paizo.com Recent Threads in Playing the Gamepaizo.com Recent Threads in Playing the Game2023-12-25T17:16:58Z2023-12-25T17:16:58ZForums: Playing the Game: Gorum, Dogma and AnathemaSouhirohttps://paizo.com/threads/rzs42rio?Gorum-Dogma-and-Anathema2019-09-11T20:28:40Z2019-09-11T20:28:40Z<p>Greetins.</p>
<p>First thing goes first: I must ask for patience because my grammar errors, I'm not a native english speaker. </p>
<p>I came here because I was reading P2, and saw about the Anathema of the deities. I must say that I find that brilliant: Deities have the virtues they want to plant as seeds in their people, and the sins that they won't forgive.</p>
<p>And I stumbled into this one:</p>
<p>"Gorum. Anathema: (...) win a battle through underhanded tactics OR INDIRECT MAGIC"</p>
<p>So... what would you say it is "Indirect Magic"?
<br />
1.- The enemies outnumber you. You can use "Stone Shape" "Create Pit" and "Fog Cloud" to force them to come one per one, and you and your group manage to defeat them dividing their numbers to match your forces.</p>
<p>2.- Use trickery (The Trojan Horse Gambit) to pass behind their walls, and fight them.</p>
<p>3.- Use arrows to kill the casters first (Or make them flee)</p>
<p>Would you say that Gorum would see those as aberrant?</p>
<p>Best Regards.</p>Greetins.
First thing goes first: I must ask for patience because my grammar errors, I'm not a native english speaker.
I came here because I was reading P2, and saw about the Anathema of the deities. I must say that I find that brilliant: Deities have the virtues they want to plant as seeds in their people, and the sins that they won't forgive.
And I stumbled into this one:
"Gorum. Anathema: (...) win a battle through underhanded tactics OR INDIRECT MAGIC"
So... what would you say it is...Souhiro2019-09-11T20:28:40ZForums: Playing the Game: Supplemental Rules Compendiumtwilightnocturnehttps://paizo.com/threads/rzs42hra?Supplemental-Rules-Compendium2019-03-04T08:02:22Z2019-03-04T08:02:22Z<p>I realize that I'm very much late to the better part of the Pathfinder Second Edition Playtest discussion, but I didn't want to let that get in the way of sharing what may yet be useful material for game masters, players, and perhaps even game designers if they happen to stumble on this. </p>
<p>Over the past few months, I have been running various short one-off adventures as well as starting a group on the Doomsday Dawn campaign. While ruling questions, even with the official 1.1 through 1.6 incremental updates and forum discussions that have gone before, continue to emerge in the groups I'm GMing for, I wanted to contribute the mechanics that I have ruled as legal in my games to this point. These rulings encompass mechanical rules that have (1) come up in the course of play more than once, (2) have significant bearing on the adjudication of play, and (3) which are not sufficiently satisfied by rulings I have found from credible online sources. Without further preface, here are the rules I have implemented so far.</p>
<p>This thread will be updated as more rulings are determined. </p>
<p><b>Arrow Quivers</b></p>
<p>Quivers are not listed anywhere in the Equipment list, and are only referenced as part of the Ghost Ammunition item on page 392 of the Pathfinder Playtest Rulebook. </p>
<p>To rectify this, anyone purchasing a bundle of arrows is automatically granted a quiver of bulk "L", and it must be worn in such a way as to allow bow wielders to readily access it in order to be used in combat. This is the default setup, and any other arrangements must be made with the GM explicitly. </p>
<p><b>Torch Light</b></p>
<p>As written torches only cast 20 feet of light, but the language does not specify whether this is entirely bright light or whether some outer ring of the illumination radius casts dim light. </p>
<p>Since a luminous aura of purely bright light is unrealistic for a physical/material (i.e. non-magical) source of illumination such as a torch, I have ruled that torches cast a 20-foot radius of bright light, and cast an additional 10 feet of dim light, for a total luminous radius of 30 feet (the first 20 feet being normal, the final 10 feet being dim). </p>
<p><b>Low-Light Vision</b></p>
<p>Low-light vision, as written, suffers from the same ambiguity and unrealisticness as torches do, in that more acute ocular receptors (such as those of creatures with low-light vision) would not merely register dim sources of light as bright and register all areas beyond this area as total darkness. In other words, just as with torch light, low-light vision should not yield bright illumination followed immediately by total darkness.</p>
<p>To calculate the illumination that creatures with low-light vision perceive, follow these steps.
