Pallid Mask

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Currently playing a level 17 Gunslinger - I have my class DC only come up with Critical Weapon hits. Not when I use my class feats...

As said elsewhere, it isn't fun playtesting a kineticist and doing 25% of my damage (which is already lower than every other class based on action economy) since my class DC isn't scaling well


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I mean the core class feature, elemental blast, seems to imply that that the class will literally blast enemies. The smugness of "you don't know design" is contradicted by the CORE ability of the class - you'd think if the design team didn't want to project this idea of a blaster, then they would've made it an optional feat (like many of the various AOE class DC abilities).

The various spellcasters mentioned above can blast enemies but at a measured pace (i.e. they cannot blast after spellslots are used) and most of the time a good team player will have a varied spell list. The people on the forums that are saddened that this class isn't a blaster, are saddened that they indirectly/directly relegated to playing a fighter/gunslinger for high, single targeted, consistent damage.

To compensate for the damage (the topic of this thread) the class could have gather elements be a varied action (1, 2, or 3 actions). Based on how much "effort" you spend gathering your element then you gain a damage boost to that gathered element. Maybe for 2 actions Gathering lets you add your CON to damage; 3 actions allows CON to damage and pumps the die size up one. The class would be able to operate in blaster mode (i.e. just using your gate for elemental blasts) or utilizing element specific AoEs


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My comment doesn't imply that casters should have a higher save chance - I was merely commenting on the fun factor of the class, and how it compares to damage. (i.e. more damage = more fun; or at least I feel like I'm contributing more). I think spellcasting is fine as it is.

I really can't provide numerical suggestions to class, I'm an English teacher not a statistician. But, if I were to make a suggestion, I would probably have the gather element ability be related to damage in some capacity. For example, if you spend 1 action gathering it does the damage listed as is. But, there could be 2 action/3 action variants that increase damage until you overflow. The idea thematically is that the more effort you put into gathering your element, the more you get out of it.


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Looking at the damage of blasts and keeping in mind that the average monster gets a success on a saving throw against ANY DC; I still don't understand why we wouldn't want the damage buff to some extent.

Anecdotally, I played a wizard Tuesday for a one shot. In a six hour game, not a single creature failed or critically failed my spells. It wasn't my poor abilities to pick spells, target the "correct" creature, or etc. But, it wasn't fun dealing 25% of my damage compared to my melee friends/ranger who were consistently dealing reliable damage. It just didn't *feel* fun.

I know the thematics of the kineticist are fun, but when it comes to impulses and damage, I doubt it will *feel* fun.


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VampByDay wrote:
...

Sometimes on the forums an individual’s tone can be ambiguous. I say this as neutrally as possible. I’ve ran all 2e APs except the Frozen Flame, and Alkenstar AP.

If the GM is reading ahead of time, not vastly ahead, but reading ahead, then they can tailor these AP to your party. It isn’t a huge time sink changing “X” skill to “Y” and the same line of thought applies to the challenge of encounters.

I’ll secretly deflate AC or Strike values by 1 or 2 if I feel like it isn’t fun. The math in these rules are a baseline, it requires and encourages a good GM to make slight adjustments in play.

To me, all of your gripes sound GM specific considering there are ONLY so many pages in these books and they are written for the widest appeal possible.

Not saying your experiences aren’t true, but if I was your GM and I saw your post I would probably feel ashamed I hadn’t done more for my party.


Sorry if this is somewhere else on the site, how do we get the chance to interact with you on Discord?

Is there a particular link?


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Reading the Player's Guide has helped with my expectations! I liked the houses, the NPCs briefly mentioned, and the leadership sub-system rules foreshadowing the AP's trajectory.

My only nitpick was the font choice for the AP's title/headers. It just looked a little goofy compared to the tone they were describing in the actual guide.

I'm with keftiu, I'll probably pass on this one knowing that Alkenstar is next.


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I love Night Witches too! I'm from the Carolinas so I've also played Carolina Death Crawl!


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@keftiu this is off topic per se, but Fiasco (by Bully Pulpit Games) is also a great non-violent game


@yoshua

I hear your opinion and agree with you. I was just asking can Paizo legally acknowledge the trans part and if they can’t what’s the next step?


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@mergy

What I’ve seen is several poster asking for acknowledgment. I feel like the new rooming policy does that. But others disagree. So what step would be next?


@Cori

Admitting fault, I haven’t heard of Lissa. JP’s claims could’ve been referring to Crystal (since she collaborated it- at least how I viewed it).

