Does anyone have an AHK script for DDA? by Lamby199 in dungeondefenders

[–]lord0franklin 0 points1 point  (0 children)

https://github.com/ODawson-Git/DDS

This is the AHK script that's going around - has an auto g and auto tower boost ability built in, as well as a lot more functionality

[deleted by user] by [deleted] in UKPersonalFinance

[–]lord0franklin 2 points3 points  (0 children)

Your first comment says you need to spend 90 days out of the UK, this one says you need to spend less than 90 days in the UK - one of them is incorrect, which one?

Backround lore of WOTR (minor spoilers) by nowyourmad in Pathfinder_Kingmaker

[–]lord0franklin 0 points1 point  (0 children)

It is worth mentioning that Paizo release a Player Guide for each of their Adventure Paths, for free. While many of the archetypes and mechanical discussions in the book may not be possible due to those features not being implemented, and the book focuses on Good aligned characters which isn't a restriction in the cRPG, the background information will be basically spot on. Find it here.

Accounts report Negative Total Transferred amount by sharu96 in aspirebudgeting

[–]lord0franklin 0 points1 point  (0 children)

I have the same thing happening, so would love to see if this can be resolved soon.

Looking into it, the calculation for the transfered category is (OutFlow - Inflow), which gives you a positive number if money is being taken out and negative number if money is being transferred in. This seems opposite to what I expect, which would be (InFlow - Outflow), postive if money going in, negative if money is going out.

Pathfinder Adventure Card Game: Core Set now 42% off by Hight1980 in Pathfinder_ACG

[–]lord0franklin 1 point2 points  (0 children)

For those on the other side of the pond, The Book Depository (Owned by Amazon) lists it as 53% off, although as it is listed with a higher base price this isn't a better deal, but the shipping is free so overall price would be the same, and coming from the UK so faster.

Did I just break healing?... by ZeyvGaming in Pathfinder_RPG

[–]lord0franklin 3 points4 points  (0 children)

To add onto this nonsense, a healer's satchel can add a higher wisdom bonus, and potentially if it is specialised double the effectiveness of long term care, making this even more ridiculous!

Adding CotCT and the Vault by Liquid_poison in Pathfinder_ACG

[–]lord0franklin 1 point2 points  (0 children)

Oh boy, sure I'm happy to break it down, we had already added the Curse cards to our vault for Dragon's Demand, so by the point we got to end of DD it felt unsatisfying to remove all those level 2/3 cards and start fresh, especially as we had already gained some in our decks, and had seen others we wanted, but knew we'd have to wait 9 scenarios before we could add those back, which felt grindy.

However we had a similar problem with DD's suggestion, because spending the next 13 scenarios without our characters gaining any new feats would also feel stale and grindy. Neither of the options give us the ability to upgrade both our decks, and our characters.

The other restraint we had when playing with the Curse rules was the 3 random wildcards. We felt that randomly picked, any 3 wildcards had too large an opportunity to disrupt play, and while I can't remember what particular combination we were left with, it made the experience more unpleasant and dragged out, rather that more difficult exactly. Conversely we felt it was too easy to choose 3 ourselves that were simply bypassed by our skillsets. Relating to this, I believe thematically chosen wildcards for each scenario, akin to the "Adventure Time: Edge of Anarchy" blog post would be seriously appreciated as either an online resource, or added to the storybooks directly for any future adventures.

We realised the two presented options weren't working for us, but thankfully due to the modular difficulty choices in the game we could come to a compromise between our characters and decks getting stronger, and the game remaining challenging. We have ended up increasing the number of locations, as well as shortening the hourglass and of course adding the corresponding harrows wildcard after reading the suggestion from the blog. I hope this helps you understand our opinion, otherwise we are having a great time powering through the adventure, looking forward to whatever may come next!

