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![]() So this quote from GM Core seems to hint at the idea of being able to turn archaic items into 'modern tech items' and letting them loose the archaic trait, but it stops short of actually saying that. Is there a ruling (maybe in one of the paizo lives) that I missed? Starfinder GM core p. 252 wrote:
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![]() Looking through GM core and I'm trying to get ahold of how Archaic items are supposed to work in Starfinder. Firstly: Archaic items accept runes and can't be normally upgraded. Fair enough. Also, they don't have upgrade slots, but can accept property runes. Also fair. Secondly: You can spend some money to retrofit an archaic item to no longer be archaic. Great. But let's say you find an ancient set of full plate, and an ancient longsword, and you don't have the time/workbench to retrofit them. Here are the rules. 1) Archaic Items are easier to break. Destroyed at 3/4 HP, broken at 1/4 . . . fine.
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![]() Going over Starfinder GM Core, and I am wondering if I am missing something. What's the deal with Starship ranged attacks? It doesn't say what you use to attack with. Is it your ranged attack bonus? If so, are all starship weapons considered 'simple?' Do they count as 'guns' for the operative? I looked over the chapter and I didn't see any rules for it? Am I just blind? ![]()
![]() I haven't got a chance to play, but after a thorough readthrough, I have some thoughts. Mechanic:
Technomancer:
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![]() So, like, the base chassis of the mechanic is pretty poor. Legendary only in perception, no saves, no weapons, and most importantly, no class DC. I'm not super familiar with the math of companions, can they get magic items to boost their bonus to hit and DCs vs spells? I know the Area of Effect weapons add their enhancement bonus to the DCs to resist them, but I don't know if that can be given to the exocortex mechanics? Anyone know if this math is mathing out? ![]()
![]() First off: love the puns. Love me a good pun, and all the programming languages being a riff on Real world programming language (or programming language adjacent thins in the form of Servo Shell) is just fun. Can't wait for the expansion book that adds Construction (Assembly), Nickl (COBAL), Itch (Scratch) and Coffee (Java) But there are a few things that stand out. As has been pointed out before, ServoShell doesn't really work with standard Starfinder action economy, and will need to be fixed. But I want to talk about Viper. I'm worried it is a little niche. Don't get me wrong, I like the idea of being able to spellshape to use ANY spell gem (essentially a spell scroll), but it is the only one of the programming languages that you absolutely CANNOT use out of the gate. DPS++? You'll most likely have a weapon. Fortrun? You'll have armor. ServoShell(if it gets fixed)? You'll be able to summon a robot. But you don't start off with spell gems, and you are kinda reliant on your GM to give them to you. While most shops will have a gun or armor, they might not have spell gems. I think Viper should overclock an item, like maybe a datapad that you start with or something. And then they should get a feat that lets them cast from any spell gem, or something. As it stands, that subclass could get really hosed if the GM doesn't give you many/any spell gems, as their entire class is kinda predicated on it. Like I said, I love the concept of being able to do more with spell gems, but it doesn't really work as is. I think it would be better as a series of viper-specific feats. Also, super minor nitpick, I don't think the Spell Database technically says that it contains spells you learn from the learn a spell activity, or how you add new spells outside of levelups. Like I know wizards scribe scrolls into their spellbook, but I don't think it says anything for technomancers. Might want to spell that out for new players. ![]()
![]() Usually when Paizo asks for a playtest, they ask for some restrictions when playtesting, such as 'don't use archetypes, we want to see how the class stands on its own' or something to that effect. I can't find that for the Starfinder playtest. Was there a set of rules like that, and if so, where could I find it? And yes, I know the Starfinder Playtest is officially over, just looking for the official rules. ![]()
![]() So I'm seeing a lot of talk about about theorycrafting and that's great, but is there really a push to get some play-by-post playtesting going on? I went over to the play by post forum and I didn't see really where anyone could sign up for it. I know that I'm having a hard time finding some in-person playtests for Starfinder in my local area. To be clear, my life is a bit hectic right now, so I don't think I could GM (Starting a new job, got some other campaigns I'm running.) But I'd love to get a chance to play something and provide substansive feedback. Like I said, I tried posting this first over in the play by post forums and didn't see many takers, so maybe we could get recruitment going on over here, and then hop over there for some playtests? ![]()
![]() I'd love to try the Stafinder playtest but I haven't found anyone in my local area to do it. I've got a lot going on in my life right now so I can't GM, but I'd love to play and get my feedback into Paizo. But looking around the play by post boards I haven't found anyone advertising for it. Is there somewhere I should go? A recruitment thread started up for it? ![]()
![]() Just a suggestion or two for the playtest. Include a Dancer's spear (or something like it) for the soldier. Most soldiers are going to go all in on dex and con for their ranged attacks unless they are close quarters. That's fine. But the quick swap feat REQUIRES them to switch to a two-handed weapon. So it would be nice to see a finesse two handed weapon for the soldier to switch to in case of emergency. Something like the Elven Branched Spear or the Dancer's spear. Yes, I know those exist in Pathfinder, but we don't know the full rules for buying/incorperating Pathfinder items into starfinder (availability, how to build them, how they interact with the 3d printer item . . . forgot the name.) It would be nice to have a 2-handed finesse weapon that a soldier could default to as an emergency item. Also: 1e Soldier had a magic soldier subclass. Forget the name at the moment. But it was cool. They got some minor supernatural abilties. I really liked it. My first SF1 character was a deeply religious Kasathan warrior. It would be nice to see a subclass that had some sort of magical ability. I know Ereudite warrior is supposed to be the 'smart one' but, I dunno, it'd be nice to see that back. ![]()
![]() I'm seeing a lot of soldier hate. A lot of hate. A lot of 'this class is useless and terrible and anyone on the design team should be summarily executed' kind of hate. Here's how I see it. Take a soldier with a machine gun or a rotolaser. For their action, without moving, they can hit a bunch of people (against their legendary class DC, +3 from their aiming module, literally the highest DC possible in the game), then because of primary target, get a free shot against one guy at no penalty. Then for their third action they can shoot that guy again for a total of -5 MAP. So that's:
Let's reframe this. Lets make the conceit that an enemy will always save against your AoE attacks. They won't. Last week in my Season of Ghosts game, I had some players throw out some fireballs that the enemies could only save against on a die roll of 15+, but let's say that enemies always save for the sake of argument. And now, Let's say, instead, you had an inventor. They had a 3 action activity to automatically deal 1/2 weapon damage to an area, then shoot twice for a penalty of -0/-5. People would think that would be a pretty good ability. People seem to be zeroed in, laser focused on the idea that someone might actually save against their big AoE attack. Even if they do, that's still some damage. I can't tell you the number of times my swashbuckler has missed with their confident finisher, but still taken out an enemy because I did damage on a miss. And yes, a large chunk of the soldier is focused around their AoE attacks but that's not all they can do. Just like you sorcerer can't fireball every enemy, your soldier won't be going AoE crazy every fight. And, just so we are clear, you do NOT have to use the autofire weapon to do a soldier justice. There are line weapons and burst weapons. They don't get you that third shot, but if your party likes running in front of your machinegun, you can switch to something else. I haven't played one yet, but I've seen a fair share of let's plays and they seem like they are doing okay. And if they need to be brought up a bit, that's fine. Maybe increase their damage so that they do a bit more damage on a miss, I'd be fine with that. But let's give them a chance instead of "I've heard they were bad, therefore me and my group won't even try them and I'm going to complain about them online." ![]()
