Aswaarg's page

Organized Play Member. 126 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.




What are the uses of the Hunter´s bane Talisman?

https://2e.aonprd.com/Equipment.aspx?ID=217

As far as I know, when a enemy who is undetected attacks, he reveals himself, going to the observed status, the effect of the talisman is worst than that.

In some rare ocasions, afeter attacking, the enemy could go from undetected to hidden (improved invisibility or something like that), the talisman would not give anything relevant in this case.

There is a corner case. The enemy is using improved invisibility and shooting invisible arrows with a spell like this https://2e.aonprd.com/Spells.aspx?ID=700. In that case, the enemy would still be undetected after attacking and the hunter´s bane would do something (you would now where the enemy is and he would not know that you know it, so he doesn´t have motives to reposition and hide again).

So, this is right and the talisman is very niche (and I would say bad)? Or did get something wrong in the rules and the talisman works in more common circumstances?


How does it work?

Let´s say you are invisible (lvl 2 spell) and the Eidolon does an attack (not using tandem).

Do you lose the invisible condition?


So, for a future game on the Agents of Edgewatch I want to build a Medium and/or Fortune Teller. I picture him like the typical guy who "helps" the police on movies / series, but in these case it has real powers (so really helps).

It can be either a guy who talks with the spirits (the dead ones but could be the spirits of the objects, reading auras and all that thing) or a guy who reads the future, does predictions about were can be a clue, etc. Maybe a mix of both ways.

So, with this concept in mind, I went to the Oracle (who is better for predicting the future?). I readed the mysteries and the feats and it didn´t felt right for the concept.

So I opened the scope and took a look at the other spellcasters.

The Wizard has the divination school, but feels too academic.

Sorceror and Witch can pick the Occultism spell list, the best one for this kind of spells. But neither of those have anything on the build to improve this concept.

Cleric could be a choice maybe? Maybe with the right domains, but all the free healing and having to follow a deity doesn´t feel right.

Druid and Bard didn´t consider.

So. What would you do? What would you pick?


So, after reading the Investigator I have confronted feelings.

One thing that I was wondering i. How Int impact the investigator? Can I build one droping the main characteristic?

Having high Int is going to afect some of the "Recall knowledge" skills. That is going to affect the combat part, but mostly the out of combat part. But if you get high Wis instesd of Int, you are going to improve a lot of the other"investigative" skills (religion, perception, etc).

The main combat thing for the Investigator is the Devise a stratagem and the asociated Stategic Strike damage improvement. On that regard, you could build a high Dex low Int, and you can Devise and choose to apply the Int bonus when the roll is high enough and apply the Dex when the difference makes ghe hit. And when you reach lvl 10, you get Ongoing Strategy and you are going to apply the precision damage every time (so no need for Int bonus).

Talking about Methodologues, only with the Alchemical the Int feels relevant.

Am I crazy/wrong? Is this a bad build snd will crumble when playing? Am I right and some of the playtest feelings are still in here? (The Int is not enough relevant for the class)


My players got captured and I am wondering what rules do I have to apply to them.

Let´s say they captors are competent and have knowleadge about their abilities (The party is a Sorcerer, druid, champion and monk). They will take as much measures as possible to avoid any tricks from the players (they wouldn´t let the prisioners to recover their magic or to cast it).

How they do it? I guess the players aren´t allowed to have a full rest, so they don´t recover spells. But cantrips? The casters need to be restrained and gagged so they aren´t able to cast? What happen to focus points, can the champion pray to his god? And the sorceror recovers his focus point?

Seems hard to keep prisoners in this setting (unless you use some magical powers).

Any tips and suggestions are welcome.


So, I have a Paladin player who, from time to time, tries to apply his retributive strike to an ally that is in his 15 feet range, but is not in his line of sight (or line of effect).

As an example, let´s say there is a wall between the champion and his ally. Can the champion trigger the reaction?

The ability does not say how it works, only the triggers (no targets specified for example). I don´t even know if the damage reduction is a physical thing (the champion getting in the way) or a magical thing (I lean towards this one).

In the end, my player says he can use the reaction no matter the condition (even if the character doesn´t know his ally is behind the wall, can´t see him or there isn´t a valid line of effect). My ruling is the ally is a target and the player needs to see the target (so applying concealed/hidden if necesary) and needs to have line of effect.

Targets/line of effect-sight rules.

I guess the campion also needs line of sight and line of effect on the enemy to be able to use the reaction (so if he doesn´t see the enemy he can´t use the reaction to protect the ally).

Also related to this, what do you consider as an enemy? Are the hazards enemies? My rule right now is that hazards are not enemies.


I have been a GM for a long time now, but I always had some problems trying to make interesting the detection an identification of magical items.

For 2nd edition I´m trying a system with a spredsheet, giving the players descriptions of the magical/alchemical objects and tracking them so I know what they have even if they haven´t identified them.

For example, I describe a lesser healing potion as a "small potion with a redish liquid inside". Nothing fancy but that way I have it noted and they have to identify it if they want to drink it safely (yea, sometimes a red potion is not a healing potion xD).

With potions/elixirs is easy, almost always something in a jar is going to be magical/alchemical, so I can make a description of everithing and they will grab it and identify later. But with other objects, like weapons, armors or tools, if I make a special description for it, they know that this is a magical item.

You could ask, Where is the problem? I think I´m trying to give more value to spells like Read aura or Detect magic (even if this spells is not good at determining if an object is magical or not, because only says if there is something magical in the are of efect).

So I´m looking for some advice here.

Should I give descpritions for some items even if they are not magic?
Ar the runes in the weapons/armors obvious or they only shine whith a Read Aura/ Detect magic?
Should I say "You find a magical dagger, you would need to identify it to know what it does" and make things simpler?
What do you guys do?


The Barbarian class feature "Rage" says:

"You deal 2 additional damage with melee weapons and
unarmed attacks. This additional damage is halved if
your weapon or unarmed attack is agile"

So the bonus is "untyped", but it should be status, circumstancial or item (I guess is status).

Is a mistake? It´s intentional and it´s an exception to the rule? Did I miss something?


This spells deal 1d4 persistent mental damage if the objective fails or Crit. fails a DC Will.

The spell have a 1 min. duration and can deal sickened 1 or 2 to the target. Also says if the target recovers from the sickened condition, the persistent damage ends.

Can the target try to get rid of the persistent damage at the end of his turn, even if he is still sickened? Or is the duration of the spell aplying the persistent damage while he is sickened? What ends when the minute pass, the persistent or both (sickened and persistent damage)?

I guess this spell is aplying a phantom pain (sickened condition) for a minute and while the pain is in there, the damage is done (the 1d4 persistent damage), but when the spell ends, the pain (sickened) goes away. The same happens when the target get´s over the pain.

Thoughts?