<br />
<li>For a source of illumination that casts both bright and dim light and determine the total range/radius of all qualities of illumination (e.g. for a torch, 30 feet). This is the low-light vision creature's perceived bright illumination.
<br />
<li>Divide the above resulting value by 2 and add this as an additional radius of dim light (e.g. for a torch with 30 feet of total light, an additional 15 feet). This portion of illumination <i>is perceived as dim light by the creature with low-light vision</i>.</p>
<p><b>AC Value for Stationary, Unattended Objects</b></p>
<p>There is no AC given in the rules, as written, for stationary, unattended objects. Intuitively, as an object has a Dexterity score of 0, and thus a Dexterity modifier of -5, this should result in an AC of 5. </p>
<p>However, spells which produce stationary obstacles which PCs may wish to destroy, such as Wall of Stone (page 270) give an AC of 10, so to stay consistent with this, all stationary, unattended objects should have AC 10. </p>
<p><b>Thrown Objects</b></p>
<p>All objects which can reasonably be thrown, but do not have a the Thrown trait (and corresponding range increment) are treated as though they have "Thrown 10 ft."</p>
<p>If a PC otherwise has a proficiency of Trained or higher in the use of that weapon, they may use that proficiency to calculate their Strike to-hit modifier (using Dexterity, as is the rule with thrown objects). </p>
<p>If the PC is using an object that is unwieldy or otherwise not reasonably intended to be thrown, apply the rules for improvised weapons. </p>
<p>Also, as outlined in <a href="https://www.google.com/url?q=https://paizo.com/threads/rzs428r6?Alchemist-Throwing-two-bombs-Multiple-Attack&source=gmail&ust=1551772828084000&usg=AFQjCNGIXdal8rq4ALOnSgtV6Abf8Ue2nQ" target="_blank" rel="nofollow">this forum post</a>, alchemical bombs are Simple weapons with a range increment of 20 feet (i.e. Thrown 20 ft.).</p>I realize that I'm very much late to the better part of the Pathfinder Second Edition Playtest discussion, but I didn't want to let that get in the way of sharing what may yet be useful material for game masters, players, and perhaps even game designers if they happen to stumble on this.
Over the past few months, I have been running various short one-off adventures as well as starting a group on the Doomsday Dawn campaign. While ruling questions, even with the official 1.1 through 1.6...twilightnocturne2019-03-04T08:02:22ZForums: Playing the Game: Taking coverAtaliushttps://paizo.com/threads/rzs42gi9?Taking-cover2019-02-02T16:48:24Z2019-02-02T16:48:24Z<p>May I get a little assistance here Paizonians. On page 314 of the Playtest book there is a diagram of Cover and Screening. Please refer to that page for the following questions.</p>
<p>If I was playing Seoni (#4) could I use the Take Cover action since I am somewhat behind Valeros (#1)?</p>
<p>If I was playing Seoni (#4) if I were one step to the right thus being directly behind Valeros (#1) could I use the Take Cover action?</p>
<p>Sorry I didn't know how to best optimally draw out the example here, thanks all.</p>May I get a little assistance here Paizonians. On page 314 of the Playtest book there is a diagram of Cover and Screening. Please refer to that page for the following questions.
If I was playing Seoni (#4) could I use the Take Cover action since I am somewhat behind Valeros (#1)?
If I was playing Seoni (#4) if I were one step to the right thus being directly behind Valeros (#1) could I use the Take Cover action?
