paizo.com Favorited Posts by Shiroipaizo.com Favorited Posts by Shiroi2019-01-21T18:30:50Z2019-01-21T18:30:50ZRe: Forums: Skills, Feats, Equipment & Spells: Mark Seifer, other Devs, someone... Can we talk about this Holy Avenger?Shiroihttps://paizo.com/threads/rzs428oz?Mark-Seifer-other-Devs-someone-Can-we-talk#32018-08-31T14:38:41Z2018-08-30T04:11:38Z<p>Because not all games go to level 20, this offers the viability of having the sword be a slightly more generic brand of paladin based weapon accessible to more games without being world breaking. This is then followed by the option to add runes and such to make it stronger, or the DM Fiat to introduce a name brand Excalibur or some such that's more suitable to end game.</p>Because not all games go to level 20, this offers the viability of having the sword be a slightly more generic brand of paladin based weapon accessible to more games without being world breaking. This is then followed by the option to add runes and such to make it stronger, or the DM Fiat to introduce a name brand Excalibur or some such that's more suitable to end game.Shiroi2018-08-30T04:11:38ZRe: Forums: Skills, Feats, Equipment & Spells: Assurance as a feat is terribleShiroihttps://paizo.com/threads/rzs2v9zx&page=2?Assurance-as-a-feat-is-terrible#802018-08-31T14:08:34Z2018-08-28T23:33:32Z<p>I have a concept.
<br />
Assurance:
<br />
Select a skill to which assurance applies. If the skill is untrained, you may never critically fail any check in which the DC is equal or below a trivial DC for your level. If this skill is trained, you may never critically fail a check which is equal or below a Low DC for your level, or fail a task which is trivial. If the skill is expert, these limits become High and Low DC for your level. At master, you may not critically fail a Severe DC for your level, and at legendary you may not fail a High DC for your level.</p>
<p>Now the lowest mark for your assurance feats scales to your character and the DC of the tasks they might attempt and consider trivial, but also rewards putting more effort into the skill. It's useful for athletics for swim check for a fighter who has it at trained because they can't possibly drown in calm water, and probably won't drown as quickly in moving water. It's also very useful for a legendary rogue in acrobatics, because they can accomplish many impressive tasks without any effort and can at least avoid severe harm during all but the most insane stunts.</p>I have a concept.
Assurance:
Select a skill to which assurance applies. If the skill is untrained, you may never critically fail any check in which the DC is equal or below a trivial DC for your level. If this skill is trained, you may never critically fail a check which is equal or below a Low DC for your level, or fail a task which is trivial. If the skill is expert, these limits become High and Low DC for your level. At master, you may not critically fail a Severe DC for your level, and at...Shiroi2018-08-28T23:33:32ZRe: Forums: Skills, Feats, Equipment & Spells: Make more spells like Heal/Magic Missile, especially cantripsShiroihttps://paizo.com/threads/rzs2vc89?Make-more-spells-like-HealMagic-Missile#82018-08-18T03:13:10Z2018-08-17T13:55:48Z<p>It almost feels like they made the format to use as a blog, and abandoned putting any more research into it. I was super sold on the idea of action economy gating the power and efficiency of spells. I can see a lot of potential for combining spells - featherfall->anthaul>fly adding duration and then power/control. I can see a lot of potential for additional range, changing the shape of the blast, or adding piercing or other secondary effects to nuke spells, I can see all kinds of things that can make spell craft more than just 3/day fireball, 3/day dispel magic and a few cantrips.</p>
<p>This system can be expanded greatly, and it wouldn't hurt my feelings in the slightest.</p>It almost feels like they made the format to use as a blog, and abandoned putting any more research into it. I was super sold on the idea of action economy gating the power and efficiency of spells. I can see a lot of potential for combining spells - featherfall->anthaul>fly adding duration and then power/control. I can see a lot of potential for additional range, changing the shape of the blast, or adding piercing or other secondary effects to nuke spells, I can see all kinds of things that...Shiroi2018-08-17T13:55:48ZRe: Forums: Skills, Feats, Equipment & Spells: Large and huge weapon damageShiroihttps://paizo.com/threads/rzs2van0?Large-and-huge-weapon-damage#142018-08-12T02:28:41Z2018-08-08T18:20:17Z<div class="messageboard-quotee">CraziFuzzy wrote:</div><blockquote> <div class="messageboard-quotee">Shiroi wrote:</div><blockquote> This was also impossible for me to find, including using the appendix for over half an hour. Apart from the fact that I strongly dislike this rule, I'd at least like it to be more easily located (directly next to the weight chart for weapons, in a clearly important spot would be nice) so I know the giant totem barbarian isn't getting much of anything besides flavor until he picks up class feats. </blockquote>What couldn't you find? There is no entry about damage for different sized weapons because different sized weapons have no mechanical effect. </blockquote><p>And that's a thing which makes little to no sense, because if I hit a goblin with a longsword sized for a goblin, I'll cut his armor and barely nick skin. If I hit him with a full sized longsword, the added mass and length will disembowel him, and if I hit him with a longsword of appropriate size for a giant I'll cleave him in two.
<p>If there isn't any relationship between hitting someone with a twig (size tiny staff) vs a tree trunk (size huge staff) then there should absolutely be something stating that clearly and in no uncertain terms, or people who can think about the physics or have any experience in Pathfinder 1st edition will be looking for ages for non-existent information.</p>CraziFuzzy wrote:Shiroi wrote: This was also impossible for me to find, including using the appendix for over half an hour. Apart from the fact that I strongly dislike this rule, I'd at least like it to be more easily located (directly next to the weight chart for weapons, in a clearly important spot would be nice) so I know the giant totem barbarian isn't getting much of anything besides flavor until he picks up class feats.
What couldn't you find? There is no entry about damage for...Shiroi2018-08-08T18:20:17ZRe: Forums: Skills, Feats, Equipment & Spells: Assurance as a feat is terribleShiroihttps://paizo.com/threads/rzs2v9zx?Assurance-as-a-feat-is-terrible#182018-09-25T14:34:09Z2018-08-06T00:57:59Z<p>Personally I can't help but feel that at 1 feat per skill, assurance would be far more tempting to take if it was retroactive. I roll my stealth, I nat 1, my assurance takes over as a minimum value of 10 so I know I probably won't sneak past the captain of the guard but even on my worst days I'll get past the half asleep drunkard at the gate.</p>Personally I can't help but feel that at 1 feat per skill, assurance would be far more tempting to take if it was retroactive. I roll my stealth, I nat 1, my assurance takes over as a minimum value of 10 so I know I probably won't sneak past the captain of the guard but even on my worst days I'll get past the half asleep drunkard at the gate.Shiroi2018-08-06T00:57:59ZRe: Forums: Ancestries & Backgrounds: Thoughts on AncestriesShiroihttps://paizo.com/threads/rzs2va96?Thoughts-on-Ancestries#132018-08-06T21:53:08Z2018-08-06T00:37:28Z<p>I cast a favorable vote on making race matter more from the start with room to expand. I think doubling the number of racial feat choices and granting 3-5 at first level would be plenty.</p>I cast a favorable vote on making race matter more from the start with room to expand. I think doubling the number of racial feat choices and granting 3-5 at first level would be plenty.Shiroi2018-08-06T00:37:28ZRe: Forums: Monsters and Hazards: FahrenheitShiroihttps://paizo.com/threads/rzs2vaky?Fahrenheit#22018-08-06T00:39:02Z2018-08-06T00:30:01Z<p>I use F°, being part of that one silly country, and I approve and appreciate any measure to get rid of it. If I saw C° and meters used more often here I'd get used to it and be able to use it fluently, and if the rest of us did similarly we could abandon the "standard system" and all of it's absurdity within a generation or two.</p>I use F°, being part of that one silly country, and I approve and appreciate any measure to get rid of it. If I saw C° and meters used more often here I'd get used to it and be able to use it fluently, and if the rest of us did similarly we could abandon the "standard system" and all of it's absurdity within a generation or two.Shiroi2018-08-06T00:30:01ZRe: Forums: Magic Items: Tanglefoot bags are brokenShiroihttps://paizo.com/threads/rzs2vaer?Tanglefoot-bags-are-broken#52018-08-06T16:01:24Z2018-08-06T00:18:22Z<p>It stacks with the liquid ice, and if I read it correctly it stops opening doors, activating the lever to the trap, drawing a weapon or potion, casting a spell...</p>
<p>Size small NPC trying to ring an alarm bell to get the guards? He's going to need twice as many move actions to get across the room, and could fail to get his hand off his own shirt. If you happen to use both, he now has to spend both actions just to get to the bell, and next turn still have a chance of failing to ring it (though failing a flat 5 check twice would be rather unfortunate).</p>
<p>I'm not saying it isn't possible to have it do more, in fact I'd like to see hampered 10 slow 1, but it's possible that could be an improved version. Alchemist feat maybe, make tanglefoot bombs that hamper 15 and slow 1 instead of normal? Or a few item levels higher for the stronger version.</p>
<p>A final version would be roots the target altogether, and slow 2. That basically reduces them to only being able to struggle to break free or take a swing at someone nearby. That's a save-or-suck though, so it would need to be handled at the appropriate...</p>
<p>Ah, now there's an idea.</p>
<p>Tanglefoot Bag Reflex DC15
<br />
Critical success: no effect
<br />
Success: hamper 5
<br />
Failure: hamper 10 slow 1
<br />
Critical failure: rooted and slow 2</p>It stacks with the liquid ice, and if I read it correctly it stops opening doors, activating the lever to the trap, drawing a weapon or potion, casting a spell...