The rooming issue still doesn’t prove discrimination but is still horrible.

I asked elsewhere, but can Paizo even legally comment on this behavior? (In this case, legally refers to the firing/exiting of employees?)


@cori and dirtypool

I am not advocating there is a law that prohibits it.

As I stated this could be just a company decision rather discriminatory, since we don’t know/haven’t heard of any other pieces of evidence or support from Trans-folk.

Sadly, we just need more evidence or other voices collaborating Crystal’s claims


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Well since conventions are often out of state, couldn’t the law be based on the state in question? For example, as someone from SC my ability to record someone on the phone differs depending on what state I’m currently in and not where I’m from.

So while the claim, “the law” is weak, it is more than just citing a law, right?

And unless more objective proof other than “transgender employees” come to light we don’t have evidence of discrimination. For example, I wasn’t allowed to room with my wife in a company trip. We both went. And I just had to room alone or not go. Proof of discrimination de jure or otherwise is high, although the optics look poorly.

If other trans-folk have had similar experiences wouldn’t we see them agreeing with Crystal, to embolden her claims?


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Could Paizo even state that they mistreated trans/queer folk? From a legal point of view? Could that open the company up to civil rights issues?


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NightTrace wrote:
feelsbradman wrote:
Sunderstone wrote:

@feelsbradman

I'm still here because I like participating and reading the Pathfinder 1e AP threads. I also might try to get into a pbp. And yes, I voted with my wallet on 2e.

Hey I understand- but my question wasn't addressed in general, just to those that have said, "I'm done with Paizo" ya know? If I went around decrying a company saying I'll never buy their products, etc., I wouldn't want to spend hours on that company's forums I guess, but apparently that's just me lol

I can't speak for anyone but me, but my voting with my wallet was done by canceling my subscriptions. It is my sincere hope that it isn't a permanent change but instead is temporary as Paizo makes a positive change.

That said, it's one of those things that will take time and I fully believe voicing your hopes is a good way to apply positive pressure too.

Realistically they can "out last me" I suppose, I'll get tired of hoping and f**k off I guess.

I understand, and I agree with you.


Sunderstone wrote:

@feelsbradman

I'm still here because I like participating and reading the Pathfinder 1e AP threads. I also might try to get into a pbp. And yes, I voted with my wallet on 2e.

Hey I understand- but my question wasn't addressed in general, just to those that have said, "I'm done with Paizo" ya know? If I went around decrying a company saying I'll never buy their products, etc., I wouldn't want to spend hours on that company's forums I guess, but apparently that's just me lol


I just don't understand, if you're "done" with Paizo and no longer support them in anyway - as some have stated - why not leave? You've stated your point and made your decision with your wallet, your comments are etched in stone (so to speak), what else is there for you to say?


So my question is, as a spectator that only knows things coming from Twitter and reading these forums, do we stop supporting Paizo because that's the right thing to do?

By extension aren't we punishing those who work for the company who don't contribute to this kind of environment?

Worst case, Paizo suffers major blow back from this and they closed down - obviously that won't happen - but doesn't that eliminate the livelihoods of those who weren't transgressing or acting in bad faith (i.e. creative types who aren't abusing power?).

In the ttrpg sphere, that would also eliminate a lot of (what I"ll call) pro-inclusiveness and equitable representations of fantasy?

Wouldn't it alienate, what the public perceives to be an ally of those same inclusive spheres?

As a teacher, and a former business manager, I'm all too well accustomed to abusive power dynamics. But, if this toxicity is coming from the top - is simply not buying products the solution?

My tone is genuine and sincere, because, as many have said I enjoy Pathfinder for its representations. In the future, if they continue to publish content (of course they will) knowing that there was 2-4 toxic a&~#+$~ bosses doesn't deter me from support the freelancers, editors, and designers who aren't abusers, toxic, or so on. I feel like any company does/has these issues?

I'm looking for sincere opinions? Or is "burn it" and boycotting the solution?


keftiu wrote:
feelsbradman wrote:

I re-read LO:Legends today, and there are some interesting implications for the Worldwound area - an AP "cleaning up" and dealing with the impact of that world event.

I would love if this favored a Sarkorian perspective.

Exactly! I didn't play WOTR, but after reading up on the wiki and LO:Legends, I'm fascinated with how those people are re-bounding/or not.


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I re-read LO:Legends today, and there are some interesting implications for the Worldwound area - an AP "cleaning up" and dealing with the impact of that world event.

