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World Scripts: None I purchased season of Ghosts four volumes for Foundry VTT yesterday. I created a new world, and installed the monster tokens first. The season of ghosts modules are purple and mousing over them gives a message. "Cannot be enabled due to issues in required dependencies" Now other modules with dependencies, I can click on them and get a list of what I need, but season of ghosts doesn't offer that. I have the blood lords modules, and it looks like those are dependent on a 'Basis pack' that doesn't exist for season of ghosts. So I'm stumped. What should I try now?
I'm not disagreeing with you, I'm trying to find a balance here. My initial comment was harsher than I intended. In my experience, an animal companion following the full feat chain can take a hit or two far better than a familiar. In combat, it's much closer to a party member. Druida get a special healing spell just for their companion automatically, and rangers can get the same with a feat. (I think?) A familiar uses the party's healing resources and can die to a single hit. I also think a familiar delivering spells to enemies is far fairer a target than a familiar with an aura of buff or debuff. However, the aura might be more powerful. So, for table expectations, if my rabbit is wandering around the battlefield, giving +1 or -1 AC, are enemies aware it's doing magic? (See arguments about recognize spell) Is it a fair target? Is it much safer as a bird? Or on the shoulder of a Frontline? From the GM side, I might want an easy or average encounter to soften up the party for another fight. With out-of-combat healing so easy as to handwaved, I need to force a consumable, spell slot, or maybe a 1/day item to degrade the party at all. Targeting a familiar is something I have more control over than those. So I see a temptation for GMs to overdo putting the pet in danger, and that's where my harshness comes from. Ive played with good people who would let me rebuild a character into another class in this situation, but would not be able to stop targeting the familiar and let me have my witch fantasy. I see this as different than the old GM-Paladin issues where the GM is acting in bad faith. Here, the GM has a reasonable goal, and the familiar is uniquely vulnerable to it. I wonder if the fact that the familiar comes back each day actually makes it more vulnerable. PF2, as it moves through the middle of its lifespan, is having some identity issues for me. In many ways, the PCs enter each fight as if fully rested, unless they're spellcasters.
Claxon wrote:
That feels like punishing the witch player. What other class's key abilities do you target to remove for the day?
Pieboy wrote:
As mentioned above, Darmok and Jalad is a story that only works once. Stargate SG-1 tried to have translation as a reoccurring issue, and quickly dropped it as boring. Maybe you could build a game where translation is a major, reoccurring challenge, but that's not pathfinder, and I'm skeptical of that game's appeal to a board audience. Also, starting at level 3, casters have increasing options to completely negate the challenge of translation. This turns these encounters into a simple gear check. If your caster is low-charisma, and the translate only affects them, you can have a little fun, but again, that only works once. It's pretty common that the caster has the best Charisma, too. One of the better uses for languages, IMO, is during combat. The Hobgoblin commander shouts orders, and the PCs who understand goblin can know what's happening.
OrochiFuror wrote:
Not only is this an errata, it's an unusual errata to an AP volume that was not compiled into a single book. Bone Croupier was *THE* use for Summon Undead from the time it was printed until the time it was errata'd.
Derek Schubert wrote:
In the blog article, he says "Dwarf" in quotes, so I think he's adopted? Or he just favors his orc parent? Who is Sezruth? Theres something really silly about low level thugs thinking they can steal a Sun Orchard elixer, to the point that they jump a heavily armed group that outnumbers them. The sport described here is extremely dangerous and the PCs have no chance to participate. As a player, I was stumpted.
whew wrote:
Citation for torches being good for cooking, please. A campfire is quite a bit larger than a torch. Quote: Torches require a good amount of oxygen to burn properly and they give off quite a bit of noxious smoke. Some people like the smoked flavor.
BotBrain wrote:
I wonder if we're looking at this backwards. Especially as the game becomes more digital, maybe we should create the monster and assign it a level and rank required for summoning separately. For example, a unicorn and a zombie owlbear are both level 3 creatures. As mentioned above, a 4th level slot to get a unicorn is a sweet deal. Two 3rd rank heals are a time-delayed 6th rank heal, and there's a cleanse affliction. Ghost touch is also useful. It's also intelligent and capable of speaking to you, fey, and animals. on the other hand, the zombie owlbear brings 85 HP, a fear effect locked at DC 19, and some attack power. It'll need a 14 to hit a moderate level 8 creature's AC, and the moderate attack bonus will crit it on a ten. If the level 8 enemy even cares to stay engaged with the permanently slowed summon. If we create 'Summon brute,' that only gets sacks of hp and attack monsters, could we summon the zombie owlbear at rank 3 without breaking the game? And yeah, the Unicorn should probably move up a spot (or be uncommon?) two 3rd rank heals with flexibility for a 5th level slot is not outside consideration. I think the other option is to give each creature a unique summoning spell, so you have to call them in advance. Maybe you learn them in batches of threes? Less flexibility for more power (see the other thread about the wizard debate) Roll for Combat did a Pokemon-inspired class. Could a version of the summoner with long-term bonds to a limited group of creatures that scale satisfy?
