GolGolarion 1 year ago • 100%
The instance has been really struggling recently, is everything alright?
GolGolarion 1 year ago • 100%
It was the two level dip in paladin on literally any caster that did it for me. Why ever play any other martial when you could do the same thing but with all of the narrative agency of a mage and get 10+ combat revives per day.
GolGolarion 1 year ago • 100%
Legolas cosplayers are suffering in Faerun but THRIVING in Golarion. I got a cool lizardman ranger who teleports into the sky and sends out trained pigeons with Entanglement bombs like some sort of feathery rennaissance era bomber plane.
> We've got a busy week here at Paizo. Come to twitch.tv/officialpaizo on Thursday, Aug 31st at 4 p.m. Pacific for a special livestream to kickstart our Pathfinder Playtest. Join Michael Sayre and James Case as they talk about the design concepts behind our two new classes! I have no idea what they would even be at this point, I've kind of got every class I want. They did show off the gorgeous new cards in a very recent blogpost though, maybe a harrower of some kind? I'd be super suprised to see the original version of the Medium that uses harrow legends instead of mythic legends.
GolGolarion 1 year ago • 100%
MODERN DAY?!
There's stuff to be excited about in the post-new-war setting, but seeing what the lead-up to the orokin empire even looked like is way more interesting to me.
GolGolarion 1 year ago • 100%
We've always been wizards in all but name, but damn if it isnt satisfying to actually get a magic book. I'm going to paint mine white and make it shoot red bullets like its Grimoire Weiss from NieR.
GolGolarion 1 year ago • 100%
Super excited to get that drifter armor, It looks gorgeous.
GolGolarion 1 year ago • 50%
Trenches? you mean unfinished canals. Fling water bombs and cast Control Water to flush enemy troops out and ruin their powder.
GolGolarion 1 year ago • 100%
The metagame artifacts from pf1e were my favorite way of implementing home rules. No, your wizard buddy didnt suddenly become comatose because their player had to do something IRL, the Scar of Destiny whisked them away at a bad time, just as it always threatens to do to you.
GolGolarion 1 year ago • 100%
I don't think I understand. They're selling the rights to streaming the game, as in, Ubisoft's the only party that'll be able to stream or host streams? Does that mean that the game won't show up on Twitch or Youtube unless Ubisoft gives the thumbs up?
GolGolarion 1 year ago • 100%
The trick is that I dont play d&d 5e, eheheh
GolGolarion 1 year ago • 100%
I can kind of get that, if they kept 1 as the hard cap on AC. But they have 0th rate as the reference point, and then bizarre instances of negative AC. A minus third rate ship reads like a dingier third rate ship, not better than a first class ship.
GolGolarion 1 year ago • 100%
all these years later and i still cant fathom why they went with an inverted dc scale
GolGolarion 1 year ago • 100%
if they didnt want to get smote, they shouldnt have stood within smiting range. Simple as that.
GolGolarion 1 year ago • 100%
Angry dogs hate spooky basements i guess. It's pretty haunted down there
GolGolarion 1 year ago • 100%
hey what the fuck rudy
GolGolarion 1 year ago • 100%
If you've never played Fear and Hunger, it's really easy to assume that there's no tutorial. At the very start of the game, a pack of angry dogs appears and mauls you to death. If you go through the front door, the pack of angry dogs follows you and mauls you to death. You can escape from the dogs in battle, but they'll keep chasing you on the overworld until they maul you to death.
The lesson the game wants to teach you is "Hey, don't stick around and fight enemies that will maul you to death", and "Hey, you should actually check out the side passages instead of the obvious way forward" because the dogs will not maul you to death if you dip into the side passage in the very first area. The game has a lot of such side passages that you need to look for later on that will save you so much grief, but you have no way but to intuit that this is something to look for in the first place after being mauled to death by dogs a few times.