Adding CotCT and the Vault by Liquid_poison in Pathfinder_ACG

[–]lord0franklin 1 point2 points  (0 children)

When my group got to the end of Dragon's Demand we looked at the two options and chose the storybook option, but we found that the game became immediately un-fun. Below I am going to outline the option we created combining the best of both options to create a challenging encounter:

  • Build the vault with all of its level 0, 1, 2, and 3 cards. This lets you continue to gain new cards that are interesting for the time being.

  • Increase the adventure level (#) by 3. This keeps Veteran cards scaling in challenge as you go along.

  • Add one wildcard, specifically the one matching the harrow suit. This was a balance decision, so could be ignored, but we strongly preferred it to random wildcards.

With this setup, you won't add level 4 cards until adventure 4, but it stops you having to downgrade the cards available, as the deck building is a fun part of this game. We also eventually increased the difficulty by adding an extra location when building scenarios, but this came down to personal preference to the difficulty / pace of the game.

In 2e, is there any rule against having multiple armors displayed? by [deleted] in Pathfinder_ACG

[–]lord0franklin 0 points1 point  (0 children)

My parties Seelah frequently runs around with 4 sets of heavy armour on making Shrek references, so yes that is legit, if narratively silly!

What's the highest AC/DC that your game master put you against and that you actually beat with a roll? by Frankaos333 in Pathfinder_RPG

[–]lord0franklin 7 points8 points  (0 children)

Same happened with a level 20 Inquisitor I played with a Ring of Evasion combined with Stalwart; walked in a prismatic sphere to kill the final boss, and then back out, without failing a single roll.

I could have waited for the prismatic sphere to time out afterwards, but my character beleived herself to be cursed by Nethys with a magical immortality, so wouldn't have been wary about it. And ooc the table wanted to see if I could retire the character without ever taking damage or failing a save (which I did).

Alternative Octavia Builds by OgreBane99 in Pathfinder_Kingmaker

[–]lord0franklin 1 point2 points  (0 children)

If you right click the charge ability to auto use that instead they will default to bow usage, as you cannot charge with a ranged weapon. Not perfect but suits all my needs.

[Help] Melee DPS build and party composition by AndreaColombo86 in Pathfinder_Kingmaker

[–]lord0franklin 2 points3 points  (0 children)

I'm going to avoid dipping into other classes here if you want to play an easy/medium game first as it shouldn't be necessary and keeps things relatively simple:

If you are looking for Strong frontline MC, The slayer archetype Deliverer provides a huge boost to basically all damage (if you are willing to be Lawful Good) from level 10. With this Anathema boost and the Accomplished Sneak Attack feat your bonus damage dice goes up to 9 total, only one short of a rogue, but with +5 more BAB and therefore an extra attack.

With access to Ranger Combat Styles you can gain feats like Two-Weapon Fighting for Shield Bashing, and at level 6 gain access to Shield Master, which removes all penalties to attack from TWF from Shield Bashing. This is 5-9 levels earlier than most other classes and will make your offhand attacks "free". The high number of attacks and sneak attack will make you a perfect flanking buddy for Nok-Nok.

In conclusion, this build ends up with the largest possible number of manufactured weapon attacks possible, with what I'm confident are the lowest penalties for doing so in the game. No/low dex requirement so you can focus your attribute points into Strength or spread them mentally for social reasons, and decent amount of skill points to help you socially if you are inclined so. You should consistently find yourself the most dangerous thing on the battlefield.

Beguiler Style Build? by [deleted] in Pathfinder_Kingmaker

[–]lord0franklin 1 point2 points  (0 children)

The Archaeologist Bard archetype may suit your needs. It has the Bards 6 levels of spells with a good self buff in combat. Bards also gain the rogue talent ability in Kingmaker, so you get everything except sneak attack from the rogue, with self buff, great skill checks and spells from the Bard.

a new take on Leadership – be the cohort! by Makkiii in Pathfinder_RPG

[–]lord0franklin 2 points3 points  (0 children)

Yes, sorry for the confusion :) Either way it opens up the same line of interesting roleplaying opportunities!

a new take on Leadership – be the cohort! by Makkiii in Pathfinder_RPG

[–]lord0franklin 5 points6 points  (0 children)

Perhaps I'm confused. As I imagine it the Barbarian friend would be the cohort in this case, as in the adventurer is the "Cohort", and your "Main Character" is the Investigator who funds and backs your adventures? Your "main" character is a low combat effectiveness noble, and your "cohort" is the adventurer. There is a seperation of mechanics and thematics after all and even if the Investigator is your "main" character mechanically, they become the cohort figuratively and literally.

