Baarogue's page

Organized Play Member. 1,071 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.




You gain a vitality network with 10 HP and can transfer up to 10 HP
Increase your max network by 10 HP at 10th, 15th, and 20th levels
Increase the amount you can transfer by 5 at 5th, 10th, 15th, and 20th levels

So at 5th level you have a max network of 10 HP and can transfer up to 15 HP at once? Am I missing a way to raise your network max?


GMC p.262, Magic Scroll item table in the physical and pdf copies has a Frequency entry of "once per day, plus overcharge;" which I assume is a copy/paste leftover from the Magic Wands table, since scrolls are one-use consumables and did not appear in a table like this in the legacy Core Rulebook. This error is not duplicated in the magic scrolls entry on AoN but I could not find it corrected in the errata


1 person marked this as a favorite.

I was going over Inventor Dedication and noticed it lacks language common to every other MC Dedication that grants a skill (aside from Animist, whose "granted" skills are gained from which spirit they're bonded to each day - they don't gain a permanently trained skill like other MC Dedications which grant skills)

"You become trained in [x skill(s)]; if you were already trained in [x skill(s)], you become trained in a skill(or skills) of your choice."

Instead Inventor simply states, "You become trained in Crafting and inventor class DC." and then continues on to the Inventor skill feat and the rest of the Dedication's features. The legacy printing had this same omission and I don't recall it getting errata'd, so perhaps it IS intended or maybe simply overlooked this entire time

Due to the precedent of literally all the other MCDs with granted skills giving "a skill of your choice" I plan to run it the same as them, but thought I'd report this here in case it has gone unnoticed by the editors. If this has already been noted please forgive me for repeating it, but I did not find a thread about this topic with a search for "inventor dedication crafting"


PC2 p.138 Nudge the Scales par.2, "In addition, you can mediate during your daily preparations to place yourself on one side of the scales."

The word isn't misspelled per se, so I suspect it wouldn't trip most spellchecking software, but from the context I would expect that word to be "meditate", not "mediate"


tsia, but for those who haven't seen yet...

Oracles used to have a curse, as they still do now, and a benefit, which made it worth enduring the curse

What were the benefits?
-----
Ancestors mystery benefit: The whispers of your ancestors have bestowed additional knowledge upon you. You gain an additional ancestry feat at 1st level and another additional ancestry feat at 11th level. These feats can't be ones that grant physiological effects, such as additional senses or unarmed attacks.

Battle mystery benefit (I'm especially salty about this one): You are no stranger to the trappings of warfare. You are trained in medium and heavy armor. At 13th level, if you gain the light armor expertise class feature, you also gain expert proficiency in these armors. (you know, because it's the BATTLE MYSTERY)

Choose one weapon group that embodies your mystery. You are trained in all martial weapons of that group. At 11th level, if you gain the weapon expertise class feature, you also gain expert proficiency for martial weapons in your chosen group, and you become trained in advanced weapons in that group.

(now we have to waste 1 action on a focus spell AND AN ACTION TO SUSTAIN IT IF WE MISS OUR STRIKES to have proficiency in martial weapons, or, you know, just take a martial archetype instead of use this useless revelation spell)

Bones mystery benefit (this entire benefit is now a part of the mystery's feat, Nudge the Scales, so it's obvious that benefits weren't just accidentally left out. I guess we know which mysteries were the author's favorite): You can cleverly leverage the subtleties of life and death to your benefit. Each day during your preparations, you can choose to align yourself in the confluence of positive and negative energy so as to gain negative healing, which means you are harmed by positive damage and healed by negative effects as if you were undead. If you already have negative healing, instead the DC of your recovery checks is equal to 9 + your current dying value.

Cosmos mystery benefit: Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage.

Flames mystery benefit: Like fire itself, you flicker and dance, avoiding effects that would quench your vitality. You have expert proficiency in Reflex saves. At 13th level, if you gain the lightning reflexes class feature, your proficiency rank for Reflex saves increases to master, and when you roll a success on a Reflex save, you get a critical success instead.