![]() The solarion ONLY gets to legendary with their Solar weapon at 19? Not their Solar flare? Like, why? They are already delaying legendary until 19 (operatives, gunslingers, and fighters get it at 13) and they are ONLY legendary with their weapon. Like, maybe I'm not crunching the numbers here, but Soldiers get to legendary in class DCs AND armor, and SOlarians only get to legendary in their one sword? Seems . . . a bit incongrous. ![]()
![]() So . . . Hair trigger. Ranged opportunity attack at a range of up to 120 feet. Is it broken? I want to hear your thoughts. I think it is. And if you don't, I want you to picture a scenario. Let's say your party of level 5 Starfinders gets into a fight with four randos. By some miricle, your mystic goes first. They decided to cast a spell to fireball them. They all shoot you from 100 feet away for (checks average damage) 2d6+5 damage each with high accuracy. That's 8d6+20 damage, with a high chance for one of them to crit you disrupting your spell. Remember, if it is a feat a class can get, then it is fair game for NPCs to get it too. There are plenty of examples of enemy NPCs having abilities that correspond to player feats. Actually? Y'know what, you don't have to imagine that. Paizo already put that monster out. Have you fought against them? I know me and my group hated it. Try to run away? Get shot. Try to get up into melee? Get shot. Try to shoot them? Get shot. Try to DRAW YOUR WEAPON? Get shot. And those guys had guns that had to be reloaded after every shot and only had a range of 30 feet. Now imagine a range of 60 feet, and they only have to reload after every 5 shots. Also, it's just a normal operative feat, so, assuming the operative multiclass follows the standard guideline ANYONE can get this ability at level 5 if they have a dex of +2 or better. Not only is this busted, it's going to bog down combat. Just imagine EVERYONE shooting EVERY time this happens. Turn starts. Enemy operative tries to move. You shot him? He shoots you back. He shot you back? Your friend decides to shoot him. I'm trying to police myself. I don't want to just have a knee-jerk reaction to an ability . . . but this one is pretty hard to justify. I just . . . I love this game, but paizo, if you want some feedback, I don't see this feat ending well for you. ![]()
![]() So a lot of people have been complaining that multiple hand are bad because of the hand switching thing. I came up with a few ideas. First of all, staves. If a Kasatha mystic has a staff of healing in a non-Active hand, don’t they still get the item bonus to all healing spells they cast (can’t cast from the staff, but they can still cast their own healing spells.) Also, let’s say your Kasatha has a pistol and a shield. Pistol runs out of ammo. Could they then switch hands to the shield and free hand, raise shield, and reload pistol. As far as I can tell, you can’t reload a holstered pistol, but you could probably reload one that is just being held in your (inactive) hand. Just some thoughts. ![]()
![]() So . . . I haven't seen anyone talking about this, so I thought I would. First of all, I LOVE the flavor of the weapons. In particular the card slinger is hilarious, and I want to use one. I know this is going to sound like a laundry list of things I don't like, but I do really appreciate the time and effort that goes into this playtest. People don't know how long and difficult it can be to write something, but I do, and I want to thank Paizo. But, and here's the thing, I think some weapons need to be rebalanced. They seem all out of wack. Let's take the Puzzle blade as our base. D8 damage, simple weapons, like the Longspear but instead of reach it has breakdown. Great, fine. I'd argue reach is a little better than breakdown, but it's fine. Now compare it to the hammer. Hammer is a martial weapons, but can essentially be made simple with the crafting skill. And it has shove, which isn't a great weapon trait. And because it requires two hands, it's just worse than a warhammer, OR the Longsper which (even though they are archaic) should still be available in the setting. Several deities have archaic weapons as their favored weapon. And some weapons are at the other end of the spectrum. The bone scepter? D10 light martial weapon that bypasses B/P/S resistance by dealing cold or void? (Side note, why is the bone scepter not archaic? It's LITERALLY an enchanted bone. It's not made with UPBs and should be able to accept magic runes.) Sure, the void damage doesn't work on undead or constructs, but the cold damage should still work on MOST of those creatures. The Dohshko is also kinda bad. I get it, it's a big, unweildy weapon. Sure, fine. But the only upside for it's unweildyness is the parry trait? Like, I get it, Parry trait is great, I love it, but you can't make reactive strikes with it or attack more than 1/round. I'd maybe give it Deadly d6 just to add some more oomph. Make it really tempting for that big hit, y'know? As it stands, its just a worse greataxe with the parry trait (and a greataxe should still be available.) I'd maybe get rid of the agile trait on the Card slinger and up the damage to d6. As it stands it's kinda worse than the Semi-Auto pistol. Does a d4 instead of a d6, shorter range. Sure it has the breakdown trait, and deadly d6, but that d4 damage really hurts it. Really, the only class that could make use of it is the Operative, and they can't! It's an advanced weapons, so it caps out it's proficiency at your 'simple' weapon proficiency (not, 'simple with guns.') Plus, like having 1/3 the range of the semi-auto pistol is not great, AND it can be hacked. Also, can we get some more support for the Striker? I'm not asking much, just the equivalent of a short sword so that in melee combat they can do a d6 damage? Maybe the Orc Knuckle-dagger? Also also, can we get an upgrade or something that increases magazine size? Like, you can buy better batteries as you level up, giving you more shots with powered weapons. Can we get something that increases non-battery magazine size? That was a thing that just happened in the soldier field test. But now, a level 20 operative using an energy pistol has a ton of shots, but one using a Paragon Semi-auto pistol still only has 5? ![]()
![]() This is just a list of suggestions for ancestries:
Warrior Ancient Android is bad. Everyone is already proficient in simple weapons (Future proofing, I guess), and the martial weapons proficiency doesn't get better over time. Instead grant the Weapon Proficiency General feat. That at least makes it good for spellcasters. Barathu:
