Gnoll Warden

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I've been thinking about this prosthesis as a way to draw guns as a free action without needing the fastdraw feat.
It won't help with reloading and it won't work with the Gunners Bandoleer, but it could be "handy".

I'm reading up on the rules for prostheses, and have found some of them can go overtop of an existing limb.
This could extend to eyes as well, but that is less clear.

I am also looking into concealing the artificial nature of the limbs.
Being able to hide a shifters prosthesis from guards at a gate or from captors would be very useful.


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The document works fine on a computer, so I took a look at the Archives.
13 beats all 1st, second and third level creatures, and all but 19 of 4th level creatures.
This makes Assurance:Athletics seem like a really great choice.


Gisher wrote:
The Ronyon wrote:
Gishers Assurance Guide won't display for me, at least not on my phone, but it seems likely that it will be helpful.
It's a Google doc. You might need an app for those to see it on your phone.

The Throwers Bandoleer Options works fine, the Assurance Guide is all blurred out.


graystone wrote:

LOL Kind of like asking if you can hit with a ranged weapon without dex.

I was given to understand that skill proficiency advance faster than weapons proficiency, plus Athletics targets something other than AC.

Lots of moving parts.
Gishers Assurance Guide won't display for me, at least not on my phone, but it seems likely that it will be helpful.


I have numbers question about the Bola, one that applies to other Athletics based maneuvers.
Can a character that has little or no investment in Strength expect to successfully Trip or Grapple a level appropriate foe?

I have asked similar questions elsewhere, I'm just soliciting more opinions.


I'm curious, is dropping and empty gun and drawing a new, loaded gun a tactic that is used in play?
The brace of pistols is a historic example, the "Matrix Reload" a fictional one.
If the character has Quickdraw I can see this as a more efficient reload.


Is there a build that actually does what the Ranger class should do?
Can you build a fighter with general feats and archetypes that will get you the forest savey and effective fighter that is desired?


Disarm seems like it could be very powerful against a PC by potentially stripping a Martial of their rune encrusted weapon.
I don't know if thsts true, and i doubt "monsters" are as dependent on their weapons as PCs might be.

The -2 debuff seemed worthwhile as a casters third action, until I realized that it takes a special feat to Disarm at range.

Ultimately it really looks bad compared to Tripping or Grappling.


graystone wrote:
VampByDay wrote:
Tekko-Kage On the one hand, they are small d4 weapons. On the other hand, they have finesse, agile, and free hand, so there really is no downside to wearing a pair.
Well, you have to competition from the Bladed Gauntlet [Uncommon Agile Finesse Free-Hand Modular B, P, or S] and Gauntlet Bow [Capacity 4 Free-Hand Parry] for those free hands: basically, it's Disarm and Parry vs Modular B, P, or S or parry and ranged attack. You're better off wearing a bladed gauntlet [modular] and a Gauntlet Bow [for the parry and a ranged attack] as the only thing extra the Tekko-Kage would give is Disarm and who bothers with that? ;)

Would a buckler with Shield Augmentation be a viable option?


The Fey Eidolon can start as Small size, so that isn't a problem.
The loss of actions ruins any utility of carrying around a little cantrip flinging Fey on my shoulder.


I am curious to hear the opinions.
I was looking into playing a buff Summoner with a small Fey Eidolon riding my shoulder but I could not see how it would work.


Ravingdork wrote:
VampByDay wrote:
Why even bother labeling what kind of armor light armor is if the specializations don't apply?

"Future proofing for other abilities that might interact with it" would be my guess.

The Ronyon wrote:
Are druids so much better than other casters that their maximum AC should be limited?

I host games for approximately 20 players. 3 out of 4 of those players would absolutey say "yes."

Even in this edition druids remain one of the most versatile casters in the game. Something had to give somewhere.

I like what I know of them, because they seem very magical by default but the tier discussion Im following no one puts them in the top tier.

They aren't down in the bottom of the barrel with the witch, but no one picks them for their A-team,even when they are only picking one caster.
I think it might be due to a lack of variety in Wisdom based caster archetypes,but I'm a newb...


Can a Fortress Shield be made of Darkwood, or some other advantageous material?


It does seem very deliberate.
Are druids so much better than other casters that their maximum AC should be limited?


Can one simply choose to craft a Shoddy version of an item?


Hehe, yeah, I just read the actual feat...
Not the worst thing in the world, if you wanted to hit something anyway, but in most cases I would prefer to Cast from a wand, and then strike.
Hmm.


Does a wand cane qualify as a weapon?

Wand cane wrote:

Source Treasure Vault pg. 105 1.1

Price 100 gp
Usage held in 1 hand; Bulk L
Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane.

I would argue that it is at the very least an improvised weapon, but then so is a wand.

If improvised weapons qualified for quickdraw, there would be no need to search for an alternate method, and I wouldn't be asking about the Wand Cane.
My searches on this site came up with only gloves of storing as a way to quick draw wands.

