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/k/ Edition

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

Previous Thread: >>96698459

/pfg/ (pathfinder 1e) link repository: https://pastebin.com/RSt0rF0T
/p2g/ (pathfinder 2e) link repository: https://pastebin.com/1zySxwm3
/sfg/ (starfinder) link repository: https://pastebin.com/5yp9s2U3

>>CHECK THE SHARE THREAD FOR MISSING MATERIALS<<

TQ: What is your favourite firearm in any of paizo games?
>>
2e
If you take an archetype that has feats in it that are also in your class feats, would taking that feat as a class feat also count for one of the three archetype feats needed before you can select a new archetype?
>>
When will the miserable 2e arc end
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Do Witchwarpers in 2e not get training in their tradition skill? Is there any other spellcaster in the game that doesn't get training in the skill associated with their spellcasting tradition?
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>>96772834
Some Mystic subclasses don't get their respective skill training, but otherwise no. All other casters, full and half, get training in their core tradition. Hard to tell if this is just an oversight or some strange design team ideal between the 2 games.
>>
Are people still ragging on casters even though there are no other ways to reliably cheese through fights?
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>>96772551
Assuming they are available at the same level, yes. Shitty example, but Bloodrager gets Bespell Strikes at 8, while Sorcerer gets it at 4. You couldn't get it at 4 and count it as a Bloodrager feat. But if they both got it at 4, you count it as whichever you choose.
>>
>>96772983
Yes.
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>>96772551
You can only exit an archetype after you pick two feats + dedication, even if your class would have those feats as well.
E.g., Twinned Defense picked as a Fighter class feat doesn't count for exiting Dual-Weapon Warrior.
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>>96772555
When Paizo runs of design space to shit out new splatbooks for. So probably a long time considering how long it took them to reach that point in 1E.
>>
>>96772834
>>96772913
My guess is that someone writing the game assumed Paradox skills would be tradition skills, and then Paradox skills are typically entirely different.

Kind of fits with them blending the class with Precog though, as lorewise a lot of the paradoxes and anchors assume the character fell into it accidentally and are using their reality warping powers instinctually.
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Anyone have an opinion on what the rough level/damage/HP ceiling is for a single boss in a PWL game? I kinda want to scare the piss out of the party but I don't want to just shoot them up like fish in a barrel. I'm drafting up a highly mobile flyer to hit them with at the moment but I'm drawing a blank on where to properly start on my number crunching.
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>>96775128
Party is level 5 btw. Completely slipped my mind.
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Forensic Medicine Investigator that uses a Firearm as main weapon

does it work? A Healer with a gun?
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>>96775441
Why not? It keeps them at range to deliver damage, and it's a small, easy to holster weapon for when they need their hands free.
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>>96775441
Investigators are good gun-users. Risky Reload from the gunslinger/unexpected sharpshooter archetypes lets you reload as part of a Strike, with the downside being that your gun misfires if you miss. You, as an investigator, know what you're going to roll on that Strike. If your Devise a Stratagem rolls high? Use Risky Reload to reload+Strike. If your DaS rolls low? Do something else. You basically ignore the "risk" part of Risky Reload.

The double-barreled musket is a solid 2h firearm for you, which also synergizes with DaS. You can do your usual Risky Reload+Strike thing most turns, but when your DaS roll comes up with a crit, unload both barrels for Fatal d12 crit damage to blow somebody's head off. It is really helpful for firearms users to know what they're going to roll on a Strike before they roll it. I'm less inclined to use 1h firearms, since the shortbow is literally right there as a 1h+ weapon with reload 0. That's tough to beat unless you have something you want to actually hold in your off-hand.

