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Organized Play Member. 282 posts (296 including aliases). 46 reviews. No lists. 1 wishlist. 53 Organized Play characters.


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Mangaholic13 wrote:

So... I just had a potentially interesting/horrific idea:

A class archetype for Summoners where they trade in their Eidolon for a magical weapon born from their imagination.
They're proficiency level would be the same as Eidolons with their unarmed strikes... but only for their weapon (which I'll just call an Eidolon weapon), not any similar weapon.

Meaning, just because their Eidolon weapon takes the form of a Sword, does not mean the Summoner has Master in swords.

The justification could be that the Eidolon Weapon is actually guiding the Summoner's strikes, hence why the Summoner isn't actually that proficient with weapons.

What do you guys think?

That sounds awesome

Thats basically the Phantom Blade archetype of the 1e Spiritualist.


PossibleCabbage wrote:

Sniper rifles should have a low magazine capacity, but not a magazine capacity of "1."

Both because the Operative sniper gets locked into a stable loop of Aim, Strike, Reload, and also because sniper rifles in reality and in science fiction tend to hold like 3-5 shots in a magazine at the low end.

Basically every gun needs more ammo.

Teridax wrote:
While I agree that not every sniper rifle should have a magazine capacity of 1 (though anything more than that is a major buff that should be reflected in the gun's power elsewhere), a big part of what makes the Operative so repetitive is Aim itself. Aim is basically the action you'll almost always want to take when you Strike, and because you'll be aiming to Strike most turns, you'll be Aiming, then Striking. Having a larger magazine capacity doesn't actually change this, because if you can fire another shot, the rotation becomes Aim + Strike x2.

Thats like saying Swashbuckler or Monk or Ranger is repetitive. The circumstances of the combat will create more situations where the class can/needs to do other things. They don't have the number of skills they had in SF1e, they are the one major skill & run-and-gun guy now. Like a ranged Swashbuckler.

Make the single attack function of sniper rifles more rewarding. Add a Zoom(Interact) action for sniper weapons where the next ranged Strike on that turn will gain doubled(or tripled with Sniper Scope) range increment & precision damage equal to Dex attribute. Like the Boost trait or the Kineticist's two-action Elemental Blast.


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What I think they could do with it is make Solar Shot a "weapon", just like the Solar Weapon. Propulsive, deals base damage of d6 fire with a 20 or 30 foot range increment(photon) or d8 bludgeoning with 15 or 20 foot increment(graviton). The critical effects are fine. Use the crystals of the Solar Weapon, so thats where it gets potency, striking, and maybe property. The big thing for me is the range INCREMENTS.


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No, you can just be a Kineticist in Starfinder times. I would assume they still exist.


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Yes, give me more information about the Okaiyo Ocean so I can improve my PFS merfolk's background.


Why can't Auto-fire target a cone or a line?


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ElementalofCuteness wrote:
It feels like many people forget how classes are designed in PF-2E. The Swashbuckler is and this might sound crazy to some. NOT a skill class, it's a combat first class like Fighter, Barbarian and Ranger. It doesn't fill the skill archetype like Rogue, Investigator or Thaumaturge. That is where you guys are missing why they don't get auto-scaling skills.

I see what you're saying. Now hear me out.

Can Fighter do what it is known for without skill checks? What about Barb or Ranger?

And yet the Thaumaturge has auto-advancing Esoteric Lore because it kinda needs it to be good at Thaumaturging.


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Good addition with the Bravado trait. Let's hope that the "I activate my powers with skill checks" class gets an auto-scaling skill.


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Good on you Paizo for recognizing Juneteenth!!!


Gives me hope for the Monk


Divine kineticist(not the actual kineticist, different class)


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Good job guys


HenshinFanatic wrote:
Speaking of Merfolk, their Shore Gift feat seems to omit mentioning how it interacts with their Hydration dependence.

I'd assume it be just like the Azarketi, even if you have legs, just go take a dip once a day. Although removing the Hydration would be a nice extra benefit.


