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Yeah IMO if you are a divine spell list user you really want to go human for Adapted Cantrip and pick up Electric Arc
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# ¿ Jan 30, 2023 21:28 |
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# ¿ May 15, 2024 05:48 |
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Nissin Cup Nudist posted:Which of the magic damage types (fire, cold, etc) is generally the most useful Sonic>>Electricity>Cold>Acid>Fire Another win for Electric Arc, and also despite Fire being the lowest due to the massive number of creatures immune/resistant to it there are also a ton weak to it so it's still useful to have, just not as a primary element Piell fucked around with this message at 13:57 on Jan 31, 2023 |
# ¿ Jan 31, 2023 13:50 |
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ConanThe3rd posted:So when you say "Trash Goblin" do you mean a literal goblin whomst power involves trash (And Ork logic powers, from what I'm reading)? Trash goblin is a real thing Junk Tinker posted:You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made.
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# ¿ Jan 31, 2023 17:17 |
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Crafting is supposed to be a major part of the system, to the point where two classes are supposedly heavily focused on making items (Alchemist and Inventor), and to make them work they basically just entirely ignore the crafting system and make poo poo for free instantly. Also the making money system is pretty pointless and shouldn't be a consideration in anything, everyone has effectively the same results anyway so it's boring and pointless busywork that doesn't interact with anything. People take crafting skill increases and feats because they want to be able to craft things, and it's basically pointless when you can just use your Athletics or a Lore skill instead and not have to waste picks on something that has basically no effect 90%+ of the time Piell fucked around with this message at 18:18 on Feb 5, 2023 |
# ¿ Feb 5, 2023 18:13 |
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Harold Fjord posted:The slots come from "spellcasting archetype" https://2e.aonprd.com/Rules.aspx?ID=170 You are not correct. quote:Basic Spellcasting Feat: Usually gained at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the "basic spellcasting benefits". Literally every other archetype that gives basic spellcasting benefits says that it does so. This doesnt, it is a mistake either way. If it is intended to give basic spellcasting benefits, it needs to say so, because it currently does not. If it instead gives its own spell slots, it also needs to say so, which it currently doesn't.
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# ¿ Feb 7, 2023 14:54 |
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Harold Fjord posted:You can complain all you want that it doesn't say explicitly what you wish it did there, but RAW it gives you spell slots. No, it doesn't, you are not correct. See Captivator, which despite having a feat named "Basic/Expert/Master Captivator Spellcasting" does not give basic/expert/master spellcasting benefits.
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# ¿ Feb 7, 2023 15:00 |
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Harold Fjord posted:What slots do you think captivator is using? This is incoherent You specifically cast them as innate spells, it's not the same thing as the basic spellcasting benefits
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# ¿ Feb 7, 2023 15:02 |
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Harold Fjord posted:Oh. I was confused how you thought they compare. He doesn't use the slots. Yes, all the captivator spells are listed as innate. The Captivator doesn't get basic spellcasting/expert/master benefits, and neither does Oatia Skysage
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# ¿ Feb 7, 2023 15:06 |
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If Captivator gets basic/expert/master spellcasting benefits then they would be getting the slots from that on top of the innate spells. They don't. If it doesn't list "basic spellcasting benefits", you don't get them
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# ¿ Feb 7, 2023 15:12 |
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Harold Fjord posted:If you want to play with a worse interpretation of the rules, go for it its your table Do you think Captivors get both the innate spells and slots from basic spellcasting benefits? I suspect you don't, despite that being the result your interpretation demands. Oatia Skysage clearly needed more editing (see also Starlight Armor which is missing a duration), I don't know why you're so insistent on this interpretation that makes zero sense when applied generally when "the person writing this didn't use the correct term" is the real answer
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# ¿ Feb 7, 2023 15:17 |
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Harold Fjord posted:They made a term to use as a reference to a rule. Not using that term when referring to a rule is a poor choice, i agree. It doesn't make the rule inapplicable when otherwise obviously applicable. I didn't ask about wands. Do you think Captivors get both the innate spells listed in the feats and slots from basic/expert/master spellcasting benefits?