Size small NPC trying to ring an alarm bell to get the guards? He's going to need twice as many move actions to get across the room, and could fail to get his hand off his own shirt. If you happen to use both, he now has to spend both actions just to get to the bell, and next turn still have a chance of failing to ring it (though...Shiroi2018-08-06T00:18:22ZForums: Pathfinder Playtest General Discussion: In Appreciation of DevelopersShiroihttps://paizo.com/threads/rzs2vah4?In-Appreciation-of-Developers#12018-08-05T20:25:47Z2018-08-05T13:55:38Z<p>I know 80% or more of the feedback I've read appears very disheartening. I know so much is changing and so many people are unhappy with change. I know this is stressful, and necessary, and that in a play test it's more important to hear the truth about what needs to be fixed than to be complimented constantly and think things are perfect when they aren't.</p>
<p>That being said, I'd like to take a moment to boost the moral of our excellent development team at Paizo, for working so hard on this new content and putting so many ideas on the table. I'd like to take this moment to show that even when there is work to be done making Pathfinder second edition the best product it can be, that I appreciate how far they have gone and how many hours they have worked to bring it to this point.</p>
<p>Nothing is ever first drafted as perfect, and nothing will ever make every person happy (except chocolate, and you can't change my mind), but I know a lot of frustration and a lot of work and a lot of hand cramps went into this product, and I'd like to clarify that even when I'm criticizing it in part or in whole, it's only because I know I need to do my part in making sure that everything is brought together across the finish line in the best shape it can be.</p>
<p>Thank you everyone for your hard work, and I hope you can keep a strong, upbeat +3 moral bonus while you round this next corner of a massive product design!</p>I know 80% or more of the feedback I've read appears very disheartening. I know so much is changing and so many people are unhappy with change. I know this is stressful, and necessary, and that in a play test it's more important to hear the truth about what needs to be fixed than to be complimented constantly and think things are perfect when they aren't.
That being said, I'd like to take a moment to boost the moral of our excellent development team at Paizo, for working so hard on this new...Shiroi2018-08-05T13:55:38ZRe: Forums: Pathfinder Playtest General Discussion: Usability Suggestions (not a typo thread)Shiroihttps://paizo.com/threads/rzs2v9qn?Usability-Suggestions#42018-08-04T04:06:51Z2018-08-02T20:47:20Z<div class="messageboard-quotee">MuddyVolcano wrote:</div><blockquote> ... </blockquote><p>I'd say just putting the DC into the ritual itself instead of making it necessary to attempt any formula no matter how simple. Doubling the ritual level obviously isn't high enough unless I'm missing something, I'd say if it's set at assuming a +2 stat bonus, a 10 on the d20, no equipment or spells, the minimum proficiency allowed, and the minimum level you could attain that proficiency (unless noted as a minimum level higher than this) would be fair. You can then get +3 more from stats, +5 or so from items and spells, and maybe be at a higher proficiency and level to get to doing lower level rituals easily... But if you're only mildly invested in the things involved, it'll be 50/50 with a small chance of crit either way. In this case, since I don't recall the level to be master I'll assume 13 is the minimum level.
<p>13 level + 2 proficiency M + 2 stat + 10 non-roll = DC 27 to use the control weather ritual. For the average player presumed, this means the first time they could try it they'd have at worst a -1 stat for a total of d20+14. On a 1-3 this is a critical failure, on a 4-12 a failure, and only a critical success on a nat 20. That's fairly decent odds for a PC, you won't see too many critical fails there. If they manage a +5 stat and +2 items instead, this becomes d20+22, or a 5 and below is a fail, only a natural 1 is a critical fail, and anything over a 15 is a critical success. Not bad at all.</p>
<p>If that formula works for the DCs of rituals, then next to the ritual level it should specify DC 27 and be done with it. The math can be on the devs side, and briefly touched on in the GM book or a footnote in rituals regarding making your own.</p>MuddyVolcano wrote:...
I'd say just putting the DC into the ritual itself instead of making it necessary to attempt any formula no matter how simple. Doubling the ritual level obviously isn't high enough unless I'm missing something, I'd say if it's set at assuming a +2 stat bonus, a 10 on the d20, no equipment or spells, the minimum proficiency allowed, and the minimum level you could attain that proficiency (unless noted as a minimum level higher than this) would be fair. You can then get...Shiroi2018-08-02T20:47:20ZRe: Forums: Pathfinder Playtest General Discussion: Usability Suggestions (not a typo thread)Shiroihttps://paizo.com/threads/rzs2v9qn?Usability-Suggestions#22018-08-04T04:05:25Z2018-08-02T20:12:47Z<p>I noticed that I could not find the specific rules for what minimum level you could reach higher proficiencies at (for example, I believe even if you otherwise could you can't attain legendary before level 17 according to the blog? I didn't see that noted in the book, which at the low end means it probably wasn't featured heavily enough.</p>
<p>I went to find that information when determining how easy rituals are to pull off. DC equal to double the ritual level? Control weather requires master proficiency, and it's a level 8 ritual. By the time I hit level 8 if I have a +5 from ability score, +2 from master proficiency, and 8 from level, I have a 15 bonus. DC 16 automatically succeeds (a true natural 1 should cause fail but not critical fail) and 11 or better on the die is a critical success. This is before figuring out if I can even BE master at nature lore by that level. If it requires level 13 to be a master, I basically succeed on a 5 even with a -1 int. That DC can't be correct, so I'm guessing it's just not reading correctly.</p>
<p>There's a force field spell I fail to recall the name of, it mentioned it could survive 'two more dents than normal'. Just say 4 dents, it's lower word count and saves me remembering that normal stuff has 2.</p>
<p>Lots of spells are listed as (a) verbal (a) somatic (a) material, I think it would be easier to say (AAA) verbal, somatic, material unless there is a very specific reason casting a spell is three separate actions and not an activity. In addition, I did not see where it clarified if you could begin casting on your turn and complete the remainder of the spell on the following turn (similarly for any other activities).</p>
<p>Some of this may be me being blind, but it's definitely eluding a casual glance and since the book won't have a search feature I believe most info should be easy to spot.</p>I noticed that I could not find the specific rules for what minimum level you could reach higher proficiencies at (for example, I believe even if you otherwise could you can't attain legendary before level 17 according to the blog? I didn't see that noted in the book, which at the low end means it probably wasn't featured heavily enough.
I went to find that information when determining how easy rituals are to pull off. DC equal to double the ritual level? Control weather requires master...Shiroi2018-08-02T20:12:47ZRe: Forums: Pathfinder Playtest General Discussion: Kudos to Paizo's IT team for todayShiroihttps://paizo.com/threads/rzs2v9qm?Kudos-to-Paizos-IT-team-for-today#52018-08-02T20:21:10Z2018-08-02T19:58:17Z<p>Less than 5 minutes, and I was in the first five minutes, with only two refreshes. I'd say that's a huge round of applause for the team, y'all did awesome and I appreciate it.</p>Less than 5 minutes, and I was in the first five minutes, with only two refreshes. I'd say that's a huge round of applause for the team, y'all did awesome and I appreciate it.Shiroi2018-08-02T19:58:17ZRe: Forums: Pathfinder Playtest Prerelease Discussion: When is the next blog?Shiroihttps://paizo.com/threads/rzs2v0hw&page=17?When-is-the-next-blog#8132018-07-27T18:41:46Z2018-07-27T18:40:51Z<div class="messageboard-quotee">Moro wrote:</div><blockquote> <div class="messageboard-quotee">AnimatedPaper wrote:</div><blockquote><p> Place your bets folks place your bets! Will it be humans? Rituals/other magics? Manuevers? Multiclassing (not likely, I agree)? A screenshot of the table of contents for the playtest books?</p>
<p>Actually that last one is probably the one I most want at the moment, but I feel that's even less likely than a blog about multiclassing, although I would wager far less likely to result in flame wars. </blockquote><p>No idea, but personally, I am feeling evil today, so if it were my decision, I would post the Multiclassing details, and then go radio silence until after release next week.
<p>Let the wars rage and the opponents tire themselves out, and whatnot. </blockquote><p>I would be 110% okay with this.Moro wrote:AnimatedPaper wrote:Place your bets folks place your bets! Will it be humans? Rituals/other magics? Manuevers? Multiclassing (not likely, I agree)? A screenshot of the table of contents for the playtest books?
