situation without your element drawn? A good opening salvo softens up the enemies for your single-target strikers.
i am assuming they walk in with their element gathered, the action tax still applies however in order to do anything the follow up turn, since almost every action the class has requires an existing gather.

Then you are double-counting the action tax and making things seem worse than they really are. Try to be more consistent on which action is paying the tax.


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Elemental Wisp familiar by level 2


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aobst128 wrote:
Thaago wrote:

Hrrrm, I'm seeing a lot of 'Chain Blast is good/amazing' going around, but I really don't think it is. I haven't done a rigorous analysis yet, but a quick look does not leave me impressed. On the one hand multiple MAPless attacks is great, but on the other hand any miss ending the chain is rough.

Its only going to be used vs multiple lower level enemies, so that helps, but even if the hit chance is all the way up to 75%, that means you only get to the 3rd attack 56% of the time.

All you need to make it better than a standard 2 blasts is to hit the first one. 2 actions for 2 targets without map is already good. Sucks when the chain breaks at the first attack though.

That is what hero points are for!


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Kekkres wrote:
RexAliquid wrote:
Angel Hunter D wrote:
So it does poor damage even with Earth and forces you to spread it out so it's worth even less, with punishing action economy. It's just not doing what was expected or desired.

If two characters in a party can do 75% of target hp in two actions, the second to act wastes 2/3rds of their potential.

If instead, one of those characters does 25% of target hp to three targets, the target still dies in one round, but next round the second target only takes one character to defeat.

the problem is, past the earliest level the damage output of a kineticist using 3 or 4 action impulse routines vs a martial using strike, strike third action is so incredibly lopsided that the chance you actually save your martials more then one action over the course of a battle is pretty slim[...]

so comparing against all given hp values your impulse has saved your barbarian one action 2/3 of the time, but dropped an enemy a round early only 1 third of the time. for FOUR ACTIONS you have a reasonably good chance to save one character one action and a less reliable chance to have dropped an enemy a turn early. and sure, that sounds pretty alright right?

How often are you walking around in a dangerous situation without your element drawn? A good opening salvo softens up the enemies for your single-target strikers.