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Sephyr posted:Game is wrapping, but another is going to start soon. Been thinking of making a Shaman, as I like the concept of cursing/boosting everyone around, and not with the usual spells. Shamans get Wandering Spirits fairly early into their careers that let them choose another spirit each day to have options from.
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# ¿ Sep 13, 2020 07:32 |
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# ¿ May 5, 2024 03:20 |
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Pyronic posted:Anyone have experience playing a Samurai? I know that in a lot of ways they're just fighters with more restrictions but I'm wondering if the restrictions made for an interesting time RPing maybe or an untraditional playstyle. Most samurais I have seen have been sword saints who get a lot of mileage out of challenge and Iaijutsu strike. Also depends somewhat on what order you choose. The base samurai is essentially a cavalier that uses bows instead of charging so much and specialize in asian-style weapons and they're fine with that? But have the same problems as any other cavalier of having issues with getting their mount in places, unless you either use a small race with a medium mount (and thus smaller damage dice and usually less strength) or spend feats for you and/or your mount on being able to ride a smaller thing or fit a large animal into smaller spaces.
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# ¿ Dec 25, 2020 03:16 |
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GeauxSteve posted:I'm going to be doing a 1E Demon Hunting centered one shot this weekend where we get to build level 10 characters. Anyone have a cool class recommendation I should check out? I've played a witch (loved it) and a fire kineticist (was fun in combat). I was thinking maybe a paladin or a wizard of some sort. Occultist could be fun for free magic circles...
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# ¿ Jan 7, 2021 19:37 |
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Does starfinder give skill ranks for favored class bonus?
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# ¿ Mar 14, 2021 20:17 |
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Witch is pretty good at debuffing, though, with hexes on top of a decent number of spells.
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# ¿ Apr 13, 2021 07:32 |
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OutsideAngel posted:Arcanist is the best of both casting worlds since you have a spellbook but flexible slots. Don't play a Brown-Fur Transmuter unless you have another player that's super into the idea, I had one join a campaign briefly and it was pretty sad when she asked who wanted to turn into a weird monster and got crickets all around. The only downside there is that they get the slower spell level progression of the sorcerer and a number of spells per day between the wizard and sorcerer. It's possible to work around (unless you REALLY need to cast Fly at level 5 and can't get/afford potions or a wand) but if you're using point buy it doesn't make it easy to afford points in charisma for exploits.
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# ¿ Apr 13, 2021 18:24 |
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PF1, anyone want to help me pick a decent discipline for a psychic? Either unarchetyped or amnesiac, probably going to do just normal human? Mostly thinking dream, haunted, or symbiosis, but if anyone has a strong case for another one I may be flexible.
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# ¿ May 26, 2021 02:49 |
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I kinda like the idea of the 2nd edition alchemist but I dunno about the mechanics. Kinda want to try to backport something more actual-alchemical-item-based and less potions-that-only-you-can-drink-based to 1e
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# ¿ Jun 7, 2021 06:04 |
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I wouldn't be surprised. Honestly I'm not sure making the alchemist a core class was a particularly good idea at all...
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# ¿ Jun 8, 2021 01:03 |
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Boba Pearl posted:Sorry to double post, but I just want to talk about how cool this system seems now that I'm learning it. I'm cross posting this from Discord... I like all of these things a lot but I have some issues with 10th level spells and bards being full casters because they didn't want to make the Psychic core (to have a full caster from the occult spell list; having just four spell lists is also kind of an issue), and the proficiency system rubs me the wrong way since there's no way to have, like, a little bit of ability in a skill (I am one of the weirdos that usually has at least two skills with less than max ranks in in PF1e/3.x). Plus I kind of like the original for still having everything built on pretty much the same hit dice foundation so you can mix and match things more easily but I understand that they changed that largely so stat blocks were less huge. But yeah there are a lot of good design decisions.
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# ¿ Jul 11, 2021 00:13 |
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I haven't started playing 2e yet but I'm still gonna pick up this AP...
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# ¿ Jul 17, 2021 07:23 |
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Anyone here good enough at 1e and 2e to maybe help critique the 1e Anadi writeup I'm working on?
