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Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber. Organized Play Member. 407 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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Liberty's Edge

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BigNorseWolf wrote:
apparently nothing to put any pizazz into an armor solarion.

nope , honestly solar shield is probably a better deal the solar armor except a few builds

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nice , i think the finishers and options for using varies skills was a great idea :)

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may need to work up an aldori defender swashbuckler this weekend , this really loving that the new classes feel different then existing ones

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Rysky wrote:

You should have the playtest drop before the[Friday's] stream.

Kahhloo Kahhlaaa :)

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Themetricsystem wrote:

Personally I envision it is like a Scoop Ball toy with the ball portion resting in the scoop attached to a cable (Not a chain) that feeds down into the handle wherein there is a heavy spring-loaded cable reel winding mechanism that pulls the ball and chain back to the scoop after you flick it.

Gnomes are inventors and tinkerers and sure it doesn't mention any kind of mechanical component at all but it would be easy enough to create a somewhat balanced weapon spring reel winding system that will pull the cable and ball back to the scoop when you aren't "flicking" the device to give the ball/cable enough force to propel it at an enemy.

for the most part "with some exceptions" pf gnomes are not tinkers and inventors

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JiCi wrote:

All I'm hoping is that the envoy gets decent solo abilities. I understand that the envoy is supposed to be a team player, a support character or such, but if your envoy gets separated, it will not last long...

Really hoping for some personal buffs for the envoy that can be taken in case something goes wrong for these.

the envoy has a few things that do help in this regard

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great book,
the shield solarian has potential, not sure the ranged "pistol one is but have not had the chance to crunch the numbers"
not sure on the power armor mechanic either i mean i love the flavor but not sure its that good.

thoughts?

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Clughless wrote:

Hey all,

First time posting on here hope I'm doing this right. I'm a retired Marine playing Attack of the Swarm, we Marines use our motto Semper Fidelis, Semper Fi to other Marines all the time. What do you think the equivalent phrase would be in Starfinder?

Plashnik...Blarg!

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Milo v3 wrote:

I wish heavy armour wasn't basically Auto required with weapon solarians since I want to go with the light armour and be mobile, especially since graviton has mobility powers.

And yeah, the lack of skills is very confusing to me when it's so mad but the class features assume you'll be playing a skill character.

a vesk light armor solaria can be decent particularly if you go armor solarian with an advanced melee weapon

but yes in general heavy is a better choice, im hoping the character book has some more options for them

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is there an inherent reason why the hellknight would want to kill the druid?

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Arachnofiend wrote:
GeneticDrift wrote:
Arachnofiend wrote:
An archetype would also mean that your gunslinger can't use guns for the first level of play.

The only things preventing using a gun at lvl 1 is lack of rules and getting access to one (rarity).

Archetypes unlock at level 2. If the means of getting proficiency is locked behind an archetype (IE it's an uncommon weapon) then it is impossible for a level 1 character to be proficient in firearms.

You might be able to swing a Human with Unconventional Weaponry, I suppose.

or if they were from alkenstar

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Nicolas Paradise wrote:

On the note of sword canes it would be nice to add more hidden or dual purpose weapons such as bladed and weighted scarves. Umbrella/Parasol Swords, Pen Knives ect.

As for thievery I was thinking mostly toward its uses in finding clues but I guess that is a matter of perspective more than skill. I think like alchemist they should be able to use craft in place of medicine although if there were ever a class that wants battle medic and godless healer Investigator is probably it.

yeah they need these, single stick also :)

not sure on the crafting, i get that its legacy but i would not have an issue going a different way with them,

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Kasoh wrote:
Pepsi Jedi wrote:
How do the three Ancestries look?

Hobgoblins are tough, good at fear, and fighting. The most interesting racial feat to me is one that causes mental damage when a foe you feared is still fighting you.

Leshies are...well plant people. And the art creeps me out. I skimmed their section. Fungus Leshies get Darkvision, Leaf leshies are immune to falling damage, Gourd leshies have backpacks in their heads.

There's a racial feat at 9 that lets them heal from standing in the Sun.

Lizardfolk are interesting. Five varieties to choose from. A few interesting feats, like "Parthenogenic Hatchling" which says "You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother." It gives bonuses to saves and surviving without food.

Good overall feat support for their natural weapons and a few other tricks.

