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Martial proficiency edition

>>IF YOU ARE ASKING A QUESTION, PLEASE SPECIFY WHICH GAME YOU'RE PLAYING<<<

Previous thread: >>94336380

/pfg/ (pathfinder 1e) link repository: https://pastebin.com/RSt0rF0T
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/3eg/ (D&D 3.X) link repository: https://pastebin.com/VMRsxB2m
/pacgg/ (pathfinder adventure card game) link repository:
https://www.wikipedia.org/wiki/Lists_of_games_considered_the_best
The T̶r̶o̶v̶e̶ Vault (seed, please!): bit<dot>ly/2Y1w4Md
>>CHECK THE SHARE THREAD FOR MISSING MATERIALS<<

TQ: What god are you worshipping now that Gorum is gone?
>>
I got about halfway through formatting the version 3 of this document.
So hopefully it will be done by Wednesday.
so be on the look out for that.
In the mean time, ask me any questions you have or any last suggestions.
>>
>>94367656
>What god are you worshipping now that Gorum is gone?
Who's worth worshiping? If I wanted to play a male martial character, Ragathiel's really the only one left that doesn't either cleave to a very specific theme (Erastil) or is basically a cringe reddit male (Cayden Cailean.) All of the best portfolios in Golarion are claimed by women. Samurai? Shizuri. Love and Beauty? Shelyn. Literally Jesus? Sarenrae. Even the concept of the Sun is Sarenrae, so you can't go with being like a Sun God worshiper.

Let's actually lay out what options are available to male characters who want male gods to worship. I'm going to ignore the Evil gods because we're Adventurers trying to play a heroic and chivalrous dude.
>Abadar is the God of Civilization. This sounds fun until you realize he's very racist and more Guilliman than God. What do I worship? Bureaucracy!
>Cayden Cailean is the God of Beer and Revelry. This might sound fun until you realize any trace of him being a womanizer as well has been scrubbed. Hell, he's fucking Torag's gay son. Worshiping Cayden these days is like putting on plaid, growing out a gay thick handlebar mustache, and saying you "bash the fash."
>Erastil is based - well, was based. Also one of the few gods to have a wife (and was added in 2e, too! Holy shit, can you believe it? Heterosexuality in Current Year? Holy shit!) Biggest gripe with Erastil is that he's too laser-focused on being the God of Farming and Community, which would make for one hell of a -
Y'know what? Fuck it. I'm going to just say Erastil and be done with it. Because I was about to say he's the god of Yokels and Farming but that's where the vast majority of you fucking brown-haired white boy adventurers come from.
>>
>>94367775
>he doesnt know
KEKAROOOOOO
>>
Oh, sorry, you meant Jaidi, who was added in 2e.
>inb4 esl
You just write like shit
>>
>>94367823
>>94367809
Oh wow, hey! Erastil's looking good.
>>
>>94367775
To be fair, Jaidi wasn't MADE in 2e, she was just massively fleshed out in it. Her first mention was in 1e but it was basically nothing more than a brief blurb after fans were asking why the god of Traditional Families did not, himself, have a wife.
>>
>>94367656
>What god are you worshipping now that Gorum is gone?

Andoletta, as always.
>>
PF2e
Is there any way to gain four familiar abilites at level one?
>>
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>>94367656
What the fuck do you mean they killed Gorum? He's quintessential war god and one of the most straightforward deities. Every DnD setting's got to have a God of War and Fighting War and Warfighting and Warfighters who Fight Wars. That's stupid. Paizo is stupid.
>>
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>>94368331
Gorum felt like all his most powerful worshippers were evil and it was screwing up his place as a Neutral deity so he got Calistria to trick Achaekek into killing him and now lesser gods and powerful outsiders of battle and war are going around killing each other to try and claim his seat (War of Immortals) while Mortals are all having strange shit happen to them because his blood rained over the Material plane creating Exemplars and charging up a bunch of ancient relics of war. Also Gorum might not even be actually dead since after the Mantis God chopped him in half a beam of light flew into the Maelstrom from his empty suit of armour.
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>>94368471
That sounds stupid and I don't like it.

On another note, who is the most fashionable god/dess and where can I go to acquire their drip?
>>
>>94368117
Ask your DM LOL
>>
>>94367656
>TQ: What god are you worshipping now that Gorum is gone?
My next character was always going to be a Pharasmin Cleric.
>>
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>>94368471
They're going to make Ragathiel the God of War because he's the only one that has some backing by the playerbase.

Oh who am I kidding, they're going to give it to some sassy woman that joins the goddess polycule.
>>
>>94368868
Its going to be Seelah
>>
What's a fitting Mythic Path for an athiest character?
>>
>>94369556
Broken Chain is literally a bunch of reddit BLM loser quotes and shit, go with that
>>
>>94369556
Godling.
He doesn't believe in worshipping other gods, because he's going to be the best god.
>>
pf2
>human
>mythic exemplar
>from Lastwall (gets Lastwall Sentry archetype later)
>strength build
>1hand and shield
>Guardian calling
>ikons are Scar of the Survivor, Mirrored Aegis, and Mortal Harvest(Flail)
There's a problem here; I want to be able to interact with the Guardian calling to get mythic points back, but I also want to have a knight-coded weapon, and I want an Ikon that can do damage. Mortal Harvest(Flail) is funny because of Sweep(when you transcend, your second attack is more accurate than your first), but from what I can tell, not particularly good for dealing damage.
>Gleaming Blade
There's basically no knight shove/disarm weapons in these groups. It's all wuxia monk shit or tribal stuff. I'd use a Rapier... but I don't want to because I'm probably autistic.
>Titan's Breaker
A warhammer could work, but the Shove trait becomes redundant when I pick up Rescuer's Press at lvl 4 and can shove people with my shield.
Send help. Or get mad at me and convince me that I'm wrong. Or some other option.
>>
>>94369959
Do you want to get shield spikes or boss? If not then you could grab a Shield Augmentation for disarm/shove: https://2e.aonprd.com/Equipment.aspx?ID=1430
>>
>>94370227
See, this is why I asked here. That's stupidly helpful, because I want neither of the shield weapons.
I can get Disarm/Trip on my shield from this, take whatever 1h weapon ikon I want, and get Rescuer's Press for shove later.
>>
Saw the redo of the time mystery doesn't look as bad now. Thinking of making a forlorn elf time oracle with culist background. His whole bg is he joined a cult and gained his powers trying to bring his human wife back and is now on the run trying to make amends with what he did to attempt it
>>
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>>94367656
reposting in new bread

Need some help, playing an untamed druid and need some decent long-duration buff/utility spells to populate my spell list with, so far I got ant haul, tailwind, and the ever reliable haste
also would it be worth it to grab barbarian dedication for rage? Rage works while in untamed form but idk if it's worth the -1 to AC
>>
would the staunching rune (any rarity) affect the DC of the recovery check of bleeding from infernal wounds?
>>
>>94370630
Get Reactive Strike.
>>
>>94368493
the answer about what's the best pathfinder lore is always "the one you make up yourself"
>>
pf2.
paizo is way too stingy with weaknesses, any time my players ask, "so, do i know any weaknesses of this monster?" i reply, "no, but can i interest you in half a dozen immunities?"
>>
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>>94369037
>>94368868
Guys, guys.

Obviously the real Gorum was the PCs we made along the way.
>>
Does it get any better in 2e than a hungerseed fighter?
>>
Is the key to happiness in PF1e just using Spheres of Might (no Spheres of Power) alongside standard Vancian spellcasters?
>>
>>94372213
I want to play hungerseed but honestly dont know if I want barbarian or exemplar
>>
Paizo needs to issue official errata on what happens in the case of a mid-turn stun, because a ghost operative (and any operative with a shock weapon) has a significant chance of stunning an enemy mid-turn, and the Starfinder 2e operative really should not be able to outright negate turns.

I say this as someone GMing for an 8th-level ghost operative at this very moment, teamed up with a Gap-influenced witchwarper.
>>
>>94372656
I'd assume it's like a mid-turn haste; doesn't kick in until the next one.
>>
>>94372710

Ideally, that would be the case, yet the RAW is so murky here that there is a case for a stun 1 Hair Trigger to completely negate an enemy's turn. I think that that should be closed off.

Post-errata Hair Trigger is still a menace, especially with Always Ready and Switch Target to help it trigger.
>>
>>94372656
Stunned doesn't really eat a turn though. It just consumes actions equal to its value. How many stacks is the Operative able to apply in just one Reaction?
>>
>>94372778

The issue is the second sentence: "You can't act."

This is not a new debate. It is one that has been around since 2019.

Here are some examples:

https://www.reddit.com/r/Pathfinder2e/comments/x4vw1b/what_happens_if_you_get_stunned_during_your_turn/
https://www.reddit.com/r/Pathfinder2e/comments/y7djxm/questioning_stunned_on_turn/
https://www.reddit.com/r/Pathfinder2e/comments/17vpidj/stunned_in_the_middle_of_your_round_clarified/
https://www.reddit.com/r/Pathfinder2e/comments/imh2mp/getting_stunned_on_your_turn/
https://www.reddit.com/r/Pathfinder2e/comments/108cqbc/stunned_on_your_turn_after_the_errata/
https://www.reddit.com/r/Pathfinder2e/comments/132kfma/issues_with_the_stunned_condition/
>>
>>94372832
That seems like an overly narrow interpretation of flavor text. The Stunned condition block spells out in detail how the condition functions and that function is to consume actions equal to its value, with the key phrase being
>each time you regain actions
Even if you could be affected by Stun mid-turn it would only eat actions you hadn't spent yet. Say:
>move
>attack
>eat a reaction and get Stunned 1
>lose third action because Stun
But what it actually does is
>move
>attack
>eat reaction and get Stunned 1
>do third action
>on your following turn Stunned eats 1 action and now you have two left
>>
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>>94372656
Is this a vtuber? She's very cute.
>>
>>94372877
What you describe is slow, not stun. The purpose of stun is to kill free actions and reactions too.
>>
>>94372984
You lose actions equal to your Slowed value, but Slow always has a duration. It isn't consumed by losing actions. Stunned is reduced by the number of actions that you lose (e.g. it is 'consumed' by the process of removing the target's actions). Or if it's given a duration just prevents you from acting entirely.

If you are Stunned 2, then the next time you regain actions Stunned will eat two of them and go away, leaving you with one left.
>>
>>94368868
I like Ragathiel, he seems like a cool dude.
>>
>>94372996
So your claim is really that a creature stunned for 1 minute can still make reactive strikes, despite "you can't act" being clearly written?
>>
>>94372656
half of your posts are you being retarded anon, stunned clearly says when you would regain actions you lose one
>>
>>94373040
It would only take effect on their following turn because the condition explicitly says
>each time you regain actions
Stunned does not consume actions you already have, it prevents you from gaining more. 'You can't act' is as much a rule as 'you've become senseless' which is to say it's just fluff text to describe the condition, not a mechanical description of what it does.
>>
>>94373071
Stunned creatures "can't act" and the way to clear the stunned condition (with a value, not duration) is to lose actions when you would regain them. Until then, you can't act.
>>
>>94373074
I said stunned for 1 minute, not stunned 1.
>>
>>94373096
Yes. And you would still be able to finish out your turn if you were Stunned in the middle of it because Stunned does not remove your current actions, it only prevents you from regaining them.
>>
>>94373088
you are retarded anon, you lose one action when stunned 1, at the start of your turn when you would regain actions, that is how it works
>>
>>94373106
Then you missed the point. What do you believe stunned does to reactions and free actions? If "you can't act" is for some reason not a rule, then stunned creatures can take reactive strikes.
>>
>>94373074
I think this is a great case for removing flavor text for shit because retards will think the flavor text is gospel for how a thing works when it's just flavor text
every 2E thing is laid out the same way
>name
>flavor text
>what it does
>>
>>94373124
stunned does not explicitly state you can't use reactions, so yes, you can reactive strike while stunned, there is nothing stopping you
>>
>>94373124
Personally I would rule that Stunned enemies can't take reactions because that's just generally intuitive, but RAW Stunned doesn't interact with them.
>>
>>94372877

"You can't act" is not actually flavor text.

