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Organized Play Member. 3,480 posts (3,583 including aliases). No reviews. No lists. No wishlists. 1 alias.



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Grand Archive

Feels like the appropriate day to post this. Drugs(in p2e) are something I always forget about. Do they fit an actual niche in game or are they just something to be avoided or just have a narrative purpose? I don't know how I feel about the addiction mechanics too. Thoughts?

Grand Archive

I'm slowly digesting all the remaster stuff. Just noticed the buff to martial performance. Looks fun. Is it a meaningful change in its gameplay or is it just redundant with lingering composition?

Grand Archive

I noticed that dazzling display has a different immunity timer than the standard demoralize timer. I'm now wondering if immunity to demoralize is specific to the demoralize action or general to include the demoralize sub action with activities like dazzling display or reach for the sky. Why have a shorter timer when targets would be immune for longer normally? Thoughts?

Grand Archive

Haven't seen much talk of any barbarian changes. I heard rage is getting buffed in some way. I'd like to see a change to the balance of the animal unarmed attack choices. What else is likely to change or that you'd like to see?

Grand Archive

I have now realized you can make yourself renewable adamantine shields with both of these impulses. Seems to be a legitimate use. A lot better than the shield they give you and it will scale with the rank of plate in treasure to give you better shields once they're available. Improves my opinion on metal carapace that's for sure. What's the thoughts on this?

Grand Archive

With the new rules about how shields are meant to be strapped to your arm, how does that work mechanically and narratively with shields with the thrown trait? Would a returning rune "re-strap" the thing?

Grand Archive

I haven't been paying much attention to the blogs so I'm wondering what's to look forward to with Monster core releasing next month. I'm aware of some of the new dragons. Those seem great. I'm looking forward to seeing how demons and devils might change with the de-emphasis on law/chaos that the remaster has. What else are people looking forward to?


I'm wondering which kinds of ranged strikes would be allowed given the text of the combination trait.

So you make a successful melee strike, so you don't need to switch modes to make your next ranged strike against that target. So far so good, but does that only mean "Strikes" specifically or could you say, make a ricochet shot or a risky reload?


Familiars are viable targets for this spell. Giving a familiar the ability to cast at will 5th rank thunderstrike sounds incredible. Seems it works as written though. Thoughts?


The Animist gish is looking to be the most accurate attempt at the niche yet. With embodiment of battle, sustaining dance, and grudge strike, you can leap around the battlefield and deliver strikes as accurately as a fighter. I'm impressed.

Pick up powerful leap and fleet and you're golden.


Using the action to exclude your allies is fairly straightforward with flames or frost as you can logically say you swirl the elements around them. Or perhaps you create barricades to protect from a razor sharp metal debris.

I'm just wondering what your choices of logic would be for something like tremor or tumbling lumber. How do you exclude a piece of earth from a localized quake? Or exclude your allies from a bunch of logs without logically impeding their trajectory?


From the steam knight discussion;

Is there a meaningful distinction between free actions granted through specific conditions and free actions with a specific "trigger" entry in regards to the limitations on free actions and trigger rules?


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Might as well start one of these off. Those with copies know what to do.

Roiling Mudslide on page 37 does not mention what the area of the effect is.


For those with copies, What happens when the summoned creature dies? Presumably it just ends the impulse leaving your familiar in its place. Surely it doesn't kill your familiar outright?


Was theory crafting a triggerbrand and was thinking how best to utilize combo weapons rune sharing and I recalled siccatite. I figured it would be melee only but would a combo weapon made out of siccatite add the fire/frost rune to both modes? Or would you need siccatite ammunition specifically or something.


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It's been a treat being part of this community and I appreciate the openness everyone has created. It's helped me personally when I was figuring things out about myself recently so I thank you, Paizo as well as everyone else. Hope you all have a great month!


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Because they asked to keep the product thread clean.

Title. Speculate and hope.

One particular thing I'd like to see is a feat for monks to use advanced monk weapons.