Life mystery benefit: Your body is a deep reservoir of life energy. At each level, you gain Hit Points equal to 10 + your Constitution modifier from the oracle class, instead of 8 + your Constitution modifier.

(which supported casting the initial revelation spell, life link)

Lore mystery benefit: You hold more mystical knowledge within you than most. You have one additional spell in your repertoire of each level you can cast.

Tempest mystery benefit: You can see perfectly through wind and water, and you send electric charges through both air and water. You never take penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don't cause anything to be concealed from you.
-----
I've left out the mysteries that weren't reprinted, which were Ash and Time. Do they retain their old benefits and curses? Or do they only suffer the curse without the benefit, since the new "chassis" doesn't include a benefit?

Some of the curses have been reworked or reduced (mostly in complexity), but some have not, at all. I see no reason to play a remastered oracle now. Why submit to the curse when there is no compelling benefit? They're just reject sorcerers


1 person marked this as a favorite.

tl;dr version: skip the cover page if you print double-sided or print it out separately before beginning your bulk print

I might be disproportionately angry about this, but I want to make it clear that despite the civil tone I'm attempting to write with, that I am very, very angry. Am I angry at myself? At Paizo in general? At the intern who does page-layout of the PDFs? Who knows. But I am Little Critter levels of so mad just FYI

I just printed the playtest, and discovered only AFTER wasting all 133 pages of paper and 266 pages of color laser printer ink (the real loss tbh) that Paizo did not include a page 0 after the cover "page", so since I print double-sided-flip-on-long-edge the entire book was printed as if its binding is on the right side of the book. I attempted to live with that, but after a chapter I realized I just can't and am now printing the whole book again


1 person marked this as a favorite.

Having read through the playtest document, here are my notes

p.5, Vessel Spells

Quote:
It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 2 Focus Point.

+s to the end to make it "2 Focus Points."

p.7, Advanced Interlocution
Is there any reason why this isn't represented on the chart on p.6 showing the spells per day? Is it future-proofing in case a type of Animist doesn't gain that class feature?
~thanks Squiggit

p.10, Grudge Strike

Quote:
You gain a +2 circumstance bonus to this attack and deal an additional 2d6 void damage to the target;

If you don't say "attack roll", someone will argue the +2 is to the damage as well

p.13, Imposter in Hidden Places

Vessel Spell wrote:
discomforting whispers

next column, the spell is named "Discomfiting Whispers"

"for" vs. "fi", they're both correct spellings of the word according to the online dictionaries I saw, but you should probably pick one

Aside: Why are there two Apparitions which give Herbalism Lore, and also two that give Mountain Lore? What happens if you pick two that give the same lore, just too bad, you miss out on a lore that day?

related to p.13, Darkened Forest Form
does the remastered Pest Form allow Strikes, or is the bonus to attack just for the benefit of the heightened versions which give access to Animal Form, etc? If Pest Form still has no attacks, maybe move the bonus to attack bit to the Heightened (2nd) entry? Otherwise someone will argue, "if I can't attack with Pest Form, then what's the point of giving me a bonus TO attack?"

p.15, Veil of Privacy

Quote:
Veil of privacy attempts to counteract all detection, revelation, and scrying effects used against the target or the target's gear throughout the duration, counting cantrips as 1st-rank spells for this purpose.

Is this to be the rule (or is it already and I've just missed it?) for cantrips or is this only for this spell? I don't like going back to the old, bad days of referring to cantrips as "zero level spells", as if the bread and butter magicks learned by all spellcasters are in some way inferior to "real" spells just because they're learned first. I thought 2e was moving away from that philosophy by auto-heightening them, and appreciated that. But that's just my opinion, man

p.17, Exemplar Defenses
light armor being the max armor for a front-liner means forcing a split of ability boosts for any player who picks Str as their key ability, unless they don't care about their AC. Personally, I consider that unwise but perhaps some players will make it work through luck. I suspect most other players will either pick Dex as their key ability or take Str and supplement their armor deficiency with archetypes that grant medium and/or heavy armor proficiency. Personally, I dislike when a class forces me to shop elsewhere to "fix" its shortcomings

p.17, Exemplar Class DC
the exemplar's class DC progression sucks, and there are quite a few powers which call for saves against it

p.18, Domain Spells
further forcing splitting boosts into Chr for domain spells? I guess it's not unprecedented to do so, but meh

