High Clockmother Athenth Llanalir

Absmilard's page

No posts. Organized Play character for Andrews Donovan.



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In the page:
https://paizo.com/products/btq027p7?Pathfinder-Society-Scenario-221-In-Purs uit-of-Water
The thumbnail is not updated
https://cdn.paizo.com/image/product/catalog/PZOP/PZOPFS0221E_180.jpeg
But it links to the correct image

https://paizo.com/products/btq027p8?Pathfinder-Society-Scenario-222-Breakin g-the-Storm-Excising-Ruination

The thumbnail is updated
https://cdn.paizo.com/image/product/catalog/PZOP/PZOPFS0222E_180.jpeg
But the image is wrong
https://cdn.paizo.com/image/product/catalog/PZOP/PZOPFS0222E.jpg

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Can I take Second Ally ( Blade ) to get a second weapon?
Second Ally doesn't say it must be a different one like Bard/druid additional muse/order.
But don't say either it can be the same type.

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Halfling Nomadic

Halfling Nomadic wrote:
Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.

Gnome Polyglot

Gnome Polyglot wrote:
Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.

Multilingual

Multilingual wrote:

You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special: You can select this feat multiple times. Each time, you learn additional languages.

If you have both, how many languages each Multilingual feat gives you ( not counting the ones from Master/Legendary)

Base 2
Turns to 3 with Gnome Polyglot
Adds 1 from Halfling Nomadic
Total 4.

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After trying to find an answer from rules questions during the Paizo event and be pointed back to the forum over and over again, I checked most of the topics to look if any of them has official answers from the design team.
But I found only 1 post with a copy/paste from the rulebook and this: "we don't do official forum clarifications outside of FAQ or eratta" ( SIC)
So, if the design team don't answer us, why bother to even ask something here?
Why point people to this forum?
There is only 2 books with erratas right now ( core and bestiary 2 ) but many of the questions that came up here are from other books, many of them launched over a year ago and we still have many questions that came up frequently, for example Ancient Elf, Dhampir, grasping reach + Fatal, etc.
Even just the core rulebook that already have 2 erratas still have many points that have multiple unanswered questions.
Mark kindly answered one of my questions at the discord after other people had said it wouldn't happen and clarified some questions about reach of monsters at the bestiary that I hope get an official errata in the near future.
Please remember that the organized play needs all the clarifications possible because "up to the GM interpretation" is not a valid answer since we need a coese environment to players and DM's.
So my question is, why we don't have answers?

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Whenever we compare martial vs caster damage, the caster always falls behind unless they are attacking multiple targets, but that simple doesn't happen every encounter, for example against a "boss".

I would like to suggest:
Concentrate area spell, one action, metamagic
Only usable on damaging spells with an area of effect of 10+ feet's.
Instead of an area of effect it become a point in one of the possible target areas that you have a clear path. The target gets -3 status on the save.

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Can I use Heal at a Glyph of Warding, since it is hostile to undead?

http://2e.aonprd.com/Spells.aspx?ID=138

The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area.

http://2e.aonprd.com/Spells.aspx?ID=148

You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save.

The "have a hostile effect" is where i'm stuck since it dont say that it can ONLY have an hostile effect, and damage a group of creatures is clearly a hostile effect.

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Feint says that: https://2e.aonprd.com/Actions.aspx?ID=48
The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.

Grovel just skips the requirement to be near the creature: https://2e.aonprd.com/Feats.aspx?ID=1277
Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach

In this case, the only benefit would be to feint before you move and attack with a melee attack or the Grovel intention was to enable ranged attacks against the feinted opponent?

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I don't remember if anyone already asked this, but does a Dhampir get healed by Chill Touch?
https://2e.aonprd.com/Ancestries.aspx?ID=23
You have the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were undead.

https://2e.aonprd.com/Spells.aspx?ID=35
Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier.

https://2e.aonprd.com/Traits.aspx?ID=118
Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy

He is not an undead, but has negative healing.
Negative damage is a negative effect and the negative trait says that things with this trait heal undead with negative energy and deal damage with positive damage, like the description from negative healing.

When PF1 launched the negative affinity we had the same "problem" until they made a FAQ/Errata that defined that for all effects that distinguish a living from undead they are treated as undead.

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https://2e.aonprd.com/Rules.aspx?ID=322
The multiple attack penalty applies only during your turn, so you don’t have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else’s turn.

https://2e.aonprd.com/Actions.aspx?ID=82
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.

https://2e.aonprd.com/Traits.aspx?ID=133
Because a press action requires a multiple attack penalty, you can’t use one when it’s not your turn, even if you use the Ready activity.

