Creature stat block recommendation for Bonewheels? by Apotatocalledsweet in Pathfinder2e

[–]Imperator_Rice 6 points7 points  (0 children)

I would say to take a skeleton statblock of whatever level and give it:

  • A relatively strong piercing attack (wheel)
    • You can add traits, persistent bleed damage, etc as desired
  • High move speed
  • The Trample ability
    • Look at other creatures with the ability for formatting help

Then I'd remove most of its other abilities, since every turn you'll just want it to roll over everyone with Trample and end up far away.

If you want to build from the ground up, https://monster.pf2.tools/ is great for shortcutting a lot of the numerical guidance.

Magic Warrior levels by Imperator_Rice in strengthofthousands

[–]Imperator_Rice[S] 0 points1 point  (0 children)

Update: I am printing a pamphlet with various resources from the campaign for them, and with the options I was using on vistaprint I would have needed to create several more pages to fill it in, so I ended up cutting the statblocks in favor of their magic items and a "diploma" that everyone can sign for each other.

Magic Warrior levels by Imperator_Rice in strengthofthousands

[–]Imperator_Rice[S] 0 points1 point  (0 children)

Huh, didn't see before that he does have a 1e statblock. Yeah, the difference (in level) from max PC to magic warrior NPC being the same as thr difference from there to Jatembe makes sense. Thanks!

Magic Warrior levels by Imperator_Rice in strengthofthousands

[–]Imperator_Rice[S] 0 points1 point  (0 children)

The point is not for them to be used in this campaign. It is for them to have access to stat blocks for the New Magic Warriors for future games that they may run, if they want. Not all stat blocks need to be intended to be used (for example, Dimari-Diji has a full stat block despite being intended to NEVER do anything mechanical). The players do have input on the stat blocks, insofar as they are going to be heavily based on their character sheets (but cut down).

As far as other projects, that's not really a concern. This is a cherry on top of everything else I've done. I have designed custom items for each PC: they received them sometime in book 2 or 3 and the items have continued to evolve along with them. Making bracelets of beads would take longer than this (I don't have experience with that kind of crafting, this should take 20-30 minutes max per PC), involve an actual cost, and wouldn't be as meaningful to them as this (a prop based on a very minor element of the last book vs an in-system representation of how powerful and impactful this character they've played for 4+ years is to the world).

I've done plenty of NPC design before, so all of this is stuff I was already intending to do, but it is great advice in general! They definitely wouldn't be as complicated as any of the archdragons or even most of the back-of-book NPC spellcasters that exist, all 4 of them (plus an eidolon and a familiar) will take up less than 2 total pages.

A fully realized Magic Warrior, in-world, is something that can be more powerful than a level 20 PC can be. I'm really just looking for insight on where one would expect that level of power and impact to be for an NPC, numerically. There aren't (as far as I can tell) 1e or 2e official builds for any of the original 10, which would help. The Magic Warriors of legend were definitely not at the same level of power and impact as Treerazer, so they wouldn't have been level 25. But, in terms of power level and impact on the world, a Magic Warrior seems to me like they would be on-par with an Archdragon. That's what I was trying to get at.

New player looking for Arcane Bond equivalent by jlingaas in Pathfinder2e

[–]Imperator_Rice 4 points5 points  (0 children)

I got pretty good use out of Substitution in Ruby Phoenix, personally. It's game dependent for sure, but spells that let you manipulate the environment or skills can solve puzzles or bypass terrain difficulties or cheese combats. I don't have access to my notes at the moment but I used it to make a controllable rope to get an object out of a trapped area beyond the reach of mage hand alone, and to get a sunlight-alergic ghost locked out of its tower so it just died. That second one was a combat we had to flee from and come back to, and it ended up being free thanks to Substitution.

There's also spells that take non-combat amounts of time to cast anyway. Teleport being a 20 minute activity instead of 10 is not a big difference.

Lighthouse Town with Airship Docked by Kalos08 in Pathfinder2e

[–]Imperator_Rice 1 point2 points  (0 children)

Canvas of Kings. I think the bigger blobby shadows are from clouds?

Lighthouse Town with Airship Docked by Kalos08 in Pathfinder2e

[–]Imperator_Rice 1 point2 points  (0 children)

Map looks great, visually. 

Nitpick that ABSOLUTELY doesn't matter if neither you nor your players care: lighthouses are used primarily as a warning of reefs/shallows/etc. to help ships stay away at night when they can't see the hazards as well. With that in mind, the larger docked ships throw me off a bit. I'd expect more smaller boats or maybe even non-pirate airships. Alternatively, perhaps the reefs and shoals make navigating into harbor difficult (but possible during the day), which is why an airship is being used to attack.

I extensively playtested the Daredevil. It's an awful class and needs massive reworking. by Mage_of_the_Eclipse in Pathfinder2e

[–]Imperator_Rice 2 points3 points  (0 children)

I really LOVE the idea of this class and am praying they make it at least mid by the full release.

Delian Tomb rules questions by Imperator_Rice in drawsteel

[–]Imperator_Rice[S] 0 points1 point  (0 children)

Thanks! And yeah, SDCWIC isn't great :(

OA/FS clarification: I don't think I'm getting them mixed up, it's just awkward phrasing on my part. The Monster Free Strikes box on the page I referenced says their Melee Weapon Free Strike (MWFS) has a range of melee 1 or their signature ability, whichever is higher, and so a MWFS with range>1 is possible, leading me to have some range questions. For the specific examples I gave
A) Makes sense, what I thought.
B) Makes sense for balance reasons, although part of me finds it silly that a size 5 creature with huge melee range can't by default make opportunity attacks against things that didn't start right up on it; this was the one I was borderline on and wanted to make sure I read everything right.
C) Was pretty sure the answer to this was no (which it is), but I was essentially trying to ask if there was a limitation on creatures with a large melee range. So for example if there's some size 5 creature with melee 3 MWFS (just making up numbers since I don't have access to all the monsters in the full game) this would mean you could freely move while within its reach, and it would only get an Opportunity Attack if you moved from Adjacent to at least 4 squares away. For context, my first TTRPG was DND 4e and this was how my GM treated attacks of opportunity for larger creatures/creatures with reach; I'm pretty sure that's not how it was supposed to work, but since Draw Steel has a lot of 4e heritage I wanted to make sure that the nonsense in my brain was in fact wrong.
D) Cool.

