Caroliss Minerran

Vessa's page

Organized Play Member. 52 posts. No reviews. No lists. No wishlists.


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Cool, understood!

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Michael Sayre wrote:

Dropping a note for folks that the Apparition's Possession ability of the sage practice has an error.

Instead of "Until the start of your next turn, you are immune to control effects and spells that attempt to influence your actions, such as charm or command, unless its spell rank is more than twice your level", it should say "Until the start of your next turn, you are immune to control effects and spells that attempt to influence your actions, such as charm or command, unless its spell rank is more than half your level."

Also did you guys purposefully make it so you can't use the "sustain" action or other basic actions like leaping and escaping during the possession?

As a side note thanks for all the hard work you guys do! This has me excited

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Man, starfinder would've been such a better fit for this. Those dudes have never gotten a game, while this is the 4th(?) pf game.

Truly an unlucky one, though if it's cheap enough and you actually have to aim I'll get it, I guess.

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Huzzah!

My players are just starting book 2 tonight. This has been really great for us :)

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This game is amazing, so glad I backed the kickstarter!!

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"Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.

The multiple attack penalty applies on those skill actions as well."

-FAQ
https://paizo.com/pathfinder/faq

So yes anything with the attack trait adds to MAP and is affected by MAP, unless otherwise stated in that action.

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1 person marked this as a favorite.

With a welcome change coming in the form of Alchemist getting medium armor proficiency in the last FAQ and playtest gunslinger having legendary proficiency in firearms. My friends and I are wondering if other classes might receive similar treatment.

The martial classes could all get legendary proficiency, without upsetting the system. Even if they have to wait until level 17 or something- it seems like a good deal to me. If not that, maybe a feat to give players the option for legendary proficiency with one weapon group or something.

For the spellcaster classes, as many have mentioned, the next round of FAQs would be the perfect time to have them upgrade their spellcasting proficiency at the same level as martial characters get their weapon proficiency upgrades. Its kinda weird how they just lag behind.

Like I said these proposed updates definitely won't upset the system, they'd just iron out some of the oddities of the system.

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PREACH!

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There's no way magus is actually this bad, they must've released like some pre-edit draft on accident.

I mean who would willing not put a way to avoid Aoos on a melee caster?

Who would willing make spell combat, a magus' main feature, do virtually nothing?

Who would willing make a spell caster get master spellcasting after someone who multiclassed into a spellcaster?

Don't worry guys they'll upload the real magus soon, its April 1st somewhere in the world!

:')

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1 person marked this as a favorite.

Here's my Peafowl Tengu Swordsman.

Tengu Hermit Monk

Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 10

Class Feats:
1 - Monastic Weaponry
2 - Ancestral Weaponry
4 - Peafowl Stance
6 - Stand Still
8 - Ki Strike
10 - Peafowl Strut
12 - Disrupt Ki
14 - Whirling Blade Stance
16 - Enlightened Presence
18 - Ki Form
20 - Enduring Quickness (or Golden Body if accessible)

Key Ancestry Feat:
1 - Tengu Weapon Familiarity

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This is the last place I thought I would see someone reference Green Destiny (The sword from Crouching Tiger, Hidden Dragon). That made my day! :D

I'll just go with Tengu gale blade, which opened up the opportunity to get some ki spells since I won't be using One-Inch Punch.

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I guess I'll switch to tengu and use a gale blade. Thanks for the help!

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Ah, ok.

I really wish there were more than 3 usable weapons for Peafowl. Even moreso I wish Katana, Nine-ring Sword, and Wakizashi had the monk trait. :(

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Peafowl Stance requires that "you are wielding a sword in one hand", which I technically am.
For it to not work with 2-handed swords it would have to say "only one hand" or specify that the sword needs to be one-handed and you wield it only as such.

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I mostly built it like so because it's just so cool and flavorful, but it actually seems like it can hold its own. The plan is to use an Elven Curve Blade from level 2 on and eventually mostly rely on One-inch Punch, which should land if flanking.

Zhang Yun
Half-Elf Martial Disciple Monk

Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 10

Class Feats:
1 - Monastic Weaponry
2 - Ancestral Weaponry
4 - Peafowl Stance
6 - One-Inch Punch
8 - Stand Still
10 - Peafowl Strut
12 - Dodging Roll
14 - Whirling Blade Stance
16 - Enlightened Presence
18 - One-Millimeter Punch
20 - Enduring Quickness (or Golden Body if accessible)

Key Ancestry Feat:
1 - Elven Weapon Familiarity

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Has paizo still not said anything about walls? My players are getting close to that level of spells.

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1 person marked this as a favorite.

So excited! I'll buy regardless but please make a turn-based option a stretch goal or something.