Aasimars, Catfolk, Changelings, Geniekin, and Tieflings are mentioned and get art, but no stats.

there is also a picture of what appears to be an android in the lastwall section :)

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Sin_Dark wrote:

Ok Worthless may have been a tad harsh I mean after all they still do something. So I'll rephrase it to terrible feats.

Masked Casting, Signifer's Sight (lvl 10 is a little late in the game to get darkvision, the other benefit will rarely come into play), Fear No Law, Fear no One (It's fighters bravery, fighter's are probably the most common Hellknights next to champions), Mask Familiar (At this point anyone that wants a familiar will have one, yes they can retrain but this is a 4th level feat that feat can be better used elsewhere), Adaptive Mask Familiar (It's improved Familiar but at a 6th level feat cost, this could be worth it if it stacks with improved familiar but that's a hefty investment), Rain-Scribe Sustenance (Super Situational), All Uzunjati Feats (Though they are Skill feats so there's some leeway), Every Single Scroll Master Feat but Lore Seeker, Swordmaster Dedication (Disarming is aweful and I doubt many NPC's or Monster would take the time to do it).

I didn't touch the lack luster Heritages and some questionable Ancestry Feats.

If this was a 20 door soft cover I could maybe see it, but it's not. Many options in these book are uninspired and just plain boring. However as previously said the Art, Writing of the Fluff, and few fantasy provoking and just cool sounding feats are good.

thing is a lot of these are dependent on what you want to do, for example my wife loves masked familiar and is tempted to change her class "well make a new character" in order to get it.

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graystone wrote:
Deadmanwalking wrote:
Ancient Elf

The interesting thing is that an Ancient Elf has no age requirement... Nothing in the heritage prevents you being 20... "In your long life" isn't quantifiable.

Deadmanwalking wrote:
I really don't think them being Uncommon matters much outside possibly PFS.
For me, it's one more thing that has to be specifically allowed in my online games: the list of banned/unbanned items just keeps growing...

just allow everything from paizo, keeps it simple

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though you could make a light crossbow do heavy crossbow damage

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SuperBidi wrote:
Castilliano wrote:
1. That's how poison arrows work (in reality & fantasy)

In fantasy only. Poisoned weapons have very rarely been used in reality, and only to kill after combat: The most potent poisons on earth kill in dozens of minutes.

The issue with RAI is that you can't bring it around a PFS table. So, RAW, you have to apply an injury poison to a weapon. Around a PFS table, any other use would be invalid.

In terms of balance, it's very hard to tell. Both systems have their pros and cons. Still, a high level ranger with poisoned arrows seem overkill to me, considering the amount of hit per rounds (and thus poison attempts) he can make.

if playing raw then you can just use javelins , daggers etc

but in my personal games ill allow poisoning arrows

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not sure how good she would be but quickly knocked out this one

14 Str
18 Dex
12 Con
10 Int
10 Wis
14 Cha
PERCEPTION +8E**= +8 Base +0 Wis +0 Misc
FORTITUDE +7T**= +6 Base +1 Con +0 Misc
REFLEX +12E**= +8 Base +4 Dex +0 Misc
WILL +8E**= +8 Base +0 Wis +0 Misc
AC 21T**= +16 Base +3 Dex +2 Misc
AC: +2, Max Dex: +3, Armor Check: -, Speed: -
Studded leather (Trained)
Traits: finesse, versatile P, uncommon
Melee: +10/+5/+0 (1d8+4 P/S, Crit 2d8+8 P/S)
Aldori dueling sword (Trained)
Traits: agile, finesse, thrown 10 ft., versatile S
Melee: +10/+6/+2 (1d4+4 P/S, Crit 2d4+8 P/S)
Dagger (Trained)
Ranged (10 ft.) : +10/+6/+2 (1d4+2 P/S, Crit 2d4+4 P/S)
Special Abilities
Deny Advantage
Sneak Attack (1d6)
Surprise Attack
Feats
Gain a 1st-level general feat.
General Training [Ancestry Feats]
Aldori Duelist Dedication [Class Feats]
Aldori Parry [Class Feats]
Duelist's Edge [Class Feats]
Pickpocket [General Feats]
Weapon Proficiency (Aldori dueling sword) [General Feats]
Deity: Shelyn; Age: 18
Speed: 25 ft., Languages: Common
CG Human gambler rogue 4
Hero Points
44
Hit Points
+12E* AcrobaticsDex
+0U**ArcanaInt
+8T**AthleticsStr
+0U**CraftingInt
+8T* DeceptionCha
+8T* DiplomacyCha
+6T**Games LoreInt
+8T* IntimidationCha
+0U**MedicineWis
+0U**NatureWis
+6T**OccultismInt
+8T* PerformanceCha
+0U**ReligionWis
+6T**SocietyInt
+12E**StealthDex
+6T**SurvivalWis
+12E**ThieveryDex
Feats
Weapon Proficiency [General Training]
Charming Liar [Skill Feats]
Courtly Graces [Skill Feats]
Steady Balance [Skill Feats]
Subtle Theft [Skill Feats]
Lie to Me
Tracked Resources
Black adder venom, infused (DC 18) ☐☐
Dagger ☐☐☐
Elixir of life, lesser (infused)

