grandobsidian's page

Goblin Squad Member. Organized Play Member. 21 posts. 2 reviews. No lists. 1 wishlist.


5 people marked this as a favorite.

I really dig the Wayne Reynolds version of the serpent folk

5 people marked this as a favorite.

I might be making a lot of Anicent Elf characters because thats an obscenely good heritage.

In first edition you could so I can't see why wouldnt be able to in 2nd edition

Kitsune magical tail might be tipping the balance a bit since the core ancestries dont seem to allow anything crazier than cantrips or a once per day 1st level spell. Kitsune would probably have ancestry feats akin to elves and gnome feats.

Goblins have access to unnarmed bite feat which seems fair for a Rougarou but I dont know about change shape as I haven't made note of any ancestry abilities that mimic class abilities yet but some combination and variation on goblin and halfling feats look appropriate (along with the sensate gnome scent heritage)

Since we're getting leshies as a playable race along lizardfolk, id look to the leshy seed/spore strike in the bestiary as a guideline for the poison spit ability along with the general changes to poison.

So, I haven't run into this problem in game just yet, but it was a thought that crossed my mind while doing some adventure planning. As far as I understand, Starfinder androids are most similar to bladerunner replicants in that they are at least effectively organic, still requiring basic human needs except for oxygen. I assume, given they have souls they can become any incorporeal undead such as a ghost or wraith, but I don't know if they're bodies necessarily facilitate rising as a zombie, ghoul or most importantly, a marooned. I realize a psychotic android and a malicious undead would share a lot of similar traits and I feel like I need to find a certain line to distinguish them from each other.

I guess I should re-phrase my question. What I'm trying to figure out is, if I want to create any of the Pf1 fighter mixed class like a magus, brawler, or inquisitor, assuming I'm going to eventually have 16 str or dex to progress that play style, it's always better to start as a different class and pick the fighter archetype, rather than start as a fighter and take the wizard or cleric archetype because the former means only my martial aspect will suffer from not having the advanced fighter feats but the latter will suffer in both martial and magic aspects because you have to keep sacrificing fighter feats to get reduced spell casting. Or does the fact that starting as a fighter give me the ability to use strength/dex as my class DC for spells make up for that?

So, if I'm a non-marital class and I want to branch out into martial proficiency, is there any reason to not take fighter dedication? I could take up to 5 seperate general feats to get the same light, medium, and heavy armor training plus full martial weapon proficiency. Yeah, it's a "class" feat to take the fighter archetype, but still it saves 2-5 feats. There also doesn't seem to be arcane armor training/spell failure anymore, so as a level 2 wizard, I could be fully equipped with arcane spells and heavy armor with no draw backs?

Basically, as someone that enjoy the mixed magic/martial mastery I've been looking to figure out the best path to magus/eldritch knight in pf2 and it seems like that's all it takes, start as a sorceror/wizard and take fighter dedication then you're basically done until level 12 to take weapon expert.

So, I noticed that familiars can be used to deliver touch spells. According to the rules, it sounds like the familiar just runs to the target to deliver the spell. But, the ability's wording isn't totally clear on what this means. One might assume that the word "command" means I have to spend an action to ensure the familiar delivers the spell, but even so, I should be able to at least cast a single action spell and deliver it, command my familiar, then throw send it on a hail mary trajectory to my foe, yes?

I've been playing Warhammer Vermintide a lot and as my current campaign of Strange Aeons is slowly approaching its end, it's inspired me to start making a few basic preparations for a new adventure themed around the impending downfall of Golarion (or some other setting). I'm curious if anyone has any advice for this type of setting or good references. Perhaps Second Darkness and the Ironfang Invasion?
Some things I'm looking for is ways to handle cities being wiped out and how that would impact the world at large and the players, some interesting foes themed around the aboleth outside of just skum, and some appropriate magic items for the players to earn and others to remove whole cloth.
Some things I'm already considering,
Removing "normal" elves as a player race for this campaign to be replaced with drow, as I recall the elves abandoned Golarion during the original Starfall events.
Adding (extra) material components on healing magic.

That's about all I have for now, but if anyone has some good advice for an apocolyptic adventure, I'd love to hear them. Thanks

4 people marked this as a favorite.

357 hours of playtime? Now I don't feel quite so bad that almost a year after release my group is barely wrapping up chapter 3.

Half-orcs sound a bit like Saiyans now. No home planet, prejudiced as savages, professional planet conquerors.

3 people marked this as a favorite.

Dragons lair inside mountains where radiation is naturally higher. Gold is an amazing shield against radiation as its about as dense as lead (but far less toxic too) and actually has the fewest naturally occurring radioisotopes of pretty much any element as it is more than 99% stable. Cancer formation increases with age of any living organism (roughly 1% per year in advanced organisms) so sleeping on a bed of gold helps drastically cut down on stress and radiation exposure, two of the most direct causes of cancer until they mature to the point they learn powerful spells like cure disease to deal with it for good.
Or because shiny things are cool. One of the two.