GolGolarion 1 year ago • 100%
i think its really funny that netflix, a company notorious for canceling stuff affer like a season, has decided to take on adapting the longest anime/manga
GolGolarion 1 year ago • 100%
Pay the court a fine or serve your sentence. Your stolen goods are now forfeit.
GolGolarion 1 year ago • 100%
TV comes on, TV goes off. You can't explain that.
GolGolarion 1 year ago • 100%
Hail Sylvian, now we just need some penitence armor and a legally distinct soul edge
GolGolarion 1 year ago • 100%
ah man. I kind of liked paladin's hussle as the overwatch lunch-stealers. Now who am I supposed to root for? TF2 again? Is that game even still alive?
GolGolarion 1 year ago • 100%
Oh shit, furry unlock without pre-reqs? those socks are cracked, gimme gimme
GolGolarion 1 year ago • 100%
oh
oh no
GolGolarion 1 year ago • 100%
The duviri melees all have weird gimmicks like heavy slam beams on the hammer or a combo burst on the heavy nikana.
Archon weapons have similar gimmicks, like the tox projectile on the whip and fireball on the daggers.
Xoris can 1hKO granum specters on detonation.
Rakta Dark Dagger recovers shields and builds overshields on hit against irradiated enemies
GolGolarion 1 year ago • 100%
After the horrors of 3.5e/PF1e, I just can't go back to another Human PC. Every PC was a human, because they were the only ones who got another flexible feat slot, and there were a LOT of feat taxes.
GolGolarion 1 year ago • 100%
these arent new or noteworthy features for a bethesda title? Even morrowind had housing and jail
I've purposefully been holding off on making anything until 2.5e drops, but i'm pretty excited to put together an Anadi Wood Sorcerer+Elementalist that specializes in fabricating permanent objects during the adventuring day. Rope bridges, grappling hooks, nets, whatever you need, so long as it's got some rigid or rope-like components, they can put it together over the course of a short re-focus.
GolGolarion 1 year ago • 100%
I dunno, i appreciate being able to gloss over certain mundane actions with the shared understandings of common actions. Shopping, for instance, takes loads more time when everyone's in storyteller mode, and you never really know how many more sessions you've got before a scheduling error comes up. Best to keep the routine parts brief.
Schmoozing a merchant for a better deal is best handled with a persuasion check, assuming getting a good deal isnt an important part of the campaign.
GolGolarion 1 year ago • 100%
If you've got plans for physical items represented w/ tokens, how about status effects too? Slowed, Buffed, Stunned, etc.
GolGolarion 1 year ago • 100%
im going nuts here, there seems to be an implication of a blog post or something, but im only seeing a map
GolGolarion 1 year ago • 100%
hell yeah. d12 best dX
GolGolarion 1 year ago • 100%
Revisiting Oblivion after playing through the MSQ of ESO. ::: spoiler spoiler It's uh, the exact same story, i just want to make sure if I actually prefer one or the other. :::
edit: saves corrupted lol
GolGolarion 1 year ago • 100%
small weird friend, what's not to love
GolGolarion 1 year ago • 100%
I'm no anthropomologist by any means so take what I say with a grain of salt, but I'd figure its the other way around. People raised in contact with more diverse groups of people (eg. raised in a city) are probably more likely to become left-leaning, where people raised in a more homogenous environment (eg. small towns) are more likely to become more right-leaning
GolGolarion 1 year ago • 100%
What do you mean "dont turn it into a weapon," i have a dedicated spot on my action wheel specifically for turning things into weapons. My barbarian buddy can do it as a bonus action
GolGolarion 1 year ago • 100%
Ranged characters work better for party comps with good CC. Being able to put a full-sized Entangle between the party and a dangerous enemy kicks ass, unless your party members all start scrambling through the weeds to thwack enemies with big sticks.