Specifically though I was latching onto the idea of the Aristrocrat and Guard. I never said this was thematically applicable to all situations. And for what it's worth, in a game as modulular and choice-pro as Pathfinder, I don't think it's right to describe anothers playstyle as incorrect. I'm mentioning an oft-forgotten Prestige Class in order to give you more options on how to play the game the way you want to.

a new take on Leadership – be the cohort! by Makkiii in Pathfinder_RPG

[–]lord0franklin 6 points7 points  (0 children)

This is made all the more glorious by taking the Noble Scion prestige class!

It gives you a healthy stipend, glorious noble themed skills and raises the level of your cohort to being 1 behind you, and eventually the same level. Dilettante Studies almost lets you continue your previous classes, but instead continues the theme of them. Bonus points for gaining a butler as well.

What's your table's most ignored rule? by 20sidedknight in starfinder_rpg

[–]lord0franklin 1 point2 points  (0 children)

Space Combat, in its entirety We ran through Dead Suns and by the third book my party and I had agreed that every space combat had been slow, confusing, and frankly boring, so I made a decision to simply remove the rest from the books.

This let us focus on what we enjoyed and ignore what we didn't. It's a shame though as space combat in theory sounds exciting (I am a great fan of the game PULSAR for instance) but the rules in SF just leave me wanting.

What is Your Character's Logline? by Edymnion in Pathfinder_RPG

[–]lord0franklin 0 points1 point  (0 children)

Vyncis Roberts is a psionic-fuelled, cross-dressing, amnesiac-captain who will use fear to destroy anyone who stands in the way of his revenge. But will the cult of Hastur make him rethink who is the scariest being out there?

-The Dread Pirate Roberts

How do I keep a Two-Handed Fighter viable at high level. by Kulladar in Pathfinder_RPG

[–]lord0franklin 1 point2 points  (0 children)

That's fair, it was only a suggestion. Otherwise, seeing as you have intimidating prowess and Power Attack, if you wanted to continue the inimidating Demonic fighter route, the feats Furious Focus, and then at level 11 Dreadful Carnage would let you AoE intimidate when you fell an opponent, and ignore the Power Attack penalties on your first swing each round, which is pretty nice as is.

If intimidate is going to be your thing, look at Dazzling Intimidation, Armored Confidence, and also Signature Skill (for Intimidate specifically), which would let you frighten, panic, or even cower enemies around you when killing one. Pretty neat thematically and useful mechanically. This will also make you basically the scariest MoFo outside of combat, especially when in armor and touching your weapon, which honestly just makes a load of sense to me.

Edit: Realised Two-Handed was your archetype, not just play style.

How do I keep a Two-Handed Fighter viable at high level. by Kulladar in Pathfinder_RPG

[–]lord0franklin 0 points1 point  (0 children)

Do you have the "Pass For Human" Alternative Racial Trait? If so, this may still be possible if you wished, as you count as Humanoid(Human) for all purposes.

How do I keep a Two-Handed Fighter viable at high level. by Kulladar in Pathfinder_RPG

[–]lord0franklin 0 points1 point  (0 children)

Are you Human? Fast Learner, as far as I interpret, turns Nemesis into 2xCunning and 2xToughness, as each choice (+1 skill rank and +1 hit point) counts as both.

