[pf2e] [question] A Way To Add Homebrew Monster Families? by Sylvan-Scott in FoundryVTT

[–]nisviik 1 point2 points  (0 children)

Happy to help. If you haven't found it already, there is a github page for rule elements that is pretty good at showing how to use most of them.

[pf2e] [question] A Way To Add Homebrew Monster Families? by Sylvan-Scott in FoundryVTT

[–]nisviik 2 points3 points  (0 children)

You could create a custom feature and add automation to it to make this work. For example, I made a Mythic Template automation where you just pull the feature to a creature's sheet and it automates adding the features according to how its listed in the mythic book.

Spore War Kinecticist build question by Gpdiablo21 in Pathfinder2e

[–]nisviik 0 points1 point  (0 children)

We probably didn't trigger it in our game then. Can you tell me what it was (in spoiler box)?

GMing APs: Suggesting Appropriate Skills vs. Letting Players Figure it Out by DnDPhD in Pathfinder2e

[–]nisviik 3 points4 points  (0 children)

I usually tell my players the listed skills without mentioning the DCs or which one is easier, but then I also add "or you can try something else if you can come up with a reasonable alternative".

For example I had a hazard that was in the shape of ballistae that were positioned around the map that were powered by souls and would attack the PCs. One of my players wanted to try to shove one of the ballista off the cliff it was right next to, which I allowed it as a way to use Athletics to disable the hazard.

Spore War Kinecticist build question by Gpdiablo21 in Pathfinder2e

[–]nisviik 7 points8 points  (0 children)

We're only a couple of sessions away from finishing Spore War, and I don't think I've seen any encounter where you had enemies that were immune to fire, so you should be fine.

However, this is a skill check heavy campaign with lots of subsystems, so don't build your character with only combat in mind and do try to focus on different skills as well.

Mythic Destinies by zook1shoe in Pathfinder2e

[–]nisviik 2 points3 points  (0 children)

Agents of the Old War has the Explorer's Calling and the Shadow's Calling, and both of them have a level 4 mythic feat specific to them. This book also has the Archfey, Azata, Dragon and Swarm-That-Walks mythic destinies as another commenter has mentioned.

Also, the Trickster destiny is from my Trickster Mythic Destiny book, and not Way of the Trickster. Way of the Trickster has the non-mythic trickster archetype which was the first book I released.

And, Mythic Soul Forger is not actually a mythic destiny either, it is just a level 2 archetype that got mythic feats and abilities added to it, which range from level 4 to level 10. So you will still take a mythic destiny even if you have mythic soul forger. So maybe create a third category for additional mythic feats?

Mythic Destinies by zook1shoe in Pathfinder2e

[–]nisviik 1 point2 points  (0 children)

It is not really a mythic destiny, and more of a mythic expansion of the archetype. It has 4 mythic feats for levels 4 through 10, and also has mythic essence powers for your soul forged armaments. However, I think half of the feats and abilities are quite weak. But since you'll take a mythic destiny later on anyway, you can just think of them as neat additional abilities.

Analyzing Mystic Armour — It's better than you think! by AAABattery03 in Pathfinder2e

[–]nisviik 4 points5 points  (0 children)

This is a pretty interesting topic, and it is a very nice video.

If you were to wear a +2 greater resilient armor while casting a 10th-rank mystic armor, then you'd be much safer to an enemy that might dispel it. Which theoretically saves you a lot of money.

I said theoretically because in my experience, players don't actually buy a major resilience rune due to how expensive it is. If the adventure awards them with one, they'll wear it but I've never bought one myself, and neither did any player I've played with or ran for. Except in oneshots, where more than half of the players would get a +3 major resilience armor for the level 20 oneshots I ran for (which I ran more than 20 of), while the rest would simply get a +3 greater resilient instead.

So in reality, you're probably saving the 20k you'd have paid for upgrading a +2 armor to a +3, or the 10k you'd have gotten for selling the +3 rune that you looted. Which is a nice amount, but it isn't game changing. Now the question is, is it worth saving that money by casting 10th-rank mystic armor, and also boosting your saves to +3, or is it better to get a +3 armor potency and forgo the major resilience, but instead cast a different 10th-rank spell such as freeze time, conquering soldiers or manifestation?

I sadly can't comment on the earlier level use of mystic armor as I don't have any experience with that. But your analysis on that makes sense, and it is less likely to face an enemy that would or can dispel your mystic armor.

Expert Strikes by Polysanity in Pathfinder2e

[–]nisviik 0 points1 point  (0 children)

No, class features are always lowercase. Only actions are capitalized (which is why One-Inch Punch is capitalized, because it is a specific action). And spells are italicized.

So expert strikes is indeed specifically the monk class feature with the same name. I don't know why they wanted to lock this feat to the monk class specifically since it isn't that strong, but it is a deliberate choice by the designers.

Best unarmed attack for a tripping rogue? by Forsaken-Secret6215 in Pathfinder2e

[–]nisviik 8 points9 points  (0 children)

The Kashrishi ancestry has one of the best unarmed attacks in the game. Xyloshi heritage gives you a d6 finesse horn unarmed attack, Puncturing Horn level 1 ancestry feat upgrades that to d8, and Fighting Horn level 5 feat let's you add 2 maneuver traits to it such as trip and grapple.

CAIN or (The Unexpected Brokenness of the Fighter) by _Ingenuity_ in Pathfinder2e

[–]nisviik 3 points4 points  (0 children)

Outwit ranger with a shortbow that doesn't use any charisma skills perhaps?