Actually that last one is probably the one I most want at the moment, but I feel that's even less likely than a blog about multiclassing, although I would wager far less likely to result in flame wars.
No idea, but personally, I am feeling evil today, so if it were my...Shiroi2018-07-27T18:40:51ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Paizo Blog: Born of Two WorldsShiroihttps://paizo.com/community/blog/v5748dyo5lkyt&page=12?Born-of-Two-Worlds#5872018-07-27T00:23:55Z2018-07-26T20:22:57Z<p>I'll be honest, without looking through 11 pages of comments to see if someone else has brought it up, I don't see why you can't adapt this to every race and make your racial heritage a matter of picking your father and your mother.</p>
<p>My ancestry is dwarf/gnome. I get these bonuses for having a dwarf ancestor, these bonuses for having a gnome ancestor, these non-biological options from human because I was adopted and raised in a human settlement, and these bonuses from being a hybrid race instead of pure breed.</p>
<p>If each race had a half-x option, you could mark each racial feat and choice with small tags. (FB) (HB) (AH) would be full blood, half blood, adopted heritage. If you aren't full blood, you can't touch these stronger dwarf traits (something granting DR while standing on the ground) but could take something simpler (stone cunning). If you're adopted, you definitely can't get the dark vision but you can be proficient with dwarven weapons.</p>I'll be honest, without looking through 11 pages of comments to see if someone else has brought it up, I don't see why you can't adapt this to every race and make your racial heritage a matter of picking your father and your mother.
My ancestry is dwarf/gnome. I get these bonuses for having a dwarf ancestor, these bonuses for having a gnome ancestor, these non-biological options from human because I was adopted and raised in a human settlement, and these bonuses from being a hybrid race...Shiroi2018-07-26T20:22:57ZRe: Forums: Advice: Gestalt Villian Options?Shiroihttps://paizo.com/threads/rzs2v8es?Gestalt-Villian-Options#62018-07-09T20:06:28Z2018-07-09T11:43:53Z<p>If they all got their powers the same way, it makes sense for their new abilities (one side of their gestalt) to be linked thematically.</p>
<p>One way to do this is to say the martial side of the build is the part they gained, the experiment ripping their muscles and cranking their reaction times. If you go this route, physical symptoms would be an excellent way to make the link more transparent and thought out, such as obvious tiger-stripe like stretch marks where their body clearly increased in size faster than their skin could keep up.</p>
<p>If you instead believe the experiment would give them magical or pseudo-magical abilities, theme these talents in some way for best effect. A team of •/Kineticists, or •/occultist, or •/arcane sponcaster, or •/divine caster.</p>
<p>This does limit the field a small amount on their choices, but saying the experiment strongly linked them to the raw elemental energy of the planes or gave them the stolen powers of a god would make the whole thing very cinematic and add consistency to the plot.</p>
<p>Personally, I love Kineticists as a class and twice as much for villains. They have crowd control, damage output, defensive abilities, and battlefield manipulation. They're beatable in combat by a party but a mid level Geo or Aero can take on armies of level 3 and below without breaking a sweat which makes them incredible for a violent strike force making a name for itself as a conquering new king, even without a large following (which they'll quickly gain after destroying an army of 300 in a pass somewhere).</p>
<p>Having the same •/ side, you'll get a very different feel if you instead have the linked side be a mix of spiritualists and synthesist summoners. They now have access to a bonded entity beyond mortal knowledge, which aids them in strange ways when called upon by the magic of the experiment. The common factor is relying on an outsider to provide their power boost, and it can be dangerously hard to tell them apart from a normal person in a court setting - until they break out the eidolon suits and tentacles, and become insanely powerful in an instant.</p>If they all got their powers the same way, it makes sense for their new abilities (one side of their gestalt) to be linked thematically.
One way to do this is to say the martial side of the build is the part they gained, the experiment ripping their muscles and cranking their reaction times. If you go this route, physical symptoms would be an excellent way to make the link more transparent and thought out, such as obvious tiger-stripe like stretch marks where their body clearly increased in...Shiroi2018-07-09T11:43:53ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Multi-classing: what would we like, what can we expect and what do we know?Shiroihttps://paizo.com/threads/rzs2v8de?Multiclassing-what-would-we-like-what-can-we#482018-07-09T10:49:24Z2018-07-08T21:16:26Z<div class="messageboard-quotee">The Mad Comrade wrote:</div><blockquote><br />
<br />
"Now you're 4th level." (3,000 EXP = 4th single-classed) - The <i>player</i> of the multi-classed character uses the calculator on their phone or a simple writing implement and a bit of scrap paper to do the basic arithmetic to figure out their level.) <b>You</b> don't have to worry about it, <i>the player</i> does. </blockquote><p>Who does the math isn't really the important bit for me, I do math just fine and could do exp based leveling and party-distribute that exp based on who actually was in each encounter of the night if I honestly cared to.
<p>The problem comes from things like "single classes level now, but multiclass don't level until... Should it be next session? Two sessions from now? Halfway through next session?" And then I have to make a major plot point where it's natural for them to have that leveling experience after their nice big encounter or major development, which means twice and more the number of major events in the game, which makes all of those moments seem less special.</p>
<p>Math isn't the issue, I don't level my players after they kill a lone goblin just because it was the straw that broke the levels back is the problem. :)</p>The Mad Comrade wrote:"Now you're 4th level." (3,000 EXP = 4th single-classed) - The player of the multi-classed character uses the calculator on their phone or a simple writing implement and a bit of scrap paper to do the basic arithmetic to figure out their level.) You don't have to worry about it, the player does.
Who does the math isn't really the important bit for me, I do math just fine and could do exp based leveling and party-distribute that exp based on who actually was in each...Shiroi2018-07-08T21:16:26ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Multi-classing: what would we like, what can we expect and what do we know?Shiroihttps://paizo.com/threads/rzs2v8de?Multiclassing-what-would-we-like-what-can-we#372018-07-08T20:54:37Z2018-07-08T20:50:41Z<div class="messageboard-quotee">The Mad Comrade wrote:</div><blockquote><br />
<br />
Milestone leveling makes sense in that it keeps things simple and saves people from having to use a calculator. It also removes options from consideration. I'd prefer to have options that can be ignored than to not have options at all. </blockquote><p>I get that, in a sense, but if multiclassing is balanced around needing to manually adjust levels then it isn't an option that can be ignored. You either balance it that way, or you can't use multiclassing without imbalancing the party (unless everyone wants to multiclass).
<p>I honestly think they can get the classes balanced well enough to not need exp based balancing, a level 8 fighter and level 8 wizard should both feel like level 8 characters. A level 8 fighter wizard should feel balanced with a blend of abilities between the two. I just dislike having party members not all be the same level, even if they're technically the same power level. Not my preferred solution to the problem is all I'm trying to say.</p>The Mad Comrade wrote:Milestone leveling makes sense in that it keeps things simple and saves people from having to use a calculator. It also removes options from consideration. I'd prefer to have options that can be ignored than to not have options at all.
I get that, in a sense, but if multiclassing is balanced around needing to manually adjust levels then it isn't an option that can be ignored. You either balance it that way, or you can't use multiclassing without imbalancing the party...Shiroi2018-07-08T20:50:41ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Multi-classing: what would we like, what can we expect and what do we know?Shiroihttps://paizo.com/threads/rzs2v8de?Multiclassing-what-would-we-like-what-can-we#322018-07-26T15:37:45Z2018-07-08T20:12:10Z<p>I'd like multiclassing not to use lower exp progression. I don't use EXP at all, the whole party stays the same level. This would make balancing my party a nightmare when I have to decide if this person is level 12 or level 13 this session, independently of that other person hitting level 15.</p>I'd like multiclassing not to use lower exp progression. I don't use EXP at all, the whole party stays the same level. This would make balancing my party a nightmare when I have to decide if this person is level 12 or level 13 this session, independently of that other person hitting level 15.Shiroi2018-07-08T20:12:10ZRe: Forums: Rules Questions: Kinetic Knight Kinetic Blast QuestionShiroihttps://paizo.com/threads/rzs2v80l?Kinetic-Knight-Kinetic-Blast-Question#22018-07-02T06:00:18Z2018-07-02T04:26:17Z<p>1) Yes, you are limited to Kinetic Blade or later Kinetic Whip (and any other forms I'm not familiar with possibly provided in the archetype itself). This means no ranged or AOE attacks unless they for some reason require blade.</p>
<p>2) kinetic blade does not stick around for AoO, Whip does. Unless the archetype modifies this, that's still the case.</p>
<p>3) Con yes, Str no. It's a physical blast, but not a physical weapon. It deals damage based on the strength of the SLA not the strength of the user.</p>1) Yes, you are limited to Kinetic Blade or later Kinetic Whip (and any other forms I'm not familiar with possibly provided in the archetype itself). This means no ranged or AOE attacks unless they for some reason require blade.
2) kinetic blade does not stick around for AoO, Whip does. Unless the archetype modifies this, that's still the case.
