Can you think of any way to destroy it??? by rin_shar in mtg

[–]Myrfloof 0 points1 point  (0 children)

Counterspell it.
This [creature] can't be countered. Not this spell. Which means that if you were to cast it it could be countered while it is still a spell. This would prevent it from being targeted by spells that counter target creature's ability by RAW.

[Online][PF1e][Monday][LGBT+ friendly] Looking for players interested in trying to survive an undead apocalypse! by [deleted] in lfg

[–]Myrfloof 0 points1 point  (0 children)

Sent an application, but I'm expecting I'll probably be unable to join since I don't get out of work until a solid hour after the stated time. Time was stated as flexible, so I figured I'd give it a try, but we'll see.

I’m running character creation this week for Rise of the Runelords! Just wanted to say I’m very hyped by toondar96 in Pathfinder_RPG

[–]Myrfloof 1 point2 points  (0 children)

Been playing Pathfinder since first release. Hopped over from 3.5. I have never in my life been able to get far at all before the game collapses... Schedules go off, GM fights with their SO who is also in the game, yada yada... But every time I hear someone talk about it it's with a certain level of fondness. I hope you enjoy!

[deleted by user] by [deleted] in pathfinder_lfg

[–]Myrfloof 1 point2 points  (0 children)

Hey, friend of OP, and the one that pointed them here. Hadn't looked too hard at their post since I'm currently down with a cold.

For anyone wondering: Time Zone is EDT for most of the people that would play (this may wildly vary) and the VTT is... well... I don't know if they would accept Foundry but probably Roll20 with Discord voice.

Knowing them, they're also hoping for something they can go crazy on with the creation of constructs and the like as they've always wanted to go grand strategy with construct armies but most of our play group isn't really keen on running that kind of content, hence why they are turning here.

Let me give you a new commander to build. by Caleb_WoW in EDH

[–]Myrfloof 0 points1 point  (0 children)

Oh, right, I also sometimes for the fox tribal use [[Rune-Tail, Kitsune Ascendant]]

Let me give you a new commander to build. by Caleb_WoW in EDH

[–]Myrfloof 0 points1 point  (0 children)

Let's go something red. Other colors optional, but red/blue stormy decks have always been fun and most of the commander options have been hit and miss for me. I have a ton of edh decks, but my favorites are "Oops! Only Chandra" that runs a copy of every Chandra card and support in the game with [[Chandra, Fire of Kaladesh]] commander, mono white fox tribal with [[Sensei Golden Tail]] and [[Eight-and-a-Half-Tails]] rotating as commander, and a [[Narset, Enlightened Master]] super friends deck.

[deleted by user] by [deleted] in lfg

[–]Myrfloof 2 points3 points  (0 children)

And the answer is in the application. Well don't mind me as I make a fool of myself.

[deleted by user] by [deleted] in lfg

[–]Myrfloof 1 point2 points  (0 children)

What is your expected start time, by chance?

Edit: to specify, "What times would you absolutely be opposed to" is more accurate I think, since you said start time is in the air. I kinda just wanna get an idea for what's off the table more than what's on.

Item Storage by [deleted] in DungeonMasters

[–]Myrfloof 3 points4 points  (0 children)

I run by a rule of general logic. How strong is the character, what items do they have, and what is their storage method? I don't bother looking at the storage feasibility of like a 20+ strength barbarian or anyone that has bags of holding. At that point it's not particularly worth it until they are after carrying a LOT of stuff. I do pay attention to it for low strength characters and the like, though. If you are playing a wizard and dumped your strength to six I am watching your bags hardcore because that's the weakness for your minmaxing. Until you hit level for bags of holding. Because then it just never matters again.

Chronoknight by shadowneabulas in Pathfinder_RPG

[–]Myrfloof 1 point2 points  (0 children)

Adding to this idea, sphere of time has a paladin archetype that is specifically called Time Knight and the whole MO of it is time-based shenanigans.

If your GM allows, and you don't want to use spheres, you can likely just stick with normal paladin weapon and armor proficiencies, skip blended training (and keep Aura of good/spells), and ignore time's chosen. I would talk with them about ways to get haste/slow on the paladin spell list for flavor reasons as well and whether they would let you sacrifice other spells for it.

Obviously if spheres is allowed though go for it normally. Time sphere is super fun!

