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Although the Guns and Gears book isnt too clear for me, I'm guessing the reload feats that provide 1 interact action for the 3 action magazine change similar to the running reload ruling with Heavy Crossbows? In otherwords they fulfil 1 of the 3 required interacts with changing magazines.

In addition, I'm willfully using 20th century firearms in my campaign and find the 3 action magazine reload too long considering how fast it is to reload a modern magazine (1 to 3 seconds at best). Assuming everyone is using modern firearms I'm wondering if reducing it to a 1 round interact would be sufficient or maybe follow the starfinder reload rules as a guide.


Taking a break from the summoner/magus drama :)

I'm hoping I can convince one of my players to take a turn DMing in a couple of weeks and I was brainstorming some character themes while watching some anime. I happen to discover Fate/Zero and was enthralled with Gilgamesh and his ability to just summon and hurl swords at his opponents via kinesis.

I started with a human wizard(prefer humans), though i could probably get the them going faster as an elf with the ancient elf ancestry.

Universalist with spell blending to get higher slots (listing only class feats for simplicity)

1:Hand of the Apprentice
2:Mauler Dedication (for 2h weapon proficiency)
4:Call Bonded Item (by this level, designate a Bastard Sword)
6: Bespell Weapon
8: Universal Versatility (to get a second focus point,not much options for wiz)
10: Knockdown (from mauler dedication)
12: Bond Conservation (more spell usage)
14: Superior Bond (even more spell usage)
16: Bonded Focus
18: Reprepare Spell
20: Archwizard's Might (hieghtened 10th Weapon Storm anyone?)

The meat of the build comes from spell choice.

The most important spells are:
Telekinetic Projectile cantrip to throw the sword in range then use Call Bonded item to get the sword back by the end of the round. Yes it doesnt allow you to get the sword's magical effects but im going for theme rather than power gaming. This would be the build's basic spam attack.

Hand of the Apprentice allows the same thing, but stacks the sword's properties but its limited by focus points so it would be more like a medium power attack.

Then the third most important spell is Weapon Storm, which mimics what the anime character does RAW particularly in cone form. Basically its his big move and all the higher level slots would be filled with it.

The rest of the build (skills, general, spell choices) would be the typical fighter/wizard suite. It seems like a one trick pony but it gets the character theme im going for. Would appreciate feedback on alternative class feat choices or any stand out skill/general feats. Of course i would go for the usual toughness, imp init, and fleet options at the very least.


Has anyone else tried to integrate mythic adventures with PF2E?

On the surface it doesnt seem to need too much modification since most of the feats and skills exist in both versions. Some spells prolly do need some changing but for now I am not using any epic spell version until I can get a handle on the book's basic leveling premise.


Anyone else try to integrate SF gun rules to the new edition at least until paizo comes up with official rules?

I was brainstorming what adaptions I would have to make to make it usable without using TAC rules for armor pen for more modern firearms. I'm guessing for old flintlocks I wont have an armor piercing mechanic but use more deadly or fatal traits, or maybe break the unspoken rule about putting multiple damage dice.

For more advanced firearms I would prolly limit PCs to tier 5 level guns for the setting I plan to use, at least until i can determine if the lack of stamina points in PF2e would make them too deadly.

Any advice?


I just recently bought Starfinder (primarily to use its gun rules in PF2e). There is something has been nagging my brain about the setting.

Weapon specialization gives +lvl to damage(half for small arms). Is it me or does that seem like a bit much to expect +x damage at certain levels per gun attack? Especially when comparing it to PFs usual +2 flat bonus to damage for base weapon specilization. It irks me even more when there isnt an equivalent for spells or other non-gun type attacks.

Now taking a step back I can rationalize it in a couple of ways. I can say it mimics gun lethality without using the TAC rules PF1 had and it compensates for stamina points which is basically doubling hit point for PCs.

But I still feel having a flat +lvl to damage seems like a bit much. If I ever get a dedicated SF game going I would probably revamp that particular feat to something more managable like +1 damage per 4 levels or something, or at least give other type of attacks an equivalent. I figure i would also have to adjust hp/stam points, maybe even get rid of stam pts entirely, I'm not sure.

Thoughts? Thanks for your time.