GolGolarion 1 year ago • 100%
unironically, this has become my favorite approach to character background over the years. Build out what the character can do, first, maybe pick a theme too. But create the character you want to play when you're at the table. The first few encounters are a great forge to make a character from, and then you can extrapolate and improvise from there when necessary.
GolGolarion 1 year ago • 85%
damn, someones got a grudge against monks at wotc. I remember my one foray into monk back when i played 5e was pretty miserable, now they're becoming worse?
GolGolarion 1 year ago • 100%
Assurance: Medicine precludes the need to roll altogether, and honestly is a near-mandatory pick for the tabletime it saves. You might save a little in-universe time by manually rolling with a high modifier, but unless your campaign is running at breakneck pacing, the difference isn't worth the real time spent. Recall Knowledge checks with medicine are the only reason I'd want to manually roll, and Anatomy Lore covers a huge swathe of that subject anyway.
All that to say, ehhhh its probably fine to brew up that Medicine->Anatomy Lore feat. I wouldnt reccomend doing something similar for any other skills though.
GolGolarion 1 year ago • 100%
Woolie Madden, the guy whose plan to defeat Daigo at EVO2012 was to outfootsie him
GolGolarion 1 year ago • 100%
The idea that they could be trying to bring Aroden back is inspired. Definitely writing that down.
I'm brewing up a sandbox/campaign for my group and it's coming together swimmingly. The overarching theme of the adventure will be homecoming. The players are marooned and need to find their way home, the knights of lastwall might find an artifact or two to help take back the gravelands, the firebrands want to make a land of exiles into a refuge, etc. etc. I'm struggling with the motivations of one of the six forces the party'll face in the field however. An off-shoot of the Technic League has discovered that they can hijack a ritual occuring off the coast of Garund to resurrect the league's founder and zap her home, earning themselves a ticket to Androffan in the process. To pull this off, they need the necromantic expertise of the Whispering Way. It's a one-way trip into the storm, even for powerful spellcasters, and the Whispering Way is aware of this. To those more familiar with the Whispering Way than I am, do you have any ideas as to what the Whispering Way would be up to on the side while out there? Why would they agree, and what do they get out of sacrificing capable necromancers to this effort? I'm thinking that since the Whispering Tyrant *hates* Aroden, there might be some connection there, but it's pretty nascent at the moment, and i'm not entirely sure I can link that up with the game's theme.
In games like Deus Ex and Dishonored, the player can leave combat ability on the table and go through the entirety of the game without fighting anyone. Stacking boxes to get to where they need, sneaking through complexes, and talking down the big-bad are all options that get you to credits. If you could coordinate with your team, i'm certain you could get a similar playstyle going in quite a satisfying way in PF2e. Realistically though, people come to this game to roll dice with their bardiches out, so you're more likely than not going to have a standard grab bag of murderhobos as your teammates. With friends like these, how viable are your Adam Jensens, your Faith Mirrorsedges, or your Frisk Undertales? Can you really set up a character that *doesn't* use any combat ability and find success in a standard adventure path, relying on your team to take on your share of the combat encounter budgets for you? In what ways would you pull your weight to justify the character's "slot" in the party?
