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Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from

Harold Fjord posted:

They don't share MAP, except Summoner eidelon and mounts

Is there a good reference for companion rules? One of my players rolled up an inventor with two robot companions and this conversation became very relevant to me.

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Amp
Sep 10, 2010

:11tea::bubblewoop::agesilaus::megaman::yoshi::squawk::supaburn::iit::spooky::axe::honked::shroom::smugdog::sg::pkmnwhy::parrot::screamy::tubular::corsair::sanix::yeeclaw::hayter::flip::redflag:
I would start with the Construct Companion rules

Mechayahiko
May 27, 2011

Doctor Rope

Harold Fjord posted:

They don't share MAP, except Summoner eidelon and mounts

Crap. That makes sense since the last time I interacted with animal companions was my goblin ranger riding a wolf.

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Arrrthritis posted:

Is there a good reference for companion rules? One of my players rolled up an inventor with two robot companions and this conversation became very relevant to me.

Not sure how they have two robots, but in general, the Tl;dr for companions and summons is the player can give up one action on their turn to direct the companion to take two actions. They do not have their own initiative, and cannot act independently unless a specific feature says otherwise (a good example is a lot of the Mature Animal Companion upgrades allow them to move once undirected)

The net result is basically that if you have a companion or summon something, you get 4 actions, but the companion has to take two of them.

Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from

Chevy Slyme posted:

Not sure how they have two robots, but in general, the Tl;dr for companions and summons is the player can give up one action on their turn to direct the companion to take two actions. They do not have their own initiative, and cannot act independently unless a specific feature says otherwise (a good example is a lot of the Mature Animal Companion upgrades allow them to move once undirected)

The net result is basically that if you have a companion or summon something, you get 4 actions, but the companion has to take two of them.

They doubled down on construct companions (they took the Prototype companion feat and had an Increased Size construct companion as their innovation).

By my understanding they can only have one out at a time, though.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Arrrthritis posted:

They doubled down on construct companions (they took the Prototype companion feat and had an Increased Size construct companion as their innovation).

By my understanding they can only have one out at a time, though.

Yeah, the only way to ever get multiple out at once is the Beastmaster Archetype at high level and you still only get to split 2 actions between them.

Harold Fjord
Jan 3, 2004
I think you can use the command action multiple times.

Andrast
Apr 21, 2010


https://2e.aonprd.com/Rules.aspx?ID=1600

quote:

You can have only one construct companion at a time, and you can have either a construct companion or an animal companion, but not both.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Harold Fjord posted:

I think you can use the command action multiple times.

Nope

https://2e.aonprd.com/Traits.aspx?ID=109

quote:

Minion
Source Core Rulebook pg. 634 3.0
Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.

Weirdly you can do it for animals that aren't Animal Companions though

https://2e.aonprd.com/Actions.aspx?ID=58

quote:

Command an Animal
AuditoryConcentrate
Source Core Rulebook pg. 249 3.0
You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

Success The animal does as you command on its next turn.
Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.

Harold Fjord
Jan 3, 2004
That still supports multiple commands with multiple minions

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Harold Fjord posted:

That still supports multiple commands with multiple minions

Most sources of minions specify you can only have one. Or that if you have multiple only one can be active
https://2e.aonprd.com/Archetypes.aspx?ID=50

The only exception is Beastmaster/Undead Master's level 16 feat

quote:

PFS Standard
Lead the Pack
Feat 16
Uncommon Archetype
Source Advanced Player's Guide pg. 161 2.0
Archetypes Beastmaster, Undead Master
Prerequisites Mature Beastmaster Companion; you have multiple animal companions
You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.


