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Arcaneumkiller's page
Organized Play Member. 57 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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Hello everyone,
(I apologize in advance if this was not the right section to post this, and for the long post) I have been working on an idea of a Sprite for Pathfinder 2e, Luminous Sprite... I've read the Sprite section in the Lost omens Ancestry Guide but I found that not sufficient for my needs. I want to write some extensive backstory for my character's Fey lineage going back multiple generation in the First World. So I have been searching on the Web for information about their lore which is scarce to say the least.
More specifically I would be interested in the way they organized their tribe or whatever it is they have when they group together. I've read the Sprite Section in the first edition of Fey Revisited. They mention in the book that Sprite live in group that range from 40 to several thousand. It describes their settlements as villages that are a group of several families or tribes. It also mentions a very large village called Allavelium built high in the trees of the Mwangi Expanse. This village is said to be so large that it actually rivals a large human city in size. Yet one problem remain (at least for me): The absence of hierarchical structure.
1- How do they resolve conflict as a tribe?
2- How do they take important decision that affect the entire tribe?
3- How and who is responsible for passing judgement on transgressors, criminals and wrong-doers, of their tribes?
4- Are they matriarchal or Patriarchal?
5- Do they have a leader or governing body?
6- If they have a Leader, do they have succession by blood or are these leaders elected?
I've read on wiki pages about the Eldest which I believe are the remnant of the Archfey from Dnd. In Dnd some of the Archfey like their Pathfinder counterpart (the Eldest) are Godlike beings in terms of power, similar to deities and are some of them are part of the Summer Court, or the Seelie Court. While some others are part of the Winter Court, the Unseelie Court. The Seelie/Summer and Unseelie/Winter Courts are saddly not present in Pathfinder lore.
I then spent a large portion of time researching lore about Sprite in Dnd. Which is almost as difficult to find as it is for Pathfinder.
7- Does anyone happen to know any lore about the Sprite's society, their hierarchical structure and how to do diplomacy, if they have royalty...etc?
8- Does anyone know any book that I could read that I could find some of the information I am looking for or relevant information, either from Pathfinder 2e, 1st or even any dnd editions?
or point me in the right direction...

Hello, So preparing for my upcoming game of Pathfinder, came upon the rule for counterspell. My exposition to this mechanic was actually from Critical Role, they are playing 5e so obviously it's not the same game but I don't understand why pathfinder doesn't change it to somethhing closer to 5e. Having to have the exact same spell in your spell list. There is over 100 lv 1 spell, 135 according to Archive of Nethys to be exact.
What are the odds that my LV1 or 2 Oracle who has access to 2 or 3 level 1 divine spell will be able to conteract? Even if I was level 20 I would have 29 spell, but only 3 of each level except level 10 spell. Counterspell in Pathfinder is basically = to dumb luck or your DM is going out of his way to use spell that you have on your spell list Both sounds insane. Please tell me I am missing something. Personnally I think counterspelling should be something you can do anything to any caster of the same level or lower. Spending a spell slot is already an extremely steep price to pay, I don't think it shoudl be necessary to know the spell and have it prepared.
Also with my oracle I most of my spell are passive healing or and helping my teammate to that means I can never hope to counterspell any magic...So I see an enemy casting fire ball, and hurl it at my ally. and then next turn he does the same thing . I recognize the pattern. But sorry you dont have fireball in your repertoire.
Do you think the rule should be change, if not why? and or do you use a house rule to make it more interesting?

Hello,
I have a question for you more experience Players. Regarding the monk and their martial stance such as Wolf Stance for example.
https://2e.aonprd.com/Feats.aspx?ID=437
Its written for the fluff; You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks.
But the next sentence mechanically it's written; You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group...
My questions;
1- Is the Wolf Jaw unarmed attack actually a jaw attack, like a bite? I am assuming that it is not. That it's just like flavourful martial art striking technique named this way and not an actual Jaw attack (like your character biting with his teeth the enemy) am I right? It's suppose to be something similar to Dragon Ball's Yamcha Wolf Fang Fist right?
2- If my assumption is correct than, would you as a DM if I was a player allow me to use another natural weapon like Dhampir fang or Lizardfolk Fang unarmed attack as the Wolf Jaw attack. Would that be something acceptable? Like using the stats of the Wolf Jaw but describing it as using an actual Bite with my dhampir fangs as the physical part of the body used.