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I'm so excited! Kingmaker was awesome so this one will be even better!!

I do wonder though why not port it over to 2e?

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3 people marked this as a favorite.

Omg, I can’t wait!

Only thing I have is “battle maps this time please? Maybe show off some cool flip mats and figures?”

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My question isn’t even a question. I just want them to read the entire red mantis assassin archetype lol

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I also do agree that it would’ve been even better with some kind of map representation and was surprised that there wasn’t. That being said it was still really good imo.

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Joana wrote:
Vessa wrote:
Does either Age of Ashes or Plaguestone give exact ways to adjust for extra players? Like more than what the bestairy says?

No, not that I can find.

Vessa wrote:
And also do you need the bestairy to run both?
Yes, several of the statblocks refer you to Bestiary pages, although that information should be available at Archives of Nethys tomorrow.

Understood, thanks!

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Does either Age of Ashes or Plaguestone give exact ways to adjust for extra players? Like more than what the bestairy says?

And also do you need the bestairy to run both?

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Such a good cast and GM!!
They did such an amazing job and I look forward to the rest of the episodes.

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Jason Bulmahn wrote:
We just wrapped on the first day of shooting! And let me say, thisshow is going to be a lot if fun to watch!

I can't wait!!

Are you allowed to say when it will be released to the public?

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I'm excited to see who the replacement character is. Like their ABC's to clarify.

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oholoko wrote:
If you guys want I could at least try to translate the whole sheet. Being brasilian kind of help getting some of the words xD

That'd be awesome!

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1 person marked this as a favorite.
Slyme wrote:
Whole lot of words to basically say nothing...anyone interested in PF2 knows what an RPG is...and this blog basically describes what an RPG is if you were describing it to someone who just landed on Earth and had never heard of RPGs before.

I thought I was the only one who was thinking this lol.

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One question I had for him was if a small character takes giant instinct can they start with a large weapon or a weapon of 1 size larger (which would be medium). I understand that even small characters can use large weapons just like medium characters, but do they both start out with a large weapon?

On another note I'm glad to see barbar get some much needed improvements!

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So sad

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I'm looking forward to a system that most people will have an adequate understanding of. A system that doesn't have a million hand-waves and incorrect understandings of the rules at every table. Additionally, I can't wait for a system that I can actually teach to people who have never played ttrpgs before and play with them irl. Finally, I like how they are more for trying new things, which can be seen in the stat blocks of monsters and class feats.

August can't get here soon enough!

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Captain Morgan wrote:
Vessa wrote:

Honestly not seeing many previews of the new CRB at this point is making me nervous. I thought we'd already have a good idea of everything by now to quell the gripes with the playtest. The lack of much info makes it seem like its not worth showing.

Please paizo just show us stuff!

(Also rest in peace #85. I hope you come to the light in time.)

What exactly are you expecting? I feel like we have a pretty good idea of the game, especially with the playtest to use as a baseline. Like, what are you hoping to know about the game that we don't already know?
WatersLethe wrote:

It's like... we get it, people want spoilers. That doesn't mean Paizo is somehow dropping the ball because they're not essentially releasing the whole thing 6 weeks early.

Ameteur backseat marketing advice isn't necessary at this point.

I'd like to get centralized and official stuff that is literally copied and pasted from the book like they do with literally every other product. I understand some things haven't changed from the playtest, but "a lot" has and it is very strange to not see any of it on paizo's own website. I'm not looking for the "whole book" to clarify. And I'm definitely not trying to give advice. Clearly, I am just showing my unease with the current situation. :)

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Honestly not seeing many previews of the new CRB at this point is making me nervous. I thought we'd already have a good idea of everything by now to quell the gripes with the playtest. The lack of much info makes it seem like its not worth showing.

Please paizo just show us stuff!

(Also rest in peace #85. I hope you come to the light in time.)

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1 person marked this as a favorite.
Themetricsystem wrote:

DRAGOON!

Acrobatics, STRENGTH based class who can use verticality and charges with Polearms to great effect while wearing Heavy Armor with Class Abilities that cancel out Armor Check Penalties to Skills. They are anti-cavalry and flying creature specialists WITHOUT needing Magic Spells or Items to boost their martial prowess. They would be right up there with Rangers as the "Iconic Monster Hunters" of the world.

People have been homebrewing this Class for 25+ years now and I've YET to see a really well-done version yet. PLEASE!

Brother, I cannot agree enough. You don't have to call it dragoon and you can base it on something that is known for jumping/falling in pathfinder lore.

I want this so much. A cool jumping martial dude in heavy armor that probably ignores ACP to acrobatics.

Please paizo! I'll even take an archetype of this if I have to.