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i am loading up herelabs and am planing on working one up between calls

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Helmic wrote:
Castilliano wrote:
I'm somebody who likes hard mode, and has found the story in the modules fun but unchallenging (though easy to beef up). Perhaps Paizo should put difficulty levels on their products?
Maybe, if we got better advice on how to adjust it. "Hey, this particular encounter can be very lethal, here's how you can change it to suit less tactically-oriented groups."

that's easy bring a stack of blank character sheets ..or just have the players proactively make a spare :P

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vagabond_666 wrote:
Ediwir wrote:
Haven't run Plaguestone, but between converting WftC and playing in Age of Ashes, this feels pretty odd. Are your guys just sitting still to take the beating? What relative level enemies are they facing?

They're currently Level 2, and last session fought three Bloodlash Bushes (https://2e.aonprd.com/Monsters.aspx?ID=427) and then rested up before fighting two mutant wolves (which are Creature 3, have AC 19, 45 hp, bite for +11 doing 1d8+4 + 1d6 acid, and if they hit with the bite can spend and action to auto do a further 1d6 + 2 with 1 persistent acid). This just seems to be too high a to hit and damage compared to the PCs, and to be AC on par with the PCs with substantially more hit points.

Both these encounters appear to be "Severe" according to the XP budget system, but based on the way the book presents them and the described behaviour of the NPC that is leading them around in the story, it seems the assumption is that these fights should be taken back to back with perhaps a 10-20 minute break or so in between. That said, the same dynamic has occurred in a lot of the fights they had at level 1, and those were all moderate.

Deadmanwalking wrote:

Being experienced in PF1 can be a disadvantage in PF2. Not in character creation, but in terms of tactics in play.

For example (and this is only one example), vs. many higher level foes, their actions (especially their second and third ones) are worth more than yours so moving in, attacking, then moving back is extremely worth it. Versus foes with low movement this is even more true (and a lot of horrifying single foes in PF2, and especially in Plaguestone, have lower than 25 movement).

That's super unintuitive for people used to the full attack meta of PF1, but it remains true.

The Ranger is a TWF ranger, so his MAP maxes out a -4, so he wants to get next to them and "full attack", and if they backed off between goes the rogue would lose flanking, plus once they've been downed it's two actions to stand up and...

this was the 1st near wipe my players had

though that night it was just a druid, wizard and barbarian g all at at level 2
this week we should have 4 or 5 players which will help,
as for range if i remember correctly they have 20 foot reach and a 20 spd movement but i do not have the book in front of me

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Mightydaveman wrote:
Ok I will take a look, sounds expensive though :)

2 general feats is not bad for a concept , the big choice is what class feats to switch out the sword feats for

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almost any human class other then wizard can be qualified by level 2 just use 2 general feats from the human choices martial weapon twice and be from the right region

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K1 wrote:

I am playing a Champion ( redeemer ), but I am currently not satisfied with it.

The major issues i am facing are the followings:

1- Multiclassing restrictions.

In this system, every class has to max out his primary stat, so for melee will be STR, DEX for a ranged and his spellcasting ability for a caster.

That said, if you plan to wear a plate ( bad idea, since an elven chainshirt will give you more armor ), you will mostly go with base dex.

But there's a problem.
By having 10 dex you won't be able to do the follow some paths:

-Rogue
-Ranger
-Fighter
-Monk

Shortly, everything but barbarian which could give you customization in terms of melee/tanking stuff.

If you go 18 str and 14 dex, then you have some points left for const ( which is mandatory for a tank ) and eventually Charisma, which is your base deity spells modifier ( /facepalm ).

We are not considering here INT or WIS, which means that you won't be able to multiclass into

-Druid
-Cleric
-Wizard
-Alchemist

Shortly, you have to give up something which you can't ( since in this version a +1 is everything, imagine your focus spells with a 10 or 12 base charisma. Good luck with that ).