3- Alternatively what about the Dragon Stance dragon tail attack,
https://2e.aonprd.com/Feats.aspx?ID=431
if I have the Ganzi heritage with the Smashing Tail feat
https://2e.aonprd.com/Feats.aspx?ID=2535
which allow the Ganzi to use their tail as a unarmed attack. Would that be ok for the character to use his tail for the Dragon Stance instead of his legs?
I was thinking it would use the damage dice of the stance and add the traits from the unarmed body part to the strike.

Hello, looking at the Pathfinder wiki I came upon one of the coolest(in my opinion) Outsider creature I seen in the entire bestiary of Pathfinder. The Cetaceal
https://pathfinderwiki.com/wiki/Cetaceal
Basically a Neutral Good Celetial Creature (or Agathion) that dwells in Nirvana (the Neutral Good Plane). An aquatic humanoid female with an Orca tail. Armed with a short spear.
1- Anyways, does that creature currently exist in 2nd Edition?
I checked on the Archive of Nethys, in the Agathion family creature but it is not listed.
2- If not, what is your position about the lore of 1st Edition being still valid if not retcon by anything from 2nd Edition?
3- Does that fall into Homebrew territory or is that like a official position from the Paizo that until written otherwise we are ok to assume anything that hasn't been revised from 1st still hold true?
4- Assuming the creature exist but simply does not have a stats, what would be the closest thing to it, I was thinking maybe I could reskin an existing creature?
** If possible one creature that that I would have the ability to polymorph into **
5- (My attempt) Alternatively, would you allow the following at your table;
Celetial Form Assimar Heritage Feat LV 17
Presquisite: Angelkin, Emberkin, Idyllkin, Lawbringer, Musetouched or Plumekith and able to cast angel form with a spell slot
Frequency: Once per day
You've discovered how to transform into the form of your Celestial ancestor. Once per day, you can cast 8th-level angel form as an innate divine spell, transforming into the following depending on your lineage;
Angelkin - Any Celestial with the Angel trait
Emberkin - You transform into a Peri
Idyllkin - Any Celestial with the Agathion trait
Lawbringer - Any Celestial with the Archon trait
Musetouched - Any Celestial with the Azatas trait
Plumekith - You transform into a Garuda
Obviously, each would have the same core stats and each form would have varying weapons and traits choise based on the different creature with those traits.
Hello, I am making a character build in Pathbuilder and I came upon this spell Dinosaur Form
https://2e.aonprd.com/Spells.aspx?ID=72
At the bottom of the page it says that if you cast it Heightened (7th) which give you a gargatuan size battle form...But that would require casting a spell level 11...???
Is there a way to cast a Level 11 spell with a character level 20 or lower or what does that mean exactly?

Character Idea
Tinker Bell meets Sherlock holmes/(Marvel) Bruce Banner/Hulk...I know! hear me out.
So I was thinking of a character concept basically inspired by Tinker Bell in the movie adaptation of Peter Pan, Hook. In this movie, both Peter Pan and Tinker Bell are now adult and Tinker Bell falls in love with Pan. Long-story short, Tinker Bell makes a wish to become Human Size hoping that she could be with Pan, have a sort of romance together... I'm a s*cker for impossible love story anyways. So I was thinking creating a character inspired by this. Well more specifically, a Fairy who would hopefully has the ability to shift into a human size version of herself.
As far as her personality was concerned, I imagined her to be socially awkward, sort of like the TV series Adaptation of Sherlock Holmes with Benedict Cumberbatch. A sort of talent for projection like the Sherlock holmes movie adaptation with Robert Downey Jr. At the start of the story, She would definitely be more on the Mischievous and Evil side (More selfish and a lack of social etiquette or respect for it) but I can see her growing into more of a fierce Mother Bear character who may channel her darker impulse toward her enemies and enjoy hurting those who hurts her friends but not too much but maybe a little.
Lucky me! There is the Sprite Ancestry and I think the Luminous sprite fits my Idea like a glove. About the ability to change size. I Notice that the Druid Wild Shape can be upgraded with two Class feats; Thousand Face (You gain the Humanoid form for your Wild Shape) and Form Control a Meta Magic feat (Increase the duration of wild shape to 1 hour instead of the normal time).