https://2e.aonprd.com/Rules.aspx?ID=2429
>Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.
>>
>>94373129
>>94373134
>>94373137
>ignore the rule that says you can't act while stunned
>double down on the most retarded conclusion
This is some next level brain issue.
>>
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>>94373154
Huh. I guess anon is right then, Stunned would just eat the rest of the target's turn. I remain very annoyed with Paizo's dumb semantic games.
>>
So why did Paizo remove the scaling proficiency from Archer, Mauler, Martial Artist etc? How am I supposed to build a 1H Freehand + off-hand gauntlet/fist Fighter now? Wait until level 19?
>>
>>94373167
you are retarded, it's flavor text
>>
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>>94373276
>>
>>94373226
Paizo seems really hesitant about auto-scaling anything. Although I sorta like their solution here since it makes it way less stupid to try and build into Advanced weapons.
>want an advanced 2h weapon
>take the 2h weapon specialized archetype
>I am now as good with advanced 2h weapons as I could expect to be with the others
Is it worth a whole feat? Eh... I have a generally negative opinion of most dedications. But if I really wanted a broadspear or something and was playing a FA game then Mauler just becomes a no-brainer because I want all the stuff it has anyway.
>>
>>94373276
See
>>94373154
>>
>>94371875
Yea I don't know why people jerk off classes like Alchemist's access to multiple damage types for weakness procs when chances are shit won't be weak to any of them most of the time anyway. At best you're just able to duck Resistances.
>>
>>94372877
It feels like there are two different kinds of stuns. "Stunned X" would not interrupt a current turn, and go into effect on the character's next turn when they regain actions.
"Stunned for a duration" seems to be much more intense and effectively go into effect immediately including reactions and free actions.
>>
>>94373637
Stunned X still puts you in the "you can't act" state while it is present, and until it is removed (usually after taking away X actions at the start of your next turn).
>>
>>94373325
not arguing with a braindead gachatard
please put on a trip so I can filter your retarded shit
>>94373392
In this case we can look at the entry and discover the you can't act is specifically saying what the stunned condition does, if you are stunned you can't act, and then the entry specifies how stunned works. Stunned has a value, ensuring you can't act for a number of actions equal to the value, starting when you would regain actions
stunned does not immediately take actions away
In the stunned condition it specifies that stunned overrides slowed as they do the same thing, in the slowed condition it specifies "Because you regain actions at the start of your turn, you don't immediately lose actions if you become slowed during your turn."
Therefore we can infer that stunned is the same thing, if you get stunned in the middle of your turn you don't lose actions until the start of your next turn.
>>
>>94372656
can we ignore the argument for a second and can you post the thing the ghost operative does that can inflict stunned mid-turn so we can see if we can infer what the intended effect is
>>
>>94373722
If you are stunned 1, then you are stunned. There is no "starting when you would regain actions".
>>
>>94370590
Heads up, because Paizo is a WELL-OILED MACHINE OF A COMPANY; it, Ashes, and Blight Mystery don't have Level 10 feats. Either work with your GM to give you access to one of the preexisting ones or see if the Fall 2024 errata fixes that.

>>94373226
It was specifically to prevent that exact kind of cheese.
I really do wish they replace that Level 19 feature, it is such a ribbon but also breaks so much of the understanding of the game.

>>94373568
>At best you're just able to duck Resistances.
Don't underestimate that, that really can save your ass and/or time on Earth when you don't have to punch through so many resistances. Creatures like ghosts, golems, and rakshashas can be remarkably tanky if you just can't bypass their resistances.
>>
>>94373741

Original:
>Exploit: You’re adept at taking your foes by surprise. You can Aim at targets that are unaware of you as a free action. If you successfully Strike a target who is unaware of you, or has an attitude of friendly toward you, they become slowed 1 for 1 round. On a critical success, they’re stunned for 1 round.

Errata: https://paizo.com/starfinderplaytest/faq
>Page 88 (Operative): Replace the ghost operative's exploit's second and third sentence with: "You can Aim at targets your undetected by as a free action. If you successfully Strike a target you are undetected by, or has an attitude of friendly towards you, they become slowed 1 for 1 round."

Compiled:
>Exploit: You’re adept at taking your foes by surprise. You can Aim at targets that are unaware of you as a free action. If you successfully Strike a target who is unaware of you, or has an attitude of friendly toward you, they become slowed 1 for 1 round. On a critical success, they’re stunned for 1 round.

The issue here is not the slowed 1 for 1 round. It is the stunned for 1 round.

As for the shock critical specialization:
>Shock: The target must succeed at a Fortitude save against your class DC or be stunned 1.

An operative can wield an arc rifle and Hair Trigger with it. An operative has fighter weapon proficiency, so a mid-turn stun 1 is very much possible.
>>
>>94373971
>it is such a ribbon but also breaks so much of the understanding of the game
>all classes can use different weapons at the same proficiency
>the fighter gets this at 19
>this breaks the game
>>
>>94374010
I think there's two issues here
first is it only says stunned, it doesn't specify a value
The other is slowed 1 and stunned do the same thing, so if stunned is the better outcome due to critical success, but both have the same duration, we can infer that yes stunned prevents you from acting
however, free action would be on your turn correct? What is hair trigger is that like a reactive strike?
>>
>>94373971
>Don't underestimate that,
I don't underestimate getting around resistances, I've played enough rpgs to know that's good, that doesn't somehow invalidate that there's a weird amount of jerking off the idea of proccing WEAKNESSES to things when that rarely if ever really matters.

>>94373226
>>94373971
>It was specifically to prevent that exact kind of cheese.
>it is such a ribbon but also breaks so much of the understanding of the game.
>a class getting its gimmick with more than one weapon type breaks the game
Fighter could have full progression in every weapon category at once and the best overall thing you could do on fighter would still mono-weapon shit like Guisarme Trip-Lord or some shit. The only thing "cheesy" about it premaster was shit like combination weapons, which blow ass anyway.
>>
>>94374089
>>94374153
Ever since the original Gunslinger playtest, Paizo recognized that granting Fighter multiple Legendary weapon proficiencies creates weird cheese and lazy optimizations. This is why Singular Expertise existed to begin with, so many Drifters would take Aldori Duelist Archetype to get Legendary Gun + Sword and dominate a good number of encounters. And this created a whacky scenario where it was better to be a Fighter that specialized in Guns and then take an Archetype to get way more oomph than Gunslinger ever does.
Weapon Legend just recreates all these issues but also adds nothing to Fighter. By 19 they already have a fully-kitted out weapon and solidified a build, and the idea that said weapon would just go oopsie-daisy and they need Legendary proficiency in an entirely different weapon class is silly. Sure, maybe you fight a Balrog and it fucking melts, but you would have a backup for this situation that would be the *same weapon type*. Given the idea they changed out all these proficiency issues in the archetypes but then still just let it slide because 'uuhhhh high level' really does show a weird hole in Paizo's design senses.

This is why I said it breaks the UNDERSTANDING, not the powerlevel. It's a case of "why did you make this?". What are you trying to resolve with these changes?
>>
>>94374185
>dominate a good number of encounters
>fucking DRIFTER gunslingers dominating encounters
where the fuck is that coming from, did I just miss all the threads of this back during the gunslinger playtest
>>
>>94374216
Dominate a bit too strong a word but it was also fucking WEIRD and made Drifter the best of the selection (especially since the Arquebus back then was hilariously mid and forced you to use a tripod at all times. So Sniper Gunslinger was...no.).
Listen, 2020 was a weird year in general. we speak not of the Magus playtest...

Ultimately, I care not for shitty capstones that give me nothing yet also creates cheese.
>>
>>94374268
Reminds me of the Inventor capstone.
>you can use Reconfigure to change to a different Innovation
Great, thanks guys. Not like I didn't spent the entire campaign with the Innovation I actually wanted.
>>
>>94374185
drifter was never dominating shit
>>
>>94374185
>>94374268
I guess I just disagree that it's "cheese", or that it actually creates significant issues, though I can at least agree that the level 19 """capstone""" is fucking stupid. I'd at least wish I had the option to get a second group at all in-class, at level 6 or so, or at the very least have some kind of way to get themed mixed fighter weapon groups like 1e (pretended to have, at least). Give me a "monk tagged weapons" category or something, I don't know.

>Drifter the best of the selection
I have extreme doubts, doubly so now it's one of the worst of the selection
>>
>>94374340
With guns being even worse than they were now, having your off-hand have the same scaling as them makes you a less-tanky, more specialized Fighter. Not as GOOD, but still completely carried by Legendary scaling. Since key feats like Two-Weapon Fusillade, Drifter's Juke, Reloading Strike, and Running Reload all existed back then, you didn't really lost out taking Drifter. Meanwhile Pistolero didn't offer anything of note (no special reloads at that time, Reloading Strike was a Level 6 feat) and the Arquebus was, again, awful so Sniper was really crippled compared to today. It still had all the damage buffs but the tripod/Unsteady tag rules means you really couldn't reposition. Meanwhile you can just hit twice at Legendary proficiency, one of them to crit-fish out big dick damage.

Basically, take Drifter being best more indicative of how FUCKING AWFUL the G&G playtest was than Drifter itself. Modern Drifter is definitely paying for some of its "sins" of optimization (god I hate Singuler Expertise, sayonara asshole in January), but Gunslinger really did had a miserable existence.
>>
>Pre-Order Resurrection Flood because I want to try running a campaign
>Expected delivery is sometime in December
>>
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1e, can I cast an Extended Possession (longer than 24hr) and recast it on the currently possessed body to extend the duration? Possibly relevant rule:

Possession versus Possession: If you attempt to possess a creature that is already possessed, the possessing creature must succeed at the possession spell’s save or be ejected, allowing you to enter the host. If the possessing creature voluntarily fails its save, first that creature is automatically ejected and then the host attempts the Will save instead. A possession effect that doesn’t allow a saving throw automatically causes the possessing creature to be ejected.

It looks like if the target fails one save to be possessed, I can recast and voluntarily fail the save against my own spell to renew the duration. Is this correct?

Secondly, with Planar Binding(12HD), what would be a good outsider to call to be my new permanent body via Possession? The campaign is almost over so I don't mind casting powerful spells. Invisible stalker could be cool.
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>>94368471
>Gorum felt like all his most powerful worshippers were evil and it was screwing up his place as a Neutral deity

I hadn't seen this as the canon explanation, but it was my headcanon before. It makes some sense.
A God who likes who they are and doesn't want to change, but is aware that he is not truly in control of defining himself. Faith and belief can change the nature of the universe and shape a diety into soemthing else.

If I were one of the writers, I'd do a tiny bit of in-world naval gazing about how the God of Battles ran from one. Maybe he did try to push back and instruct his clerics to stop his worshippers from leaning into Evil, maybe he tried and failed. But the point is that he gave up the fight and just decided to exit stage left.
>>
>>94374471
Is G&G getting a remaster or something?
>>
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>>94374471
For as many steps forward as playtests->release usually are, there are still so many baffling decisions made in the transitions, and it really feels like they really could have benefited from a second full round of public playtesting for basically every single one?

>>94376328
Early next year it's getting a new print run, which will include changes to make it remaster compliant. We have no idea what will change besides that Singular Expertise is being changed.
>>
>>94376328
Yes, a full remaster/reprint in January.
https://paizo.com/products/btq0549b?Pathfinder-Guns-Gears-Special-Edition
We already know that while it won't be much, Singular Expertise will be removed.

>>94376366
Paizo Playtests unfortunately are more for generating hype than fixing problems. Otherwise they wouldn't be introducing brand new subclasses and the like that don't have the same testing. See: Spellshot Way, the Magus restructuring, whatever the fuck Witch was supposed to be before it was launched incomplete.

They do some changes, but not enough for me to have real confidence.

>>94375946
>I hadn't seen this as the canon explanation, but it was my headcanon before. It makes some sense.
You can read it in the opening for Prey for Death adventure.
There is some space to believe that he wanted to go out with a bit more fanfare and correction for his followers. He wanted to go out in a blaze of glory, not a sneak attack. He just didn't expect Calistra to go to Achaekek of people or for her to fudge the details.
>>
>>94376328
They're reprinting it with some minor errata. We know some things are getting changed but it's hard to say how much because they want cross-book references and page counts to remain unchanged, so there isn't much wiggle room for sweeping changes.
>>
Pathfinder 1e

Is Spheres of Power/Might any good?
>>
>>94376833
IMO it had potential but they squandered it.
>>
Anyone can please explain if the complex mechanics of the Animist pay off?

Is the class strong and worth a shot or it is just another case of overly complicated mess with no real functionality?
>>
>>94377464
Stance at 1st level that gives spell rank to damage, feat at 14 to lower spell target AC and saves against other apparitions' spells, great sustained spells, Liturgist Elf at 9 and beyond gets 1-action Step Sustain Step Sustain.
Bredy gud.
>>
>>94377464
Basically, worst part of them are the Focus Spells. Numbers are too low.
Everything else is pretty gud. Not exactly the best caster, but definitely very versatile.
>>
>>94377578
>Liturgist Elf at 9 and beyond gets 1-action Step Sustain Step Sustain.
and if one of those sustains is vanguard of roaring waters' focus spell they get to stride as part of it
>>
What are some good spells for a resentment witch
>>
>>94377623
Fear, Slow and Synesthesia
>>
>>94375818
The possession vs possession rule is for opposing casters trying to possess the same creature. In your case you'd simply recast the spell on the creature.

