Yimni

Azouth's page

Goblin Squad Member. RPG Superstar 7 Season Champion Voter, 8 Season Champion Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber. ** Pathfinder Society GM. 705 posts. No reviews. No lists. No wishlists. 40 Organized Play characters.


RSS

1 to 50 of 705 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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


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


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

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


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Elfteiroh wrote:

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

Both are great!

What stuff does the gm screen have on it?


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


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

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.


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, 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."


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

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.


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


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
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.


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
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.


2 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
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.


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


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

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


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

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


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


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

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


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

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


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

I somehow posted this twice.


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

Also thanks for the answer.


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

Didn’t mean to post twice


Pathfinder Adventure Path, Companion, 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.


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

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?


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

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


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

Orichalcum that’s new. I like it.


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


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


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

There are a few archetypes that have it.


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

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.


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

Do these have crit damage for ships?


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


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


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

How come Halflings only get 2 hp?


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


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

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


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


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Devilkiller wrote:
I think most of this kobold stuff would work better for DMs than players since getting the most out of Linnorm Death Curse requires dying, which is something most PCs try to avoid. I guess you could use the LDCs on summoned monsters as easily as kobold minions though.

You only need to be knocked out for it to work (or killed).


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

There is the blood Conduit bloodrager that can use touch spell with some combat maneuvers.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Luthorne wrote:
Azouth wrote:

I have a question about the "painful stare(+6 or +4d6+6)". I thought with painful stare you got the d6 instead of he static damage but this seams to indicate otherwise but the pre gen Meligaster has this as the wording "If Meligaster uses this ability to increase his own damage, the creature instead takes 2d6 extra points of damage"

Which is correct?

According to Occult Adventures...

Painful Stare (Su) wrote:
If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses.
Since it's 'increases' rather than 'instead deals', I'm fairly sure it's supposed to be 1/2 your level in addition to the Xd6 damage. Not to mention, presuming otherwise means that a 1st or 2nd level mesmerist wouldn't be able to deal any damage from painful stare if he or she hit an enemy (compared to an ally hitting an enemy), which seems messed up.

Thanks

Guess they need to fix the pregen (wouldn't be the first time).


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

I have a question about the "painful stare(+6 or +4d6+6)". I thought with painful stare you got the d6 instead of he static damage but this seams to indicate otherwise but the pre gen Meligaster has this as the wording "If Meligaster uses this ability to increase his own damage, the creature instead takes 2d6 extra points of damage"

Which is correct?


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

You could just treat it like an amulet that just happens to have a wayfinder attached.


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

The Emerald Spire is 2 miles top to bottom so big, but not that big.


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

This is Pathfinder Society / General Discussion you want
advice or general


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Del_Taco_Eater wrote:
MisterSlanky wrote:
Del_Taco_Eater wrote:
Possibly, and no need to debate that, but all I have to do is drink on my next round. I have spend a total of one swift action to activate the buff.
As a significant fan of AA, I'll explain the other limitation beyond the fact that there's no way to remove the 1-round delay on drinking a potion. It sucks having to keep that potion in your hand after you've drank it. No use of bows, no use of two-handed weapons, no use of the claw/claw/bite attack. Sure you can drop bombs, but not all Alchemists do that.
I plan on just dropping the potion and quick drawing a weapon.

Sounds like that would be risky, as anyone can grab it.


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

This^

Also the DC to resist go up with level.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Cerwin wrote:
Also remember range penalties. The range increment on an alchemist's bomb is 10 (unless modified by a feat or something) so throwing it up 50 would be a -8 to the throw. So now it is a 13 to hit. And if it misses you will role deviation and it will move 5 squares in whatever direction.

Bombs are 20'


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

Ranks assigned to Craft skills are used only to perform Day Job checks, not to craft mundane items, with the following exceptions

Alchemists can use Craft (alchemy).
Gunslingers can use Craft (gunsmithing).
Investigators can use Craft (gunsmithing).??

I think it should be alchemy.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Murdock Mudeater wrote:

Is there a PFS legal source for salt? Like for damaging Giant Slugs.

Just trying to find which book it is in.

Core rule book pg. 140

trade goods 5gp for 1 pound.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

This is odd:

"Talents: The social and vigilante talents are legal for play except double time and in vogue. The in vogue social talent doubles the gold earned when using Craft or Profession for a Day Job, and the celebrity discount talent cannot be combined with other effects to reduce an item’s cost below 85% normal."

Why tell how in vogue works in when it is no longer legal?

1 to 50 of 705 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>