Golarion Survior: I would rework it. It is insanely powerful at early levels (Trained in EVERY archaic weapons, including advanced weapons like the Barricade Buster) but it never gets better. Plus Diehard, a language, and a lore skill. How about instead, you gain familiarity with a single archaic weapon, that is like, a family weapon that is passed down through the generations? Maybe start with one for free, but get rid of the diehard feat? Kasatha: I could be wrong, but shouldn't Shipborn give you a +1 to saves vs emotion effects? Wouldn't that bring it more in line with other, similar things? Lashunta: Wait, does Limited Telepathy only let you broadcast? You can't respond (if you don't have telepathy) unless you take a 5th level feat? Why? That really makes it a lot less good than in 1st Ed. And as its the only thing that Lashuntas base get, it kinda sucks. Just make it so you can 'establish a connection' when you use Limited Telepathy, and those you have established a connection with can choose what to send you, you can't read thoughts they don't want you to read. Also, I see what you did with Lashunta heritages, and it's a creative solution, but it essentially locks you into 3 heritages ever. Why not make the dimorphic (or, I guess, now Trimorphic) part of their base ability, and give them some other heritages instead? Pahtra: I'd appreciate something that is not an aggressive heritage. I get that Pahtra are predetory cat people, but some cats are nice and like snuggling. Shirren: No notes, looks good. Skittermander: Their penalty to will saves seems appropriate, but aren't skittermander supposed to be optimists and fearless? I'd make it so that the penalty doesn't apply to fear affects. Vesk: No notes, looks good. Ysoki: Sad that Cheek pouches isn't a base Ysoki ability. It was the most famous thing about them in Starfinder. But I understand. Borai: Great! No notes! I've been wanting an undead option that still heals with vitality so that it doesn't cause problems in the party. Prismeni: I love the flavor of them being able to jump into the drift, but I see it causing a LOT of problems VERY fast. First of all . . . do they need to be in control of the ship to jump it? Can that little ratfolk in the artwork jump THE IDARI into the drift? Against the wishes of the captain? Also, several SF1 scenarios were predicated around needing to get a drift drive, or that your drift drive was broken, and one of these guys just breaks that. Oh no, in an escape pod and have to make emergency landing on a planet? Nope, just jump the escape pod into the drift, and you are back at Absolom station in a day. Scenario over because of one character that you don't have to even roll for. ![]()
![]() So, Base Starfinder doesn't have an Adventurer's pack, so I've put one together (camping kit is OKAY, but it doesn't contain everything and not everyone needs a tent). I used the statistics from the playtest where possible, but had to resort to Pathfinder prices when there wasn't an equivalent in the playtest (marked). Container (as backpack) 1 credit
Total: 20 Credits: 1Bulk and 7 Light ![]()
![]() First of all, I want to say that I'm going to have some critiques. This is not me hating on the system. I love the system, and can't wait to play it. That being said, I do have a few things I noticed. I say this because I want to help the game improve, not to be mean. Thank you Development Team, I really appreciate all the hard work you've put into this. These are just a few things I noticed. I obviously haven't played it yet. 1) The lashunta heritages, while being a creative solution to how to make them dimorphic, has a problem if you use the optional rule if you trade in your starting attribute for 2 free choices. It basically makes it so all those optional Lashunta have to be unbound. Not sure what the solution is . . . but the way you've set it up also limits you on making future heritages. I might make choosing between being Korasha and Daimiya (or unbound) a core ancestry ability. 2) A lot of stuff is broken with the Operative's 'Striker' subclass. For example, while they start off expert in unarmed attacks (so I assume they are meant to be able to unarmed strike people), none of their stuff works with unarmed strikes (it all requires weapons, and unarmed strikes are NOT weapons, you even say that later in the document). Plus a lot of the feats technically don't work, even though I suspect they are supposed to. For example, Mobile aim says you step or Stride, and then aim WITH YOUR GUN. Striker technically doesn't change that wording. There are also not a lot of agile Starfinder weapons that are agile. And none are operative with damage above a d4. I'd like to see one or two more options for that, like some sort of short sword equivalent. Also, while we are on the subject of the Operative. Technically, rules as written, their abilities don't work with things like Profession weapons (Like Card Slinger). If you have the prerequisite skill, your proficiency caps out at your proficiency with simple weapons. The operative only starts with trained, and gets up to master with 'simple weapons.' Also, it is an advanced weapon (your proficiency with it is simple, but TECHNICALLY, it is in the category of Advanced weapons) so, technically, so none of its stuff works with operative class abilities. Not sure if that was intentional, Also Also about the operative, I'd like some clarification on the Operative. Their ability works with 'any ranged weapon with the analog or tech trait' That seems vague and problematic. Does it work with archaic Pathfinder ranged weapons (that presumably have the archaic and analog traits?) Does it work for weapons that are in the melee category but have the thrown trait? Trust me, while I'd love to buy some shuriken and toss them with my operative to be a straight up Ninja . . . Shuriken don't seem to be 'guns. Seems like you might want to limit it to items that have a 'Magazine' entry. That might make work a bit better, and it would allow you to bring back my favorite weapon, the 'injection Shuriken.' 3) Hair trigger is just broken. Do almost anything? Get shot. Try to move? Get shot. Try to stabalize a downed companion? Get shot. Try to shoot them? Get Shot. Try to cast a spell? Get shot. I know it's broken because it was given to enemies in the Outlaws of Alkenstar AP, and it was broken there, and that was when people had to reload in between each shot. Not having to do that is just redonkulus. It's so good, that every operative will take it. And an option that is so good everyone takes it, is no option at all. So yeah, if an enemy gets that ability, it'll make players's lives terrible. If players get that ability, it will be terrible for GMs. And its so good, it's not really even a choice. I would reduce the number of things that trigger it. 4) Equipment. Worried about the Bone Scepter being too good. d10 one handed melee weapon that does cold or void damage seems REALLY good. I know the void thing won't work on undead, but a lot of things are susceptible to Cold. About Equipement-some of the choices seem odd. Like Second skin is almost straight up better than Tempweave, with the exception that it doesn't have an upgrade slot. Are upgrades really worth nearly doubling the price? Deflecting Field is . . . weird. Like I get it, you install it in a Parry weapon, and then you can shield block while parrying. But it provides a circumstance bonus to AC . . . which is weird because it also requires you to Parry to use it, and Parry provides the same bonus to AC. So the two don't stack. So . . . why have the shield bonus in there? Just include it as a tech item that basically says "When you Parry with this weapon, if you have the shield block feat, you can shield block with it. It has a hardness/hit points of X, and you can upgrade it like it was a shield." Does limited Telepathy (from a Lashunta, Shirren, or Barathu) work with items that have the 'thought' trait? It says you need 'telepathy' to communicate with them, and limited telepathy requires you two to speak the same language so . . . Rules as written, it doesn't, and nothing in the core rulebook has that ability as far as I can tell. It's an item, not an ally, so a mystic can't include it in group chat . . . Again, I love this book and I want to see it succeed. I appreciate all the hard work you guys have put into it already. Those are just some initial things I noticed. ![]()
![]() So my group just skipped the ENTIRE Battlements/dungeon of book 3. I'm trying to adjudicate this as a GM, doing the best I can, but my party keeps driving so hard off the rails I think they've gone to space. So I explained the complex/battlements/dungeon thing. The place with Cao Shen and everyone. They see it. I explain that there are townspeople going to and fro. The witch uses her flying talking familiar to scout it out from the air, I give her some info. I say that it's crawling with troops so a frontal assault is probably not a good idea. They decide that they don't want to go in. They start doing explosive fumes+fireball on the outer gates, and I do the math and they bust a couple of them open. The archers shoot them, but after 12 seconds they retreat and heal up and rinse and repeat. And they keep shouting "All we wanna do is talk to your leader!" Eventually I figure the group is going to send some exorcists out in front of the battlements to prevent all the fireballs, and the party fights a group of 2 exorcists and 2 shrine maidens. They beat them (the sorcerer went down, but the kineticist healed her), and the party manages to save and heal all but one of the combatants and basically say "We aren't spirits, see we healed you. Sorry about your friend, go let us talk to your leader." So I mean, Cao Shen IS willing