Invisible Stalker seems neat. A statstick option would be the
>https://aonprd.com/MonsterDisplay.aspx?ItemName=Shira
>>
Coming back to here after a whike to ask, is 2e worth playin now over 1e? Im a fuckin ancient stubborn geezer and ive put off 2e after it just felt like a shittier version of the pathfinder im used to so i just never bothered. I've heard a lot of mixed stuff from all the latest stuff.
>>
>>94377885
We get this question every thread, the answer will always be the same:
It doesn't matter how good 2e is, they are two radically different games that offers entirely different appeals. There is overlap, but not enough to convince someone that enjoyed the min-max optimization simulationism puzzle that is 1e for the team-based tactical wargame of 2e.

You either are the kind of geezer that can adapt to the unstoppable flow of time, or you're not.
>>
>>94377623
Google the Resentment Witch guide. Other than that, I would add Befuddle at level 1 since it's getting added to the Occult list in the next book. By far the best use of your ability at that level.
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>>94377829
Oh that is sweet, thanks for the recomendation. I just remembered Caller's Feather, so the HD limit is actually 14. Since it looks like the outsider is going to get a will save every day, I'm probably going to go for a greater elemental of some kind. Aether might be the pick for the blindsight and permanent invisibility, the only downside being Huge size
>>
>>94377885
no its still shittier 4e
Play PF1e if you want unchained nonsense
Play D&D 4e if you want your tactical skirmish tabletop
>>
Any info on Divine Mysteries?
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Whatever happened with Commander? Did we get any info after the initial playtests?

I would like a smart Martial who isn't bad at their job.
>>
>1e
What happens if you cast Create Pit against someone who's huge?
Does literally nothing happen, is it extremely difficult terrain for him, or is there some hidden Reflex save to avoid being tripped I'm unaware of?
>>
>>94381518
They playtest things far in advance. We've still got like 8 months before we start getting any more info on it.
>>
>>94377885
Play Dnd 3.5 if you want unchained nonsense
Play PF2e if you want your tactical skirmish tabletop
>>
At least going by It Came from the Vast, space is dark in Starfinder 2e, even on the exterior hull of a ship.

>PCs are on the exterior hull—there are no rooms, and the entire area is dark, a vacuum, and zero-gravity.

This has some ramifications for PCs and monsters without darkvision, such as asterays, which are supposed to be "void sirens" who wander through space.

Creatures in darkness are blinded: https://2e.aonprd.com/Rules.aspx?ID=2404

Blinded creatures treat normal terrain as difficult terrain: https://2e.aonprd.com/Conditions.aspx?ID=59

Thus, a PC with only low-light vision is blinded and treats everything as difficult terrain, even as they use a jetpack to fly towards a ship. The same goes for an asteray flying towards a ship.

I have played in and GMed a few fights with asterays by this point, and this has come up each time.
>>
>>94381528
RAW, spell just does what it says:
>Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it
Technically it does not matter if the enemy is a size of moon, if a 10ft pit appears, it must do reflex saves and then fall into pit if it fails.

Of course, in my opinion the GM should apply the common sense on these things.
>>
>>94382984

What is the solution? Use your personal comm unit's flashlight to "[emit] bright light in a 5-foot radius around you and dim light in the next 5 feet," which seems like a very odd way to un-blind oneself in the darkness of space.
>>
2e
Rogue question in regards to Preparation. If I use Opportune Backstab twice in the same round, would my second Opportune Backstab be at MAP? I guess this also applies to Fighters with Tactical Reflexes and AoO.
>>
>>94383585
MAP only applies during your turn.
https://2e.aonprd.com/Rules.aspx?ID=2289
>>
My party members are so fucking stupid

>Create wall to split enemy forces, leaving those on the other side neutralized for a while
>Frontliners both instantly run to scale/bypass it and try to get to the impotent enemies on the other side, leaving enemy frontliners free to tear into my wizarding ass and the cloistered cleric
>>
>>94383877
create another wall and box them in alone with the enemies they scaled the wall to reach. they deserve it.
>>
>>94383877
>used crowd control on squishies instead of enemy frontliners
Are you sure they're the problem?
>>
>>94384681
It's a fucking wall of stone, it's crowd control on anyone that can't already fly.
>>
>>94367656
Folca, obviously, the god of 2E’s devs and their proclivities
>>
>>94384695
Can't you push the wall over?
>>
Speaking entirely seriously and forthrightly, I think that the single most important variable that a would-be optimizer needs to account for, above and beyond individual optimization and party optimization, is adventure and GMing style. This does not just go for Pathfinder 2e; it goes for any RPG with tactical combat whose parameters can vary significantly based on how the adventure lays out its encounters, and how the GM runs those encounters. The adventure and the GM dictate the reality of gameplay, and what is most effective in that reality.

What variant rules are the adventure and the GM using? What level/XP range will actually be played at? Do the adventure and the GM prefer wide, open maps, or smaller maps? How generous are the adventure and the GM about deployment zones? How generous are the adventure and the GM about pre-buffing? Do the adventure and the GM try to force the party into marathons without hours-long rests, or do the adventure and the GM allow the characters to take hours-long rests at a generous rate? Are there any enemy types in particular favored by the adventure and the GM? How much do the adventure and the GM like battles against plenty of enemies vs. battles against singular bosses? How difficult are battles generally going to be? How much do noncombat skills really matter under the adventure and the GM; and if they do matter, how generous are the adventure and the GM about letting players simply use whatever skills are highest on a character's sheet?

All of the above, and more questions still, are significant factors that determine what the most effective builds and tactics are in any given campaign. Again, this applies not just to Pathfinder 2e, but to any RPG with tactical combat.
>>
>>94385754

A major caveat here is that, generally, the only way to figure out the answers to the above questions is to actually play the adventure and under the GM for a while. I once played a one-on-one Pathfinder 2e campaign that started in June 2022 and ended in December 2023, starting at 6th level, and ending at 20th level with the elite adjustment. The party was initially two Strength melee reach fighters, a house-rule-upgraded gunslinger, and a support bard. Eventually, I figured that the house rules were insufficient for the gunslinger, so I swapped that PC to a bow fighter and got better results. Further down the line, I realized that the GM's style just was not that friendly towards casters, and so swapped the bard for a rogue, again improving the party's performance all the way to 20th. It sounds preposterous for three fighters to swap out a bard for a rogue, but in this adventure, under this GM, it was the right move.

In some other campaign, I might have had a caster spam Wall of Ice/Stone, for example.
>>
>>94385757

Also, the melee reach fighters were eventually respecced into Double Slice fighters, because reach was being obsoleted.
>>
>>94385754
The most important variable is all the other players, not just the GM.

>>94385757
Your example of a one-on-one game sidestepped the entire issue.
>>
>>94385792

>The most important variable is all the other players, not just the GM.
Yes, another good point.
>>
If my players decided to go on a 4-day-minimum journey out of town instead of investigating something that an NPC literally told them they should probably check out, I’m not being a dick and taking away their agency by having some negative shit happen back at town that they’re currently unable to prevent, right? They made a choice and that choice has consequences, can’t save everyone etc etc right?
>>
>>94388699
No, you aren't being a dick. But I will highly suggest don't just kill the NPC. It's far more interesting to either have them captured, critically injured, or altered in some way that creates more story moments. Death ends more than it opens.
If its an attack against the town itself, downgrade some of the facilities for a bit.
>>
>>94388699
>>94388723
To elaborate on what’s going on, the players were basically arguing with four farmers (who are actually skinwalker cultists disguised as the farmers, the real farmers are currently skinless ghouls locked in the farmhouse cellar) and the “farmers” spun some story about taking orders from some other big bad (true) out of fear for their own lives (not true) and the players didn’t challenge them on their story, so the town sheriff took the “farmers” into protective custody and the players left town, meaning they didn’t uncover the secret at the farm, and the cultists now have the sheriff alone and will thereby be able to replace him with another cultist imposter and give themselves a major foothold in the town’s power hierarchy. I feel like that’s a reasonable consequence, I’m just worried about them going “wtf we had no way of knowing that would happen!”
>>
>>94388747
Just make sure you walk through their perspective and make sure that you made it clear something suspicious was happening that they chose not to investigate.
I think evil characters plotting and moving on their plot is an evil thing for them to do and the more evil they do the easier it will get to notice so if this is like the first time it came up it makes sense they'd moss it but maybe when they get back it's a lot more clear that something is wrong.
>>
>Because quickened has its effect at the start of your turn, you don't immediately gain actions if you become quickened during your turn
pf2 quickened https://2e.aonprd.com/Conditions.aspx?ID=89

is there a particular edge case or exploit this is covering?
>>
>>94388839
I think this is just for simplicity's sake and to make supportive Haste effects more useful than trying to use it on yourself.
>>
>>94388839
Nope.
But it is handy for pointing out that when creatures become stunned on their turn, their turn immediately ends as they can no longer act, and the stunned condition is only reduced at the start of a turn when actions are gained per slowed and quickened.
>>
>>94388839
this is retarded and I've never followed this
if someone hastes themselves they get the quickened action immediately
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>>94389414
tbf there are sources of quickened that work like that or they don't function. Clockwork Celerity only quickens you until the end of the current turn, for example. If you used it RAW then it would just do nothing.
>>
>>94389470
Clockwork celerity works specifically because it is a free action with the trigger your turn begins.
You then resolve the activity before gaining your actions.
Same as becoming stunned 1 when you violent unleash as a psychic.
The trigger is unleash, and unleash is triggered when your turn begins.
>>
Does Divine Mysteries have all the weapons removed?
>>
>>94367775
You're looking for the Dwarves, anon. Paizo rightfully recognized that the only people who're ever going to play Dwarves are the types of stodgy traditionalists they otherwise don't like in their games, so they made the Dwarven pantheon into a surprisingly based family with a Patriarch/Matriarch and their many children. One of their sons is a prancing la-la homo-man as you said, but hey, every family's got that one.
>>
>>94393795
>Paizo rightfully recognized that the only people who're ever going to play Dwarves are the types of stodgy traditionalists they otherwise don't like in their games

>Torag
>Only worshiped by Dwarves
The Dwarven Pantheon is very popular among Ulfen and Taldan, the two most euro-coded ethnic groups in Golarion. Since Torag is also huge on metallurgy and craftsmanship, being some sorta heavily-armed Paladin is par for the course with him.
>>
Super late but

>>94336412
Does Greater Esoteric Casting make you pick one? Or does it affect both if you took both? If it's the latter, it's at least not objectively worse than a casting dedication in every way, even if it's mid.
>>
does 2E have Bleachling rules yet? I wanna play one who is a cleric of Pharasma
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>>94397241
No. What rules does it need?
>>
What's the best 2e class for the time mage archetype? It seems to suit wizards pretty well.
>>
>>94399504
I'd just write a wizard school for it rather than take the archetype as a wizard.
It seems like it'd be good on animist because animist has pretty limited focus spells but also can have a time theme by itself.
>>
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Very late reply to both of these (I don't check this general that often), but:
>>94381511
We had an anon leaking most of the content a couple threads ago. Check one of the 3rd-party archivers if the threads aren't up anymore. All the mechanics in it got posted, to my knowledge.
>>94381518
If you haven't seen the postmortem blog, the QRD is that it's staying about the same, but master tactics are getting a 10min cooldown and legendary tactics are keeping the 1/day cooldown, and the banner trait is getting reworded but not being changed in function.

>>94397091
You pick one. I'd note that unlike most casting archetypes, it doesn't have a skill requirement (not that investigator has a hard time meeting those).
They also fucked up and it gives you the 5th-rank slot immediately at 12th and the 6th-rank slot at 14th, but I wouldn't bet on GMs running it this way.
Overall I do think it's worse than the typical spellcasting archetype.
>>
2e's Lover's Gloves feel like they are listed at a weird level to me. As a level 8 item, anyone wanting a +1 diplomacy item has long since already got one and with +2 items next level, it feels like a waste. With it not even having a greater version, I don't see why Paizo didn't just make it a level 9 +2 item and adjust the price accordingly.
>>
My group is fighting an Upasunda Asura and our Spellslinger Magus just got a crit that I then negated with the Asura's Deflect Arrows feat which may have put a damper on the session for the group.

Am I a bad GM?
>>
1e
As full monk without counting magic equipment (because it's rolled) how the fuck can I ignore fall damage and prone from my own jumps???
>>
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Would you say the Wild Mimic dedication works well with a flurry style melee Ranger with a pet? Or is it more of a meme dedication?
>>
my alchemist was a little too effective with blessed one so I swapped to clawdancer
>>
>>94403454
I'd say that its synergy is very limited. Wild Mimic isn't a bad dedication (assuming you can actually access its feats), but a lot of its feats either won't work with your typical Flurry Ranger or get in the way of your Flurry Edge. Wild Mimic Lore, which you get from the dedication itself, is good, but it's notably worse than the Monster Hunter feat chain, which you have access to as a ranger. Instead of the Wild Mimic's gimmick of needing to use Lore (an int-based skill) but having to level up Nature (a wis-based skill), Master Monster Hunter allows you to just identify all creatures with Nature checks instead, and you can actually use it a Legendary proficiency, while Wild Mimic Lore is stuck at Expert. Plus you get to make Monster Hunter checks whenever you Hunt Prey, which saves you an action. It does require two feats, though, and one of them is level ten, so I guess there's a trade-off there. If you're playing a 1-10 AP Monster Hunter might as well not exist.