Not to punch holes in your work but there is a very simple solution here, nothing is set in stone. Things are intentionally vague so you can work them to your needs because some parties will ardently hound Lowls, opting to invest more money and effort to speeding up their travels while other will take a slow approach to better arm themselves for coming battles. Tracking Lowls exact journey is unnecessary tedium that the AP encourages you to gloss over, much like it encourages you NOT to track the charges on the Star Stelae. Understanding and certainty actually play counter to the themes of eldritch horror. In fact, while it might seem unreasonable for events to always line up, these coincidences and lapses in logic play to the very notion that events are being orchestrated by a greater being who has taken interest in Lowls and the PCs and is manipulating events in subtle ways to ensure they work out just as a play must be perfectly staged and executed.
Really, I just assume that Lowls simply has access to anything the PCs do and thus moves at the same relative pace including extended breaks to resupply or study new mysteries.
But there's nothing stopping one for altering events to their own desire. The only thing that should impede you orchestrating an encounter with Lowls in the Mysterium is the possibility one of your PCs kills him even if that requires a string of natural 20s, Murphy's law is always in play.

A compsognathus is like a raptor, but tiny. I assume the creature is trying to wield a medium sized creature's longspear which, last I checked, creatures can't wield weapons for creatures larger than themselves, definitely not two categories. In order to be threatening, you have you be able to make an attack with the weapon so at the very least you'd have to teach the animal a trick to have it hold a giant stick in its mouth and swat at people's ankles. Is it funny? Yes. Is it effective? No because someone's just gonna kick the poor little thing and knock out its 6 hp in one go and if this is a witch, they just lost all their spells.

The best middleground I can think is by default, a slayer can apply his studied target bonuses on a regular troop (not a modified elite troop or phalanx) as his the coordination and homogeneity of the group (everyone being the same race and wearing the exact same armor) means that if the slayer understands one target's weakness, he can extend it to each member of the squad. More trained troops, like elite troops or a troop that has say, Teamwork Feat: Back to Back, can't be studied (at least by default) as the group works together to prevent small weaknesses from being exploited like that.
But, that's just my initial theory and probably how I'll choose to run it since it means if you have a troop heavy campaign, troops can avoid being torn apart by one slayer/investigator/rouge but if you just need put a troop together for like a one off encounter, the slayer doesn't lose one of his iconic skills...or I guess just make sure to throw in some heroic individuals for the bad guys too so the assassin types have a target.

But as for swarms, considering they are comprised of hundreds or thousands of creatures that arent necessarily actually working together but all just doing the same thing at once(a swarm of mosquitoes all attacking one person because they all individually register that creature as a source of blood and are actually in competition with each other over that creature's nutrients not working together to kill it since that destroys a future food source) and are typically immune to normal ranged and melee attacks (trying to swat or slice the swarm of mosquitoes to death would be impossible, even for a heroic figure) a slayer would not be able to study because study specifically requires him to be able to see the creature well enough to identify a weak/vital area and a swarm is simply too chaotic to understand the individual motions of the hundreds of creatures in it.

I just started thumbing through Bestiary 6 and I was quickly interested in the troop entry since it seems like a quick and dirty way to handle large groups of weaker enemies. However, I couldn't seem to find an exact answer of how to handle "Studying" against troops such as with the Slayer and Investigator (particularly the slayer). It says the troops are immune to abilities that target a single creature but are susceptible to critical attacks and sneak attacks which I take to mean that if someone scores a critical or sneak attack against a troop, they simply take down several creatures at once as one can assume that the single higher level character can deal enough damage to an individual in the troop to kill it one blow. So, while something like magic missle would be so ineffective as barely hinder the group, could a slayer use his Study target ability on a troop? The study ability says the slayer has to be able pick out a weak spot and the studied strike is treated like sneak attack damage but only affects one target per use but slayers can use the ability multiple times eventually.
So, can a Slayer study a troop and use his studied strike on it, effectively studying the entire group and assessing them for weaknesses he can exploit? Would he have to take a feat or Slayer talent to do this?

Literally just finished this chapter before realizing this was a thing but this whole sound board sounds amazing still. I hope I get see chapter 3 in time.

So I've been running my group through the Strange Aeon's campaign recently and I guess I've been doing my job as GM right because my player's are so unsettled by the horrors of Briarstone they have made a pact to come back to Briarstone once the sorcerer gains access to his 9th level spells so they can level the asylum with a meteor and wipe out the haunted asylum for good. Now, honestly, I've never been apart of or GMed for a group that's made it that far and I'm just a tad worried about how to handle them once they reach that level of power.
Now, I believe in letting them do what they want. I've played with GM's that were too restrictive on stuff like this and it's not fun but I know literally letting the player's go nuts isn't exactly ideal either. My first thought is that razing Briarstone is likely to unleash the bhole they still don't know about and I'm wondering if that should be a suitable little life lesson as to why you can't just blow up buildings even if you are a super powerful sorcerer in a made up world or if maybe it'd be better to just let them have their moment and trust they'll only use their powers for good.

Looking at the gunslinger makes me think that dexterity isn't really the best stat you use for a firearm. I've shot a bow and I've shot rifles plenty and they are just worlds apart in my mind. Pulling a bow is much more phsyical in drawing the bow and holding it steady where as firing a gun is very mental in managing your breathing and preparing to take the recoil. I suppose the same argument could be made for bows, especially crossbows. At the least it seems like there could be a feat to use Wisdom instead.

The main idea that brought this up was the grit system but my own ramblings make me concerned that having grit tied to your core stat rather than an extra one would make it too easy to superpower yourself. In addition, several of the deeds that say "apply your dexterity modifier" didnt make sense when i read them because it made it sound (to me) like your character is putting some ridiculous spin on the bullet by flicking their wrist rather than making a calm and level headed shot precisely where they want it.

10% miss chance after one shot is pretty excessive at least for a single person. Also, you have to realize that would go both ways if not be worse for the gunslinger who has the smoke right in their face.