Aside: Why are there two Root Epithets that give Diplomacy? There are a few abilities and feats that allow an Intimidation check. Why not have one root give Intimidation instead?

related to p.20, Restless as the Tide
I hope "splash damage" is clearly defined in the remaster, and we aren't forced to extrapolate what it is from bombs

p.21, Peerless under Heaven: Transcend--Reap the Field
feelsbadman to succeed at one attack, whiff the second, and lose it all. I would not risk a double or nothing like this, but that might just be me

p.21, Whose Cry is Thunder

Transcend--Judgement from Clear Skies wrote:
Make a ranged Strike with your ikon against a creature within your weapon's first range increment, or 30 feet, whichever is further.

Is this usable with melee ikons? If so, does the ikon gain the thrown trait when used in this way or are some GMs going to argue that it's an improvised weapon?

p.23, Skin Hard as Horn

Immanence wrote:
You gain resistance to bludgeoning, slashing, or piercing damage equal to half your level.

minimum 1, or out of luck until level 2?

p.23, Barrow's Edge
traits: healing, vitality
is this usable by undead PCs?

p.23, Fated Shot: Transcend--Rain of Seven Lights

Quote:
If your weapon ikon has the deadly or fatal trait, when a creature critically fails their save against this effect, roll the spirit damage they take using the adjusted Strike damage those traits would normally apply to your weapon.

maybe add, "on a critical success with a Strike." so nobody will argue that those traits don't "normally" apply to your weapon

p.23, Gleaming Blade: Transcend--Mirrored Spirit Strike

Quote:
If both attacks hit, you combine their damage, which is all dealt as spirit damage.

All? What if the weapons deal different types of damage, like Fire Poi, or any weapon with an energy rune?

Aside: it is my opinion that Noble Branch is the clear winner for Transcend action

p.24, Thousand-League Sandals

Immanence (aura) wrote:
Your sandals ease your travels on the path ahead, granting you and all allies within 15 feet a +10 status bonus to your Speed.

What happens if an ally leaves your aura during their movement? When do they lose the bonus? Because someone will argue they'll lose it immediately upon leaving the aura and be limited to their normal speed. Others will argue they keep it their entire turn and can benefit from it for multiple Strides. I recommend, "granting you and allies who begin their turn within 15 feet," or, "granting you and allies who begin their move action within 15 feet," or some other variation that makes your intention clear

Transcend--Marathon Dash wrote:
Your anklets carry you where you need to be. You Stride, and each ally within your aura at the start of your movement can Stride as a reaction.

Do you and/or your allies benefit from the Immanence effect for this action? Also, anklets now?

p.25, Vow of Mortal Defiance

Quote:
You cannot use Vow of Mortal Defiance again until your or the target is defeated

-r in your

p.26, Only the Worthy

Quote:
While motionless, the ikon can be moved only if 8,000 poinds of pressure are applied to it or if a creature uses Athletics to Force Open the ikon with a DC equal to your class DC

eight THOUSAND pounds of pressure... or an absolute max DC at level 20 with max key ability boosts of... 42

LOL, AKA "Mjolnir at Home"

p.26, Through the Needle's Eye

Quote:
or until they use an Interact action to clear the blood from their vision.

Does the target need to have blood for this to work? Because someone will argue they do and that it is ineffective against skeletons and other creatures who lack it

p.26, Fish from the Falls' Edge
maybe reduce Wounded condition as well, to prevent instant death if the recipient is immediately attacked again?

p.27, Compliant Gold

Quote:
save against your class DC

LOL

p.27, Warped by Rage
Unless it's been fundamentally changed in the remaster, why Moon Frenzy? Are any exemplars going to be using the unarmed attacks, which I consider to be the main benefit of Moon Frenzy, over their weapon ikon? If not, we get 10 temp HPs and +10' status bonus to speed... at the cost of weakness 10 to silver and no concentrate actions? No thank you

p.28, Infinite Blades Celestial Arrow

Transcend--Heaven Rains an Ending wrote:
You fire an arrow that multiplies into a dense cloud of weapons.

