Tentacle Monster Painting

Singularity's page

Organized Play Member. 54 posts. No reviews. 5 lists. No wishlists. 1 Organized Play character.



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keftiu wrote:
2e’s first AP, Age of Ashes, was literally all about aiudara.

"Age of Ashes" is only about a very small part of the aiudara network, only about Alseta's Ring. The aiudara network is much larger than that. It also extends to Castrovel. Check out PF1e's AP #17, "A Memory of Darkness", for another very small piece of the network.

Starfinder mentions the aiudara on Castrovel in the "Temple of the Twelve" AP.

I'd like to see a map of the entire (known) network, at least on Golarion.


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Try this link: Elf gate - PathfinderWiki
and this PF1e Adventure Path book: A Memory of Darkness (Oh you already reference this as AP17. Oh well, I've added the link to it on PathfinderWiki.)

Don't forget Hellknight Hill from Age of Ashes.

My Question:
Is there a network map, showing the connectivity of the elf gates? I want one.


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I really like the Incarnate spells!


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Welcome everyone, and congrats on the promotions!

I especially want to thank Brian. I know not everyone appreciates the software developers and architects, but since I'm one it's one of those things that I notice.

I want to say that over the last months I've seen a noticeable improvement in the web facing portion of Paizo. I still think there is room for improvement, but it's definitely coming around. Thanks.

One more thing. When this Covid mishigas is over, I would really like to come out to Seattle and visit y'all at Paizo. I hope that's allowed (during more normal times).


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Thank you Charon! These are great.


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I vacillated on this one, but the spell description says "You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage."
I have seen no other spell description that says automatically. That makes me feel this is an exception to the spells referred to by the Concealed condition.

BTW, I am the GM referred to by the OP. I have now offically changed my ruling for our home game.
Thanks DireLemming.


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Charon Onozuka wrote:

[...deleted...]

Alternatively, if I tried to make something like that as a stand-alone sheet, I'd probably use the Roll20 NPC entry as inspiration and mix in a bit of my own style from the character sheet with things like simple auto-calculations. It probably wouldn't be as complex as my Character Sheet, but might be easier to enter information if creating a stat block exclusively for an NPC or Monster.

Either way, it may take a while before I could have it ready, but let me know which you think would be closer to what you are looking for.

That would be exactly what I'd be hoping for. Thank you for even considering doing this.


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Charon Onozuka wrote:

[deleted]

Singularity wrote:

I have one major request, though...

After the GM Mastery Guide comes out would you please consider making one of these for NPCs and Monsters?

Hmm... One of the things I'm currently looking to recreate/update is my GM Sheet which can automatically pull stats from these character sheets by entering a link (Along with providing rules notes/tables and areas to record campaign notes). As part of that sheet, I was planning to upgrade my NPC recording area from being just a section on the main page to being an independent tab that can fit some more details for easily referencing.

I wonder if this would be similar enough to what you're looking for? Are you more interested in an area for a GM to record details of NPCs/Monsters to reference in play, or something that helps with the creation of NPC/Monster stats? I'll probably try to include any NPC/Monster creation rules into the GM Sheet where I can, but if it'd be helpful to also have an independent mini-creation sheet to build/record these, then I could look into doing that after having time to review the new rules once they're out.

I mostly would like a tool where I can create the stat blocks that you see in the PF2e Bestiary. Roll20 has an NPC version of their PF2e sheet that works fairly well, but I really love your PC sheet, and would like to be able to fill out NPC/Monster stat blocks with something like it.

I guess you wouldn't need the GM Mastery Guide for that. The Bestiary has everything I need, for now.

In the future, having a tool that implements the NPC/Monster creation process, as promised by Jason Bulmahn, would be icing on the cake.


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Charon Onozuka,

This is fantastic! I'm greatly impressed by the quality and attention to detail. I have one major request, though...

After the GM Mastery Guide comes out would you please consider making one of these for NPCs and Monsters?

advTHANKSance


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Bob Jonquet wrote:

PFS2 1-00 is a pregen only event. The characters will be available at the table.

PFS2 1-01 is a standard scenario in that pregens will be available if needed, but player-characters are welcome according to the Core Rulebook and Guide to Organized Play

Thank you, both Bob Jonquet, and Blake's Tiger. That was exactly what I wanted to know.

I still hope to pick up my PF2 pre-orders at Gen Con. I'm leaving space in my suitcase for them.


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BigNorseWolf wrote:
Singularity wrote:
Do you have to join, or already have joined, the Pathfinder Society in order to play "Origin of the Open Road" at Gen Con?

Don't know if it's required but it would definitely help. Time is always at a premium at convention

newbies guide here

official guide here

Thank you BigNorseWolf. I'll create a character, and read the guides.


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Sara Marie wrote:
NielsenE wrote:
If I have subscriptions to basically everything, and am buying a copy of the deluxe version outside the subscription, are any of these slated for GenCon pickup?
Very likely yes, but we haven't made any announcements about Gen Con pick up yet.

When you do make a decision, please make a very big, noticeable, announcement. I have subscribed to several items that are available now for PF2 (still waiting for APs and World Guides, will skip accessories) and plan to attend Gen Con. I hope to come back with a very full and heavy suitcase.


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No!!!! Please don't add Stamina to Pathfinder 2nd Ed (PF2e).