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Well, they errata'd the chairs to actually help Merfolk(and others as well). HoTW has an "Aquatic PCs" section on Page 9 that also says "just let them have Shore Gift or its equivalent as a bonus feat at Level 1" but suggests having narrative ties added. (Hoping OrgPlay allows the Shore Gift feat as a bonus feat or just as a Level 1 feat)


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Time for 4 awakened pizza loving turtles, raised by a Minkaian Ratfolk, fighting an awakened warthog & rhinoceros.


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Do you just add playable Street Fighter arcade machines into Pathfinder?!


Now this is what I've been waiting to see. Actually kinda excited for this.


Finoan wrote:
Sanityfaerie wrote:
Interesting that at its target level, it's basically never worthwhile for her to use her gaze attack. Making a second swing with the claws is pretty much always going to be a better bet than tossing a temporary debuff on one of your four attackers, and that's without the third action coming into it at all.
Yeah, it should be one action at a maximum to match the action cost of Demoralize. If the hag is intended to be a boss-type and 1v4 the party, I think it would be fine as a reaction triggered by a successful Strike or Grapple.

Absolutely not, the Dread Gaze forces a save, causes slow, isn't Auditory, and has no apparent limit on range.


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Buy a playtest book? No thanks.


Haven't started running yet, but the plan is to get through Rise of the Runelords for an in-person game. Got my pawns and bases.

Just need one or two more players.


Seemed pretty clear to me and my other local society players that the Attunement Surge just allows you to be considered to be fully attuned.

Attunement Surge wrote:
While you have 2 attunement points in a stellar mode, you can expend 2 attunement points on your turn without spending an action to gain two effects until the beginning of your next turn. First, you gain benefits from that mode’s stellar revelations as though you were fully attuned, rather than attuned. Second, you gain a benefit based on which mode you are attuned to.

The real benefit to me from this when I played the enhanced Solarian was that you get to stay "attuned" through the entire round instead of becoming immediately "unattuned" after using a zenith revelation normally. The abrupt unattuned state really messes with your action economy when you are trying to keep revelations like Plasma Sheath and Dark Matter going through combat.


I also need to know the answer to these questions


As long as the Starsinger and Chorister aren't legal in SFS, I don't care.


When are we going down under in Sarusan?


Alex Speidel wrote:


skittle600 wrote:
...how magus's arcane cascade will work with the removal of SPELL SCHOOLS.
Classes which have not yet been Remastered will use the rules as currently written until they get the Remaster treatment.

How do we do that with Rage of Elements & Player Core spells not having spell schools?!


The Raven Black wrote:
Zero the Nothing wrote:

Good artwork. Cool to see Merfolk are in.

Quote:
Wears a kelp shawl around her shoulders to help keep her hydrated throughout the day.
Quote:

Hooded cowl...

...to keep her hydrated when above water.
Quote:
Her top is a seaweed wrap to keep her hydrated when above water.
Starting to sound like the hydration problems that the darn Gillmen have.
Those actually sound like solutions to the hydration problem.

Wow you really got me there, ha ha ha


One of my SFS Solarians went to a Desnan school to learn how to be a Mystic and ended up a Solarian instead.


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Exalted. Three vowels. Three syllables.

Probably divine based kineticist chassis.


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Paizo seems pretty pleased with where they've placed spellcasters. I wouldn't waste my time trying to convince them otherwise.

Just homebrew casting runes for your own games.


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thistledown wrote:
Sure, that's why ancestries like Sprites and Strix with wings and cultures centered around being able to fly make TOTAL sense that as soon as they become PCs their wings get clipped until level 13.

I know, right?

Last week, a friend asked me about running our group's 2e game since our GM right now is swamped with life stuff. I said yes. I had never really thought about running any 2e games myself, but I'll do what I must.

I thought about the absolute ridiculousness of a situation where a player decides they want to play a Strix character. The character grows up flying around with their Strix friends and they eventually decide to become an adventurer. As soon as they meet the other members of their party, they completely forgot how to fly or even unfold their wings until level 9.

I know there are optional rules for allowing your winged players to fly early(along with a strongly worded warning telling you not to do it). Still, the notion of "no no no, you're not allowed until..." is just so funny to me. Every NPC member of your ancestry can do this thing. This ONE thing. Its what your ancestry is known for. Its what you have giant wings for.

