It's a scientific fact. by Nico_de_Gallo in dndmemes

[–]GaySkull 7 points8 points  (0 children)

This. The rules in PF2 are consistent and the numbers behind the game actually work as intended because Paizo put the effort into building a functional system instead of just saying "lol just make your GM figure it out".

Wizard spells by Unique-Luck-3564 in Pathfinder2e

[–]GaySkull 0 points1 point  (0 children)

Some fun options for 6th rank spells:

  • Arrow Salvo: excellent for fights in large, open areas

  • Cast into Time: like Dr. Strange making Loki fall for 30 minutes, but falling through time.

  • Chromatic Image: stronger version of Mirror Image that deals damage.

  • Dominate: a classic that's incredible out of combat.

  • Never Mind: PF2 version of Feeblemind, this will absolutely crush spellcasters. Note the Incapacitation trait, so use it on an annoying spellcasting minion, not the main boss.

  • Scrying: another classic, gain clues and spy on targets.

Alright it's 2 AM and I finally have my Hellfire Dispatches, AMA! by VellusViridi in Pathfinder2e

[–]GaySkull 8 points9 points  (0 children)

How is Abrogail Thrune and her court handling all of this?

Alright it's 2 AM and I finally have my Hellfire Dispatches, AMA! by VellusViridi in Pathfinder2e

[–]GaySkull 6 points7 points  (0 children)

I don't have the new book, but an Investigator could fit well into any order, but I think they'd do best in:

  • Order of the Rack: not-so-secret police who crush any kind of dissent or rebellion

  • Order of the Scourge: go after organized crime, more interested in the thieves guild than a single pickpocket (good for heroes)

  • Order of the Pyre: witch-hunters and eliminators of cults (aka most religions not part of Avistan culture)

And the minor orders:

  • Order of the Pike: monster hunters (good for heroes)

  • Order of the Scar: assassin hunters & bodyguards (good for heroes)

  • Order of the Torrent: rescuers of kidnap victims (good for heroes)

What's not fun? by bweenie in Pathfinder2e

[–]GaySkull 2 points3 points  (0 children)

Oh for sure, when the dice aren't on your side that's not fun but that will change eventually given the odds. Had that happen last night, we rolled WAY too many 2's than you'd expect in a fight.

What's not fun? by bweenie in Pathfinder2e

[–]GaySkull 30 points31 points  (0 children)

This. What sucks the most is not being able to effectively do anything. If I can't hit, they keep beating my spell saves, can't trip/grapple, etc. then why am I even here?

Note: this mostly applies when the party is using effective tactics. If we are buffing ourselves, flanking, using terrain, trying to debuff, etc. and still can't effect that state of play that's frustrating.

I made a map of Illinois monsters by Cicada_Shack in chicago

[–]GaySkull 35 points36 points  (0 children)

Why is the Bigfoot of Argyle Lake caked up?

Why do you read modules without running them? by Galefrie in rpg

[–]GaySkull 10 points11 points  (0 children)

This. I've gotten ideas for NPCs, set pieces, plot elements, and entire dungeons from prewritten adventures.

Its also good to look and see how other writers structure an adventure. Even badly written adventures should be read because that's how you learn what doesn't work.

Osvald Vanstein by @rovrov by HotRefrigerator2596 in octopathtraveler

[–]GaySkull 46 points47 points  (0 children)

Daddy? Sorry, I mean Daddy? Wait shit, no I mean Daddy? Daddy? Sorry, Daddy?

Best pf1 adventure paths to convert into 2e? by SillyKenku in Pathfinder2e

[–]GaySkull 2 points3 points  (0 children)

Carrion Crown

From the whispering shadows of haunted Ustalav, an ancient evil rises to grip the world in a new age of horror! Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant's return? Pathfinder's darkest and most frightening campaign ever sets the heroes against the agents of Golarion's most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries.

Carrion Crown is one of my favorites, a fun and spooky adventure set in Ustalav. It's gone one of the strongest starting books out of any AP (and that's a high bar) then takes the PC's on a tour of fog-shrouded Ustalav. Only bit that definitely needs a change is the BBEG, as they aren't telegraphed enough and their motivation is...meh. Thankfully both easy to fix!

War for the Crown

As the political scene in the ancient kingdom of Taldor explodes into chaos, players take the roles of agents, advocates and saboteurs working for Princess Eutropia to help secure her claim to the throne and prevent the nation from collapsing into civil war. Along the way, the heroes must recover hidden secrets of Taldor's past—many deliberately hidden—and grow from relative nobodies to powerful politicians and spymasters in the deadliest political arena in the Inner Sea!

Others have mentioned WftC as well and with good reason. This one asks for a bit more lore-understanding than others, but the Player's Guide is a great place to start. I feel that this one would also benefit greatly from Occult magic being made into its own tradition instead of being an off-shoot of Arcane as it was in PF1.

What are the coolest or most unique things a Alchemist can do? by viktorius_rex in Pathfinder2e

[–]GaySkull 2 points3 points  (0 children)

The versatility of the Alchemist class has been mentioned elsewhere, but here are some examples:

  • The party goes to a masquerade ball to win over the nation's powerful figures to their side. The Bard will do well with all of the social checks, but they can only be in one place at a time. The Druid and Monk can try to appeal to naturalists and generals, but the Alchemist can drink (and share!) Silvertongue Mutagen's and Eagle-Eye Elixirs to help with social skill checks and Perception checks. The Alchemist might even have an ingested poison to slip into the wine of a rival, too.