Keeping that exploit in mind, and the lack of weapon attributes listed, I'm pretty sure
the consensuses will be no, the Wand Cane is not a weapon, but I thought I'd ask anyway.


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About representation, specifically neural diversity, I think show, don't tell makes the best sense.

My family has not a single "neuro-typical" person in it, but long before our individual mental idiosyncrasies were diagnosed and labeled, we knew our own when we saw them.
For a lot of autistic people,the character Bones echos their own lived experiences.
Before that, Spock and Data were also relatable to many on the spectrum.
Right now my kid and I are invested deeply in the characters of the Owlhouse, who embody a huge swath of representation, while being swept up in a story that is both bigger than them and not...
I don't think any of them are assigned any labels but they are diverse, heroic and relatable.


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I find the wheelchairs and the support companions to be enticing for any character.
Earlier someone mentioned making accommodations for strength 7 wizard.
In other systems I might have a gaggle of skeletons to crowdsurf me over obstacles.
In pf2e Support Companions make perfect sense in this role.

I guess the question of appropriation comes up.
My character might not "need" a Rootball Companion, but they certainly want one.

The arms and other limbs also offer power not easily found elsewhere.
I need to look and see if one can have more limbs than your ancestry indicates.
I suspect not.
I,ve always wanted to add limbs, rather than replace existing limbs, but the power creep implication are obvious.

The implications of these "technologies" are vast, but they are not likely to be explored, and that's fine.
I honestly find some of the combination weapons more troubling in terms of breaking my immersion, but I simply choose to not use them.


Martialmasters wrote:


My first thought is dwarven fighter (obligatory halfling adoption)

I'm new here, what does adopted ancestry hafling get you?


That's great!
Can a eidolon definitely use Alchemical Items?
Last time I asked about what items Familiars, Companions and Edilons can use, the answer was unclear at best.


I didn't even know you could put runes on ammunition, so I never thought they would be suppressed.


I fix things,mostly fights...

I love the "master-blaster" type of character in general, and a controller feeding combat juice to a rideable brute in particular.
Unfortunately, I believe a Summoner will suffer the side effects of a Mutagen along with his mount.
This is not really the outcome I want.

I wish feeding your Companion an Alchemical item was explicitly allowed.


I haven't read the whole thread, so forgive me if this has been covered.
The humble dart now has the Atlatal to extend its range.
The Coating Rune makes applying poison simple. I
Just being able to add a variety of poisons to your S and P weapons seems excellent.
The 60 range that the Atlatal provides does require a loading action.

The Cunning Rune could be ideal for Recall Knowledge builds,such as a throwing Thaumaturge.
Wounding also fits the theme.
I'm seeing a bunch of throwing knives flavored as scalpels.
The Swarming Rune seems pretty terrible, but putting it on the Bandoleer might reset the 1 minute clock each time the Rune is etched on a new weapon.
Probably not, and it still seems kind weak.


I think both chopping wood and cutting cane involve plenty of edge alignment.

Throwing a hatchet effectively is definitely easier than throwing a dagger effectively.


I think Sapling Sheild might be good for fighting mounted in tower formation, buckler sized when dismounted.

I wonder, do Sheild Augmentations work on Bucklers?


Maybe consider the Undead Master?

https://2e.aonprd.com/Archetypes.aspx?ID=176

It can grant a variety of possible minions.
The best of them are able to make your targets flat footed, the ghost is able to induce fear.

https://2e.aonprd.com/AnimalCompanions.aspx?Undead=true

Most of the Undead Companions are Mindless and none of them are smart but there are many undead familiars among the specific familiers:

https://2e.aonprd.com/Familiars.aspx?Specific=true

The Talking Head seems very adpt.

Familiers can have/grant all kinds of abilities.
A witches familiar fits with the concept of getting knowledge/power from outside of one's self.
The familiar granted by Baba Yaga is an object, which could be a skull.
Since it has no innate abilities, you are free to assign them.
It could be a demoralizing buddy or a knowledge check friend.

It might double as an implement.
Bell and Lantern both seem appropriate.


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Throwing a knife is considered simpler than swinging a hatchet.
Makes 0 sense but seems to be intentional.


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Can a God withdraw granted powers as they see fit?
Did she withdraw her blessings of power from those who aligned themselves with slavery?
Did she withdraw her blessings of power from those who insisted on founding the city there?

It's fun to ask these questions, and
truthfully,a god that has mixed moral stances feels more like real life than one that is morally consistent.


Each Shifter Prosthesis can absorb up to two weapons, as a 3 action activation.
The weapons must be one handed.
Then ther is this:

Archives of Nethys said wrote:
Activate envision; Frequency once per minute; Effect The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis..

I have some questions, but the first one is "will this allow a free action retrieval of a scroll staff?"

The second question is" is the arm stuck as weapon for a full minute? "
The third " can I cast spells from a absorbed staff?"


I guess there isn't a magic item that gives a Quickdraw effect, otherwise this trait would have no appeal?

