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Thanks Raven Black,
I found that discussion myself,but wasn't sure the consensus was "final", but thanks, that helps me out a lot.


also, with "every", I didn't necessarily mean all conditions, but any combinations of conditions you want(that fit the description). Just to be clear what I meant.


Hi,

this might sound like a stupid question, but english is my second languague, so I am a little bit unsure how the wording of this Ability is meant to be read.

"When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round."

I am unsure if "any negative condition" does mean every negative condition on the target, or just one? I am aware of the limitations (only Conditions with a timed ending), but that could still be a lot.

It feels like "every", but in the back of my head there's a voice that shouts "this is far too strong. You can't extend all conditions that you AND your Mates put on the enemy with a single one-action evil eye" (as far as I understand, Hex Cantrips are still Hexes, so they should trigger the abillity).

Also, this sounds a lot of a "modern" version of PF1's Cackle/Chant... targeting only one creature but extending non-hex-debuffs as well. PF2e's Cackle, on the other hand, was nerfed down significantly, compared to it's PF1 Version (at least at first glance), so I don't think a (more or less) passive abillity shoud just grant this effect.


For the Initial question, although it seems already answered:

Some hints on how to interprete this are in description of the feat. Prerequisit of the feat is BAB+1, which most martial classes will get at level 1 or 2.
Giving a Level 1 Barbarian (most races) a feat that gives them the opportunity to move 40 feet and move another character just as far seems pretty much broken.

Also, visually imagine situation. The Barbarians Runs to save his buddy, the wizard, jumps into his space, and ellbows (as it says in the description) him hard enough to fly 12 Meters / 40 feet back, while at the same time hitting him careful enough so his fragile Level-1-Body, with maybe 8 HP, doesn't take a scratch. In that case, he should also be able to bull rush most enemies (level aproppriate) and throw them so far away, that this enemy can't even reach him without "wasting" his standard action to move.

Sorry, I can't imagine, that the author of the feat would have even thought about it working that way. The wording is just clumsy.


also, if the witch has to choose and there's multiple creatures in range that are effected by different hexes, does the witch make (for instance) one "general" evil-eye cackle, that just doesn't effect creatures without evil eye (but with other cackle-enabled hexes) or does the witch choose for each indivdiual Creature which hex is going to be extended.


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Hi,

of course Cackle/Chant doesn't extent all Hexes effecting creatures, just the ones explicitly mentioned in the Hex description, plus most blood hexes, plus hexes that explicitly state "can be extended by cackle or similar hexes" (like protective luck), but does it extend one or all effects?

For Instance, I have a creature that's effected by 2 evil eye effects (let's say AC and Attack Rolls are reduced) and misfortune and the witch uses Cackle, what will happen? Will both evil eye effects and misfortune get extendend, does the witch choose if either misfortune or evil eye is extended, or does the witch even have to choose between individual evil eye effects?


Hi,

might be a stupid question, but maybe you can help me:
In "Player Companion - Magic Tactics Toolbox" it says (regarding blood hexes) "Shamans and witches can take a blood hex feat in place of a regular hex and sometimes gain additional effects when they use a blood hex...", but all blood hex feats have requirements (usually including 5 ranks in perception, spellcraft or use magic device).

Do Witches and Shamans have to meet the requirements or can they just take the hex, even at levels below 5?


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I'm guessing these are different players than your HS guys.

I don't think killing familliars is a great Idea, because, as you said, for the player it's just a sum of GP to resurrect to him. Yes, maybe after the 2nd time the familiar died, the player might be more careful about the familiar, but he's not emotional invested. He cares about the money, and simply making him lose it, will only frustrate him, so neither you nor him will get much joy out of this.

Talk with your guys. Tell them you are used to a more emotionally attached group, and you're (as I understand) are not happy with the campaign as it is. Maybe your players are very loot-centered (maybe from a video game background), maybe you aren't giving them opportunities they can react emotional too, maybe they don't really get the idea of the game being more than just killing bad guys and advancing your character stats (I don't know how experienced they are).