Now for the edgier parts. I wanted her to also be a capable melee combatant. Then, thinking about the changing size again, I thought: Wouldn't it be funny if the smallest creature in our the party became the largest of all them. Like a big hulking beast. Like Bruce Banner from Marvel, she would be an intellectual in her base form and if or should I say, when the proverbial s%~@ hits the fan lol! She goes into rage and transform into a enormous monster and trash all her enemies. Lucky again for me, the game actually has the Barbarian Class with the Giant Instinct; At level 6 you can select the class feat Giant's Stature, which makes your character Large Size while raging. Then, at level 12, you can select the class feat Titan's Stature, which makes makes the character Huge size while raging. Which is 100% what I wanted. That's amazing. My DM has given us permission to use the Variant Multiclass rule. So I ended up taking for Background; Detective and Investigator as a primary class and Barbarian as my secondary.
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Now to my problem;
So I would like for my character to have horns that are usuable in combat. What sort of options do I have. Preferably before reaching level 20. But any suggestion would be welcome ?
I plan on asking my DM if I could have a special permission to take Barbarian as a Dedication Feat so that I can take a second instinct. Then choosing the Animal Instinct(Deer) to have Antlers. They also gain another feat Animal Skin which I think would go the this concept greatly. But I doubt this will be possible. But I think I would only have the antlers while raging and I was hoping that she could keep them if only, as a cosmetic thing, adding to that Fae from the first world weirdness and I was imagining her having chains and jewelry hanging between the branches of her antlers.
I thought I might have selected Tiefling as a heritage thinking they would give me horn usuable in combat, but they don't appear to have horn usuable in combat.

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1st Edition
https://pathfinderwiki.com/wiki/Peri-blooded
Outside Native
Alignment NG
Peri-blooded, or emberkin as they are sometimes called, is the name given to aasimars who are descended from peri.
https://pathfinderwiki.com/wiki/Peri
Outsider Good, Native
Alignment NG
Peris are native to the good-aligned Outer Planes, but they are also often found in the company of mortals on the Material Plane. They do penance for the sins of their fallen angel ancestors to earn a place in paradise, and work tirelessly to aid mortal heroes against evil.
https://pathfinderwiki.com/wiki/Nirvana
Denizens Peris
https://pathfinderwiki.com/wiki/Aasimar
Aasimar
Origins
Most aasimars alive in Golarion today are not, in fact, direct descendants of celestials, but are generated from holy blessings or the leftover energies of holy places. If they do descend from celestial beings, their ancestry is at least one step removed from the original introduction of that blood: the child of a union of a mortal with a celestial being is a half-celestial, not an aasimar. Aasimars may be born from the union of the half-celestial with another mortal being. The possibility of an aasimar birth continues to many generations after that union, even when two mortals have children, so long as one of the mortals is a direct descendant of the half-celestial. Although half-celestial creatures come in many shapes and forms, aasimars are only born from humanoids.
https://pathfinderwiki.com/wiki/Angel
The term "angel" is sometimes used as a catch-all term for any sort of good outsider, especially one like the azatas, archons, or agathions, but for the purpose of this article, the term will only refer to true angels,[3] such as the following types listed in order of ascending power and importance:
Note: Peris are not part of the list so I am assuming they are not true angels.
https://www.d20pfsrd.com/races/other-races/featured-races/arg-Aasimar/#TOC- Peri-Blooded-Emberkin-
Outsider (native)
Alignment NG
Peri-Blooded (Emberkin)
Emberkin reveals their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. Emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.
Like all Aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.
https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/peri
Outsider Good, Native
Alignment NG
Peri
Peris are a race of celestials native to the good-aligned Outer Planes, but they are also often found in the company of mortals on the Material Plane. Believed to be the descendants of fallen angels, peris do penance for their ancestors’ sins before they can earn a place in paradise. As a result, peris work tirelessly to aid and support good heroes of the mortal realms in a never-ending battle against evil. Peris hate the evil fiends known as divs, who constantly seek to ruin the good works of mortals. Peris often work to repair damage wrought by the destructive divs. For their part, the divs take great pleasure in tormenting and persecuting peris, locking the fiery-winged celestials in cages of cold iron and endlessly torturing them.
https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/
Fallen Angels
Many religions include stories of angels rebelling against a creator or becoming corrupt and evil. Sadly, this is indeed possible, though thankfully rare, and only the proudest or weakest-willed angels succumb to this fate. Fallen angels are exiles of the good realms, hunted by their former brethren and easy targets for fiends as well. The fallen lose some of the grace and light of their untainted kin, though many are said to still be tragically beautiful. Rarer still are those fallen angels strong and clever enough to join the legions of Hell, and who are often transformed into some type of devil, or those who become demons of the Abyss and carve out a niche in that horrible realm or come to serve a greater demon.
