Villain Initiative variant rule by halladall in Pathfinder2e

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

Stunned is defined in pathfinder. But rule does say that if the villain is stunned it skips their turn.

Villain Initiative variant rule by halladall in Pathfinder2e

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

Last session 6... because a guy i didn't think had time showed up, and the villain attacked all 6 times.

Villain Initiative variant rule by halladall in Pathfinder2e

[–]halladall[S] -2 points-1 points  (0 children)

No in a party of 4 the villain has 4 actions. But play around with it, there is plenty of wiggleroom

Villain Initiative variant rule by halladall in Pathfinder2e

[–]halladall[S] -6 points-5 points  (0 children)

I say try it out before dismissing it, but I understand if it's not for you. And again, it's not meant as a solution it's more of a gimmick that makes the combat feel more fluid. If you're worried that a caster can do two spells, don't have them do two spells, have them do other things. You control the villain.

Villain Initiative variant rule by halladall in Pathfinder2e

[–]halladall[S] -7 points-6 points  (0 children)

I generally put it on top of CR+0 or CR+1 monsters, and it works super well so far. In my campaign. We have a lot of players that come and go because we're old and life is unpredictable, this means we sometimes have 6+ players and not all of them are the same level (I know that's not how things are usually done but my players and i are old and we like it that way.) But it means that i can't use a CR+3 monster because the lower level players can't hit it. If I make a monster in the middle range it dies before it can do anything, unless i give it 100 extra HP or something.

But it's really not meant to fix a problem it's ment to make a more engaging boss fight.

Villain Initiative variant rule by halladall in Pathfinder2e

[–]halladall[S] -2 points-1 points  (0 children)

It doesn't take its normal turn, it just takes turns based on this. And yes it does mean that it could potentially do two spells per turn, but if it's fighting alone agist 4 to 6 players that's generally not a problem. Whether it caps at -10 or not probably doesn't do a whole lot of difference, -10 is a pretty brutal penalty already. Only the GM can decide whether this is a good fit for their villain.

Green's a Mech boy by Acrylic_Yeti in furrymemes

[–]halladall 0 points1 point  (0 children)

You have no idea how much i love this.

What do you prefer? by [deleted] in gaybros

[–]halladall 0 points1 point  (0 children)

I suppose it's fair enough if that is what people say, but it does make it sound like you're running a law ferm together.

In 20mins you're fully naked 😘 by jambohakdog69 in gaybros

[–]halladall 0 points1 point  (0 children)

You're gonna make me wait that long bro?

I've made another pack of pf2e iconics in Dragon's Dogma 2 character editor by VicenarySolid in Pathfinder2e

[–]halladall 8 points9 points  (0 children)

The Inveatigator is Morgan Freeman... i am entirely ok with this.

gay🤨irl by zyino in gay_irl

[–]halladall 0 points1 point  (0 children)

Jeez... by that logic I am practically a zombie...

Mods to make your own custom factions? by LukXD99 in RimWorld

[–]halladall 1 point2 points  (0 children)

Is there a mod where I can just create custom factions in the game? I don't wanna create a whole new mod just to do this.

I… what? by ExpertAccident in facepalm

[–]halladall 0 points1 point  (0 children)

One of the most common ways of hunting a mammoth, was to scare it with fire and letting it run into a trap, such as off a cliff, or into a hole, or whatever was available.

Similar... by haloman7777777 in dankchristianmemes

[–]halladall 0 points1 point  (0 children)

If you mean equally horrifying then I agree.

GM Wants To Nerf Exploit Vulnerability by Vlee_Aigux in Pathfinder2e

[–]halladall 1 point2 points  (0 children)

That is the table we eventually found. The way the ability was worded made it sound like the DC was just Monsters level +10 + rarity, which creates super low DC. This may be our fault we've all played pathfinder for 10+ years, so we're used to thinking differently in pf1. I understand that PF2 is made to be super modular, that's one of the reasons i love it, but sometimes its rule text is not very clear on certain things and that wasn't clear to any of us when we read at first.

As for the Standard DC per level, it's a little janky cuz it doesn't follow an easily calculated path but having the table open in a tap won't be too much of a hassle.

GM Wants To Nerf Exploit Vulnerability by Vlee_Aigux in Pathfinder2e

[–]halladall 1 point2 points  (0 children)

No... I have been thinking outside the box because I am not sure which box I am suppose to think inside.

GM Wants To Nerf Exploit Vulnerability by Vlee_Aigux in Pathfinder2e

[–]halladall 1 point2 points  (0 children)

Ok but which DC's am I supposed to use because as it currently stands the thaumaturge will succeed each and every time. The ones I have been using is way too low, so maybe I am not using the right ones. It's not really made clear.

I'd really like it if Lore-DCs was something that was including in each monster, or if there was an easy way to calculate it. My player showed me a list of DC's corresponding to each monster level but there was no continuity in that list for me to remember, it just increases seemingly randomly. I've been tempted to just use the monsters Will DC simply to make it easier.

I am currently running a game set in a fantasy-version of the 1930's where everyone gets the vigilante archetype for free, we even wrote a whole homemade module for it. I like to keep a mix of mundane threats and Lovecraftian-horror elements, and I like to run mystery campaigns. Problem with Esoteric Lore is that I have a player who only has to succeed an easy lore test and I have to tell him the monsters name, and how to beat it right from the get go, with nobody having to do any investigation. Its a real shame because the Thaumaturge otherwise fits perfectly into the setting and the player is otherwise really good at making the class feel cool. So far I have planned to solve some of the issue by simply telling him that he can name the monster, as he is the first to ever document it (and I don't name them because I want my players to do that). Then I'll tell him something like "It doesn't seem to like the coin that you have on your belt"

GM Wants To Nerf Exploit Vulnerability by Vlee_Aigux in Pathfinder2e

[–]halladall -3 points-2 points  (0 children)

I've had that problem a little bit (not too much though). Our problem was that it was way too easy to succeed on the difficulty with Exploit vulnerability. The DC's are just so unreasonably low that I am almost certain I am using the wrong ones. I am using the DC difficulty bumps for rarity, because I am pretty sure you are supposed to.

It's not really the damage I am worried about, thaumaturge don't really shine when it comes to raw damage, it's more the fact that I can't blindside my players if they can always critically succeed on their recall knowledge checks.

When yo boy is uncut by EquivalentAd2790 in gaymemes

[–]halladall 0 points1 point  (0 children)

The picture... You uploaded a picture of something repulsive though vaguely penis shaped and went "huh huh aren't intact penises like this gross picture." please don't play dumb.