Scarecrow Golem

ZomB's page

**** Pathfinder Society GM. 918 posts (1,024 including aliases). 30 reviews. 1 list. No wishlists. 18 Organized Play characters. 8 aliases.


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I hadn't noticed and just went to check. It was added to my digital assets on Tuesday. So looks like its done for everyone.

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Is there a penalty for swimming in metal armor, or carrying metal weapons?

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There's a definite bard theme happening there. So why no team All Singing and Dancing?

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Once you get PCs with dream message or sending this AP likely becomes a whole lot easier.

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scary harpy wrote:
Should I ask if the Inner Sea has public libraries here or start a new thread?

PFS scenario Echoes of the Overwatched visits Forae Logos in Absalom, one of the largest libraries in the world.

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The short description for charm says: "A humanoid becomes more friendly to you"

However the full spell text says "targets 1 creature", and doesn't mention a qualification, which is odd. In 1E we were always told to take the full description as the correct one.

What is intended?

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Ah, so this is how the Irespan was built, and the Storval stairs.

I expect seriously large castles and designer dwellings are built this way - or at least start out with this as foundation.

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Thanks for the excellent work.

With the focus on not being where the damage is; will there be discussion on what defensive spell to prefer when slots are limited? e.g. Mage Armor vs Longstrider, Mirror Image vs Heightened Longstrider.

Will the Fleet feat become a staple for all builds not just martial ones?

(Though its so good the monk build has Fleet twice)

Another thing I would like to see is the rating for heightened versions of spells in that spell levels list, which I note you do discuss against the base version for some but not all spells. e.g. Magic Missile 3rd, Enlarge 4th/6th.

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Does Baleful Polymorph work vs
- constructs?
- corporeal undead?
- incorporeal undead?

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How does this work with creatures that are described as having different dimensions to their nominal base size? Particularly many gargantuan creatures and huge+ winged creatures.

For example a Roc is described as having an 80ft wing span and 30ft length and therefore should be immune from a box based on 120ft length of wall (unless standing with wings furled). A Tyrannosaurus is described as 50ft long and therefore 120ft would not quite encircle it, never mind box it.

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Cup/tankard shaped object: empty yourself of liquid when noone is looking.

Metal Plate/Dish: tilt and slide your contents on the floor when someone carries you.

Ball: roll away when someone tries to grab you

Ring: rotate slowly round any finger that wears you

Necklace: contract and expand as your wearer breathes in and out

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An, ahem, annoying typo: "An honestly strong option with little drawback that will annoy you get extra mileage even from your cantrips"

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Timeshadow wrote:
Of note will this spell work underwater? It seems like RAW it shouldn't due to there being no "Room" as the space is already filled with water?

If it can displace water, then humans and other creatures have a similar density, and it becomes, erm, a game changer ;-) So probably best to err on the side of not allowing it to displace anything with bulk when unshrinking.

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From the official errata: Page 292: The waterskin is always light Bulk, whether full or empty.

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Atalius wrote:
With Calm Emotions as long as you don't harm the creature who's affected it continues to work? So harming it's allies is ok correct, or?

Yes but if one if their allies is in reach and realises what is happening then their ally can use their last attack to punch some sense into them and as its at -10 likely miss or do minimal non lethal damage.

As its a burst it seems generally solid, though incapacitation trait means it needs to be your highest level spell.

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Atalius wrote:
Would anyone consider Confusion a decent save or suck? It could last 1 round or if your lucky 2-3.

You are giving up a turn so one opponent might give up a turn, and might attack one of your team anyway. I would only do it when the only folks the target can move to and attack are its allies.

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Stone has a density of around 2.5 to 3, depending on which type of stone/rock. So weighs about 2.5 to 3 times as much as a living donkey.

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Conditions: https://drive.google.com/file/d/1RxGnkEv10F7CPaGQDXZl6aAjl3IWI2ci/view

Actions B&W / Color:
https://www.dropbox.com/s/92iy9t0l19e5bpt/PF2%20Action%20Sheet%201.2-grey.p df?dl=0
https://www.dropbox.com/s/4v8lli13m1zqn2f/PF2%20Action%20Sheet%201.2-color. pdf?dl=0

(From reddit)

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easytool references the source.