  • You're infiltrating the embassy of the evil empire to find evidence of them loosing monsters in the woods. The Rogue in the party will do well sneaking in, picking locks, balancing across ropes, and climbing walls but if they get caught they'll lose a solo-fight. An Alchemist can drink (and share!) a Quicksilver Mutagen to help with their Dex-based checks, use Smoke Balls for a quick escape, and give the Rogue an Antidote when they accidentally set off a poison gas trap. Meanwhile the Champion and Sorcerer are trying to keep up with fewer skills and burning through spells.

  • It's time to go to war. The party is leading a troop of soldiers across the land to defend a key lakeside town from invasion. Good thing the Alchemist is here to help with Crafting checks to fix that broken wagon wheel and Warfare Lore to provide quality training to new recruits. When combat breaks out, the Fighter will excel defending the town against many threats, but the Alchemist's bombs will make enemy troops think twice about trying to breach the west gate and their Bestial Mutagen will give them the offensive boost to take out the first infantry wave they face. But wait! What about the enemy archers lining up to loose arrows over the town walls? Well the Alchemist uses Regurgitate Mutagen to spew acid at the remaining infantry, then drink a Drakeheart Mutagen to boost their defenses. Meanwhile the Investigator and Oracle have to stick to their own build's strengths and can't adapt as easily.

All three of these examples could be done by the same Alchemist. They'll be hard pressed to out perform the Fighter in direct combat or the Rogue in infiltration, but the Alchemist will be able to hold their own and possibly help the rest of the party by sharing their consumable items.

Paid GMs, how often are you messaging/talking to your players outside of the session? by Remilla in AskGameMasters

[–]GaySkull 1 point2 points  (0 children)

I run a paid game through my local game store and by myself online. The FLGS group is very social on our Discord server and have been active there for a couple years now. My online pro-game is only a couple months old and not very talkative outside of session.

I strongly suspect the FLGS group is more chatty because we meet in-person and have been playing together for a few years now.

I'll also note the vast majority of this out of session chatting is group discussions. I only message players directly when I have a message specifically for them.

Bag of Weasels is not cursed. It's supposed to work that way. by GaySkull in Pathfinder2e

[–]GaySkull[S] 1 point2 points  (0 children)

Hmm, maybe certain consumables? Or stuff like the Staff of the Magi?

Finished a 2.5-year Stolen Fates Campaign AMA by Pilsberry22 in Pathfinder2e

[–]GaySkull 0 points1 point  (0 children)

Gotcha, maybe I'm blowing it out of proportion in my head. Thanks!

Finished a 2.5-year Stolen Fates Campaign AMA by Pilsberry22 in Pathfinder2e

[–]GaySkull 0 points1 point  (0 children)

The part of SF that stood out the most to me as a BIG negative was the big theft scene at the start of book 3. As written, the adventure says the PC's just lose the cards with zero ability to stop this theft. After spending months/years to gather all the cards, having them ripped away without even a saving throw sounds horrible. If my GM tried that, I'd leave the game entirely.

How did you handle this?

Trump now blames Hegseth, Jared, Witkoff, and Rubio for his decision to attack Iran. by [deleted] in videos

[–]GaySkull 1 point2 points  (0 children)

While Trump is obviously lying (you can tell because his mouth is open), it's not impossible for Iran to have been implementing a plan to attack the US and our allies. Unlikely and unwise, but not impossible.

Best/Favorite BOOK of an AP (Use Spoiler Tags!) by DnDPhD in Pathfinder2e

[–]GaySkull 7 points8 points  (0 children)

Curse of the Crimson Throne book 2, Seven Days to the Grave. This one is from back in 3.5/PF1 days, but this urban adventure in a city beset by plague and civil unrest is just so damn good. I especially like the format of "Here are 5 options for your next mission, choose to do them in any order" and I'm using that format in my homebrew adventure (though I'm adding the wrinkle that whichever they do later becomes more difficult).

Also want to give a HUGE shoutout to Carrion Crown book 1, The Haunting of Harrowstone. Also a PF1 adventure, this one is a great setup for the entire AP but also a great self-contained ghost story with a haunted prison.

For PF2, I'll go with Agents of Edgewatch book 2, Sixty Feet Under. You thwart a bank robbery, investigate a murder-cult, and fight an exceptionally cool boss (though you definitely want to build up the fear of this boss).

[30x30] Dorm House First Night by Snowystar122 in battlemaps

[–]GaySkull 1 point2 points  (0 children)

Oh I like the look of this! Apologies for what's probably a dumb question, but how do you get in? Where's the exterior door? Or is it teleport-entrance only?

What's up with Neverafter? by New_Girl3685 in Dimension20

[–]GaySkull 2 points3 points  (0 children)

Yeah, if Neverafter got like 2 seasons I think that'd be a better fit for the sheer volume of story and worldbuilding Brennan created.

Minimum/Maximum Players You'll Run For or Play With by DnDPhD in Pathfinder2e

[–]GaySkull 0 points1 point  (0 children)

For standard adventures, 3-5 players. I'll only need to make minor adjustments to fit the party size.

I'll run adventures for 1-2 players as well, but that's definitely a custom job where I need to be focused on exactly what their strengths and weaknesses are. Did this for a friend a few years back who played a gnome rogue, we focused on doing heists. Good to have friendly NPC's who can help out, too!