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It'd also be pretty trivial to whip up a travelling merchant NPC who goes between Otari and Absolom and takes care of the mail orders.
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# ¿ Mar 27, 2023 15:03 |
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# ¿ May 15, 2024 17:10 |
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I'm playing Abomination Vaults as a Mastermind Rogue with Magus free Archetype and I found a +1 Starknife. Is it worth investing in as a weapon or is it better to stick with Rapiers/shortwords? I'm considering putting a rune of returning on it which would make it double pretty well as both a ranged and melee option.
Clerical Terrors fucked around with this message at 11:34 on Apr 19, 2023 |
# ¿ Apr 19, 2023 11:18 |
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Chevy Slyme posted:If your GM happens to be the sort to handwave the Rogue’s weird legacy martial proficiencies and allow it to apply to any martial weapon, instead of the shortlist of only Rapier Sap Shortsword and Shortbow, then, yeah, absolutely use the star knife if you’re into it. This happens to be exactly the case, so going by what you said I think I'll invest a bit in it. Since we're currently level 3 there's the future option of taking Strong Arm to make it more effective at range, but that probably means passing up on either Poison Weapon or Magical Trickster. Poison weapon especially seems like it might offer some interesting potential, not sure Magical Trickster is worth it, but having some extra damage on my cantrips probably can't hurt as long as I can reliably get enemies flat-footed.
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# ¿ Apr 19, 2023 13:06 |
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Pinwiz11 posted:Yeah, it was implied that instead of STR 16 (+3) it would now be STR +3. Doesn't investing in these yield less at lower levels tho? Like STR +5 becomes STR 19 instead of 20? How will they translate that?
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# ¿ Apr 26, 2023 23:02 |
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Arivia posted:Owlcat was always pretty clearly into the 3.5 optimization culture, which was why they did the Pathfinder 1e games. It makes sense they wouldn't be into Pathfinder 2e, which really doesn't play like that at all. From perusing their discord it seems like they don't like the idea of switching to 2e because they'd have to completely rethink their game instead of building on what they had in Kingmaker and WotR, which is understandable.
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# ¿ May 3, 2023 08:45 |
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I will show my rear end and admit that I'm on my 2nd playthrough of WotR, and occasionally just turn the difficulty to story mode, turn of tactics mode, and pretty much win instantly when I don't feel like doing some bullshit fight.
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# ¿ May 3, 2023 10:03 |
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Scrap Dragon posted:Any advice for someone running Abomination Vaults for the first time? This'll also be my first time running Pathfinder and I'll be running it for people who have only ever played 5e before Being a player in a similar situation rn: give them some opportunities to correct or rethink builds. It's really easy to grab traits or feats that just don't work for you in Pathfinder.
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# ¿ May 13, 2023 21:28 |
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Doing the third floor of Abomination Vaults. Our Fighter rolls 7 natural 20s in one night, two of them on attacks of opportunity, and basically deletes half the floor enemies all by himself with a +1 striking long hammer while our swashbuckler gets paralyzed and stands t-posing in another room and my rogue lies bleeding on the floor. Can I still blame it on faulty dice if we're using Foundry?
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# ¿ May 16, 2023 07:41 |
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Funny thing is my current AV group is coming from 5e after having just done Trouble in Otari and the GM has had to remind everyone that strategically repositioning is a completely valid thing to do in Pathfinder and that you do not need to pile into a small room or a hallway just to make sure you get at least a hit off.
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# ¿ May 17, 2023 17:59 |
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We actually don't have anyone who speaks Aklo in our party and we're managing just fine tho.
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# ¿ Jun 8, 2023 15:42 |
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Megazver posted:He's a tiny-rear end 7 inch tall sprite, so he built the character ranged and picked Mastermind because it's the best way to get Flatfooted at a distance. He's not too eager to run closer and start stabbing the enemy in its ankle. He might be a little screwed then, I've been playing Mastermind in AV as well and despite having some more specific lores I still find Recall Knowledge to be a somewhat unreliable source of flat-footing. I know it's the thing people usually point to but I would say Mastermind still isn't great for making ranged Rogue work.
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# ¿ Jun 12, 2023 01:02 |
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We're playing a one-shot tomorrow with characters starting at level 3, I rolled an Alchemist Bomber and after I got done with the basics I'm left with 59 gold to spend however I want in prep. Any tips on cool stuff to spend it on? I'm deliberately not going with the Alchemical Crossbow since I feel like swapping between 1 and 2 hands constantly is probably not worth it in the long run, and I have Wizard free archetype for extra ranged options if I can't use bombs.