And even with that they have the exact same action economy as one Animal Companion, the only difference is you can have both move or have each Strike so there's no MAP. You can't even have both use their support action

Zore fucked around with this message at 22:23 on Oct 6, 2022

Harold Fjord
Jan 3, 2004
My gm has been very generous with our beastmaster monk then. I thought he seemed overpowered

Failboattootoot
Feb 6, 2011

Enough of this nonsense. You are an important mayor and this absurd contraption has wasted enough of your time.
Thanks all, that all sounds pretty great, and looking up the specific spells mentioned does make it look like it's gone in a pretty good direction. Are there any particularly cool examples of martials getting spell-like utility? I saw that medicine gives a pretty similar effect to Heal (well, assuming you keep up with training it).

Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from
So my understanding of animal/robot companions is this, then.

1) If a character has multiple sources of companions, only one can be active at a time
-Unless they're a beastmaster, then they can have two out at the same time.

2) They can only command one creature at a time, if more than one creature is out
-Innovator can spend up to two actions to give two/three actions to one companion
-Otherwise, a high level beastmaster can spend one action to give to multiple companions

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Arrrthritis posted:

So my understanding of animal/robot companions is this, then.

1) If a character has multiple sources of companions, only one can be active at a time
-Unless they're a beastmaster, then they can have two out at the same time with a level 16 feat

2) They can only command one creature at a time, if more than one creature is out
-Innovator can spend up to two actions to give two/three actions to one companion
-Otherwise, a high level beastmaster can spend one action to give to multiple companions. And they can only split 2 actions across 2 companions in a limited way (only Strike or Stride). And only one of the 2 can use the Mature Beast feature to do a stride or strike on its own per turn.

Yeah, basically action economy is very tightly controlled. And realistically the only sources of multiple companions is Beastmaster/Undead Master because virtually every other source of minions (Animal Companion, Eidolon, Invention) specifies you can't take it if you already have one of the others and can't get multiple.

Zore fucked around with this message at 23:42 on Oct 6, 2022

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


I've got a rules question for y'all. I'm playing an undead bloodline sorcerer in a Blood Lords game, and since most of the party has negative healing, I'm the group's primary healer. My question is: when I cast Harm to restore HP, does my bloodline's blood magic effect increase the healing?

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Arrrthritis posted:

So my understanding of animal/robot companions is this, then.

1) If a character has multiple sources of companions, only one can be active at a time
-Unless they're a beastmaster, then they can have two out at the same time.

No, a character can’t have multiple companions at all, even from multiple sources, unless explicitly allowed to do so, such as the beast master. Even then, the beast master can only have one out at a time without a level 16 Feat, so probably best to just forget it works when thinking about this stuff)

quote:

2) They can only command one creature at a time, if more than one creature is out
-Innovator can spend up to two actions to give two/three actions to one companion
-Otherwise, a high level beastmaster can spend one action to give to multiple companions

In general, anyone with a companion spends one action to give the companion two. Construct Innovator inventors can spend two to give three, changing the action ratio to PC1, minion 3. A fairly common mid level feat for companion classes allows companions to use one action to Stride or Strike without being commanded - so, still 4 actions total, but the ratio becomes PC3/Minon 1 instead of 2/2. The 16th level beastmaster thing (again, better to forget it!) allows more bodies on the field but does not change this action economy formula in any way. It’s still 2/2 or 3/1

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Failboattootoot posted:

Thanks all, that all sounds pretty great, and looking up the specific spells mentioned does make it look like it's gone in a pretty good direction. Are there any particularly cool examples of martials getting spell-like utility? I saw that medicine gives a pretty similar effect to Heal (well, assuming you keep up with training it).

The Demoralize skill action and it’s related feats is extremely good and there are several classes and ancestries that offer different and interesting ways to buff it and change how it works.

Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from
Alright, that clears things up for me. Thanks for the explanations, all!

Harold Fjord
Jan 3, 2004

5-Headed Snake God posted:

I've got a rules question for y'all. I'm playing an undead bloodline sorcerer in a Blood Lords game, and since most of the party has negative healing, I'm the group's primary healer. My question is: when I cast Harm to restore HP, does my bloodline's blood magic effect increase the healing?

