Kolyarut

theGlitch's page

75 posts. No reviews. No lists. No wishlists.



2 people marked this as a favorite.
Ilina Aniri wrote:
the act of making an undead or becoming one might be an evil act for most. but at the same time a vampire, mummy, ghost, lich or other intelligent undead has the potential to redeem themselves within their undead state. they can do good and eventually become good.

Ok, now THAT is another pair of shoes. Though difficult, an intelligent undead can try and redeem itself. It is probably a very rare event, about as possible as a demon becoming good. *wink

ilina Aniri wrote:
undeath can also be a reward from a deity.

Lady Vol approves.


1 person marked this as a favorite.

Neutral animals only attack if hungry or menaced.
Mindless undeads attack people unless specifically ordered not to by their creator, that's evil in my book.


3 people marked this as a favorite.
1of1 wrote:
PossibleCabbage wrote:
I don't think "when I am splattered with gore and viscera from the ogre I just finished disemboweling" is really a good time to be sexy.
You're right. Dragon gore is far more suited to my skin tone. ( ͡° ͜ʖ ͡° )

It goes quite well with your natural complexion. I myself am a mechanical being, so it would probably get stuck in my gears and clog everything. My maker hasn't done a very good job in creating me (*sad beep)


2 people marked this as a favorite.
dragonhunterq wrote:
theGlitch wrote:
Also, as i reread all the armor entries in PF 1ed, i see no such thing as a statted bikini-mail or boob-plate, so every argument is kinda silly. You can't ask people not to imagine things the way they like, just as people don't ask you to come out of your comfort zone (which you have all the rights to have). Not everyone is a pervert, some of us even prefer more historically accurate representation of certain suits of armor (and/or weapon).
Yeah, if your GM hands out a suit of chain mail and a picture of bikini mail and says it must look like that, it might be time to get a new GM.

It would indeed be the time to get a new one, as i'm playing a half-orc MALE fighter... although it could mean that it's easier and quicker to don, and much more breathable.


1 person marked this as a favorite.

Also, as i reread all the armor entries in PF 1ed, i see no such thing as a statted bikini-mail or boob-plate, so every argument is kinda silly. You can't ask people not to imagine things the way they like, just as people don't ask you to come out of your comfort zone (which you have all the rights to have). Not everyone is a pervert, some of us even prefer more historically accurate representation of certain suits of armor (and/or weapon).


2 people marked this as a favorite.

But what if a woman in a fantasy world is fine and comfortable wearing said chainmail bikini (expecially if magically enhanced)? Wouldn't demanding a more prudish outfit limit her freedom of expression and showing herself as she liked?


1 person marked this as a favorite.
Wild Spirit wrote:
Why aren't Spell Points and Resonance one and the same? It would be one less thing to keep track of. *shrug*

Because otherwise how would casters be able to be on par with fighters ability to raise their shield and gain <shield bonus> to reflex saves at 14th level?


1 person marked this as a favorite.
Doktor Weasel wrote:
Tangent101 wrote:
Spell Tiers sounds awesome. Better than Spell Circles. :)
In my group, we use Order as the in-character descriptor. For example: "I'm capable of casting spells of the third order."

But what if i'm a chaotic sorcerer?


1 person marked this as a favorite.
Curtisin wrote:
BACKSTAB! (Well, not really, but it's far more fun to shout than SNEAK ATTACK!)

You know that shouting it makes it 66.7% less powerful?


2 people marked this as a favorite.
Corvo Spiritwind wrote:
Midnight Anarch wrote:

PF2's goblins are the newest incarnation of Drizzt Do'Urdens at the table. You know what I'm talking about here.

It's not so much that goblins-as-core may give license to gray-area players, which is a minor but real consideration. It's that Paizo is ruining the lore and core appeal that made Pathfinder goblins attractive to players in the first place. And just like stupid drow, they did it to tap into some "mass marketing" appeal of them as a playable race.

Seems like a bad idea that Paizo, for some reason, positively adores.

What confuses me is that Goblins are playable in PF1 and there's a ton of archetypes and feats just for them and no one cared or cares. Suddenly they're playable in PF2 and it's everywhere.

