Yimni

Azouth's page

Goblin Squad Member. RPG Superstar 7 Season Champion Voter, 8 Season Champion Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber. ** Pathfinder Society GM. 718 posts. No reviews. No lists. No wishlists. 47 Organized Play characters.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
John R. wrote:
Day 403: 20 days until release and still no sign of early access spoilers. Don't know if I can go on. May resort to cannibalism.

If it helps I got my order notification today. So, probably in a week.


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Is there any guidance about making higher than first level characters? I know there is for pathfinder but don’t know about StarFinder.


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vyshan wrote:

Question: how does Elixir of Gender Transformation and Serum of Sex Shift change differ from one another?

also happy pride!

It is less powerful but also cheaper. At 35 gp for a 3rd level item vs 60 gp for a 7th level item.


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It kind of feels like the lesser and moderate are over priced compared to the greater. With the lesser being at least 52gp and the moderate at 96gp total for the change to be completed. Vs the total cost of one for only 35gp.


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James Jacobs wrote:
KingTreyIII wrote:
If Paizo wasn’t then I was planning on doing it myself. The only current difficulty is the status of Baphomet as the demonic patron of minotaurs, because that is a VERY D&D thing, but is also extremely pertinent to the story of Wrath of...

That's a great example of something we'd need to change if we did a remastered version of Wrath of the Righteous—we'd likely replace all the minotaur themed stuff in the adventure with ogres or some other form of giant or humanoid creature. A LOT of these sorts of changes would be required in any older adventure remastering... some to a greater extent than others, since not every adventure makes equal use of OGL content in that way.

THAT SAID... if you're updating Wrath of the Righteous to use 2nd edition rules at your table, then you don't have to really worry about that at all. A GM can freely mix any content in their private game that they wish. If you intend to make your game public via something like a video series or the like, things get more complex, but if you're just running Wrath of the Righteous for your home group, then you don't have to adhere to that level of strict compliance to the license. Any more than you have to worry if one of your players names their wizard Gandalf.

How are minotaurs a D& D thing? They are from Greek mythology and are already associated with mazes.


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Anyone else notice that in the second picture the book is not reflected in the mirror.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

How does Evolving Destiny work with crafted items?

Do the items count as things bought with gold? Then you just lose them and lose the downtime spent on them. Or do you keep them?


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Does anyone know what time today the play test is supposed to start?


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Does this mean that they are getting rid of SP and HP and just going with HP?


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We had someone with a +0 con and didn't know it has a minimum of one day. So we were told about forced march but didn't think it would help.


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I just played this, and I agree that it is verry unfair to PC with less than 30 feet of movement. When we were done, we figured it would have taken us 19 days minimum to do the mission. So, no matter what we did it took us more than the 15 days. It ended up taking us 29 days and didn't win the last fight so only got the secondary.

I don't mind failing because I did something wrong but it feels like Eando Cline set us up to fail.


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Oh, I see it thanks. I got a Sprite Ancestry. I am going to make a Sprite summoner with fey eidolon.


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I just bought a race boon but I don't know where it shows that I got it? Where should I look?


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Darksol the Painbringer wrote:
hyphz wrote:

The spell "cast into time" states that the targeted creature "disappears until the end of your turn".

Is it correct that others can ready actions for "when X creature falls into time.." in order to take that action while the target is still gone, since it's taken as a reaction during the caster's turn?

You could ready on a similar but not gamist trigger, but it really doesn't do a whole lot unless you are trying to beat a high Fast Healing target. But even then, burning 2 actions and a reaction isn't very helpful compared to simply taking your turn normally, since you gain nothing for an enemy reappearing at the end of the spellcaster's current turn.

You might have had a case if the spell lasted until the end of the next turn, but as is, you lose actions for no meaningful benefit.

I could see it being used to move past a blocking creature.


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Raychael wrote:
Azouth wrote:
Just wondering what is the difference between permanent suspension and a ban?
Suspension means that you can no longer post on the forums, but you still have your account, purchases, etc. A ban removes access to everything and you're no longer able to log into your Paizo account.

Oh, thanks for clearing that up.


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Just wondering what is the difference between permanent suspension and a ban?


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Elfteiroh wrote:

Got mine today! Along with the Advanced GM screen! :3

Both are great!

What stuff does the gm screen have on it?


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Ferious Thune wrote:
Is it a correct reading that we only get one item from our school now, and there’s no more assigning points to the schools? So you only have access to one list of items? And is generalist a new, separate choice from the three schools, or is that just a new name for the category of items available to everyone?

Also how does this change already existing characters?


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I think the new class should be able to use staves, that this is just an oversight of the playtest (which is kind of the point of a playtest).
This could be easily fixed if the just use (0) not (-) for the spell slot of the lower level spells.