to talk to them (they got him up to 4 influence points in the seance) so he comes out with all of the mercenaries, the shrine maidens, and the remaining exorcists, and they shout over a large gap of 30 feet while all the mercs are ready to shoot the PCs because they still think they are ghosts. There is an intense conversation, and they convince Cao Shen to bring out the head lumberjack man. And I mean, in the book, Cao Shen is willing to let them talk to his boss, so getting his boss to come out and talk under heavy guard isn't the most ridiculous thing in the world to me. And they convince him to give them the bell clacker and leave, and he gives them the warning. I mean, at one part I (out of character) TOLD the party that if they did what they did that they would skip this massive dungeon, and they all kept doing it. So, not sure what I could have done. But they skipped a huge chunk of money and XP so . . . not sure what to do now. I mean, they did it super humanely. Only like, ONE person died . . . they were even super nice to the villagers. (The very nice witch managed to, through many kind words and diplomacy checks, calm the villagers down and get information from them.) So I don't want to punish them for a creative solution but at the same time, they skipped an entire chapter of the book. Kinda at a loss of what to do. ![]()
![]() So, Am I the only one confused about the hazard Stealth bonus? Like, is that the trap's bonus to stealth? Should I roll a d20 and add that bonus and see if the PCs can find it? If so . . . it seems awfully high. And some scenarios expect the players to find and disarm the hazards to complete the mission. Not just face-check them. Like, I'm running an officially published game right now, I won't say which because spoilers, but in an upcoming section the PCs are expected to find and disarm two hazards that are not obvious. Each round the hazards hurt the PCs in a way that does not give away their presence, and there are other things to do in the round (basically saving civilians.) The stealth bonus on these traps, for a level 7 encounter, is +21! So assuming they take 10, that's a DC 31. A level seven rogue, who's master in perception and has a modest wisdom bonus (say, +1) has a +14. They'd need a 17 or better on the die to spot it. And that's if they even think to look for it. It's a hazard, not a trap, so trapspotter doesn't work, and they likely will think that all the bad stuff happening is just part of the scenario's flavor and won't be looking for a hazard. And if you are, say, a wizard looking for the hazard? Forget about it, you'd only succeed on a nat 20 because it would bump your failure up to a success. AND YOU HAVE TO FIND TWO OF THEM! ![]()
![]() So I'm just getting around now to watching all the Twitch videos of the panels that were released during PaizoCon, and on the Pathfinder Remaster Panel,they covered a lot about the alchemist (such as a new renewable resource called versatile vials that can be renewed as an exploration activity or something?) However, the one question that wasn't answered in the chat is if Alchemists get up to master proficiency in attacks (simple weapons, throwing bombs, etc.) That seems to be the one thing everyone wants in order to bring alchemists in line with other 'near martials.' The members of the panel ended it by saying that they were going to be doing Q&As for the rest of the con. Anyone know if this was answered? Seems like they might do something about it, since war priests got up to master in weapon attacks. ![]()
![]() I think I'm going crazy. I remember, quite clearly, years ago that someone somewhere put out a PDF that had a conversion for how to play My little POny in Pathfinder 1e. I am pretty sure it was an April fools joke. I remember seeing the PDF, which looked like excerpts from a Pathfinder 1e sourcebook. I have looked everywhere for this and I cannot find it at all. I could have sworn it was called Ponyfinder because that is just the obvious name. I am aware of a third party publisher who has made a Pathfinder-compatable campaign using My little ponies with the serial numbers filed off so they aren't sued. That is also called POnyfinder, but I don't think that is what I am looking for. This company seems to have put out several sourcebooks and, like, good for them, but I thought this was a Paizo thing back in like, 2011 maybe? I found some old reddit posts that link to some forums that are now defunct. Also a link to a non-existent WotC thing, which also has a broken link. Way back machine gets me nothing. Am I crazy? Did I misunderstand? I promise you I'm not some crazy pony guy, not yet anyway, but I swore this thing existed and wanted to show my other Pathfinder friends because they don't believe me and . . . nothing. I cannot find hide nor hair of it. Did I imagine the whole thing? Anyone know if this PDF still exists? ![]()
![]() Ran a couple of combats, two combats at level 5, and two at level 10. The rest of the party were normal (already released) classes. Here are a few things we noticed: The Good: 1) The guardian did their job. Never went down (got close, but the cleric healed me). High AC, high fort save, took damage for the wizard. 2) Damage resistance was almost always on. That, plus tough cookie (at level 10) meant I ended up with an effective 215 HP at one point. (Got down to half damage, tough cookie, got healed to near full.) 3) Hampering sweeps is stupid good. 4) Taunt seemed to work as intended . . . if the intent was the enemy ignored the taunt and continued to attack the wizard or whatever, but with a penalty. The bad: 1) Subclass was useless. In all four fights, it never got used. The offense was so bad that I couldn't hit someone to do the extra damage, and my AC was so high that I didn't get crit. The only time I ever took critical damage was when I was taking it for someone else who was crit, which is not ME being crit, so mitigate harm didn't trigger. 2)So little offense. The poor offense past level 4 is not good. I only hit when attacking orcs that were 3 levels below me. And when I did hit, I did just piddly damage, which means there was not really a reason for the monsters to attack me, even with taunt. 3)Hampering sweeps is super good. At one point I just jammed up 4 enemies who couldn't run away. The GM had to reposition me and wasted a lot of actions before he finally succeeded, in order to get near my allies. 4)The Guardian has only 2 good feats per level. Things like Hampering Sweeps, and shielded taunt, Intercept Energy and shielded attrition. Mobile protection. Group taunt and quick intercept, those are so good that there isn't even a question. Not really a reason to consider anything else. They are so good that they may as well be class features. 5) Action Economy starved. I often found myself not attacking. Hampering Sweeps+Raise Shield+taunt. And no, I didn't take Shielding taunt because . . . . Hampering sweeps. Things to consider:
Intercept strike is worded unclearly. As written, if you intercept a strike with, say, a hell hound, you intercept the physical damage, but not the energy damage? Actually, intercept energy and the trigger for intercept strike still hamstring you on stuff. We fought a shadow and my guardian was useless as it did void damage, so . . . that's not fun. So yeah, problematic. There's definitely something there, but I'd say there's a lot of work to be done. It is certainly better than I thought it would be. ![]()
![]() Hey guys, quick question. I seem to recall that Paizo has come out and officially said that they are no longer interested in remaking pathfinder 1 classes in PF2. The last one they did was the kineticist, but other than that . . . they want to focus on new things. That's why there is no 'shaman' class, but now an 'animist.' And why the spiritualist and the summoner were rolled into one. But my mind may be playing tricks on me. I can't find where Paizo said/wrote that. Does anyone know? I can't remember if it was just a post here on the forums, if it was in a blog, or if it was said on a Livestream. Am I going crazy? Can someone help me out here? ![]()
![]() Does anyone know if there is some strange weird corner case rule about leap distance increasing? Like, I know you can't increase a weapon's damage die more than once, and I know the same type of bonuses don't stack (and the same penalties don't stack) but what about other stuff? Let's take the Crane Stance, which increases your horizontal leap distance by 5 feet.