2) Horrible traits meant for protection.

- Champion's Reaction needs 2 checks instead of one.
- Champion's Reaction range
- "Exalt" is almost impossible to use. First because it is always better to split up to avoid and AOE. Second, because if even if it will happen that an aoe occurs, and you have you allies in 15feet range, you will also have to have the enemy which cast the aoe in reach! Almost impossible.
- 2 talents ( and next to an ally ) to being able to use shield of reckoning, which can't be use with your extra shield block reaction or divine reflexes.
- Divine Grace as reaction, as circumstance bonuse, against a single magical effect.
- Shields with durability ( which means you must have the skill to repair them, up to legendary, and maybe the assurance talent, quick repair, and other skills traits ). More or...

other then the alchemist you don't need to max your stat at lv1

honestly i would argue starting at 16 might be the better choice for several classes

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Garlan wrote:

That was my idea. Casting a Spell and use the third action for my Companion. I would build something like:

1: Storm Born
2: Order Explorer (Animal Companion)
4: Mature Animal Companion
6: Storm Retribution
8: Incredible Companion
10: Wind Caller
12: Primal Focus
14: Specialized Companion
16: Timeless Nature
18: Invoke Disaster
20: Hierophant's Power

So I have to renounce Feats like Reach Spell, Widen Spell, Steady Spellcasting, Overwhelming Energy and Effortless Concentration.

reach and shocking grasp are a decent combo imho particularly theme wise but yeah animal companions are great

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Takamorisan wrote:

Friday 13th?

A Leshy, necromancer c:
Corpses entangled in roots

i greatly agree with this idea

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Justinian9 wrote:
prototype00 wrote:
Justinian9 wrote:

1. I can't understand why a Monk focus point pool is limited to 3. To be a Ki Monk (Unlike the other classes) a Monk has to pick heavy Ki feats. You can have a pool of 3 as early as 2nd level, however I think level 4 would be the norm. You can't regain 2 focus points until you pick Meditative Focus at level 12. So saying for most combat you will only have 1 focus point to use while Ki is your main weapon in combat. It is almost like they don't want you to be a Ki Monk, just a Monk that can once or twice a fight use Ki. But use a bunch of feats to have options.

I do not understand this restriction, seems very limiting, can some one please explain?

Errrm, every class is limited to max ever a pool of 3 focus points, it says so on pg 300. Sorcerors only have 3, wizards only have 3, so in a way, Monks have the most Focus points of any class...? (3)

Quote:
2. The example of a Ki Monk on page 162 in the core book says you should pick occult for your spell like abilities (I say this as occult is one of the skills picked on the build). I do not understand this... is it because occult skill is used versatile in day to day play? Occult is an Int based skill while Divine is Wis based. Seems to me you need the higher stat to be wis for the saves, Ki saves, and perception. Why pick occult over divine?

Thats kind of a flavour thing, mysterious user of Ki = Occult. Its a trained skill, you don't have to take it if you don't want to.

Quote:
3. I see no value in Mtn Stance as with the spread of your points across so many ability scores you will not stand and fight toe-to-toe... move, hit, move! It also limits you to one form of attack. Am I missing something?
Mountain Stance allows you to focus your ability points in Str, and ignore Dex so I'm not sure why you would be very spread out. Mountain Monks can start with one of the highest starting ACs in the game (23 with a tower shield) so heck, you can just stand there
...

most fights only last 3 or 4 rounds so you should have enough key points for a fight.

the 1st round in a fight can be rough if you fail init but once ou stance into mountain your doing great and hitting hard
you can get away with high str and maybe a bit of con and be survivable.
toughness and other things that add to your hit points are a big benefit , dwarves make very good mountain stance monks

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prototype00 wrote:
Justinian9 wrote:

1. I can't understand why a Monk focus point pool is limited to 3. To be a Ki Monk (Unlike the other classes) a Monk has to pick heavy Ki feats. You can have a pool of 3 as early as 2nd level, however I think level 4 would be the norm. You can't regain 2 focus points until you pick Meditative Focus at level 12. So saying for most combat you will only have 1 focus point to use while Ki is your main weapon in combat. It is almost like they don't want you to be a Ki Monk, just a Monk that can once or twice a fight use Ki. But use a bunch of feats to have options.

I do not understand this restriction, seems very limiting, can some one please explain?