The rest of the dedication suffers in two general ways. The first one is that it gets in the way of Flurry Edge. The thing about Flurry rangers is that their edge benefit is back-loaded. See, if you take a look at Precision Edge, you'll notice that, for most of the game, a Precision ranger gets the entire benefit on their very first Strike each round. They'll usually make a second Strike, but aren't very incentivized to make a third (since it's likely to miss). Flurry rangers are the opposite. You gain no benefit on your first Strike each round, you become equivalent to characters with Legendary attack scaling on your second Strike each round, and you only become best-in-class on your third Strike or more. This means that a Flurry ranger is extremely incentivized to attack three or more times each turn.
>>
Cont. >>94404263
The thing about a lot of those Wild Mimic feats is that, as cool as they are, they take actions away from your Strikes, and if you want Flurry to be worth it, you basically need to spend every action you can on Strikes.

The second way that Wild Mimic suffers is because a lot of those feats are stances which limit you to specific unarmed attacks. This isn't a problem for most characters, but Flurry rangers rely heavily on the Twin Takedown or Hunted Shot feats in order to access four Strikes per turn. Both of those feats require weapons. This basically rules out most of the animal-themed stances that Wild Mimic makes available to you unless, again, you're willing to give up the benefits that Flurry Edge affords you.

If I was going Ranger with Wild Mimic, I'd probably just go Precision. It's a lot more forgiving, action-economy wise, and the fact that you don't need to spend every round slicing and dicing like a living blender means you'll actually have some leeway to use some of those cool Wild Mimic abilities.
>>
>>94398491
1E had rules for them
>>
>>94404273
I don't see anything except swapping some traits.
2e does that baseline with ancestry feats.
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>>94404263
>>94404265
I see. Very much obliged for the insight. Asking mainly because our group is newish to Pathfinder 2e and just finished Troubles in Otari. We're just starting up Kingmaker and finished the Prologue feast and aftermath, which is why I wanted to know if it was worth it for the long haul. Are there any other dedications that have better synergy?
>>
>>94404299
No problem--I don't know how much I want to assault you with optimization talk here, but off the top of my head there are a couple of things that Flurry emphasizes.

>Bonuses to your Strikes
Anything that applies to all your Strikes is golden for you, because you're the build that makes more of them than anyone else.

>Passive bonuses
More than other characters, passive bonuses are huge for you. Some classes might struggle to find ways to usefully use their third action each round, but you have the opposite problem. You want to use every action you possibly can murdering things. Any bonus you can get ahold of without spending an action is fantastic.

I'm also kind of assuming you're melee here, and if that's the case, there's one feat you almost certainly want, and that's Double Slice. For most dual-wield characters, Double Slice is the centerpiece of the build. For most of your career, Double Slice + Twin Takedown is your ideal turn. You can access Double Slice from the Fighter Dedication or from Dual-Weapon Warrior, both of which have several goodies for you. I tend toward Dual-Weapon Warrior because it gets you Double Slice right off the bat as part of the dedication, and it has some of the higher-level fighter feats built into it later on.
>>
Cont. >>94404397
I'd also call Rogue Dedication a great pick. Sneak Attacker's bonus damage on every Strike is disproportionately useful for you, and Mobility allows you to approach enemies that have reach without wasting an action Stepping up to them (which means you have an extra action to stab them with). Later on, Gang Up helps to reduce your need to move even further by allowing you to flank without running behind an enemy, and Opportune Backstab is one of the most reliably-triggered Strike reactions in the game. Also, this might not be optimal, but I'm a big fan of Skill Mastery. I just like having characters with more skills.

I also want to flag that, the opposite side of the coin for "Flurry rangers are really simple and all they do is Strike" is that you actually kind of have your whole build at a very low level. Grab Twin Takedown and Double Slice and you're basically there. All you're doing is Striking anyway, so you've got a little bit of wiggle room for "fun" dedications. There's not necessarily anything game-breaking about Wild Mimic (aside from those stances, which actually do kill your attack rotation), so if it sounds fun to be able to break out those abilities every once in a while you're not, like, feat-starved enough that it'll ruin your build. You could go for it if you wanted it.
>>
>>94404397
>>94404399
The rogue idea seems alright, though wouldn't my attack penalty with the Double Slice + Twin Takedown even with Hunt Prey be still pretty low?
>>
>>94404472
You're right that your attacks at the end of your turn are your least likely to hit, but it's not as bad as you think. To put it in perspective, a Flurry ranger's third+ attacks have the same penalty as most characters' second attack does. That's the main selling point of Flurry Edge. You're one of, like, two character builds that can actually spend their whole turn attacking without whiffing half of them. For most other characters, attacks after the second are very likely to miss, but you're free to go ham on people. Eventually you'll get Impossible Flurry and be making six attacks each round. To put it another way, if you're going Flurry and NOT spending your whole turn attacking, you'd probably get more mileage out of Precision.
>>
So what's the verdict on animist? Is it any good or do the weakass focus spells bury it?
>>
>>94405301
The thing about having dog focus spells is you can just prepare a spirit with better focus spells on another day.
The versatility is nice and it gets to make heal and harm spontaneous.
Worth playing if you're bored of cleric and the campaign you're in is confirmed for a spirit theme.
Or maybe if you're in some weird atheistic setting.
Or playing the gish spirit if you're sick of magus.
>>
>>94404217
I forgive you, anon.
>>
>>94402706
The monk has Slow Fall for a reason. It's pretty shit but that's because it is a class feature designed for a core martial.

>without counting magic equipment (because it's rolled)
Don't you have the possibility to sell the trash items? Playing a pure martial in conditions where you can't control your magic item supply is very punishing
>>
>>94404263
wild mimic lore also is like the least good omni-lore being able to only learn what powers a creature has not like what their saves are like or weaknesses
>>
>>94405962
Slow fall doesn't work if you aren't next to a wall for the entirety of the fall, and this doesn't happen specially when I jump. It feels weird that jumping can cripple like that

As for the items not always we can even sell them because not every town accepts expensive stuff not everyone can buy. GM tried to make a "realistic market world" but it hinders us a lot, at least he plans encounter with that into account (not assuming we have our level in gold) but some stuff like me not able to use my own features and not being able to counter it with magic items sucks
>>
For Lost Omens setting books how accurate are the maps when it comes to actual cities and not just thought up whatever villages and backwater farmhouses? like, surely lingshen isn't like only 3 cities, one of them being the capital right? Kinda struggling for hooks since from Goka to Shenmen it seems to just be a boring ass flat land with giant fields of literally nothing
>>
>>94405301
it grows even more complex than usual caster as you gain additional apparitions online and you have giant ass repertoire with divine options for evergreen stuff, pretty backloaded in general as most things in WoI honestly. It's focus damage was pretty gutted unless you are allowed to play a turret and even then it robs you of the occasional spellshape with extra effect over other casters. It's healing is still good outside of combat while freeing up your skill increases by not taking medicine.
>>
>>94408144
>GM tried to make a "realistic market world"
That makes about as much sense as a "realistic XP world" in pathfinder, unfortunately.
Some character concepts are worse off in specific campaigns. A cMonk is not something I'd play in a low-wealth game.

>It feels weird that jumping can cripple like that
Half of the time it feels like there's an underlying assumption that you don't take falling damage from jumping. If I have the leg strength to jump 40 ft up in the air I should have the leg strength to catch myself from crashing as well. But RAW is RAW.

Anywho, you only start taking falling damage at +19 ft. And only land prone at +29 ft. Unless you have one of the abilities to treat high jumps as long jumps you're not likely to break the DC 120 barrier anytime soon. And Boots of the Cat are only 1,000 GP.
>>
>>94408388
Pretty sure you fall prone if you fall from 20ft though
(you ignore the first 10ft with acrobatics and take the next 10ft as non lethal damage but as long as you take damage you fall prone) that means 80ft long jumps which btw I can. Also I'm playing umonk not that matters, neither can do shit against falling in actual game

Even if the item were only 50gp, it's rolled. The only common stuff are items that give flat bonuses (armors/weapons) so they have better chances on his tables

Anyone thanks for the replies
>>
>>94405301
>weakass focus spells
Just don't pick the bad spells/apparitions, dummy.
>>
>>94408438
you're still in the clear. The rule is that you fall prone if you take LETHAL damage
>Creatures that take lethal damage from a fall land in a prone position.
>>
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Hey, need some help for world building a homebrew setting. So I'm going to be running a mythic campaign using kingmaker building rules( or something else if i think its too crap.) And i need help populating my setting with noble houses. The party is going to be a bunch of prisoners from the main continent, galderia sent to ukrabat after Eastern galderia become more aggresive towards the other regions. Part of the places traditions is that most major noble houses rule over a certain sector or industry and would send their heirs to fight for to death if they wanted steal an industry. I already had an idea for four, two from eastern galderia, who ruled cavalry and gunpowder. And two from southern Galderia, who ruled alchemy and metallurgy.
>>
>>94409711
I'd make it two tiers.
A weak or maybe small aristocracy with a small number of 'heroes' and large but pretty flat network of guilds that control trades.
That makes it more unstable and reasonable that some sort of drastic power shift would take place necessitating the players take action.
>>
>>94409779
That is a good idea. I already had an idea for what caused the power shift on tge continent, it was a mercenary company called the band of the white lion encrusting itself into eastern Galderia's leadership, gradually supplanting its military until every major player was either dead, a puppet or on it's payroll. Culminating with it emboldening attacks on other regions and nations. I was mainly having trouble with coming up with relevant sectors for a noble house to control.
>>
>>94409906
Yeah, that's because nobles historically and in fiction generally don't stoop to managing trades.
I would just have the houses be responsible for military matters, and then have them manipulate or favor with the guilds through contracts and tariffs.
And then the guilds are set against one another as a divide and conquer thing, and it opens them up thematically.

Your idea is good but I would just have them usurp a weak aristocracy and start doing very ignoble things with the support of a few guilds, so open war is out of the question. Land grabs and illegal blockades for example.
>>
>>94408531
Oh well stupid me then
Then I have a few more levels before this shit catches me (by the time I jump 120ft) will ask then
>>
>>94410230
I remember in 3.5 there were epic rules, there if you rolled 25 on tumble you could ignore 20ft, if you rolled 35 then it was 40ft and so on. It was free, I don't know if 1pp pathfinder has anything similar.
>>
>>94405301
I tinkered a little with its mechanics and got divided between Liturgist and Medium.

But Liturgist gets the cake because of Elf Step, that comes online at level 9, same level Liturgist gets the benefit of Sustaining with a step.

You cast a Focus spell, switch apparitions and cast another focus spell, from now on, its just elf step and murder. You can use this for one of the various battle forms plus the combat bonuses of witness of ancient battles, or just get a good reach martial weapon and use witness of ancient battle and the mirror image apparition.
>>
>>94410230
Take cat's fall feat if you can't grab cat boots. Is not a good feat but when live give you lemons...
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Is there a spell that deals damage, specifically to clothes, of a magnitude large enough to destroy those clothes, but without harming the creature wearing them?

I want to spontaneously denude people because it would be very funny
>>
>PF2e
First time playing a Cleric, is this a good build?
>Race
Human
>Doctrine
Warpriest
>Deity
Anubis (FW Flail, DF Heal or Harm)
>Divine Font
Heal
>Stats
STR +3, DEX 0, CON +1, INT +1, WIS +4, CHA 0
>Feats
1 Domain Initiate (Protection) [Protector's Sacrifice]
2 Versatile Font
4 Channel Smite
6 Bastion Dedication (Reactive Shield)
8 Advanced Domain (Protection) [Protector's Sphere]
10 Emblazon Armament (for shield)
12 Emblazon Antimagic (for shield)
14 Channeling Block
16 Quick Shield Block (from Bastion archetype)
18 Inviolable
20 Avatar's Protection
>Notes
I'd get proficiency in heavy armor through the general feat, as the only benefit Warpriest's Armor has over this is the bulk decrease, which is meh
>>
>>94415124
Don't plan to 20, plan to like 6 with your generals, skill bumps and stat boosts.
You'd be very surprised the number of times I have said to players 'you're encumbered' so don't discount a bulk drop, particularly in a party of dexfags who can't carry so much as a tune.
You don't really want versatile font at all even with smite, just prepare low rank harms in your dead slots.
The action economy of slots that aren't your highest or 2nd highest rank is usually so poor that anything goes, but channel smite sort of inverts that so you can stuff them with harms.
I think if you don't take that one feat zealous rush you'll be so choked for actions that you'll be just a caster casting wall of stone and cantrips.