I'm a Starfinder GM, and have been totally frustrated by not being able to significantly hurt any of the PCs during Dead Suns. (PCs need to be hurt sometimes, in order to give them a sense of mortality.) I can usually get a couple of them to lose some or most of their Stamina in a single combat, but as soon as the combat is over they rest for 10 minutes, spend a resolve point, and viola! back to full health.

Our Mystic was totally frustrated. She had nothing to do. Medpatches? Who needs them? Medicine skill rolls? Only for diseases... I finally homebrewed a rule that the Mystic could "cure" Stamina instead of HP on a case by case basis.

I don't think that was a good solution, but at least it gave the Mystic something to do, at least until we made it to Eox. (But that's another story.)

PLEASE, PLEASE, PLEASE... No Stamina in PF2e.


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It's my understanding that it's based on what Exploration tactics the individual PCs are using. On pages 330 and 331 of the Playtest Rulebook it says, under Searching tactics,

pp 330-331 wrote:
To be absolutely certain of having a chance to detect any hazard or secret before walking into it requires an overland Speed no more than 100 feet per minute (1 mile per hour). If the group moves faster than that, a searching character should get a chance to attempt a Perception check to detect any secret that’s in a place that stands out (such as near a door or a turn in a corridor), but not one that’s in a more inconspicuous place (like a random point in a long hallway).

My interpretation would be if there are a couple of PCs who are in Searching tactics during exploration, and they are moving at no more than 100 feet per minute, I would give them secret perception roles, as per the beginning of the Searching section on page 330. If they are moving at most half speed, I would roll for the more obvious trap and secret door locations. Any faster, and I would skip the rolls completely.

See also page 317 wrote:
You Seek meticulously for hidden doors, concealed hazards, and so on. You normally move at half Speed and make an educated guess as to which locations are best to check. In order to guarantee a chance to detect any hazard or secret before walking into it, you must move at a travel Speed of no more than 100 feet per minute. You can slow down to that travel Speed if thoroughness is necessary.


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I don't like the word "basic" in basic Reflex save. I'd use a more specific term like "damage Reflex save," or "basic damage Reflex save." Just using the term "basic" makes it sound like it is an unmodified saving throw, instead of a more specific damage-related saving throw.


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Jason Bulmahn wrote:

There are rules that we are using internally to create monsters, but they are much more like those in Starfinder than the ones in Pathfinder 1st edition. All and all, I have found using them make my life as a GM immensely simpler, especially when working on the fly in the middle of an adventure.

...

Of course, as always, this system is also open to review and your feedback.

I would love to get my hands on these rules!!!! (Edit: Right Now! During Playtest)

BTW, I loved the monster creation rules in Starfinder Alien Archive (similar to Pathfinder Unchained). I'm currently running Rise of the Runelords with Playtest rules, and would love to convert some of the monsters and NPCs from the adventure to PF2 (those that aren't in the bestiary, or have been modified from the vanilla bestiary versions, e.g. Erylium the Quasit spell-slinger.


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Dragonchess Player wrote:

One issue I found: In room C8 of the Acreon, the disruptive fusion seal (5th) is almost useless.

I understand the probable intent (to help fight the void zombies and driftdead on the Drift Rock), but by RAW the fusion seal can only be applied to a level 3 (minimum to apply a level 3 fusion), level 4, or level 5 weapon (cannot apply a fusion seal to a weapon of higher level than the seal) that does bludgeoning damage (per the disruptive fusion description on pg. 193 of the Core Rulebook). This makes the only possible weapon that can benefit from the fusion seal a Tactical Swoop Hammer (level 5, 3,360 cr) or possibly a soldier with the Armor Storm fighting style using the Hammer Fist technique; no Tactical Swoop Hammers appear in the adventure and the PCs can't afford one until sometime during the next adventure.

The disruptive fusion seal (5th) should probably be replaced with a holy fusion seal (5th).

I wonder if disruptive was a level 1 fusion at some point in the non-final rules.

Even that won't help agains void zombies or the driftdead. Neither one has DR nor Energy Resistance.

Only the Bone Trooper has DR, and you would have run into it on the Acreon.

The Ghostkiller fusion would work, but it's a bit high level, 5th.


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Name Violation wrote:
Gary Bush wrote:
Luke Spencer wrote:

This is the multiattack universal creature rule from the Alien Archive (pg 155):

"When making a full attack, the creature can make all the
listed attacks, instead of two attacks, at the attack bonuses
indicated. It can make the attacks in any order."
so basically any creature can full attack, but if it has multiattack it can attack with all it's natural weapons rather than just 2.
And it looks like the monster alien does not take a penalty for using their multiattack option during a full round. They would if they choose to full-round with their single attack.
Most monster with a listed multi attack have the attacks at 4 lower than their single attack bonus

I just wanted to put the complete rule into the post... AA p. 155

Alien Archive p. 155 wrote:


MULTIATTACK (EX)
When making a full attack, the creature can make all the
listed attacks, instead of two attacks, at the attack bonuses
indicated. It can make the attacks in any order.
Format: Multiattack bite +10 (3d6+5), 2 claws +10 (2d8+5).
Guidelines: Use the appropriate damage column for the
creature’s array, and impose a –6 penalty on these attacks
instead of a –4 penalty.
[\quote]

Full Name

William Michels

Race

Human

Classes/Levels

Bard 3 / Expert 2

Gender

Male

Size

Medium

Age

28

Special Abilities

Quick Study

Alignment

Chaotic Good

Deity

Eris

Languages

English, Sarcasm

Occupation

Tech Jockey

Strength 13
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 8
Charisma 12