3) Con yes, Str no. It's a physical blast, but not a physical weapon. It deals damage based on the strength of the SLA not the strength of the user.Shiroi2018-07-02T04:26:17ZRe: Forums: Rules Questions: Succubus in a grapple.Shiroihttps://paizo.com/threads/rzs2pa2b&page=36?Succubus-in-a-grapple#17852018-07-02T17:11:08Z2018-07-02T03:05:04Z<p>Has anyone considered the possibility of what kind of negatives the druid would take and how long they might survive when grappling a succubus underwater?</p>Has anyone considered the possibility of what kind of negatives the druid would take and how long they might survive when grappling a succubus underwater?Shiroi2018-07-02T03:05:04ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Saving Throw Proficiencies: Who Cares?Shiroihttps://paizo.com/threads/rzs2v7yf?Saving-Throw-Proficiencies-Who-Cares#172018-07-09T17:06:58Z2018-06-30T23:15:27Z<div class="messageboard-quotee">Quandary wrote:</div><blockquote> So what you're choosing to assume is "They invented Untrained category, but it's never actually used". Have fun. </blockquote><p>Wizards are untrained in broadswords, fighters are untrained in knowledge arcana. There's lots of places untrained is used, but that doesn't confirm that saves are one of those places. I could see NPC classes being untrained in saves, because they're not supposed to be good at things, but I'd be perfectly okay with untrained never being something that applies to PC saving throws because it's not that important to have them that way. If they want to give most classes an untrained save, that's a different story. I just don't see any particular reason that so many classes are at least trained in all 3 saves and then suddenly the remaining classes need an untrained save for some reason.Quandary wrote:So what you're choosing to assume is "They invented Untrained category, but it's never actually used". Have fun.
Wizards are untrained in broadswords, fighters are untrained in knowledge arcana. There's lots of places untrained is used, but that doesn't confirm that saves are one of those places. I could see NPC classes being untrained in saves, because they're not supposed to be good at things, but I'd be perfectly okay with untrained never being something that applies to PC...Shiroi2018-06-30T23:15:27ZRe: Forums: Advice: My players have Earn a reward and so I need help choosing itShiroihttps://paizo.com/threads/rzs2v7xi?My-players-have-Earn-a-reward-and-so-I-need#62018-07-01T05:04:27Z2018-06-30T22:11:07Z<p>So I like designing things that open up cool options that don't necessarily exist in the game. Let's see what fun toys I can make you, mind that balance is not quite as much a factor with artifact level items as flavor is.</p>
<p>level 9 Eldritch Archer (who is a bit Inexperience with using a magic base class)
<br />
A ring or neck item that allows you to pick the spell and cast it -after- hitting with the attack instead of before.</p>
<p>Level 9 Monk who likes stunning fist and uses butterfly swords
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Gauntlets that allow stunning fist the vorpal quality on a critical hit, but to remove the heart instead of decapitating.</p>
<p>a level 9 occultist who likes to use charm and other mental effecting magic
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An ioun stone of telepathy that casts mind-affecting spells in the language of the target without verbal components, making it easier to cast in public without being caught or on things you don't share a language with.</p>
<p>and level 9 warlord from Path of war who uses a katana and likes to rely on mithral current
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I'm not familiar with mithral current, so I'll probably be a bit off on this one.
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Warping blade- a katana that attacks through opened portals allowing you to flank an opponent by yourself after striking the first time, and has reach as you cut through the tears to hit further targets.</p>So I like designing things that open up cool options that don't necessarily exist in the game. Let's see what fun toys I can make you, mind that balance is not quite as much a factor with artifact level items as flavor is.
level 9 Eldritch Archer (who is a bit Inexperience with using a magic base class)
A ring or neck item that allows you to pick the spell and cast it -after- hitting with the attack instead of before.
Level 9 Monk who likes stunning fist and uses butterfly swords
Gauntlets...Shiroi2018-06-30T22:11:07ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Saving Throw Proficiencies: Who Cares?Shiroihttps://paizo.com/threads/rzs2v7yf?Saving-Throw-Proficiencies-Who-Cares#62018-07-09T17:04:16Z2018-06-30T16:40:35Z<p>I'll be very surprised if improved iron will doesn't require master in will saves, and if there's not a feat for immunity to non magical poison at legendary fortitude.</p>
<p>It's not about the flat bonus, it's about what you have access to based on your proficiency. Just wait a bit, we don't know everything yet so we shouldn't make snap judgements and be angry.</p>I'll be very surprised if improved iron will doesn't require master in will saves, and if there's not a feat for immunity to non magical poison at legendary fortitude.
It's not about the flat bonus, it's about what you have access to based on your proficiency. Just wait a bit, we don't know everything yet so we shouldn't make snap judgements and be angry.Shiroi2018-06-30T16:40:35ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Planning Ahead for Houseruling Out ResonanceShiroihttps://paizo.com/threads/rzs2v7ug?Planning-Ahead-for-Houseruling-Out-Resonance#32018-06-29T04:29:57Z2018-06-28T15:03:17Z<p>I'd say you're on a decent track for it... Honestly the easiest way for me is to keep resonance, make potions and other consumables not use it, lower the pool to half level + Cha instead of level +Cha. Now it functions as a limit on the number of permanent magic items you can have without dictating slots, but doesn't allocate temporary potions and such or risk failure because you just don't buy more permanent items than you have slots for, or sell one off to upgrade.</p>
<p>For keeping resonance as it is, I'll offer my thoughts on some of your points to maybe give ideas (which I know may or may not work for your table) that can help you do less houserules and avoid complications.</p>
<p>1. Tinctures instead of potions, or an NPC casts that water breathing on them.</p>
<p>2. Offer at-cost (prorated for charges used) buyback of wands when strictly upgrading the effect.</p>
<p>4. Remove the risky section, increase pool slightly by giving an additional +1/3 level worth of resonance only usable on consumables. Works out the same number (math to make sure 1/3 level is correct I'm just guessing based on what I recall from last week) more or less, but easier to predict.</p>
<p>5. Fixed by keeping fewer items per player than the limit. Anyone who would have more magic items than resonance is the kind of person who's inviting at least a little complexity and morning decision making anyways, and can be found in pf1 with someone who has three rings or two cloaks to adapt to the situation.</p>
<p>6. I'm not sure what you mean, because it more or less does replace item slots. You can't really wear two capes because you can't really wear two capes. Then again, a size large person with a cape on each hip as kind of robe like stuff can legally do that now.</p>
<p>8. Additional fallout from extended delays, including sometimes things that cost gold such as not being able to find their bounty because they were too cheap to buy horses to chase it quickly.</p>
<p>Again, not critiques or anything just ways you might possibly adapt playstyle to the new system instead of adapting the system to the table. Hope one of the two either way works out for you though.</p>I'd say you're on a decent track for it... Honestly the easiest way for me is to keep resonance, make potions and other consumables not use it, lower the pool to half level + Cha instead of level +Cha. Now it functions as a limit on the number of permanent magic items you can have without dictating slots, but doesn't allocate temporary potions and such or risk failure because you just don't buy more permanent items than you have slots for, or sell one off to upgrade.