And then I think if you're preparing any rank of harm regularly, cast down is a must have, prone is surprisingly strong.

Lastly ensure you're sanctified holy. There's a cleric in my kingmaker game who didn't and you can hear the anguish when I tell him he doesn't trigger the weakness on leukodaemons despite handing out infuse vitality.
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>trying to plan out a kind of tribal hunter/warrior character
>settle on Ranger eventually because I'm already playing a Fighter and don't feel like building another
>character would really fit better as a Flurry edge but sitting around a full round attacking looks boring
>precision edge doesn't look very interesting
How is Outwit? Being able to hand out the Edge bonuses to other members of the party later on seems like a neat trick but I'm not really sure yet what I'd actually be doing in combat. I was thinking about taking Winged Warrior as my Free Archetype since the PC will be starting with a fly speed.
>>
>>94415432
It's not...great?
The bonuses are actually pretty neat but I don't think Ranger is the best user of them. Stealth bonus means you Hide better but only against your Hunted Prey and you don't have Sneak Attack. Deception/Feint is fun but you got Swashbuckler or Rogue for that. The AC bonus is fun but you aren't a Champion, your AC is normal. And the Recall Knowledge bonus just isn't helpful with Investigator and Thaumaturge taking up that slot.

It's like...the pieces are there to have quite a bit of fun and be a good support member (Monster Hunter is nice), but Outwit Ranger sits on the unfortunate position of being jack-of-all-trades, master of none. I do think it's the best pick for using Animal Companions for their support effects and benefits, at least. It does fit what your theme the best (unless you want to do Animist to go harder on the Tribal Theme).
>>
ok help me out with a pathfinder 2e question.
>a large creature wants to move through a 10x10 hallway
>1 medium creature blocks the hallway on row 1
>2 medium creatures block the hallway on row 2
>since the creature is large, can it "squeeze" past the first creature as difficult terrain, and then tumble though only 1 character in the second row, as greater difficult terrain?
>or, does the large creature need to tumble through all 3 creatures?
i know this is a weirdly contrived example, but it seems like being large doesnt really have much of a restraint on where you can actually go, other than imposing difficult terrain. the squeezing down to a 5v5 square is the weird part to me
>bro what the fuck is a 999 second timer to post on this board without email verification are you kidding this is 4chan are the bots really this bad
>>
>>94415481
They just need to Tumble Through one dude, assuming they have the Movement Speed to move through everyone. And Difficult Terrain doesn't stack (there are no rules about that), it would still be Difficult Terrain.
>>bro what the fuck is a 999 second timer to post on this board without email verification are you kidding this is 4chan are the bots really this bad
It was implemented a couple weeks ago, you just need to lurk a board for 15 minutes before being allowed to post there.
>>
>>94415551
got it. thanks. there is in fact greater difficult terrain, but stacking difficult terrain does not amount to greater?
>>
>>94415213
>don't discount a bulk drop
I could equip my Phantasmal Minion (1st level Anubis spell) with a backpack, effectively increasing my bulk limit by 3, so encumbrance won't be that big of an issue. I also plan on taking the Hefty Hauler feat
>just prepare low rank harms in your dead slots
I could do that, but then Channel Smite would lose a considerable amount of damage because Harm heightens every level. It might be worth it to retrain Versatile Font at higher levels however
>if you don't take that one feat zealous rush you'll be so choked for actions
I tried to avoid taking any other reaction feats because they compete with Shield Block, Reactive Shield and Avatar's Protection. In fact, the main reason why i took the Bastion Archetype is to be able to sustain Protector's Sphere, cast a 2-action heal or Channel Smite, raise shield and shield block all in the same round
>I think if you're preparing any rank of harm regularly, cast down is a must have
It's a great feat but IMO not as important for this build as Flails have the Trip trait and a critical specialization effect that knocks the target prone. I also think all of the other feats i've chosen are more important for what i'm trying to achieve than Cast Down. I'd like to get it but you only have 11 choices :(
>ensure you're sanctified holy
I am, just forgot to include it in my last post
>>
>>94415465
We don't have a Thaum or Investigator so it's not really an issue of stepping on their toes or vice versa (although I do wish the Investigator player would come back). Although Recall Knowledge has been helpful all of... never this campaign. Most of our enemies are normal bandits or the like, and the last time RK might have helped we just killed the fuck out of them and called it a day (after failing a couple checks anyway). I'm looking at the Edge bonus to AC and effects from Monster Hunter as the main draw.

The main thing that trips me up is that Outwit feels... MAD as fuck.
>Deception and Intimidation what CHA
>RK is an INT thing mostly
>sneaking is DEX and I kinda want DEX for some homebrew guns anyway
>I hate dumping WIS because of Perception and my GM loves Perception rolls
>and outside of RK INT is a completely dead score
So I guess I just forget about STR? Which I don't really want to do because I'm planning on taking Winged Warrior and want Wing Bounce. I get STR from my ancestry but I'm not sure how high it really needs to be to keep up with the various DCs for Athletic maneuvers. I guess the other option would be mostly ignoring CHA and either relying on the Edge bonus for the rare occasion I want to use my third action to Demoralize something. We do already have a party face (and she's a Bard so Dirge is on the table).

Somehow I'm always horribly annoyed when picking my ability scores in PF2e.
>>
>>94415659
>my GM loves Perception rolls
That is so annoying. The worst is when the GM asks for a Perception check for noticing things that real-life me would succeed at noticing 100 out of 100 times
>>
>>94415714
I was playing an Inventor at first. It was awful. My dude was supposed to be a pretty experienced soldier and I was blind as a fucking bat during exploration. Just swapping to Fighter doubled my Perception bonus (and more than doubled my Initiative).
>>
>>94415659
Well, it's not that Outwit is MAD, it's that you're doing both ranged weapons and combat maneuvers. Generally speaking, the highest priority in character creation is to maximize the stat you'll be using to hit things, and you've got two of them. Dex for your gun, and strength for Wing Bounce. From where I'm standing that doesn't leave you much choice but to spend all of your ability boosts on dex and strength. This isn't all bad, since firearms at least reward pumping strength by allowing you to access Kickback weapons and Large Bore Modifications.

Two additional points here: one, the main benefit of Monster Hunter is that, eventually, it allows you to ditch intelligence entirely and turns your creature identification checks into a purely wis-based activity. Most people just put up with flubbing their arcana and occult knowledge rolls until then--it's hardly worth spending ability score boosts into a stat you're investing at least two feats into ignoring. Point two, you can only have so many gimmicks. How important is succeeding at feints and demoralize? How often are you actually going to be doing it? Often enough to reallocate points from your two main offensive stats? I think it's safe to leave cha and int at 10.

With that said, the spread I'd use is:
Dex: 18
Str: 16
Con: 12
Int: 10
Wis: 12
Cha: 10

The main pain point here is that you've got completely average wisdom, which kind of sucks for a guy who's going to be making recall knowledge checks with it every round. But hey, Monster Hunter helps to make up for that by allowing you to rank up a single proficiency for all creature types and by letting you dump int. You'll still be better at creature identification than most people.

If you were willing to enter enter melee or ditch Wing Bounce you could dump dex or strength respectively, which would give you a bunch more points to put towards wisdom. It's just a matter of what matters more to you.

Oh, and note: you can ignore your ancestry boosts.
>>
>>94415855
I might go with a 16/16 split on STR and DEX so I can put the extra point in WIS. The party is currently at level 8, so with the level 5 boosts I'm still on target to hit with either stat, and due to some campaign stuff we actually have the capability to pay for a limited number of extra stat boosts with money. With how the GM has been handling gear and treasure so far, they should be pretty within reach for my PC should the opportunity to play him ever actually come up.

So if the character joined the party right now
>STR, WIS, DEX from ancestry
>DEX, STR from background
>STR, DEX, WIS, CON from boosts
>STR key stat
>boost STR, WIS, CON, DEX at 5
>STR: 19
>DEX: 18
>WIS: 14
>CON: 14
Seems fine I guess. I forgot my ancestry was 3 boosts and a flaw, but the GM has ruled for us to not use flaws. That smooths things out quite a bit actually. I could even go for 16 WIS if I really wanted.

>Point two, you can only have so many gimmicks.
True. I just see the long list of bonuses on the Edge and immediately want to chase all of them because my eyes are bigger than my stomach. The narrow focus of Pathfinder characters tends to trip me up pretty badly desu. I actually like playing versatile, jack-of-all trade type characters but it's very hard to build something reasonably competent in a wide scope of stuff in PF2e due to how anal the system is about it's math and Paizo's everlasting insistence on placing ribbon feats right next to combat bonuses.

>Monster Hunter helps to make up for that by allowing you to rank up a single proficiency for all creature types and by letting you dump int.
I'd managed to completely read past this earlier. Thanks for pointing that out.

>Oh, and note: you can ignore your ancestry boosts.
Yeah... but I really don't like doing that sort of thing. Especially since the GM is already letting us ignore our race flaw. I think race/ancestry bonuses are cool and I'm actually annoyed with the current trend of watering them down.
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I'm running beginners box since I can fit it nicely into a homebrew I am working on. We are nearing the end and my players enslaved a Kobold by absolutely slaughtering the encounter and doing extremely well on a diplomacy check. The problem I have is that they seem to want to use him as an NPC in combat. It seems like a stupid idea because as far as I know hirelings have little to no rules in combat.

Instead I'm thinking of using this as an opportunity to get into the Leadership subsystem, which was inevitably going to happen anyway. How much headache am I saving myself from by not turning an impromptu hook into a stupid NPC destined for death?
>>
>>94415124
get your dex to +1, you need to to least wear breastplate at level 1. Dex still contributes to Reflex save.
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Just saw the Humble Bundle and thought about picking it up, but I'm not sure if I get the Beginner Box or any content for Foundry as well since I'm mainly GMing there. Does anyone who have purchased the current bundle could confirm?
>>
>>94415582
Those are all a bit reasonable.
But the sustain thing is another weak point I think, again you just don't have enough actions. I'm not convinced the focus spells are worthwhile at all.
You will probably want zealous rush regardless just because getting an extra stride will be the difference between life and death at some point for somebody, particularly as a cleric.
And flail crit spec and trip is not reliable at all. Cast down is nuts because even if the opponent succeeds they still fall prone, and you can cast it on fliers.
You'd likely want to have and use both as the opportunities present themselves, especially if you're with players who have reactive strikers.

The last thing I would say is, don't care so much about damage. Damage will happen if everyone just makes their basic strikes for the round. Be very concerned with being able to control enemies and deny actions. You will eventually get to the point where trying to damage race encounters without any control is an automatic tpk just because stat checking doesn't work in late mid tier; everything has too much health, their defenses are too high, they have too many ways to control you for free.
Or at the very least, being able to frantically expend heals while you all puzzle the encounter out is going to keep you in the game. So preparing harm for channel smite in relevant slots unless you have another healer at the table? Bad idea.
>>
>Tranny colours in Desna's star of the Radiant Prism logo
What did Paizo mean by this?
>>
For a Barbarian dedication trying to reduce action cost to rage, what are thoughts on getting the Instinct Crown at 10th level for free rage 1/day versus taking Wounded Rage as a feat at 8th level and using Collar of the Shifting Spider with mutagens to trigger the reaction every initiative?
>>
>>94420057
Collar working is questionable since technically you don't have reactions until your first turn begins.
That's why all the initiative triggers are free actions.
Crown seems reliable.
>>
>>94418001
I actually agree that from a pure min-max perspective Cast Down + Zealous Rush is probably better than the Protection Domain spells, but i just love their concept and wanted to build a character around them (especially Protector's Sphere). Basically, if the build is solid i'm satisfied. I was just worried it might turn out to be complete dogshit, but even then i can hopefully fix that by retraining later
>>
>>94417925
I'm fairly certain there is no foundry assets in the bundle. I didn't dig through all of it since I was just looking to buy some of the pdfs anyways, but the map packs they included might end up getting thrown into my campaign to save time.
Sometimes foundry is real fun for the immersive and noteable animation stuff and streamlined mechanics, but also my players know this is designed as a tabletop game and not a video game so the more theatre of the mind stuff we do the better anyways because it's true to form.
>>
>>94420644
Foundry isn't for me, I end up doing about the same amount of prep time weekly wrangling a shiny new feature or something that interests me enough to try out. Foundry is for my players who can't remember what a High Jump does or how many dice they roll for damage without consulting their sheet, gamifying the controls is the best thing thats ever happened for my table.
>>
>>94420121
I see, thank you for reminding me. It looks like reactions before the first turn are explicitly given to GM discretion. So it also seems reasonable to ask the GM what circumstances if any they'd allow Wounded Rage as a reaction before first acting in combat. But agreed, the Crown is straightforward and unfussy, thanks.
>>
So if I don't mistake creed of lamashtu antipal declares that he needs to rape every woman/man?
>>
>Tanuki
>Rolling white bottle form
>Nimble crawl
>Kip up

So for the cost of one action to drop prone and a reaction, I get to step for double my stride speed. Sort of; drop prone would still provoke reactive strikes if you used it in range of an enemy.