Let's switch from Thread necromancy to Mathfinder Claxon wrote: Well, it only eliminates the need for scouting within 36 miles of the map. It's also a 7th level item, which isn't going to be available to everyone all the time. 36 miles is above median for well-trained horse and rider. If you want to know what's happening 36 miles away, you need to wait two days. (Average vs. median in this case is weird, as some extraordinary horses managed to do over 100 miles in a day in crisis. My searches suggest this was unhealthy, to say the last) Also, remember that the circumference of the circle will be Pi*2*36 miles ~ 226 miles. On Earth, the horizon is about 3 miles away on flat land. If you assume that your scouts spot everything from their position to the horizon, You'd need 38 scouts to spend two days to give you information at least 8 hours out of date. (There's some discussion on the size of Golarion relative to Earth I'm ignoring in favor of pointing out that on Middle-Earth, Elves don't have a horizon, which is why Legolas can see several more miles away.) One use of this item is worth 80 man-days of well-trained scouts and horses. A Survival guide level 1 costs 4 gp per day
*Alternatively, you could hire a level 1 wood kineticist to spend 8 hours a day making food for hundreds** of people, I guess. (See other thread)
Errenor wrote: Yeah, but we don't have firewood or kindling cost in rulebooks (thankfully) :) The Kingmaker cooking rules expect PCs to make a non-magical fire in marshland. This implies that low-level adventurers without a Kineicist are expected to carry firewood. If a dagger is light bulk, then a log of firewood is at least light. It takes 4 to 12 logs to make a good campfire. So we have at least one extra bulk per three days PCs intend to spend in wilderness. In my Home game, we spend much more time on talking to people or smacking monsters, but if you want to play Oregon Trail, watch out for dysentery.
QuidEst wrote:
If you actually make a deception check, that's a full round of combat. (it's not just a three-action activity for some reason) If you don't make a deception check, what are you doing?
Quote: Again, your "nothing seems to happen" is super metagamy: what about all the other things that happened during this combat round? I think part of being a game is that we accept that all characters are aware of all actions that could be viewed from their five-foot square. If you want to introduce a new "chaos of battle" element, the first thing would be facing, that characters can't see behind them. I don't want anything to do with those house rules.
Theaitetos wrote:
Citation Please. The page I'm looking at says identifying the spell gives you its name and effects. There is no check that would tell you its target. The art suggests that spells without the illusion or subtle trait create some flash. Also, which trait tell you if a spell has obvious effects? Is Force Barrage visible? Because Mystic Armor is also a force effect, but it's described as shimmering. Is Phase Bolt? Dehydrate deals fire damage, but the text describes no obvious effect. Nudge the Odds suggests that it can be identified by someone untrained. Is this a unique effect of an uncommon spell? Or do people recognize the use of magic, if not the effects?
Charm is subtle, however. Book art depicts all non-subtle, non-illusion spells as having a clear effect. Are you suggesting that you could cast daze at someone, and no one would connect it? Or Fear? Charitable Urge doesn't have any such text suggesting the target is unaware of what you've done. The Total Package wrote: Is it in the rules to speak with the Controlled enemy (whether a free action or even have to spend 1 action to talk) and say something like "This one is the traitor in our ranks!" as it charges its ally to cause further chaos.Lying is at least one full round, but you do have that option. Quote:
You spend the entire round to roll deception with the controlled enemy's modifier against his allies perception DC. If they've spent any time working together, the sudden accusation of a traitor is going to get additional scrutiny. Most enemies at your level can only lie to similar creatures on a natural 20. Some can't even do that!
Errenor wrote:
This is actually a good point. The Core Rulebook should come with a dictionary, so that we can all agree on the definitions of all priors. We'll also need a common agreement on the basic rules of math. Is Principia Mathematica's Axioms good enough for you? So that's 464 pages for the current core rulebook, 939 pages for the The Merriam-Webster Dictionary, and 300 pages on proving 1+1=2. Once we put that together, we can start adding pages to get from 1+1=2 into rolling and adding dice together, or comparing results to a DC. Or, you know, we could just assume common knowledge, and answer serious questions.