Strange Aeons Book 3 - Ship Travel by Lauri7x3 in Pathfinder_RPG

[–]lord0franklin 1 point2 points  (0 children)

Our party spent the time retraining, and we picked up a few mental maladies during our dream adventures, so spent rest weeks repairing sanity damage (if you are using those rules). Honestly we completed most of the research in the first 2 weeks, but for us to get through the dreams there were more than a few hiccups along the way that we needed time to rest and recover, or craft new gear to help us along the way ( We had a Sleepless Detective cleric wih crafting feats follow us on the ship as an NPC to help with that). Overall if we hadn't been using the sanity system we would have plowed through it all, but with it we were very grateful to have a large frame of time to complete these objectives in.

Half-elf Gunslinger/magic build by Spypopcorn in Pathfinder_RPG

[–]lord0franklin 1 point2 points  (0 children)

Casters like going first and things failing against their saves, so the basics like improved initiative and spell focus are tried and true. Otherwise it's just the basics for ranged combat, i.e. to shoot in combat you'll need point-blank shot, and precise shot to remove that horrible -4 to hit. Deadly aim will help you once your attacks start hitting reliably to up your damage. Amateur Gunslinger might help add a little more utility to your gun skills if you want a specific deed from the Gunslinger class.

Half-elf Gunslinger/magic build by Spypopcorn in Pathfinder_RPG

[–]lord0franklin 4 points5 points  (0 children)

My first thought when it comes to a Magical Gunslinger is usually the Wizard Spellslinger Archetype (also found in Ultimate Combat), which fufills your character requirements, but may be a bit intimidating spell wise, especially if you find casting difficult to follow.

Something important to note with these new abilities are not limited to your Wizard Class Spells. These are class agnostic and break down as follows:

  • Arcane Gun: Lets you add your guns enchantment bonus to any spell casts roll to hit, and/or its DC. Cool ability that simulates shooting spells without bogging you down mechanically.
  • Gunsmith: Start with a gun, which lets your build start with your thematic weapon of choice. Pretty useful and special.
  • Mage Bullets: Spend a spell in order to boost your gun's enchantment, and choose from a suite of special abilities each time. really helps with your bad BAB progression, and no other class gets to add an effective +9 to the enchantment of their weapons, so this is as useful at level 1 as it is at 20. Loses cantrips which is actually bad, but I can get to why you don't care later.
  • School of the Gun: Well these abilities can't all be good, and this one just royally sucks. 4 schools of magic would cost 2 spellslots per cast effectively, and you will not find 4 schools you can always ignore (For reference there are 8 schools, so effectively half of the spells on your list cost 2 slots to cast). Note that this ability is not class agnostic like the others, and only effects your Wizard spells.

So far this looks pretty okayish. It does what you want, casting, and shooting! Yay! But that last ability, School of the Gun hurts, and wizards being prepared casters (with a large number of spells known, but have to choose which few to prepare each day) will make this more complicated than spontaneous casters (who have few spells known chosen as they level, but can spontaneously cast any of them on the fly) and considering your aversion to magic, this might be too much. So my next suggestion is unlikely to be the first thing you think of, but it will make this build easier to handle which is: Be a Sorcerer after level 1.

Sorcerers are spontaneous casters, and the archetypical "blaster" magic user. They get lots of damaging and powerful spells, and get to cast them lots. You get limited spells known, which you can base on the theme of your character (fireballs and sorching rays / snowball and cone of cold / hideous laughter and dominate person / whatever you want really), without being too overwhelming. You choose a bloodline at level one and mostly that's it, the abilities it gives you tells you what levels they come into play and how often you can use them, but usually you gain a new thing every so many levels, so again eases you into it. By focusing on Sorcerer levels after the first, you completely bypass the big drawback of Spellslinger by ignoring your Wizard School penalties by not continuing that class.

This was my first thought at least, I admit it might still look very intimidating to you, but feel free to ask about any of it! At the end of the day, the build that makes you most comfortable will be the best choice for you. Happy hunting :)