Use http://www.pf2.easytool.es/tree/ and set the filter to the book/scenario you want or just deselect the books you dont want then save and click on the creatures menu.

Only covers the major modules. Fall of Plaguestone and Age of Ashes at present, and the lost omens character guide.

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The Pathbuilder 2 android app and the pf2.easytool.es website (and pf2.easytool.es/sheets and pf2.easytool.es/tree) seem to be the main ones mentioned previously in this forum.

Also try searching on the pathfinder2e reddit. There are several character sheets and character sheet apps popping up.

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Where does it say the target doesn't take damage if its good?

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Have you checked out the pathfinder2e reddit? there are several on there if you search for “character sheet”

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Probably worried about triple augment summoning

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20 cubic feet encompasses a ladder at least twice as long as the feather token ladder, which would be impractically long for a ladder.

Good point that the spell as written duplicates a feather token, for mundane objects.

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20 cubic ft of stone block/boulder weighs about a ton. Placing these on bridges, roof tops or towers is likely to collapse them. So you could carpet bomb towns and villages with them. They don't damage on contact, but having a one ton stone block on your roof isn't likely to be stable.

You could drop these on drawbridges to either damage them or stop them being raised.

You could drop them in the weight basket of a seige weapon to power it.

Similarly you could use it to power gravity devices such as elevators, pulley system trains and pumps.

Statue moving/theft/delivery service sounds a very sensible use of the spell - and a good plot device.

Shaped blocks make great instant doors for a secure room.

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There are of course the Pathfinder society pregens of L1 and L5 PCs. You can cover many NPCs by taking those and applying the weak/elite adjustment (and occasionally scrubbing a spell level). I was just doing that for Sandpoint NPCs.

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Nils Janson wrote:
ZomB wrote:

Well the organized play FAQ says:

"Can I use the massive damage optional rule from the Core Rulebook in the Pathfinder Society Roleplaying Guild?

No, this rule is not legal for play."

But that has not been updated for PF2, so who knows.

Just rename the PC to Schrodinger for now.

But this clearly references the old optional rule.

The PF2 rule is not optional.

Yup, but you are also not allowed to ignore PFS rules you don't agree with. The PFS rule is also not optional. Like I said Schrodinger.

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Well the organized play FAQ says:

"Can I use the massive damage optional rule from the Core Rulebook in the Pathfinder Society Roleplaying Guild?

No, this rule is not legal for play."

But that has not been updated for PF2, so who knows.

Just rename the PC to Schrodinger for now.

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Thanks for the rules references.
The majority of Golems are DR/Adamantine, and sometimes also slashing or bludgeoning.
So the majority dont appear to strike as magical.

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I think I am missing something obvious, but I cant find anywhere that says Golem slam attacks are considered magical. Where is it mentioned?

I am looking at Dust Form and thinking well that's amazing vs Golems if they aren't magical attacks.

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Staves:
The staff of fire appears under statted compared to all other staffs. Likely should cost 90 gp and be level 4.

The rare staff of power likely should have a rare cost premium applied of at least 50% in line with the staff of the magi.

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With exceptions, the 3 general rules I have determined are:

1) All spells in the staff share a trait, sometimes 2. e.g. Necromancy, Plant, Light, Positive

2) Level is 1 greater than it would be for a wand containing the highest level spell.

3) Cost is between 1.2 and 1.5 times the cost of a wand that would contain the highest level of spell. With a mean of 1.33.

The exceptions noted so far are:

1) The basic staff of flame, which has the same level and price as a wand for the highest level spell. I suspect this is a mistake / errata.

2) The animal staff, where spells don't necessarily share traits, just a common theme.

3) The two very high level rare items: staff of the magi and staff of power. These both break the trait sharing "rule" and the staff of the magi costs 2.25 times the cost of a wand.