Not the greatest tech in the world but it's not bad if you're not someone that's leaning heavily on their reaction like a reactive strike martial or champion.
>>
>>94421812
Tanuki is actually incredibly cool and funny, probably the best ancestry they have added in a while and I am so mad I didn't know about it when I made my last character
>>
>>94421908
Yeah, I really like them. Nothing super powerful but they have ancestry feats that actually do things for you that are interesting, introduce an element of risk and reward and interact with other systems.
>>
>>94421812
>>94421908
It's not a powerhouse like Human, Elf or Automaton, but it has SOVL and you can still build around the racial feats to get plenty out of them.
E.g., Rogue gets a lot of infiltration tools from all the different forms and can also Religion RK with False Priest Form (you *are* increase Deception, right?)
>>
>>94421970
I decided for a one shot recently to play a tanuki false priest rogue who pretended to be a cleric of pharasma (which is why he used a dagger) but I was actually just a thief rogue with medic dedication and I bought a shitload of scrolls of heal
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>want to play a Strix
>all of my racial feats have to go to flight, not the actually interesting ancestry feats
>the 13 feat is bad
>there is no 17 feat
This kinda shit drives me up the wall, dude.
>>
>>94422451
It's neat that they gave limited flight at 1st level, but kneecapping flight at max 35 feet at level 13 is stupid. Strix Vengeance on a Flurry Ranger feels good, though.
>>
>be me, running season of ghosts this week
>look for material from people who ran it in the past for the regular tips and tricks
>look up some youtube vod
>the guys spend a solid 50 minutes introducing their characters
>in a campaign that dictates that your background is a village bumpking or maybe some weird traveller who stumbled into the town
God, I hate storyshitters.
>>
>>94416893
So they want to force a creature, whose friends they just butchered, and they coerced into following them from a good roll? With how the degrees of success for attitude works, even with a critical success we're only looking at the little fella going from hostile to indifferent.

He's not going to fight for them, hell he might try to run and/or steal some of their stuff or even kill someone in their sleep if he gets mistreated.
>>
>>94417925
As the other anon said, nothing in that bundle includes a foundry code. Which is really odd since the foundry version of The Beginner Box was automatically upgraded to the Remaster changes.
>>
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>>94423288
They didn't coerce him from just a good roll, they turned what was supposed to be difficult encounter into a cake walk, brutally murdering everyone.
I did however cover my ass and make it clear through RP that he is only willing to follow because he is deathly afraid of them but the problem is that they actually do treat him well, almost too well. I established that his boss was a dangerous jerk and so they simply
>waltzed in
>slapped seven shades of shit out of this tough-as-nails hardass
>proclaimed their new "friend" to be the boss
>gave him a crown and called him a king
These retards are pledging allegiance to their own slave.

So now due to a little RPing as a pathetic cretin, the party has become obsessed with this ORDINARY KOBOLD and should he ever escape the entire game is going off the rails because they can and they will go on a rescue mission (read: manhunt).
The kobold is stuck with his yandere-harem. At least he is a king.
>>
>>94420644
>>94423304
I see, thanks for the info. I might skip this bundle then.
>>
The Starfinder 2e playtest's 12th-level Cloaking Skin is probably too good.

I have had a look at the Starfinder 2e playtest's higher-level monsters in Wheel of Monsters and Empires Devoured. Absolutely none of them have a precise alternate sense. Only two of them have Truesight, and one of them is a support caster rather than a primary attacker.

The 12th-level Cloaking Skin, then, is a major debilitation against most of these enemies. Three times per day, for just a single action, the character gains 4th-rank Invisibility.

The 13th-level party I am GMing for has 12th-level Cloaking Skin on all PCs, and the 13th-level party I am building to play likewise has 12th-level Cloaking Skin on all PCs. It is just far too effective.
>>
>>94423643
Maybe he can convince those idiots to get him a dragon.gtatg
>>
>>94422753
Pretty sure 35ft is faster than any other heritage to be fair. The awakened bird only gets to 25ft.

My annoyance is that, if you want to fly, it's literally all you get. All the other feats that might lead to interesting interactions or flavor have to be discarded because otherwise you will just suck at flying and if you suck at flying then you might as well have taken the actually interesting feats to begin with.
>>
>>94422753
If you genuinely need more than 35ft of 3D movement an action, tell your GM to make smaller maps!
>>94424364
Flight is weird on a powerscaling idea because its insanely practical and basically like 4 different solutions tied into one (Vertical movement, trap navigation, skirmishing, reconnaissance). It kind of have to be pretty expensive on a feat level. I do agree it taking so much of your limited Ancestry Feat selection is pretty lame (remind me why Ancestry Paragon wasn't reprinted in GM Core's Variant Rules?) and I wouldn't mind more riders or RP effects when you get movement-based abilities, but I also wouldn't know much that would be competitive to take over raw flight.
>>94423643
I don't know what is it about NPC kobolds and players wanting to become immediate slave owners with them. There has to be some insane player psychology going at on, you aren't alone in having a party just kidnap one for the group and make them a mascot.
>>
>>94423643
>>94424987
Yeah I started reading this story and wondered if you were one of the players in my current party.
We basically got 3 kobolds out of the beginner box and put them to work as fishermen and security for our base of operations outside Otari. It's more of a cute flavor thing than gameplay but later in the game we came across more Kobolds from a different tribe and a couple of the players were like "oh look its more friends to recruit" and it lead to a series of kidnappings and violence. The players and GM were completely on different wavelengths but only when it comes to Kobolds. I don't know why.
>>
>>94424987
>(remind me why Ancestry Paragon wasn't reprinted in GM Core's Variant Rules?)
no idea, but my group still uses it and I don't think it breaks anything.
>>
>>94367656
Relatively new GM (year and a half experience). If I want to buy Divine Mysteries, should I also have Gods and Magic or does Divine Mysteries make Gods and Magic irrelevant?
>>
>>94426678
Divine Mysteries is essentially a massive reprint of Gods & Magic and Lost Omens: Legends as well. There is no need to pick up those books unless the original 2019 lore in G&M is relevant to your interests.
>>
God will never forgive Paizo for the PF2e mounted combat rules.
>>
>>94427326
It really not that bad, its two sour spots are how rough the Jousting trait is and the Medium w/ Reach Weapon + Large Creature =/= 15ft Reach balancing decision. Everything else works pretty well. Simple, gives you a defense boost, keeps your mount relevant.
>>
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What mass combat rules have you all successfully utilized? 1e or 2e
>>
Pf2e society games are popping up near me.

Do GMs actually care about the needing to own the book to use class/character options rule.
>>
>>94427706
Ask, nobody here will be able to read their minds.
>>
>Lamashtu's blessing has you give birth to monsters
is Paizo starting to remove the corner foam protectors?
>>
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Paizo, have Rival Academies make wizards not be shit or Arcane having actually good unique spells in it's tradition and my soul is yours
>>
>>94427706
yes, PF2E society games are partnered/organized so they are anal about everything
dont do it, they honestly fucking suck
>>
>>94427706
>>94428793
Wait, what? Really?? They release the rules completely for free but you're expected to buy all the fucking books for their adventure league knock-off?
>>
>>94424987
I'm mostly just annoyed because stuff like Strix Vengeance and Ferocious Gust look fun, but I'm going Winged Warrior so I do absolutely need flight.
>Flight is weird on a powerscaling idea because its insanely practical and basically like 4 different solutions tied into one
I did notice that while looking at Skill feats.
>do I need anything for Acrobatics? Well, no... I'll be able to fly and Arrest a Fall without a fail chance.
>Do I need anything from Athletics? Well, Titan Wrestler will be good but all the rest of these are for climbing and stuff.
>don't have to consider any of the Ranger's terrain features because I'll be flying
It's obviously really nice if you take options that utilize it, but I'm not really convinced it's 'all of your ancestry feats' good. I think you could easily compress them down to two; have Fledgling Flight scale up at 5th level automatically and then have the 9th level feat scale up at 13. That keeps it a commitment but you still have the budget to pick up a reaction or some ribbon effects.

desu I feel that way about a few of the racial feat chains. The Dragonblood heritage has like three or four features that are mutually exclusive even though they just aren't that stinkin' powerful.
>No, you can't have a d6 tail attack AND a breath weapon of questionable utility. Think of the balance!
I'm sure there's some very good and obscure reason as to why it's like this but good grief the feat system in PF2e can feel absolutely stifling.
>>
>>94428852
it's for dedicated PF2E gamers
I have played several PFS games, it is not worth it because it's corporatized RAW games, no ifs, ands, or buts, and yeah it sucks
>>
>>94429115
It's a roleplaying GAME not a ROLEPLAYING game.
>>
Has it genuinely been a decade since the last major published material on Numeria?
>>
>>94430252
Willing to bet that they will make something for it when they release SF2e. It's a good way to bring scifi classes and weapons to Golarion.
>>
>>94427495
Didn't try 2e rules but 1e's are just outright shit. After our GM forced them upon our game we then tested our party without using them and easily they gimp our characters by a 75%. There were combats that with mass combat rules were statistically impossible for us, but if we used normal rules against that number of monsters they were doable. Fuck mass combat, they simplify the encounter by weakening the party to absurd degrees

Reminded me to caravan rules from jade regent, in where if you use them you die if you use normal rules the combats are 10 times easier
>>
>>94431726
kinda sucks that all the pistols still suck in sf2 as they're all simple weapons so cucked magazine sizes and dice
>>
Regarding sf2, how bad are explosives? I just wanna blow shit up and be mobile while doing so. Mines, grenades, granade launchers. Guess just rocket launchers and heavy armor options would be out?
>>
Starfinder 2e playtest solarians get shortchanged by the default rules for starting wealth for higher-level characters, because they have to pick out their Potency crystal and Striking crystal separately. For example, a solarian starting off at 5th level has to spend both a 4th-level item and a 2nd-level item just to gain +1 Striking, whereas any other weapon-wielder would need to buy only a 4th-level item.

>>94432311

The grenade launchers and missile launchers have been very, very niche, if not useless, from my experience. The grenades can, sporadically, see play if someone has a free hand to spare. That is about it.
>>
How do y'all feel about you not being able to put property runes on specific magic items? Was GMing Abom Vaults and the two melee players bought ghost touch runes for weapons in the AP and I realized you can't install them RAW. I allowed them to since it felt like making the magic weapons feel less powerful and useful but idk if it was the right decision.
>>
>>94432837
I just houserule or homebrew around anything retarded.
>>
>>94432837
I think in some campaigns maybe that balance serves a purpose but for Abomination Vaults that's a reasonable rule to allow them to hit the themed enemies they're gonna be facing.
>>
>>94432837
Yeah, this is right. As a tradeoff, our GM has made it clear that specific magic items will only be available through encounters, not purchase, but runes can always be exchanged.
>>
>>94432837
i let them usually, or if the activation is strong enough to warrant not being able to put more in i allow to up the DC for the price of a striking rune of that level (on 15 just class dc because fuck saucepans and boring swords being bis)
>>
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>>94432381
kinda shame that explosives are bad but i guess you can't have everything
>>
>>94432837
I found it awkward but then I realize there aren't a lot of magic items I would want to add property runes on. The biggest lost is not being able to add elemental damage runes, but that's more the problem of the elemental runes being weirdly designed and there's plenty of magic weapons that have more damage or elemental runes stuck on them anyway.