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# ¿ Jun 24, 2023 19:35 |
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Honestly I feel like Combat Assessment is not super worth on Fighter, both for the reasons KPC mentioned, but also because it's an action INT based characters potentially benefit more from because it's a good first or third action to take after casting a spell or to find out if they need to select for damage. And since INT usually gives you more skills to play with and adds to all Lore skills their builds tend to be more suited towards it. So if you have any INT based characters in the group at all you're liable to be outshined. Meanwhile if you're going Sword-and-Board fighter Reactive Shield is great, and Sudden Charge really helps with positioning while also giving you an extra attack.
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# ¿ Jun 28, 2023 16:46 |
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There's also a class and archetype (Draconic Bloodline Sorcerer and Dragon Disciple respectively) that let you be such a big Dragon stan you eventually end up becoming one.
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# ¿ Jul 11, 2023 19:54 |
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Facebook Aunt posted:Some spells are quirky as hell. The thing I love about Approximate is that it's just a worse version of Eye for Numbers: quote:You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. The way these are written really does make it seem like the designers were extremely worried about people using this to count all of the grains of sand in a hallway to determine there's too many and there must be a hidden trap door under the sand, even though that would absolutely kick rear end.
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# ¿ Jul 17, 2023 14:29 |
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My current AV group is: Cavern Elf Rogue Dwarf Fighter Fungus Leshy Cleric Goblin Thaumaturge Human Swashbuckler Poor human is the only one without Darkvision and constantly needs to turn of their light to help me sneak.
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# ¿ Jul 21, 2023 10:30 |
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Kinda wondering if Piazo's plan for cantrips is to move more of the bread-and-butter damage stuff into focus spells and mostly have cantrips be the bargain bin spells with only a few specific standouts so that non-caster classes that spec into magic can have some fun with it.
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# ¿ Jul 27, 2023 01:07 |
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Whenever somebody in our AV party can't show and we have an important encounter ahead our GM simply asks one of us to pilot two instead of one characters. It works alright even if Foundry permissions can be a bit clunky sometimes.
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# ¿ Aug 5, 2023 15:15 |
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I'm a little out of the loop. Did they explain the reasoning behind the cantrip changes discussed before? Or give any more clarification?
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# ¿ Aug 6, 2023 11:05 |
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Can you cast Magic Weapon on your bite attack to give yourself magic +1 striking teeth? More importantly would that make you chew food faster?
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# ¿ Aug 13, 2023 18:18 |
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Chevy Slyme posted:No but you can cast magic fang. They really thought of everything
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# ¿ Aug 13, 2023 18:28 |
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My AV group has been cancelled, reason given that our (first-timer) GM just could not handle the stress and anxiety of the weekly prep anymore. Pretty sad about that both because I was enjoying the AP and because I hate to think that this has apparently been such a strain on the poor guy's mental health. On the other hand he vouched for me and got me an invite at his table which is currently running a Gatewalkers campaign, so I get to test out a Wizard build with Witch archetype starting at level 4, and I don't lose my weekly Pathfinder session. Also question: do we do build critiques or discussions in this thread? Like linking a Pathbuilder build or a character sheet and giving some input? I've not done a full-on prepared caster before so I'm curious if there's any pitfalls I'm falling into.
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# ¿ Aug 14, 2023 16:13 |
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Have at it: https://pathbuilder2e.com/launch.html?build=502652 Should mention that I'm playing this tonight, so unlikely to make major changes. You may take that as leave to critique it however you like, including suggesting I should've picked a Hobgoblin Duskwalker instead. KPC_Mammon posted:The biggest pitfall for wizards is spell selection. Spells are the least balanced thing in 2e and if you pick good ones you'll have a great time and if you pick bad ones you'll complain on the internet about how wizards suck and Paizo are hacks. There is no middle ground. This is definitely the thing I'm most worried about, but in no small part because I find it hard to really read into a spell's utility without first-hand experience. Something like Magic Weapon seems really good until you find out your martials already have +1 striking weapons. Really part of the reason I rolled Wizard in the first place is to try stuff out and see what sticks.
