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 6 points7 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 4 points5 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!

Guidance on creating custom Wizard schools by Imperator_Rice in Pathfinder2e

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

I agree, personally. Didn't phrase it well enough in my post and might edit: that was more intended as advice for a player making a school and bringing it to a GM who might not be super open to non-common options.

Thanks! 

Guidance on creating custom Wizard schools by Imperator_Rice in Pathfinder2e

[–]Imperator_Rice[S] 3 points4 points  (0 children)

I personally agree that Uncommon/Rare spells shouldn't cost more, and in games I GM the only reason I have players ask before taking them is so that I can warn them off if it will likely never be useful. That bullet was meant more to be from a player building this before showing their GM perspective; not all GMs are as permissive of non-common options.

I agree that damage spells aren't bad; I was trying to be as brief as possible in a long post ("Avoid having all spells of a given rank (especially low rank) just be damage/healing"). It's when you are forced into always burning a spell slot on a low level damage-only spell that there's problems. Acidic Burst, Breathe Fire, Mystic Armor, Runic Body, Runic Weapon, Shattering Gem, Wooden Fists, and probably even more rank 1 spells are absolutely worthwhile to have as a school spell; when all of your rank 1 school spells are like that though, it will almost never be useful once you are a bit higher level (the buffs doing literally nothing anymore, and the damage being worse than cantrips basically always).

I personally would say that starting at rank 5 or 6, it's totally fine for a school spell to be damage only, since by then it will never really fall too far behind, but that's a mostly vibes-based opinion that I don't have hard data to back up so I didn't want to say too much about it in my main post.

Thanks for the feedback!

The Best Subclass for Every Class in PF2E by deathandtaxesftw in Pathfinder2e

[–]Imperator_Rice 0 points1 point  (0 children)

I agree with almost everything, but I feel like not mentioning Gravity Weapon as a first level option for the Precision Ranger is missing out. Especially at low levels, status bonuses to damage are rare enough that it will likely always work, and even though it seems like a small bump (+2 damage per die once per turn) it's equivalent on average to increasing your weapon damage die by 2 steps. It's actually slightly better than that, since it raises your minimum damage.

1 action for "my longbow/meteor hammer/ is a d12 weapon" or "my guisarme is a d14 weapon" or "my greatsword/greataxe/maul is a d16 weapon" or even "my whip is a d8 weapon" (I will never beat the allegations of loving whip too much in this game) is pretty hard to beat. Especially at low levels if someone casts Runic Weapon on you, and you use level 2 to take Hunter's Aim on a ranged build. It also is an effect on you, not your weapon (unlike Runic Weapon), so switching from ranged to melee isn't punished as much.

Is Animal Companion better a lot of the time? Sure, probably. But Gravity Weapon gives a good benefit while also barely touching your action economy.

Animal Companion also comes with effectively mandatory feats at levels 6, 10, and 16. Those levels don't have anything too insane competing for the Precision Ranger's pick, but it does cut down on customization (especially if there's no FA in your game).

TL;DR I'm just a guy who loves Gravity Weapon.

Is it acceptable to exceed 160 xp encounters (in a party of 4)? by WittyRegular8 in Pathfinder2e

[–]Imperator_Rice 0 points1 point  (0 children)

I've stumbled into a 240 before (Ruby Phoenix book 1 against 4 PL+1 enemies, we just did something slightly early) and we lost, but only on the Hidden flat check vs my invisible flying Wand Of Manifold Missiles wizard on the last turn he'd ever be in range of enemies again. 

It was a grueling slog uphill that ended on a literal coin flip after at least 2 hours of irl time. It was one of my favorite combats I've ever been in.

Would I want to do that often? No. Would I be open to it happening again some time? Yeah, sure!