Winter Witch

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Organized Play Member. 63 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Corvo Spiritwind wrote:
I'm assuming the +9 is from +4 proficiency and +4Str, but the extra +1 is from what source?

IIRC, Proficiency is +5, being +4 from Expert and +1 from level.


Thomas Keller wrote:
Looks to me like you have to buy a download.

100% free, just like Player Guides to AP's and similar content.


Thomas Keller wrote:
Where is that quote from?

p2 of her character sheet, in the Iconics pack on the Paizo website.


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Mellack wrote:
The Healer's Tools no longer gives a bonus to making checks. Instead it is now required to attempt several actions such as Treat Wounds. And it costs 5 GP.

My mistake, as I was reading the bonus from the Expanded Healers Tools. Even so, 5 GP for a kit with unlimited uses is a hell of a deal.

Barring theft or destruction, nobody would ever need to buy a replacement, so the people who make them must struggle to attract new customers. :)


pauljathome wrote:
even cats have an attention span greater than 6 seconds :-):-)

Cats enjoy messing with our minds, so we may never know the truth. :)

Turns in Exploration mode are probably house rule territory, at this stage? If Exploration mode lasts until an encounter occurs or something changes, a turn could be a few minutes in an underground dungeon, or hours in a desert where you can see for miles.

Treating the Familiar as an extra set of eyes for initiative sounds like a decent interpretation at this stage.


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Captain Morgan wrote:
No, there's no reason to think the lack of cost is an error. It was even stronger in the playtest.

Seems odd when the bonus and initial cost are identical to the earlier version, after the differences between editions are applied. I'll try the book version first and keep the use limitation in mind as an optional house rule, if I think its needed after that.

In my group, tactical intelligence is directly linked to available healing. The more healing is available, the more likely they are to charge in headlong and keep hitting until the enemy is dead as their only tactic, because they know they'll be always be back to full HP after each fight. Take away that option and they start playing smarter and with more caution, because the consequences are now much scarier.

Other groups may differ. :)


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Kerobelis wrote:
Do people think the same thing for an animal companion? How do they act in exploration mode? Can they not be an extra set of eyes? Or is there some default action they take?

Note the fine print in the sidebar on p249 for the 'Command an Animal' action.

The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn.

Sending it on a scouting mission that lasts >6 seconds is going to be problematic with that limitation. Hopefully the devs can clarify this in future, because Familiars and Animal Companions act more like mindless Contructs/Undead in 1st edition, with fewer options.


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Elaserdar wrote:
Any thought(s) / feelings? / Suggested Nerfs?

Healing may feel almost inconsequential if the party invest skill feats into the skill, so another option may be to look at the Healers Kit from 1st edition.

This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses. (50 GP)

The bonus is much the same as 2e in terms of effect (+2 then is +1 now), but the previous version had limited uses and a cost in gold to refill. The lack of a use limit in 2e may be a misprint/error? This won't affect how often they can heal, but the cost will limit them financially and hopefully encourage better tactics when infinite free healing isn't available.


WatersLethe wrote:
In my games I plan to give out plenty of potions as treasure, and mostly require crafting for wands. Doesn't help people who like to run a magic-mart though.

Planning the same approach in my games, as magic shops wreck the economy and the new crafting rules mean they're no longer needed. Offloading unwanted magic items may see a return to 1980's style D&D with bartering. :)


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Agree that potions are terrible bang per buck compared to wands, which is only partially offset by the extra usage options.

I'm wondering if this is deliberate by design, because most parties (in my experience) scorned potions as treasure, either selling them immediately, or carrying them around forever without using any. In most fights you usually had better options each round than retrieving and drinking a potion. Wands were almost always superior, to the point where they've been severely nerfed to compensate.

A possible solution is to hand out potions and other consumables as treasure to encourage players to use them, while making wands much rarer, so players either buy or craft them?


Franz Lunzer wrote:
I'll be sure to seed Infernal and abyssal Pact rituals early on. Those devils and demons sure want you to have easy access to them.