Errrm, every class is limited to max ever a pool of 3 focus points, it says so on pg 300. Sorcerors only have 3, wizards only have 3, so in a way, Monks have the most Focus points of any class...? (3)

Quote:
2. The example of a Ki Monk on page 162 in the core book says you should pick occult for your spell like abilities (I say this as occult is one of the skills picked on the build). I do not understand this... is it because occult skill is used versatile in day to day play? Occult is an Int based skill while Divine is Wis based. Seems to me you need the higher stat to be wis for the saves, Ki saves, and perception. Why pick occult over divine?

Thats kind of a flavour thing, mysterious user of Ki = Occult. Its a trained skill, you don't have to take it if you don't want to.

Quote:
3. I see no value in Mtn Stance as with the spread of your points across so many ability scores you will not stand and fight toe-to-toe... move, hit, move! It also limits you to one form of attack. Am I missing something?
Mountain Stance allows you to focus your ability points in Str, and ignore Dex so I'm not sure why you would be very spread out. Mountain Monks can start with one of the highest starting ACs in the game (23 with a tower shield) so heck, you can just stand there and take it. Let all the enemies...

yeah for unarmed you want to be a monk or a animal barbarian , fighter has a much hard time of it

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I have been unable to find any.
does anyone know of any sunday games around dallas or irving texas?

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The Drunken Dragon wrote:
Balancer wrote:
The Drunken Dragon wrote:

Balance,

And because from a meta level, that degree of specialization is seen as...archaic. There's some writing in-universe about the Arcanimirium being derisive of its few members that dedicate the entirety of their study to magic, labeling them "esotericists" and viewing them the way physicists view philosophers irl

I'm imagining a guy huddled up in his room with piles of books raving about how he'll show them all one day, they called him crazy but who'll be laughing when he's wished all his enemies into the sun! Who'll be laughing then! Just you see!
I mean, when you can just learn how to build a rocket launcher or an ice gun, why bother just figuring out a spell that can do it...twice a day?

you cant always walk around with an obvious weapon.

also weapons can be taken away etc
also some people just want to tell a dude to die..and they will :P

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still have not received my
Starfinder Alien Archive 3 Hardcover
Pathfinder Lost Omens World Guide Hardcover
Pathfinder Adventure Path #146: Cult of Cinders

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baahk36 wrote:

Goblin scoundrel rogue. They specialize in "monster" law filing counter suits for wrongful injury on the behalf of the families of all the monstrous humanoid races that thoughtless adventurers killed without proof or due process. Not above using his rogue skills to plant a little evidence to win his cases.

Make him a razortooth goblin for that winning smile.

now I want to run a goblin legal game based on simon and simon or better yet mattlock.

gave a goblin lawyer and his crack team of goblin experts

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i find that by the time i have a chance to watch on twitch they have usually taken it down

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Some Kind of Chymist wrote:

Options in the new edition have shown me how awesome the idea of lawyer is as a character background.

It's just so thematic for so many types of characters: Clerics of Abadar, Asmodeus, Sarenrae, Pharasma, amongst other dieites along with scoundrel rouges, bookish wizards, charismatic sorcerers and many more.

So, Let's see what Lawyer PCs people have put togther; I'm sure some folks have thought up creations beyond my wildest dreams.

Also, I feel, depending on the GM and campaign, that legal lore can be a super useful skill (shame for my Cleric of Sarenrae that it keys of INT though).

The only thing that's a negative for the lawyer concept is that the Truth domain isn't very stong. (Don't get me wrong; I love the Word of Truth thematically [and vaguely remember something in PF1 that was similar that I also thought was cool], but it isn't very strong unless you have a very nice GM that is on board with it).

azik the souless

goblin
barister and wizard
once a humble manservent to a mighty barrister he one day decided to cast aside his soul for the forbidden books of the law ...and picked up a little magic along the way
looks- goblin with giant affectation spectacles and a huge barrister wig wearing the fines andoran gentleman's clothing

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i will be at work during most of this and will probably not be able to watch live , will it be posted online after the fact?

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mine is still pending , hopefully i will at least be able to get the pdf's soon

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*pace* *pace* *pace* *pace*

the wait is always so agonizing.
knowing my luck it will arrive the day after i leave for dragoncon

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hi any word on when my sub will be processed? Order 7747359
not sure if it should say pending or if it just has not shipped
thanks
jim

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Red Griffyn wrote:


Given that spells are so under-powered in this edition, the only true balance is having more of them so you can cast more frequently.