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# ¿ Aug 14, 2023 16:52 |
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First session ended pretty well, had some talk with the GM and he agreed to let me turn down the number of pure attack cantrips for more utility. Since we have a Pscyhic blaster caster on the team already having more than a few really wasn't necessary and having brought Detect Magic instead would've been useful.Chevy Slyme posted:Forbidding Ward (your witch cantrip), and Protective Ward (from your Abjuration school) don't stack. And since the latter is a focus spell, it's basically always the better choice, and you shouldn't really ever use the former. I'd recommend Rousing Splash as a nice, complementary defensive cantrip option; you can use it to essentially throw up warding bubbles on allies. Wash your Luck might also be a thematically fun option that you don't have access to from your Arcane list. So my thinking is that, because Protective Ward is an aura that starts at 5 feet, it's going to require me to stand next to whoever I'm trying to buff. And if that's one or both of our martials I might end up in a spot I really would rather not be in. This way I have more options available to me. Cyouni posted:The problem is that if they get forced into a social role, literally all their social skills are untrained. So it barely does anything anyways. (And this feels intentional, given that 4/7 of their untrained skills are the Cha ones.) Good point actually, we already have 2 people with Cha skills trained up so putting a point there is just a waste. sugar free jazz posted:pick any non wizard caster and you'll have more fun. I might've been better off picking an Investigator (party already has a Cha Psychic blaster caster and was lacking in Int characters), but goddammit I wanted to at least try Wizard before I knock it.
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# ¿ Aug 15, 2023 10:34 |
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Does anyone know how the Hellknight test works in second edition? In first you apparently had to fight a devil of equal or more hit die than your character but fighting a devil of same level as you, alone, in 2e seems much more daunting.
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# ¿ Aug 21, 2023 07:45 |
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Arivia posted:It’s in the Lost Omens Character Guide. “The Hellknight Test is simple: an armiger must best an immortal champion of Hell whose power in combat mirrors her own.” is the definition it gives (also says it must be single combat). A strict reading of the signifer archetype feats suggests it’s a level 5 or below devil summoned using summon fiend, but the text itself doesn’t specify. I think it’s got some leeway so the GM can make it appropriately challenging, but it is supposed to be a fight to the death and by level 5 a character is probably pretty resilient. I suppose that means part of it will be up to GM fiat anyways but so far from what I'm reading you are kind of required to link back up with your order to take this test? Since they summon the devil for you? Or does beating any devil count?
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# ¿ Aug 21, 2023 16:20 |
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Jen X posted:Oh sweet, they finally said what the new Recall Knowledge procedure actually is: Is the Mastermind racket still going to break the "lie on crit fail" bit by telling you you failed when you don't get off-guard on the enemy?
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# ¿ Sep 2, 2023 09:50 |
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Tbh in combat I find it a lot harder to willingly act on information I know to be false, which is where my resistance to the "lie on crit fail" bit comes from. Even if I'm not playing Thaumaturge or Mastermind Rogue there might be times I just happen to know from experience what a type of monster's saves and weaknesses tend to be like, so having the GM lie to me about that just feels like wasted effort on their part. I can definitely see it being interesting in non-combat scenarios, like attempting a RK on a unique NPC to find a way to approach them only to have that backfire hilariously.
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# ¿ Sep 3, 2023 10:18 |
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Jen X posted:No. There are implicit player expectations of how the world works (i.e. physics works like real life physics, if gamified in places) that restrict most martial characters in a way the lack of implicit expectations of how magic works (beyond "supernatural and impossible") does not restrict casters. This is because we're familiar with what happens when real people swing weapons around and not familiar with real people obliterating natural laws in consistent ways across media and lived experience. Is this really a Pathfinder specific issue? I feel like this is something you run into very fast in any setting where some people just swing swords around while others speak in tongues and shoot lightning from their fingertips. Hell I think I've heard this same discussion before with regards to Force users vs. everyone else in Star Wars (although lbf, Star Wars is basically Space Fantasy anyways)
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# ¿ Sep 4, 2023 14:29 |
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Jen X posted:I wish all martials did even cooler impossible poo poo sooner tbh Personally I found our AV Fighter using sudden charge and smashing the ever-unliving poo poo out of a bunch of ghouls at level 3 to be extremely cool, even if he didn't have to bend the laws of the universe to do so.
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# ¿ Sep 5, 2023 09:03 |
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Every time I re-rolled a low roll using a hero point in Foundry I ended up rolling one point higher and still failing. My personal conspiracy theory is that the Foundry devs have hardcoded this into the app on purpose to attack me, specifically.