As always, your main problem is going to be figuring out what you do when your DaS roll sucks, but that's an issue for every investigator, not just firearm-users. Also, if you weren't already aware of it, you're going to get the medic archetype at some point. You just are. It's tailor-made for the Forensic Medicine methodology. In a free archetype game it's likely to be your first one, since it immediately bumps you to Expert in medicine and you can get back out of it by level 4 if you take Doctor's Visitation in your FA feat slot and Treat Condition as a skill feat. That means you could potentially grab medic, then be back out of it in time to grab gunslinger/unexpected sharpshooter at level 4 in your regular class feat slot.
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>>96775441
For a bit of a meme, you can also use Life Shot ammo to heal at range too.
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>>96775441
I've played it, works pretty well. You want to go with a Jezail so you can have a free hand for Battle Medicine, but two hand it when you get a high DaS roll.
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It sucks realizing a Pathfinder Unchained version of Starfinder 1e would be so much better 2e so far, but I'll never find a game to play it
>>
Any good magic lanterns to use for a Thaumaturge's lantern implement? Looking at AoN, the best i have found is Ghost Lantern and Midday Lantern.
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>>96779945
Shining Symbol maybe? It's nice for a Thaum too because you can give your enemies a weakness to spirit damage with it, then exploit that weakness.
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>>96779109
I was actually writing unofficial SF Unchained rulebook around that concept, but it got kinda dropped when paizo axed support for sf1e
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My group runs PF 1e, and I'm wanting to run them through a short vampire centric scenario.
Preferably mid level around 10-12.

Any recommendations.
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>>96782242
>short vampire
https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/prankster-illusionist-gnome-illusionist-10/
with
https://www.d20pfsrd.com/bestiary/monster-listings/templates/vampire/

anyway, puns aside, Ashes at Dawn is probably one of the few official vampire things at that level range.
>>
just got to the part in Season of Ghosts with the big twist and I feel nothing but dissatisfaction. Shit fucking sucks, especially with the "you've done this 115 times already" - can't get rid of this deterministic sensation that nothing we've done matters, at all. Completely ripped my investment in the story away.
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>>96785275
Anon... there are two big twists. It's supposed to be somewhat unsettling, but things are going to change pretty soon.
>>
THEY BUFFED THE FUCKING HEKATONKHEIRES TITAN
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>>96779109
Starfinder Enhanced was supposed to be Unchained but then they pussied out.

Personally working on a new space combat system and rewriting drift travel to feel less gamist.
>>
>>96773396
>>96773353
That's so goddamn lame.
>>
What is Expeditious Retreat called in 2e?
>>
>>96787754
Fleet Step is the nearest equivalent, +30' land speed for an encounter. Lasting for 1 minute rather than 1 minute/level makes it harder to pre-buff, but not by much. Rank 2 Tailwind is the all-day version, but only grants 20'.

Expeditious Retreat was also more directly referenced in what's essentially a joke item (although it's got some value for low-level games), in the form of a dirt-cheap potion that grants a whopping 40' movement speed on the condition that you do nothing but haul ass away from every enemy you're aware of for the entire duration. That potion was recently renamed to Potion of Emergency Escape after the OGL kerfuffle.
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>>96786510
>impossible stature aura was increased by 20 ft
>Hundred-Handed Whirlwind now doesn't increase MAP until after all its attacks resolve
funny as fuck of paizo to go "but what if it could make EVEN MORE MAP-LESS ATTACKS", but it's a level 24 freakbeast so I guess I shouldn't be surprised
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>>96775128
I think using a young dragon as a starting point would work as a basis, though I would soften it up a bit by at least using the weak template + maybe dropping the AC a bit just to make it not a slaughter
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>>96775818
Not him, but any other juicy investigator synergies to aim for?
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>>96789259
>Hundred-Handed Whirlwind now doesn't increase MAP until after all its attacks resolve
I didn't even notice that when I made that post I thought the only buff was increasing the range of the aura what the fuck
>>
>>96791076
Like, just in general? Big-picture, investigators want two things: abilities that give big bonuses from a single successful Strike (like Risky Reload), and offensive abilities that don't include Strikes. The abilities that rely on Strikes let them squeeze the most value out of a high DaS roll, while the abilities that don't include Strikes give them offensive options when a low DaS roll means that any Strike is going to miss.