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2nd Edition
https://2e.aonprd.com/Monsters.aspx?ID=1262
CELESTIAL FIRE
Alignment CG
Though they eschew servitude and the worship of gods, many peris consider themselves friends and allies of Atreia, the Lambent King, the imprisoned elemental lord of fire. They guard and conceal his holy sites from his enemies and send mortals out in search of his prison, the Garnet Brand, hoping to bring the benevolent force of exalted light and fire back into the multiverse.
https://2e.aonprd.com/Feats.aspx?ID=2283
Emberkin
A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against fire effects, and your perception is unaffected by non-magical flames, fog and smoke.
https://2e.aonprd.com/Traits.aspx?ID=23
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
https://2e.aonprd.com/Traits.aspx?ID=72
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
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Difference between editions. Peri now use the Celestial trait (Outsider no longer being in use in 2e) instead and are Chaotic Good instead of Neutral Good. They also have the Fire trait.
2nd Edition still acknowledges the fact that Emberkin are descendants of Peri and themselves descendants of fallen, although they do not specify which creature has fallen, but I think we can make an educated guess that they are fallen angels.
We know that Aasimars are not half angel in 1st Edition, the 2nd is very vague but I have the feeling we are not supposed to be Half Angel either.
==========================================================================
My questions;
1- How did the Peris come to exist?
2- Are they half-Celestial themselves ?
Peris refer to the fallen as their ancestor, and even then, some say believe to be descendants which alludes to the fact that there have been so many generations of them that the truth has been forgotten.
3- In this case, would it be correct to assume that Peris were generally born of two fallen (Angels)?
4- and future generations were born of Two Peris?
5- I would assume them to be born of two peris, because if they were born from a humanoid and a Half-Celestial or Peris, wouldn't that make them essentially Aasimar themselves?
But then the lack of examples of Fallen angels aside from Eisbeth and a few Devil, leads me to believe that there may not have been any other Fallen angel to procreate with, which leads me to believe that Peris were the progeny of Fallen Angel and humanoid.
Which would make them at best Half Celestial and eventually Aasimar. I just find it weird that there is a distinction between Aasimar Emberkin and the Peris when by definition they are the same, if you assume that they are themselves also descendants of both Celestial and Humanoid.
https://pathfinderwiki.com/wiki/Erinys
Erinyes—also known as fury devils, the Ash Wings, the Fallen, fallen angels, the Furies of Hell,[1] or simply the Furies—are fiends created in mockery of the angelic form with a beauty that belies their utterly sadistic, evil nature. They are the avengers and executioners of Hell.
6- Was there ever any intention to connect the Peris to the Erinyes?
Bonus question
Lastly I also have been reading about Valkyrie, River of Soul and Monitor which is a trait that represents being from the neutral outer plane. I understand that depending on which deity a creature was worshiping she would be sent to a different plane, and petitioners of exceptional quality may be chosen as warriors by a deity of that plane. Like an Angel or a Valkyrie for example.
7- Theoretically, Could a Peris who died being CN and worshiping Gorum have been reborn as a Valkyrie?
8 - What about a fallen Valkyrie, if angel can fall, Valkyrie can probably fall too. Could a Peri be descendant from a Fallen Valkyrie?

Hello,
I am in need of your help again. I am trying to create a new character with the Pathbuilder app and so I created a Lawful Evil Paladin with the Tyrant Cause who worships the Osirian deity Set (Lord of the Dark Desert) [NE]. At level 3, I took the Divine Ally Steed Class Feature. And finally, at Level 20, the Class Feat Fiendish Mount.