Aren't they restricted to Demons and Devils for the primary caster? I can definitely see an Imp or Quasit leading their cult in a ritual to summon a more powerful fiend, but there doesn't seem to be a ritual option below Planar Ally for this sort of thing. Planar Binding lets you sign away your soul via a contract, but its 6th level.


Claxon wrote:
Does anything causes the sickened condition for so long?

If you fail the save vs Mariners Curse, you're sickened permanently until the curse is removed. This is what starvation and thirst will do to you. (p500 CRB)

After 1 day + a creature’s Constitution modifier without water, it takes 1d4 damage each hour that can’t be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can’t be healed until it sates its hunger.

24d4 damage each day without water and 24 more without food that can't be healed. If there's nobody handy to force food and water into you, you won't last long.


The sickened condition is what makes the Mariners Curse spell a death sentence if you can't find somebody to cast Remove Curse on the victim, or they have no allies to force feed them.


It doesn't make much sense to me either, but the description of the Black Tentacles spell on p321 talks about needing to beat a DC to escape the grapple, so perhaps that's intended to apply here as well? Posters who participated in the Playtest might know more?


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Grim Ranger wrote:

Fall of Plaguestone, page 5:

(I don't think this is much of a spoiler, but putting in in a spoiler tag just in case.)

** spoiler omitted **

Going by the posts following Shadowfoot's question here, its an error that probably refers to an earlier draft of an NPC's name. Will need to scroll down a bit, as I can't seem to link directly to that post.


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Aricks wrote:

Let's say you make a batch of 4 minors and you are level 4 with expert in crafting.

If you critically succeed it would take you 10 days. A PFS character gets 8 to 12 days of downtime between adventures.

Its not quite that bad, because alchemical elixirs, bombs etc normally have the consumable trait, so you can craft them in batches of 4 with a single check. That lets you churn them out at 1/day with normal success rolls, starting at 1st level if I'm reading it correctly?

Buying them upfront will usually be quicker and easier if they're available, but the option is there for hard to find items.


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vyruxx wrote:
Can a cleric use a shield as a sacred symbol?

If they take the Emblazon Armament feat (p122, level 2 feat), they can use their shield as a religious symbol and divine focus, as well as adding 1 to the shield's hardness.


Ed Reppert wrote:
Harsk build? What Harsk build? Where can I find it?

Link here.


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The references to the non-existent Study Aura cantrip on p206 and p349 are probably referring to the Read Aura cantrip on p362? The description of Magic Aura on p349 supports this theory, because both spells refer to the magic aura of an item.


p349 of the Core Rulebook PDF (and possibly the hardcopy?) talks about the non-existent spell/cantrip Study Aura, in the Magic Aura spell description. Its also mentioned in the sample spellbook on p206, which has already been noted.


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Is there any reason players can't make up two characters? One with no access to uncommon/rare items and another that assumes said access?

We already do this with PFS characters, who have to comply with the extensive list of legal modifications and exclusions on the Additional Resources page, but none of those necessarily apply in a home game, even with the same character. In those type of situations, multiple character builds make perfect sense.

Showing up with both versions when you make your case to a different DM will go a long way towards getting a fair hearing.


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KungfuCracka wrote:
Will there be an updated Pawn Box to go along with the 2e Bestiary?

Yes, this was announced at GenCon. There's a list of the other product announcements here.

Pathfinder Bestiary Pawn Box (November 2019, $49.99):

* More than 400 creature pawns from the Pathfinder Bestiary
* Sturdy cardboard stock, color images on both sides
* Includes plastic bases
* Paizo's biggest Pathfinder Pawns set yet.


totoro wrote:
I'll just do Part 1 in this post and Part 2 in a following one.

Thanks for posting your experiences, as well as the changes you made. I'll be running this adventure in 6 weeks or so, so I'm keen to learn everything I can, especially with a brand new rules system.

I've found in the past that taking tips from your predecessors can make an adventure even better than the original from Paizo, because you have so many options to choose from that are a better fit for your players.


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manbearscientist wrote:
With Fumbus, Burn It, and the Bomber research path you'd probably be best off crafting 10 Alchemist's Fires to start the day.