This isn't a sequel directly, but "following" up with the Veiled Masters from Age of Ashes/Kataphesh (etc.), would be super interesting.


keftiu wrote:
My argument for the three-parters is for increased variety; more themes and more parts of the setting hit mean more chances for something really awesome to happen. That, plus my group and most of those I know couldn’t realistically finish six books.

That's fair! I would love seeing more parts of the world/different themes/so on.


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I found this discussion to be super interesting, especially since as I converted from 5e to 2e, the level 1-20 Adventure Paths were selling points for me as the GM.

Regarding the conversation, I think that when you're playing with the 3 book APs one thing that hasn't been discussed much is the player perspective. I'm currently running Carrion Crown, Kingmaker, and Agents of Edgewatch. I'm also a player in Age of Ashes. When asking groups of players which module we want to play in, the two most important aspects I've seemingly noticed is theme (I can't wait to play Ruby Phoenix!) and level count. The groups I play in LOVE the long journey from 1-20 and feeling the heroic transition from being a small-fry to a level 20 badass in a continuous story.

I know that everyone's group is different and things can derail a long-running game, but just my anecdote.

I know from a business perspective Paizo gets more of my money from the 1-20 APs, obviously. I also know that if the next two years were interchangeable 1-11/11-20 3 Book APs my players would probably keep asking me to convert 1e modules (UNLESS the theme was as great as the Ruby Phoenix, or so on).

I love reading everyone's opinion on this, because isn't the next AP in 2022 another 3 book AP?


Harles wrote:
Kasoh wrote:
HyperMissingno wrote:
Is there any reason we can't have both 3 book AP and 6 book APs?

Well, they can't publish both at the same time, so if you like six book APs, half a year of getting two 3 book APs is not ideal as a customer.

I prefer the six book APs. The continuous plot is what interests me, as a consumer. The transition from the first half of the AP to the back half is always fascinating to me and some Adventures do it better than others.

The three book APs are...fine, but if I wanted a campaign to continue after Abomination Vaults right now I have to contrive a reason to have the PCs participate in the Ruby Phoenix tournament or start making my own stuff--which is the thing I buy Paizo products to avoid.

This will be less of a problem if the three part APs continue to release in the 1-10, and then 11-20 range so you can have more pick and choose, but I haven't seen that commitment yet.

Or you could find a higher level stand-alone adventure. Or run the second half of another AP.

But really, how many 6-volume APs can you finish in a year?

In practice, I have never completed a single 6-part AP. And where do we stop? Usually just after Book 3. I can't imagine I'm alone in this. It seems to make good financial sense to focus on releasing the stuff more people are playing.

I've finished Age of Ashes, and ran through 5/6 of Agents of Edgewatch - we would've finished AoE but I got married/moved which shorted me about two months of playtime. It just depends on the players' focus


I think that the designer mentioned owning several pistols and having them on a bandolier could solve some of the "single" use/reloading issues that have been mentioned. I don't know how fun that'd be, but I saw it posted elsewhere.

Furthermore, I think that the firearm damage is solid. I think if it was higher it could lend itself to creating a meta of non-GS'ers adopting firearms. I think the "fix" though for the damage is making more feats centric to firearms or increasing damage through feats. Something like megaton strike in the inventor which essentially doubles damage. Thoughts?


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This is amazing, props to all the talented people who made this playtest possible!


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I'm so hype for this! My group is absolutely loving the AP so far :) can't wait to read this! The creativity in this series so far has been amazing


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My group didn't kill any Kobolds or arrest any of them, except Rakerak .

They actually were sympathetic and negotiated issues between Ama and Skerix.

I'm glad everyone else is handling this encounter well :)

Anyone have any tips for running the House of Planes? I made dossiers for the missing persons and the party isn't even aware that Henry is the culprit. :)


Firstly, sorry for the long post incoming. Secondly, I have been craving a firearm based character in Pathfinder 2e since I started playing. I'm aware of the 1st edition and 5e (MM) versions. For this archetype I decided to remove aspects of complexity (i.e. Grit and Wisdom modifiers) and I envisioned this version to be more martially aligned. I'd love for feedback or comments. I'm obviously not a professional and I'm a long time lurker here on the forums. Thanks in advance!