My problem is, I don't have a single clue what sort of creature Set has for Servitor. It is written on that it gains wings based on the type of servitors and a appropriate trait. Essentially, I am assuming fluff wise taking a semblance of the Deity servitor. I am not very knowledgeable about the Lore of Pathfinder so I've been searching for a few hours on Google trying to find out what sort of creature Set has for servitors. I haven't found anyting.
Does anyone know if Paizo or even a third party ever release any book that may have mention something about servitors of Osirion Deities, by any chance Set. Even if its from 1st Edition? If not, as a DM how would you suggest I go about it?

Hello, I am new to pathfidner, I've played both video games Kingmaker and WOTR a little but generally speaking I am not very familiar with the rule system and class and all. My friend and I are preparing for a campaign. I would like to be a warrior type character if possible who could later eventually turn into a Brass Dragon (reason for Brass is that I saw that Brass dragon have in their stat block Tremorsense and a Burrow speed. I was hoping I could be maybe be a Barbarian who would transform into a Dragon and plunge into the Earth like a sandworm in Dune or whatever and then come out of the Earth bitting and Breathing Fire.
How would I go about achieving something like that? Additional info, I built a class on Pathbuilder but looking at the information on the website, I am unsure if I would be able to do what I am trying to do. I chose a Barbarian with Dragon Instinct Type Brass but on the archives of Nethys it is written;
Dragon Form (https://2e.aonprd.com/Spells.aspx?ID=88)
You gain the following statistics and abilities regardless of which battle form you choose
I was wondering are the listed stats on Dragon Form the only one you have or should I simply refer to the bestiary stats block and replace the affected stats of the stat block with those of the dragon form? And If Dragon form doesn't give me the Burrow speed and tremor sense what would be the most effective cost efficient way to become that if at all possible?

Core rulebook page 58
ELF ATAVISM FEAT 1
HALF-ELF
Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
But Core rulebook page 56
Half-Elf
Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait and low‑light vision. [In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.]
Why would you even bother with choosing a feat to gain access to Elf feat when just by being a Half-Elf you have access to Human, Elf and Half Elf Feats ?
I think in the book it should be written, at GM discretion, to allow Heritage + Heritage (replacing the all feats from the ancestry with those of the 2nd Heritage) Because aside from Half elf and Half Orc all other characters with an heritage only get feats from 1 parent’s feat(The ancestry) and the heritage feat. So I think 2 heritages and no ancestry feat should be ok (At GM discretion, like what is written in the Core Rulebook page 55 about the Half elf and Half Orc that can be other ancestry than human with GM permission. Of course you could argue that the GM could allow anything after all, but it's different. All GMs I have ever played with are very much against Homebrew and doing anything that isn't specifically written in the book. Trading your Ancestry feats for another Heritage feats should be something possible except half elf and Half Orc which already have both parent + the heritage.
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Hi everyone,
I wanted to confirm if I understood correctly;
For example Yoon from the Mummy's Mask Set has a power on her character card:
You may recharge ([] or shuffle into your deck) a blessing to add your Fortitude skill and the Fire trait to your combat check.
So my question is;
Using this power on my combat check, does it make my check a Fortitude check as well ?
Hi everyone, just a small question, about the Armor [Commander's Field Plate] in Wrath of the Righteous (Adventure deck number 2); Is it possible that there is an error in its powers ?
===
(The card powers)
When another character at your location would encounter a monster on [YOUR] turn, you may discard this card to encounter that monster instead.
...
===
Shouldn't it say; when another character...on [His] turn, you may discard...
[HIS] or [HER] whichever, instead of [YOUR] turn. It just seem extremely situational, like it barely ever happens.
Thank you in advance
Hi,
My friend and I are arguing over the rule about playing 2 weapon on a check.
my friend understand that;
Main-Gauche powers;
[If you played a weapon that has the 2-handed trait on this check, you may not play this card.]
So, since he did not play a 2-handed weapon on his combat check , he can play this weapon in addition to a the other 1-hand weapon.
I told him it refers to the 2nd effect recharging this card to reduce Combat damage.
Sorry if my post is repetitive, my friend insisted that I ask to be sure;
I just want to confirm that detect evil, works the same way as Magic Detect, meaning that when Alahazra power examine 1 addtionnal card, that the additional card return on top, then the first card can be encountered if it is a monster. Or if Alahazra, can encounter the 2nd card if it is a monster.