It looks like "rare" should cost at least 50% more. And therefore I suspect the staff of power is missing a 50% rare cost uplift.

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Is there a formula for craft staff, in order to price and level custom staves?

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Also borrow Brodert Quink the local Thassilonian expert from Rise, rebrand him and put him in your base town.

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"Lady-J wrote:
limitations generally reduce cost around 50%

Do you have a source please?

I can onlty find the 10% and 30% examples in the rules.

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I recommend bonded item over familiar, that gives you way more flexibility. An extra top level spell per day - of exactly what you need right now - is huge.

Why Run?

Magical Lineage spell is? possibly snapdragon fireworks? Though its a long term investment which pays off several levels from now. I prefer Focused Mind trait which pays off now - getting off a spell in combat is a lifesaver.

Isn't initiative 13? greensting + improved + dex + reactionary

Suggest this thread and this one

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Cultists kiss and port godless are excellent, if long scenarios

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As you say its in the magic chapter under transmutation polymorph: In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

You wont get a more official answer.

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There is a simple formula to determine practical max speeds for ships that arent designed to plane. See Wikipedia article hull speed. As there are lots of technicalities around this keeping it simple for game use is the aim.

Max speed in knots = 1.34 * square root (waterline length in feet)

For a 100ft length boat that means max speed is 13.4 knots. Which conveniently turns out to be around 134 ft movement per round.

As you need to tack (zig zag) to sail at speed and to sail upwind you are probably doing only about 70% of max straight line speed. Around 95ft per round towards your destination. Around 10 miles per hour.

Note this is going for speed at the expense of comfort with the deck likely tilted at 45 degrees to one side, changing every few minutes. This makes combat and sleeping very difficult. It is also very tiring on the crew.

Going at a more reasonable and comfortable half speed gives you around 5 mph. Probably also use this as max river sailing speed.

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Also see this recent rules thread where these rules and amazing tools of manufacture is discussed.

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Armillary amulet gives a +5 spellcraft - from one of the paizo modules.

You can double speed craft by taking +5 to the dc as per standard magic item crafting rules. So this would help where you also dont meet one or two of the prereqs.

Valet familiar lets you double your crafting speed again.

So you can craft 4k price worth a day while not meeting one or two prereqs and taking ten.

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There was a recent rules thread exploring maximum crafting speed

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The killer combo is to hit them with Slow before the icy prison. Then they cannot take a full round action to break out.

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Zan Greenshadow wrote:

Interesting research, ZomB! I hope spellbooks are eventually included as treasure.

If it's a case of worrying about perpetual items, then make each non-core spell in a spellbook in core campaigns a scroll with limit 1 on the CS. Then, any spell, core or not, can be purchased once. It would require minimal changes to existing sheets (rarity), could be a default rule and would solve the problem of access to these rare/unique treasure items.

As a further extension, having each scroll in a spellbook, core or not, as a scroll on the chronicle sheet with limit 1 would also convey the reduction in scribing fees associated with having spellbook access without having to list the spellbook as a treasure item...and in honor of the fact that it was captured treasure.

Otherwise, if a character acquires their own magic book after the end of that particular adventure, any spells they would buy that happened to be in the previously-captured spellbook (no longer accessible) would be at a 50% premium.

Spell books not being on chronicles, but being available to wizards, have been in PFS from the start. They should be on chronicles but the pragmatic decision was made way back to save word count, chronicle space and developer work - and just allow spellbook access during the scenario. It appears some folks are just spotting this for the first time in core campaign.

To list the contents of a spellbook with dozens of spells in it as scrolls would fill the chronicle. I just looked at a 7-11 spellbook that has 40 spells on it (excluding cantrips). That would fill a chronicle as scrolls or even as a spellbook.

I have no issue with core granting occasional access to non-core stuff of any kind. Paizo need to sell stuff to thrive and I want them to thrive.

I do have an issue that core allows replay, and folks generally seem to be describing the negative effects of replay in relation to non-core item access. The temptation to go farming goodies or to know how to break each replayed scenario is too strong for some people. Which sucks the fun out if it for everyone else.