For keeping resonance as...Shiroi2018-06-28T15:03:17ZRe: Forums: Rules Questions: Does Kineticist suffer DR and Energy Resistance simultaneously?Shiroihttps://paizo.com/threads/rzs2v7lz?Does-Kineticist-suffer-DR-and-Energy#192020-05-17T22:18:32Z2018-06-26T21:49:33Z<p>No problem. I'll link in a flow chart here for calculating burn, it makes things much more clear. I'll also bring up that elemental form is a great move for most kineticists. The default way to get max value is to start the day pushing elemental form up with a burn and then sink the minimum needed to use your full overflow value into your defense so you become a walking tank with overflow and size bonuses to your stats. You beef up quick, but don't have a whole lot of burn or HP left for the rest of the day. The other option is to be willing to sacrifice that power to instead have many burn per day available to nova your high damage composite/meta combos. This is a burst of power a few times a day, and may be more to your players style. It's generally noted to be somewhat less optimized strategically, but I'm not arguing against taking a BBEG out on turn two as a way to feel important.</p>
<p>Burn calculations
<br />
[Spoiler omitted]</p>No problem. I'll link in a flow chart here for calculating burn, it makes things much more clear. I'll also bring up that elemental form is a great move for most kineticists. The default way to get max value is to start the day pushing elemental form up with a burn and then sink the minimum needed to use your full overflow value into your defense so you become a walking tank with overflow and size bonuses to your stats. You beef up quick, but don't have a whole lot of burn or HP left for the...Shiroi2018-06-26T21:49:33ZForums: Website Feedback: Chrome for Android: Some forum pages not sizing correctlyShiroihttps://paizo.com/threads/rzs2v6s8?Chrome-for-Android-Some-forum-pages-not#12018-06-29T19:16:17Z2018-06-25T22:10:36Z<p>I'm having a bit of a problem viewing certain threads. I'm using chrome, on a pixel 1 (not xl). The issue seems to make text fail to wrap until about 3-10 characters off the right hand side of the page, with no ability to scroll to the right to see these. The only solution I've found is to use simplified view which makes it difficult to tell when one post ends and the next begins. I've just recently experienced this on the new items blog for p2.0. Is anyone else having trouble with every line of text having a missing bit at the end?</p>I'm having a bit of a problem viewing certain threads. I'm using chrome, on a pixel 1 (not xl). The issue seems to make text fail to wrap until about 3-10 characters off the right hand side of the page, with no ability to scroll to the right to see these. The only solution I've found is to use simplified view which makes it difficult to tell when one post ends and the next begins. I've just recently experienced this on the new items blog for p2.0. Is anyone else having trouble with every line...Shiroi2018-06-25T22:10:36ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Universal archetypes you'd like to have.Shiroihttps://paizo.com/threads/rzs2v7jg?Universal-archetypes-youd-like-to-have#412018-06-25T04:15:44Z2018-06-25T01:09:40Z<p>Fair, absolutely fair way to look at it. My only thought there is that class feats should be on par with other class features, all of which should be more character defining (read: more powerful) than general and skill feats. As for pirate stuff being more or less powerful than rogue stuff, that to me is a matter of trying to get it close to the same power but still a different mechanic and fluff. It shouldn't be more powerful to archetype than to multiclass, but at the same time those WILL feel different. Not all fighter class features are fighter class feats, not all rogue features are rogue feats. So multiclassing rogue will stunt some of your fighter abilities and change your skills per level and your saves and hit die and Bab and give you sneak dice and all sorts of things that come with being a rogue.</p>
<p>To be more precise, I'd say the order of investment into a concept would be...</p>
<p>Skill feat: I take a skill feat like stealth and add a little tiny bit of rogue function to my barbarian.</p>
<p>General feat: I take a general feat that gives me a sneak die when I actually am sneaking, but not when flanking. General feats are more useful than skill feats, so this is a bigger investment.</p>
<p>Class feat: I take the rogue vmc dedication feat, giving up a rage power this level for a proper sneak attack die or a rogue talent. This is a major investment into rogue-like behavior and it cost me part of my barbarian-like abilities.</p>
<p>Multiclassing: I give up progressing as a barbarian at all this level and progress instead as a full blooded rogue.</p>
<p>That's kind of where I feel the relative costs, gains, investment, and feeling of this system should lie. I think we'll need more Dev info to really see how close or not I am to their intention, and then they'll need to watch playtest data to decide if I'm the only one who wants it that way or not. For now, it's mostly theory until we get better Intel, and then we can figure out which way makes the most people happy with it.</p>Fair, absolutely fair way to look at it. My only thought there is that class feats should be on par with other class features, all of which should be more character defining (read: more powerful) than general and skill feats. As for pirate stuff being more or less powerful than rogue stuff, that to me is a matter of trying to get it close to the same power but still a different mechanic and fluff. It shouldn't be more powerful to archetype than to multiclass, but at the same time those WILL...Shiroi2018-06-25T01:09:40ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Universal archetypes you'd like to have.Shiroihttps://paizo.com/threads/rzs2v7jg?Universal-archetypes-youd-like-to-have#392018-06-25T07:19:34Z2018-06-25T00:39:57Z<div class="messageboard-quotee">Quandary wrote:</div><blockquote><p> I don't see many people making clear distinction on what justifies "Archetype" vs. just some Feats.
</p>
As if Paizo simply uttering words "Archetype" makes it all exciting and awesome. Why?
<br />
Pretty sure "Pirate" or many of themes people envision for Archetypes were previously imagined as... just some Feats.</blockquote><p>The difference to me is that general feats cost general feat slots, these are class feat slots and they take from the nature of what it is to be a rogue/wizard/barbarian to give you what it is to be a pirate/whatever. General feats are an 'in addition to being a fighter I also do X', this to me feels like it costs more for coming out of the class features themselves and as such I expect them to be more powerful and character defining than a general feat.
<p>Edit:</p>
<p>For clarity, an example.</p>
<p>I want to be decent at poisons as a fighter, so I take a feat that gives me the ability to use poisons without risk of poisoning myself while applying them. Maybe I chain that into a feat that lets me apply them for one (A) instead of three.</p>
<p>I want to be a poisoner fighter, I instead give up several class features (new open/press stuff probably) to gain the poisoner dedication. Now I have lore: poison, I can apply them without risk of poisoning myself, and do so for 2 (A) instead of three. I then take the general feat and it goes down to not even being an action, or is an action but I attack while doing so. I now have the option to take more poisoner class feats instead of fighter, and get further away from the base concept of fighter to gain higher poison DCs, and the ability to spend resonance to make a 24h duration free poison that scales to my level.</p>
<p>It's a matter of degree of investment, feats or class features.</p>Quandary wrote:I don't see many people making clear distinction on what justifies "Archetype" vs. just some Feats.
As if Paizo simply uttering words "Archetype" makes it all exciting and awesome. Why?
Pretty sure "Pirate" or many of themes people envision for Archetypes were previously imagined as... just some Feats.
The difference to me is that general feats cost general feat slots, these are class feat slots and they take from the nature of what it is to be a rogue/wizard/barbarian to...Shiroi2018-06-25T00:39:57ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Universal archetypes you'd like to have.Shiroihttps://paizo.com/threads/rzs2v7jg?Universal-archetypes-youd-like-to-have#232018-06-26T21:39:24Z2018-06-24T19:30:29Z<p>I will say, these universal archetypes need to be sure they are martial/caster/other inclusive. There should be a few class feats in the Pirate archetype that grant extra damage to ships with your fire spells, negate caster penalties from being in water/on rigging/in rough seas, and give cool options for water spells (add control water to your list of spells known, if you already have or later gain control water increase your caster level by 2 to determine the volume affected). Similarly, a few alchemist friendly options (when you make a craft check to produce gunpowder you gain +2 to the check, black powder you produce has no misfire chance in pistols or cannons and can be used underwater).</p>
<p>If we're to call them universal options, they need to be inclusive of more than just one concept for the base class. Even just one or two feats that could be useful for everyone would be better than giving all martial abilities for one archetype and all caster abilities for another. I also expect that there should be fully 10+ class feats for each of these, so you can go all out and be almost entirely pirate while your friend the other fighter in the campaign only dips a few pirate abilities and stays mostly fighter.</p>I will say, these universal archetypes need to be sure they are martial/caster/other inclusive. There should be a few class feats in the Pirate archetype that grant extra damage to ships with your fire spells, negate caster penalties from being in water/on rigging/in rough seas, and give cool options for water spells (add control water to your list of spells known, if you already have or later gain control water increase your caster level by 2 to determine the volume affected). Similarly, a...Shiroi2018-06-24T19:30:29ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Universal archetypes you'd like to have.Shiroihttps://paizo.com/threads/rzs2v7jg?Universal-archetypes-youd-like-to-have#32018-07-31T12:33:55Z2018-06-24T15:22:36Z<p>Honestly the vmc bit is the main thing for universal archetypes for me. I'd say fighter archetype, rogue archetype, cleric archetype... Basically every class (core, non, splat, 3pp even to keep the standard) should have an archetype associated with it so other classes can dabble in cross class features. I think it should, from the very beginning, be listed as a part of the class entry itself for clarity and convenience.</p>Honestly the vmc bit is the main thing for universal archetypes for me. I'd say fighter archetype, rogue archetype, cleric archetype... Basically every class (core, non, splat, 3pp even to keep the standard) should have an archetype associated with it so other classes can dabble in cross class features. I think it should, from the very beginning, be listed as a part of the class entry itself for clarity and convenience.Shiroi2018-06-24T15:22:36ZRe: Forums: Rules Questions: “I listen at the door...”Shiroihttps://paizo.com/threads/rzs2v7j2?-I-listen-at-the-door#42018-06-24T21:48:17Z2018-06-24T13:44:34Z<p>Try rolling d4.
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1-loud,boistrous, infighting or telling jokes.
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2-casual talking, eating, relaxed.
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3-whispers, creaking chairs, sleeping, patient and still.
<br />
4-actively quiet and listening, on alert, opposed stealth with a perception for the guards to hear him at the door.</p>Try rolling d4.
1-loud,boistrous, infighting or telling jokes.
2-casual talking, eating, relaxed.
3-whispers, creaking chairs, sleeping, patient and still.