Does that equal a distance increase of 10? Or do the two not stack? If I got a speed of 25, then the boots of bounding would increase my speed to 30
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![]() It's been a while, but I recall you used to be able to reserve 10 Organized play numbers, print them out, and hand them out. I'm going to be doing some Pathfinder demos here this weekend, and I wanted to print some out to hand out, but I can't find the little button anymore. Have they done away with it? Am I blind? I've combed through all the buttons I can find in 'my account' and still can't find it. ![]()
![]() So, looking it over, as written, it is impossible for the PCs to win any of these contests for the First Long Night. For a PC to win, a single PC must accrue 4 victory points per activity. (Let the leaves fall, page 16). 6 VP for an overwhelming victory. A critical success only grants 2 VP, a success only one. (GM core and game mastery guide) And each PC can only attempt each activity once (let the leaves fall, page 15, bottom of the page.) So. . . Am I missing something? How are players supposed to achieve 4, let alone 6 victory points? ![]()
![]() I have a question regarding lore of the 'bad planes' and devils and demons vis-a-vis the remaster. Do demons and devils (as chaotic evil and lawful evil) fiends still exist? Like, I know alignment is gone, I'm talking conceptually, not game-mechanics. Do devils still like plans, contracts, and they can't lie (even if they can twist your words into pretzels). Do demons still relish unconstrained, random chaotic death and destruction? Are they called something else, do they do something else? Are the lower planes changed up entirely? Because that devil/Devil thing is very much a DnD staple, so, I'm just wondering if they kept that concept or changed it up. ![]()
![]() So a while ago they released all the ancestries that will be in howl of the wild, the centaur, Minotaur, etc. Have they released a full list of those ancestries in the Tian Xia Character guide? I know the product page has a few, Samsauran, Tanuki, but are all six revealed yet? I seem to recall Oni was one, but I can't tell if that's just me misremembering. ![]()
![]() At level one, Bolan has a zero-resource cost attack that does 2d10 damage. That is enough to one-shot tpk the party. At level 2, the party faces multiple creatures with aoe DC 21 save attacks that deal 3d6 damage, that’s 6d6 damage on a crit fail which is likely due to how high the saves are, and again, they can spam these abilities because of no resource cost. Every single attack Kanepo does has the potential to do 4d6+1 damage. Creatures just straight up immune to reactive strike? Was this built as an 11-20 and then someone just went through and ‘reduced the numbers.’ By the book without realizing that lower level players have fewer resources to heal and stuff? ![]()
![]() Super spoiler question about how willowshore works: Spoiler: In the mindscape that is Willowshore, do traders other than Shinzo show up to trade with willowshore? In other words, do. . . ‘Memories’ or traders or psychic simulacra show up to trade with willowshore? If yes, then getting enough food doesn’t seem like a problem. If no, then it seems like a small town of 220 (many of which die in the opening attack), could continue to pay the PCs a bunch of gold for level 10 earn income tasks and spend money at their tea house, I don’t think the town’s (mindscape) coffers run that deep.
Just trying to understand what is going on. ![]()
![]() Thought I’d throw out my player’s characters here. Feel free to post your characters (or player’s characters) I’d love to see what variation we have! Meadow Orchard (agender Leshy wood kineticist): A Leshy associated with the Leshy tea sellers. He’s a south bank traditionalist (having been in willlowshore for a long time. This is despite the fact that he owns and operates a small orchard outside of town on the northbank. He sells complimentary fruits and goat’s milk that pairs nicely with the Leshy’s tea. He realizes the town will die so long as things aren’t fixed, and then. . . who would take care of his goats? Duye: (Male Nagaji thief rogue). Was found by the halfling ‘thieves guild’ operator Luda, who took him in as a son. He has strong ties to her and is sort of her go-to enforcer. She’s tasked him with getting commerce up and running so she can resume her smuggling business. Galen (Male Human Monk). Found abandoned by a husband-and-wife pair of elves who were fleeing Avistan over the crown of the world, he is an Avistan human raised by elves. They are rangers, but spent so long on grilling Galen on the ‘basics’ of combat that he became a monk. He lives outside of town with his folks in a large treehouse. Minji (Female Kitsune Primal witch) A very shy kitsune who lives with her grandmother outside of town. Her grandma is a healer, specializing in holistic, long-term care. She’s too shy to enter her kitsune form in town because she doesn’t want to stand out among the town’s mostly-human populace. Also worships Daikitsu. Ryoushi (Male Nagaji Ranger). A resident of Willowshore. His parents wanted him to become a cleric of Nalinvati, but he was never very spiritual, and instead joined the Silvermist rangers. He’s an archer. Saeka (Female Human Primal Sorcerer) A contemporary of Jubei, she was take. In by Anjul, who taught her to control her powers. She maintains a good relationship with the town wizard, though she has been known to go on long trips exploring the land. She was in between trips when the campaign started and now is not only trying to help the town, but also find a way out so she can go on more trips. ![]()
![]() So, trying to figure out a rouge throwing dagger build, and I'm not finding much. I know there is the archer/fighter dedication feat parting shot, but that doesn't work with daggers. Any other way for a ranged character to get someone Off-guard so that you can sneak attack them that I'm not thinking of? ![]()
![]() So the book recommends that Shinzo’s first visit, he has around ‘a dozen items for sale.* The PCs can later request goods from him, but for his first visit, they can’t because they don’t know he’s coming. I decided to make a list of fun items that are useful to my party, and thought I’d post it here in case it was good for everyone else. 1) 100 GP worth of magical reagents that can be used to scribe scrolls, copy spells into spellbooks, etc.