Blood magic effect adds negative damage I'm going to go check the effect of that converts negative damage to healing for undead but it should work that way yes

"It does not take negative damage, and it is healed by negative effects that heal undead."

RAW, sorcerer bloodline ability is not explicitly a negative effect that heals undead

Harold Fjord fucked around with this message at 00:57 on Oct 7, 2022

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


Harold Fjord posted:

Blood magic effect adds negative damage I'm going to go check the effect of that converts negative damage to healing for undead but it should work that way yes

"It does not take negative damage, and it is healed by negative effects that heal undead."

RAW, sorcerer bloodline ability is not explicitly a negative effect that heals undead

Ah, too bad, but thanks!

CottonWolf
Jul 20, 2012

Good ideas generator

Failboattootoot posted:

Thanks all, that all sounds pretty great, and looking up the specific spells mentioned does make it look like it's gone in a pretty good direction. Are there any particularly cool examples of martials getting spell-like utility? I saw that medicine gives a pretty similar effect to Heal (well, assuming you keep up with training it).

For instance the ultimate intimidation ability, which a specialist can get at 15 is Scare to Death, which is a save or die which does exactly what it says on the tin.

CottonWolf
Jul 20, 2012

Good ideas generator

Legendary Thief is a fun feat, but I really wish there was a follow up that let you steal literally impossible things. I want to steal hope from my enemies, or the memory of seeing me.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

CottonWolf posted:

Legendary Thief is a fun feat, but I really wish there was a follow up that let you steal literally impossible things. I want to steal hope from my enemies, or the memory of seeing me.

I am reminded of the Disgaea games letting you steal stats from your enemies. "What big muscles you have. Yoink!"

The Golux
Feb 18, 2017

Internet Cephalopod



Carmen Sandiego feat, yes

Kvantum
Feb 5, 2006
Skee-entist

CottonWolf posted:

Legendary Thief is a fun feat, but I really wish there was a follow up that let you steal literally impossible things. I want to steal hope from my enemies, or the memory of seeing me.

There was a 4e D&D Epic Destiny (Thief of Legend, Dragon #388) that allowed very similar things, including stealing your own soul away from Death itself. Maybe discuss it with your GM as an alternative 20th level Rogue feat?

(Note: I'll be the first to lead the charge into a "4e sucks as an actual game outside of combat" debate, but I'll be damned if they didn't have some cool-rear end ideas for Epic Destinies.)

Kvantum fucked around with this message at 23:40 on Oct 10, 2022

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
Someone in an epic level campaign I'm in that's been ongoing for half a decade used that ability to steal a douche we were fighting's voice because he wouldn't stop self aggrandizing :lol:

Amp
Sep 10, 2010

:11tea::bubblewoop::agesilaus::megaman::yoshi::squawk::supaburn::iit::spooky::axe::honked::shroom::smugdog::sg::pkmnwhy::parrot::screamy::tubular::corsair::sanix::yeeclaw::hayter::flip::redflag:
Really love how this system does XP, but have now on a couple occassions ran into the issue where the players will hit the 1,000xp mark in the middle of a dungeon dive and I am always somewhat unsure about what to do in these situations. It feels weird to simply go "ahhh you've reached the magic number, immediately level up" while they are, for example, running away from a rising tide in a coastal marsh that floods the first floor of the dungeon, but it also feels really bad to give the players the XP and then withhold the fun part, which is getting new things to play with.

I suppose the answer to this is "do milestone xp you dingus."

CottonWolf
Jul 20, 2012

Good ideas generator

ShallNoiseUpon posted:

Really love how this system does XP, but have now on a couple occassions ran into the issue where the players will hit the 1,000xp mark in the middle of a dungeon dive and I am always somewhat unsure about what to do in these situations. It feels weird to simply go "ahhh you've reached the magic number, immediately level up" while they are, for example, running away from a rising tide in a coastal marsh that floods the first floor of the dungeon, but it also feels really bad to give the players the XP and then withhold the fun part, which is getting new things to play with.