4-actively quiet and listening, on alert, opposed stealth with a perception for the guards to hear him at the door.Shiroi2018-06-24T13:44:34ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Paizo Blog: Archetypes for AllShiroihttps://paizo.com/community/blog/v5748dyo5lkvj&page=3?Archetypes-for-All#1152018-07-28T07:57:32Z2018-06-22T20:21:01Z<p>Out of curiosity, is there a reason given that we can change out class feats for other archetype feats, that we actually need classes at all? At this point it's probably just as easy to design it so that sneak attack progression is a feat chain with the class feat subtype, and so is martial proficiency, and so is armor proficiency, and so is BAB and so are skill ranks per level... So you just custom Frankenstein a class that uses sneak attack and spells and pirate theme and so forth, choosing what to increase at what levels with caveats like 'sneak attack dice cannot exceed half your level' and 'you cannot have two saves at this rank or higher'.</p>
<p>The level of customization we're seeing is amazing, but I can't help but feel there's absolutely no reason not to just finish the job and make it entirely classless, perhaps designating class based feats with the class name as a tag so people know that by default a fighter would be built with X.</p>Out of curiosity, is there a reason given that we can change out class feats for other archetype feats, that we actually need classes at all? At this point it's probably just as easy to design it so that sneak attack progression is a feat chain with the class feat subtype, and so is martial proficiency, and so is armor proficiency, and so is BAB and so are skill ranks per level... So you just custom Frankenstein a class that uses sneak attack and spells and pirate theme and so forth, choosing...Shiroi2018-06-22T20:21:01ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Paizo Blog: Archetypes for AllShiroihttps://paizo.com/community/blog/v5748dyo5lkvj?Archetypes-for-All#182018-06-25T12:28:56Z2018-06-22T19:21:04Z<p>Bingo. Well done, very well done. I do wish we had options for more than one archetype at a time, since I don't always want to choose which aspect of my character to begin mechanically investing in first, but I understand the need to force some balance on it by making me wait a few levels to swap out other features. This sounds very modular and effective, prestige classes are much more viable with this so long as the feats and dedications are made useful and appropriate, and I can see this working really well for the game. Now if we can see multiclassing in action, I'll be nearly set.</p>Bingo. Well done, very well done. I do wish we had options for more than one archetype at a time, since I don't always want to choose which aspect of my character to begin mechanically investing in first, but I understand the need to force some balance on it by making me wait a few levels to swap out other features. This sounds very modular and effective, prestige classes are much more viable with this so long as the feats and dedications are made useful and appropriate, and I can see this...Shiroi2018-06-22T19:21:04ZRe: Forums: Pathfinder Playtest Prerelease Discussion: New version - please consider changing your policy on FAQ's and ErrataShiroihttps://paizo.com/threads/rzs2v7ax?New-version-please-consider-changing-your#302018-06-25T18:58:13Z2018-06-21T22:33:56Z<p>Honestly I think we could move to digital only and fix errata and updates and such in the PDFs on the fly. I don't like physical books, I end up with far too many to drag to every game and have to remember where all the data is in each and every one of them. A living game with digital books that update on the fly and can be searched or arranged in multiple formats is far more efficient, and a smaller file with all the changes organized by date and by topic would let you quickly note all the changes so you would be able to see what was changed and when.</p>
<p>Hardcover is obsolete, and errata and FAQ are too important for balance (obviously, or they wouldn't exist) to only get to half the people.</p>Honestly I think we could move to digital only and fix errata and updates and such in the PDFs on the fly. I don't like physical books, I end up with far too many to drag to every game and have to remember where all the data is in each and every one of them. A living game with digital books that update on the fly and can be searched or arranged in multiple formats is far more efficient, and a smaller file with all the changes organized by date and by topic would let you quickly note all the...Shiroi2018-06-21T22:33:56ZRe: Forums: Pathfinder Playtest Prerelease Discussion: What do we know about the four essences?Shiroihttps://paizo.com/threads/rzs2v759?What-do-we-know-about-the-four-essences#322018-07-15T17:40:58Z2018-06-20T05:00:26Z<p>I could almost see bloodlines being an additional ancestry themed towards the outsider/magical trauma of your choice.
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"Yeah, I'm Dwarvish on my mother's side, Scottish on my father's side, and Oozeish on my left side."</p>
<p>Beyond that, class feats for wizards should be more scholarly (magic item creation, metamagic, use spells of a school instead of specific spells to counterspell) while class feats for sorcerer's should be more wild and focus down on a type of magic (fire spells give you flaming wings for a round, gain a stealth bonus when you cast spells with the shadow descriptor, if you may spend an additional action to cast a spell with the sonic descriptor with a greater benefit you gain haste this round to do so).</p>I could almost see bloodlines being an additional ancestry themed towards the outsider/magical trauma of your choice.
"Yeah, I'm Dwarvish on my mother's side, Scottish on my father's side, and Oozeish on my left side."
Beyond that, class feats for wizards should be more scholarly (magic item creation, metamagic, use spells of a school instead of specific spells to counterspell) while class feats for sorcerer's should be more wild and focus down on a type of magic (fire spells give you...Shiroi2018-06-20T05:00:26ZRe: Forums: Pathfinder Playtest Prerelease Discussion: What do we know about the four essences?Shiroihttps://paizo.com/threads/rzs2v759?What-do-we-know-about-the-four-essences#272021-08-26T23:11:49Z2018-06-20T01:33:00Z<p>A world without mental would be a lot of plant life, constructs with no conciousness, creatures would run at best on pure instincts and at worst simply catatonic (failure to exist unless brought from other places due to the lack of thought). Things which don't need to think would probably operate fairly normally, so you'd see bacteria and oozes and perhaps non-responsive or barely aware elementals who exist only in their natural habitat fed by location, and die if you ruin their little feeding/breeding ground.</p>
<p>A world without vital would be shockingly normal, using undead and intelligent constructs in place of living beings. It would be far from a pleasant place, but in many ways would be understandable from a human perspective without any real understanding of how the planes worked. Low knowledge check for an commoner to realize that while actively wretched to exist there it could still easily have all the things we have.</p>
<p>A world without material, definitely dreamlike. I think Mark nailed that one. Unfortunately the most complex and interesting world definitely by a long way seems to be spiritual.</p>
<p>Here's another thought though, in a world where one or more was merely suppressed and the others accented... A place of high vital and spiritual but relatively low mental or material. I'd imagine it looks like DBZ with even less concern for physics. Lol</p>A world without mental would be a lot of plant life, constructs with no conciousness, creatures would run at best on pure instincts and at worst simply catatonic (failure to exist unless brought from other places due to the lack of thought). Things which don't need to think would probably operate fairly normally, so you'd see bacteria and oozes and perhaps non-responsive or barely aware elementals who exist only in their natural habitat fed by location, and die if you ruin their little...Shiroi2018-06-20T01:33:00ZRe: Forums: Pathfinder Playtest Prerelease Discussion: What do we know about the four essences?Shiroihttps://paizo.com/threads/rzs2v759?What-do-we-know-about-the-four-essences#182021-08-26T23:10:17Z2018-06-19T23:33:14Z<div class="messageboard-quotee">Elleth wrote:</div><blockquote> ... A world without the spiritual?</blockquote><p>I could see a complete lack of ability to raise the dead, difficulty finding significant inspiration so technology advances more slowly except where mind magic is used to force the brain to work harder. Dilligence and repetition work to create new ideas rather than the creative spark. Love may be a foregone artifact of other realms, because living things are unable to change themselves enough to accommodate others beyond their own self interest or goals.
<p>This doesn't mean good beings can't exist, supplied from the start with vital essence and positive instincts, but their enjoyment of good and life and everything else is strongly stunted by the lack of spirit, and motivation to change their unchangeable world is sharply lacking. This is akin to a person with a good heart and severe depression.</p>Elleth wrote:... A world without the spiritual?
I could see a complete lack of ability to raise the dead, difficulty finding significant inspiration so technology advances more slowly except where mind magic is used to force the brain to work harder. Dilligence and repetition work to create new ideas rather than the creative spark. Love may be a foregone artifact of other realms, because living things are unable to change themselves enough to accommodate others beyond their own self interest...Shiroi2018-06-19T23:33:14ZRe: Forums/Pathfinder First Edition: General Discussion: How to train your dragon: Magically aging it?Shiroihttps://paizo.com/threads/rzs2v71m?How-to-train-your-dragon-Magically-aging-it#152018-06-19T06:23:18Z2018-06-19T01:11:00Z<p>Here's a question. If I put a dragon in a cage from age 1 to age 1000, it continues to get larger but does it actually get any stronger?</p>
<p>I'm pretty sure instantly aging it doesn't mean it gets to spend an age category worth of time working out. It gains size, it's breath weapon and wings mature (though it has no practice using them and no endurance built up in the muscles and tissues) and it's mind becomes older but hasn't learned anything new.</p>
<p>Basically you're stagnating the dragons abilities. It will never be as strong or as fast or breath fire as well or know as much or be able to do all the things it should because it never practiced, fought, hunted, learned, and grew the way it should have.</p>
<p>If you're not keen on letting them get away with this and want justified reason this is a horrible idea, there's your answer. If you want to handwave those physics for the sake of plot and convenience, by all means they are a magical being and my logic doesn't necessarily hold all that much sway over their biology.</p>Here's a question. If I put a dragon in a cage from age 1 to age 1000, it continues to get larger but does it actually get any stronger?
I'm pretty sure instantly aging it doesn't mean it gets to spend an age category worth of time working out. It gains size, it's breath weapon and wings mature (though it has no practice using them and no endurance built up in the muscles and tissues) and it's mind becomes older but hasn't learned anything new.