This PC meets a whole group of their Strix people, who happily greet them in the Strix language. "Come and fly down to the shore with us friend! We fish at dawn's first light." But for some reason, this one Strix just can't manage to get their wings to unfold.

If any of my players want to be Strix or anything else with flight, I'm not even using the optional rules for it. You start with 15 feet and you get faster at 5th, 9th, and eventually 13th level. No feats needed. The feats will just let you do cool things while you fly and/or give you a bonus to Maneuver in Flight checks.


The Raven Black wrote:
On the 2nd point, any ranged character of such a class will get zero real benefit from automatically getting AoO but will be hit full force with any weakening of the class' features required to balance such a powerful change.

Doesn't seem to be a problem for ranged fighters. All martial classes grant trained proficiency in unarmed attacks, so even ranged characters can use it. It can also be a choice that is gained through leveling, I'm just tired of it being a class feat.

The Raven Black wrote:
Also it will tend to make Reach weapon users even more prevalent in such classes, leading to fewer variety in builds. Which is not something the system should encourage IMO.

Like flickmace(or any other reach weapon) fighters?

SuperBidi wrote:
Also, giving AoO for free means reducing incentive to take other reactions instead.

No one freaked out when champions started with both Champion's Reaction and Shield Block until they get to higher levels and have the choice of more reactions per turn.

Riddlyn wrote:
Starlit span isn't the only study that would be hurt by that rebalancing. Sparkiling targe would rather keep its reactions defensive

Sparkling Targe would just have the same choices as basic Fighters.


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Two things I think need to happen for Remastered Magus.

1. Condensing Arcane Cascade. My suggestion would be to make it flexible to where it is either a single action or a free action.

If you cast a single action spell, immediately after casting you can activate Arcane Cascade as a single action.

If you cast a spell that takes two or more actions, immediately after casting you can activate it as a free action. This should always be the case for Spellstrikes(regardless of how many actions the spell used has).

2. Attack of Opportunity/Reactive Strike is no longer a class feat. It becomes a class feature. This is something I think should happen for any class that has AoO as a class feat. I tire of this feat tax. After hearing that Organized Play would have Tieflings for no AcP cost, I just made two new characters. In trying to build the characters I envisioned, I was unfortunately reminded that their 6th level class feat couldn't be anything interesting or fun. It had to be Attack of Opportunity. Not the one feat that I really want from my archetype.
(Before anyone comes at me with the "You don't HAVE to take Attack of Opporunity!", how are you going to be a melee focused martial and not have the major reaction of the game? You can make whatever choices you want to with your character building, but I'm not running a sword and board warrior on Str & Con of 10)

It should be easy enough and makes thematic sense to just add it into the weapon proficiency improvement that most martials get at 5th level or the weapon specialization they get at 7th.


Elemental Blast question. The ranged listed for each element, are these absolute ranges like spells or range increments like ranged weapons? I fear that I already know the answer. The answer will change Weapon Infusion's usefulness to me.


Imma have to second Flinging Updraft. Being able to move my friends or my enemies is just too fun.

Oh, you think you're safe on top of that tower. Lemme put the Barbarian up there next to you.

Really nice view up here on this cliff. Oh No!! Oops, I guess they couldn't fly.


Mind telling us when Rage of Elements will be sanctioned for PFS?


A weather witch


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Temperans wrote:

Flying is only a problem if you make it a problem.

Invalidates melee? Humanoid creatures shouldn't be running around without a range weapon, or at least someone that can use them. Also you can always use enclosed spaces.
Gets around cover? This is why buildings exist, use them.
Invalidates terrain issues? Congrats the party is using their talents to solve the problems on their way, why is this an issue?

The only time that flying is a problem is when the whole party has 8 hours of it and can travel at the speed of the wind. Which is only a problem if "the party must take this exact route or else the campaign doesn't work". At that point you have bigger issues than flying, namely a linear AP but sandbox map.

Exactly. You know what is really fun? Flying. You know what is NOT fun? Falling.(It can be fun, but not at the end) No one is ever completely safe in the air. Ranged attacks, ranged spell attacks, other flying creatures, wind/weather conditions are all problems for flyers.


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What I didn't get to make in PF1, Jubilation Lee the fire kineticist


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Totally Not Gorbacz wrote:
BG3 lets you have sex with a wild shape druid, insta buy for me, this is this weird shit that D&D was always about.