Reaction dont use MAP
Ready says it use
Press says you cant use Press because you dont have MAP

The rules contradict each other.

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Can I have both: Fighter quick shield block and champion quick block?

Champion: Quick Block
https://2e.aonprd.com/Feats.aspx?ID=234
Trait: Champion
You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block.

Fighter: Quick Shield Block
https://2e.aonprd.com/Feats.aspx?ID=394
Traits: Fighter, Bastion dedication, Viking dedication
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.

Fighter: Quick Shield Block
https://2e.aonprd.com/Feats.aspx?ID=428
Trait: Fighter
With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn.

https://2e.aonprd.com/Rules.aspx?ID=393
Gaining and Losing Actions chapter dont say anything about reactions.

https://2e.aonprd.com/Rules.aspx?ID=387
Reactions have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it’s your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.

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My username is an old character name and I want to change to my real name now that I am more present at the Organized Play.
For example, from:
https://paizo.com/people/AndrewsDonovan
to
https://paizo.com/people/SamirSardinha

Actually SamirSardinha is an Alias, i want to "invert" it to make AndrewsDonovan my Alias and SamirSardinha my main user name.

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I know there is a deadline and everything, but I really would like to see a second playtest with the changes that they collected from all the feedback in the forms and forums to see what we can really expect and most of our concerns with this wonderful class can vanish.
Specially I would like that summoners got more flexibility through "subclasses" ( racket, doctrine, thesis, edge ) so we can get more options later since we can have options that are more narrow and have lesser chance to break the class if combined with other options or acquired through a dedication.

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Select an uncommon item from a curated list of Pathfinder Core Rulebook options; this PC gains access to it.
Can I take Avid Collector to get access to a Throwing Knife from the Extinction Curse?

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https://2e.aonprd.com/Patrons.aspx?ID=9
Witch Familiar / Baba Yaga Patron
Baba Yaga teaches you how to transfer spirits into objects and freeze your foes. A witch with Baba Yaga as their patron can choose an inanimate object as a familiar. If they do, they still can gain master abilities and some familiar abilities that don’t require movement. The object familiar has no Speeds and must select a Speed familiar ability before it can move, coming to life in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day.

Can I turn a magic item, for example a sturdy shield into my familiar?
How the hit point would work?

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Can a Eidolon ride an animal companion?
Summoner Beastmaster dedication, enlarge 4th level
Huge horse via enlarge spell.
Large eidolon ( get nature skill )
Medium character riding the eidolon.

Or in a party of summoners
Medium Eidolon riding Large Eidolon riding Huge Eidolon
Make the Huge a Beast to charge/Pounce
The other 2 Phantom so they can react to protect each other or the mount.

Its possible to more then one person ride the same eidolon/animal companion?
Like a group of small characters with Overcrowd or the Shrink spell?

Its possible to a tiny character ride a medium eidolon without losing an action?

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Since your eidolon shares HP with you, you want a tougher race.
You need handrwaps to increase eidolon DPS, so you want someone with natural attacks.
Hold-Scarred Orc have the greatest racial HP until Unbreakable-er Goblin at level 13.
Orc can get:
Iron Fist / Tusk / Blood blows to unarmed attack
Ferocity chain to keep alive after eidolon gets you down.
Since you wont be using spells as a primary damage you don't need charisma, just invest Str/Con in ancestry to get both on 16, you can dump charisma and maybe int to get a better dex too.

Second best is Goblin because of the scuttle reaction chain and Unbreakable-er Goblin, you can prioritize dex over str to get more armor/ranged attacks.
If you want a more social character, you can use the base 14 cha or maybe buff it to 16 while Cons is your best stat/dex secondary.

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Its a tradeoff to get more spells per day instead of stronger spells.

Choose one class that gives "spellcasting ability" of the same type of your Eidolon (Arcane, Divine, Primal, Occult )
You're considered 2 levels ahead to determine what spells you can reach.
You can cast a extra spell/cantrip of each level.

Level 1
Dedication
Level 2
Basic Spellcasting
Level 6
Breadth
Level 10
Expert Spellcasting
Level 16
Master Spellcasting

Casting result:


  • Lv | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
  • 01 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 02 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 03 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 04 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 05 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 06 | 3 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 07 | 3 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 08 | 3 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 09 | 3 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0
  • 10 | 4 | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0
  • 11 | 4 | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0
  • 12 | 4 | 3 | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0
  • 13 | 4 | 3 | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0
  • 14 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0
  • 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0
  • 16 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 0 | 0 | 0
  • 17 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 0 | 0 | 0
  • 18 | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 0 | 0
  • 19 | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 0 | 0
  • 20 | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 0 | 0

Some possible feats includes:
Extra cantrips
Add "breadth" spells up to -1 / -0
Level 18/20 feat to enable level 9/10

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One unique way since now it have a shared HP and everything.
Constitution class attribute.
Its a way to enhance hit points and no other class have it yet.
And it avoids the Ancient elf "bug" where you can't get a dedication because you dont have the stats. ( Voluntary flaw int/dex to get con so you can get Con 16 and 12 on the rest )

-----------------------------------
Make subclasses like Rogues Racket, Cleric Doctrine, Barbarian Instinct, Druid Order.