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Zan Greenshadow wrote:
ZomB wrote:
How many chronicles with non-core spell scrolls are there? From my quick sample it appears to be tiny. Not a significant issue I would suggest.
Scrolls aren't the issue (always on Chronicle Sheets)- spellbooks are. If a captured spellbook is part of a treasure sheet, then any character could make fair use of it after facing the risks required to obtain it (uses might include: future multiclassing, buying one-shot items from npcs, sharing with other party members, etc.). And, it matters in CORE if the spellbook contains any NON-CORE spells which would otherwise be inaccessible.

The blog post (which I was responding to) was written to make it fairer for non-spellbook casters by allowing them to obtain access to non-core spells on scrolls on chronicles. (The ruling about wizards scribing non-core spells from spellbooks had already been made.)

If the number of non-core scrolls on chronicles is tiny - single figures across all seasons if my sample is representative - then the concession isn't significant. However it is suggestive that there will be non-core scrolls on chronicles in the future.

On the subject of non-core spells in spellbooks it should be possible to pull together stats of how common that issue is. We need some facts to fuel these claims and counter-claims. A search of 31 scenarios fairly evenly spread across the seasons found 7 scenarios containing spellbooks, with 4 of the 7 containing only core spells, 2 containing 2 non-core spells and 1 containing 4 non-core spells including prime picks create pit and spiked pit. The scenarios containing non-core spells in spellbooks were all season 4 or later.

Extrapolating from that: about 1 in 5 scenarios contain spellbooks and about 1 in 10 contain non-core spells and less than 1 in 20 contain prime pick spells. Does that help?

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I quickly scanned over 90 chronicles on my PCs and spotted just one scroll of a non-core spell (and it was a touch damage spell so most likely to see use by a magus - which is kind of ironic for core).

How many chronicles with non-core spell scrolls are there? From my quick sample it appears to be tiny. Not a significant issue I would suggest.

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gnoams wrote:
Only spellcasters are getting access to stuff that is not listed on the chronicle. Non spellcasters are limited to purchasing only the exact version of a weapon and only if it is on a chronicle sheet.

You do realize this is exactly the same as for standard PFS where wizards get access to spellbooks that are not on the chronicle. This is not core specific. I suggest you take this to the standard campaign board.

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Well at least they have finally announced a new 4 star Exclusive "Serpent's Rise" for release after Gen Con (in the Gen Con call for volunteers blog post). Aspis agent pregens for the win. Now we can get on and run some exclusives.

There is also a 5 star only Exclusive announced "True Dragons of Absalom" with kobold pregens!

It's not clear how these will be numbered or even what season they will be. 6-EX4 and 6-EX5?

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taldanrebel2187 wrote:
How: Assemble a list of modules with enemy wizards, magus or arcanists in them, so that we can collectively play them in order to learn non-core spells in PFS core.

I think that would be a very short and disappointing list. There aren't that many scenarios with spell books in them, and very few have non-core spells and a tiny amount have the more sought after non-core spells - and they are likely to be available at higher subtier than you would like to get maximum benefit.

You would also be on the horns of a dilemma if you had such a list. Because to get the most value out of the few scenarios that have spell books with non-core spells you would want to play higher subtier to get access to the most non-core spells, and therefore that would delay getting the spells until later.

As I said other thread your most likely fruitful source of non-core spells is when you sit down with other wizards at the table.

Quote:
Result: Wizards are, once again, the undisputed God class that makes DMs from Gencon to PFS Core tables cry bitterly into their screens, because we have found a way to lose absolutely nothing in PFS Core, save a few petty archetypes and sub-schools.

Hyperbole. No teleportation subschool, no dazing or persistent metamagic feats/rods. And those were just the 3 things that immediately sprang to mind. Its likely a long list.

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andreww wrote:
If it is the one I am thinking off that is also an extremely dangerous scenario with all sorts of screw you events in it.

When you consider who you are going up against and where you get off lightly. Even Eando Kline wouldn't touch this one ;-)

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