And what confuses me is that many people seem to not understand the difference between playable race and CORE race. I don't mind having goblin pc stats in the bestiary or PF2 ARG; i mind that goblins go from pests you kill at first level to gain exp (with the OCCASIONAL goblin adventurer/NPC that stands out from the mass) to socially accepted race of lovable critters.


1 person marked this as a favorite.
Mewzard wrote:
Krinn wrote:

Goblins are a no for me as well. Honestly I can't see a role for a goblin in party other than comic relief, if not disruptive play for the sake of it. Also, goblins always had a charisma penalty, so why remove that penalty and have a bonus instead? Cha bonus with Wis penalty just screams comic relief, when those pests are dangerous as a whole.

Unless I'm playing in a setting that displays them as civilized, playable characters (Eberron comes to mind), that "ancestry" is a core feature that won't belong in my games.
I'd rather have Aasimar, Tiefling and Genasi in core, or perhaps a new race like a construct one.

It's kind of a lack of imagination if you can't see them beyond jokes or disruptions.

There can certainly be light-hearted moments, but there's no reason you couldn't have a Goblin character with a striking character motivation and gripping past that leads into an emotional character arc.

As for why Charisma?

"Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance."

There are multiple aspects to Charisma. While many might not find them visually attractive in the traditional sense or amazing leaders normally, they exude personality, and they can both draw and hold attention quite well with said personality (an aspect of one's personal magnetism).

Or, to put it more simply, it's their character's charm and quirks compensating for their lack of non-traditional beauty.

If you have to pick a mental stat to give to Goblins, Charisma seems like the best fit.

I'm quite content with Goblin as an option (though I wouldn't mind a Svirfneblin as well, Deep Gnomes need love too).

If anything i would have chosen intelligence for a mental stat to give a bonus to. Goblins have a knack for crafting stuff from nothing valuable (it screams intelligence). They know HOW to make fire (+2int), definetly DON'T know WHEN to use it (-2wis), many are pyros, not a particularly magnetic personality trait (no cha alterations).

I did played a goblin rogue once, it was very fun (and surprisingly resilient thanks to his bouncyness), but definetly wasn't a serious character, it was THE plucky comic relief of the group venturing through Rappan Athuk.


1 person marked this as a favorite.

Splitting theit summoner in two different classes, or having to choose between eidolon or summon monster seems like a good idea. A character shouldn't be a pokemon trainer AND a digidestined at the same time.


1 person marked this as a favorite.
Evan Tarlton wrote:
The resonance rules gives me some hope for a version of the Artificer.

I have been playing a wordfoarforged artificet in an eberron campaign for some time now (about 4 years) and i have been through several iteration of both race and class (it did't help that we tried to introduce psionic/psychic powers WAY before occult adventures). Me and the GM hoped for an official artificer that never came, and finally resigned to a homebrew occultist archetype. We NEED an artificer.


7 people marked this as a favorite.

I HATE armor class! It adds nothing but frustration to the game.
Has anyone ever had a gaming experience where AC added fun to the game?
How many times have you charged a monster, and then the DM says "roll to hit" only to have failed?
If they want to make adversaries resistant to attacks, give them better hit points, or make them immune to the type of damage your worried about.


1 person marked this as a favorite.

Take starcraft as an example. In the lore nukes of the "city-leveler" kind used to exist but were banned after the destruction of a major planet. Now the only kind of available nuke deals as much damage as an artillery barrage from a big (not the biggest) terran mech.


1 person marked this as a favorite.
ryric wrote:

9th level casters get a lot more spells per day than 6th level ones, and don't have as many non-spell class abilities. For some that's the desired structure.

The difference between a 6th level and 9th level wish spell is 3 points of save DC.

"A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, wish counts as a 9th-level spell."

So technically the save DC difference ranges between 2 and 0
I understand that some people like to play a class that has spells as the main option, but when you are out of high level spells you become a helpless bystander. YMMV depending on the GM, my GM tends to put two or three difficult encounters one after the other with almost no time to rest (we kinda have to choose between healing and keeping the short-time buffs).


1 person marked this as a favorite.

Trust me, iiii*static*t's even worse when the Maker has a sick sensr of humor and builds and programs you to malfunction every now and then...
Can't be the murder machine he wanted, now i'm <DATA NOT FOUND> and happy to be able to *windowsXPshutdownnoise


1 person marked this as a favorite.