It's like a speed bump, it's in the way but I can't really complain about it. It's not really solving anything, but it also isn't hurting me.
>>
Still trying to decide what kind of monsters to use for my level 1 adventure. >The characters take a ferry to an island in a calm sea, they are shipwrecked when they hit rocks in the mist due to the lighthouse being overtaken, and find it overrun with some kind of bestial monsters or bestial humanoid, and have to rescue the people they were going to visit
Need something to occupy the lighthouse and something to occupy the rest of the island.
One anon suggested dire rats overtook the island from a derelict ship and akatas and void zombies attacked from underground and overtook the rest of the island.
I don't know how good an idea it is to have two different threats hitting the same small island at similar times.
Thought I could have the lighthouse in a rocky sub island right off shore, and a broken bridge to the mainland, with dire rats in the lighthouse and akatas and void zombies on the main island.
Or maybe not? Akatas are CR 1 and fast void zombies are also CR 1 I believe, so itll be mostly fights against 1 or 2 months at a time. With dire rats they could fight more. I'm not sure what to do. Slop pic because I couldn't find anything else fitting.
>>
GM (me): Okay guys we’re playing a Wild West horror themed game centering around racial tensions between a local group of humans and the elf settlers
Player 1: I was run out of town 30 years ago for reasons unknown to me
Player 2: I want to find the food version of the One Piece
Player 3: I want to find the alcohol version of the One Piece

Am I the asshole for only weaving player 1’s backstory into the overarching campaign plot?
>>
>>94433726
1)No, not an asshole. I don't know what the expectation even would be for the other players.
2) Don't know how long this campaign will go, but always time to fit their references in later
>>
Does anyone have a download link for the official VTT tokens? I'm gonna be running a 2e game but I don't wanna buy $60 worth of token art.
>>
>>94433788
Try the share thread. I think I saw them the other day.
>>
>>94432837
Another thing about my Abom Vaults game. There's 5 players, barb, fighter, witch, sorcerer, Wiz. Thing is, they are kinda trash. The party I played a year before in had a single character death the whole AP, they're 5th level and already had three and constant close calls. I gave them a semi free archetype but with only the AP specific dedications. (Ghost Hunter and Eldritch Researcher so far) Only the witch and wizard have the prereq for Researcher. Should I give the rest ghost hunter dedication and void the requirements to give some power boost or just give them free archetype? I dont like free archetype but I fear they might need it, the players deaths are getting tiring and I dont fudge rolls.
>>
So did they change the name of champion causes I can't find the listing for paladin Is it called justice now?
>>
>>94435505
Yeah, they renamed it to Justice Cause.
>>
>>94435449
>I dont like free archetype
You get what you deserve
>>
>>94435449
If they don't learn, they don't learn.
My players are also retards who don't keep quiet in enemy strongholds, blunder from encounter to encounter without investigating, and generally fail to think or be reasonable.
So I take great pleasure in killing their characters.

I would just keep beating them over the head.
They must enjoy it, or they'd play more sensibly.
>>
>>94435449
>>94435449
Tell one of the casters to fuck off and become a cleric. You should remove the stick lodged deep inside your rectum and give them FA but not because of the deaths it just lets you actually do interesting things with your chara instead of paying your class feat taxes. The AV archetypes are such fucking bottom of the barrel shit EVEN ON THE FUCKING ADVENTURE THAT GIVES THEM TO YOU. JFC I hate them so much, they are outright traps, even for free they aren't worth the investment, if you are offering them for free as a power boost they very much aren't that.

Address what is killing them. Are they just rolling like shit consistently, or are they being lemmings. A party of 5 shouldn't have that many issues. Level 1-3 in the AV are cancer because you can die to bad rolls and AV has a few WTF encounters which are not hard just lethal. Mr Beak (before the nerf), the Barbazu and the Voidglutton are remakrable. Mr Beak pre-nerf can just insta kill someone if it rolls high on damage, no save, just die. Barbazu wounds are more lethal than the actual monster because DC20 flat check, and Counteract to heal is stronger than CR12 creatures effects. Voidglutton is just massive bag of numbers that will kill you if you don't just crit it to death. Those encounters are pretty much lottery time cause even with god tactics if they roll high (or you roll low) you are fucked. Veyr interactive, much fun.

But if its them just not using tactics you might want to have a group of kobolds ambush them and demoralize+flank+trip them to death.
>>
>>94436229
The current party composition has been pretty alright so far, the reason no one is a cleric is because the wizard was a warpriest and hated it staunchly. They just buff and debuff like crazy.

Disagree hard on the idea that no FA doesn't let you do interesting things. Plenty of time I had a character have interesting builds without it and I find the potential power surge from some combinations to be obnoxious power gamer slop. Also Eldritch Researcher is pretty damn good for the Seeker of Truths feat alone. If gave full FA the wiz and witch would still probably keep it.

>Address what is killing them. Are they just rolling like shit consistently, or are they being lemmings.
A bit of both. One death it was just an unlucky crit fail save, another it was idiocy of the cleric leading in to a moderate encounter with just 1 heal font lmao. This was after they, believe it or fucking not, killed the voidglutton at level 4.
>>
>>94436229
unrestricted FA was pretty cancer before remaster as classes were double or triple dipping their profs with the combat style archetypes, fighter was essentially 1,5-classing itself. Without it a dud feats also don't really sting as much on classes that could easily branch out to side stuff in sandboxy with a tinge of free narrative games ( kingmaker/lax age of asses for aps) where actually getting shit like ritualist from 4 doesn't feel like griefing yourself that much compared to FA because it's not level 2. I'm aware that for some classes the performance floor without FA lies in depths of hell but that's just bandaid for deeper issues.
>>
Opening Roar, 9th-level vesk ancestry feat:
>At the start of a combat encounter, if you are aware of your foes and aren’t attempting to Sneak or Hide, you can roll Intimidation for your initiative and can use the result to Demoralize one foe within range.
>Additionally, if you have the Battle Cry feat, you can Demoralize up to two creatures within 60 feet of you who you’re aware of.

Battle Cry, for reference: https://2e.aonprd.com/Feats.aspx?ID=5124

How do these two feats actually work together? Is it two total Demoralizes (the second paragraph of Opening Roar fully replaces the first sentence of Battle Cry)? Is it three total Demoralizes? Is it four total Demoralizes, because the second paragraph of Opening Roar never explicitly states that it replaces the first paragraph of Opening Roar, and never explicitly states that it replaces the first sentence of Battle Cry?
>>
>>94437945
Why would it be more than 2?
>(the second paragraph of Opening Roar fully replaces the first sentence of Battle Cry
Obviously, yes.
>Is it three total Demoralizes?
No.
>Is it four total Demoralizes, because the second paragraph of Opening Roar never explicitly states that it replaces the first paragraph of Opening Roar, and never explicitly states that it replaces the first sentence of Battle Cry?
Now you're just being retarded.
>>
>>94438326

For one, Opening Roar is not a free action, so it can be used in conjunction with other free actions.

The second paragraph of the feat says:
>Additionally, if you have the Battle Cry feat, you can Demoralize up to two creatures within 60 feet of you who you’re aware of.

It does not say:
>Additionally, if you have the Battle Cry feat, instead of using it, you can Demoralize up to two creatures within 60 feet of you who you’re aware of.

Nor does it say:
>Additionally, if you have the Battle Cry feat, instead of Demoralizing only one creature using Opening Roar, you can Demoralize up to two creatures within 60 feet of you who you’re aware of.

Nor does it say:
>Additionally, if you have the Battle Cry feat, instead of using it and instead of Demoralizing only one creature using Opening Roar, you can Demoralize up to two creatures within 60 feet of you who you’re aware of.
>>
Are they any Starfinder adventures that are heavy on dungeon crawling?
Even a mega dungeon potentially?
If not, at least an adventure that is combat/puzzle heavy.
>>
I like the Divine Mysteries stuff but wish we were able to effectively use domain spells on more classes/characters that aren't wis based. Even the new rare herald archetype feat makes you cast them as wisdom spells. I just want to be able to use cool domain spells a wizard man....
>>
>>94438742
You just write the wizard school for them and just stuff some on theme spells into the rank spells.
Say you just want the dragon domain spells you just write some dragon spells.
Rank 1 true strike breathe fire fear Rank 2 resist energy blazing bolt blood vendetta, and so on.
>>
>>94438742
Wait for Rival Academies to reprint the Runelord. Part of that gimmick was that it gave Domain Spells to Wizard.
>>
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>>94437945
I see that Opening Roar isn't an action at all, meaning the Battle Cry reaction itself is unrelated. You can use Battle Cry for another Demoralize if you want to.

As for Opening Roar, it reads like three Demoralizes on its own if you have Battle Cry. The word "additionally" lends support to this reading. Using Battle Cry would then be a fourth. I doubt this is intended, though, and it's just a playtest.

That being said, do you need four Demoralizes on turn 1, when martials aren't going to be attacking every target at once? For most targets, it would serve as an attack/save DC penalty, which is only half the benefit of Demoralize. Then there's the matter of Dirge of Doom being better anyway.

Opening Roar reference: https://app.demiplane.com/nexus/pathfinder2e/feats/opening-roar-playtest
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>PF2e
>Running an ad-hoc homebrew setting
>Remember "Oh yeah I was gonna add in some languages for my setting"
>Open the languages tab in FoundryVTT
>Like 50 languages that will never be used because they're bound to Golarion
I know Pathfinder isn't supposed to be universal or anything like GURPS but god damn is it annoying how many mechanics you have to homebrew just to be able to make whole swathes of the game function if you're not using Golarion or ripping off the lore at all.
Like at some point if I were to get crazy with it, I'd need to publish a whole ass book of homebrew with races, languages, planes etc to keep all my rules straight.
Wait, is this how the original D&D campaign settings got made? Just autists being like "ugh well I GUESS I have to write this all down somewhere"
>>
>>94439811
>Wait, is this how the original D&D campaign settings got made? Just autists being like "ugh well I GUESS I have to write this all down somewhere"
Pretty much, happens every time except with Eberron. That one was literally WotC making it a contest. "Be autists for us!"
>>
>>94439713
I should have mentioned that a saving throw penalty on multiple targets does at least set up for a multi-target spell, assuming it can be cast on turn 1.
>>
>>94436491
In combat healing. Cleric can do in-combat healing efficiently with the amount of auto-heightened heals they have per day. In Abom Vaults specifically Cleric also goes multiple extra miles with the ability to remove a lot of the cancer that you start finding later on which forces you to go back to town because they can just saddle you with 24-hour or perma-conditions that don't make the encounter harder they just fucking cripple you for the rest of eternity. Buff-Debuffing like crazy is VERY good when you are in a party that already has a Fighter and a Barb.

It's 2E, you can't "Power Game Slop". You can cripple yourself by forgoing the mandatory obvious best feats of your class or you can forego excellently designed dead levels for several classes for no reason other than them only getting support on the book they came out on. But not really power game to the point it significantly affects an adventure into triviality.

Seeker of Truths is a shittier version of Domain Initiate which basically has one choice, Knowledge (since Truth is beyond garbage and Secrecy is somehow worse than Truth). And even that choice isn't great, Focus Point + Reaction to do get advantage on a RK is definitely not worth a feat. Not in a universe where you can buy a wand of pocket library, and just keep the effect going.

If you get it for free without any other choice its a meh, might as well have it. But if you had a choice against ... literally anything, nobody would take it.

> If gave full FA the wiz and witch would still probably keep it.

If its for RP reasons, then that's their prerogative, but if its for mechanical reasons, then literally any archetype they qualify simply because it has the same main stat as their class would be an improvement, even if the pool was entirely restricted to pure archetypes.

> A bit of both.
Composition remediates luck by having backups to failure (but can't solve everything because pf2e). Otherwise kobolds it is.
>>
Can I use the Player Core 2 classes alongside the Remastered stuff? I plan to run AV at some point and I know some of my players are interested in PC2 stuff.
>>
>>94441268
Player core 2 IS remaster.
>>
>>94441290
I thought the only stuff remastered so far is Player Core 1, GM Core, and Monster Core.
>>
>>94441351
Technically it's every book printed after and including rage of elements.
>>
>>94441430
Ah I didn't realize, thanks. I'm pretty new to PF2E, when is the cut off for the remastered stuff?
>>
https://downloads.paizo.com/PZO13003_SupplementalGodTable.pdf

The controversial Desnan anathema against causing fear and despair is now "Foster despair or terror in the innocent."
>>
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>>94441577
As that Anon mentioned, the first remastered book was Rage of Elements in August of last year. Everything after that is remastered, everything prior to that is legacy. To answer your first question, yes you can use remaster and legacy stuff together. Everything's compatible. The most awkward change (champions no longer being alignment-based) was corrected in Player Core 2 earlier this year with the champion updates. Even before then, the majority of changes are cosmetic. You'll see things in older books like "Attack of Opportunity" (which is called Reactive Strike in remaster content) or mentions of Tieflings or Aasimar, which have now become Nephilim. Most classes have been changed mechanically in some way, but those changes generally amount to what you might think of as a balance patch in a video game, rather than some kind of overhaul (for instance, wizards received one of the most in-depth changes, but even those were primarily a reshuffling of their spell schools--the spells themselves and the game's spellcasting mechanics were almost entirely untouched). The core mechanics remain overwhelmingly the same. You can run any AP with any Paizo content no problem. If you run into anything in an older book that looks weird, you can look it up on Archives of Nethys, the free 2E rules database, which will tell you if there's a remastered version of the rule and link to it if you're curious (pic related).
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How is the lore with the Remaster?
Has it gotten any better from the og 2e?
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>>94443413
90% of it's the same. The biggest change is that alignment is no longer a mechanic, which means that it's no longer referenced anywhere, including in religious and outer planes stuff, which makes them a little fuckier. After that is probably drow, who were previously pretty prominent in the setting but have been obliterated from lore due to their association with D&D/OGL stuff. Things other than that are fairly minor; the remaster wasn't really a lore dump, it was one part errata and one part filing the serial numbers off of what was originally a product published under a WotC license.
>>
>>94443413
Basically, instead of Alignment, PCs just have personal Anathema and Edicts, though you can easily pull those from the god you worship. If you're a divine powers type, instead of Good and Evil, you can Sanctify as Holy or Unholy, and that has variances on if it's mandatory or not depending on your deity. Some Deities like Pharasma don't allow it, either. Some allow you to pick either.

