Way I see it, the question of poison is just a matter of heirarchy.
the paladin blog wrote:
no evil: does not speak of poisons
no harming an innocent: Based on my reading of this, if poison would reasonably improve your chances of saving the innocent - knock out a serial killer, or more quickly stop some brigands who are raiding a caravan, just to name the first two options to come to mind, then it would be virtually REQUIRED not just allowed. If it wouldn't, then the code is silent in this tenet.
act with honor: well, as poison was specifically called out as being REMOVED from the list, it's not inherently a violation. Which means, it's no different from other weapon enhancements, and not dishonorable - unless it violates the rules of a contest, in which case it's cheating and thus forbidden. I'd like to note that open battle does not generally count as a contest, or the like.
Finally, the law: if it's illegal and not required by the second, then forbidden. If either it's legal or it's necessary to greatly improve the chances to save an innocent, then the exception to this tenet makes this part silent.
They get a new mechanic that lets them replicate not only a channeling (with Selective for free), but also an improved version of channeling (both living and dead).
I've had some time to think, and while I'll try the playtest, I'm virtually certain that if monsters go the way I think they're going, I'm out - back to PF1e for me.
(I wanted 2e to be good. I want to give it a chance. But what I've seen of monsters leaves just too sour and bitter of a taste. As a long-time homebrew GM, I cannot abide monsters so unfriendly to customization. Nor can my sense of fairness abide monsters that use such completely different design rules than players - I've long held that a GM has to abide by (mostly - see racial HD and a few related things) the same restrictions as players.)
This feels unpleasantly like (the thankfully optional) simple monster creation from PF1, or PF2 monsters entirely. Which is not fun to use or look at.
And how are TAC, AC, saves, and hp computed on monsters? Is there a formula? PLEASE don't let it be arbitrary! (I hate the arbitrariness of quick/simple monster creation; it's use as the main method)
Please, let it be possible to reverse-engineer monsters to better understand them (and modify them more precisely). What I see doesn't allow that.
Also, what's skills +1 or skills +5?
Mark Seifter wrote:
I'm sorry; I don't think I understand that entirely. Does that mean a 2nd level area heal would be 1d8+casting modifier?
Can an Occultist with the "Trappings of the Warrior" Panoply simply wear the shield on their back and use a 2-handed weapon and still get the benefits of the panoply?
It's interwoven into the Outer Planes, lots of aligned Outsiders, and the alignment detect/smite spells. Also, the Paladin (though making that any good would be fine with me), and Deities+Divine Casters.
So, I noticed that a lot of the builds have 16 wis, and suggest Mutated Shape with a headband of +2 wis, but don't ever increase wis anywhere else. However, the feat requires 19 wis, which means the shifter is still too low.
Also, the weretouched build recommends heavy armor proficiency at 1, but heavy armor is very expensive even before needing non-metal speial material versions - it should be moved to a little later to reflect that.
Ah, here's the text. Roughly, it says 3 Changeling witches can form a coven without a hag. The question I have is, RAW only witches or just shorthand for Coven Hex (without noting that others could take it), RAI same question, and would it be a reasonable houserule to allow it if neither RAI nor RAW support it?
Blood of the Coven wrote:
So, in Blood of the Coven, Changeling witches get to make covens - what about non-witches who have the Coven Hex? Do they have to take Coven-Touched or do they count and just weren't accounted for?
And, if they need Coven-Touched, would it be reasonable (I'm a GM in the game this would matter in) to rule that they count anyway?
"Unhallow makes a particular site, building, or structure an unholy site."
My reading of this leads me to believe that the idea the site can be destroyed is correct - and once that level of investment is done to make a place (un)holy, it seems fitting that it would need to be destroyed utterly to unmake the effect.
This feels supported by the Gamemastery Guide with the late-stage Undead Uprising description "Hallowed ground remains a rare sanctuary, but only until destroyed by the malevolent forces without."
(the question is, which way is right: do ships of size huge and larger automatically have room for more power cores, or are they just allowed to take more housings? Is it "Medium and Large" or was that a typo in the PDF and it should be "Medium and larger")
The way I've seen it done here (aka: I did a search for this question) has, you have to have the power core housing bay for a second (or more) power core, despite ship size. Which is confusing me, because:
The previous interpretation of that I saw thought it was "Medium and larger" starships that can get a power core housing.
(And then lists X power cores per ship size after)
The table gnoams just cited is for things which are NOT starship combat. The table for starships is:
However, you need to know how many gunners you have on each side, and how accurate the gunners are, etc. since different ship builds may be more lopsided towards combat or towards support.
Wow, this got a lot more attention than I thought it would.
I'm not exactly planning anything yet so much as I'm trying to figure out the limits so I can plan more intelligently.
As for fighting the colony ship: well, pirates exist, and said ship may want to hire some guards. Just a general idea I haven't actually planned out yet.
(Unfortunately, stasis beds are only mentioned once ever that I can find, so if I need this, I think the cargo holds packed with people would be a refugee ship and I might need to come up with something else for colony ships).
I figured Rovagug did escape, but was slain. But even a dead god may dream, and thus was The Devourer born. The devestation left in the battle with Rovagug is what kicked Golarion into some pocket dimension (where some god provided a sun to keep Golarion alive), and the Gap is the damage done to the Universe by the titanic battle of gods, where the Universe is trying to suppress its memories of such disaster.
Though I also like The Raven Black's idea.