Thank you in advance

Hello, me again, I believe I know the answer but we also can't agree on the latter, so if someone could confirm please.
Thank you in advance
Blessing of Nethys
Discard this card to examine the top 2 card of your location deck, put them back in any order, then explore your location.
Alahazra (Class Deck)
POWERS
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
SEER'S HEADDRESS (Item/ Promo Card)
When you examine the top card of any deck, recharge this card to examine the bottom card of that deck.
Questions;
1- Does BO Nethys effect (..put them back in any order...) includes the 3rd card examined on top? (Or does the 3rd card examined on top return on top, then the first 2, in any order).
2a- Can Alahazra add her power multiple time in a chain of effect; Can Alahazra examine top 2 (Bo Nethys) + 1 (Alahazra power) then Seer's Headdress examine bottom card + 1 (Alahazra power) ?
2b- And if 1 & 2 is yes;
Does Bo Nethys affects the the order of the bottom cards as well ?
2c- And If all the above is yes, and Bo Nethys affects the order of all cards examined (top and bottom); If the top 3 cards are (A, B and C), and the bottom 2 cards are (Y and Z).
Can Alahazra put Y at the top and and B at the Bottom ?
3- Finally, Does the exploration of BoNethys happens before the examining of the bottom card(s) ?
Up until now, the player at my table playing Alahazra have been doing all the above. (Except for (2c); Bringing a card on top at the bottom vice versa).
Fog Bank
At this Location
After you play a card of use a power that examine cards in this location deck, shuffle it.
Blessing of Nethys
POWERS
...
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
We have been arguing about the effects of both card.
1- Blessing of Nethys makes player examine 2 top card of his location deck, then;
-- Fog Bank interrupts --
Shuffle the location deck, then explore the location.
2- Blessing of nethys makes player examine 2 top card - then explore the location (preventing the shuffle)
3- Shuffle is delayed; Examine 2 top card, explore, then shuffle location deck.
Hello everyone.
My friend and I have been arguing over this for a few games so I thought I would ask here.
Alahazra has a power which enables you to examine 1 additional card whenever you examine card(s).
Magic Detect, makes you examine the top card of the location deck, and if that card has the magic trait or is a blessing you may encounter it.For the sake of example, the 2 top card on the location deck are spells.
1- Alahazra examine both card, and encounters both card senquentially in the order the player chooses
2- Alahazra examine both card and encounter only 1 of those card, of the player choosing
3- Alahazra examine both card and encounter only the first card drawn.
4 - Alahazra examine the first card - encounter the 1st card, after the encounter, examine (the additional card) and encounter it.
5- Alahazra examine the first card - encounter it then examine the 2nd card only.

Hello,
OK so on Nyctessa Role card (UNDEAD MASTER side), the 3rd power reads as follow;
____________________________________________________________________
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die ([] and you may reset your hand from your discard pile).
____________________________________________________________________
It's the 2nd part in the parentheses, I understand 2 different thing;
1- Only when you would be require to remove card from your deck and are unable to and did not die because of this power, at that moment you may reset your hand - from your discard pile.
or
2- At the end of your turn, and or whenever you are required to reset your hand (as when forced to by the effect of a location or a bane), independently of if you have enough card in your deck or not, you may choose to reset your hand from your discard pile.
2nd Question; When you do reset your hand from your discard pile; Do you get to choose which card you put back in your hand ?
Or its basically the last card discarded, which would be the one on top of your discard pile, and going down (same as when drawing from the deck) ?
Thank you in advance.

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Hi everyone, so a few months ago, my friends came to me and ask if I would be interested in playing Pathfinder, said yes, we all sat at the table and roll our attributes and all, but we never got to fully finish our character. We had to delay the game for months now, but I think we may be able to start in the next month or so.
Anyways, long story short. I am hoping to create this character (the game will be set in a Japanese-style setting. My character is a Dhampir, the GM already agreed to it, no problem. I roll for the background and everything. Background I roll is that my Parent is nobility, and my mother is Dead. I ask if it the same if my character is convince she is but maybe she isn't, could be a plot twist for my character later on... The GM was ok with it. Anyways, my initial story was that my character was a samurai at the service of a Daimyō (his father), I should say was as he's no longer at his service, he is a Ronin now, and he joined a temple whose underground serve as a base of operation for witchhunters - Particularly Vampire Hunter, which my character joinsed.