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Looks so cool.

Will you guys be updating the steam/mobile game with these changes?

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@Elinnea

Did you have to activate something to see it?

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I think Dan said the character sheet for Mykah would be up but I can't seem to find it.

Anyone else have any luck?

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I just pre-ordered this weekend

I'm so hyped for this

Thank god its still 1st edition!!

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Please implement stamina.
Not needing a healer is awesome.

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Personally, I think anything to make them less MAD is a good thing.
1e monks were unplayable unless your GM gave you a 40 point buy.
2e monks are worse than any other martial (except maybe ranger) but are at least playable.

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Wow, I didn't even see that, Starfox.
I really hope the devs clarify all of this before a certain part of Doomsday Dawn is in the spotlight.

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There is no mention in the playtest of creatures made of fire, like fire elementals, shedding any light. There is also no mention of light being shed from creatures on fire or some fire spells that have a duration, like Fiery Body and Flaming Sphere.
An easy fix could be as simple as adding "Non-instantaneous effects and items with the fire trait shed bright light in an x foot radius" to the fire trait description. And adding an extra sentence to the already long persistent damage condition that reads "Creatures taking persistent fire damage shed bright light in an x foot radius".

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Greylurker wrote:

A) Stop forcing people to color inside the lines. I'm finding this compartmentization of options to be frustrating and annoying. If everything is a Feat, just make them all feats. Seriously. Drop this. Now you get an ancestry feat, now you a skill feat, now you get a class feat, now you can have a general feat.

seriously Fk that.

You get a feat
select from General, Skill, Ancestry or Class.

(oh but they want to make sure you have a well rounded character. DON'T tell me how to make my character, sure as hell don't FORCE me to make my character to your standard. If I want to make a Fighter with a ton of Skill Feats let me do it. If I want a Dwarf to go all out on Ancestry Feats let me do it. If my character ends up gimped from my choices that's my problem.)

B) Make the redundancies general. This is the Druid name for the feat that gives you a bonus to will saves, this is the same feat but with a different name for Clerics, here it is again for Wizards but with a different name again.

Just make it a General Feat

Some of this stuff shouldn't be class specific at all. Why can't rogues be good at two weapon fighting? Why do only wizards and sorcerers get Metamagic (except for Reach which all casters seem to get, except bards for some reason). Why is Power attack Fighter only? Barbarians and Paladins don't know how to hit people hard for some reason?

So much this.

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Holy god, its sad to see that even this portion of the playtest is wonky.

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I mean cantrips are actually usable in here when they previously weren't. But are casters supposed to not use their slots? Because looking at most of these spells I'm wondering why the caster wouldn't just use the ever-scaling cantrip.

In regards to the four degrees, I'm taking into account crit fails. Even then these spells are still so questionable. Especially the ones that don't have degrees.

And I haven't even mentioned how easy it is to get interrupted when concentrating, and how most spells have such a short range. I'm not sure if they expected every spellcaster to pick up armor proficiency but its very strange to see them nerfed to the ground.

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Have you guys seen the new Barkskin? Level two spell, two actions to cast, 1 minute duration for a touch spell that gives the target
resistance 1 to B and P, and weakness 2 to fire
Heightened(+2) to increase resistance by 2 and weakness by 3

My eyes!!!

Why did they do this to spellcasters? I'm so disappointed

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First of all, 2e seems alright. There's problems but somethings are really cool and are a much needed update from 1e. Honestly I feel as if the playtest is, overall, a step in the right direction.

That being said one thing I'm praying to Nethys to change is the nerfing of spells and spellcasters. I've been following the playtest ever since it was announced and have read the rulebook. At first I was pretty apprehensive because I saw that every spellcaster was being limited to 3-4 spells per day. I then looked through the spells and noticed that they are so weak compared to a basic sword swing(an unlimited resource that only costs one action) and this was the case throughout the first few levels of spells. A perfect example of this is Barkskin, a really good spell in 1e that is unusable in 2e. Why does it have a downside when it basically doesn't do anything? Why does the downside then increase when you heighten it? Why does it only last for 1 minute? I'm genuinely confused by its existence.

Another thing is why not give wizard something to make up for the fact its not even trained in simple weapons, not trained in any armor and is the only prepared caster that can't heal others?

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"You select how many items are in the batch, up to half the normal maximum batch size (half a typical batch is two items, but see the Crafting Trained Activities section on page for more information)." Page 45

The page number is missing.

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Mark, I remember one of you guys saying that there wasn't arcane spell failure chance for armor in 2e. Can you please confirm or deny? If it helps I even remember the dev going on to say that they'd actually like to see if arcane casters will grab the proficiency feats and find them worth it.

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