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# ¿ Feb 7, 2023 15:22 |
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MAP always applies unless the ability specifically says it doesn't
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# ¿ Feb 12, 2023 18:06 |
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You can also see if your DM is willing to switch to using the Automatic Bonus Progression rules variant.
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# ¿ Feb 13, 2023 16:06 |
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Yeah, the Statblock option looks like this
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# ¿ Feb 16, 2023 21:21 |
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Crossbows are generally bad, yeah, but the precision ranger can make them workable if you do it correctly, if you really want to use a crossbow Guns are also in the same situation, but they have an entire class dedicated to making them workable
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# ¿ Feb 17, 2023 23:59 |
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Bottom Liner posted:does it make it work numbers wise? Yes, gunslinger are fine (well, depending on subclass), they're basically fighters who are focused on a bad weapon. The subclasses focused on fighting with guns in melee and switching between shooting and melee kind of run into the question of "why don't I just focus on stabbing people, this is a lot of work to basically do the same or less damage", but fighter accuracy + fatal covers for a lot Piell fucked around with this message at 00:20 on Feb 18, 2023 |
# ¿ Feb 18, 2023 00:16 |
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Harold Fjord posted:There are feats to use strength for intimidation check. No there aren't, Intimidating Prowess just gives you a +1/+2 bonus for having 16/20 strength
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# ¿ Feb 18, 2023 20:55 |
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gurragadon posted:I'm a new player to Pathfinder 2e coming from Dnd 5e and I'm curious about all the ability score talk. For my first character I made a wizard and ensured that my intelligence was 18 to start. You shouldn't need to fudge anything to get an 18, backgrounds and ancestries come with at least one free ability boost you can put wherever. A 16 intelligence is playable (at 5-9 and 15-19 you'll even have the same stat bonus as someone who starts with an 18), but you're going to be worse at the things you're going to spend the majority of your time doing at those other levels. On 10% of your int-based actions you're going to be doing substantially worse, as what would be a hit turns into a miss, or what would be a crit failure on a save turns into just a regular failure Piell fucked around with this message at 17:09 on Feb 19, 2023 |
# ¿ Feb 19, 2023 17:01 |
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The Slack Lagoon posted:Can animal companions do trips? Yes
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# ¿ Feb 19, 2023 17:09 |
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gurragadon posted:With the deep background feature, you roll on a table for your number of siblings which gives a corresponding boost to two ability scores. You don't get to pick a free one that way unless I'm reading it wrong, which is very possible. Sorry, you're correct, I misremembered the deep background rules quote:Im really suprised that a +1 can be substantially worse too, but im glad I ended up just changed my intelligence to 18 for this run through. Is it just because of how the DC is set for enemies in this game? In Pathfinder 2e, if you beat the save DC or AC by 10, you critically succeed and similarly for failing by 10 or you critically fail. If you normally hit on a 9, then a 19 is a critical success on top of a 20. -1 not only makes you succeed less (going from 60% to 55%) but also crit less (going from 10% to 5%), and one of those two results is going to come up 10% of the time, meaning it'll probably happen at least a couple times a session if it's your main stat. Piell fucked around with this message at 17:34 on Feb 19, 2023 |
# ¿ Feb 19, 2023 17:27 |
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gurragadon posted:That makes sense, so that penalty is really the most punishing by lowering the chances of critical hits? Spells don't crit the same as martial attacks though, right? Each spell has its own crit effect if it has one described in the spell. Unless once again I'm reading that wrong, the rules are a lot denser than 5e. Spells will either have the saving throw results listed in the spell itself or as "basic" Fort/Reflex/Will which is just double damage for critical failure, normal damage on a regular failure, half damage on a success, no damage on a crit success. As far as listed results, look at something like Fear, which has a Will saving throw quote:Critical Success The target is unaffected. Having a -1 DC penalty turn a crit failure into a regular failure or a success into a critical success for the enemy is a very substantial downgrade to the spell's effectiveness, on top of just turning a hit into a miss (and since you only lose 1 frightened level per turn, its more than just increasing the penalty to checks/DC) Note that this also means that buffs/penalties can make a major difference - frightened 2 means -2 to saves/AC/attacks, meaning that your allies that were landing crits 10% of the time are now doing so 20% of the time, in addition to going from 60% to 70% chance to hit
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# ¿ Feb 19, 2023 17:44 |
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gurragadon posted:Thanks for your answers everyone. I didn't realize there was the "basic save" option for every spell if it wasn't listed. I still feel like wizards are pretty bad damage dealers though, am I wrong? Single target direct damage is generally mediocre at best, but AoE damage is better. By definition if you're fighting a bunch of low level enemies thats worth using AoE then their saves are going to be lower, meaning they are a lot more likely to fail/crit fail and take a ton of damage, whereas when you want to use a single target damage spell its a lot more likely to be a stronger enemy that is more likely to make its save.
