Stephan Taylor's page
Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 36 posts. No reviews. No lists. No wishlists. 12 Organized Play characters.
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Pathfinder Lost Omens, Rulebook Subscriber
While I’ve tried to follow this issue of unsavory topics being sidelined, in particular slavery, I’m still a bit fuzzy as to what the actual issue is. Were freelancers and PFS organizers uncomfortable with slavery being focused on? Was the issue that it was not explicitly made to be “evil” to own slaves? Or were the stories told about slavery just not well done? I don’t particularly care that Paizo is opting to not focus on slavery, but completely excising it from the canon seems rather difficult as a number of fleshed out societies like Cheliax have significant ties to the institution.
I am a descendant of slaves, and while I have no interest in playing a slave or a slaver, the presence of slavery in the world in and of itself isn’t necessarily shocking or upsetting to me. Yes, I understand that I cannot speak for all Black Americans, nor am I trying to.
It makes sense to markedly point it out as an evil thing and have nations who are neutral or good aligned moving to outlaw it. It is a somewhat lazy way to say “these guys aren’t good at all”. And you don’t need to focus on it (unless you want to do a Django Unchained fantasy or something).
Pathfinder Lost Omens, Rulebook Subscriber
Wouldn’t the attack portion of the spellstrike take the place of the somatic component so as to keep it within two actions, and since attacking doesn’t provoke AoO, spellstrike wouldn’t? That’s how I would rule it if I were a Gm
Pathfinder Lost Omens, Rulebook Subscriber
Castilliano wrote: Perpdepog wrote: Cintra Bristol wrote: I'm getting a chuckle from the spell, Summoner's Visage (page 135). As written, your eidolon changes appearance to look identical to you, but it can use no gear (other than any Eidolon-tagged gear it already had).
So it's completely naked and can't don any clothing, because it can't use gear without the eidolon trait.
While this would be appropriate for some gaming groups, I'm a bit concerned on how this could derail a game session... Eidolons are actually only prohibited from using any magical gear. They can wear normal clothes just fine. What?! You mean my Eidelon, Manhattan, has been lying to me this whole time? Yep… Manhattan has been manipulating you to let their freak flag fly
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Pathfinder Lost Omens, Rulebook Subscriber
Can Magi not use a whip? If the concern is constantly fighting against creatures with an AoO, maybe it’s time to invest in whips
Pathfinder Lost Omens, Rulebook Subscriber
I know people have stated ghosts a few times, but I would like a particular “ghost”… the banshee. Either as an ancestry or as a sorcerer bloodline, versatile heritage, or something.
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Pathfinder Lost Omens, Rulebook Subscriber
Verdyn wrote: dirtypool wrote: No, I don't think that a PF2 monster should be making checks that don't exist in PF2. The name of the check doesn't matter. The mechanic exists in PF2 and intelligent foes should use it. What mechanic are you using that gives away their weakest save? Those kinds of checks could yield some information, particular saves for specific creatures (such as the PCs) generally requires a spell or something a bit more than just a check. A society check might yield that catfolk in general are dexterous and affable; a perception check might yield that Tasjra (my bard) seems to be rather agile and slight. You could make some guesses I suppose
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Pathfinder Lost Omens, Rulebook Subscriber
Verdyn wrote: Stephan Taylor wrote: I don’t feel “suboptimal” at all. She plays the way she is meant to play. And while GMs (and everyone at the table really) do meta game to an extent, constantly having the caster role will saves because we know those are weak is rather meta game-y to an extreme. It isn’t a video game, why are you dealing with such an adversarial relationship with your DM/GM? You can put together challenges without meta game targeting people. Think of it this way. Shouldn't an ancient elf, or lich, or dragon be doing things like making insight checks against the party as they advance through their layer and battle their underlings? Thus by the time the players face them shouldn't the boss know who the threats are and take actions to disable them as efficiently as possible? This isn't adversarial, this is playing an ancient intelligence intelligently and probably TPKing a party that doesn't meta game their saves. This is a game design issue not a GM issue. And that’s fine to me. Make me roll the will save (it would be lower anyway as catfolk have a wisdom penalty). If she fails, in character, she would figure the voices in her head don’t make sense usually... why is today supposed to be different? I nearly died to a haunted rope... the character still had fun swinging on it, even though it turned into a noose that required holy water to cure.