I read somewhere on here by one of the Devs (can't remember who) that if there are two ways to read a rule. One that makes things not work and the other that makes it work, use the one that works. Not an exact quote but it was something like that.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

Even the play test thinks you should use cantrips with it.

"During Combat Encounters...
You place spells into your weapon or body to hit enemies with a powerful Strike and spell combination. Because your spells per day are limited, you rely on trusty, carefully chosen cantrips."


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The prerequisites for martial caster are "ability to cast 3rd-level magus spells".
Should it be, "ability to cast 3rd-level or higher magus spells"?
After 9th level they can't cast 3rd level spells.


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cjgrimm wrote:
Also, why is the playtest window so short this time? The APG playtest was 2 months and even that blog post called it short, this one is a month and a week?

Maybe because the APG had 4 classes and this has only 2? Don't know just a thought.


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cjgrimm wrote:
Azouth wrote:
Kalobi wrote:
Azouth wrote:
Justin Franklin wrote:
Zaister wrote:
What's going on with the spell slots of these classes? The spell tables seem to say the classes lose access to lower level spells as they rise in level and basically only ever have 4 spells per day. That can't be right, can it?

It is correct for the Summoner, the Magius seems to be in discussion.

I was wondering about this too. As these would be the only class to lose spells as they level.
How would they lose spells? Magus can still prepare lower level spells in higher slots, and summoner gets all spells as signature spells so they can cast them via their higher level slots.

Well the magius losses spell slots.

The summoner loses spells in there repertoire.

"At 3rd level, your repertoire grows to four spells of
your choice of any spell level you can cast
, though you
must always know at least one spell you can cast using
your lower-level slots. "

The way I read this:
1st: 5 cantrips 2 1st
2nd 5 cantrips 2 1st (can change from first)
3rd 5 cantrips and at least one first, 3 of 1st or 2nd
4rd 5 cantrips and at least one first, 3 of 1st or 2nd (same but can change)
5rd 5 cantrips and at least one second, 3 of 2st or 3rd (only 4 spell not a cantrip)

See you don't have 1st level spells past 5th level as it is "four spells of your choice of any spell level you can cast" and you can't cast 1st.

At level 3 when they start getting new spell levels, they also gain

"Signature Spells 3rd
All of your spells are signature spells. That means that if you know a spell that can be heightened, you can heighten it freely, up to the maximum level of spell you can cast"

so even when they lose 1st level slots, they can still cast those spells, so they don't lose them, they just technically now know them at a higher level.

The thing about all your spells being signature spells is a bit misleading as you only have 2 levels worth of spell. Your max level spell and the one lower then that. So as you only have 4 spells (not counting cantrips) you are at most going to be able to increase 4 spells by one level.


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TheCalicoKid wrote:
My group and I are new to playtesting, but a few of us have a vested interest in the classes being tested and want to do our parts in making them the best they can be. My question is if anyone has recommendations for some good scenerios that can be ran to playtest these classes (possibly multiples with different builds in the same party)?

Don't know if it is good (i have not played or read it) but it is free Pathfinder Adventure Little Trouble in Big Absalom. No reason the classes can't be kobolds.


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Kalobi wrote:
Azouth wrote:
Justin Franklin wrote:
Zaister wrote:
What's going on with the spell slots of these classes? The spell tables seem to say the classes lose access to lower level spells as they rise in level and basically only ever have 4 spells per day. That can't be right, can it?

It is correct for the Summoner, the Magius seems to be in discussion.

I was wondering about this too. As these would be the only class to lose spells as they level.
How would they lose spells? Magus can still prepare lower level spells in higher slots, and summoner gets all spells as signature spells so they can cast them via their higher level slots.

Well the magius losses spell slots.

The summoner loses spells in there repertoire.

"At 3rd level, your repertoire grows to four spells of
your choice of any spell level you can cast
, though you
must always know at least one spell you can cast using
your lower-level slots. "

The way I read this:
1st: 5 cantrips 2 1st
2nd 5 cantrips 2 1st (can change from first)
3rd 5 cantrips and at least one first, 3 of 1st or 2nd
4rd 5 cantrips and at least one first, 3 of 1st or 2nd (same but can change)
5rd 5 cantrips and at least one second, 3 of 2st or 3rd (only 4 spell not a cantrip)

See you don't have 1st level spells past 5th level as it is "four spells of your choice of any spell level you can cast" and you can't cast 1st.


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Justin Franklin wrote:
Zaister wrote:
What's going on with the spell slots of these classes? The spell tables seem to say the classes lose access to lower level spells as they rise in level and basically only ever have 4 spells per day. That can't be right, can it?

It is correct for the Summoner, the Magius seems to be in discussion.

I was wondering about this too. As these would be the only class to lose spells as they level.


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What I don’t get is why are kobold always available, but tengu are not.


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I like how the new chase rules are party focused rather then individual character focused like in PF1.