The Total Package wrote:
Ok, that only minorly changes things, then you can make free actions, but a deception check is usually an action. It doesn't change that the target is making the deception check as best they can.
Ryangwy wrote:
This is a tangent, but there was some concern about skeleton PCs and clerics of Pharasma. Arazni's Edict can be a problem, too. Genzaeri's anathema would often be unhelpful. The scattered nature of a series of one-shots makes Zjar-Tovan difficult unless you're passionate about doing whatever the society tells you. That's just the allowed ones out of the 60 most common gods, let alone hundreds of others, or charity boons that allow semi-evil options like Razmiran Priest.
The Total Package wrote: Is it in the rules to speak with the Controlled enemy (whether a free action or even have to spend 1 action to talk) and say something like "This one is the traitor in our ranks!" as it charges its ally to cause further chaos. Again, your effect is not subtle, and mind control is a known thing. As a DM, that's the start of the iceberg of reasons this wouldn't work. But let's look at the spell.Quote: failure On the target’s next turn, it’s stunned 1 and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally You cause it to take a single action of your choice. Not a unlimited number of free actions and a single action. You can't make your target drop a weapon as a free action, and stride away from combat as an action. Also, the target takes the action, not you. So it could make a deception check against his allies' preception DC. You're level 13? Let's look at some level 12 monsters.https://2e.aonprd.com/Monsters.aspx?ID=2116 A Wight Cultist has a deception of +4 against a Perception DC of 32. https://2e.aonprd.com/Monsters.aspx?ID=2322 A pitax Warden has a deception of +4 against a perception DC of 32. He does however, have performance +24, if you want him to convey the message via interpretive dance. https://2e.aonprd.com/NPCs.aspx?ID=3504 A black Belt has a deception of +0 against a perception DC of 35, and will fail on even a natural 20.
R3st8 wrote:
AceofMoxen wrote: Maybe someone has significant religious trauma or triggers, but I don't think just removing Edicts and Amathema is enough to help them play a cleric. You should respect that by playing Shadowrun or something. If someone has this severe trauma or triggers, I don't think they will enjoy the pathfinder universe, where other PCs and NPCS are influenced by the gods. There are many good RPGs, and it's probably easier to pick something else up. R3st8 wrote: No offense, but that is not a totally accurate description of what you said. R3st8 wrote:
(Emphasis mine) "Anathemas are just an annoyance" is a hair's breathe from "anathemas should be removed." The original statement makes clear anathemas have no redeeming qualities for you, unless you've changed your mind. OrochiFuror wrote:
The 'Old-school' Tank was just as much about the cannon as the armor. It was literally the fighter class. MMOs created the idea that a tank is supposed to be seen and 'draw aggro' instead of just standing in front. This is a disruption of the metaphor. The 'Old school' D&D players who invented the term were aware that tanks were vulnerable to the proper weapons and needed to hide or be supported just like any other weapon or party member. Even in WW2, a tank that is not supported by infantry is dead, And in classic RPGs, a tank is a reliable source of damage, unless you fight a rust monster.
This is tongue-in-cheek. R3st8 wrote:
As a hardcore atheist myself, allowing a fictional god the power to humiliate you is in my personal, IRL anathema. Maybe someone has significant religious trauma or triggers, but I don't think just removing Edicts and Amathema is enough to help them play a cleric. You should respect that by playing Shadowrun or something. R3st8 wrote: Others may be very religious and find the concept too close to idolatry (remember the satanic panic). If Baldur was close enough for Christians in Norse lands, I'm certain they can find someone among Pathfinder's Gods. If they're not flexible, they probably aren't going to be ok with some of the things other players do. (I'll not comment on Non-Christians) R3st8 wrote: Some players simply played healers in other games, like MMOs, as a white mage or something similar, and wanted to do the same here. Copying MMOs should not be the goal of a tabletop game. Also, MMO players seem to exclusively view healer as a burdensome job. That's the worst attitude to take to a tabletop game. Give them the DPS job that everybody wants. R3st8 wrote:
You can actually harm a vegan by forcing them to eat meat (I've heard), but no one is harmed by loose rules in a pretend game.
Kakita Tatsumaru wrote:
This may be a spoiler for your GMs plans, but it's on the wiki. Spoiler:
Irrisen is a changing evil country. The PCs put a lawful neutral Earth girl on the throne in the adventure path, but the aristocracy is still evil. They can't dispose the girl without angering Baba Yaga.