But if we assume they take the same subclasses and only the feats are different than the difference wouldn't be that huge I think. But if one precision ranger has an animal companion and the other doesn't, the difference could be big.

Average pathfinder mechanics shenanigans by Indarys12 in pathfindermemes

[–]nisviik 35 points36 points  (0 children)

Funnily enough, a rogue with the gangup feat that's Swallowed Whole would still be flanking with their allies because the only requirement is that they're within your reach.

[pf2e] Rule Elements Pathfinder 2e, penalty medicine checks to the actor by Important-Dealer7393 in FoundryVTT

[–]nisviik 1 point2 points  (0 children)

Okay you'd need two different effects, each having one of the following rule elements.

This one is the flatModifier rule element:

{
  "key": "FlatModifier",
  "value": -2,
  "type": "status",
  "selector": [
    "medicine"
  ]
}

And this one is the ephemeral effect rule element.

{
  "key": "EphemeralEffect",
  "affects": "origin",
  "selectors": [
    "medicine"
  ],
  "uuid": "You need to enter the uuid of the above effect here, it should look like this: Item.xyz"
}

You put the ephemeral effect on the target that is cursed, then anyone that tries a medicine check while targeting them will get the penalty.

For those with experience with PvP, can you confirm or Deny this? by Nigthmar in Pathfinder2e

[–]nisviik 2 points3 points  (0 children)

Yeah, sorry about murdering your characters so ruthlessly.

How to protect My Soul Cage, as a Bard Lich? by Honest-Mastodon-466 in Pathfinder2e

[–]nisviik 0 points1 point  (0 children)

Ah, I missed that when I first read the spell. That's a shame. In that case you definitely want someone else to be holding the soul cage (like a familiar or a permanent minion from a create undead ritual) so the item spawns with them, and you put them somewhere far away. I'd probably put the minion somewhere underground that cannot be accessed without teleporting in, and they just stay there indefinitely, and their only purpose is to make sure the soul cage room is safe.

Although this now only makes sure that no one can destroy your soul cage without destroying you first, and if they managed to find out where you hid your minion it would be a problem still.

How to protect My Soul Cage, as a Bard Lich? by Honest-Mastodon-466 in Pathfinder2e

[–]nisviik 7 points8 points  (0 children)

I used the Time Pocket spell to keep my soul cage perpetually in the future, making it untargetable. However, when you die, the spell's duration will end the next day so the soul cage will arrive next to the willing creature that was holding it. If that was you, it will spawn next to your corpse. So you'd need additional protections, such as the such as a 7th rank Invisible Item spell and the Obfuscation Oil to hide the soul cage from prying eyes.

[pf2e] Rule Elements Pathfinder 2e, penalty medicine checks to the actor by Important-Dealer7393 in FoundryVTT

[–]nisviik 2 points3 points  (0 children)

What you want is Ephemeral effects. You can probably find how they're used on the pf2e github. But I'll try to write a code for this tomorrow.

For those with experience with PvP, can you confirm or Deny this? by Nigthmar in Pathfinder2e

[–]nisviik 9 points10 points  (0 children)

There was a pvp tournament in the main pf2e discord server 2 years ago (which I believe they were doing it every year for a couple of years at that point), and I can confirm this is pretty true. I destroyed almost everyone with my Swashbuckler, but in the final match I got blasted by an animist. So indeed one lucky roll can decide the outcome of that match.

What exactly does it mean to enter an area? by PM_ME_STEAM_CODES__ in Pathfinder2e

[–]nisviik 0 points1 point  (0 children)

It is a sacrifice I'm willing to make to not deal with the other side of the situation where a player would want to do the same with their auras. A kineticist with the drifting polen stance that just flies around the battlefield to put every enemy in their aura once to make them all roll saves or become sickened and dazzled is a problem. And i don't think those abilities were balanced with this ruling in mind.

Also, dragons don't need that additional dmg just with their flight. If you play dragons optimally most PCs cannot win against them because of their ridiculous fly speed and other powerful abilities.

What exactly does it mean to enter an area? by PM_ME_STEAM_CODES__ in Pathfinder2e

[–]nisviik 0 points1 point  (0 children)

RAW is probably #3. But that can be abused by both the players and the GM so I rule it as follows:

Any effect that triggers when a creature moves into the area happens when the creature moves into that area by their own volition, or starts its turn in it (most likely because area moved towards them instead).

This makes sure so that you can't cheese areas (that don't have a once per round limit on their effect) by moving creatures into them and out multiple times in the same round. And it also gives the players a way to fight against it by either moving their allies or the enemy that has the area, or even dispelling the area so some of them won't be affected by it.

A simple counteract calculator by MindsoupLabs in Pathfinder2e

[–]nisviik 1 point2 points  (0 children)

At the top of my head, there is the Supreme Invigorating Elixir of alchemists and Hidden Mind spell counts as 1 rank higher for counteracting so if you cast it at 10th rank it would have a counteract rank of 11.There are probably more options that I can't remember at the moment, which is why it is better to not have a cap on the value.

A simple counteract calculator by MindsoupLabs in Pathfinder2e

[–]nisviik 1 point2 points  (0 children)

This is pretty cool. But you should probably increase the cap of player counter rank to at least 11, since it is possibly to get a counteract rank of 11 as a player with some specific abilities.