Since the campaign i'm mastering is in the Star Wars universe it doesn't make much sense to use the vanilla DRIFT to rule FTL travel. After some thought and a long trial and error phase, me and krinn have finally come up with a solid Hyperspace ruleset, using THIS MAP as a reference. I know it is setting-specific, but so is the one offered by paizo.

Hyperspace Travel Time Calculator

Make your own copy

(yes, it's the same format of Nickela's Starfinder Ship Calculator. It's efficient)

Random User: «But theGlitch, how does it work?»
In Star Wars FTL is achieved through a hyperdrive, which creates a hypermatter field around the hull of a ship, sending it in the HYPERSPACE, your standard dimension where physics doesn't follow normal rules. While it is possible to plot a direct* route from point A to point B, it is better advised to follow the already charted Hyperlanes (purple lines on the map).

*:
Technically speaking it's not a straight line as it would probably pass through the "gravitational shadow" of a large object (big asteroid and larger, starship usually don't count as such), crushing the ship. So in the file i have included a little additive variable for direct travel to simulate the small route corrections, roll 2d10 and put the result in the appropriate cell.

Annoyed Random User:«Ok, but how does it MECHANICALLY work?»
Plotting a route is a long task, requiring a hour of calculations followed by a piloting check with a DC (base 10) that varies with the sector of origin, the destination and whether you are travelling on a hyperlane or not, but not on the distance.
Going from or to the Outer rim is +0, to the mid rim is +5, to the inner rim is +10, to the core and wild space is +15, to the deep core and the unknown region is +20. If you are NOT travelling along a hyperlane the DC is +5.
You need to specify BOTH the point of origin and the destination, so if you are travelling from tatooine to alderaan the DC is 10+0(outer rim)+15(inner rim)+0(hyperlane) .
But wait, there is more.
Let's say you are in a hurry, like "you have three Imperial Star Destroyers trying to shoot you down" kind of a hurry. You can try to make a hasty jump by spending a resolve point (push action) with a +10 to the DC.
As with vanilla rules, failing by 9 or less means you realize the mistake and have to start over again (and spend another resolve point if the Empire is still shooting); failing by 10 or more means you end up "somewhere" between the point of origin and the intended destination (GM choice of the actual exiting point), and the ship suffers critical damage and loses hp equal to 5% of its total for every point by which you failed the check.

To calculate the distance count the squares as per tactical movement, so diagonal moves count as 1.5 squares. If you are using a hyperlane you count (Count Dooku approves)the sectors it goes through (GMs can approssimate if it only crosses a smidge of a corner). I know it can be seem finicky, but it really isn't and having a printed map helps as it allows to precisely measure the length of the route.

The duration of the jump depends on many factors: the result of the piloting check (a good pilot can plot an optimal route and squeeze every ounce of power from the engine without damaging it), the Engine Rating** (even the best pilot can't do miracles with a low tier hyperdrive) the distance, whether you are travelling on a hyperlane (they are about 1.5 faster) and (at your own risk, if you choose to) overclocking done by the engeneer***.

**:
We had to tinker a bit with the numbers to make everything work properly so now the engine rating goes from 1 to 3 instead of 1 to 5.

***:
The engineer can use an action similar to Divert every hour of travel (either you do from start to finish or you don't, no "every two or three hours" shenanigan) with a DC of 10+1,5*tier. A failure means that the engine gets the Glitching condition. Failing twice means it is Damaged. At the third fail it gets Wrecked and the ship is kicked out of hyperspace. Note that the piloting roll and the engineering roll are separate, it is possible to pass the former and fail the latter, however passing the piloting roll is mandatory in order to succesfully hyperjump.

In summation all you have to do is fill in the BLUE cells and read out the YELLOW ones to know how long it will take. The spreadsheet is there to help the user to do educated guesses on how long a jump will take; to make sure you don't read the wrong value use the bottom cells.

To all those who think it's "too complex" always remember:
Han Solo: «Traveling through hyperspace ain't like dusting crops, boy!».


1 person marked this as a favorite.

I'm playing a ratfolk (groundhog variety) barbarian hurler and a doubt came to my mind:
How much wood would a woodchuck chuck if a woodchuck could chuck wood?

Many thanks!
_tG