Sorry I didn't know how to best optimally draw out the example here, thanks all.Atalius2019-02-02T16:48:24ZForums: Playing the Game: Finesse weaponAtaliushttps://paizo.com/threads/rzs42g9j?Finesse-weapon2019-01-30T17:19:26Z2019-01-30T17:19:26Z<p>When using a whip and making a trip combat manuever would one use Athletics (STR) or would you replace the STR with DEX when making the Athletics roll?</p>When using a whip and making a trip combat manuever would one use Athletics (STR) or would you replace the STR with DEX when making the Athletics roll?Atalius2019-01-30T17:19:26ZForums: Playing the Game: Familiars and wandsAlmaranehttps://paizo.com/threads/rzs428o2?Familiars-and-wands2018-08-29T20:54:03Z2018-08-29T20:54:03Z<p>In the latest update, familiars got the new ability :
<br />
<div class="messageboard-quotee">Quote:</div><blockquote>Can use up to two of its limbs to take manipulate actions as if they were hands</blockquote><p>My question is : can familiars use wands ?
<p>Since they don't have resonance points, I would say no. But I'm curious to know what the dev think about it.</p>In the latest update, familiars got the new ability :
Quote:Can use up to two of its limbs to take manipulate actions as if they were hands
My question is : can familiars use wands ? Since they don't have resonance points, I would say no. But I'm curious to know what the dev think about it.Almarane2018-08-29T20:54:03ZForums: Playing the Game: Wait, shields use both your action AND your reaction? What?!Darksol the Painbringerhttps://paizo.com/threads/rzs2vb5v?Wait-shields-use-both-your-action-AND-your2018-08-09T02:15:37Z2018-08-09T02:15:37Z<p>I was reading up on the Fighter feats, most specifically the Reactive Shield feat, which says you can raise your shield as a Reaction, calculating the AC against the new target number. It didn't say anything about hardness or deflecting damage, which bugged me since I thought raising your shield gave you both the AC <b>and</b> the deflection of the first attack.</p>
<p>Then I went over to the Encounter Mode section to see the Raise a Shield Action, with a "Shield Block" directly beneath it, being a Reaction that does exactly as I described above.</p>
<p>Realizing that concept, this is both really clunky and not very fun for shield usage whatsoever. If I'm a Fighter with the Opportune Attack feature, I can't use that if I have to be utilizing a Shield to protect myself from hits that I know I will be taking from combat, no matter how high my AC might be. And if sword/board is the standard for Fighters (and by relation Paladins), Opportune Attack is just a complete waste of a feature and does nobody any favors by being free.</p>
<p>It also really kills any other forms of Reaction usage, such as Aggressive Shield, Mirror Shield, etc. Feats that are <b>specifically designed</b> to utilize your Reaction when you have a Shield in use, and they have the "Raise a Shield" action requirement. There are other Reaction feats that you could do that may not require a Shield, but are nice to have for those fighting styles. But nope! You can't do that because you were dumb enough to raise your shield and effectively burn your Reaction as a result! How dare you try and keep yourself alive!</p>
<p>I mean, sure, there is the concept of "Well, they might not be using physical attacks!" or "They aren't hitting you this turn!" But if that's the case, why am I bothering to raise my shield if they are ineffective or pointless to do, and I could be using that action to do other things, like make another Strike, or do something else that's really useful?</p>I was reading up on the Fighter feats, most specifically the Reactive Shield feat, which says you can raise your shield as a Reaction, calculating the AC against the new target number. It didn't say anything about hardness or deflecting damage, which bugged me since I thought raising your shield gave you both the AC and the deflection of the first attack.