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# ¿ Jul 25, 2021 02:30 |
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I'd try out 2e to try out this path, I think, it seems really cool.
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# ¿ Jul 29, 2021 20:44 |
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Roadie posted:2e is pretty good. Yeah, I'll need to read through some more of the rules and figure out the equipment rules and stuff. Honestly it's a few big things that I originally bounced off of but I can probably work around them somewhat.
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# ¿ Jul 29, 2021 21:11 |
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Aw man that sucks.
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# ¿ Sep 1, 2021 17:26 |
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blastron posted:Ah, a necklace of Fireball. This reminded me of a player in the 1e game I'm in who is a cleric and brewmaster... so I worked this up. Not sure about the save DCs or the result on failure but I was working from the one Boxen posted (though this is definitely a more powerful magic item, since I made it literally based on the Necklace of Fireballs). Necklace of Fireball Aura moderate evocation; CL 10th; Slot none (can be worn on the neck or elsewhere); Price 1,650 gp (type I), 2,700 gp (type II), 4,350 gp (type III), 5,400 gp (type IV), 5,850 gp (type V), 8,100 gp (type VI), 8,700 gp (type VII); Weight 1 lb. DESCRIPTION This item appears to be a chain with a number of small vials attached to it by the stoppers, with a fastener on the ends to allow it to be worn as a necklace or attached to something. (If worn, it does not occupy a magic item slot) All of the bottles are full of an amber liquid, and someone who wears or holds the item can see a number of stars on each vial, indicating the strength of its contents. If a vial is pulled loose from the necklace, it opens and the contents can be drunk, tasting strongly of alcohol and cinnamon (removing and drinking a vial takes a standard action). After drinking the vial, the user exhales a 30-foot cone of aromatic fire, the damage of which is actually half fire and half divine, and must make a fortitude save or be sickened for a period of time. The vials come in different strengths, ranging from those that deal 2d6 points of damage to those that deal 10d6, and the the DC of the fortitude save increases along with the damage. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireball contains a combination of vials of various strengths, as listed below: Type 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I 1 2 1,650 gp Type II 1 2 2 2,700 gp Type III 1 2 4 4,350 gp Type IV 1 2 2 4 5,400 gp Type V 1 2 2 2 5,850 gp Type VI 1 2 2 4 8,100 gp Type VII 1 2 2 2 2 8,700 gp 2d6: DC 10 or sickened for 1 minute 3d6: DC 12 or sickened for 2 minutes 4d6: DC 13 or sickened for 3 minutes 5d6: DC 14 or sickened for 4 minutes 6d6: DC 16 or sickened for 5 minutes 7d6: DC 18 or sickened for 7 minutes 8d6: DC 20 or sickened for 8 minutes 9d6: DC 22 or sickened for 10 minutes 10d6: DC 24 or nauseated for 1 minute and sickened for 10 minutes CONSTRUCTION REQUIREMENTS Feats Craft Wondrous Item, flame strike; Cost 825 gp (type I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 2,925 gp (type V), 4,050 gp (type VI), 4,350 gp (type VII)
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# ¿ Sep 8, 2021 07:20 |
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That sucks, and it's hard to decide if there's anything to do about it since there are still a lot of good people there among the writers/artists/developers/editors. I'm still pretty invested in the setting, but I was running on 1e stuff anyway...
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# ¿ Sep 16, 2021 05:10 |
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Megazver posted:I've read that thread. I bet the bosses are pretty lovely, because they usually are, but I must confess that part where the thread tries really hard to make that one dork who likes Victorian esoterica look like he's a white supremacist, especially if you read his response, has made me think that maybe that particular person's claims should be taken with a grain or two of salt. It read to me less like "he's a white supremacist" and more like "he's a fan of some things that have some deeply-ingrained racism in their background, which make some people uncomfortable, and he didn't really get that (perhaps willfully)" but I'm not always an amazing reader.
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# ¿ Sep 16, 2021 19:30 |
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I'm not thrilled with so many of the 1e iconics being replaced <<_<<
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# ¿ Sep 17, 2021 05:28 |
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Blockhouse posted:Was anyone that attached to occultist dude No, but I liked Rivani, and Damiel, and Alahazra. And Mavaro was at least nice to have as somewhat-overweight-adventurer representation.
