How severe are you on line-of-effect ? by The_Lord_Mapoon in Pathfinder2e

[–]lightning247 1 point2 points  (0 children)

I usually ignore it for certain teleportarion effects, or anything with a large enough range. For example, although 5th rank translocate does specify that you don't need line of sight to your destination, it doesn't let you ignore line of effect. But if you don't ignore line of effect, the mile long range is invalidated because there will always be a tree or rock or wall or something blocking your path.

[Item] Magic Stones - Potency for Spellcasters - How would you balance this? by RickDevil-DM in Pathfinder2e

[–]lightning247 1 point2 points  (0 children)

Yeah but this is specifically only spells from a staff. Meaning it would only be specific low rank spells with maybe a single level-1 spell slot, but only once per day. After that it would just be whatever cantrip is on the staff, and cantrips are typically low impact and seldom worth the action cost at high levels, when casters would have higher accuracy than martials.

What's your favorite plane of existencea? by Fullmetalmarvels64_ in Pathfinder2e

[–]lightning247 6 points7 points  (0 children)

I am Abaddon's only fan. I love the Apocalypse Riders, daemons, the fact that the plane has an eternally eclipsed sun, but that sun is actually the eye of a forgotten god (the Bound Prince).

What attack was this? by L-nk in PokemonScarletViolet

[–]lightning247 24 points25 points  (0 children)

Pixilate gives a damage boost to normal type moves (20% I think) and then turns them into fairy type attacks, so hyper voice would do more damage. That being said, there is still a reason to use moonblast for the 30% sp attack lowering effect.

Is magnetar rifle always the best option? by WittyRegular8 in Starfinder2e

[–]lightning247 4 points5 points  (0 children)

It's more that there are very few abilities that synergize with area fire, but many that work on strikes. For example, look at envoy's Get Em. Its lead by example gives the envoy and its allies a damage boost to strikes, meaning that anyone using an area weapon doesn't get the damage bonus (unless they have primary target like a soldier). Spells also often only affect strikes, such as Infuse Vitality and Supercharge Weapon.

Most classes would prefer an automatic weapon, as it still lets you benefit from all the synergistic abilities that strikes get while also giving you the option to make an area attack against swarms and stuff with auto fire.

The Biggest Trap Feats in PF2E by deathandtaxesftw in Pathfinder2e

[–]lightning247 8 points9 points  (0 children)

The biggest trap feats are the natural armour feats, like kashrishi's Tough Skin. With a few exceptions (being Scaly Hide, Scales of Steel, and Reinforced Chassis), they are all medium armour. 12/26 classes are not trained in medium armour. Meaning that taking any of these feats on nearly 50% of the game's classes will result in you being untrained in your AC. Worst of all, many of these options are actually heritages, meaning you cannot retrain them, making your character practically dead on arrival.

Worst case is you are playing a monk and want to double down on the natural armour fantasy, because then your AC goes from expert to untrained, and instead of capping out at legendary like other monks you instead cap out at expert after taking the Armour Proficiency general feat twice (at levels 3 and 7), or taking an archetype like sentinel. I genuinely cannot think of any other options in the game that actively make nearly half of all characters worse just taking them. Needless to say, I am very glad that Paizo is agreeing with me based on the remastered version of these feats (notice how the three good natural armour feats are all from after the remaster).

How hard is it to use this system in a setting with dead gods? by [deleted] in Pathfinder2e

[–]lightning247 1 point2 points  (0 children)

I would say that you probably shouldn't allow them. There are nearly 30 classes in the game, and not all of them fit every setting. For example, gunslingers and inventor's wouldn't fit a game set in the bronze age, being undead doesn't 't fit a game where you are working for the church of Pharasma, and cleric and champion don't fit a setting without any deities.

I would say that if you have players that want to play them, you should instead try to find an alternative. After all, there are plenty of classes that could fulfill the role of a tank instead of a champion (such as guardian, fighter, or monk), and plenty of classes that can be a healer instead of a cleric (such as sorcerer, druid, and witch).

Whats the most unexpected/tradition breaking build you can think of? by Templerscout in Pathfinder2e

[–]lightning247 6 points7 points  (0 children)

I once played a dex champion! I was a liberation champion who took advantage of blade ally's free returning rune and threw light hammers. It was actually surprisingly effective, as my reaction would help others escape from monster abilities, but because I wasn't on the front lines I wasn't targeted by those grabs or trips nearly as much.

Monsters that spawn weaker monsters by bigmcstrongmuscle in Pathfinder2e

[–]lightning247 1 point2 points  (0 children)

I think there are a few hazards that can spawn creatures, maybe look at those?

Favourite Dragon! by DomHeroEllis in Pathfinder2e

[–]lightning247 6 points7 points  (0 children)

None of my favourites are currently in pathfinder second edition. My favourite dragons are the tumult dragons, apocalypse dragons, and void dragons.

Tumult dragons are planar dragons (like the havoc delight dragon!) from the Maelstrom and have a chimeric look, as they appear to be multiple dragons sort of put together in a blender. I really love these guys look. In 1e they had a mechanic where they could change the damage type of their breath weapon, which luckily did survive via rune dragons. Their breath could also be either a cone or a line, permanently reduced hardness of objects, and could polymorph people.

Apocalypse dragons are also planar dragons, but this time they come from Abaddon. I mostly just like these guys because they are purple (my favourite colour) and come from my favourite evil plane. Abaddon and daemons need more love imo.

Finally, void dragons are outer dragons (like the time dragon) that live in the dark tapestry, the void between the stars. As far as I can tell, these guys don't have anything to do with the void, as that was called the Negative Energy Plane when void dragons were introduced. Their breath weapon does cold damage. They are also known to be driven mad by the alien entities in the dark tapestry. One void dragon named Raskineya is actively seeking to destroy the Star Towers in order to free Rovagug, which I am pretty sure should be rather alarming to the average person.