The hype for digital bestiality will never cease to amaze and disgust me.


Easy enough to choose Cold for your Solar Flare damage and/or grab an Iceflame Crystal


Tropkagar wrote:
Let's hope that in one glorious moment, Paizo buys out WotC, moves all content creators to it's own headquarter and closes DnD, so that Pathfinder has an unlimited monopoly in the D20 fantasy games market. *imagine evil laughter here*

When would this be a possibility?!

OMG LMAO! *Imagine actual evil laughter here*


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CaffeinatedNinja wrote:
The issue really is that spell attacks are bad and can’t compete with save effects that do half damage on a fail.

This all day. Spell Attack Runes in Spell Implement items.


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Quote:
What should hypothetical Starfinder 2e do differently from PF2e?

Not exist for several more years so I can keep enjoying SF.

/s (Not really though)


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Leon Aquilla wrote:
For a system touted as "the math is really solid and balanced", nobody seems to be eager to do a straight adaptation of Pathfinder 2e.

PF2e's system would make one of the worst video games ever


Good artwork. Cool to see Merfolk are in.

Quote:
Wears a kelp shawl around her shoulders to help keep her hydrated throughout the day.
Quote:

Hooded cowl...

...to keep her hydrated when above water.
Quote:
Her top is a seaweed wrap to keep her hydrated when above water.

Starting to sound like the hydration problems that the darn Gillmen have.


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Ezekieru wrote:
Hey, head's up! Thurston Hillman on a podcast confirmed that Starfinder Enhanced will have some variant rules in there, including Free Archetype! They noted how popular it was in PF2E, and so decided to include it as a new variant rule for SF.

I ran my last Starfinder game with free archetypes. With the swingyness of SF archetypes, it didn't really turn out like I'd hoped it would. The Double Themes did add a lot.


Is it foolish to get my hopes up for Merfolk?


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JiCi wrote:
The lack of an adaptation from can switch your adaptive strike from melee to ranged, or vice-versa, is annoying...

This is my dilemma with trying to build one of these


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Quote:
These “Starfinder Stay” BNB-like accommodations are the homes of Starfinders who find themselves adventuring more than they stay on the station. Who wouldn’t want to sleep in a home filled with mysterious Starfinder-obtained relics. Nothing could go wrong. Nothing!*

Why would Starfinder agents have "relics" from missions in their homes? Wouldn't those be in some form of lock up? A secured place with guards and cameras.


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YuriP wrote:
  • Rework the Panache to removal critical failure effects and to not allow opponents becoming immune to it
  • This all day long. Swashbucklers are so reliant on their panache mechanic, maybe just allow them the ability to turn crit fails into regular fails with panache

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    Love it or hate it, I want to know!

    Rimemist Tetsubo
    Aura moderate transmutation; CL 8th
    Slot none; Price 22,320 gp; Weight 10 lbs.
    Description
    This +1 frost tetsubo glints with beads of frozen dew, while wisps of fog waft around the handle. As a swift action, the wielder can call on a rolling billow of chilling fog to transform her into a gaseous form as the spell for up to 5 rounds each day. These rounds need not be consecutive.

    Ice clings to a rimemist tetsubo as it leaves gaseous form, and the next successful attack deals an extra 1d4 cold damage as ice shards break from it.

    The wielder of a rimemist tetsubo may suspend a gaseous form spell affecting her as a swift action, solidifying her corporeal form for 1 round. These rounds still count against the duration of the spell.

    Construction
    Requirements Craft Magic Arms and Armor, gaseous form, chill metal or ice storm; Cost 11,320 gp

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    This grey and blue scaled reptile slinks low as it moves with wings folded down, and horns folding across its brow and along its skull resembling a crown.