In addition he has a spellbook with all first level spells and cantrips in it. He won’t sell it, but wizards can copy spells out of it for the standard fee. ![]()
![]() Hgy guys, I'm racking my brain trying to figure out a way to give an elf a bite attack without dipping into an archetype. So far the only thing I can think of is to make them a Nephalim and give them the 'bestial Manifestation' feat . . . which works, but I'd prefer if there was another option. I've looked at at just about everything else. Is there a background that gives a bite attack or something? Anything I'm missing? ![]()
![]() One of my PCs is a wood kineticist, and has the impulse that lets him just boom-grow trees. Like any tree . . . and it stays there. So he could presumably just grow acres of apple trees, and then use base kenesis to make them fruit again after all the fruit is picked? Plus, like, also, there's the mission in chapter 3 about needing peach wood, I guess that's solved without any rolls? Man that spell and ability is super overpowered in certain situations. ![]()
![]() Put this togeather for my friends after reading the Player's Guide on a long flight. It is essentially a quick-and-dirty guide to where a Local Willowshore resident may have trained. THIS LIST IS NOT EXCLUSIVE. Like I said, quick and dirty. It is essentially a list of NPCs that would be reasonable for every (or most) class to have trained under if they took the Close Ties background (or if they just want to add some flavor to their backstory.) Let me know if you can think of any more. Like I said, THIS IS NOT EXHAUSTIVE, just some easy ideas. The following are POSSIBLE pays your character could have been trained in Willowshore. To be clear, you DO NOT have to abide by any of these. Instead, this functions as a TL;DR for the Player's guide for options for characters native to Willowshore to have received their training. Alchemist: There is one Alchemist/Herbalist in town, You-So Jin, an elf that both tends the local graveyard, and uses the mosses and fungi she finds to make alchemical concoctions. She is more of an herbalist than an alchemist, but it is possible to play an apprentice of hers. Barbarian: There are no 'official' barbarian clans in the area, but it is certainly possible to be a town guard with anger management problems, or just a local fighter-Malcontent. Bard: There are no official bard colleges in Willowshore, though there is a playhouse tended to by a kitsune (Kazuma Oono). Other than that, there is a strong tradition of storytelling and music-playing. The Cerulean Teahouse, a fancy-pants teahouse-turned Caterer-Turned bed and breakfast was recently abandoned, perhaps you were employed to find entertainment there and now find yourself out of work? Cleric: There are several shrines around town to a variety of different deities, as well as two full-on Temples. One, to Pharasma, is known as the Lady of Souls and is run by a Taldan- descended woman named Elizeth Candora. The other, a literal hole in the ground, is to Daikitsu (Agriculture, Craftsmenship, rice, and Kitsune) and is tended by Ba-Ming, Ouh, a 15-year-old girl who was literally saved by divine mandate, and has dedicated herself to Daikitsu to repay the favor. There is also a prominent statue and shrine to Abadar, and a local leader of the industrial district who is a priest of Kofusachi (Abundance, happiness, prosperity) who might take on an apprentice. Champion: As cleric, above. Druid: There are no druids mentioned in town, but the wooded area surrounding Willowshore is rife with wildlife, and there may be a Druid Circle or two around there. For nontraditional druids, the is Zataku, a local fishing master who might have a water-based apprentice. Fighter: There is Zheng Peng, leader of the local imperial barracks and town guard. When Lung Hwa Collapsed, somehow they kept going, providing safety for the town. Otherwise, self-tauht fighters seem like the way to go. Investigator: Again, Zheng Peng may hire/train detectives to keep the piece. On the reverse side, less scrupulous Investigators may join up with Luda Bama, the local thief and smuggler. A third option may be to be trained by Luo Xi Zhang, the local lawyer for town affairs. Kineticist: Wood/water kineticists make the most sense, but there are no kineticists in town to train you as far as I can tell. Magus: Jubei is the only arcane teacher in town. Living in a wizard's tower set up by his Nagaji master (who died a few years back), maybe you and Jubei were contemporaries, or perhaps young Jubei has taken on an apprentice of his own just recently. Monk: There are no active monasteries in the area, though there is a famous abandoned one, the Tan Sugi monastery. Perhaps you are a traveling monk seeking to revitalize/repair it. Oracle: See cleric, above (if you need training at all.) Psychic: While psychics are well respected, there are no psychics or psychic trainers in the area (if you need one.) Ranger: There are many farmers and hunters in the area that could have trained a ranger. None are mentioned specifically. Rogue: Luda Bama runs a successful smuggling operation in Willowshore, with an under-the-table handshake from the town's leader. For less conventional rogues, Zheng Peng runs the local town guard/militia, perhaps a ruffian rogue could be one of them. Sorcerer: While most sorcerers don't need guidance, for those that do, the playhouse (see bard) might offer help to occult sorcerers, the shrines to divine might help divine sorcerers, Jubei (see magus) for arcane, and Zataku (for primal) are options. Summoner: There are no summoners that we know of in Willowshore, and they generally don't need training, but if you want someone to help you stumble into discovering your power, see sorcerer, above. Swashbuckler: See Fighter or Rogue, above. Thaumaturge: There are no official thaumaturges in town to train you, but the Southshore Traditionalists have plenty of superstitions and folk-wisdom to spread around. Their leader is 'Old Matsuki,' though the game guide suggests you can't be super palsy with him. Perhaps one of his two-dozen family members has taken a liking to you? Or maybe you are part of the family. Witch: See Sorcerer, above. Wizard: See Magus, Above. Inventor: There is one inventor in town, Huo Tian-Zhe, who runs a shop where he makes inventions. Young, Huo came to town thinking he was going to show all the local hicks what's what, only to find out that his inventions were sub-par. He now runs a shop while learning from local craftsman how to make higher-quality gear. Gunslingers: Gunslingers are not well used, as guns are not in wide use yet in the game. Though you could make a crossbow-centered gunslinger. See the Fighter or the alchemist, depending on how you want to develop your gunslinger. ![]()
![]() So I was going through the GM core and I noticed some changes to how precious materials worked. Specifically, Darkwood is now duskwood (fine, no problem). But all the info on how to build darkdood/duskwood armor/weapons is now . . . missing? It used to be that darkwood items were level 8, but a set of darkwood armor was level 12. Now there is no information on making darkwood armor or weapons that I can find. Are they just considered items now? Anyone know what's going on? ![]()
![]() Don't get me wrong, I love the Treasure Vault and I love all the cool new ideas it gave us, like the Whipstaff and Bow Staff. But there are a few weapons that actually existed in the real world that we haven't gotten PF replicas of yet. I say stick these in the Player Core 2 if you have room, a lot of them are fantastic and would solve some niches. 1: Throwing-Stick. I know the name is stupid, but this weapon was actually all over Europe and Egypt, as well as North and South America (in addition to Australia). It is a stick with an airfoil and can actually out-distance a javalin IRL. We do have the boomerang, but The throwing-stick is not designed to be returning. A simple weapon that does a d4 damage (throwing only) with a range of maybe 40 feet? That way it's not stepping on the toes of the Javalin or Light hammer, but it's still good to use.