Equipment

Pistol (rare)
Price: 40 gp; Damage 1d6 P; Bulk L
Hands 1; Range 40 ft.; Reload 3 (capacity of 6)
Category Advanced
Ammunition Cartridges
Group Firearm; Traits Deadly d8, Forceful

Blunderbuss (rare)
Price: 80 gp; Damage 1d8 P; Bulk 2
Hands 2; Range 20 ft.; Reload 2 (capacity of 1)
Category Advanced
Ammunition Shot (pellets)
Group Firearms; Traits Ranged Trip, Fatal

Rifle (rare)
Price: 100 gp; Damage 1d10 P; Bulk 3
Hands 2; Range 120 ft; Reload 2 (capacity of 1)
Category Advanced
Ammunition Cartridges
Group Firearm; Traits Volley (30ft), Deadly d12

Firearm Critical Specialization:
The weapon viciously pierces the target, who takes 3 additional damage per weapon damage die.

Cartridges
Price 1 gp (price for 10); Bulk L
Category Ammunition
Group Firearm; Traits ---

Shot
Price 8 sp (price for 10); Bulk L
Category Ammunition
Group Firearm; Traits ---

Capacity: The amount of shots which can be made with a weapon before it is needed to reload. The reload trait listed beside the weapon allows you to reload the weapon to its full capacity. If you cannot or choose not to use the maximum amount of actions to reload a weapon’s capacity, then you can break up the reload action to get 1 piece of ammunition reloaded.

Gunslinger Archetype

Class Features
There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren’t sufficient to fully realize your character. Archetypes allow you to expand the scope of your character’s class.

For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.

Gunslingers are a bold and rambunctious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

Additional Feats:
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.

Unique Trait: Technique
Technique’s are a specific combat strategy that revolve around your firearm and have the Technique trait. You can only choose a specific firearm technique. They function similar to Stances.

---

Gunslinger Dedication Feat 2
Uncommon | Archetype | Dedication |
Archetype Gunslinger
Prerequisites trained in crafting, trained in martial weapons

Your interest into the mystery of the firearm gives you the ability to become trained in weapons with Firearm traits. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.

The first time you take this feat you gain the usage of one of the following firearms of their choice: a pistol, a blunderbuss, or a rifle. Any individual who attempts to use a firearm but is not trained in firearms is clumsy 3 and flat-footed. You also gain the Gunsmithing feat. Some gunslinger feats require a specific weapon such as the pistol, blunderbuss, or rifle. Lastly, whenever you make a crafting check to make ammunition for this weapon, you gain a status bonus of +1.

Special You can't select another dedication feat until you have gained two other feats from the mauler archetype.

---

Standoff (1 action) Feat 4
Uncommon | Archetype | Pistol Technique
Archetype Gunslinger
Prerequisites Gunslinger Archetype
Requirement Pistol

You can quick-draw, this ability lets you interact with one or two pistols if they are kept in holsters/bandoliers. When you draw a pistol(s), you don’t trigger normal attacks of opportunity. Additionally, you become trained in Acrobatics, if you were already trained in Acrobatics then you can choose to become trained in another skill of your choice.

---

From the Hip (1 action) Feat 4

Uncommon | Archetype | Blunderbuss Technique
Archetype Gunslinger
Prerequisites Gunslinger Archetype
Requirement Blunderbuss

You become trained in Athletics, if you were already trained in Athletics then you can choose to become trained in another skill of your choice. In the midst of a battle, you may find yourself in need of adapting. This adaption manifests in alternating the amount of shot and powder used in the blunderbuss. Using this action allows you to alter your Ranged Strike for your next attack.

Smaller shot - your attack pierces foes in a cone up to 10 feet. Attacks made with Small shot use the same Ranged Strike dice roll for multiple targets.
Large shot - your attack has a higher probability of damaging your foe. You can roll an additional damage dice, which increases at 5th, 11th, and 17th level.
Blanks - instead of lethally trying to hit another creature, you bolster your maneuverability. You use the Ranged Strike to fire an non-lethal shot in the immediate space in front of your space, granting you the concealed condition.

---

Resting Fire (2 actions) Feat 4

Uncommon | Archetype | Rifle Technique
Archetype Gunslinger
Prerequisites Gunslinger Archetype
Requirements prone position or beside an object that provides cover

You’re able to rest the rifle in a comfortable position allowing your aim to improve significantly. You can attempt a crafting check to see if you can make the most of your new position. Upon a successful check you gain a +1 circumstance bonus to Ranged Strikes (+2 upon a critical strike. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.).