In games like Magic the Gathering, you're building your decks less around cool singular abilities, creatures and spells, and more about orchestrating a moment of critical mass where you can overwhelm and guarantee victory. Pathfinder 2e has *some* similarity to this kind of building, where the idea is less to make a situation where every time you X, Y happens, which triggers Z procs, and more to stack bonuses and penalties to artificially create critical successes for your team, then figuring out which ability or spell to best make use of that setup. For example, the ideal combat set-up against a boss fight on a balcony might be [Heroism 9](https://2e.aonprd.com/Spells.aspx?ID=149) on the fighter from the cleric, [Synesthesia](https://2e.aonprd.com/Spells.aspx?ID=328) on the enemy from the bard, a [Gust of Wind](https://2e.aonprd.com/Spells.aspx?ID=143) from the wizard to inflict prone, all culminating in a [Brutish Shove](https://2e.aonprd.com/Feats.aspx?ID=365) off the ledge from the fighter. However, the big appeal for TTRPGs for me is that not everything you can do *needs* to touch combat like in a traditional RPG video game. I'm particularly interested in strategies that help you traverse environments, interacting with people you wouldn't ordinarily be able to get a word in edgewise with, and bypass dangerous encounters entirely. In this vein, I think [Protector Tree](https://2e.aonprd.com/Spells.aspx?ID=976) and [Shape Wood](https://2e.aonprd.com/Spells.aspx?ID=277) are a great couple of spells for any primalist to learn and prepare on the regular. Protector Tree creates a really nice damage mitigation tool in combat, but it also sprouts a permanent (unworked) medium sized tree! That's only kind of neat, but becomes a valuable resource when paired with the Shape Wood spell, which just so happens to require a bunch of unworked wood to be useful! Now, so long as you have both of these spells in equal measure, you can fabricate wooden items that you ordinarily wouldn't be able to bring with you on adventures for dirt cheap. Ladders, steps, platforms, wheels, axles - you've basically got a low-tech Garry's mod at your disposal! If you need a cart to move massive loot, a few casts and some basic assembly and a Form-Retention'd Wildshape will get that Mithril Door from the dungeon back to town. Are there any spells, items, or abilities you've found useful when used together like this? I'd be eager to hear them!
Howdy everyone, you might be surprised to hear there's a 3rd edition of an unofficial TTRPG based on the elder scrolls, or you might not! It's a classless party-based d100 system where you can do all sorts of wacky stuff like make custom spells and enchant a fork to cast Absorb Health on hit. I have a question about how you would judge a funky interaction though. The Atronach stone grants the Spell Absorption (5) trait, which does as follows: "Whenever magic of any kind affects them, roll a d10. If the value is less than or equal to 5 the magic has no effect on them and instead they regain missing MP up to the cost of the magic." Nice. It helps offset the Stunted Magicka trait, which prevents natural regeneration of your MP. However, it's a bit of a double edged sword. Suddenly whenever you need healing, it's a coin toss as to whether you recover HP or MP, which could be disastrous in certain circumstances. When the party Recalls out of the collapsing mine, you might be left behind! On the other hand, the Mysticism school offers the Absorb Health and Absorb Magicka effects, which deal X damage to an enemies HP or MP, then restores half as much HP or the entirety of MP damage to the caster. Ordinarily, this is an inefficient conversion of MP to Damage/enemy MP, but with the Spell Absorption, it can completely recoup your spent MP 50% of the time... and it's trivially easy to make multi-hit weapon enhancement spell to grant you that coin toss on every swing of your axe, or a big pulse or cloak effect to proc a bunch of absorptions at once. My question to you is, is that too much? Is that a proper "reward" for dealing with a 50% failure chance on critically important effects? At first blush, it *seems* cracked and definitely not intended, but I'm not convinced the upsides eclipse the downsides.
Minor spoilers for Stolen Fate. ::: spoiler spoiler In the AP, there are artifact cards and as an example i've linked to The Sickness card. It's a pretty ordinary item, all things considered, and isn't actually as powerful as you might expect of a Lv20 magic item in the hands of a low level character. But it's still useful! It grants a nice (if niche) passive resistance effect to diseases. Depending on your build, you might outgrow the passive bonuses, but that's not the end of the card's usefulness. The card also has an enemy facing effect with a DC, something that is usually a death sentence for item's usability. Usually you'll have to retire items that do that a level or two after finding them (eg. Dread rune, yellow musk vial, etc.) because enemy saves are always rising, while the item's DCs never can. However, you might notice something about this item; It scales its DC with your class DC. It's just... usable forever. ::: I like that. More permanent items should be usable forever and hard to obsolete after you gain them. What's the point of questing for Excalibur if you have to retire it after a single adventure?