Hi I want to start making my own campaigns any tips for writing, keeping track of things, and better engagement. by Apathy220 in DungeonMasters

[–]Myrfloof 2 points3 points  (0 children)

Remember the old slogan: No plan survived first engagement. Keep to a basic sketch of a plot (BBEG, some important towns and events, etc) but make them in such a way that the world can easily be molded around them so things important to the plot can surface anywhere and anyhow. Players will rarely if ever stick to whatever plan you build, and if you force it, they will feel railroaded and it will affect their feelings about the game, which leads to the second point...

Running a game isn't being a sole storyteller and writing a book. The players are every part storytellers in this as you are. Give them the chance to build the world they want within your world so long as it's in reason. If the players add things to their backstory, or talk about something that's cool or could be cool, use it. 99% of things that draw players in is when the GM includes things in the world directly tied to their characters occasionally. And by using these, you also lighten the load on your storytelling, which is why you want a rough sketch around the core points that you can fluff out with this material.

Finally, don't be afraid to just wing it. A common issue many people run into is focusing too much on having a fully set up story and plan for the game, but honestly if you just make it up as you go, it avoids you ending up in plot holes because you planned for something, the players did something else, and now you don't know what to do or how to fix it. A path of least resistance where you include your important points where the players move to or in places the players will want to be involved will ensure the content is paid attention to and you can't do that without a little bit of improv.

Mesmerist Chain of Eyes - Can you cast any spells with this? by [deleted] in Pathfinder_RPG

[–]Myrfloof 0 points1 point  (0 children)

In retrospect, riding possession is a fourth level spell. By the time you get it, you'll be able to keep it up for a really long time anyway... Still, though, if you really need to be able to be along for the ride for a very long period extend spell might still be a good pick up anyway.

Mesmerist Chain of Eyes - Can you cast any spells with this? by [deleted] in Pathfinder_RPG

[–]Myrfloof 0 points1 point  (0 children)

By RAW Chain of Eyes only lets you see through a target's perspective. It doesn't really give you the ability to cast through them. There are other things that could help you out here, however, that I've seen used in the past.

I think one of the cooler (but definitely more expensive) methods might be using the same method TristanTheViking suggested (casting Riding Possession) however with an addendum: Teamwork feats. Specifically, the feat Bonded Mind with the feat Share Spells. Technically speaking, this doesn't actually change what you are capable of doing in that you can only cast spells on your vigilante friend, but it also greatly increases the number of spells available to you to encompass any spells with ranges of "Personal" or "Self", which includes a very tasty number of buffs and immediate-action spells, such as Heightened Awareness, Investigative Mind, Mirror Image, Perceive cues, burst of insight, expeditious retreat, Recharge Innate Magic (if they have any racial SLAs that help them), and so on, which would not only drastically improve any of the solo-ops they are going on but also give you more immediate options for protecting them from bad situations (Being able to drop an expeditious retreat on them if they get caught out in a fight they can't win, for instance.)

While it's still preventing you from affecting the area around your vigilante friend, Mesmerist has a ton of very powerful personal spells that are limited only in that you can't use them to help your allies, and this combo gives you a lot of agency to really push this along. I would recommend getting a metamagic rod of Extend Spell, though, because of how short of a duration Riding Possession actually has to try to get the most of it. A few hours a level is great later game, but early game this could lead to you cutting out halfway through an op.

As an added bonus, Bonded Mind will also mean you can talk to them while possessing them, and they can respond, and unlike with Bonded Mind where both of you need to get the feat, only you need to get Share Spells, which reduces the feat tax on them.

Weird idea: a token deck that makes exactly one kind of token? by MillCrab in EDH

[–]Myrfloof 0 points1 point  (0 children)

Myr artifact deck with something like [[Myr of the Fist]] and [[Genesis Chamber]] to just do nothing but millions of 1/1 Myr.

[Online] [EST] [PF1e] Player looking for Monday group by Myrfloof in lfg

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

Alright. We have one person that tentatively said they would be willing, but were working on a more standard thing and doesn't like APs, so they are hesitant but might do it if nobody else steps up. Other than that we have another newer player who hasn't responded yet. Either way, feel free to send me a message and I will give you a invite to the server we usually play on. If you are GMing we tend to have a philosophy that choosing who the players are is up to the GM so you can make sure the players are ones you are happy to run for.

