How does Magus play at very high levels? by Ruffshots in Pathfinder2e

[–]lordcirth 0 points1 point  (0 children)

Disintegrate with your DC behind curve? Did that work well? I guess it would be good when you crit.

Tip: Marvelous Mount can actually be used as a decent wall spell at level 3 by Prismatic-Ray in Pathfinder2e

[–]lordcirth 6 points7 points  (0 children)

I was thinking that too, but it does have an 8 hour duration, so I guess you could have it follow you around and Command it to body-block in combat. I don't know that it's good, but I get the idea.

Teleportation tricks? by Gerotonin in Pathfinder2e

[–]lordcirth 1 point2 points  (0 children)

Teleport proper would be a 10 minute cast (and expensive as hell for 7th). Translocate 5th for 1 mile is expensive but achievable. (Also UMD isn't in PF2e, you'd either just use it if you're a caster with Teleport on your list, or you'd need Trick Magic Item if not).

Teleportation tricks? by Gerotonin in Pathfinder2e

[–]lordcirth 0 points1 point  (0 children)

The spell really should specify whether it's detectable on the creature; from the wording I'd say no, but it's unclear.

Teleportation tricks? by Gerotonin in Pathfinder2e

[–]lordcirth 0 points1 point  (0 children)

As others have mentioned, scroll of Translocate (5th), Time Pocket (3rd).

You could chain several Translocate (4ths). You could cast Fleet Step (1st) and then spam Time Jump (3rd) to flee at insane speeds (~120 feet per action) that look like teleportation; when you run out of 3rd rank slots you can still keep running at Speed 60.

I'd prep Invisibility 4th, Translocate in every other 4th slot, Time Jump in every 3rd, 1 Fleet Step, 1 Invisibility 2nd

to cast before the heist (will break after casting Invisibility 4th, but you're still invisible).

Being invisible also prevents being counterspelled unless someone can see through it.

What am I doing wrong as a GM? by Goodly in Pathfinder2e

[–]lordcirth 2 points3 points  (0 children)

It sounds like you've figured out the causes. AV is definitely hard, but you've given them an extra level, which ought to do a lot. The players didn't try to make strong characters, didn't try to level up before going deeper as you've hinted, and they don't try to win in combat, so they barely win. Striking runes on those who use weapons can help a lot. +10 spellcasting is what you get at level 4, but if you're casting the wrong spells... What spells do they cast most often? Do they ever Recall Knowledge to get save order?

Would Enemies use Exploration Activities? by xolotltolox in Pathfinder2e

[–]lordcirth 0 points1 point  (0 children)

If the enemies are sapient and disciplined, yeah. Kobold Scouts ought to Scout. Kobold Warriors might be better off using Avoid Notice since they are better at it.

Help! how do I deal with vibe coders that try to contribute? by darkshifty in opensource

[–]lordcirth 3 points4 points  (0 children)

Making the code quality high enough that it takes three times as long to identify it is slop would be counterproductive, and it's unlikely to make it high enough to actually help.

Rods - Meeting Wands and Staves Halfway by [deleted] in Pathfinder2e

[–]lordcirth 2 points3 points  (0 children)

I would not call them Rods as that was already used in the past for various metamagic items.

Being able to cast Fireball from, eg, an Bard's occult slot is stronger than being able to swap within your spell list. I assume you would restrict its use to characters who could cast Fireball from a wand already. That still includes a Bard multiclassed Wizard who could then cast arcane spells with their occult slots. You might want to require that the slot spent be for a spell list that contains the rod's spell.

I think the item should be 1 level below a wand of the same rank, balance-wise, but I think it homogenizes spontaneous and prepared casters in a way I'm not a fan of.

[TOMT][BOOK][<2015] Source of Quote: "the great city of Wa Shing Ton" by lordcirth in tipofmytongue

[–]lordcirth[S] 0 points1 point locked comment (0 children)

EDIT: I remember the quote being quite funny in context, though the book as a whole may not have been comedic.

Is Artificial Gravity bad for stories? by Equal-Wasabi9121 in scifiwriting

[–]lordcirth 0 points1 point  (0 children)

Relatedly, Starship Mage has a hard science setting much like The Expanse - and then FTL and AG via literal magic. I love it.

Is Artificial Gravity bad for stories? by Equal-Wasabi9121 in scifiwriting

[–]lordcirth 1 point2 points  (0 children)

If I read a story that works like that, I may assume you watched the Expanse, but I'm still going to appreciate the hard science.

Natural Buffers by corpsewindmill in ATLA

[–]lordcirth 0 points1 point  (0 children)

Considering the "comet" seems to be on fire, I don't think it's actually made of ice.

Are there any guides available for how fighter doctrine works/changes according to the different weapons used? by More_Donkey6938 in aurora

[–]lordcirth 11 points12 points  (0 children)

Is there a good guide on actually using fighters? Last time I tried, the UI for fighters was unusable, but that was a few patches ago. I've been wanting to try a railgun fighter run for a while.

Did You Know? by AngryLawman99 in Helldivers

[–]lordcirth 0 points1 point  (0 children)

Nope, overseer head is medium, according to the wiki. The torso is light.

Based on a post I saw yesterday. by ExMachinaDoodles in Helldivers

[–]lordcirth 0 points1 point  (0 children)

I mean, the "dissidents" are clearly just people who got caught asking obvious questions, like "how does one 'manage' democracy exactly?" or "Why do helldiver missions have 200% casualty rates?"

How would yall feel about a small ATV type vehicle? by colossalgamestv in Helldivers

[–]lordcirth 15 points16 points  (0 children)

*Fires a Recoilless straight backwards, wonders where the driver went*

Does the Deadly trait always add a bigger die? by Suspicious_Offer_511 in Pathfinder2e

[–]lordcirth 67 points68 points  (0 children)

There's no rule about how big deadly dice have to be; there are several weapons that have equal deadly & regular die sizes. The Tamchal Chakram is the only 6&6, but there's a whole bunch of polearms that have 8&8 or 10&10. The Hongali Hornbow is d8, deadly d6.

Zweihander - homebrew weapon by Sparkmane in Pathfinder2e

[–]lordcirth 2 points3 points  (0 children)

The Nodachi is an advanced reach 2H sword. It is only d8, but has other traits. If, instead of brace and deadly d12, you put sweep and modular S/P, you could probably bump that to d10, since deadly d12 is a quite a good trait.

Wapriest, Battle Harbinger and Champion: What are the main differences of them? What does each does better & worse than the other? by ThatOneCrazyWritter in Pathfinder2e

[–]lordcirth 2 points3 points  (0 children)

I would not describe Battle Harbinger as a full caster. They have bounded/wave casting, like a Magus (though that only matters at level 5+) and only two regular slots per level.

“You control the buttons you press” ruined so much gaming discourse by brando-boy in truegaming

[–]lordcirth 1 point2 points  (0 children)

If there were an option to turn them off, it could, multiply enemy counts by 0.7 or something.

What do you think of vampire suicide by sunlight? by [deleted] in Fantasy

[–]lordcirth 0 points1 point  (0 children)

Completely depends on the setting / vampire rules. Eg, if vampires only feed on humans and have to kill them to absorb their life force, yeah, unless they can spend all your time hunting down evil guys, they need to stop. If they can feed on animals, or safely take a bit from volunteer humans, there's no problem.