Eldritch Shot is a good example of an ability that gives a lot of value from a single Strike. It's three actions and lets you piggyback a spell on it. The downside (usually) is that, if you fail the Strike, you also waste the spell. Investigator obviously mitigates that almost entirely. The Eldritch Archer archetype plus a spellcaster archetype that grants a compatible focus spell (like Cleric's Fire Ray) allows for a LOT of burst damage, and you'll never waste focus points because if your DaS rolls low you just won't Eldritch Shot that turn.

Investigator's also got some niche use as a strength build. This comes from the fact that athletics maneuvers are not Strikes. So you can get in someone's face and roll your DaS roll: if it succeeds, hit them. If it fails, trip/grab/etc them instead. Your DaS roll has no impact on your athletics check, so you can easily avoid bad rolls. As a bonus, you can take Mauler at some point and eventually grab Crashing Slam. This is a Strike and a Trip both rolled into one successful DaS roll. Big value, and you'll never flub it. This build I'd only recommend for level 11+ APs though, because you REALLY want to dump dex and use heavy armor and Mighty Bulwark, but it's awkward to work the Sentinel archetype into the build early.

Also: int-based caster archetypes, worth considering. You've got int as a key ability score, so your spell DC actually isn't terrible, and cantrips auto-heighten. They fall into the "better than nothing" category when you've rolled low on DaS and still want to hurt somebody.
>>
Honestly thank god for the Oracle class, it's basically the only class in the whole game that allows for options that sound like they suck but then have hidden benefits. Almost every other class in the game is just "you're super awesome and special in X way", which I get why it's like that, but still.

Anyway, as always hope you guys like it, if you want to see the others you can find them here: https://x.com/DrumerThead/status/1980042499633647669
>>
>>96792091
Never heard of that vtuber but I really like the build you did for her.
>>
>>96793271
She's a 3 digit artist Frenchie who only streams in English. I've realized recently that there's a whole contingent of much more popular streamers that I could theoretically do stuff for but man I just have so little interest in doing so for whatever reason. For now I think I'm just gonna stick to more niche streamers.
>>
2e
If a creature is immune to mental. Does that mean it is immune to the mental damage type, mental effects like frightened, or both?
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>>96794605
Yes. And actions with the trait in addition to conditions. So Feint, Coerce, etc.
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>>96792091
Do MariMari_EN next pretty please
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>>96791486
>This comes from the fact that athletics maneuvers are not Strikes.
Any GM I know would kill me if I tried that shit on the table
>>
playing Dawnsbury days and it sucks that Paizo is too fucking stupid to find a game studio that could make them a good Pathfinder 2E game with any sort of budget because it's THE videogame system. Holy fuck.
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>>96795980
nigga I played dawnsbury days and that game literally tells you it doesn't use some skills because it didn't fit into the game
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>>96795921
What, why, that's explicitly how it works. That's not abuse that's just intended function, otherwise they wouldn't have printed the feat to apply devise to a manuever.
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>2e
If my character is a non-caster and I buy the cantrip deck for forbidding ward, does my character have the ability to sustain the spell? The sustain action doesn't have any requirement for spellcasting, so I'm guessing I can?
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>>96795921
Wat? Why?
That's literally just how it works.
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>>96796005
It's simply a case of how the original 1-4 campaign was made compared to the later DLCs. They very much were baby's first attempt at making a CRPG in Unity, while the following DLCs are more elaborate and willing to experiment around with the ruleset. You get what you paid for, after all. They are very competent games at the end of the day, so there's not much harm in trying them out.
>>
A guy in my group is playing a demolitionist and I let him have Throw Anything ability from Alchemist so he could be more effective with thrown weapons. Is that actually a problem? I feel like an alchemist that gives up extracts for fighter BaB isn't actually that powerful, so I didn't have a problem with it.
>>
Also that guy wants to invent "afterburners" because he is playing a flying race and wants a speed burst. Effectively a potion of expeditious retreat, I would say, but it's fully alchemical. So I figured, a 50 gp price per use, except maybe having a 10% chance of exploding for 1d6 fire damage as a drawback? With the upside being it can be activated as a swift/free action as part of a move action to move further that turn? Then just have the fuel cost more money. I also said he could refine whale oil into fuel, incurring an additional cost for reagents. I know it's kind of silly, but it's alchemy and I like alchemy.