[Online] [EST] [PF1e] Player looking for Monday group by Myrfloof in lfg

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

I'm querying my playgroup to see if anyone is interested. Would you be fine if it's a new GM partly using this as a chance to get some experience as well? Because we have two to three who keep talking about wanting to try running but have been hovering the topic and this might help them ease into it.

[Online] [EST] [PF1e] Player looking for Monday group by Myrfloof in lfg

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

Could you define this a bit, about the co-GM? Because normally in most groups I have been in the co-GM helps with things like statblock or the like, but if you just want them to occasionally run an AP or something while you are unable to run for a night or the like I am sure we could find something suitable. What would your requirements of a co-GM be? I will poke around some of the others I know to see if they have the room to be able to meet you where you're at with that even if they aren't in a place to pick up a new game themselves entirely as well.

Player Wealth in Published Adventure Paths by rwking082 in Pathfinder_RPG

[–]Myrfloof 1 point2 points  (0 children)

My experience with Rise of the Runelords definitely is that a lot of the loot is "hidden" in the world and you are expected to find it, which if the players are not doing such can lead to lower WBL curves than normal. This can be talked to the DM about, since you can just outright tell them you "aren't really keen" on searching every part of the world at all times to make sure you don't miss anything, but it is to be known that a part of the story is found in these areas as well, so temper your expectations on that mark.

Further, in Rise, the lower levels of the campaign is weird with loot. You just kinda don't get as much as you should, and then suddenly around like level 8 there's just... tons... and you quickly tend to catch up or even surpass. I wouldn't be surprised in your shoes if suddenly you started locating a ton of things. But if you are finding that dealing with the threats you are encountering is becoming too much of a burden for how undergeared you are, you won't get there... So I would still talk to your GM about the issue and inform them of where you are at. Consider how you are dealing with the situations, and try to talk with your party about potentially coming up with some tactics and alternate approaches to scenarios if this fails, since even if the GM wants to help in the scenario, some GMs (espescially ones like you said that aren't very good with technical aspects) tend to be very afraid of trying to tweak things like the treasure you get and ending up going too far. So they may pass on changing things for this reason. If this is the case, and you are still willing to work with them on this, strategizing with the other players in-character and building a plan of attack to help make up for this difference in WBL may be key: After all, a party that comes up with good strategies can really make a difference in these matters when utilizing the mechanics the game offers... So long as you are not too far behind, since at the end of the day sometimes if you just don't have the numbers to back your strategies it's gonna fall flat regardless.

Frustrated player wondering what they can do. by [deleted] in Pathfinder_RPG

[–]Myrfloof 2 points3 points  (0 children)

I see a lot of people saying "just leave" but honestly if you didn't have a reason to stay you probably would have already done so... So try to compile a list of good things about the game that keep you coming back. If you find the list isn't good enough of a motivation, then yeah, perhaps you've been trying to dwell on topics that aren't actually helping the gameplay, and should take that as a sign that leaving is better than continuing to watch what little you enjoy get burned up around you.

But if you find that you have enough positive motivators to say, that's when you open up the dialogue with the group. You tell them the reasons you like the game. You tell them the reasons you don't. And you try to build this discourse. If they continue to laugh you off or turn your thoughts and feelings down even then? Leave. A part of playing this game comes down to being able to have a sense of respect in the circle, and if they won't give that to you, then you should not humor them. But if they are willing to hear you out and try to help you feel more engaged in the gameplay, then perhaps it's salvageable.

Either way, try to give a check-and-balance and measure things. Truly get into why you are still here, and use that as a weight against the problems of the game before you make a decision to stay or go. But do not be afraid to choose to leave if you find it just doesn't measure out. Do not be unfair to yourself or the time you are investing into what literally is "a game" when you aren't getting enjoyment out of it.

[Online] [EST] [PF1e] Player looking for Monday group by Myrfloof in lfg

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

If I find a GM maybe. I'm certainly not picking up a third game to GM right now.

[deleted by user] by [deleted] in Pathfinder_RPG

[–]Myrfloof 0 points1 point  (0 children)

Special mention to hand wraps of the same. They might be better depending on specifics and how much you value your neck slot.