A cloud of weapons? Do you mean "arrows" or "projectiles" or are we supposed to picture a cloud of weapons of all types of our choice?

p.28, Strike Rivers, Seize Winds

Quote:
use the higher of your class DC or spell DC

k.

*

I posted this question about Devil at the Crossroads in its product thread, but I guess that's not the best place to ask after all >_<

I just went over a few of the encounters in the adventure with a friend to help them prepare to run it. I discovered what can only be either an error in one of them, or an oversight in the PF2 Silence spell as written. I'm looking for some guidance running this adventure in PFS. If we were just playing this in a home game I'd just advise my friend to alter the problem spell to fit the encounter description

encounter C:
"During combat, the ascendant casts paranoia on a martial PC, then casts silence on a PC who uses magic."

the problem:
Silence as written in PF2 is
PF2 Silence wrote:


Range touch; Targets 1 willing creature

Duration 1 minute
The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use actions with the auditory trait. This prevents it from casting spells that include verbal components.
Heightened (4th) The spell effect emanates from the touched creature, silencing all sound in or passing through a 10- foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).

It can only be used at touch range. Meanwhile, the Ascendant is described as staying atop their dais and attempting to prevent PCs from approaching. Not to mention it requires a willing target in PF2

I feel like the encounter was written with the PF1 Silence in mind, which is

PF1 Silence wrote:


Range long (400 ft. + 40 ft./level)

Area 20-ft.-radius emanation centered on a creature, object, or point in space
Duration 1 round/level (D)
Saving Throw Will negates; see text or none (object); Spell Resistance yes; see text or no (object)
Description
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.

So if we were just playing at home, I'd suggest they change it to a typical range - probably 30', Will save, and degrees of success to match some similar spell

But what about in PFS? Just ciest la vie, and the Ascendant doesn't use that spell after all? Or use GM prerogative to allow the boss monster a special version of Silence that works how the encounter is written?

edit: a third option that just occurred to me would be to replace Silence with another same-level spell that might serve the same purpose of foiling a caster

*

Hi, sorry if this is the wrong place. I spend all my time on the Rules Discussion board so this board is new and scary lol. I tried searching but the most recent discussion I found on this weapon is pre-PF2

I'm creating a monk character for PFS and I've always liked the look and style of the kusarigama in games and movies. I see on AoN that it exists in PF2, but was printed in an adventure instead of any of the rule or world books. I frequently see notes on AoN in weapon entries indicating that if a character's home region (or world traveler boon) is suchandsuch, the weapon is common and for the kusarigama it's "If the player character come from a region in Tian Xia, this weapon is common." But it doesn't include the "for PFS purposes" part I usually see. How would I gain access to this weapon for my character in PFS play? Is just having that home region enough with no ownership or play? If not, would owning the adventure suffice or do I need to play it with a character? If I GM the adventure, would that count?


the setup, minus text not relevant to the question, bolded text central to the question:

Singular Expertise
Guns & Gears pg. 106
You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.

Kickback
Guns & Gears pg. 234
A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks.

Large Bore Modifications
Guns & Gears pg. 183

When you attach large bore modifications to a kickback weapon, the circumstance bonus to damage granted by the kickback trait increases from 1 to 2 additional damage

the question:
Where is the error? Is the damage bonus from kickback and large bore modifications untyped or circumstance? If circumstance, what is the point?


Is there a good reason elixirs aren't mentioned in the Seasoned feat, or is this a case of the author forgetting there are two types of imbibed liquid consumables?

It's not out of character for my halfling to take Seasoned in addition to Specialty Crafting: Alchemy but it is frustrating to need what is essentially a redundant feat. I know Specialty Crafting: Alchemy covers more than just elixirs, but he's not in it so much for the bombs, poisons, and etc.

Sorry if this is already answered. I tried searching and got 25 results, most of which were stubbornly for the word "season" no matter how I tried to filter it >_<