2: Sabre, C'mon, man. Just make a rapier that has parry instead of disarm, does slashing instead of piercing, and if you think that's too powerful, reduce its deadly to d6 or maybe even d4. We have the Spiral Rapier, but that thing is garbage compared to the normal rapier, who thought that was a good idea? https://www.youtube.com/watch?v=FR976PhMbDM 3) Chinese Jian. This Straight-sword of Chinese design is actually pretty cool and I'm sorry to see it doesn't get a lot of love in RPGs. The thing is . . . I would probably give it the sames stats as the Aldori Dueling Sword, which we already have? Maybe just say remove the uncommon tag in Tien and treat the two as the same? https://www.youtube.com/watch?v=BCTsU7Ihqyg 4) Pitchfork: So we've all seen those shots where peasants grab their pitchforks and go to town on the monster . . . why do we not have that? Sure we have the trident, but that's a martial weapon. Treasure Vault gave us the Frying pan as both cookware and a weapon, why not have a pitchfork as both farming tool and weapon? Make it a simple weapon, two handed, d8, and give it the forceful trait instead of reach like the longspear. Boom, done. 5) Gastraphetes: This 'super crossbow' is nicknamed the 'belly bow' because you had to lean on it with your stomach to cock it because the draw was so powerful. Since the Arbelest is now a martial weapon in the player core, why not make the Gastrophetes? Just make it a martial, maybe even advanced crossbow that takes 2 actions to reload, but is d12 deadly d12 . . . just make it super strong but also just a pain in the but to reload. I think there is room in the game for that. Also, it's the world's first crossbow . . . fun! https://www.youtube.com/watch?v=44Jn8oBDNCE ![]()
![]() Okay, first of all, I know Player Core 1 isn't officially out yet, but all the commentators online have been talking about it, and there are plenty of previews out there for those who care to look . . . it may not be 'out' out, but it is out. So I want the thank Paizo for their herculean effort of putting this together in only eleven months give or take. I know that sounds like a long time to us not in the biz, but upending their entire release schedule, designing four whole books, copy-editing two of them, finishing them, getting them printed AND SHIPPED is just quite frankly, insane. It takes something like 2-3 years for Reapermini to make a new batch of minis and that's with proper planning and logistics in the works, I can't imagine doing this was an easy task, so first off, hats off to Paizo, and I want to thank them for their work. Now, now that I've said that, I just want to make my case for a Swashbuckler overhaul when it comes out next August in Player Core 2. The reason I'm typing this up is because I saw a lot of 'please overhaul warpriest' or 'please overhaul witch,' over the past year, but I'm not seeing a lot of people interested in overhauling the swashbuckler. For some reason, several of the other classes get overhaul requests, but the general consensus of the swashbuckler is "It sucks, just make a fighter and move on." Why does the swashbuckler get no love? Problems with the swashbuckler that need to be addressed, (IMO) -1 Panache is a problem. Listen, Panache is a problem here. I love the idea in concept, the idea that you are styling on your enemy, and that gives you the confidence to get more done. The problem here is that it just doesn't work for a couple of reasons
-2 They are MAD: Strength, Dex, Con, and often Charisma. Really? That was the same problem the warpriest had, so you got rid of the charisma requirement. Give the Swashbuckler something. I really think they should get the thief rogue's dex-to-damage. If anyone, the swashbuckler deserves it more than the rogue, I would think. In fact, this leads me to: -3 They are just bad martials. They don't have the accuracy of a fighter, the defensiveness of a champion, or the reduced MAP of a flurry ranger, or the damage output of a rogue. They are just bad. Listen, I love the swashbuckler, but you can literally make a better fencer out of a thaumaturge. They'd do more damage, have better charisma, and have wacky abilities to boot like an ability to heal or a pseudo-reactive strike at level 1. Listen, a level 1 Fighter, Ranger, or thief rogue putting all their points into strength (or dex for the rogue) does +4 damage base. A typical swashbuckler is going to have something like 14 strength, 18 dex, 14 charisma, so even with panache, they are even with them, and if they loose panache (and can't get it back, like we discussed) then they are just straight up worse. -4 Skills are a problem. You basically have to skill increase both the swashbuckler's skills (acrobatics and whatever skill they have for generating panache) in order to have any chance of generating panache, which means no, you don't get to up any other skills until, like, level 11. Inspired by Will Turner from pirates of the carribian? Want to be a swordsmith fencer? No, not possible, you have to up your acrobatics and (what is Will, diplomacy?) so kiss the idea of increasing crafting to expert goodbye. If you have to keep the good skills, then at least let the skills auto-increase like they do for the inventor and the thaumaturge. Okay, so I've said my peace. I just . . . I needed to get it off my chest. I love the swashbuckler, but having played one through Gatewalkers aside a champion, I loose in almost all aspects to the champion. I have worse AC, worse action economy, worse damage most of the time (unless, very rarely, I crit while doing my finishing move) less flexibility in where my skill increases go. I'm so MAD my con isn't as good so I have fewer hit points, can't heal . . . the only thing I have over her is I'm a little bit faster . . . sometimes . . . if I can get panache, and I'm better at acrobatics and perform (she's a battle dancer because nothing is immune to fascinating performance). Oh, I also go after her in inititive stack because I'm forced to use After You just to ensure I have panache and can do 2d6+3 (instead of 2d6+1) against her and her reach polearm with 2d8+4. ![]()
![]() Hey guys, I'm trying to make a very specific build for entirely theoretical reasons. Not planning on playing the character, I just need some help to see if I'm missing something. I'm trying to make a rogue Eldritch trickster that is ranged based. Also the ancestry cannot be human. Also not using the free archetype rules I know, I know, that's hard to do. If it was easy I wouldn't be asking on the boards. So far, I've basically got two ideas: 1) Have them drop prone, take cover, hide, then sneak attack. Since you can take cover while prone, that's enough to let you hide (stupidly) so you can fire off your sneak attacks every round. Downside of it giving you a -2 to hit no matter what that I can't seem to get rid of. 2) Eventually at level 10, you get the ability to do it if you go into eldritch trickster dedication, then archer dedication. Problem is that uses up all your class feats and doesn't come online until level 10 It goes:
I considered other builds, like intimidation+Dread Striker, but that requires intimidation checks, and several creatures are immune to it . . .plus it only works 1/enemy/10 minutes so . . . y'know . . . not really reliable or repeatable. Am I missing something? Is there another option here I'm not seeing? ![]()
![]() Okay, so this has bothered me for a long time. Paizo, sit down, we need to have a talk. Listen Paizo . . . you're doing great. I like a lot of the stuff you do. I'm really excited about starfinder second edition, I'm happy to see Pathfinder 2e out there, I'm a fan of most of the stuff you've been doing. Sure, there's a few things that are rough around the edges. . . aiding another need a bit of fixing . . . I personally think the incapacitate trait is harsh and needs a reworking, but mostly we are okay. But we gotta talk about you throwing the death effect out there all the time. I don't think you guys realize what throwing the death tag on something means. Y'see, undead and constructs have pretty much blanket immunity to 'death effects' which means, as far as I can tell, anything with the death trait. Now, that works great for things like finger of death. Undead are already dead, finger of death shouldn't work on them. Scare to Death, undead don't have a heartbeat, they can's be scared to death, got it. But let's look over here at the Assassin's 'Angel of Mercy' Feat. Gives all of your attacks the death trait against the target of your Assassin's Mark. So, if I'm reading the rules right, if your assassin targets an undead for assassination to get that juicy backstabber and deadly trait on their attacks . . . the undead becomes immune to all their weapons trikes. All of them. Look it up, you CAN'T elect to turn angel of death off, so you level up, and suddenly become worse. But the big problem here, the one I called you in for, is the Kineticist feat "All shall end in flames." Now I get it . . . it can kill people, including the kineticist, and reincarnate them . . . sounds like a death effect. But remember, that now means that it can't hurt undead or constructs now. All shall end in flames? Hardly, apparently if you are undead you can walk through them just fine. So, listen, I understand that some things feel like they should have the death effect, but remember what that means. If you want undead to be immune to the 'complete and utter destruction' thing, add a rider to spells saying 'while undead are immune to the complete destruction portion of this spell, they can still be damaged by it, and destroyed normally as if the impulse did not have the death trait' or something like that. I love your games man, but please remember to double=check the implication of a trait when you add it to an ability. ![]()
![]() I'm going to try and remember to put down what happens here, from our adventures. We stared playing a few weeks ago and meet once very two weeks. Just gonna give a runedown of our group and how we are playing, along with any changes our GM has made. The Party:
Caitia: (Male Ammarun Thief Rogue) An Ammarun Native of Highhelm who is a skilled dungeon explorer and looking to raise the status of Ammarun in Highhelm. Primarily uses a whipclaw. (Forget Name) (Female Dwarven Air and Earth Kineticist). A member of clan Tolarr that has been pushed aside despite her prominent kineticist abilities because she isn't as good at history as the rest of the clan. Delmerick "Pickle" Scrimgeour (Male Dwarven Cleric) Another, younger, member of clan Tolarr who bounces back and forth between worshiping Angvaad or the Dwarven Pantheon as a whole. He got his nickname from an accident with the rod of wonder as a kid that has turned him permanently green and no one has managed to fix it. So we meet up in a local in and were told that the festival isn't for a few weeks yet, and that we've arrived early. We heard about plenty of rumors going on, and decided to make a little coin while we wait for the Tolarr historical festival to happen. While there were many rumors, the most pressing seemed to be about a missing Kobold trapped in a dangerous dungeon used as a test for the thief's guild. On our way there we found one of Pickle (and the Kineticist's) stupid cousins that had gotten himself trapped trying to climb down some cliffs, and we were unable to help him (My magus hadn't memorized feather fall that day.) We get to the beginning of the gauntlet and start heading through. We found some traps, and Zarukt discovered a magical dart.
