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AIfrebaut's page
Organized Play Member. 14 posts. 1 review. No lists. No wishlists. 21 Organized Play characters.
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So I was looking through Battlecry! and reading through the Field Propagandist archetype. I was sort of mentally choosing between the 6th level feats Invented Vulnerability and Invincible Army, and I noticed there was no duration listed in the feat description.
Quote: You enumerate the many virtues and victories of your chosen allies, creating a story of their invincibility so convincing that it is as good as the truth. Choose an ally you can see and attempt a Deception or Diplomacy check against the hard DC for the target's level. On a success, the target gains resistance 5 to either bludgeoning, piercing, or slashing damage, chosen when you use this ability; the type of damage resisted is usually tied to the story you tell about the character, such as giving them piercing resistance after telling a story about the time they rushed through a rain of arrows to take on an enemy encampment.
You can instead attempt your check against a very hard DC for the target's level to give them resistance to two damage types, adding acid, fire, cold, electricity, and sonic to the damage types you can grant resistance to.
I couldn't find an errata for Battlecry! either. Invented Vulnerability lasts for 1 round, so since they're comparable abilities, it feels like it should be the same, but I was wondering if there was an official answer to my question as to the duration of the ability, because without one, in theory, you could give your whole party resistance 5 to like to 8 damage types just forever which just seems a tiny bit broken.

Hey so with the recent release of the Starfinder Player Core, I was wondering what, if any, compatibility will happen across systems. So far, what I'm seeing on the Character Options page is that Dragonkin Weapon Familiarity and Augmented Adaptation are Limited, you were able to access the Contemplative and Dragonkin ancestry if you completed some number of playtest games before the deadline (unfortunately I was only able to participate in 3, which is just under the first checkpoint), and it says that players who register a SFS 2e character on or before September 5 can create a PFS 2e character who is a Skittermander.
However, there a few things that I feel like should be able to be ported over. There's a bunch of spells and feats which don't necessarily NEED to be strictly future or space themed... my favorite SF2e feat, "Kiss it Better" SHOULD at least be able to be done on Golarion... I'm just wondering if there's any plans to allow some limited options either through boons or maybe reprinting some options in PF2e books.
I've been a part of 2 TPKs, one involving everyone on the party dying, one involving one person in the party dying. I've also been in a party where we nearly TPK'd, with 2 members of the party dying. All of them involved myself and one other party member (they died in all 3 scenarios) and involving the same GM. Outside of that, there have been a few close calls, but nothing on that level, and I've played a LOT over the last two or so years.
Mangaholic13 wrote: Well... one issue with your plan might be this:
Regarding Giant Barbarian, if you're smaller than Small, then you can only use weapons 1 size category bigger. That means you'll be using a Small weapon, which might put a damper on your damage.
Hey, I can't explain why a Small longsword would do +6 damage in the hands of an angry tiny poppet, but mechanically, that's how it would work.
Xethik wrote: Mangaholic13 wrote: Well... one issue with your plan might be this:
Regarding Giant Barbarian, if you're smaller than Small, then you can only use weapons 1 size category bigger. That means you'll be using a Small weapon, which might put a damper on your damage. I'm not sure that will do anything to change the damage dealt, but being Tiny does make reach a bit of a problem. Yeah, reach does tend to pose an issue, but you can always just share a space. Inconvenient, but technically still doable.
Hey all,
I was browsing through LOTXCG and was excited to see new hybrid studies. However, both options are tagged as uncommon and I didn't see a boon to unlock them, nor did I see them adjusted on the option availability page. Is there a way to play as one of these hybrid studies, or if not, is there a plan for a boon to grant access somehow?
Just reading through the LOTXCG and I was looking at the Spirit Warrior archetype... am I right in my read that with a tiny character, this would proc on basically... everyone? I was thinking of like a Giant Barbarian Pixie (already a class combination I'd be interested in) with like a passive +14 damage with their main weapon at 4th level... or like a Thaumaturge with a passive +11 at 4th level. Sure, their fists would only be +10 and +7 respectively, but that still seems pretty high. Sure, that's only on your Flourish, which means you can't do it more than once a turn, but that seems pretty damn strong. It's a circumstance bonus, so it wouldn't stack with any other similar bonuses, but I feel like those aren't that common. Am I missing something? Is this as strong as I think it is?
So I'm putting together a weapon wielding Tengu monk, and was trying to get the Hook Sword (I've always thought they were a cool weapon) on him. TWF says I treat weapons with the Tengu trait, plus a select group of weapons as simple weapons, and advanced weapons as martial weapons. In addition, replacing the APG version, instead of adding advanced swords to the list, I can gain familiarity with any sword for a day. Monastic Weaponry gives me access to monk weapons (which fortunately, Hook Swords are) and gives me training in simple and martial monk weapons. It also says if I have familiarity with a weapon with an agile or finesse weapon, it gains the monk trait. So technically, Hook Swords wouldn't GAIN the monk trait for the purposes of the feat, but it could be considered martial if I trained with it during daily preparations... it's a bit messy, but does all of this work?
I'm prepping to run this next week and I also have a question: there is a monster stat block that I'm not sure how to resolve...
Hey there, so I signed up for a playtest adventure in a few weeks, but I was wondering how many credits I was supposed to have. I presume that for the level 1 adventure, it's just whatever the starting wealth is, but for the level 5 adventure, I wasn't sure how to calculate it. I remember there being just a certain amount of allowed items for the Battlecry playtest, but I can't seem to find a source for these ones. Are we strictly supposed to use the pregens? I suppose I could also reverse engineer the amount using the items and remaining credits from a pregen, but that might take some time, I was just wondering if I was missing something obvious somewhere.
Hey so I have a question, guys: on the previous page, there was a document which basically said that for pre-Remaster characters, they can continue using the old chassis if they have recorded games before August 12. And from the PC1 Remaster version of the rules, my understanding is that if an option has been reprinted with the same name, we're meant to use the newer printed version... my question is about my archetype dedication feat, specifically my Champion dedication. The new version does not get heavy armor proficiency automatically and based on my base class, I would not get it with the dedication. Do I need to downgrade my armor since the dedication feat has been replaced with a new version? If I do, do I get full value back for my armor or do I have to sell it back at half price? How does this work?