The Fumbus pregen has the Bomber research path, but took Goblin Weapon Familiarity instead of Burn It. He doesn't appear to have any ranged weapons that aren't bombs, but I suppose that gives him melee options...

You can download the pregen iconics here, including Fumbus.


My books are still weeks away, but the post below sounds intriguing. Perhaps Assurance is especially useful against opponents that are weak against your chosen form of attack?

Mark Seifter wrote:
Another fun one is a level 2 rogue (or character with an archetype that allows expert Athletics via its dedication) with Assurance (Athletics) and expert Athletics can auto-trip a level 3 ogre warrior, which is either a solo boss in a low threat encounter or a boss with some minions in a harder encounter, or potentially one of two ogres in a particularly severe boss fight (both of which you can then auto-trip).


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Kasoh wrote:
Of course, in 2nd edition, they also nerfed raise dead into a ritual, you lose an entire day bringing someone back to life and could lose the adventure now, but well, that happens.

You don't lose a day with Raise Dead + Restoration in 1e, but you do have to wait a week to use the second Restoration spell to remove the second negative level. -1 on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks and -5 HP for a week is no fun.

Having said that, the varying degrees of success/failure for the ritual in 2e could leave you much better or worse off than the 1e version. :)

I like the concept of rarity as a DM, but will wait to see how it works out in practice.


Amazon US just updated the delivery date for Hellknight Hill to September 13, 2019 - September 18, 2019, which is rather sad for a product that's supposed to release tomorrow. Amazon Global Expedited Shipping is starting to look rather redundant with that ETA. CRB is still showing August 12 - August 15, 2019.

Anyone else experienced a similar blow out in arrival time?


Hill Giant wrote:
David knott 242 wrote:
They changed the spelling of derro -- They are "dero" now.
Heh. Derro are WotC IP. But Dero, from the Shaver Mysteries, are public domain.

Probably unrelated to the change, but 'derro' is also Australian slang. :)

derived from the word 'derelict'. Means hobo, bum, no-hoper, poorly-dressed, unkempt person.


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Joana wrote:
Hope it works out for you.

Ditto, but the designated shipping method takes 7 - 10 business days to Australia and there's currently no tracking available, so I can't see any way it could get here in time. Once it leaves the warehouse I'll have a much better idea of the delivery date.

Until then, I'll gnaw my own entrails with envy for the more fortunate come August 1. :P


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Samurai wrote:
What is the planned website address for PF2E? Will you convert the Playtest page into the 2E page? I already have that one bookmarked. If it will be another address, can you let us know? Thank you!

http://2e.aonprd.com/ will be the official address on August 1.


Preordered CRB, Bestiary, Condition Cards, Hellknight Hill and the DM Screen from Amazon US, who sent me shipping estimates (2 parts) on 21/7 and 25/7. Nothing from Book Depository yet, but its likely that order will arrive first.

When I preordered through Amazon US I hoped they would send it out early to arrive around August 1, just like Paizo. That dream shattered after their delivery estimates arrived...


The Gleeful Grognard wrote:
Aus here too, did you order from amazon us or au?

Preordered from Amazon US, because the AU store didn't drop their price till some time after. Delivery time was the same either way and pricing was very close.

Preordered The Fall of Plaguestone + Flip Mats from The Book Depository instead of Amazon, because the price was much better, especially with free delivery. Nothing else was cheaper, sadly.

If people placed multiple orders and are planning on cancelling all but the first one sent, delivery estimates are going to be crazy. :)


Joe Hex wrote:
From what I understand, Amazon, and I'm assuming most 3rd parties, try to deliver on release date. Unlike Paizo, they won't risk breaking street date, and would rather have it arrive a day or two late than early.

That's probably the case if you live in the US. Pre-ordered from Amazon (I'm in Australia) and have received emails to let me know the estimated delivery date of August 12 - 15, using Amazon Global Expedited Shipping. I'm in for an extended wait, so I'll be hitting Archives of Nethys on August 1 for a preview.


The Unfortunate Pumpkin wrote:
Maybe it's just me, but looks like there is an error on the full color one. I don't see the symbols for actions in the top left.