    Steel Miser CR 3
    XP 800
    CE Small dragon (earth)
    Init +2; Senses darkvision 120 ft., low-light vision; Perception +5
    ----- Defense -----
    AC 15 touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
    hp 30 (4d12+4)
    Fort +5, Ref +6, Will +2
    Immune acid, paralysis, sleep
    ----- Offense -----
    Speed 30 ft., fly 60 ft. (good)
    Melee gore +7 (1d4+1), 2 claws +7 (1d3+1)
    Special Attacks breath weapon, brigand rush
    ----- Statistics -----
    Str 13, Dex 15, Con 12, Int 13,Wis 6, Cha 10
    Base Atk +4; CMB +4 (+6 disarm); CMD 16 (20 vs. trip)
    Feats Weapon Finesse, Power Attack, Improved Disarm
    Skills Appraise +8, Fly +15, Knowledge (local) +8, Perception +5, Sense Motive +5, Craft (trapmaking) +8, Stealth +17 (+21 in urban areas) ;Racial Modifiers +4 Stealth (improves to +8 in urban areas)
    Languages Common, Draconic, Terran
    ----- Ecology -----
    Environment any urban
    Organization solitary or pair
    Treasure standard
    ----- Special Abilities -----
    Breath Weapon (Su) Once every 1d4 rounds as a standard action, a steel miser can expel a 15-foot line of dull grey acid dealing 2d6 acid damage to all creatures struck (Reflex DC 13 halves). The liquid clings to walls, floors, and objects, affecting terrain as per the grease spell for two rounds. Non-magical metal doused in this acid loses 10 hardness. The save DC is Constitution-based.
    Brigand Rush(Ex) When making a charge attack, a steel miser makes a single gore attack. If successful, it may also attempt to disarm its opponent as a free action without provoking an attack of opportunity.

    Compulsive and patient, steel misers nest in abandoned warehouses and sewers where they gather precious goods without worry of intruders. These covetous dragons often shadow wealthy merchants, taking to rooftops, sewers, or tight passageways as needed, using its breath weapon to gain access to its interest. Misers rarely destroy something they perceive valuable, and take care to move treasures from one nest to another if not stalking or sleeping to keep their wealth safe.

    A steel miser forced to fight will try to keep its distance and slowly wear down opponents, however they rarely flee a fight until they have garnered a trinket for their trouble. When retreating, a miser goes to an abandoned nest that they prepared to defend, and wait until they are certain they were not pursued.

    A steel miser is 5 feet long and weighs 100 pounds.

    Other types of metal corroding dragons exist; the steel miser is the most likely to survive alongside other races instead of in place of them, its variations are summarized below.

    Steel Tyrant: These dusk scaled dragons are much larger, and their breath erodes stone and metal both. Steel tyrants are steel misers that become Huge size and advance to 11 Hit Dice and CR 9. They deal 9d6 damage with their breath weapon.

    Mercurial Miser:Mercurial misers are the same size as their steel miser cousins, with red and black scales covering their body. They are far more aggressive and their breath weapon makes the iron in blood burn. Mercurial misers are advanced to 6 HD, gain 2d6 fire damage to their breath weapon and the grease effect lasts for 4 rounds, and affected metals suffer from the fire and acid damage each round. Mercural misers are CR 5.

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    Jar of Mottled Clay
    Aura faint transmutation; CL 3rd
    Slot none; Price 600 gp; Weight 1 lb.

    Description
    These empty clay jars, suitable for holding a few ounces of liquid, smell of freshly tilled earth and change hues in sunlight. A jar of mottled clay can be thrown as a ranged touch attack with a range increment of 10 feet.

    When one of these jars shatters, a mound of earth and clay rises into the air where it landed. The mound is 5 feet wide, 10 feet tall, and has hardness 2 and 40 hit points. A direct hit with a jar requires the target to make a DC 13 Reflex save or be pushed back 5 feet and knocked prone as the mound erupts where the target was standing. A successful save allows the creature struck to move 5 feet in any direction and avoid being knocked prone. A DC 18 Strength check topples the mound, requiring creatures in the 2 squares opposite to make a save as if struck directly. A mound created by a broken jar lasts for 1 round before losing its structure and collapsing into a pile. When a mound expires or is destroyed it creates difficult terrain in a 5-foot-radius around where it was created.

    Jars of mottled clay can be filled with an alchemical item. Filling a jar requires a DC 15 Craft (alchemy) check, and when thrown, a modified jar will apply the effects of the alchemical item along with its own effect.

    Construction
    Requirements Craft Wondrous Item, soften earth and stone; Cost 300 gp