Thinking about implementing this varient rule in an upcoming homebrew game. Anyone have experience with this one? Seems fairly benign at face value for a quality of life varient but I figured I'd ask opinions on it. Certain classes like inventor and thaum disproportionately benefit from it since they can get an 18 in strength/dex at 2nd instead of 5th. That's the most notable thing I can think of. Grabbing multiclass archetypes would be easier too now that I think about it.


Neat trait. I don't see it being all that useful outside of turn one if you're in position to ready a strike though. How else could this be utilized? One thought would be a barbarian with some of the higher level taunts or just being a giant to draw enemies to you and let loose. A large sized nodachi is in monster hunter longsword territory so there's that.


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Haven't noticed anything myself yet but those of you who have your copies know what to do.


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I'm having trouble wrapping my head around this one in TV. What's the practical difference between one of these and just having a regular gauntlet + buckler. Seems like just extra steps with a worse outcome.


What should the expectations be for players wrecking their surroundings with this trait? It's an atypical tactic but it's a hefty enough damage bonus that it'll be on players minds with one in hand. Doors and windows are obvious choices. Maybe cover as well if it's a turned over table or some crates. I can imagine a barricade buster earning its name that way. Brings up a relevant point about a hole in the rules it seems though with targeting objects with strikes in general.


This weapon fascinates me. The clear objective of it is to have a big opening attack. Who has the best opening that could really make this thing shine once per combat? The immediate choice would be starlit span with true strike and shocking grasp. Follow up with a bow in spirit sheath. A rogue with archer archetype could open with parting shot. A weapon inventor can megaton strike with it. Although, would need to have dual weapon form otherwise you throw your class abilities away on the first attack. What else? Or other thoughts on this sort of weapon/strategy?


Caught a few glimpses online. Only from the alchemical section. Skunk bombs are incredible. Anything else jump out for people that have been a bit spoiled?


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I recall a while ago in one of the gun balance threads that combination weapons kind of broke with ABP in the picture since they loose their main benefit of sharing runes. It was suggested that a buff would be appropriate for ABP games but I'm uncertain what exactly. A straight forward one would be to simply bump the die size on either 1 or both modes. I think what was suggested was to put a weapon inventor modification on them too. What else could help them?


It's clear how ranged trip works on thrown weapons with you tossing the thing, but with rope shot with weapon inventors and loaded weapons, I wonder if it's meant to actually use ammunition and need to be reloaded afterwards. The text just says you're allowed to make trip checks so am I overthinking it?


I'm wondering why this particular beast gun has capacity since it's a 2 handed gun. What does it do for it? The reload action for capacity is identical to normal reloads other than the option to dual wield with them, which naturally wouldn't come up with 2 handed weapons.


I like the whole infernal temptation thing that tieflings have to contend with. While their heritage page makes it clear that nothing is actually forcing tieflings to do evil, their curse does tempt them in one way or another. What I'm wondering is how exactly that works or how would one play a tiefling that is struggling with that. Is it an actual devil on your shoulder situation? Do you hear voices? Or is it more mundane in nature? Probably different to each tiefling but what are some thoughts on it?


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Hope everyone is doing well and keeping warm.


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Weird question but something came up with a particular hand cannon situation. Basically, what happens when you decide to toss a handful of silver pieces in a hand cannon as its ammunition? Would it count as silver damage and circumvent the high cost of silver ammunition?


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I like this book. That's about it. So many cool ideas. I love that in the impossible lands,

A skeleton, a cowboy, a scientist, and Frankenstein are a reasonable and narratively snug party composition.


Given the large variety of unarmed attacks at this point in the life of 2E, the flavor of simple handwraps can only go so far to explain how one would magically amplify some of the more special unarmed attacks like foxfire or sprite spark. I'd like to hear some of the ways people have flavored handwraps to fit characters specific attacks, be it jaws, tails, legs, or magic eye beams.


Got my impossible lands copy and noticed another reload 0 thrown weapon. Advanced. Looks good. I'm just reminded that there's still no current way to utilize reload 0 past 4th level because of runes. ABP fixes this somewhat but I'm going to guess there's gonna be a way to add runes to reload 0 thrown weapons without a returning rune soon. Possibly in treasure vault. What are the opinions on this? Would it be balanced? What are some guesses as to how it would work? A specific glove to add runes or something maybe.