Then I went over to the Encounter Mode section to see the Raise a Shield Action, with a "Shield Block" directly beneath it, being a...Darksol the Painbringer2018-08-09T02:15:37ZForums: Playing the Game: Shield mechanic - SuggestionAramayahttps://paizo.com/threads/rzs2varw?Shield-mechanic-Suggestion2018-08-06T23:52:11Z2018-08-06T23:52:11Z<p>Good evening everyone,</p>
<p>Upon making a cleric recently, I've founded pretty odd the "raise shield" mechanic.
<br />
Indeed, I don't see why someone has to repeatedly raise it, every single turn.
<br />
As a houserule for that, I would state that, while the shield is raised, one action per turn is lost to maintain that "status" or "effect", and that it can be stopped with a free action at any moment.
<br />
Aside from that, I really love to see so much enhancement to it's mechanic and usage.</p>
<p>Kind regards,</p>Good evening everyone,
Upon making a cleric recently, I've founded pretty odd the "raise shield" mechanic.
Indeed, I don't see why someone has to repeatedly raise it, every single turn.
As a houserule for that, I would state that, while the shield is raised, one action per turn is lost to maintain that "status" or "effect", and that it can be stopped with a free action at any moment.
Aside from that, I really love to see so much enhancement to it's mechanic and usage.
Kind regards,Aramaya2018-08-06T23:52:11ZForums: Playing the Game: Grappling and moving?TenLettershttps://paizo.com/threads/rzs2vae6?Grappling-and-moving2018-08-05T00:55:09Z2018-08-05T00:55:09Z<p>TL;DR: My main question is "How can I move the target I've successfully grappled?" </p>
<p>Obviously a mechanic that's never simple, but in PF2E it has gotten much simpler. I'm just gonna go through the steps, as I understand them, for how a grapple works. I'd really appreciate if anyone confirmed I understand this correctly, or corrected me if I'm wrong. I'm doing this just to be thorough, but ultimately I'm wondering if it is possible at all in this game to move an enemy target without continually shoving them over and over or straight up knocking them out and then carrying an object (their limp body). This has traditionally been done in most pen and paper RPGs, and PF1E, by grabbing and dragging them around.</p>
<p>Making a Grapple is an Attack that is based off of Athletics, Athletics vs Fortitude (p.146). A successful Grapple results in the "grabbed" condition for the target (p.322), which is broken at the end of the grappler's next turn, if the grappler moves, the target Escapes (Acrobatics), or the target Breaks Grapple (Athletics). With the fighter's Combat Grab and then Improved Combat Grab feats, the target of a fighter's Strike will end in a "grabbed" condition, which is the same as a Successful Grapple action (although a Critical Success of the Grapple action results in "restrained," as opposed to "grabbed," which cannot happen from these feats). Some spells or creature abilities can also result in a grabbed state, but I'm just concerned about a humanoid player character grappling a target with their free hand via the Athletic's Grapple Action.</p>
<p>Since the grabbed condition ends at the turn after the grapple is initiated, the grappler must make a new Attack with Athletics to re-grapple each turn if they want to sustain the grapple, so they'd have 2 actions left in the round to potentially move, and if it's an attack action (like a Shove, p147), it'd be subject to the multiple attack penalty. </p>
<p>I haven't been able to find any basic action (p.307, a basic action, specialty basic actions, or movement type), any skill action (probably in Athletics? p146), or some description in the conditions (~p322, grabbed, immobile, flat footed, restrained are the relevant ones) that allows for the possibility of moving someone who is grappled/grabbed that doesn't immediately break the grapple. No moving at half speed, no doing something with a check, nothing.</p>
<p>The only way I think a grappler could move someone while grappling in PF2E is to break the grapple, such as using the Athletics action Shove (attack), to move them 5 feet, following them 5 feet with the same action (making it a move). This would break the grapple. Then you make a new Athletics action Grapple (attack) to re-initiate the grabbed state, but since this is the second attack in the round, it is subject to multi-attack penalties. </p>
<p>If I understand this correctly, I'd recommend just adding some form of Specialty Basic Action called Drag. Drag requires the same wording as Monk's lvl10 feat Sleeper Hold (p102), "Requirements: You have a creature grabbed or restrained," and is a Move action that moves both characters at half movement speed, with the grappled target ending within reach of the character without the grabbed condition. There's probably need to be extra wording about not triggering reactions from either of these characters, but that's the general idea. Since sustaining grapple currently requires an attack and an Athletics check, I don't think Drag needs a check or to be an Athletics based movement, as this is now taking 2 of your 3 actions just to move the target. Even just sustaining the grapple and eats up 1 attack, making your final action in a turn where you move the target, and therefore your entire turn, pretty underwhelming, as if you wanted to damage the target at all it'd be the second attack of the turn. With feat investment, at least a lvl1 and lvl2 Fighter feats, the action used to sustain the grapple could do significant damage, and with a Monk lvl 4 feat (Crushing Grab, p100), a very small additional amount of damage could be added, but I don't think this is enough to warrant making the Drag move action worse, as this is a lot of investment for a really niche and minor effect.</p>
<p>Anyway, I know that was long, but thanks for reading if you got through all that.</p>TL;DR: My main question is "How can I move the target I've successfully grappled?"