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# ¿ Sep 6, 2023 12:29 |
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Member of my Gatewalkers group alerted me to this: a long twitter thread by Paizo design manager Michael Sayre on balancing classes from PF1E to 2E, and spellcasters in particular: https://twitter.com/MichaelJSayre1/status/1700183812452569261Michael Sayre posted:
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# ¿ Sep 11, 2023 10:33 |
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Blockhouse posted:apropos of nothing how are you liking Gatewalkers? A friend is thinking of GMing it since we don't want to do Season of Ghosts until the Tian Xia books are out I like it so far, the core mystery is compelling and you get dripfed more information which raises more questions in a way I think works to keep the plot engaging without becoming predictable. It's generally a lot more plot and interaction-heavy than something like Abomination Vaults where it doesn't really kick in until much later. Also a lot less geographically constrained: you end up going all over Golarion. Mechanically it's also pretty good so far but your GM has to pick and choose what systems they like or dislike. Our GM has actually reduced the number of "filler" fights because there's a few near the middle that just don't contribute much or offer any interesting mechanical puzzle to solve. There's also more emphasis on traversal and using mechanics like survival checks, rationing etc. though no true exploration so far. Instead the AP apparently recommends you keep track of the party's progress geographically and just throw random encounters at them at your leisure, our GM swapped this for a few higher level random encounters instead of just throwing roaming packs of disposable mooks at us. Clerical Terrors fucked around with this message at 11:20 on Sep 12, 2023 |
# ¿ Sep 12, 2023 11:10 |
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SilverMike posted:An alternate use of your Free Archetype is to go into Blessed One. Lay on Hands is a single action for guaranteed 6/level HP and +2 status bonus to AC for 1 round and you'll get that back for every fight unless you can't spend 10 minutes Refocusing. Obviously this is only really relevant whenever the GM is keeping precise track of the time but treat wounds is a 10 minute activity which means if you're the designated medic you'll only refocus by taking an extra 10 minutes after you're finished treating people.
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# ¿ Sep 21, 2023 09:19 |
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Blockhouse posted:Got a couple more weeks to figure out my Gatewalkers character and I'm largely moving to looking at martials with intelligence and/or skill monkey ability. Spent a lot of time reading up on Inventor guides, enough to think up a weapon inventor with the simple weapon boosting die and a gauntlet that will eventually with improvements and Offense Boost become a pile bunker, or just going full construct rider and living out my Cait Sith fantasies (and also probably taking gunslinger dedications so I have a reload for a gun because an inventor with a shortbow is thematically bleh to me) Played a Mastermind rogue in AV for a bit and Pathfinder Rogues are pretty customizable through the various rackets. Definitely not hard to break away from the "sneaky thief" archetype, you will keep sneak attack as a mechanic but why would you say no to extra damage dice?
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# ¿ Sep 21, 2023 11:05 |
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Our Gatewalkers group is about to hit book 3 and the GM's hinted that everyone's going to get a level 10 item soon and asked us to think of one we'd want specifically to avoid giving us useless random stuff. I'm thinking I'll probably just default to Shadow Signet but I was wondering if there are other level 10 items that are really good for a Wizard with Witch Free Archetype? I currently have a pretty reasonable spread of spells targeting different saves and don't do spell attack rolls much aside from the occasional Reach + Shocking Grasp, so I was thinking maybe a Type 2 Ring of Wizardry would be good: https://2e.aonprd.com/Equipment.aspx?ID=462 Clerical Terrors fucked around with this message at 14:10 on Sep 21, 2023 |
# ¿ Sep 21, 2023 14:01 |
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Hasn't the core balance of cantrips been kind of dumb for a while now? One reason everyone always takes electric arks is specifically because it is so strong compared to some of the other choices. It'd be great if they did some kind of general errata on the numbers of most damage cantrips so that Daze isn't a complete waste of cantrip slot.
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# ¿ Sep 22, 2023 13:54 |
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Cyouni posted:I actually have felt like they were too strong, especially when I was swashbuckling. Electric Arc, mainly, but that's besides the point. at Level 3 your wizard's electric arc does 2d4+INT mod of electrical damage. Assuming the Wizard's INT mod was 4 that's 5 damage from the dice, which means he rolled relatively well and that the two enemies apparently failed their reflex saves, which isn't a given. 2d4+4 on two targets for two actions vs 3d6+1 single target for two actions (assuming you took one to get panache) doesn't seem like it comes out unfairly favoring the spell caster, especially given that the martial attack in this scenario has a lot more possibilities for further interactions and enhancements, whereas that electric arc is about as good as it's ever going to get. Clerical Terrors fucked around with this message at 16:55 on Sep 22, 2023 |
# ¿ Sep 22, 2023 16:52 |
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Chevy Slyme posted:Five damage on 2d4 is exactly average, not “rolled relatively well” Yeah true, I might be projecting a bit given my own horrible luck with damage rolls on d4s
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# ¿ Sep 22, 2023 17:56 |
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# ¿ May 15, 2024 17:10 |
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appropriatemetaphor posted:No magic user in any of my games has ever bought or used a scroll. I've done it a couple of times as a rogue and it failed every single time which kind of bummed me out on using them. Especially because it tends to eat an entire turn of actions The one guy I see using them more consistently is our Psychic in Gatewalkers, but he mostly uses the ones we find in loot and doesn't go out of his way to purchase any. Clerical Terrors fucked around with this message at 21:13 on Sep 22, 2023 |
# ¿ Sep 22, 2023 21:09 |