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25 posts. Alias of omegatiger121.


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Rysky wrote:
TurkeySloth wrote:
Castilliano wrote:
Rysky wrote:
TurkeySloth wrote:
I watched a video regarding hit points as a mechanic. The basic takeaway is that they're outdated because of blanket application. It was suggested that GMs house rule that HP should only apply in combat or activities like triggering a trap. Has there been talk about adding this as a stated alternative, or is it something better left as a house rule because of the work it'd take?
… where else would it apply?

Environment.

Perhaps other venues too, but I have to wonder what one would use in its stead? "You take damage, but not combat or trap damage. You know, that other kind of damage." "Um, no, I don't know that other kind of damage."

Heck, I wouldn't mind expanding the use of hit points so it's inclusive of many forms of luck (much like Fate Chips in Deadlands). Then if you fail a key social roll you could take the difference in "damage" as your heroic-protagonist points get spent. Not sure if/how healing would work in such a system though...

This video mentions D&D's description at around 7:03 in. Basically, if luck/ignorance is involved, HP shouldn't be used. Granted, I'm not sure if Paizo's description includes the luck/ignorance clause.
… huh

Watch the whole thing for full context. The majority of it until that point is examples of HP getting in the narrative's way.


Castilliano wrote:
Rysky wrote:
TurkeySloth wrote:
I watched a video regarding hit points as a mechanic. The basic takeaway is that they're outdated because of blanket application. It was suggested that GMs house rule that HP should only apply in combat or activities like triggering a trap. Has there been talk about adding this as a stated alternative, or is it something better left as a house rule because of the work it'd take?
… where else would it apply?

Environment.

Perhaps other venues too, but I have to wonder what one would use in its stead? "You take damage, but not combat or trap damage. You know, that other kind of damage." "Um, no, I don't know that other kind of damage."

Heck, I wouldn't mind expanding the use of hit points so it's inclusive of many forms of luck (much like Fate Chips in Deadlands). Then if you fail a key social roll you could take the difference in "damage" as your heroic-protagonist points get spent. Not sure if/how healing would work in such a system though...

This video mentions D&D's description at around 7:03 in. Basically, if luck/ignorance is involved, HP shouldn't be used. Granted, I'm not sure if Paizo's description includes the luck/ignorance clause.

The video brings up the obvious instant death and not-so-obvious percentile die roll as alternatives as well. Although, it, specifically, states that healing shouldn't work when ignorance is involved.


I watched a video regarding hit points as a mechanic. The basic takeaway is that they're outdated because of blanket application. It was suggested that GMs house rule that HP should only apply in combat or activities like triggering a trap. Has there been talk about adding this as a stated alternative, or is it something better left as a house rule because of the work it'd take?


Pronunciation note: [ʖ] is produced by sucking on one's molars.

This ancestry's meant to be aquatic elves who evolved to be more suited to life in the water. For example, their ears became more analogous to holes in one's head than true ears. I'd show you a picture, but my only one can't be posted here for content reasons. All of that said, is giving them a stock swim speed okay, or should that be handle solely by heritages, like fly speed?


It'd be lovely if a mod would change the topic's name to "Troll (Nqäulnêan)" or "Nqäulnêan Troll," either without quotes, because I'm re-purposing the topic as a catch-all for my setting's trolls.

The current write-up's below. I'm aware of how much is missing. Please don't comment on it without a, much appreciated, suggestion. Is the woodland troll heritage fine in giving out the skill proficiencies, or should I keep those to feats?

Troll (Nqäulnêan):
[Giant] [Troll]

Information
Hit points: 10

Size: Large

Speed: 30 feet

Ability boosts: Strength, heritage-related (see below), free

Ability flaw: Charisma

Languages: Jotun, heritage-related (see below), and additional common or regional languages equal to your intelligence modifier, if it’s positive.

Traits: Giant Troll

[Feature]:

Racial introduction

You might


Others might


Physical description

Society

Alignment and religion

Names

Sample names:

Adventurers

Heritages

Aquatic troll
Your life in the waters has made you vulnerable on land and amphibious. Your base speed is halved to 15 feet, but you gain a swim speed of 30 feet. You get an additional dexterity ability boost. This heritage modifies your ability scores and speed.

You speak Primordial (Aquan) as well as Jotun. This heritage modifies your starting languages.

Mountain troll
You have become acclimated to life in the high mountains. You get an additional constitution ability boost. This heritage alters your ancestral ability scores.

In addition, you gain cold resistance equal to half your level (minimum 1), treating environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

Woodland troll
The woodlands’ customs, whether of the forest or jungle, have become your own. You speak Uka’nui (Sylvan) as well as Jotun.