Obviously a mechanic that's never simple, but in PF2E it has gotten much simpler. I'm just gonna go through the steps, as I understand them, for how a grapple works. I'd really appreciate if anyone confirmed I understand this correctly, or corrected me if I'm wrong. I'm doing this just to be thorough, but ultimately I'm wondering if it is possible at all in this game to move an enemy target without continually...TenLetters2018-08-05T00:55:09ZForums: Playing the Game: Shield Block before or after rolling for damage?Martijn Van Alphenhttps://paizo.com/threads/rzs2v9zc?Shield-Block-before-or-after-rolling-for-damage2018-08-03T12:00:16Z2018-08-03T12:00:16Z<p>Page 309 states:</p>
<p>SHIELD BLOCK
<br />
Trigger While you have your shield raised, you take damage from
<br />
a physical attack.
<br />
You snap your shield into place to deflect a blow. Your shield
<br />
prevents you from taking an amount of damage up to its Hardness—
<br />
the shield takes this damage instead, possibly becoming dented or
<br />
broken. See page 175 for rules on dented and broken items.</p>
<p>Can this decision be made before or after the amount of damage is known? This condition seems to have been omitted.</p>Page 309 states:
SHIELD BLOCK
Trigger While you have your shield raised, you take damage from
a physical attack.
You snap your shield into place to deflect a blow. Your shield
prevents you from taking an amount of damage up to its Hardness—
the shield takes this damage instead, possibly becoming dented or
broken. See page 175 for rules on dented and broken items.
Can this decision be made before or after the amount of damage is known? This condition seems to have been omitted.Martijn Van Alphen2018-08-03T12:00:16ZForums: Playing the Game: How is ac calculated?lordredravenhttps://paizo.com/threads/rzs2v9tq?How-is-ac-calculated2018-08-02T23:03:04Z2018-08-02T23:03:04Z<p>Not sure on how ac is calculated. I know each character has proficiency in armor types that gets added to the item bonus. Are we just adding the plus or because it's a proficiency do I add my level as well?</p>
<p>For example a 10th level fighter in +1 chain shirt and 18 dex he has master in light armor, is his armor class 18 (+2 for armor, +1 for magic, +1 for master and +4 for dex) or is it 28 (+2 for armor, +1 for magic, +4 for dex and +11 for master proficiency)</p>
<p>Thanks.</p>Not sure on how ac is calculated. I know each character has proficiency in armor types that gets added to the item bonus. Are we just adding the plus or because it's a proficiency do I add my level as well?
For example a 10th level fighter in +1 chain shirt and 18 dex he has master in light armor, is his armor class 18 (+2 for armor, +1 for magic, +1 for master and +4 for dex) or is it 28 (+2 for armor, +1 for magic, +4 for dex and +11 for master proficiency)
Thanks.lordredraven2018-08-02T23:03:04Z