Does 1e have any systems for alchemical inventions?
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>>96795426
I'll consider it. The problem is that since Pathfinder is a "hero building" TTRPG there's not a lot in the rules (that I know of) that does things for royalty. Which, now that I think of it, is a bit ironic considering how important royal figures are in this type of fiction.

Any of y'all know of anything that might help in this regard?
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So a general question for folks, whats your favourite barbarian build/instinct?
Personally i have been enjoying a dragon instinct dwarf going mach 10 with sudden charge and rhino hide armour flying at anything looking at them funny with a dwarven greataxe. But i am curious on other barbarian players have done build wise
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>>96799946
Forgot to add for 2e
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>>96799946
I'm playing an Animal Instinct grappler barbarian right now and it's a blast. It's a free archetype game so I've got a lot of goodies to play with. The fact that Animal Instinct is an unarmed build means you get to steal the best stuff from the Martial Artist archetype too. There's like a half dozen Strike-style attacks that I have and I use all of them.

>Round 1: Path of Iron to Stride into the middle of combat and make three full-MAP Strikes. Gigantic damage. As a bonus, you don't trigger reactions, so you can open the fight by just Striding right up to the 20' reach boss monster and punching him in the face, along with swiping at two minions on the way.
>Full round: Strike, followed by any number of things depending on the situation. If you hit, you can auto-grab with Furious Focus then Dazing Blow (fighter multiclass) to steal their actions. If you miss, Follow-up Strike from Martial Artist lets you make your second attack at full-MAP, and then you can Furious Grab if THAT hits. Every round you've got up to two full-MAP Strikes that guarantee you a grab; you will very reliably grab even extreme threats.
>Two-action round: If you're stuck with two actions for whatever reason, Strike into Combat Grab still gets in two Strikes and a Grab attempt.
>Bonus: Predator's Pounce for Stride + Strike effectively enables the "Full round" turn even when you need to change targets. The only downside is the Flourish trait, which means you don't have your Follow-up Strike safety net.
>Double-bonus: Echoing Violence (pic related)

Also, unarmed means free hands, and free hands means Battle Medicine. If you've got the skill increases to spare, the Medic Archetype only eats up two archetype feats and once you hit master proficiency you're able to double-tap yourself every hour for an amount of healing that competes with an on-level two-action Heal spell. You become very hard to kill. Plus you can handle downtime healing, which is always nice.
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>>96799946
I'm a fan of Dhampir Bloodrager with the Svetocher feat - take Drained to cast, but ignore the downsides. Slap on Mind Smith for the two-handed reach option, Inventor Archetype to give it more traits, and you've got yourself a truly psychotic Bloodbarian that'll tear up anything and everything, one way or another.
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what the fuck is this shit?
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>>96802955
Sounds like they wanted to clarify that dhampir were allowed in society play so long as they only drank blood from enemies or willing allies. That's probably also why they added that extra little note at the top, since the evil trait got errata'd out. Neither the PFS note nor the line of text about what constitutes "evil" blood drinking have any rules implications for a home table, except maybe to clarify for the purposes of, like, dhampir champions or something that, yes, sneaking into people's houses and drinking their blood is bad.
>>
>>96803017
It does have one rules implication, a fairly big one. In that an Evil creature would be immune from the attack.
Alignment rules was a little goofy and definitely something people don't miss.



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