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# ¿ Feb 19, 2023 18:20 |
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Rescue Toaster posted:Are y'all sticking with trip weapons then? Or does anybody actually keep a hand 'free'? I assume what is being referred to is the Knockdown feat, but trip weapons are indeed very popular. Also free hand fighters are IMO the strongest fighters, free hand feats are extremely good. Automatically making an enemy flat-footed on a successful Strike and automatic grab in a successful Strike as level 1 and 2 feats are amazing just by themselves Piell fucked around with this message at 17:53 on Feb 20, 2023 |
# ¿ Feb 20, 2023 17:50 |
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Funnily enough Oracle is the one I would add as one to avoid as a new player, some of the curses are really debilitating
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# ¿ Feb 20, 2023 19:02 |
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marshmallow creep posted:What makes wizard underwhelming apart from "is better at buffs" and "not great single target but gets good AoE? Complexity? Unsatisfying spell lists? Sorcerer is generally better, especially for new players, because spontaneous casting is better in almost every situation and is a lot easier to use. Cha is also generally a better primary stat because it has awesome third action options that dont need GM adjucation, whereas Int only has Recall Knowledge which can be very DM dependent on how good it is (as well player dependent to respond to it). Low level casters in general are not great and wizard is just probably the worst one at low levels Piell fucked around with this message at 19:22 on Feb 20, 2023 |
# ¿ Feb 20, 2023 19:18 |
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For one thing wizards should've had a Quick Alchemy style thing baked in for making scrolls, a couple times a day you can cast a spell taken from your entire spellbook. Give some benefit for having a bunch of niche spells in your spellbooks and make wizards the masters of utility.
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# ¿ Feb 21, 2023 15:05 |
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Thaumaturge also has "spiritual but fighty" flavor
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# ¿ Feb 23, 2023 17:47 |
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Perestroika posted:Our group is just doing our first 2e campaign and are looking through the treasure vault and... is it just us or is the distinction between simple/martial/advanced weapons kind of extremely arbitrary? Sure, something like the three-section-naginata being advanced very much fits, that thing easily seems complex enough to warrant it. But then you've got stuff like the karambit (farm implement turned weapon), falcata (slightly more choppy sword), and gada (literally just a metal club) somehow counting as advanced, too. Meanwhile stuff that you'd think would be much more difficult to use like the rope dart or meteor hammer "only" counts as martial. Weapons are basically built on a point buy system, advanced weapons are built on more points than martial which are built on more points than simple (also uncommon stuff gets more points than common, though less than the advanced->martial->simple steps). If you want to make a weapon like a Falcata with the highest one handed damage allowed AND a very good trait, it has to be advanced Piell fucked around with this message at 00:15 on Mar 1, 2023 |
# ¿ Mar 1, 2023 00:10 |
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Rescue Toaster posted:I don't think the guy is aiming to create unnecessary conflict with the other players yes he is, also he's literally already causing unnecessary conflict with you, get rid of him now and have fun instead of let him destroy your game Piell fucked around with this message at 03:31 on Mar 22, 2023 |
# ¿ Mar 22, 2023 03:28 |
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Rescue Toaster posted:Oh, definitely. I was mainly just so surprised out of nowhere, I really didn't expect it from this player. And I've already said a lot of the things brought up here (all good points). And I'm trying to balance hesitancy to blow a hole in an already small group vs figuring out how to make it work within the story, etc... and then my brain was just "Holy poo poo I don't want to deal with this." If you've already said a bunch of things about how you don't want him to do this and he keeps saying he's going to do it, he is absolutely not worth keeping around
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# ¿ Mar 22, 2023 03:32 |