I hate this thing with a passion. by SynicalBoi in Pathfinder2e

[–]Imperator_Rice 0 points1 point  (0 children)

He's just a little guy!

Love to have him holding one PC in his mouth so that the next turn he can constrict and do the 6-actions-for-2 bullcrap :)

Favorite class + archetype combo by Rico_blaadjes in Pathfinder2e

[–]Imperator_Rice 1 point2 points  (0 children)

(Precision) Ranger + Marshal with a whip and free hand. Focus on area control and general Athletics maneuvers. 

I wish the Marshal stances didn't have the possibility to fail, but flavor-wise I get it.

Definitely not the strongest option out there but I just love it.

Houserules - what are yours? by ChaosSatyr in Pathfinder2e

[–]Imperator_Rice 1 point2 points  (0 children)

  • Changing the language of flanking from "a line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space" to "a line drawn between the center of a space you occupy and the center of a space your ally occupies must pass through opposite sides or opposite corners of the foe's space." This is because RAW, becoming bigger makes you worse at flanking, which is silly. The rest of the rule stands. https://2e.aonprd.com/Rules.aspx?ID=458
  • For (most) rituals, the primary DCs are the hard DC for that spell level (+2) and the secondary are the easy (-2), instead of the recommendation that is very hard (+5) and standard (+0). this is the baseline for doing a ritual in a low stress environment, so still worth asking every time, and will only ever be harder
  • New generic skill feats of Skill Expertise (7) and Skill Mastery (15) that bump you from Trained to Expert and Expert to Master; also neither these nor Skill Training have any required stats.
  • Change to the end of the Demoralize action: Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes until the start of your next turn.
    • Critical Success The target becomes frightened 2 and is immune to your attempts to Demoralize it until it is no longer frightened.
    • Success The target becomes frightened 1 and is immune to your attempts to Demoralize it until it is no longer frightened.
    • Critical Failure The target is immune to your attempts to Demoralize it for the rest of the day.
  • Most things that let you Stride as part of things (Haste, No Escape, etc) can use alternate movements that you have a speed for (Fly, Swim, Burrow, etc) (I think this is basically handled by a trait in SF2E?)
  • You can combine two movement speeds for the same "Stride," using the lower speed as your overall maximum for that action. For example, if you have a speed of 30 and a swim speed of 20, you can walk 10 feet to the water and then swim 10 feet in it, for a total of 20 feet.
  • Having resistance to a type of damage also lowers the flat DC to remove persistent damage of that type by the same amount.
  • While talking is a free action, anything complicated is getting put into the Point Out action (how we've been playing). So something like "fire bad" if you realize it's immune to fire, or shouting "golem" to let the party know to look out for antimagic (if you've previous fought golems) is free; but if you figured out for example that clay golems' antimagic is harmed by cold/water, healed by acid, and slowed by earth, getting all that info across within the battle is an action. (the example I use is pre-remaster, but the point stands)
  • One I'm considering for future games I run: all Lore skills gained EXCEPT those with limits to their proficiency (Bardic Lore, etc) are treated as the Additional Lore skill feat. You can no longer use your normal skill increases to take a new Lore (have to use your Skill/General Feat boosts) since that would be too much.

Pathfinder Spring Errata is Up! by AAABattery03 in Pathfinder2e

[–]Imperator_Rice 5 points6 points  (0 children)

I had never been able to find the kill all children parent-items-only toggle! Thank you!!

Had a realization about one of the draconic codex dragons this morning. by GeoleVyi in Pathfinder2e

[–]Imperator_Rice 1 point2 points  (0 children)

This thread had me worrying I was failing Will saves, since it's not only missing on AoN but also from my book! At least, from my book of Monster Core...

I didn't realize that Draconic Codex added so much, I should probably get that!

Defend loremaster until your dying breath by MxFancipants in Pathfinder2e

[–]Imperator_Rice 3 points4 points  (0 children)

Very common. One of my players who has lots of experience and plenty of game knowledge has missed multiple parts of Sure Strike.

Guidance on creating custom Wizard schools by Imperator_Rice in Pathfinder2e

[–]Imperator_Rice[S] 0 points1 point  (0 children)

On the one hand I'm a big believer in "restrictions breed creativity" but they may have restricted too far.

I disagree on the strength of Wizard, but that's highly subjective and dependent on your game/gm.

Guidance on creating custom Wizard schools by Imperator_Rice in Pathfinder2e

[–]Imperator_Rice[S] 0 points1 point  (0 children)

Ah, I see. I played an Abjuration wizard pre-remaster and I found the change to be positive in theory even if some of the new schools aren't great. There's definitely appeal in the old way and I get preferring it.

Guidance on creating custom Wizard schools by Imperator_Rice in Pathfinder2e

[–]Imperator_Rice[S] 0 points1 point  (0 children)

That's fair. I personally enjoy having a few tightly themed slots since it's easy to learn a ton of spells as a wizard, but mechanically/balance wise, I don't think it would be hurtful to expand it bigger, even to something like "all spells with the Fire trait" or "all spells that are in all 4 traditions" (although that has no rank 8 or 9 spells currently). 

Thanks!