But she is functions how she is expected to function as a low wisdom character with high charisma and dexterity and moderate other stats.
The hyper focus on “optimal” takes away from letting the characters be characters and dealing with the world from there.
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Pathfinder Lost Omens, Rulebook Subscriber
Verdyn wrote: Stephan Taylor wrote: And why does your character need to be focused on saving throws? If they aren’t wise, they aren’t wise. That means knowing that mental effects are a weakness. If they are meant to be a scrawny sorcerer, then you know that Fort saves aren’t your thing and you and your team work around mitigating things. The gameplay actively punishes your concept in a way that it wouldn't punish a very similar character who was stupid instead of being foolish. I don't feel like you should ever feel suboptimal because you chose to play a character on a theme rather than on game mechanics.
Quote: I have a Catfolk changeling bard who has a -1 wisdom modifier and I’m not planning on focusing on raising wisdom because she’s meant to be an unwise teenager. So I roll (and role) with that. She is an effective bard, but she has weaknesses and that’s fine. You're relying on your GM going easy on you then. If they play intelligent monsters intelligently and hit you with mind control effects you will suffer greatly at high levels. I don’t feel “suboptimal” at all. She plays the way she is meant to play. And while GMs (and everyone at the table really) do meta game to an extent, constantly having the caster role will saves because we know those are weak is rather meta game-y to an extreme. It isn’t a video game, why are you dealing with such an adversarial relationship with your DM/GM? You can put together challenges without meta game targeting people.
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Pathfinder Lost Omens, Rulebook Subscriber
Verdyn wrote: Stephan Taylor wrote: Or... maybe make a character and base their stats on what you think would make sense for that character. I tend to like characters that are decently intelligent and charismatic. If that means they aren’t as wise or hardy... I play around that. You have a team around you for a reason. I take issue with this because saves are purely reactive. You can't take a proactive action in a fight to avoid your saves being targeted. And why does your character need to be focused on saving throws? If they aren’t wise, they aren’t wise. That means knowing that mental effects are a weakness. If they are meant to be a scrawny sorcerer, then you know that Fort saves aren’t your thing and you and your team work around mitigating things.
I have a Catfolk changeling bard who has a -1 wisdom modifier and I’m not planning on focusing on raising wisdom because she’s meant to be an unwise teenager. So I roll (and role) with that. She is an effective bard, but she has weaknesses and that’s fine.
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Pathfinder Lost Omens, Rulebook Subscriber
Or... maybe make a character and base their stats on what you think would make sense for that character. I tend to like characters that are decently intelligent and charismatic. If that means they aren’t as wise or hardy... I play around that. You have a team around you for a reason.
Pathfinder Lost Omens, Rulebook Subscriber
Squeakmaan wrote: Honestly, I think it's just a personal thing. I have don't believe in any sort of afterlife in the real world, just oblivion and my body breaking down and my constituent atoms being used by other forms of matter eventually scattered to the cosmos when our star goes supernova the same way the atoms that form my body were. To me the Golarion afterlife is not much different, the quintessence forming a character's soul merges with the place best fitting them (assuming daemons or other soul destroying monsters don't impact them), eventually the Maelstrom breaks down that quintessence and collects it into a vortex of soul matter which is then kindled into a living soul in the Positive Energy Plane which continues the cycle. In either case we are the universe experiencing itself, I like that.
It's also worth noting that for as much as we talk about what happens to souls there is some debate within the setting as well. The afterlife laid out in Occult Adventures differs in some key areas form the afterlife being discussed here and one of my favorite pieces of art happens to be two characters whose names I cannot recall standing in front some charts and drawings arguing over the nature of the afterlife.
The sun will not go supernova... it’s far too small. It’s bigger than most stars in the universe (most are red dwarves), but it isn’t that big in the grand scheme of things. It will become a supergiant and then a white dwarf and fade away.