What's the opinions on how this works with various thaumaturge abilities? Chalice and root to life in particular. One of the suggested builds has both root to life and paired link suggesting they would work together but the text is iffy. RAI is clear that it should work right? Along with chalice. There's no thaumaturge abilities that have a range of touch but there's these 2 things that are probably the intended uses case


I'm gonna be playing a CE thaumaturge in an upcoming game. I'm ironing out the concept and I'm stuck on the implements. I'm thinking regalia. What's a good regalia idea for a CE character? I'm thinking a bloody banner maybe but not too certain. Going with a lizardfolk.


Would spectral hand only apply to one target or both if you use the amped version?


Can you have multiple glimpse weakness casts active at once? And if so, can you have multiple on the same target?


Say your class DC uses dex and you have tengu feather fan to cast electric arc with. It uses your class DC so it uses dex but what would you add to damage? It's not exactly a spell modifier. Would you still add charisma since it's an innate spell?


With the impulse trait on basically everything a kineticist does, a "steady impulse" feat is a good fit. You'll get disrupted at some point.


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Minus the 3 target restriction. There's been a good amount of grumbling about blasts not being very good and propositions of a damage booster of some kind but I think that alone would be a little boring. Having a 2 action routine to attack 3 times would be more interesting and give you a decent turn when you aren't using overflows. Would work good with stoke element for those who wish to focus on blasting.


We won't know for sure until we get to look at the dedication but I'm a little worried that classes that get static bonuses to damage like thaumaturge and inventor will make better use of blasting than the kineticist. Making it it's own action rather than a standard strike is a decent solution to reign in the more cheesey poaching but plenty of classes can use regular attacks just fine. Is this a reasonable concern?


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It seems to me that a significant amount of the power budget is spent assuming characters will pick up damaging feats and it leaves the core abilities rather lackluster. I like the feats but it's possible to not pick up any damaging feats, and while that's a bad idea for any class, there's usually something to fall back on, be that fighters accuracy or monks flurry. A strong core feature supporting basic blasts or a basic AOE available to every kineticist would help.


I'd like to know and compile some views on how thrown weapons fit into the game and how best to utilize them. There's some obvious downsides to thrown attacks with a property rune tax and short range. The upsides are being able to switch hit and only have one set of runes compared to keeping a standard melee weapon and carrying a bow with you. Plus having a free hand. Are these good balance points? Seems fine to me mostly but what are everyone else's thoughts?

In terms of classes to use them, swashbuckler stands out as they only have thrown weapons for their ranged options and champions can ignore the rune tax. Fighters have the best support feats for them but also the best support feats for bows. What are some that might stand out as well?


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We had a thread like this earlier in the playtest but now with the class released and we have a better understanding of the mechanics and flavor involved, I figured we could have another crack at it. What are some examples of how these mechanics can be flavored? I really like how Mios used both in the iconic encounter. Burning a piece of esoterica in their lantern and smearing it on their pick, applying a personal antithesis and empowering in one clean, if a bit covered in soot, action. We have 9 implements to figure out just how they can empower attacks.


Would a weapon implement fulfill both requirements? Normally, this wouldn't be an issue as you should probably always be wielding a weapon and a separate implement but with a weapon implement that has reach I wonder if you could use twin weakness with that reach.


What are some of your ideas on how to flavor this action? What kind of gadgets are you using to argument your attacks and how do they work?

Examples: pulling a ripcord from an inconspicuous part of your innovation as saw teeth sprout around the dangerous parts

Pushing a sequence of numbers on a keypad and unleash a preprogrammed routine of attacks

Carefully placing a rat from your pocket on a wheel somewhere in your innovation. Not sure how this one works but I promise it helps.


I'm wondering what the experience is for summoners and ostensibly playing 2 characters. How much dialogue should be shared between your 2 halves before it gets weird and annoying to the other players? Should it be done at all? Should you have disagreements between you and your eidolon? There's a lot of room for some cool roleplay opportunities with the class but dialogue between yourself and yourself might be awkward for a party. What're the thoughts on this?

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