---

Fan the Hammer (3 actions) Feat 6

Uncommon | Archetype | Pistole Technique
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Pistol Technique
Requirement Pistol

If your pistol is at full capacity, you can choose one to six targets to make a Ranged strike. You repeatedly fire your weapon at those targets without delay. This ranged strike counts as two attacks when calculating your multiple attack penalty before you roll. You apply the results of a singular Ranged strike against all targeted creatures.

---

Hunkered Down (1 action, reaction) Feat 6

Uncommon | Archetype |
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Blunderbuss Technique
Requirements Take Cover Action requirements

You gain the benefits of taking cover and are able to scan the battlefield looking for openings. You also gain the ability to make an Attack of Opportunity by making a ranged strike against a target that provokes itself within your Blunderbuss’ range.

---

Deadeye (1 action) Feat 6

Uncommon | Archetype | Concentration
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Rifling

You calm your breathing and hone your vision. You are able to track 1 creature you could already see. You gain a +1 circumstance bonus to ranged Strikes against that creature. You also gain a +2 circumstance bonus to checks made to Seek against that target. This action lasts until the creature is undetectable or dies.

---

Gunspinning (free action) Feat 8

Uncommon | Archetype |
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Pistol

Whenever you take the Standoff action you are able to make one Ranged strike as a part of that action. This Range strike doesn’t invoke attacks of opportunity.

---

Doubled Up (2 actions) Feat 8

Uncommon | Archetype |
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Blunderbuss
Requirement Full Capacity

You overstuff your blunderbuss with extra shot and powder. You make a Ranged strike targeting all creatures in a 60 ft. line. This ranged strike counts as two attacks when calculating your multiple attack penalty before you roll.

---

Improved Resting Fire (reaction) Feat 8

Uncommon | Archetype |
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Rifle
Requirement Resting Fire Feat

Whenever you make a Ranged strike from the Resting Fire requirements, you can spend a reaction to reload.

---

Duelist (1 actions) Feat 10

Uncommon | Archetype |
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Pistol Technique
Requirements Any creature 5 ft away from any other creature

You gain a +1 circumstance bonus to initiative rolls. Any creature you target with a Ranged Strike that is more than 5 ft. away from any other creature, grants you a +1 circumstance bonus against the target. In combat when you take this action, you can increase the size of the damage dice as long as your target maintains the requirements.

Improved From the Hip (1 action) Feat 10

Uncommon | Archetype | Blunderbuss Technique
Archetype Gunslinger
Prerequisites Gunslinger Archetype
Requirement Blunderbuss

You are able to further improve on your adaptability in the battlefield. You are able to improve your shot and powder into these of these three types:

Improved Smaller shot - your next attack pierces foes in a cone up to 30 feet. Attacks made with Small shot use the same Ranged Strike dice roll for multiple targets. Creatures stuck by Improved Smaller shot also take bleeding damage equal to half your level.
Improved Large shot - when making a Ranged Strike at a creature larger than you, you gain a +1 circumstance bonus.
Improved Blanks - the space that is under the effects of concealment also grants the deaftend condition.

Hawk’s Eye (1 action) Feat 10

Uncommon | Archetype | Technique
Archetype Gunslinger
Prerequisites Gunslinger Archetype, Rifle
Requirement: Resting Fire

Whenever you make a successful Ranged strike you’re able to capitalize on the pinpoint accuracy of your strikes. For 1 minute you gain the ability to deal an extra 1d6 (3d6 on critical strikes) precision damage to targets. Targets that are flat-footed deal an additional 1d6 precision damage.


There is a typo on page 11, under the Runic Impression. There is a missing 'I' on the word 'if'. :)


Hey all!

So for context our group is currently in Cult of Cinders and were facing off against the Kishi monster. The Kishi can cast Charm at will. One of the players - a bard - failed the save and had to treat the Kishi as a friendly. The rule help we need is that there doesn't seem to be a way "out" of the effects of charm, unless the Kishi directly attempts to harm the charmed target itself.

So to be more direct, the Kishi was attacking the charmed target's allies (aka the Party) but was being extremely friendly towards the charmed target. One of the players essentially stated that Charm cannot target PCs because they aren't NPCs. That statement refers to the fact the "hostile", "friendly", "helpful", conditions that charm details is intended for NPCs.

As the GM, I agreed with this notion in the moment because 1) RAW I couldn't figure a way to help the charmed target out, other than by attacking the former 2) didn't want to dwell on rules in the moment.

So, hopefully that makes sense. Can I get some help? First time forum poster, so I apologize for bad manners, etc.