If nothing works, maybe it's time to face it, maybe it's better for you to step down as GM and let someone else lead, maybe even find another group (I don't know how close you are to your players).


I hope I am not graverobbing this thread...

On page 158 there's a spell called doom of blood.
It will target a creature in range with 5 HD tops, but the descriptions says "creatures in range will bleed....".
I read this (shortened) as "I cast the spell. My eyes start bleeding. My target's eyes join the bleeding, as well as every creature's eyes in range of 15 ft arround my target. I start bleeding at 1 hp/round, every other creature in range of 15ft from my target will start at 2hp/round, and with every round anyone stays inside that circle, his bleeding will enhance by 1hp/round.

Now, if this is correct, my question is: If I keep my distance after starting it, will my bleeding increase too?
As english is my 2nd language I kind of have problems with "for both you and those arround you", because I'm not sure, if this might say, that my level 1 spell might actually be able to bring me to bleeding arround (cast at level 6) 6hp in total while my enemies come away with 3 damage, which would be kind of inefficient. (well it's a level 1 spell with an area of effect, so it shouldn't be a way to get rid of bosses, but losing about as much as your adversaries would make this a rather unconfortable spell.


Marc Radle wrote:
Nectarian wrote:

I really love this book, can't wait play either of those classes, but I have a strange question. There's an Archetype for the priest called the Guarded Priest (in the pdf the bookmark is called Guarged Priest, but I'm quite sure the d is correct) which has an eidolon that "must be within one step of the guarded priest it is sent to protect" when it comes to alignment.

As the Priest himself is allowed to deviate one step from his/her deity, are you suggesting a priest of a good deity can be protected by an evil eidolon (or the other way round, chaotic-lawful... you know the drill)?

Hey there! Thrilled to hear you like the book!!!

Interesting question ...

As you say, a priest’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

The guarded priest archetype grants a guardian eidolon, which must take the agathion, angel, archon, azata, daemon, demon, or devil base evolution / form (Pathfinder Roleplaying Game Pathfinder Unchained). A guardian eidolon’s alignment must be within one step of the guarded priest it is sent to protect (so a neutral good guarded priest, for example, can have a neutral good, lawful good, or chaotic good guardian eidolon).

As you point out, a priest with the guarded priest archetype could (in theory) worship a lawful good god; the guarded priest could be lawful neutral; and then his guardian eidolon could be lawful evil.

Having said that, I think that should be the exception, not the norm, and should be subject to GM approval. If you assume that the guarded priest's deity is in all likelihood who sends the guardian eidolon to protect the guarded priest in the first place, it seems unlikely that a lawful good god would send a lawful evil guardian eidolon. It is possible, but th GM should certainly require an excellent and compelling in-game reason for such a thing to occur.

For the vast majority of cases, a guarded priest's guardian eidolon should be pretty close to the priest and/or...

Thanks so much for your answer, it's great to see authors active in the communit. I'm so sorry to bother you again with the guarded priest, but I'm not quite sure (although the post above kind of empowers my view) how the Eidolon works. Should I just look into Pathfinder Unchained, take every feature you get as the summoner (except the noted ones) at the same level as the Summoner gets it, with evolution points and so on as described in unchained and "ignore everything in the Advanced Players Guide, or is there something left from APG? I'd say having most of the clerics/priests abillities plus the Eidolon with a subtype (which is considerable stronger than the base-form of APG) is strong enough, and the reduction in evo-points should be more than fine, but I'm really not sure, because that's more of a balancing thing, which is something I'm lacking oversight in.


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I really love this book, can't wait play either of those classes, but I have a strange question. There's an Archetype for the priest called the Guarded Priest (in the pdf the bookmark is called Guarged Priest, but I'm quite sure the d is correct) which has an eidolon that "must be within one step of the guarded priest it is sent to protect" when it comes to alignment.
As the Priest himself is allowed to deviate one step from his/her deity, are you suggesting a priest of a good deity can be protected by an evil eidolon (or the other way round, chaotic-lawful... you know the drill)?