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Aid is pretty mediocre at low levels and gets better at medium/high levels when you can regularly crit on it and give a +3/+4 bonus
Piell fucked around with this message at 16:35 on Mar 28, 2023 |
# ¿ Mar 28, 2023 16:20 |
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Government Handjob posted:Thanks for the input! I'm still getting used to the system and fiddling around with pathbuilder while we're playing through Troubles in Otari with pregens so I have some time to ponder before session 0 and character creation. Removing a hand is free, adding a hand is an action
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# ¿ Mar 31, 2023 00:48 |
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Adding a fundamental rune makes it a Magic Weapon, which has the magical trait. According to the Damage Rules we see that a magical weapon (like a +1 mace, ie a Magic Weapon) deals magical damage of its type quote:If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that’s resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren’t magical, but would take normal damage from your +1 mace (since it’s magical) or a non-magical spear (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon. Arrows are listed as ammunition, not weapons, and aren't what is technically doing the damage (they don't have a listed damage amount). The Shortbow (or whatever) is what is doing the damage, and if it is a magical weapon it is doing magical damage.
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# ¿ Apr 1, 2023 15:42 |
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Recall Knowledge is stupidly vague as to what it actually gives you and so it widely varies how good it is from DM to DM. IMO it should either have a specific line in the monster description as to what you get, or work similar to Battle Assessment where you can pick from a specific list.
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# ¿ Apr 3, 2023 18:39 |
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There's basically zero problems in Strength of Thousands with letting players use any archetype that gets access to arcane or primal casting, or letting characters whose class already gives them arcane or primal casting take whatever they want as their free archetype. Going outside of that to "any spellcasting archetype" is stretching it more and you might have to make some adjustments
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# ¿ Apr 19, 2023 22:34 |
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Chevy Slyme posted:Dragons are getting moved from the old color scheme to a new set of families based on magical traditions. Other OGL monsters and magic items getting changed or removed (RIP Owlbear). Ah, finally it is time for the bearowl (head of a bear, body of an owl) to shine!
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# ¿ Apr 27, 2023 14:23 |
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Pathfinder 2E was designed for players who have at least some level of interest in tactical combat, if the players just want something simpler its probably better to choose a different system. Also level 1, like basically every d20 based system, is bad.
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# ¿ May 17, 2023 19:52 |
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Big Mouth Billy Basshole posted:Are elite encounters kind of a grind at low levels? Higher level enemies are always a pain to hit, but especially so at first level when you have fewer options, you really want to try to debuff it via spells/tripping/demoralizing/flanking/etc
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# ¿ May 25, 2023 13:32 |
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Big Mouth Billy Basshole posted:Is there a good resource I could point the monk towards? He didn't use flurry of blows, ki spells or any stances. I don't know how he built his character, but I'm sure he should have used some of those. The Ranger or Gunslinger class, crossbows are bad without class/feat support and monk is bringing nothing to it. If he really wants to be a ranged weapon monk, point him towards using a bow with Monastic Archer Stance
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# ¿ May 25, 2023 23:15 |
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# ¿ May 15, 2024 05:48 |
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super sweet best pal posted:How's 2e Gunslinger play? Yee haw or yee nah? Gunslinger is basically "Fighter, but solely devoted to making guns(/crossbows) viable". It's pretty good
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# ¿ May 28, 2023 22:12 |