Pathfinder Lost Omens, Rulebook Subscriber
Brutedude wrote: For me it's Nat 1s mean you auto-fail outside of combat. As someone who loves playing skillful characters it's infuriating if my master thief has a 5% of falling on his face and alerting the guards whenever he does literally anything. That house rule is blatantly against what the rulebook says. Now, out of combat a natural 1 just reduces your success tier by 1 step. So if it something super easy and you would critically succeed with a 2 on the die or better, you just succeed with a 1.
Pathfinder Lost Omens, Rulebook Subscriber
I would imagine this could be balanced by more feats having earlier feats as prerequisites. So yeah, human fighter is an Aldori duelist at level 2, but they would be behind in having some other feat chain come on line.
Pathfinder Lost Omens, Rulebook Subscriber
Your signature spells must be in your repertoire for you to be able to cast them. Generally, you wouldn’t declare a spell you can’t cast to be your signature spell (it doesn’t really even make sense... how is something you have no idea how to cast your “signature” spell anyway).
Feats like Arcane Evolution specifically mention how you can add the spells to your repertoire. Signature Spell does no such thing.
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Pathfinder Lost Omens, Rulebook Subscriber
Luke Styer wrote: Dhampirs get negative healing. That seems like a big deal in 2E, rendering a lone Dhampir a little difficult to play and making an all-Dhampir party super dangerous against non-undead. Dhampirs always has negative healing, even in PF1. Also, I believe Soothe doesn’t have a positive or negative alignment tag, which would mean it dhampirs can be healed by it.
Pathfinder Lost Omens, Rulebook Subscriber
Is this an evil or moral ambiguous campaign or a campaign in a world where raising the dead isn’t evil?
I don’t believe that Soothe, the occult healing spell, has a positive or negative energy tag. However, Harm is the only one that would allow you to heal more than one ghoul at a time.
Pathfinder Lost Omens, Rulebook Subscriber
Mark Seifter wrote: Gortle wrote: The Gleeful Grognard wrote: So... giving them something that a dual classed character gets anyway?
It would help a little, but not by that much imo. The real power of the dual classed characters are their ability to get so many optimal math bonuses and the automatic class features. Class feats are a bonus, but giving a free class feat doesn't go far enough imo.
I would approach it from the other angle and drop the power of the dual class option a bit.
For the record, I really disagree with the book where it says it gives more versatility not power in most cases. In many cases it is a straight and noticeable power upgrade.
Fighter - Precision Ranger or Fighter - Barbarian is going to be a fairly obvious and significant boost. Wizard/Cloistered Cleric is going to be a minor boost more about fleibility.
It depends what the players do. If you stop a few of the worst excesses and get player copperation in that regard, then maybe a couple of feats would be enough. If you still want to allow some of those "worst excesses" class combos without the worst excesses themselves, look carefully at what sorts of synergistic martial combat features you can never get with multiclass and tweak it to make sure the dual class character doesn't get two of those. Hunter's Edge, scaling barbarian Rage, fighter legendary weapons, monk/champion legendary AC, etc. Has there been an official ruling as to whether dual classed characters get both class boosts or not?
Pathfinder Lost Omens, Rulebook Subscriber
It should, however, make you something of a pariah if you come into contact with more traditionally aligned worshipers of the deity. They may either find you misguided or outright heretical depending on how you approach your religious beliefs.
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Pathfinder Lost Omens, Rulebook Subscriber
Honestly, I echo what others have said... alignment damage is rather rare to begin with and prevents PCs from using alignment damage themselves for the most part.
Also, it is rather metagamey to pick character alignment in that fashion.
Pathfinder Lost Omens, Rulebook Subscriber
I would say that most GMs probably would be hesitant to allow it.
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Pathfinder Lost Omens, Rulebook Subscriber
Well, it makes sense. You are equally trained in both classes.
Pathfinder Lost Omens, Rulebook Subscriber
I’m loving the GMG so far... one question, with dual classed characters, how do you pick the stat boost that comes from your class? Do you take both? Do you take one?
Pathfinder Lost Omens, Rulebook Subscriber
Do any other deities have alignments that are multiple steps away from them? Nocticula is currently Chaotic Neutral, not Chaotic Good.