The new Champion Causes each add their own edicts and anathema on top of the deity's, and are more philosophies than the rigid Alignment stuff. A Paladin of Sarenrae could be a Grandeur type, who is an upright shining example, or a Justice type, who defends the law. While a Hellknight could also be Justice or Obedience.

>>94443473
They also used it to fix some of the really bad stuff from the original release, like the Witch.
>>
War of Immortals was just an excuse by Paizo to get rid of the Egyptian gods (one of the last few SOVLful things in Golarion)
>>
>>94444478
It was actually an excuse to get rid of a neglected male deity and replace them with one of their girlbosses.
>>
>>94444529
Gorum growing a conscience because some of his followers are evil is weird because if you look at his usual modus operandi in 1e he's basically Khorne with some of the edge toned down.

Golarion's cosmology is stupid but Gorum at least checked the necessary boxes for "God of Violence, Battle and Combat."
>>
Where's the fall errata, paizo
>>
>>94447625
The concept of a War God dying and his bloody bits cause Problems for mortals isn’t a bad one. We all can see what Paizo is doing and it’s a battle royale to see who can become the next war god. Given how that’s like one of the most popular motives for new player martials into tabletop, the premise and presentation is sound.

But we both know where it’s going to end and it’s with Paizo either keeping the new war god super ambiguous so “everyone’s table is canon” or they’re going to give it to a woman because Paizo can’t fucking help themselves.
>>
PF2e

What's the best archer build? Fighter? Ranger? is the dedication even worth it?
>>
>>94448225
>>94447625
Oh nevermind, I gave it a bit of thought and they’re going to resurrect the Azlanti War Goddess in the Mordant Spire. They’ll make an AP about it and everything.
>>
>>94448225
The 1e warpriest iconic formerly of Gorum has swapped his allegiance to Genzaeri, a new one with more of a focus on battlefield tactics and self improvement.

Hobgoblin woman.
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>>94448253
Of course.
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>>94448238
I'd mostly pick for theme.
Highly trained professional archers go in fighter.
Hunters go in ranger.
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>>94449047
say "flavour is free" right now
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>>94448238
Fighter if you want to be full round attacking. All the archer dedication really is for is accessing fighter's ranged weapon feats like double shot n' stuff.

If you want to be firing one time for bigger damage and from further away then I assume Precision Ranger with the Gravity Weapon focus spell is your bag. Get enough STR for a propulsive bow and just dink someone every round.
>>
>>94448241
Like the one they announced for April 25? That starts with a premise of fighting against a Blood god in Arcadia, near to the Mordant Spire?
>>
>>94449464
You’re fucking with me, seriously? I swear to god I didn’t know that when I posted. Ahahaha!
>>
2e
Tempest oracle with Imperial/Elemental Sorc MC or Metal sorc with tempest oracle MC? I just wanna be throwing lightning with whatever back up for the 1 in 326 mobs that might be immune to electricity
>>
putting together a build for a 2Eified skulls and shackles with free archetype
planning on a captured marshdweller iruxi magus Champion with Decay. Any ship on ship combat, i want to be able to dive in the water and then spellstrike the hulls of ships and cause them to sink
Going Obedience Champ for the reaction
at 10th/12th and have gone for Cha Psychic to pick up Imaginary Weapon
Been told likely to cap out at 14th.
What's a good use for the Free Archetype; Basic Occult Casting? Expand Aura? Aura of Courage?
>>
2e.
Are there any alternate rules to avoid counteract checks?
This antiparalysis potion says it has a +22 to the counteract modifier.
But last we brought up counteracting at the table, everyone rolled their eyes and we didn't like it. Could i just half the 22 to +11 and add it to the next fortitude save + make a save now?
>>
>>94452298
It's not hard to roll counteracts, just do it step by step.
Roll the check against the dc.
Determine the outcome.
Compare ranks on anything but a critical failure.
There's a couple of tables you should have in front of you anyway for this. The level-based DC table and the counteract table.

Your proposal to add 10 to a check is an automatic success. To make the modifier anywhere close to reasonable you would have to divide it by 10 and round up.
>>
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inquisitor in our party bathed in the blood of Black Magga and is now going through corruption (lost his connection to ZK and is becoming his own divine source, like the mythic power)
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OK I have been out of the game for a while, how's Exemplar as a class? Any fun?
>>
>>94457793
Yeah, it's kinda neat how you get very flashy abilities but at the same time it feels front-loaded. Your kit revolves around the choices you make at level 1 and that will define your gameplay for the rest of your progression.
>>
>>94458189
Hrm, I was thinking of making a thaumaturge but I might make an Exemplar instead. I have a few days to decide I guess. Thaumaturge seems fun too but we lack a solid front liner I feel.
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2e
How does Hexploration work with Exploration Activities? Since most Exploration Activities make you move at half your speed, would that affect how many actions you could do while Hexploration? Playing Kingmaker and wasn't sure what the ruling on that is and only thought about that since I recently picked up Swift Sneak for full speed sneaking and to start using Avoid Notice to bypass poor perception progression even though i have the best perception while being stuck at Expert.
>>
>>94460558
Exemplar can be incredibly good as a frontliner if you build into it properly.
>>
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For 1e.

How much weight do you give on age and its stat alterations when you homebrew your characters (whether PC or NPC). Are you strict in a way with a certain character's age, so you include these rules to your game?

On an other note, is it rules-right/balanced to give traits to your NPCs? If yes, do you prefer it?
>>
>>94461955
>How much weight do you give on age and its stat alterations when you homebrew your characters (whether PC or NPC).
I like to use the age rules for my PCs for that little extra flavour (and then use spells or abilities to negate the penalties). As for NPCs I think it is kinda waste of time unless it is actually relevant for the plot.
>On an other note, is it rules-right/balanced to give traits to your NPCs?
I think the official rules say that only PCs can have traits. But in the other hand, there are a bunch of traits that are obviously meant for NPCs. Personally I add traits to NPCs if it is gameplay relevant.
>>
>>94460831
I'll admit I don't get the reference.
>>
Inexperienced GM I got the humble bundle, where should I start reading to get a complete grasp of the rules, core rulebook or game master guide /player guide? I know there's been a remaster idk which books are behind on it
>>
>>94463195
Player core 1 is the up to date for the remaster basic rules, I think that's in the bundle.
>>
>>94463195
Read crb if that's what you got.
gmg is additional advisory.
>>
>>94463187
Chris-chan (more accurately his gf/wife/victim) is expecting a child.
Allegedly.
>>
>>94463202
So player core 1 -> gmg got it thank you. Seems like the core rulebook can be ignored now?
>>
>>94463376
Player core 1 is the new crb.
>>
>2e
can i dump int as a magus? iruxi has a Int penalty
>>
>>94463621
Not advisable since it will make your spells incredibly easy to dispel and make arcana checks to learn new spells very hard.
>>
>>94463621
You can, but it does limit your utility a bit and force you to only use strikes and spellstrikes for offense. Your spells will mostly consist of buffs in that case, which is a more than valid playstyle. Avoid save spells and the feat that lets you use them for spellstrikes. Save cantrips are fine just to get varied damage types to hit weaknesses.

>>94463659
I don't think it's common for enemies to dispel shit, unless you mean save against. And learning spells is still fine as long as he ups Arcana as a skill. The difference will be 3 or 4 at most for 90% of the game, and that's only if they go +3 Int at character creation. +1 or +2 is more common, so having +0 isn't that big a difference.
>>
>>94463621

>iruxi has a Int penalty
Use the default rule for alternate ability boosts:

https://2e.aonprd.com/Rules.aspx?ID=2033
>You always have the option to replace your ancestry’s listed attribute boosts and attribute flaws entirely and instead select two free attribute boosts when creating your character.
>>
>>94463895
Nah it'll come up and usually at the worst time against the apl+3 chapter bosses in aps.
The strength of magus is the high will save and ability to self buff with flight etc, and having your flight stripped off in mid-air is pretty disastrous.

The last AV run I saw finished pivoted on a magus self buffing with flight and chasing the bbeg down with the mcguffin.
She would have killed the whole squad if she didn't roll a 1 on her counteract check and the magus hadn't made several will saves.
>>
How often do you see Versatile Heritage + Adopted Ancestry on a character without it feeling like a special OC Do Not Steal

Been trying to make some nonsense work and I can't help but struggle to find in universe excuses that aren't bullshit or would bend the story around themselves
>>
is the trove torrent still working?
>>
Why is it that RAW you can use Bonded Animal to bond with an animal with flight, which you can then mount on and fly in combat, whereas you cannot do the same with your Animal Companion?
>permanent flight is too OP
Permanent flight isn't too OP even in real life, there's a ton of creatures and enemies with ranged attacks, and I doubt your animal companion with their shitty AC (and probably encumbered because you and your equipment are now on top of it) are going to last long in the air against competent enemies. I think this gets worse when you consider that by trying to permanently fly, you must essentially use one of your three actions every turn just to stay in the air in the first place, you're forced to move every turn. And that's not even going in the argument that trees and canopies and things like that provide at least light cover.

What's your opinion on this? Are the implications on Bonded Animal just retarded for flight specifically? It feels artificial as hell that you can't be a small character that mounts on their medium sized bird companion to fly around, whereas some other schmuck could do the same thing by having spent 7 days with a random animal to do just that.
>>
>>94464023
Due to the way certain ancestries work(like kitsune, samsaran, and skeleton come to mind) they have a built in reason to go adopted, which leaves only needing to justify the VH. Or you can learn to just stop worrying about it.
>>94465283
>Why is it that RAW you can use Bonded Animal to bond with an animal with flight,
I'm not sure that you can. What's your source on that?
>whereas you cannot do the same with your Animal Companion?
If your companion has the mount ability you can use any alternate speeds whilst riding it. You'll need an advanced companion for flying.
>>
Just finished our abomination vaults run, I had a lot of fun
>>
If you are invisible via 4th-rank Invisibility, and you have See the Unseen up, do you still need to make a check against your own concealment to cast Heal on yourself?

https://2e.aonprd.com/Spells.aspx?ID=1577
https://2e.aonprd.com/Spells.aspx?ID=1663
https://2e.aonprd.com/Spells.aspx?ID=1554

If the answer is "No," what is the precise rule that allows this to happen?
>>
>>94467411

https://2e.aonprd.com/Conditions.aspx?ID=59
>if vision is your only precise sense, you take a –4 status penalty to Perception checks.

If characters have precise senses other than vision, they can simply ignore the –4 status penalty to Perception checks from blinded: so do they?
>>
>>94467411
Well you're not undetected due to invisibility from yourself, so then you're not hidden either.
So then you don't treat yourself as invisible for see the unseen and don't see yourself as concealed.
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>>94467411
Concealed applies to vision. Touch should qualify as a precise sense necessary to target yourself without a check.

>>94467459
Yes, but
>You automatically critically fail Perception checks that require you to be able to see
>>
>>94467487

>Well you're not undetected due to invisibility from yourself
What is the mechanism that makes this happen?

https://2e.aonprd.com/Rules.aspx?ID=2420
>A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can Seek to attempt to figure out an invisible creature's location, making it only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.

>Other effects might partially foil invisibility. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. Throwing a net over an invisible creature would make it observed but concealed for as long as the net is on it.

Even the second paragraph says that other effects might only "partially" foil invisibility.
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>>94467523

If characters have touch as a precise check, then when do characters ever take the –4 status penalty to Perception checks from the blinded condition?
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>>94467552
See
>>94467523
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>>94467543
You rationally can't be undetected by yourself because you always know which square you occupy.
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>>94467580

The issue is not being undetected from oneself. The issue is being hidden from oneself.
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>>94467634
Yes, but then if a creature can't be undetected it can't be hidden per the wording of the invisible condition. You never need to seek to make yourself hidden because you were never undetected.
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>>94467681
>if a creature can't be undetected it can't be hidden per the wording of the invisible condition

Where is this wording? I genuinely cannot find it.
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>>94467708
It's in the first sentence when it describes the invisible condition when it states invisible creatures are undetected to any creatures.
The rest of the wording is contingent on the creature being undetected, which you never are, so none of it takes effect.
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>>94467727

That might not be the case.

>A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense.
We are a creature relying on sight as our only precise sense, so we become undetected to ourselves.

>If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.
However, we were previously observing ourselves, so we are merely hidden from ourselves.
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I'm going to fix the monk
-a monk gains a +2 item bonus to ac with a dex cap of +3 while unarmored, and stances that change AC are changed accordingly
-when a monk (and only a monk) uses flurry of blows, they reduce the MAP by 1 for each part of the attack (non-agile is -4/-8, agile is -3/-6); this is only with flurry of blows
-a stanceless monk's unarmed strikes gain the parry trait
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we need a new thread



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