Basically you're stagnating the dragons...Shiroi2018-06-19T01:11:00ZRe: Forums: Rules Questions: Dazing metamagic rod scenarioShiroihttps://paizo.com/threads/rzs2v70h?Dazing-metamagic-rod-scenario#52018-06-19T23:00:59Z2018-06-17T18:34:40Z<p>If they pass the reflex save to take no non-lethal, they aren't dazed. Aqueous orb does not allow for a user friendly exception, so he needs to make a relex save as well or be subject to the damage and dazed. Anything immune to non-lethal including undead will also not be subject to the dazing. The second save for large or smaller creatures does not include damage and therefore does not cause dazed on a failure. They do take damage at the start of each turn while engulfed, this does daze and includes a reflex to stop it so there is no will save against the dazing. If he himself becomes engulfed, he is also treated as entangled and takes the same penalties to attacks as anyone else inside.</p>
<p>Fun trick, probably one of the best uses of a dazing rod I've seen.</p>If they pass the reflex save to take no non-lethal, they aren't dazed. Aqueous orb does not allow for a user friendly exception, so he needs to make a relex save as well or be subject to the damage and dazed. Anything immune to non-lethal including undead will also not be subject to the dazing. The second save for large or smaller creatures does not include damage and therefore does not cause dazed on a failure. They do take damage at the start of each turn while engulfed, this does daze and...Shiroi2018-06-17T18:34:40ZRe: Forums: Advice: New DM questionShiroihttps://paizo.com/threads/rzs2v6ya?New-DM-question#102018-06-18T00:57:10Z2018-06-16T22:42:39Z<div class="messageboard-quotee">DungeonmasterCal wrote:</div><blockquote><p> The best advice I can offer is to not worry too much about knowing every rule by heart. If your group are friends of yours just make it known up front that you may flub a few things and if they can help they're welcome to. Having said that, don't allow a rules lawyer to control your game. </p>
<p>Also, don't invoke house rules until you're comfortable with the RAW. House rules are fine and dandy, but you shouldn't make them as a new GM until you're ready and have also discussed them with the rest of the party. </blockquote><p>Did... Did you actually read the OP or...?
<p>I mean, it's not bad advice but...</p>DungeonmasterCal wrote:The best advice I can offer is to not worry too much about knowing every rule by heart. If your group are friends of yours just make it known up front that you may flub a few things and if they can help they're welcome to. Having said that, don't allow a rules lawyer to control your game.
Also, don't invoke house rules until you're comfortable with the RAW. House rules are fine and dandy, but you shouldn't make them as a new GM until you're ready and have also...Shiroi2018-06-16T22:42:39ZRe: Forums: Advice: New DM questionShiroihttps://paizo.com/threads/rzs2v6ya?New-DM-question#72018-06-18T20:39:23Z2018-06-16T16:25:31Z<p>Imbalance in the party isn't the only time you get a mess when dealing with min-maxing.</p>
<p>Let's try to make an encounter fair to this party of min-maxers... At level 5.
<br />
Fighter accuracy of +20
<br />
Paladin with 36 AC
<br />
Wizard with every battlefield control spell
<br />
Rogue with a wand of cure light as the healer and a stealth of you don't see me.</p>
<p>The problem is anything the fighter can't one shot is immune to the rogue and paladin, anything that can hit the paladin hits the wizard and rogue on a 1 and the fighter on a 4, the wizard either does nothing or trivializes the fight, unless of course holding them still for three rounds doesn't fix the fact that they've got 8 hit die more than the party because you had to crank the stats to be a challenge.
<br />
Nothing can see the rogue but half of them he can't hit and the other half will survive on hit die and one shot him on a lucky miss chance roll.</p>
<p>This party can be heavily min-maxed and nearly impossible to make a fair fight for without throwing massive numbers to make it a bloated mess, millions of minions to make it a dpr calculation that takes all night, a total cakewalk, or putting a specific target or group out for each player and forcing them to go one on one with their challenge.</p>
<p>Even if the all minmax the same quality, if they max in different directions your campaign can easily suffer. I've dealt with this before, and my solution was to go cakewalk. I told them flat out at the beginning, I'll be going CR appropriate at all times. If you want to build to hit targets 95% of time that's fine. If you want to build to be immune to damage that's fine. If you do these things, you can and will make short work of nearly every combat, trivialize your party members, and feel like you're cheating. Enjoy your curbstomp on easy mode and focus on the story if that's how you want to play it. If you tone down the optimization you can have more flavorful feats, you don't have to be built as a one-shot hyper optimized walking great axe and you'll have more fun if you invest in some story feats and craft:baskets once in a while.</p>
<p>The party got to about level 3, realized it was getting way too easy and I wasn't budging towards high numbers, and decided to self regulate because I as a DM was not forcing them to become insanely strong super quickly. The difficulty didn't require min-maxing, the players didn't min-max.</p>
<p>Your mileage may vary.</p>Imbalance in the party isn't the only time you get a mess when dealing with min-maxing.
Let's try to make an encounter fair to this party of min-maxers... At level 5.
Fighter accuracy of +20
Paladin with 36 AC
Wizard with every battlefield control spell
Rogue with a wand of cure light as the healer and a stealth of you don't see me.
The problem is anything the fighter can't one shot is immune to the rogue and paladin, anything that can hit the paladin hits the wizard and rogue on a 1 and...Shiroi2018-06-16T16:25:31ZForums: Pathfinder Playtest Prerelease Discussion: Hydrophobia: The Fear of Water (Mechanics)Shiroihttps://paizo.com/threads/rzs2v6uo?Hydrophobia-The-Fear-of-Water#12018-06-14T00:40:58Z2018-06-13T17:48:26Z<p>Half speed, half damage, spell effects, various forms of moving water, different weapons handled differently, different rules attacking while under and while over, suffocating rules, skill checks every round, the bends...</p>
<p>Holy mother of nightmares, I've often told my players upfront that if they don't play a grappler, I won't throw them in the lake. It's a fair trade. What can be done about this insanely complex system with such amazing plot hooks but vastly different play abilities?</p>
<p>Bonuses. Stop penalizing players for being underwater, make aquatic beings and water spells stronger, and players act somewhat normally underwater. I don't lose speed, I don't lose fighting ability, but giant squids are really strong for their CR while they are underwater. Now I don't have to mess with a lot of awkward mechanics, but I really want that freedom of motion or aboleths lung spell. I hold my breath for a while, then start taking non-lethal equal to my level. Then lethal, unconscious, dead. If I get a swim speed, I get a bonus to hit and damage underwater. All moving water is just a flat 'unless otherwise stated you move this far with the water. If you can't keep up, you'll be taken wherever the water is going.' Moving water doesn't really have to mean you drown if you fail a swim check, it can be dumbed down a bit.</p>
<p>They can even have the more realistic rules if they want, but for the sake of sanity please let the default rules for underwater adventurers be something you'd be willing to build an AP around. The rules as they are have never, and will never, see play at my table. I'd rather ad-hoc a fight than look all that mess up and figure out who reacts how. I want to visit Atlantis, I want to battle a horrific abberation that bleeds Eels into a Hydra, I want to fight sharks for the treasure in the ship at the bottom of the gulf that we found...</p>
<p>I, and so many other players, will never, EVER be able to do so with pf1 swimming rules. Can we possibly dumb it down to useable, even if it annoys the players who want realism, given that most of them probably can't use this mess either?</p>Half speed, half damage, spell effects, various forms of moving water, different weapons handled differently, different rules attacking while under and while over, suffocating rules, skill checks every round, the bends...
Holy mother of nightmares, I've often told my players upfront that if they don't play a grappler, I won't throw them in the lake. It's a fair trade. What can be done about this insanely complex system with such amazing plot hooks but vastly different play abilities?
...Shiroi2018-06-13T17:48:26ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Urgent Barbarian Feature RequestShiroihttps://paizo.com/threads/rzs2v6s3?Urgent-Barbarian-Feature-Request#42018-06-12T21:50:05Z2018-06-12T06:26:02Z<div class="messageboard-quotee">Stone Dog wrote:</div><blockquote> Mark has said you get a boost of temporary hit points on round 5. There could already be other such bonuses that get boosted the more times your rage cycles already, which honestly, I hope so too. </blockquote><p>I think what he meant by that is you get temp hit points on round 1 (start rage cycle 1) then you keep raging round 2 and 3, fatigue/off cycle round 4, round 5 you start a a new rage cycle so you get the same number of temp hit points you got the first cycle, it's just a new batch with the new rage.
<p>Anyways, if you have trouble keeping track keep three pennies or something with you. Spend one to get a rage turn when your initiative comes up. If you don't have one, you're out of rage and probably fatigued if it isn't a high level game.</p>Stone Dog wrote:Mark has said you get a boost of temporary hit points on round 5. There could already be other such bonuses that get boosted the more times your rage cycles already, which honestly, I hope so too.