Possibly another issue on p3, in the 'Free Actions And Reactions' section. The coloured section with the checkboxes seems to have alternate text printed in the background, which isn't present on the B&W sheet. Hopefully an easy fix.


sherlock1701 wrote:
otherwise the blaster is wondering why they didn't just play a fighter.

Every time the fighter swings with his weapon, his opponent swings back with a good chance of injuring or killing him. If the blaster wants to expose himself to the same level of risk, he'll have an excellent argument for increased damage, based on limited casting and higher vulnerability.


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MaxAstro wrote:
One change I have considered is that it only costs 1 Hero Point to avoid death, but once you avoid death you can't do it again until you gain a level.

I used this system in my last 1E game and it worked beautifully. They weren't used to receiving Hero Points to avoid death, but it occurred on 2 occasions and players became highly risk-averse after their safety net was gone. Will be sticking to this system in future, as it strikes a nice balance between preserving characters and maintaining risk.


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Extremely grateful for the ones you've just released, as they make it much easier to understand the rules when you have a solid example to work with. Hoping there's more on the way when you get a chance.


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Cantriped wrote:
I'm really sad clarifications to the bastard sword and Shield Block didn't make it into the first Update.

You're not the only one, as I'd love to see an unofficial clarification (with detailed examples) to tell us which of the multiple interpretations of shield block/hardness/dents applies. It'd be nice, but something we're already seeing from the commentary on the Bastard Sword is that changing one game mechanic often impacts other game mechanics, so any changes have to be carefully evaluated for roll on effects that could make things worse.

Until we get one, players should go with whatever interpretation makes the most sense to them, adding that to the survey feedback if there's any room on the form to do so. Otherwise the results will be all over the place.


Prethen wrote:
I'm assuming it does/can, but I'm not seeing anything specific in the rules as to how this would normally work in play. Armor is always taking a beating right? I can't imagine having to repair it after every single little battle because it took a hit.

Several monsters in the Bestiary specifically mention dents to armour from their attacks, but normal attacks from most creatures/NPC's aren't a problem. Black Puddings, Adamantine Golems, Rune Giants, Rust Monsters and Smilodons are a few examples.


justaworm wrote:
In either case, I am building with 9+IntMod until something official says otherwise since there is text that expressly allows it (and maybe 9+ skills is the intent after all).

They clarified this in the Paizo Twitch stream, around the 55m 35s mark, when Jason Bulmahn explained that Sorcerers only get 5 + INT trained skills at 1st level, as the others are added to their list of signature skills. This will be official in <12 hours, when Paizo release their Monday blog with the first playtest errata.


Certainly more fun than creating 1st level characters. :)

I've been working on a 5th level Cleric/support NPC for my players. Human, with the Warrior background, worshipping Pharasma with the Healing domain. Their primary function is healer (Healing Hands), with repair/upgrade of the party's gear through Crafting (Expert Crafting, Quick Repair and Magical Crafting) as their secondary.

Compared to PF1, there's less choices available for character customisation, but there's just as many dilemmas with feat choices. Some of the ones I ended up surprised me, but they worked in well with my background (Martial Weapon Proficiency) and the Emblazon Symbol class feat lets me wade into battle with pick and shield, casting spells whenever AoO aren't likely. Picked up Produce Flame as my Adapted Spell Ancestry feat for short ranged combat and Trick Magic Item with Arcana, Nature and Religion skills to maximise my chances of using other classes magic items.

Looking forward to testing it out, so I can see the difference between theory and practice.


magnuskn wrote:
At the very least 3.X had tag for each spell which class could cast them.

We don't necessarily need an associated class for each spell, as the type of magic (arcane, divine, occult or primal) tells us which classes can access it. With several spells shared across different types, this might be another area where symbols could be relevant? Agree that we need something, as referencing is a mess atm.

I've found this site (which should be legal under Paizo's Community Use Policy) very helpful for spell/power searches. Credit goes to shinzer0 for the hard work.


Scythia wrote:
On that note someone playing a Cleric of Sarenrae who chooses the Healing domain will be the MVP.

