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Aaron Shanks wrote:
I only learned about it by stumbling upon it in the Foundry PF2 discord channel looking for something specifically for AV. That's also the same time I learned about the Foundry releases.
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I'm certain this would make many DM lives much easier. For example, monsters or items introduced in an AP that could be use anywhere such as Age of Ashes Spoiler: be printed in the next Bestiary being released. I tend to play AP's but run homebrews, and having access to these things in a bestiary is much more convenient than having to track down which AP a specific monster was in to use it effectively. Grauladon or Graveshell
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Darkwynters wrote: While watching Oblivion Oath, Jason did not have the party roll anything the identify magic items. They just stated whether or not they had the required skill, such as Arcana, and took 10 minutes. Is this the same in the official rules? It does take 10 minutes by default, and there is a skill check that can fail. It's possible that player had assurance for the skill.
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Krillnar wrote:
....damage saving throws (pg.123, CRB). ^ This would be perfect.
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CraziFuzzy wrote:
They're releasing an errata PDF sometime today, per the Friday twitch stream. Probably not quite what you're referring to, but thought I'd mention.
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Gorignak227 wrote:
Yeah, I couldn't find it either. I'm going to move forward with assuming releasing is free until someone says otherwise. Requiring an action on releasing makes about as much sense as not being able to drop 2 items at once, lol.
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Rules are pretty clear, that grasping your two-handed weapon with your other hand takes an action. What about releasing one hand? I'd consider this a "Drop" free action, as you're "dropping" the item from that hand. Am I missing something here? If it takes an action just to release, this makes combat maneuvers like Trip or Shove useless unless your 2-hander has the trip or shove trait.
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Each time you gain a level, you automatically add two more arcane spells to your spellbook. These can be of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find, as described on page 146. Under Spellbook on page 137. The learning a new spell activity is only for learning new spells outside of your free ones from leveling up.
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Dislike detect magic as it stands. I sat in a room with no unknown magic, and other PC's carted in the items we found one at a time to determine if they were magic. Felt really gamey, and everyone hated it. We also really hated how long it took to identify the items. Even with Quick Identification, 10 minutes per item. It felt off to have to roll to identify when spending time with the item.
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My group did something similar to OP... for the items we found. I sat in a room with no unknown magic, and other PC's carted in the items we found one at a time to determine if they were magic. Felt really gamey, and everyone hated it. We also really hated how long it took to identify the items. Even with Quick Identification, 10 minutes per item. It felt off to have to roll to identify when spending time with the item.
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tivadar27 wrote:
Wasn't aware of this in 1e, took some time to find. That said, it makes NO sense. A crit is a harder hit. Assuming a total roll of 5 for both a crit and normal hit, you'd actually do LESS damage?
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brad2411 wrote:
This is the answer I was looking for. I do distinctly recall reading that the item levels don't stack, you use the highest. However, that was for runes specifically, and the special materials section doesn't indicate level increases, just gold cost.
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I can't find any information on magical armor and resonance. The couple examples in the magic item list all require investment, however they all are special armors with added benefits. I'm just wondering if the generic +1 armor rune requires investment. Edit: Answered my own question. Found Magic Armor listed in the magic items section, requires investment.
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Linkmastr001 wrote: Thirded, though at least you don't have to go far to find it. It's on the same page as Table 6-19, in the general description for Expert, Master, and Legendary Items. Yup! This thread is what helped me find the text, lol.
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GM Rednal wrote: This was brought up and addressed as a readability issue - in quite a few cases, the Critical Success is based on the Normal Success, and it's weird to have that above the normal success. It just doesn't flow that well. It may seem a bit odd this way right now, but it's ultimately better. I disagree. It should be in order of worst to best, or best to worst. If an entry says "as success" or "as failure" its completely effortless to go read that entry. It's literally a few lines away. The bestiary entries don't follow this "readability rule" either. Later entries for similar monsters have you go back to read a special that's identical.
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To add to this, I can't figure out what increasing the quality does to the item. For instance, making a level 4 character. For my 3rd level item I took a +1 armor (which requires expert). However, for my 2nd level item, can I get an expert weapon? Since a magical weapon is a 4th level item, I'm not sure at all. Edit: Answered my own question.
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In the Treasure for New Characters secton, this is stated. "In the case of items made from special materials, items should be selected based on the table in which they appear, not their item level." If this means what I think it does,I could pick a special material item that's worth more. For example, at 4th level you get to pick a 3rd level item at character creation. A +1 medium armor is valid, so whats what I pick. Based on the statement above, if I so chose I could make it Silver or Cold Iron and it would still be a valid choice, as those materials are common. Am I missing something or is this how it's supposed to be?
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Each of these conditions have this sentence in them. "This condition affects only creatures that aren’t player
However, looking at the bestiary, there are monsters that can cast Charm. Is this an oversight, or have I simply not found the rule that ignores that sentence if its an enemy that tries to do this? If the latter, I don't believe this is necessary. It can be fun to charm a fellow PC from time to time (within reason/if GM allows it)
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After reading this feat, first thought in my mind was "Really? Just reach?". I checked the enlarge spell, and it also adds damage. I feel like this feat should also be adding the additional damage like the Enlarge spell does. I also can't seem to find anything about the weapon's damage dice going up (or something similar) for it's increased size.
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First World Bard wrote:
I think my job here is done :)
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
wizzardman wrote:
It's because you had smurf in your post. S morph works too apparently. Mission: accomplished. |