You gain an additional wisdom ability boost as well as trained proficiency in nature and survival. If you would automatically become trained in one f those skills (through your background or class, for example), you instead become expert in that skill.

Ancestry feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a Nqäulnêan troll, you select from among the following ancestry feats.

1st-level
[Feat] Feat 1
[Tag(s)]

5th-level
[Feat] Feat 5
[Tag(s)]

9th-level
[Feat] Feat 9
[Tag(s)]

13th-level
[Feat] Feat 13
[Tag(s)]

17th-level
[Feat] Feat 17
[Tag(s)]


I won't be running the game until next year and the setting already has catfolk, tieflings, and tengu because I used it for a PF game a few years back. Thus, I'd have had to remove them without the APG to cut down on my planning work because I'm running the upcoming game as modules.

This next bit's off-topic, but I'd rather keep my topic count down for some reason. I, actually, just started on a custom drow ancestry. Is the cavern elf heritage a playable-(near-)equivalent for drow, or should I continue with the custom ancestry?


Great! That means Catfolk and Tengu get to stay as well.


Seeing a topic about homebrew tieflings got me excited about the APG because it means I won't have to remove them from my Runepath setting, which I'l be using for a PF 2 game next year. What other ancestries are confirmed for the APG in July?


Does anything in the Ashblood's rebirth feat's description below ned reworded? The simple maths works out that two years on Runepath's world equal one Earth year.

Rebirth Feat 1
[Phoenixfolk]
Prerequisite: Ashblood phoenixfolk heritage

After you’ve been slain, you revive after 1d4+1 days in a blaze of flame that deals 1d6 points of fire damage to everyone within 30 feet as long as, at least, your ashes remain, unless you’re revived by miracle, wish, or a method that revives outsiders. Once revived, you take -2 levels and a cumulative -2 penalty to strength, dexterity, and charisma for each time this ability triggers until those negative levels are removed. Additionally, you appear 6 years younger until those levels are removed for each time this ability triggers.

All reductions associated with this halve (-1 level and ability scores as well as 3 years of age) at 9th-level and disappear at 17th-level.


If Paizo didn't have an edit timer, this would be going into the post above.

Thanks for the help thus far.

I just realized the heritage system, essentially, disallows the blanket strength flaw because it was, specifically, included to make their flight more realistic. As it stands, "Wingthrasher" is the only heritage that flaw makes sense for. Do you gather the system allows ancestries without flaws as well?


The current flameblood phoenixfolk heritage is below. My one concern is the damage being too high for the last two feats.

Flameblood phoenixfolk
You originally manifested on the Elemental Plane of Fire. Thus, your humanoid subtype is replaced by the elemental and fire subtypes. However, you still take a humanoid form. You speak Primordial (Ignan) as well as Common.

In addition, your melee attacks deal an additional 1d4 points of fire damage, you gain access to the following ancestry feats: flamethrower at 1st-level, vestigial form at 13th-level, and vestigial legend at 17th-level.

Heritage-related feats:
1st-level
Flamethrower Feat 1
Prerequisite
: Flameblood phoenixfolk heritage

Your phoenix fire may be thrown (distance) to deal 1d4 points of fire damage, and you’re trained in attack rolls for this ability. However, you add 1½ × your character level to those rolls, rather than the normal addition of just your character level.

13th-level
Vestigial form Feat 13
Prerequisite
: Flameblood phoenixfolk heritage

You may assume the vestigial form of a phoenix created of fire that matches your feathers’ color(s) once per day for the remainder of the day. While in this form, you’re master in attack rolls, to which you add 1½ × your character level—rather than the normal addition of just your character level, with your bite, claw, and wing attacks, which deal 2d10 points of magical fire damage. On a critical hit, they deal and additional 2d4 points of burn damage immediately and 1d4+3 points of persistent burn damage.

17th-level
Vestigial legend Feat 17
Prerequisites
: Flameblood phoenixfolk heritage, vestigial form

You may assume the vestigial form of a phoenix created of fire that matches your feathers’ color(s) once per day for the remainder of the day. While in this form, you’re legendary in attack rolls, to which you add 1½ × your character level—rather than the normal addition of just your character level, with your bite, claw, and wing attacks, which deal 2d12 points of magical fire damage. On a critical hit, they deal and additional 2d6 points of burn damage immediately and 1d6+3 points of persistent burn damage.


Okay. I meant to post their base appearance(s) earlier. Perhaps, they can be worked into the heritages somehow because there are two or three variants available.

The working description of a flameblood phoenixfolk is below. Is 1st-level acquisition of phoenix fire (see below for simplicity) okay, or should it be higher-level?