I suppose the answer to this is "do milestone xp you dingus."

Or go completely the other way, stop mid-fight, and be like "You feel new power welling up inside you", dramatic music plays, and then you blast the baddie with your new toy.

Live your inner Goku.

Kitfox88
Aug 21, 2007

Anybody lose their glasses?

CottonWolf posted:

Or go completely the other way, stop mid-fight, and be like "You feel new power welling up inside you", dramatic music plays, and then you blast the baddie with your new toy.

Live your inner Goku.

:hmmyes:

Amp
Sep 10, 2010

:11tea::bubblewoop::agesilaus::megaman::yoshi::squawk::supaburn::iit::spooky::axe::honked::shroom::smugdog::sg::pkmnwhy::parrot::screamy::tubular::corsair::sanix::yeeclaw::hayter::flip::redflag:

CottonWolf posted:

Or go completely the other way, stop mid-fight, and be like "You feel new power welling up inside you", dramatic music plays, and then you blast the baddie with your new toy.

Live your inner Goku.

We did leave off last week with them going up a water-magic-elevator and being faced with a group of boggards, so I could absolutely do this.

Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from

CottonWolf posted:

Or go completely the other way, stop mid-fight, and be like "You feel new power welling up inside you", dramatic music plays, and then you blast the baddie with your new toy.

Live your inner Goku.

you have to blast this while it happens tho

e: my own perspective as a player, I like it when XP turns out in my favor and giving me a power boost when I need it. I know there are people who prefer immersion over mechanics though, so as always be sure to consult your players and see what they prefer.

Arrrthritis fucked around with this message at 17:09 on Oct 13, 2022

Amp
Sep 10, 2010

:11tea::bubblewoop::agesilaus::megaman::yoshi::squawk::supaburn::iit::spooky::axe::honked::shroom::smugdog::sg::pkmnwhy::parrot::screamy::tubular::corsair::sanix::yeeclaw::hayter::flip::redflag:

Arrrthritis posted:

you have to blast this while it happens tho

I'm gonna do it

Podima
Nov 4, 2009

by Fluffdaddy
This is more of a general DMing tip and one that took me a long time to internalize, but when in doubt it will nearly always be more fun for the whole table if you err in favor of the players.

Amp
Sep 10, 2010

:11tea::bubblewoop::agesilaus::megaman::yoshi::squawk::supaburn::iit::spooky::axe::honked::shroom::smugdog::sg::pkmnwhy::parrot::screamy::tubular::corsair::sanix::yeeclaw::hayter::flip::redflag:
Very true!

Syrinxx
Mar 28, 2002

Death is whimsical today

CottonWolf posted:

Or go completely the other way, stop mid-fight, and be like "You feel new power welling up inside you", dramatic music plays, and then you blast the baddie with your new toy.

Live your inner Goku.

:hellyeah:

Hit the elite template on the creature and let them fight it after they level up.

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants
As a player and as a GM I don't care if we level up in the middle of the dungeon but I do prefer to have the actual leveling up process happen between sessions so people can take their time researching their options.

Jarvisi
Apr 17, 2001

Green is still best.
Just bought the Alkenstar Foundry model before the price increase and wow it's high quality. Comes with a full map with landmarks you can reveal to the players. Ambient sound for rooms. It's just very sleek.

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants
Ambient sounds are some of the coolest things in the foundry models. No major spoilers but there we've run into quite a few in Abomination Vaults and every time is exciting.

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Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from
So I did run Pathfinder 2e Beginner Box on Foundry last week, and I have to say I love all of the QoL features it has.

The premade modules being so well made, journal entries being detailed and well constructed, and the nice benefit that is the automatic animations makes it so sleek and I feel like I can run a campaign with minimal (10 mins) prep work.

There's still a lot to learn re: the rules though. But it has been super fun so far!

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