Some possible options:
Transmogrifionist - Change the Eidolon to adapt quickly
Synthetist - Move around in the fused with the eidolon
Broodmother - Multiple weaker eidolons that can act together to accomplish something
Caller - Less focused on the eidolon, more focused on summons.

-----------------------------------
Evolution pool - Swap the Angel/Beast/Phantom/Dragon abilites to feats and give evolutions as a bonus.

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Summoning focus spell
Cast Summon X as a focus spell

-----------------------------------
Summoning font
Similar to cleric Divine Font Cast Summon X, Cha/Con times per day

-----------------------------------

Make your Eidolon, they have the same initial stats as a player, let us make the character sheet!
2 free Ancestry
1 attribute based on body and a free ttribute
1 attribute based on type
4 Free attribute

-----------------------------------
Inherited proficiency
The Eidolon get the SAME proficieny as the summoner.
That would enable some multiclass combinations to give the Eidolon more options.

-----------------------------------
Emergency dismiss
Reaction
Your Eidolon would receive a deadly blow
Send your eidolon away avoind the strike/spell
You need to wait 10 minutes/ 1 hour / 1 day before call him again ( progressive ) and have at least half your hit points.
When you summon it again, you lose half your actual hit points.

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Take Cover
One Action
Core Rulebook pg. 471
Requirements You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.

Shields
When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).

Hide
Core Rulebook pg. 251
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check.

Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.

If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.

If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.

Is that possible to Rise Tower shield, Take Cover and Hide to become concealed besides your shield is what give you cover?

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Its easier to understand with the XLS:
https://1drv.ms/x/s!Ags5EYVSarbohd4St54sc4TG3Wk8zQ?e=UsZnZa

I just reduced the Stell Shield Hardness and HP from the Sturdy Shield versions and use it as runes to add into other shields
A Minor sturdy rune will add 3 do hardness and 44 to HP
A Lesser sturdy rune will add 5 do hardness and 60 to HP
...
A Supreme sturdy rune will add 15 do hardness and 140 to HP

The cost is the same from a sturdy shield of the same affix.

With this you can have a Supreme Indestructible shield for 64.000 PO
Hardness 33, HP 230, BT 115.

A Moderate Forge Warden with Hardness 19 and HP 108 for 1.975 PO

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Can I grapple someone and use Abundant Step to teleport with him?

Feat: Abundant Step - https://2e.aonprd.com/Feats.aspx?ID=449
You can teleport yourself a short distance. You gain the abundant step ki spell. Increase the number of Focus Points in your focus pool by 1.

Focus Spell: Abundant step - https://2e.aonprd.com/Spells.aspx?ID=482
You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight.

Trait: Teleportation https://2e.aonprd.com/Traits.aspx?ID=156
Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.

Maneuver: Grapple - https://2e.aonprd.com/Actions.aspx?ID=35
Success Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.

Condition: Grabbed - https://2e.aonprd.com/Conditions.aspx?ID=20
You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.

-----------------
Some observations:
Unlike the new Dark Roads gift from the Gamemastery Guide, abundant step dont say you cant bring a creature with you, and unlike teleport arcane spell it dont say you can bring a willing creature.
It falls in the middle without a clear description and make want build my monk around it.
The abundant step looks like RAI function like Dark Roads.
But RAW it looks like you can bring with you anything you can.
Can we expect some clarifications in the teleport effects?

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If i can use a bigger weapon, can I handle a bigger shield and Shield Bash with it?

Example:
Fighter 10 ( archetype Titan Fighter )
Race Tiefling ( Oni Spawn )

Traits:
Adopted ( Human ) - Shield Bearer ( Ulfen )
Giant-Blooded
Shield-Trained

Drawback: Power Hungry

Shield: Heavy steel shield with spikes + 1 bashing
Weapon enchant on shield: + 1 Impact

This would enable me to use a huge weapon, in that case a huge shield.
Medium 2d6
Impact 3d6
Large Shield 4d6
Huge Shield 6d6
Enlarge potion 8d6

Shield-Trained let me use Heavy Shield as a light weapon, can i oversize it to two-handed( 2 categorys )?