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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 42 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Still waiting for my book to ship/PDF for the discount :(


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Aaron Shanks wrote:
Lord Bowser wrote:

I've just done the same, I'm hoping I get the PDF automatically with no trouble.

On a side note, did I just miss something or did this compilation kind of fly under the radar? I'll admit I don't religiously check new product announcements since I get most of them by subscription anyway, but I didn't hear anything about this product until I got my weekly Paizo newsletter. I'd hate to think you guys are missing out on sales due to lack of marketing.

Thanks for your feedback. Promotions continue. We can always to more.

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 can't tell if it's too late to pre-order or not for the free PDF. Can someone confirm this please?


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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:
Grauladon or Graveshell
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.


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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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Have books, can't find answer lol.

If you miss with a touch attack spell, does it stay charged?


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Seems to still be an issue with adventure path subscriptions. Cannot select PF2 only AP during checkout,


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How many player options are in the AP and standalone adventure?

How many unique monsters are in each?


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Is there a way to ready a 2-action spell?
Last I heard it still takes 2 actions to ready an action.


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Krillnar wrote:

I like the idea of having a shorthand for damage spell saves. I would call them damage saving throws.

Other people brought up valid referencing concerns. I would include a reminder line of some kind (it still reduces the line count).

....damage saving throws (pg.123, CRB).

^ This would be perfect.


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CraziFuzzy wrote:

Yeah, the 'simplest' fix I think would be an additional ancestry feat at 1st level, while limiting it to a single heritage tagged feat. This lets the heritage feats still be limited, while providing just a bit more ancestral flavor from the boot. This, combined with the inevitable increase in ancestry feats to choose from will be quite nice.

I had expected a blog post about the status of the playtest by now. Is that something that is going to happen, or is that going to be limited to things like "twitch streams?"

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:
nightpanda2810 wrote:

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.

Releasing is free.

Looking for relevant page # where it says this...
Edit: unable to find page reference. In fact the guide implies that this would be an action to change your grip, but I believe Mark S. may have stated that releasing is free.

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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I'm a fan of using this.

12 gold, 4 silver, 5 copper. Works out perfectly in things like Excel, or even just a calculator.

12.45
GG.SC


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tivadar27 wrote:
Draco18s wrote:
tivadar27 wrote:

Precision says it "increases an attack's damage rather than being a separate pool". However, Criticals state "Roll double the usual number of damage dice for your

weapon or unarmed attack", note, not "double the usual number of damage dice for your attack".
So, would the 1d6 precision be rolled, then doubled? (Rather than rolling twice as many dice)

A close as I can tell, it's one of two things:

1. Precision dice add to weapon damage dice, and are included in the doubling.
2. Precision dice add to the damage, but are not considered weapon damage, and are not doubled.
Either way, flat precision damage is not, as it is not a competence or circumstance bonus. I can't read *that* part any other way.

Honestly... just double everything. I don't think it's overly game-breaking, and it simplifies things a ton. Though, obviously the exception for things that are tacked on with a critical hit (that should be fairly intuitive.

EDIT: Also, yes, strength penalties get doubled on a crit. That's always been a thing, even in PF1e. Other penalties do as well (circumstance, competence).

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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The way these rules are written, technically a -1 STR gets doubled to -2. Clearly not intentional?


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brad2411 wrote:

So I see it along the lines that you could get a Silver/Cold Iron +1 Armor as it never goes above 3rd level and have not read anywhere where it says you have to add the levels together or anything like that.

One problem I do see is that the GM could say well the Silver armor is a 3rd level item and then the +1 potency rune is a 3rd level item and you have to get them separately. I personally would not do that but some GM's might especially if they want to restrict more of the treasure coming into the game.

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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Second this, took me too long to figure this out.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

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.
Expert quality armor and weapons are 2nd-level items, except
expert heavy armor, which is 3rd level. Master-quality armor and weapons are 7th-level items, and legendary quality armor and weapons are 15th-level items.


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Bumping because I'm still confused about this.


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It may have been in a dev comment.

And WOW lol that's a hell of a fast guy!


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I recall reading something along the lines of not being able to stack Elves's Nimble feat with the Fleet feat in a blog. However, I cannot find this rule anywhere.

Can Elves really get a base speed of 40?


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I too thought this was a weird distinction, however in the case of multiple outcomes for spells that hit multiple targets, it now makes complete sense.


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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
characters."

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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Add me to the list of "these durations suck". I never played a Druid in 1e because I can't stand prepared casting (seems much easier in this edition, so willing to give it a shot).

I just wanted to wildshape.

Guess I still can't.


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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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I haven't even started playing yet, and every time I see this I get confused and annoyed. Needs to be re-ordered.


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Well, I successfully Smurf'd Mark, I'm content. :)


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First World Bard wrote:
wizzardman wrote:
Edit: Well, I'm not sure why my avatar suddenly became a grumpy smurf, but it seems appropriate.

You should be careful what you quote. :)

Edit: smurf'd (in the ninja'd way; i was expecting to get smurf'd the other way)

I think my job here is done :)


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wizzardman wrote:
nightpanda2810 wrote:

My guess would be:

Action: Command companion to attack.

Smurf continues to attack until you tell it to stop.

That, I'd be fine with. Mark just hasn't gotten around to that question yet.

Edit: Well, I'm not sure why my avatar suddenly became a grumpy smurf, but it seems appropriate.

It's because you had smurf in your post. S morph works too apparently.

Mission: accomplished.


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My guess would be:

Action: Command companion to attack.

Smurf continues to attack until you tell it to stop.


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Lockewood wrote:
A thought occurs, can someone direct their companion multiple times in their turn until they run out of actions? Or is it just once per turn?

That would be 6 actions :O I smurfing hope not!


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Smurfst!

Edit: Bah, missed it!


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My question here is will we be able to cast our 3rd level spell with a 5th level slot, even if the spell isn't heightened?

If not, I'd call this heightened spell mechanic utterly terrible.


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Take your time! Looking forward to seeing what comes of your work.