Now what I was going for is a Batman meets jack the ripper, sort of hunter, I don't just hunt the the bloodsucking fiend but I prey upon them, leave behind a message, a calling card of sort like a serial killer, fill the Vampire Nobility, and those who serves them with dread. Anyways. I was having a bit of difficulty joining my concept of samurai, with his alter ego, I initially thought that since it was set in Japanese like setting and I wanted my character to be a master of the Katana, that it would make sense that my character b or have been a samurai.
Anyhow, reading about the all classes this afternoon, I came upon the Vigilante Class, I had seen one such character in some images and read a little about him (the Red Raven) thought he was really cool, but I was unaware that vigilante was an actual class. So I got to reading about it, and its Class Skills and Features, and then I saw the archetypes, and I got a little loss, so that is why I am here, to ask if some of you Gentlemen, or ladies would be so kind as to share some of your wisdom and knowledge about how to best get to creating the charcter I have in mind.
So my character (apparence wise) started with the Batman villain; Talon, he is an Assassin of the Court of Owl - A Secret Society that is the architect of almost anythign that happens everywhere. Anyways, so an assassin, and the theme of the Owl, I wanted to keep that. As a symbol of Natural predator of bats - I know its cliche and cheesy, but I like it. Anyways, His vigilante name would be the Grey Owl, he would look something like a cross between an assassin from Assassin's creed and a Samurai, or now I guess a Japanese style armor. At his side his trusted and fearless companion a Eurasian eagle-owl. For weapon, I was thinking since a common theme of samurai, and superstition was that a Sword can be made corrupted or evil or if made by or with evil intent be curse, I thought my character katana is a Demon sword, (was also inspired by the Anime - Owari no seraph). My GM agreed but for obvious reason, my character cannot start with such a powerful weapon, I am ok with that. He wears a mask to protect his Identity and also inspired by the demon mask the samurai are often depicted wearing. He wears a wooden mask that cover all his face like Vega from Street Fighter, the mask would look very much the same as the Court of OWl mask, except made from wood, texture I imagine it would look like the Mask from the Movie the Mask. He would also wear a cloak with a hood, and light or medium armor, not sure in what category samurai armor falls into.
In term of skills, I see him as a master stalker, following his prey unotice in the shadow, like batman would. who has absolutely no regards for the safety of other vampire, they will all die, but he understand that there are priority, and ins't delusional or blind thinking he can take all of them head on. So he preys upon the predator and the hunter becomes the hunted, when he sees a vampire approaching a human, he strike with deadly intent, *not sure if vampire disintegrate in Pathfinder upon death* hoping they don't so he can leave their bloody corpses for the authority and other vampire to find.
So by day, he is a rich brat, son of a Vampire Count, a little prince so to speak, socializing with human and vampire nobility, and by night he preys upon the latter, but also on those who would serve them.
So I was reading the archetype and I saw the Magical Child (I think it was called), it was written that Vigilante of that archetype begins play with an animal companion like a druid. I thought he might need to be that archetype, but then I read about the faceless and I think it also fits my character, and the Serial Killer archetype, I think would fit the glove nicely too, but it was also written that you cannot take archetype that overlap on what they alter and I think some of the alteration of these archetype overlap.
Also I though I would take the Stalker side of the Vigilante from level 1 specialization.
Sorry for the long wall of text. So what would you guys suggest I do ? Also if you guys a better Idea or different class in mind which may be closer to what I wam going for by all means... thank you in advance for helping :)
Hi, everyone.
Sorry if the question sounds too obvious but, I just wanted to confirm with you guys, if you play a boon that add a 1d10 to a stealth check for example.
Can I use that card on a Stealth combat check ?
Because most card specify do specify wether it affect combat or only non-combat check.
But there are a few cards that do not specify wether it affects combat or non-combat checks; Like the Ally;
BURGLAR
Powers
Recharge this card to add 1d10 to your Disable or Stealth check or your check to defeat a barrier.
I have been playing for months now, using the Ally [Burglar] in combo with weapon such as [Blowgun]; which enables me to use my Stealth Skill + 1d4 for my combat check. Was I wrong all that time doing so ?