Flameblood phoenixfolk:

You originally manifested on the Elemental Plane of Fire. Thus, your humanoid subtype is replaced by the elemental and fire subtypes. However, you still take a humanoid form.

In addition, you gain phoenix fire as a bonus feat at 1st-level and vestigial form as a bonus feat at 13th-level.

Phoenix Fire:
As a standard action, for a number of rounds equal to half their character level, a phoenixfolk can shroud themselves in flame, dealing an additional 1d3 points of fire damage with their melee attacks; once used, this ability can only be used again after a 10-minute rest. Alternatively, if the phoenixfolk is third level or higher, once for every three character levels they possess, they can toss this fire as a projectile which deals 1d3 points of fire damage. The phoenixfolk gain a unique weapon specialization with their phoenixfire at 3rd level, allowing them to add 1½ × their character level to their damage rolls for their launched phoenixfire (instead of just adding their character level, as usual). A phoenixfolk may only use one of these abilities per 10-minute rest.


Okay. Let's do size/type and the heritages first.

Would they be medium humanoids (phoenixfolk) or outsiders (fire elemental)?

Ashblood phoenixfolk would give rebirth.

Flameblood phoenixfolk would give phoenix fire.

"Wingthrash" phoenixfolk would give the above flight feat tree

Dunno about the fourth heritage though.

What other features would get pulled into heritages?


The phoenixfolk is a race native to the Runepath setting that predates the setting, itself, as general use, play-by-post. As you can see, this write-up was done for Starfinder. My upcoming question could skew this topic towards conversions, but I feel it belongs here because the race in question is homebrew. Are the lack proficiencies and a feat tree the only things that need changed during conversion?


Okay. My setting's trolls are bestial, although less than PF's. I'll think about the half-troll a bit more before setting my co-GM to that.


I'd like to include a half-troll ancestry/heritage (which would it be?) in my next game because trolls, themselves, are a playable race in my homebrew system, Runepath—the setting of which will be dropped into a PF 2e skeleton. Would a half-troll be medium or large?


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MaxAstro wrote:
The Warpriest has never turned down healing a party member when they needed it and IS still a full Cleric; I suspect that without the supplemental healers, he'd be spending most of his spells on healing the party and having less fun, yes. But, the main reason he'd be having less fun is that "party healer" is not what he signed up to play.

In most cases, this is/will be true. But, I'd like to point out that I'm working on a snow goblin warpriest of Pharasma who believes it's better to keep people going than pull them out if there's still a decent chance to win. 'Course, I haven't gotten to play this version of the character yet and may not get to for around a year depending on how much/what, if any, PF 2e is played at a local convention in August. "Version" because the character spent time as a half-arctic elf barbarian and a snow goblin barbarian, both based off Amiri, before I got had unquestioned access to the SRD at home after a local con last weekend.


Posting this here because it's related to the character in question. But, it may be better-placed in the Society forum for obvious reasons.

I think the answer to this question's "no,"but I'll ask anyways. This character's altered from a Society character I played at Ohayocon. And, I'd like her have access to weapons from a different culture through something of a cultural exchange program. Is this allowed in Society? If so, it's most likely to be elf weapons because I couldn't find any heritage other than arctic elf that, explicitly, lives near snow goblins.


Is teal skin out of the realm of possibility for snow gobs, whose skin's canonically defined to be "between sky blue and navy [blue]" in color?


I feel a bit dumb for asking that because I can get both as additionals from being a cleric.


Okay.

Would society or survival fit a(n) herbalist with 10 intelligence better? I like the idea of a goblin able to mingle a bit but, at the same time, want to go all in with the heals while not knowing if I'll use a free boost for intelligence.


Sensible.

I'm between the field medic and herbalist backgrounds. Will the field medic option be expert in medicine because she's already trained in it through following Pharasma?


Thanks. It's the latter, so she's NG.

Do a snow goblin's skin and fur match in color, or is their fur true blue (0 0 255) canonically? The CRB just notes their fur as "blue."


I've decided to "down-port" my goblin healer from Starfinder into PF 2e. One of her core beliefs is that the dead should stay dead, which is straight-laced, lawful good on its face. She helps anyone in need of medical assistance regardless of faction, ect. as well, which shifts her towards neutral good/lawful neutral. Are those beliefs opposed enough to, clearly, make her NG/LN, or is she still LG?


I'd love to see amabiko (aquatic elves), centaurs, anggitays, cheetafolk, feylings (half-gnomes), and phoenixfolk from my homebrew setting. I have write-ups on those as well as gnolls, naga/lamia, and setians I can share on GoogleDocs, if you wanna see 'em.