I think what he meant by that is you get temp hit points on round 1 (start rage cycle 1) then you keep raging round 2 and 3, fatigue/off cycle round 4, round 5 you start a a new rage cycle so you get the same number of temp hit points you got the first cycle, it's just a new batch...Shiroi2018-06-12T06:26:02ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Favorite underused PF mechanic that you'd like to see more in PF2Shiroihttps://paizo.com/threads/rzs2v6nr?Favorite-underused-PF-mechanic-that-youd-like#252018-06-14T12:36:07Z2018-06-12T01:04:04Z<div class="messageboard-quotee">Dragonborn3 wrote:</div><blockquote> <div class="messageboard-quotee">Shiroi wrote:</div><blockquote> <div class="messageboard-quotee">Dragonborn3 wrote:</div><blockquote> Boiling water dealing scalding damage, not fire. </blockquote>Might I ask what the difference is? Fire damage is probably better listed as high thermal damage and cold damage as low thermal damage, but realistically the method of transmission (radiant, convection, contact) is somewhat largely irrelevant to the type of cellular destruction caused by the exposure. Hot water vs hot metal vs steam vs fire vs lava, it's all basically going to do the same thing: cook you, to some degree or another, by denaturing your proteins and rupturing your cells with escaping man-steam. </blockquote>The difference is simple. There are no resistances or immunities to scalding damage. </blockquote><p>Riiiiight, but I'm saying there really shouldn't be scalding damage at all, it's just fire damage. Are we saying the same thing, are you being sarcastic, are you trying to get scalding damage to be a thing so you can bypass immunities and resistances in a ruleslawyer style, or am I totally missing the point? I'm bad at people, and apologize for still needing clarification here.Dragonborn3 wrote:Shiroi wrote: Dragonborn3 wrote: Boiling water dealing scalding damage, not fire.
Might I ask what the difference is? Fire damage is probably better listed as high thermal damage and cold damage as low thermal damage, but realistically the method of transmission (radiant, convection, contact) is somewhat largely irrelevant to the type of cellular destruction caused by the exposure. Hot water vs hot metal vs steam vs fire vs lava, it's all basically going to do the same...Shiroi2018-06-12T01:04:04ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Favorite underused PF mechanic that you'd like to see more in PF2Shiroihttps://paizo.com/threads/rzs2v6nr?Favorite-underused-PF-mechanic-that-youd-like#222018-06-15T07:02:10Z2018-06-11T01:37:30Z<div class="messageboard-quotee">Dragonborn3 wrote:</div><blockquote> Boiling water dealing scalding damage, not fire. </blockquote><p>Might I ask what the difference is? Fire damage is probably better listed as high thermal damage and cold damage as low thermal damage, but realistically the method of transmission (radiant, convection, contact) is somewhat largely irrelevant to the type of cellular destruction caused by the exposure. Hot water vs hot metal vs steam vs fire vs lava, it's all basically going to do the same thing: cook you, to some degree or another, by denaturing your proteins and rupturing your cells with escaping man-steam.Dragonborn3 wrote:Boiling water dealing scalding damage, not fire.
Might I ask what the difference is? Fire damage is probably better listed as high thermal damage and cold damage as low thermal damage, but realistically the method of transmission (radiant, convection, contact) is somewhat largely irrelevant to the type of cellular destruction caused by the exposure. Hot water vs hot metal vs steam vs fire vs lava, it's all basically going to do the same thing: cook you, to some degree or...Shiroi2018-06-11T01:37:30ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Favorite underused PF mechanic that you'd like to see more in PF2Shiroihttps://paizo.com/threads/rzs2v6nr?Favorite-underused-PF-mechanic-that-youd-like#142018-06-10T16:21:59Z2018-06-10T14:09:34Z<p>I'll add better rules for grappling at range (telekinesis, hair/tentacles, mind wrestling), and my big one: aid another. Currently we have a few feats that modify it to be more than a +2, but really it's just not an interesting feeling mechanic for such a critical system. Personally I want to see it replaced with something like...
<br />
Harmony: The more in tune you are with the thoughts and actions of another, the easier it is to work together towards a common purpose. Using Harmony to boost the check of a target grants a +10 modifier, reduced by 1 for each step of alignment difference and each step short of friendly between you and the target.</p>
<p>In other words, if I'm lawful neutral and helping a chaotic good whom I am on neutral terms with, it's only a +6.</p>
<p>Harmony uses a point of resonance.</p>
<p>This now encourages you to help others, for a bonus of +10 down to (max -4 from alignment, max -3? from hostile) +3. It gives more weight to the alignment system especially law/chaos where there were few mechanical reasons to be one side or the other but now it influences who you get along with. The use of resonance means you won't be using this day in and day out, but only when you feel it's an important moment your character would meaningfully contribute to. You'd want to use this, but it's going to imply a certain level of effort and self expenditure. It works well on siblings, where they can intentionally build close alignment to each other and good friendly relationship, and can pull off cool story combo moves setting aside resonance (fewer magic items and potions) to instead have these hero moments throughout the day.</p>
<p>That I think should be the basis of aid another, a resource where people work together at some cost to themselves to do great things. Not something you have the party roll to see who can add +2 to the rogues check this time.</p>I'll add better rules for grappling at range (telekinesis, hair/tentacles, mind wrestling), and my big one: aid another. Currently we have a few feats that modify it to be more than a +2, but really it's just not an interesting feeling mechanic for such a critical system. Personally I want to see it replaced with something like...
Harmony: The more in tune you are with the thoughts and actions of another, the easier it is to work together towards a common purpose. Using Harmony to boost the...Shiroi2018-06-10T14:09:34ZRe: Forums: Rules Questions: Half-Orc’s Skilled + Human Raised racial traits: Do They Stack?Shiroihttps://paizo.com/threads/rzs2v6od?HalfOrc-s-Skilled-Human-Raised-racial-traits#62018-06-11T18:52:12Z2018-06-10T00:04:21Z<p>Sounds like a really impressive rogue or bard... Rogue would be hard pressed to give up the low light vision, but bard could definitely work. Add in the fast learner since you count as human for feats, put your +2 in int, and max those skill points out with (class+5int+3), up to what, 16 skill points at first level and climbing when you pump int up later with headbands and books? That's a nice broad assortment.</p>Sounds like a really impressive rogue or bard... Rogue would be hard pressed to give up the low light vision, but bard could definitely work. Add in the fast learner since you count as human for feats, put your +2 in int, and max those skill points out with (class+5int+3), up to what, 16 skill points at first level and climbing when you pump int up later with headbands and books? That's a nice broad assortment.Shiroi2018-06-10T00:04:21ZRe: Forums: Pathfinder Playtest Prerelease Discussion: spell target specificityShiroihttps://paizo.com/threads/rzs2v6gb?spell-target-specificity#142018-06-06T19:03:28Z2018-06-06T18:52:57Z<p>Pharasma help the poor soul who has to figure out if a construct leaves a corpse or a loot pile.</p>Pharasma help the poor soul who has to figure out if a construct leaves a corpse or a loot pile.Shiroi2018-06-06T18:52:57ZRe: Forums: Pathfinder Playtest Prerelease Discussion: spell target specificityShiroihttps://paizo.com/threads/rzs2v6gb?spell-target-specificity#42018-06-06T15:52:56Z2018-06-05T21:20:38Z<p>I'd rather do away with targeting altogether. A spell works, or doesn't, on objects and creatures. Dominate X shouldn't distinguish between man and monster, because why would a wazard invent two separate spells? Why would such spells treat things differently based on how intelligent they are, or whether they walk primarily in a bipedal or other form? For that matter, there are humanoid species which are further from human than some monsters and somehow the dominate spell still knows the difference.</p>
<p>Force missile should be able to target objects, just not specific parts. Dominate X should be able to work on anything, perhaps things with int 3+ should get a bonus or roll every round where lesser beings are more completely overwhelmed. Even if you made dominate spells function on 'target less than x hit dice', it would make more sense. Magical growth spell should work on a person, a dog, or a tree. They're all biological in nature. Perhaps living target would be appropriate for that spell, but certainly not specific creature types.</p>
<p>Targeting definitely needs to be simplified, and personally I think the answer is to remove most if not all references to specific types of target, and general disclaimer that some spells may not have any significant effect on some types of target as appropriate. For instance, flesh to stone can taget a tree, but since it is neither flesh nor stone it will have no effect. You may cast detect thoughts on a rock, but rocks have no thoughts. Feel free to remove poison a bush however, because plants can be poisoned and that could relevantly do something in the world. On top of that, you could cast remove poison on a snake and remove the venom from it's attacks for a few days while you fight or perhaps train it as a companion.</p>
<p>Spells don't need such specific instructions, you either have the ability to remove poison from an object or you do not. If the logical implications of that spell are too powerful for x level, make it y level instead where it works better.</p>I'd rather do away with targeting altogether. A spell works, or doesn't, on objects and creatures. Dominate X shouldn't distinguish between man and monster, because why would a wazard invent two separate spells? Why would such spells treat things differently based on how intelligent they are, or whether they walk primarily in a bipedal or other form? For that matter, there are humanoid species which are further from human than some monsters and somehow the dominate spell still knows the...Shiroi2018-06-05T21:20:38Z