So with the Library Robes, you must cast a spell into them, and it costs money, but it happens during daily preparations?
This would be a way to use a leftover spell from the day before, but if this is a regular occurrence,you maybe it means you don't need that extra spell?


It's annoying that a hatchet isn't a simple weapon but a throwing knife is.


Bandoleer let's you toss a variety of weapons with different inherent properties, like bolo for Ranged Trip.
A bow has a variety of trick arrows available.
Which is more flexible, the bandoleer or the bow?


I can imagine a character mounted,on a Rootball Companion, with a Fortress Shield...

The harness shield does something for lance wielders, I'm not sure what.
Is it a particular shield, or a modification for any shield?

Growing crafted items seems cool.
What does it mean that it gets the Rare trait?
Is that to help game masters say no ?


Does fortress sheild take two actions to raise?

I think I saw a Hide Shield that is resistant to bludgeoning.
Not what wanted from a Hide Shield.
Shrug.

The weapon siphon works on melee weapons only?


Good points QuidEst.
I think the legchair and the rootball give more for your investment.


The Inventor Archetype gives a construct companion, but it doesn't have any benefits,and it can't start out any bigger than Medium.
So far all the assistive Companions get Mount and can start out as Large, plus they get a support benefit.


I noticed that when I looked at Squeeze.
I think that Rootball chair gets to ignore difficult terrain, and any Mount can make up for lost movement by doubling up(down?) on Move in a given turn.

I wonder how one gets these non-animal Companions?
Are they just another option?
I hope they include a Construct chai and an Aberration chair.
Oh, and an undead throne...


Ravingdork wrote:
The Ronyon wrote:

BTW, how are Large sized chair Companions treated when it comes to being indoors?

I assume they Squeeze like any other Large companion indoors.

I hadn't thought of that!

Maybe the oozeform chair will get to squeeze without slowing down.


Is it really any problem at long as you take your shots before raising the shield?


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I figured they would go in a Throwers Bandoleer, and never be enchanted on their own.
I see hiw they could be better first action than a third.
Being prone doesn't affect reflex saves, but it does affect movement.
Scatter Scree could be a good pairing.


I just saw a video that showed the Rootball Chair, which has 10 feet of reach, and a 30 foot vertical leap as its advanced maneuver!
Now I need a round rubber ball weapon that has returning on it...

Seriously, the armchair was cool, this is maybe even better, and I still dont know what the oozeform chair can do!

BTW, how are Large sized chair Companions treated when it comes to being indoors?


Tripping seems to be a great debuff.
Tripping with a bolo protects from the consequences of critical failure and allows you to Trip at(short) range.

Unfortunately Athletics keys off of Str, not something a ranged character or a caster usually boosts.
Bolo is also a Martial weapon, not something most casters are proficient in by default.

Does lack of proficiency matter if you are using a weapon to Trip?

Will the expected Strength bonus deficit make tossing a bolo at a level appropriate enemy a waste of time?


Huh.
Psy Strikes does work with any spell.
I conflated the requirements with the ones for Psychic Rapport.

The sheild spell still seems like the best choice, since it's one action,a cantrip and always useful in combat.

I think this combo would look cool on a double pistol wielder,but I'm not sure it would be optimal.


I've seen a build that uses the Psychic version of shield to trigger +1d6 Psy Strikes on a monks flurry.

Are there other builds using a different Mental cantrip or a ranged strike?

Is one extra 1d6 on a single Strike worth the feat and action?


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How much is sewage worth?
Maybe I should say manure, since that has an actual value irl.
Ice?
Well what about items with listed prices?
Ale is 2 sp per KEG!

1 sp, 7 cp (per 1,000 bricks)!
1 cp (per 40 board feet of lumber)!

3 sp for caltrops!


Are there weapons that stick in their targets and cause bleeding by default?
I'm thinking the new 3rd level rune,Authorized could make the target pay dearly for removing the source of the persistent bleed damage.


I honestly haven't considered the value of an AoE damage spell in years.
In my experience,they are hard to use in most parties, unless the gm is very lax about positioning.
Most martial players like to close with the enemy, making friendly fire a serious problem.
If your fireball slinging caster does get off a shot he might end some encounters, which isn't much fun for the rest of the players.

I've only just begun to digest spell choices, but ot does seem like ( is outstanding, with no other AoE spells of the same level that do what it does.

I wish there were more multi-target debuffing spells, but I've only found a few.
Friendly fire seems to be an issue with all of them.

Muti target buffs often target only allies, which works better for most groups I've played .

Are there good alternatives to fireball?
Are there better 3rd level mass debuffs than hypnotic pattern?


It sound like everyone is expected to take hits?
So 4th level Invisibility is not welcome?
That sound sus' to say the least.

A support caster that isn't targeted, doesn't need anyone to tank for them.
A minion, summoned or otherwise, splits up the pain.


It seems to be missing that clause.
Am I just being dumb, or is this a thing?