Rycke's page

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 88 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



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One thing I will say about the action economy. The fighter (Hey, Claudius!) is using trips to excellent effect. With 3 actions per round, the main foe is spending one (or 2 if the fighter's AOO crits) of these actions standing up leaving only 2 actions to actually do some damage. I like the ideas I see in the spoiler responses and will probably implement some of these. As for why I allowed the free archetype, it was mainly for the fun factor. We're playing this campaign that will likely take several years. It gives the players a chance to experience more of the game than they would. I will make a (small) bump to difficulty to account for this.

Thanks to Claudius for starting this conversation and to all that have been participating!


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Admittedly, I didn't read all 13 pages of this discussion, but from what I have read, you'd think the only thing you can do with a shield is use the Shield Block reaction. The AC benefit of raising a shield is worth it regardless of using the Shield Block reaction. There are plenty of other things to do with your reaction even if you have your shield raised.


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You have to turn them on, Morty! The shoes have to be turned on!


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Something that seems to be immediately obviously incorrect is the scale on the Circus Camp map. It says that each square is only 5 feet. That would mean that each of the wagons is only about 5 ft. square. The area around the fire is definitely not large enough to contain the reverie described in the faerie fire encounter and Bardolph's wagon isn't even large enough to contain a grizzly bear.


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The spell description is very clear. If someone is questioning this, just have them read the ENTIRE description, not skip around to just find the parts that make things look their way.


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Atalius wrote:
It says you can make a melee strike against the triggering creature. My question is does a Grapple or Trip count as a melee attack?

The short answer is yes, grapple and trip both count as melee attacks. The longer answer is that they do NOT count as melee strikes which is what the Stand Still ability grants you.


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Since anecdotal evidence is the best proof, my Rise of the Runelords group is so excited to move from 1st edition to 2nd that I'm

Spoiler:
moving Karzoug from Xin Shalast to the Runeforge
so we can finish early.


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Ravingdork wrote:
Shouldn't the backpack errata say "treat your encumbrance limit as 2 bulk higher"--that would be far easier on the players and GMs from resource a management perspective, right?

No, because then pedants would equip a backpack and full plate armor and say they're at 2 bulk.


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That would be like giving someone the ability to make bullets if they know how to fire a gun.


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So far, my hands down favorite is Magic Weapon. That's the single spell that has caused the most damage of anything else I've cast.


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What are yours?


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The-Magic-Sword wrote:


Sexual orientation isn't political, or at the very least, making it political is something done by people who want to make non-heterosexuality taboo.

If you honestly believe that it was only made political by the political right, you should open your eyes. It's a big world out there.


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It doesn't have to be complicated. If the GM says "Goblin 4 hits you with an attack", you can say "I wanted to use Nimble Dodge". He should let you use it this time and the next time it's his job to say "Goblin 4 attacks you with his wakizashi" at which point you can say "I use Nimble Dodge". You just have to train your GM :)


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shroudb wrote:

"hide behind the mountain of dead bards": no seriously, if you are a small character, the ancestry feats for sneaking are exceptionally good and with a bit of mobility they easily allow one to hide even mid combat if he needs a breather.

Next one is concelment/dazzled: there are plenty of ways to gain some concealment or inflicting dazzled, and it's a flat 25% miss chance.

mobility class feats: Stuff like "strike and step/stride" and etc basically make enemies not wanting to pursue you simply because you keep denying them "actions".

Teach your frontline how to grapple: Grapple quite streamlines in this edition and it's more than worthwhile. Keeping the bad guys into place means kleeping them away from your backline as well.

and even if they break the grapple, the Escape action is an Attack action. So: escape, move, attack means that at most your backline suffers only 1 attack at -5.

Concealment is a 20% miss chance. It's a DC5 flat check.


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I don't get why everyone is ignoring everything except the plus to ranged attacks. It's also giving you plus to 3 skills and a saving throw as well as plus to your speed. I haven't played this edition yet, but I'm pretty sure there's more to it than pointing your weapon at something and rolling an attack roll. It sounds like a pretty good trade-off to me.


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The Glass Cannon Podcast will be running Emerald Spire converted to 2e starting in Q4 of this year.


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My first (of many) character will be a Gnome Wizard. He grew up wanting to be an adventurer, but he got his future wife pregnant and ended up dropping out of the Wizard Academy to raise his child. He got a job in the back room of a magic shop identifying magic items brought in by adventurers. Being married and raising his children staved off the bleaching for a while, but now that the kids are grown and the wife (gods rest her soul) has succumbed to a wasting sickness, the bleaching is calling him to get out their and pursue the dream of his youth.


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If you only buy one PF2 product other than the Core Rulebook, make it the Condition Cards. Your players will thank you if they don't have to search through the Rulebook every time a condition is applied to them.


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I ran the Raid on Sandpoint for my party this weekend and their witch singlehandedly destroyed Longtooth.

The witch (Garp) was flying over the town so he could keep an eye on everything happening. When Longtooth got close to the Lighthouse (where they assumed he was heading), Garp teleported the party there. He then proceeded to feeblemind him, turning his methodical destruction of the town into a mindless rampage. He let him rampage for a few rounds. Then, he used the Ice Tomb hex to drop him to the ground. Since Longtooth is a red dragon, I decided the hex would last 10 rounds instead of 10 minutes. He only needed 4 rounds (with the help of his flying scorpion familiar) to use the wand of enervation supplied at the end of Book 3 to drain all 13 levels from Longtooth.

In the meantime, their Paladin (Johann) was providing taxi service to their Swashbuckler (Reghar) who Parried and Riposted every swing the giants made at him and their Fighter (Kalik) cut through whatever was left.

The only thing the giants managed was to raid Scarnetti manor and get away. Teraktinus was captured (another victim of the Ice Tomb) and only 2 buildings were set on fire. Looks like I have some work ahead of me if Jorgenfist is going to pose any challenge to this party.


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Is there a way that the forums can be split, one set of forums for people who have actually played, and another set for therory-crafters? It would be nice if I'm looking for what people think of certain classes or ancestries if I could limit my searches only to people who actually have played them or seen them in action.


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If you as the GM call it a +1 sword and you complain about that, it's on you. If you call it "Zelazny's sword" and give the description "this sword helps you focus your mind on fighting, allowing you to strike truer, giving you a +1 item bonus on attacks. It is also sharper than any blade you've ever encountered, doing an extra d8 (or whatever) of damage when it strikes true.", you're essentially saying it's a +1 weapon, but making it more interesting.


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DFAnton wrote:

I guess I should be less harsh about it. You can, but it will almost necessarily always take the form of "I know all this but neglected it so now I have to actually spend time on it."

"You can't" is better suited to the biological feats, which simply should not exist.

Biological feats make sense if you must take them at level 1. Otherwise, I agree that they don't make sense.


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There's no feat tax. You get all the abilities of a human except the extra chosen ability. Instead, you get 2 abilities from the other race. If anything, you're getting 2 things for the cost of one.


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My advice is to tell your son that it's a shame he's gotten himself into this situation and that you hope he contacts the government agency in an attempt to work it out. As long as you keep treating this like it's your problem, your son will never take responsibility and grow up.