Spoilers about the dart.:
Because of a crit-success identifying the dart, we discovered it was cursed. We were eventually able to find a level 7 Cleric, one of Pickle's higher-ups at the church, and he un-cursed it. We then transferred the rune to Zarukt's staff. Navigating the dungeon we manage to bypass most of the traps, and took very little damage. We found a suit of shadowed studded leather armor with a hole in it, and we were able to repair it and give it to the rogue. We found the Kobold, and Zarukt (with a nat 19 resulting in an intimidate of 22) managed to convince him that the life of the thieve's guild would get him killed. He then wrote the young lad a letter of recommendation to join clan Runebinder as a magical trap expert, and since that got him a job, he was happy enough. On the way out, we had a fight where the rogue and cleric went down because of some poor teamwork (we were a new team after all) We managed to heal the cleric, he brought up the rogue, and we exited the gauntlet. Afterwords we took a few days off to do substitute teaching for rich snobs learning other languages before we got back to work. Session 2)
While on our way from the crab habitat to the shut-down restaurant, we encountered some Knights of Lastwall that were being mistreated because some of their number were orcs or half-orcs. We made some medicine checks to heal them and tried to convince the local foundries to sell to them with mixed success. Zarukt promised to come back when he had set up his enchanting shop (i.e. reached level 4 and got the magical crafter feat), and they were grateful. Then we explored the abandoned restaurant and concluded some ghorran or leshy had misinterpreted the situation and sabotaged the restaurant. The elf owner of the place decided to be done with it and start a new phase of her life, perhaps becoming a seafood chef with the crab meat from the place we had just been to. Got into a fight with some fungal zombies and the kinetisit got crit and went down in one shot, but luckily the cleric brought her back up easily. Otherwise, standard fight. On our way back to the inn, we stopped by the cloud district because we had heard their 'head of security' was a dragon that was espousing the communist manifesto and then playing pranks. It took a lot of work and convincing, but we convinced the dragon that making his pranks something both parties could enjoy would improve the overall enjoyment of his pranks and make everyone happier. Zarukt suggested, instead of dumping buckets of water on people, using the cantrip "Rousing Splash" as that still dumps water on people, but also has a positive effect, and they were amiable. They still had trouble not laying down caltrops or filling purses with nettles though. The next day we heard that the big basalisk game was coming up and they were short of players, so we went and tried out. To no one's surprise the Kinetisit was able to power through tryouts without getting tired. She got on the team and then just outlasted the competition, with some help from the rest of the party, allowing the hometown team to win. Zarukt lamented that Basalisk had 'gotten soft' in the past 150 years . . . a lot (He kept failing checks to know about the game and our in-universe explanation was that he was familiar with 'old' Basalisk. "When did they start using PADDING in these helmets?! Dwarves today have gone soft!") The day after that was the Stickleberry fair, and while no one in the party was crowned stickleberry king or queen (Zarukt's plan for a suit with magical illusory stickleberries backfired spectacularly (nat 1), spraying him with stickleberry juice before he could even make it on stage), we did much better in the pie-eating contest. Again, to the surprise of no one, the kinetisit was a machine and was able to eat stickleberry pies endlessly (TWO crit successes at the pie eating contest) netting us a +1 spear that we gave to the cleric. And that was it so far! ![]()
![]() Faiths and Philosophies, like the green faith, intrigue me and I'd love to play a devotee of them one day, but how they work is a little questionable. Can you make a cleric of them? According to archives of nethys they don't have favored weapons or domains so . . . I guess I can't? Does anyone know what the official ruling? CAN you be a cleric of a faith/philosophy? If so, how do you determine their domains/favored weapons? ![]()
![]() So, one of my old axioms as a DM is 'Give the players what they need, not everything they want.' Before you yell at me, let me explain. By this axiom I mean, give the players all the magical items that they need at their level, but maybe not the exact magical item they want. This is actually easier in PF2 than in PF1. In PF1 there were many builds that required very specific weapons, but this is greatly reduced in PF2. So why not spice things up a bit? There are a bajillion weapons out there, why not throw something to the party other than that +1 striking longsword. So, without further ado, here are is a list of weapons you can hand out as treasure that can spice up your game while still giving the players the numbers they need. 1) Simple melee weapons, non-finesse
2)Simple melee Weapons-Finesse
3)Simple Ranged Weapons:
4)Martial Melee Weapons-Not Finesse
5)Martial melee Weapons-Finesse
6)Martial Ranged Weapons
Anyway, hope this helps when coming up with treasure to hand out to your party next time they need to find a weapon!
Has anyone played this? Is there enough magic gear or do we need to use Automatic Bonus Progression?
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![]() Our group is about to start this game and our GM is not really fond of the forums, so I volunteered to ask for him. Some of the older APs do not allow for PCs to buy/sell items and don't provide enough magic items so that PCs can keep up with monsters (cough cough Frozen Flame cough cough.) Luckily Automatic Bonus Progression ususally fixes this. Just wondering if anyone has played this AP and if they have found enough magic items (at least fundamental runes/potency + Striking runes) to get your party though, or should our group use Automatic Bonus Progression?
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