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# ¿ Sep 17, 2021 18:56 |
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There are also a few books that have a lot of setting information that's valuable with or without the specific rules (the 1e Inner Sea World Guide (which has some information about how stuff was before the changes 2e incorporates), the 2e Lost Omens World Guide, and the 2e Mwangi Expanse book so far) and then, if there are any areas that jump out at you as interesting, there might be a splatbook, or some adventure paths or modules, or a 2e book once more of those come out about those areas specifically, while you don't have to pay as much attention to stuff you're less interested in. Like, I'm not sure what parts of the game really grab you, if it's stuff like the deities you might be interested in the books about those too. The Golux fucked around with this message at 22:39 on Sep 21, 2021 |
# ¿ Sep 21, 2021 22:33 |
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The 2e Psychic might be less of an issue if they had a better way of flexing the sorcerer's spell list per bloodline than shifting the entire spell list <<_<< This is the big issue I had to start with on the "There are only four spell lists [and then focus spells]" thing.
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# ¿ Sep 23, 2021 18:09 |
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Evilgm posted:But the spell list they have makes perfect sense for the Class. It's all mind magic and debuffs. They have serious issues, being Occult casters isn't one of them. I'm suggesting that the sorcerer shouldn't get the whole occult list, not that the psychic shouldn't.
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# ¿ Sep 26, 2021 21:23 |
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What book is the Poppet from? And is Guns and Gears out just for subscribers?
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# ¿ Oct 15, 2021 21:38 |
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Assuming you're not planning on doing the actual unarmored Sword Saint archetype for the Samurai class?
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# ¿ Nov 8, 2021 01:02 |
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Canopus250 posted:No worries, I didn't see much of anything useful for that archetype on Paizo. Most of the comments were somebody asking the same question in 2019 or complaining that it's too expensive to enchant both a weapon and unarmed strike. Figured it was worth a shot that somebody had tried it before. Since you're not getting more than normal unarmed strikes for your BAB, you could use a bodywrap of mighty strikes instead of an amulet of mighty fists and save some money there as long as you do any AoOs with sword. I'm not very good at figuring out multiclassing though, since I usually want to see a class's abilities progress (I hadn't seen that archetype before, it's pretty neat). I guess if you don't want to advance challenge or resolve or order abilities beyond a certain point, the archetype doesn't trade out anything significant after level 5 though.
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# ¿ Nov 8, 2021 08:08 |
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Arivia posted:don't forget to retrain for max hp in pf1 no matter what kind of hp rolling you're doing Was going to remind that you can do this, yeah. It takes a fairly small amount of money and a more significant amount of time, though.
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# ¿ Nov 22, 2021 18:52 |
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The strength of thousands players guide explicitly recommends free archetype for a spellcasting class, I believe, to allow for party balance and not just full parties of wizards and druids.
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# ¿ Nov 24, 2021 19:18 |
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Megazver posted:Yeah, but the Free Archetype can only be wizard or druid. And Fried Watermelon, I think, allowed them to be, like, part-time Maguses and poo poo. Magus would make sense. The reason is that in-universe the Magaambya is pretty much a school for wizards and a few druids, but I would imagine that Magi and (arcane or primal) Witches would probably be easy enough to work in.
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# ¿ Nov 25, 2021 08:16 |
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sugar free jazz posted:Just general good to broken spells- And a Mnemonic Vestment
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# ¿ Dec 11, 2021 19:30 |
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Yeah I'm trying to homebrew a Greater Mnemonic Vestment that works 3 or 5 times per day but I can't figure out how much to price it at.
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# ¿ Dec 11, 2021 20:24 |
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Clerics' Air Walk can function for aerial mobility, but a suggestion to get a wand from a helpful NPC wouldn't go amiss, and if they're really obtuse there can always be a loot pile doctored with a broom of flying or a pair of wings of flying. Lack of an arcane caster can be an issue at higher power levels since wizards just have the most variety of spells, and the final boss particularly being a level 20 wizard himself can be hard to take on without some of that versatility. Also, if there's an encounter with an enemy that can do something that the party definitely can't handle, and they don't seem to be taking hints to prepare for it, there's nothing wrong with altering the enemy's tactics slightly to give them a chance to rethink or even make it more manageable for them.