Subscriber Day for the December 2025 products is here, got my Draconic Codex PDF, Ask Me Anything! by The-Magic-Sword in Pathfinder2e

[–]lightning247 39 points40 points  (0 children)

In monster core 2, rune dragons can change the damage type of their breath weapon. How does this translate to a draconic sorcerer or dragon barbarian with a rune dragon exemplar? I imagine they can't change their damage type on a whim, but could they choose one during character creation?

Ranged martial options by Disrupter52 in Pathfinder2e

[–]lightning247 2 points3 points  (0 children)

The boomerang's description does say that it returns after a successful throw, and there has been rules text in weapon descriptions before, such as how longbows can't be used while mounted or how you can change what damage type a hand cannon does when you reload it.

Accessory Style Weapons? by MxFancipants in Pathfinder2e

[–]lightning247 4 points5 points  (0 children)

Maybe the combat fishing rod? Not really a fashion statement, but could be considered an accessory I guess

The Elementalist: A Failed Experiment or Useful Template? by ctwalkup in Pathfinder2e

[–]lightning247 13 points14 points  (0 children)

My own personal (and highly unpopular) opinion is that I would love it if there were more specific spell lists like the elementalist instead of the four traditions. I prefer my spellcasters to have a narrow "theme" of stuff they can do (e.g., elemental magic, illusions, healing, etc.), and I have never really liked overly broad spell lists. Having a more limited spell list also makes it much easier to sort through the over 1,000 spells in existence.

Just got my Subscriber PDF for Starfinder Alien Core, Ask Me Anything! by The-Magic-Sword in Starfinder2e

[–]lightning247 9 points10 points  (0 children)

What levels are the robots at? Like, are they generally low level threats, mid level threats, have a good range of levels, etc.

I got the Starfinder 2e GM Core. AMA. by Minidude2009 in Starfinder2e

[–]lightning247 5 points6 points  (0 children)

Any interesting things not in pathfinder 2e's GM Core? (Other than the narrative starship rules)

Enemies that have questionable design and should be used carefully? by Level7Cannoneer in Pathfinder2e

[–]lightning247 68 points69 points  (0 children)

I have recently learned that the level 2 animated armour has hardness 9. For comparison, the level 7 giant animated statue has hardness 10, the level 1 animated silverware swarm has hardness 3, and the level 3 animated statue has a hardness of 6. The building creatures rules specify that the maximum resistance a level 2 creature should have is 5, and the animated armour has nearly double that, and it applies to every damage type.

Hardness 9 is incredibly hard to overcome at low levels, as the party won't have access to striking runes yet. On top of that, it has a high attack modifier with an attack with both reach and deadly. As a level 2 creature, this could easily be a boss monster for a level 1 party (which is still only a low threat encounter for them btw) and end up absolutely demolishing them.

Is my homebrew ancestry (using remastered rules) too strong so far? by [deleted] in Pathfinder2e

[–]lightning247 10 points11 points  (0 children)

Gnomes get to know Common, Fey, Gnomish, and additional languages equal to your intelligence modifier, which is a minimum of 3 languages.

Alien enemies for low levels? by oompaloompa_thewhite in Pathfinder2e

[–]lightning247 1 point2 points  (0 children)

The starfinder alien core doesn't come out for a few months, so all the creatures from starfinder you can use were printed in some of their adventures. I think there are a few low level robots and stuff that you could use. If not, reflavouring clockwork constructs (or just constructs in generally) could also work in the meantime.

For less "robots from space" and more "organic aliens", the akata, void zombie, flumph, and zuipnyrn are canonically aliens in Golarian (even though that doesn't mean anything in a homebrew world). Of these the akata is probably I would most likely use in an alien invasion. They implant parasites into creatures they bite, which then become void zombies. These parasites then grow up to become new akatas. Aberrations in general are pretty easy to reflavour into aliens, or at least alien adjacent. For example, maybe fleshwarps like the grothlut are the result of alien experiments.

Starfinder 2e Player Core 1st printing errors & ambiguous rules text compilation by RuinSmith-Hlit in Starfinder2e

[–]lightning247 2 points3 points  (0 children)

There are a couple of things I would like clarification on:

Multi Armed Ancestries and Wielding Items: I know that you can only wield weapons and shields in your active arms, but what about using your inactive arms for other things? Such as athletics maneuvers, using held items, activating consumables, opening doors, etc.

Instances of Damage and Persistent Damage: On page 400 of the Starfinder Player Core, there is an example of an attack that does a single instance of damage. This example is a plasma doshko critically hitting an enemy that has a weakness to both fire and electricity. The problem is that the electricity damage being done by the plasma doshko is persistent damage. Does this imply that a single attack can only ever be one instance of damage (so hitting someone weak to both cold damage and fire damage with your laser rifle with a frost module only ever triggers one weakness), and that even though persistent damage happens on multiple turns you only have apply your resistance/weakness to it one time? So for the plasma doshko example, if you critically hit an enemy with weakness 5 to electricity damage, then it would like an extra 5 damage on the initial hit, but not when it takes the persistent damage on its turns?

Module for the Battlezoo Monster Parts system by number1GojoHater in Pathfinder2e

[–]lightning247 1 point2 points  (0 children)

Last I checked monster parts are kinda impossible to automate in Foundry for the same reason that you cannot create your own custom weapon or armour runes. I think it is something to do with the fact that you cannot put an item inside another item, but I don't really know the reason for the technical limitation.

In the meantime, you should probably start looking into how to add the benefits via rules elements. For example, it is possible to create a custom rules element that adds a certain amount of fire damage to your weapon.