.

not really seeing the "so under-powered "

its certainly not a given imho
are casters less op'ed in this edition? a bit less but there still quite good

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i am personally liking it for pf2 characters and starfinder characters

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1) How long does it take for you to build a 1st-level character?
2) How long does it take for you to build a higher level character?
3) Do you use online apps or other aids to expedite the process? If so, which ones, and how do they help?
4) What other notable experiences have you had with character building in P2E?

1: 1st level? 5 , 10 minutes

2: a few minutes more per level, longer if im trying to figure out something odd and different

3: herolabs greatly speeds me up

4: im enjoying figureing things out

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hi any word on when my sub will be processed? Order 7747359
thanks
jim

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Colette Brunel wrote:

Who is the Aldori dueling sword actually for? It is uncommon, 20 gp (yes, 20), advanced, one-handed, 1d8, finesse, slashing into versatile P. It has no ancestry tag, and the Lost Omens World Guide says that "only those with a swordlord's elite training are able to wield one effectively," so it is definitely not "common in another culture," ruling out Unconventional Weaponry.

Aldori Duelist Dedication is a 2nd-level archetype feat that requires trained proficiency in Aldori dueling swords. It grants training in Acrobatics or Athletics, plus Dueling Lore, with expert if already trained. It makes you expert/master/legendary in Aldori dueling swords only if you are expert/master/legendary in any other weapons.

A rogue who wants to use an Aldori dueling sword has to take Weapon Proficiency twice just to be trained in an Aldori dueling sword, and then sink a feat into Aldori Duelist Dedication just to get the scaling proficiency.

A champion or a ranger who wants to use an Aldori dueling sword has to take Weapon Proficiency once, and then burn another feat on Aldori Duelist Dedication for scaling proficiency. A fighter can get away with just Aldori Duelist Dedication. But why bother? Finesse weapons are significantly less important for these classes; if they want to go into melee, they can max out Strength, take Dexterity 12, and call it a day. There is no Dexterity to damage for these classes.

The Aldori duelist archetype is not even that strong. It is mostly a repackaging of the einhander fighter. About the most impressive thing it can do is Demoralize as a free action on a critical Strike (not to exceed Demoralize limitations, though), and that is a 6th-level feat.

I do not see a reason for there to be a rigmarole involving a dedicated Aldori dueling sword as a weapon, a weapon of questionable mechanical utility.

In the same way that Paizo was happy to recategorize aeons and nymphs to streamline the lore, I do not see why "Aldori dueling sword" could not have been reenvisioned as a name...

well i will be making make a dex fighter because i want to play an aldori swordlord with a dueling blade, dex fighters with this sword should do well , dex to damage is imho not that important

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Evilgm wrote:
Colette Brunel wrote:


the Aldori dueling sword (uncommon, a whopping 20 gp, advanced, one-handed, 1d8, finesse, slashing into versatile P, and that is it; very underwhelming)

I think you are very much underestimating the value of a 1 handed d8 Finesse Weapon, but you haven't shown much aptitude for accurately valuing mechanics so far so I can understand that.

Colette Brunel wrote:
it is a rare option, which means it is extra-gated behind GM fiat.

I'm afraid I don't follow. Either you have the permission of the GM to becoming a Living Monolith or you don't. Why does the rarity change that?

Colette Brunel wrote:
while I can see some of these dedications having niche uses
Sounds like they succeeded at their purpose so.

still waiting on my order to go though so i can read up on the aldori duest , it and the magic warrior are the ones i am most interested in, what are your thoughts on them?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
PossibleCabbage wrote:

A Monk with a bo staff who multiclasses paladin for retributive strike and ranged reprisals seems pretty fun.

Funny thing is you can take Ranged Reprisals before you can use it (it just requires the Paladin cause, which you get from the dedication, but it works off of the Paladin's reaction which you can't get until 6th.)

ohh i like this idea

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

ok my issue is resolved :)

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

hmm the only thing i should be getting is showed canceled :(

i called in and issue resolved

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

mine messed up and tried to charge me for items already purchased and delivered so failed :(
i left a voicemail and posted in the cust service board , hopefully issue will get resolved quickly , which is likely paizos customer service is always top notch

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

order 7747359

the only item on this order should be the lost omen guide
it seemed to have tried to charge me with the core book and a few other items already purchased and delieved
this kept the order from going through
can you help?
thanks
jim

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

hmm should it be side board or pending?

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