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Pathfinder Lost Omens, Rulebook Subscriber
Ubertron_X wrote: I think the general opinion is that warpriest is currently in a tough spot. Though deemed at least somewhat better at low levels the warpriest becomes outclassed by cloistered cleric pretty fast, especially if you consider MC'ing into Champion. Wisdom is the prime stat for both and everything that the warpriest does, the cloistered cleric can probably do better, especially considering the new 3-action economy.
** spoiler omitted **
I could have sworn Champions used Charisma as their casting stat and went either strength or dexterity for their melee stuff.
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Pathfinder Lost Omens, Rulebook Subscriber
Temperans wrote: Again tattoo (and tumor) familiars are a weird one given their previously exclusive nature. Those might work better as part of a dedication than as part of the witch itself. Then we still have spellbooks that can die and essentially screw a character massively. Witches are encouraged to utilize their familiars (they get extra powers, etc.), yet they have a very high chance of being penalized for using their class features.
Making it a dedication or archetype makes that archetype almost a “duh” choice due to how damaging a familiar dying is.
Pathfinder Lost Omens, Rulebook Subscriber
Samurai wrote: graystone wrote: My suggestion:
Stone Familiar: Witch Feat 1
In a 10 min ritual the witch turns her familiar into a stone statue. The familiar in this form is treated like an intelligent Object instead of a Creature. The familiar in stone form is immobile so no movement powers work but other abilities work normally. In stone form they are not counted as living creatures and therefor immune to things that living beings requires like breathing, drinking, bleeding, ect. The effect lasts until the ritual is used again or the witch prepares for another day.
This allows a witch to decide if/when and where they want to risk a mobile creature if they want it at all. When they don't, it's the equivalent of a wizards spellbook. That could work, but I like the idea of turning your familiar into a tattoo on the witch's body better. Then it can never get lost or stolen, it's literally part of the witch herself. The witch and familiar could still mentally communicate with each other, but in order to get out and do stuff the familiar is also able to emerge from the witch and form a body of it's own for a little wile (I suggested 1 minute per level of the witch per day Then back to tattoo form. Same if the familiar dies, it just reappears as the tattoo. I love the idea of witches having the option to have their familiar out and about or stashed as a tattoo or weird birthmark or a small pendent that appears to have negligible worth.
If it is “killed” while out and about, it reverts to being a tattoo or whatever for a few days and the witch can only prepare and use the spells it had prepped the day the familiar died.
Pathfinder Lost Omens, Rulebook Subscriber
I would have living hair be a hex cantrip or something, not a feat. It really needs to have your spell attack modifier as it is doubtful that a witch is going to really boost their athletics to decently trip or grapple consistently. It also needs reach and to have its limits properly spelled out. Can you climb with it? Push something over?
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Orithilaen wrote: Themetricsystem wrote: Again, I'd like to stress how much can be solved simply by giving Occult as the base Spell list and opening the Patron ability up to grant a whole new Tradition would open up the variety of different Witch characters you could make right off the bat without appreciably making them any more powerful than any other spellcaster since their casting will be tied to their singular set of Spell Slots and Class DC. I think it would make a difference to power to be able to cast spells from two lists instead of one. Occult has good force spells, enchantment spells, divination spells, buffs, and debuffs. It doesn't have the powerful evocations and transmutations on the arcane and primal list, and it doesn't have the healing capacity of the primal and divine lists. Giving access to two lists is a substantial increase to the versatility and therefore the power of the caster. (Multiclass casters get this but with more constraints and at a substantial price to class feat slots.)
I wonder if there are other ways to accomplish something like this, though. One thought is to build an additional tradition choice into the class feats, making it sort of an in-house spellcasting archetype, though that would leave less space for the witch-y class feats. They could literally witches be occult casters and have your first lesson give you the choice of choosing one spell per spell level from the primal, divine, or arcane lists. A high level (14th-18th level feat) could give you another spell per spell level from your patron’s tradition. You could only learn occult spells via scrolls and what not.