Pharasma's the only other choice for that domain, but a Cleric whose anathema includes grave robbing might have a tough time in your average party of murder hobos. :)

Given how vital healing appears to be in this edition, I hope they expand that domain choice to a few more deities. Please keep those surveys coming!


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Gorbacz wrote:


Do you think that a 0-level at-will cantrip should have that big narrative powers?

In that particular situation, most certainly. It created a temporary illusion that wouldn't stand up to close inspection (good thing nobody wanted to) and if I'd been caught casting a spell, I would have been the one ejected, if not arrested. Risk vs reward, as the DM gave him a save to resist it.

The enemy noble knew it was an illusion, but observer impressions from other nobles count for more than explanations after the fact. As magnuskn predicted, he countered with assassins when he stopped receiving invites to social functions. Still worth it!

As a martial, I've also started brawls at formal events where weapons were prohibited, so the lack of magic was never an issue. If an NPC is thrashing you with social skills, you try to go with your strengths. :)


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Gorbacz wrote:
While I'm all for "cleaning my pantaloons with magic" effects

The reverse was far more entertaining, as I can recall at least one occasion when I stealthily used Prestidigitation to soil the drawers of an enemy noble at a Grand Ball, then had another PC loudly point it out to everyone around them, letting them draw their own conclusions. Instant social suicide for that noble and a high CR enemy removed from future social encounters. Cheesy, but fun. :)

Like lots of other spells, Prestidigition has been heavily nerfed from the PF1 version, but feels worse because it was always used to enhance roleplay, rather than combat. It'll be missed.


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I suppose the next question is whether its possible for a mob of commoners to sneak up on a sleeping 20th level adventurer with a massive Perception check, even with sleep penalties? I'll be surprised if any of them got close enough to strike, let alone hit them!


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MerlinCross wrote:

Possible down side; if the players are allowed to make any item they want, and heck can maybe even easily make custom items later..., why would they like any custom item I give them? Just sell it to make what they really wanted.

That's for later I suppose so let me return to a different argument.

How long of Down time do other GMs usually give out?

Already an issue with the current wealth by level system, as the DM can allocate twice as much treasure that the party doesn't want or can't use (which they then sell for half as much), or give them exactly what they want, despite the sheer improbability of a randomly encountered monster possessing it. I'd rather see them gather the resources needed (including formulas) to craft what they really want, as well as setting aside the downtime to do so. The ones that aren't crafting can practice other downtime activities.

As John Lynch 106 pointed out, they can't craft items above their own level, so they'll always be greedy for those items, as well as looking for ways to barter them to other NPC's for items of equivalent value, rather than selling them for half price. Not all crafting attempts will be successful, so the players should always be left wanting more, providing a strong motivation for adventuring.


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John Lynch 106 wrote:
I actually like it. I'm really over the whole magic mart setup of 3.5e and would much rather have a single feat the party can invest in and give them sufficient downtime to make their own magic items.

This is one of the biggest draws for me, as I love the idea of a party that can make, repair and upgrade their own gear as needed, rather than relying on the DM to place a 'Christmas list' of their most desired items in random treasure, or for shops to always have exactly what they need in stock.

Only other change I'd like in this area is a way to make Crafting a signature skill for classes that lack it, like Barbarians, most Clerics and Monks.


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Looked at their list of abilities and the 'Constant tongues' entry made me wonder if that was a deliberate joke from the designers. Cold as the primary weakness of Lust Demons was another one. :)

Single action Embrace to grapple as a Diplomacy check, which will have them on top in most situations!


Rysky wrote:

DEMON

(in this case they also gain the Summoned Trait but I don't know what that means atm)

Its in the traits index on p419 of the Rulebook. It looks like they're called if it works, but act as summoned monsters that attack you on a critical failure. Fun!

A creature called by way of a conjuration spell or effect gains the summoned trait. A summoned creature can’t summon other creatures, create things of value, or cast spells that require an expensive material component or special focus. It can use only 2 actions on its turn, and it can’t use reactions. It takes its actions when you finish Casting the Spell and when you spend an action to Concentrate on a Spell.

Summoned creatures can be banished by various spells and effects and are automatically banished if reduced to 0 Hit Points or if the spell that calls them is dismissed."