So to preface this... I played a game recently where I was trying out a Commander Playtest character and awarding the chronicle to a level 1 character with only a single chronicle to her name. I played it off in-game as that the brand new level 1 character calling in sick and her friend came instead. However, we got TPK'd including the playtest character dying. I've since come up with a cool concept that this character brings their buddy back as a zombie or a skeleton (or maybe a ghost) with the Specialized Training - Undead Companions boon. However, I wasn't sure how to go about it. There's some options in the Book of the Dead to get undead companions, but as far as I can tell those aren't allowed, if I'm reading correctly (maybe I'm wrong). I was thinking of possibly going Beastmaster, but that would be more like getting an undead beast. Is there a way of pulling this off mechanically? I suppose I could go with something like an Undead Eidolon for a summoner, but I feel like that might veer too far off from the character. Is there a way to pull this off? Am I missing something really obvious?

Hey there fine folks, so I was wondering regarding the "Tenets of Evil" APG Champion causes and their legality in Society play post-remaster. Based on the remaster errata FAQs (specifically in the sections in the Core Rulebook errata and the APG errata), technically, since the elimination of mandatory alignments, ANY Champion whose deity allows for sanctification as "Unholy" would qualify for one of those causes. Now, a LOT of the edicts especially feel like they wouldn't jive with Society play, but since they are no longer restricted by a mechanical alignment, is it legal (feasibility is a whole different beast, much like with the Superstition Barbarian) to play a Champion of one of those causes? As far as I have been able to gather, there has been no update to their status as being restricted or limited on the "Character Options" page nor on Archives of Nethys (I understand that in that case, it will take time to update). So, if my understanding is correct, the prohibition on playing such a character fell to the strict prohibition of characters of the evil side of the alignment chart, and since the need for that has been eliminated, would such characters be technically legal to play in Society play?
So I was looking through the Remaster Errata, and I think it does a good job with the changes to the Champion as they relate to the Tenets of Good and Tenets of Evil. Alignment didn't really come up a great deal when it came to the mechanics for the pre-Remaster 2E, so they didn't have to make a ton of changes. However, one section I thought was missing was in regards to the Demon Eidolon. As printed in Secrets of Magic, it specifically calls out the need for the summoner to be of the Chaotic Evil alignment. However, there seems to be no correction in the Errata. I was wondering if that was an intentional design choice, as there does seem to be Errata for that section in regards to the good/evil damage of the Demon and Angel turning into holy/unholy spirit damage, or if this was simply overlooked since it's such a corner case.
So I was looking through some of the options in the Rage of Elements, and noticed a couple that I found interesting that were Uncommon. I went to the FAQ to check if they were listed as being available, but I couldn't find a list for ROE there. Both boons are purchasable in the Boon Store, but there doesn't seem to be a "curated list" for them in the FAQ (which is the only place I know to look). Is this just something that isn't up yet, or maybe it's an oversight? Archives of Nethys lists the uncommon options from ROE as PFS standard, but my understanding is that if they aren't on those curated lists, they remain unavailable to players.
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