I would have each lesson have a hex cantrip or two and a focus hex. Maybe lessons would also have a passive ability, like at a certain level the lesson of cold gives you some resistance to cold or adds a small amount of cold damage to natural attacks or something.
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ofMars wrote: I think formulae, like uncommon spells and other uncommon options, give the GM a way to potentially gate off things they might not be ready for. Easy enough to hand wave. What bothers me is that it takes a week to make a batch of 4 consumables, regardless of level. I feel like you should still be able to whip up an alchemist's fire in something like minutes or hours if you've got the lab I think that’s so that the alchemist’s toes don’t get stepped on hard.
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What did they have in mind for this character? Are they intending to be a face of the party as well? Are they wanting to also assist in healing? What classes and whatnot are other party members planning on being?
Pathfinder Lost Omens, Rulebook Subscriber
Claxon wrote: Some people want Lord of the Rings instead of more traditional D&D fantasy.
Both are equally good, just depends on what you prefer.
It seems to me that there are other systems far better equipped to handle LotR style play than Pathfinder, which generally is geared toward high fantasy. The “let’s make Pathfinder low magic” thought process always seemed to be trying to make a square peg fit a round hole.
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Pathfinder Lost Omens, Rulebook Subscriber
I’m thinking the Witch will be a blend of the Sorcerer and the Bard, but with Intelligence as their casting stat and they are prepared casters, not spontaneous ones.
I would assume there will be a number of patrons that may change the spell list you use or that heavily pull from lists other than the occult one (which I assume would be the “default” list).
There probably will be different foci—hexes, your familiar, spellcasting/rituals.
Hexes would be akin to composition cantrips (except more debuffing) with some stronger hexes and the utility hexes being focus powers.
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I think people are forgetting that Paizo has already admitted that the playtest’s enemies are pretty overtuned and meant to be punishing. With them adjusting the math so that these enemies either hit less often or hit for less damage, the cleric’s in combat healing may not need to be as keyed up as it currently is.
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Pathfinder Lost Omens, Rulebook Subscriber
I don't mind Channeling being a secondary stat thing. Clerics aren't necessarily brimming with Spell points and channeling is useful enough to warrant having its own pool, with players investing in it or choosing not to.
Sorcerers do still need some love. Maybe have bloodline heightening be a core part of the chassis and add a feat for sorcerers to be able to "undercast surge" a la 1st edition psychics via spell points. I would also give sorcerers more spell points than other classes in general, they are the inherently magical ones, let them feel like it. Also, give more focus and "umph" to the bloodline powers--more damage, more utility, larger area of effect. Also, diabolic edict really should be able to debuff enemies. It could also give some insights to how the witch may play.
The Wizard stuff is fine and thematically fits. They are the casters who can pull out a book to solve most if not all problems (if they can't it's because they don't have the book yet).
I don't mind the idea of paladins being "bodyguards" or punishing those who attack their allies as much, but some offensive options--smite evil/tyranny, some sort of challenge ability that encourages opponents to go after them, or something wouldn't hurt. Also, give ranged paladins more support.
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Earlier today I was thinking about possible character builds and I was wondering why the Storms patron from Heroes of the Wild was not considered a possible Winter Witch patron? It has no fire spells and would seem to make thematic sense. Would it violate rules to have a Storms patron Winter Witch?
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Pathfinder Lost Omens, Rulebook Subscriber
Kemuri Kunoichi wrote: I always think back to a quote I heard years ago when I think about alignment. "The villain is always the hero of their own story"
Alignment is game mechanic designed to quantify an abstract concept, based on societal values...in a real world example...take 2 of the largest religions on Earth...Christianity and Islam...if you ask anyone in either religion if they are 'good' the answer will most likely be yes...and if you ask them if the other is evil (or at least wrong)...guess what the answer to that is likely to be.
Most Muslims don't see Christians as evil and vice versa. Christians and Muslims follow the same God and Islam has the same line of prophets as Christianity. The biggest divergence is that Muslims disagree with the idea of a Holy Trinity--they view God as indivisible, so Jesus in Muslim tradition cannot be God on Earth.
Back on topic, alignment is real, although most common people are only vaguely aware of it and most religions are probably focused on their tenants over hard alignment.
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