Hello everyone,
(In Skulls&Shackles) when encountering the card Enemy Ship (Henchman B) card. On the right hand just under the name its says Type underneath it is says Barrier.
1) Does that mean that this card is always treated as a barrier
=====================================================
When encountering the [Henchman B - Enemy Ship], Its first effect is;
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
Which brings me to my 2nd question, for That random ship summoned;
=====================================================
2) Can I use the 2nd effect of the Blessing of Abadar ?;
Discard this card to add 2 dice to any check to defeat a barrier.

Good day,
I have a lot of questions
1) Is is forbidden to skip your turn, can you begin your turn advance the blessing deck, and choose to skip/end your turn/Reset your hand right there.
2) Also, my friend has the Wrath of the Righteous Base set, and sometimes we play with his game and he says that if you choose to skip your turn you get a Peace token and that at the end of the scenario/or if we lose the scenario and you have a peace token, you lose 1 card permennantly from your character's deck, and get to begin 1 card short on the next game. Is that an official ruling ?
Finally, I bought SKull & Shackles about a year ago, fell in love with the game bought the gunslinger class deck, been playing with Skizza love him by the way.
Anyways, I bought Mummy's Mask last week, and I was planning on starting a scenario soon and I was planning on using Seltyiel, from my Skulls & Shackles Base set, am I allowed to do that ?
In the rulebook it says that; certain card from other set may not be as effective - that I understand and I accept the consequence, It also mentions that you are not allowed to swith the role card I am ok with that as well. SO I have a few more questions
3) Is there any official rulling that says its forbidden for me to use a character from a previous Base set into another base set game. (By the way I didn't play with Seltyiel in Skulls & Shackles) I would start with no feats unlock - fresh.
4) About the exchanging of the role card, I understand you cannot switch but what if I decide to play with the same character from a class deck instead, I just have to remove the character from the base set entirely right ?
5) And what if I decide to remove the Alahazra from the mummy's mask base set, and use the character card and role card of the S & S base set, Is there any rulling against that ? isn't the same as using a card from a class deck ?

Hello everyone,
I received my Summoner Class deck a few days ago and I was looking forward to playing Zeta.
I was quite sad when I saw her very first power on her character card that says (Word for word);
______________________
After you play a spell that has the Attack trait, banish it.
______________________
She can use her Cohort for combat but she is rolling only 1 die for combat.
Anyways, my question is; even though it went back into the box because of her Power, can I still attempt to recharge the card I just played.
At first I thought not, but now I have a glimmer of hope because; I came across that page of errata or update on ruling, on this website, a few minutes ago.
http://paizo.com/paizo/faq/v5748nruor1h4
Its basically under;
Help/Faq
Then in the box on the right hand side of the page (MORE FAQS)
The 8th one;
Pathfinder Adventure Card Game: Wrath of the Righteous Fri, Oct 7, 2016
Then under Rules Question
The 7th one;
Something made a card go back in the box or into a deck even though there were still things on the card that hadn't been done. Do I still do those things?
Yes.
Resolution: On page 10 of the rulebook, following the paragraph that appears after the bulleted list of actions, add the following: "Cards often have instructions that you need to follow after you play the card; follow these instructions even if the card is no longer in your hand (even if the card is out of your sight, such as in the box or in a deck)."
posted May 2015 | back to top

Hello,
I have read a few thread about this issue. But most answer on them are still not enough to convince me, if anyone here would be able to confirm the following.
Most(if not all spell) card are seperated into 3 sections.
Cost - Effect - Recycle
1- Cost; Discard this card to use your...Arcane/Divine SKill + XdY
which is the cost - Discard to ...
2- Effect [To use your Arcane/Divine Skill] + xdy
3- Recyle - After playing this card, if you do not have the Arcane/dinvine skill banish it; Otherwise succeed a to a Arcane/Divine X check to recharge...
Also what reinfoce my stand on this question is 2 things
First: It says after the effect part - After playing this card which in my opinion means the end of [for its power] which means that you are banishing not for its power, but you are banishing as an effect of not having the required skill to recycle the spell.
Second: On the role card of Damiel (MINDCHEMIST), ...([] or discard) a card...or a spell for its power...
Which in my opinion makes it so that once you unlock/gain/upgrade that power by checking that box you will be able to automatically recharge a spell after playing it, since you are discarding it for its power.
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