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# ¿ Dec 20, 2021 23:02 |
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Dark Knight also wants either a Vicious weapon or a class ability that can make their sword Vicious - adding damage to the enemy by taking damage themselves is the other part of their schtick.
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# ¿ Dec 30, 2021 02:10 |
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Oh, sorry, I had missed that it wasn't included in 2e. It's not normally something I want to use so I've never looked for it but I always think about dark knights on the rare occasion I do think of it.
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# ¿ Dec 30, 2021 06:41 |
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How would one fix it? Give the alchemist more perks when they use bombs (like the Int to damage in 1e), limit mutagen ability to be used by others? Because I did think the alchemist in first edition had some issues with trying to be too many things at once.
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# ¿ May 13, 2022 17:50 |
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Chevy Slyme posted:At level one it basically plays like a Barbarian. Turn on are any of the choices for the innovation bad?
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# ¿ May 14, 2022 07:16 |
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Harold Fjord posted:Also a good time to have a conversation about what your allies might need to stabilize you Hint: the easiest way is probably Harm magic
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# ¿ May 28, 2022 19:31 |
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I'm not as familiar with the mechanics of 2e I guess but I can imagine a magus using a gunsword...
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# ¿ Jun 7, 2022 02:06 |
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NikkolasKing posted:Even the "Good" gods are kinda jerks in this game. It all started when I took an interest in the Fey and learned how they were created and abandoned by the gods, basically discarded rejects so the gods could make the Material Plane instead. And now I read this in Planer Adventures: Yeah, I think a lot of it goes down to the gods having much more complicated plans or perspectives on these things. Like, the processing of souls has to basically not upset any of the major gods, and them becoming quintessence that reinforces/expands the realm is the main point of it arguably, so with an eternal or at least interminably long viewpoint what they do as petitioners or whatever other outsiders (not a game term anymore in 2e) they develop into is less important in the meanwhile. And there are always exceptions who somehow remember anyway. As far as Tabris, the banishment might have been much, but I got the impression that his essence as a being of pure good was actually damaged by some of the stuff he witnessed and recorded and ended up neutral, so it would have been an awkward fit in Heaven afterwards anyway. That said... Froghammer posted:The Pathfinder Cosmology is Planescape with the serial numbers filed off. It's fine, as those things go. Planescape is more segmented and the planes are more... specific? Because there are some weird things in the great beyond, like since the lawful neutral plane is a city instead of pure mechanics, there are a lot of non-lawful beings that end up there, including that's where the neutral evil god of thieves and secrets lives. Also, I don't think any of the major chaotic neutral gods actually have realms in the maelstrom, since it's almost impossible to build there. So they generally hang out in elysium or, perhaps, the Abyss. Part of it's just because the planes are not created equal - the Maelstrom is bigger than all the other outer planes except the abyss, and is constantly eroding them with its chaos, and then the abyss is as big as all the other outer planes combined including the maelstrom, and possibly literally a living being itself that the fiends that call it home mostly live in the cracks in the surface of. Plus the river styx, which is part of Abaddon, goes through all of them.
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# ¿ Jun 18, 2022 16:45 |
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# ¿ May 5, 2024 03:20 |
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Yeah Abaddon is the plane of utter nihilism - unlike the other realms they don't even care about growing their realm, they just want to make it so nothing alive exists (Compare to the Qlippoth who want to make it so nothing alive besides them exists), so it's actually counter to the idea of the flow of souls. If you go to Hell or the Abyss, your soul will probably be pressed into servitude or eaten, but in abaddon they'll literally obliterate it. You only go there if you either really want to be obliterated, or want to join in in the obliterating and think you'll "live" long enough to be able to. If I remember correctly, Pharasma actually originally didn't *let* souls choose to go to Abaddon so the only people who went were those dedicated to the horsemen or daemons, but eventually the horsemen literally went to Pharasma's court and said "Hey that's not fair, we're deities too, so we deserve our shot at all the souls as much as anyone else and what we do with them afterwards is none of your business." and she couldn't actually refute that.
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# ¿ Jun 18, 2022 17:29 |