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Gisher wrote:
Ravingdork wrote:
Stone Dog wrote:
Xenocrat wrote:
Gives you a place to store it and draw it from other than the ground.
What, don't all archers just wander around with a fist full of 20 arrows?
I thought archers used quivers, not sheaths. Yet, I can't find any rules for quivers anywhere.

Apparently quivers do exist in PF2. They are mentioned in the description for Ghost Ammunition.

CRB, o. 560 wrote:
After it is launched, the ammunition vanishes into mist. However, in the dead of the night 1d4 days later, it reappears in the last quiver or other container it was taken from.
It just doesn't seem possible to buy one.

Maybe they are included with the price of the arrows?


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I know in the handwraps magic item says you can use them on it but what about normal unarmed attacks (gloves, boots, claws, etc.)


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I think they changed the price of things more then just changing gp to sp.


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I somehow posted this twice.


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Also thanks for the answer.


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Didn’t mean to post twice


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

Oh, that makes sense, what I didn’t understand was the shield and you take the damage. Thanks.


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I am not sure I understand how this works. The shield takes the damage of the attack reducing it by the hardness of the shield but what happens if this reduced it’s hp to 0, do you take the rest? What if you are blocking an ally?


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Is this the only way to multiclass or can we still do it old way?


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Orichalcum that’s new. I like it.


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YmerejO42 wrote:
tivadar27 wrote:
Sounds pretty solid, and some of the effects sound really interesting. That being said, I've gotten no preview on how Dexterity helps the rogue in combat. I think playtests have shown the party rogue applying Dexterity to their attack rolls, but how is that done? Just via Agile Weapons by default (as in 5e), with a Feat? I'd like to hear more about this, given that this is pretty much *the* iconic ability that almost every rogue swears by!

My question is, when did Backstab (or finding/removing traps, or just plain *stealing*) stop being the "iconic ability" for rogues? And when did Finesse (or whatever you want to call it) start?

I've been playing Rogues (or as they were originally called, Thieves) since first edition AD&D, and it wasn't until 3e that I even heard of using Dexterity for my melee attacks. It was the whole reason my thief characters would look for items to boost their strength as well as their dexterity. My thief/rogue characters have always focused on sneaking in/out of places, or removing someone's spine before they knew I was there.

I think the change was in 3e when the class name changed from Thief (with backstab) to Rogue (with sneak attack)


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Trastone wrote:
coxey292 wrote:


You are also giving up a huge amount of damage per hit, if damage works like PF1. A two handed build currently outpaces 1 handed by extraordinary margins. So you give up an attack, massive damage, and get +2 to AC, which is not a significant amount in comparison to the losses.
With a -10 to your last attack(the third), a shield may be well worth it!!!

Also worth considering that if you miss by 10 or more you can critically fail(and that may be bad).


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There are a few archetypes that have it.


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I was looking at the elementalist shifter and noticed it doesn’t replace the 20th level ability of final aspect. That seams like it is an oversight as I don’t know how it works with the archetype.

Edit: looking more into it this applys to all the shifter archetypes.


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Do these have crit damage for ships?


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Fabian Benavente wrote:

This could be interesting given how much more deadly poisons should be in this system.

How available/affordable are poisons?

How are poisons more deadly in starfinder?


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CactusUnicorn wrote:
Azouth wrote:
How come Halflings only get 2 hp?
They're small and have a penalty to con.

They have penalty to str not con.


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How come Halflings only get 2 hp?


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shaventalz wrote:
Imbicatus wrote:
I like mobile gathering. The feat cost is minor because most kineticists don't need a lot of feats, and sometimes you need to move and blast, and this allows you to gather when you need to move. Not being able to use acrobatics sucks, but then it it lets you move and gather.

Only 10'-15'. That's barely better than the 5' step you could already do.

And there's always more feats to take. Even if they're just of the make-numbers-bigger form. Plus, with the level 7 requirement on this one, you're entering the territory where you can start taking Extra Wild Talent.

Air can go 30' with wings of air.


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Why is the prices of magic items wrong? Do I use the price in the book or on the sheet?


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Michael Hallet wrote:
Lemartes wrote:

I do intend to upgrade it to +1 and better. :)

Now I realise that it looks like I meant selling my leaf armour. No I know prestige point bought items can only sell for 0 gp. I was meaning for selling other stuff.

Thanks. Much appreciated. :)

What I was trying to warn you of is that buying armor or weapons with prestige is risky.

Let's say you spend that 2pp for leaf armor then sink 9000gp into enchantments. Then, next year a new splatbook comes out with cool new armor or a new special material that is PFS legal that fits your character. If you switch armor, you get nothing back for your old armor because you bought the base armor with prestige. It always has a resale value of zero, no matter how much extra you put into it later.

But if you instead bought the original armor with gold, you could at least get back 4750gp of your original 9500gp investment.

I don't think that is true, you would get half of what you paid. 0 gp for the armor but you would still get half for the enchenment.

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