So if your game is about playing a good enforcer of Law, it's quite likely you're an agent of the Queen against the corrupt aristocracy. You might be able to salvage this character by saying an aristocrat (winter witch) killed your family unlawfully(probably before 4713), but escaped punishment. You begged Calistria for revenge. As part of her bargain, she granted you the power to get revenge, but only if you can do it lawfully. You'll have to collect evidence and put the winter witch on trail to get revenge. I would recommend you try to join the game your GM envisions, or convince him to boarden his game, or sit this one out. Playing a game just to be disruptive is an insult to the other players.
James Jacobs wrote:
I am a player who approaches building a character from the mechanics first side, and I love having edicts and anathema. I wanted a redeemer champion with a one-handed agile thrown weapon. That lead me to consider Likha. I had just read some history about Roman emperors staging gladiatorial battles as historical recreations. They often changed events to make previous rulers and enemies look good or bad. So my champion is a gladiator who insists on truth in historical gladiatorial matches. (Nonlethal) His reaction is part of his stage fighting technique.
Waterhammer wrote: It’s kind of fascinating for me to speculate on this because of the existence of magic changes the development. Kind of gives me a headache though. Keith Baker and WotC have done quite a bit of work on this topic for the Eberron setting. 1st-3rd level magic is available on the battlefield most of the time. 4-6th level magic is expensive and rare. 7th+ rank casters were not concerned with the war.
Kakita Tatsumaru wrote: I'm asking because I'm about to start as a justice champion in an evil country and I'm asking if such champions are actually able to act as "justice" champions even in an evil country, or if they should just limit themselves as law enforcers, because strictly by rules, that's what they look likes, which is strange considering Paizo wrote: You're going to want to talk to your GM about this. Pathfinder Society has a rule that doing a pathfinder mission never directly conflicts with any Anathema. If you're in the Golarion setting, what God and which country are you worried about?
Perpdepog wrote:
Do you have their email?
I think expecting GM core to be a guide to homebrew an entire setting is asking too much. I can't imagine any book dedicated to creating an setting to be very useful. Some GMs just like making worlds, but it's often better for the table if the players have a hand in the creation. So for this game with a small number of gods, I would ask each player to create a god and a hero chosen or representing that God. They would need to work to create non-overlapping gods. Then you create one or more gods to cover everything else. As the players create their characters, they can take any spell that fits their God's theme if you and the other players agree. Only one God can claim each spell. You don't have to sort spells and the players are more invested. Balance is going to be a minor issue, You might be making some classes 10% or 20% stronger/Weaker, but that's normal. Unless you take away or give a key focus spell, like the bard song or champion lay on hands, it'll work out. Actually, with this idea, I might make the PCs dual classed, with one full caster and one class without spell slots. Each would embody their God's casting and martial traditions.
Sibelius Eos Owm wrote: That said, I dont expect we'll find ethical Necromancy very common (if that's what's happenin). It kind of messes with some of the appeal of playing against type with dark powers if theres no "type" to play against--and if you could do all the things with ethical Necromancy as with classic void-soul-slavery, why would people resort to the latter in the first place? In the USA, any Chocolate product that does not have some kind of "Slavery-free" or "fair trade" label was made by slave children. All major chocolate companies missed the June 2005 date of the Harkin–Engel Protocol. The deadline was repeatedly rolled back. In 2021, The Economist reported that child slave labor in chocolate manufacturing had actually increased due to Covid19. https://www.economist.com/graphic-detail/2021/08/23/the-number-of-child-lab ourers-has-increased-for-the-first-time-in-20-years (I'm a subscriber, I've read the article, and can provide quotes if you wish) When this issue came to attention around 2001-2005, some comopanies tried to get chocolate labeled "Slavery-free" or "fair trade" into stores. The retail locations (Walmart, gas stations) quickly discovered that putting M&Ms next to "Slavery-Free" chocolate just made most customers skip buying anything. According to wikipedia (I know), A Chocolate product needs only 11% of the cocoa to qualify as "fair trade" to use that label on packaging. Kit Kat in 2010 switched to fair trade, and at some point before 2020, quietly switched back.
graystone wrote:
The Stone of Weight fuses after being carried for one minute. https://2e.aonprd.com/Equipment.aspx?ID=608
graystone wrote:
Quote: Many cursed items can’t be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term “fuse” to describe either situation.) If an Eidolon is cursed and dismissed, what happens to the item? graystone wrote:
Alright, how about a ladder? It's equipment, not terrain. https://2e.aonprd.com/Equipment.aspx?ID=2729 So eidolon can carry a ladder, but can it set one up? Or use it? Can it unfold a folding ladder? https://2e.aonprd.com/Equipment.aspx?ID=1396
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