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Rysky wrote:
PF1e is played as much as PF2e still, cause lot of us never demanded or wanted PF2e and wanted PF1e to continue, yet we here are abandoned just like WotC abandoned us 3e players to 4e. Just support all editions, not that hard. Find it funny they'd rather support a rival company than their own brand. EDIT: Also noticed my post is missing, way to censor the critiques from customers instead of considering them more. ![]()
Totally Not Gorbacz wrote:
Random name, strange? but no thanks. ![]()
Diego Rossi wrote: Put another way, some people feel that the spell on a dead creature should end, so they try to invent a justification for that, but the rules don't say they end. Any justification for their ending is made by wishful thinking. So I'm guessing a wizard with a Permanency spell casted to give themselves permanent Arcane Sight would have a corpse that would show a Divination aura if someone found the corpse and did Detect Magic on it? ![]()
I just find it a very weird ruling that's been completely overlooked for decades. How did 2e D&D handle it? How does 5e D&D handle it now? Or PF2e? Especially with the fact we have spells that can resurrect you within 1 minute of death. So if my wizard with Haste, Mage Armor, and Shield dies but is raised like 3 rounds later, the Haste, Mage Armor and Shield spells continue as if nothing happened? Or does the magic fizzle out with the caster's life since they're no longer a valid target even? Surprised no game developer ever considered this. ![]()
Ok, I can't find this ruling in D&D or Pathfinder. So got a character, had a bunch of buff spells on. Died. Got resurrected next round of combat. Did my spells on myself like Haste or Shield of Faith ended since I died? Or do they continue after death until they end? Not sure, cause I'm assuming once dead, those spells wear off since they no longer can affect the target it was designed for. As in, you're an object now being a corpse. What's the consensus? ![]()
Can a developer please convert the Wheel Archon to PF1e? That'd be great. So many PF2e new monsters I wish they did in 1e, an the Ophanim (wheel archon) I've been waiting years for, it'd be very nice if one of you at Paizo could give us PF1e fans the stats for it? Especially after being loyal customers throughout all of 1e. Thanks. ![]()
I only care about the PF1e portions so I just want the Bestiary for it when it comes out for everyone later. Glad Legendary Games cares about PF1e players unlike Paizo, who ditched us and won't make more game material for us. LG seems to be the only ones so far producing PF1e content still. Can someone share the ToC of the Bestiary by any chance? ![]()
That's strangely odd, it doesn't make sense on any level. Why should the allies fear their own menacing Gunslinger and his shot? We've decided that Paizo wasn't thinking clearly when they wrote this and decided it only affects enemies. I'm just wondering if there was any errata or developer that could weigh in on this slip-up. ![]()
There's still a huge following of PF1e, I'm surprised I'm not seeing more products for PF1e on Pathfinder Infinite. Are people really buying into the hype of PF2e and not realizing it's not really good for everyone? That some of us still prefer PF1e and would be interested in support for it? Personally, I'd love to see a series written that converts all the monsters new to Pathfinder in 2E to convert to 1e. I'd pay for that! We could technically have Bestiary 7 and 8 for PF1e if so! ![]()
There's still a huge following of PF1e, I'm surprised I'm not seeing more products for PF1e on Pathfinder Infinite. Are people really buying into the hype of PF2e and not realizing it's not really good for everyone? That some of us still prefer PF1e and would be interested in support for it? Personally, I'd love to see a series written that converts all the monsters new to Pathfinder in 2E to convert to 1e. I'd pay for that! We could technically have Bestiary 7 and 8 for PF1e if so! ![]()
TOZ wrote:
Yes but I'm not seeing the Algorith, Nihilith, Chained Angel, Fidele Angel, Vile Barber, and severaly others with Pathfinder 1e stats? ![]()
Adam Daigle wrote:
All these years and you guys haven't clarified the Conjuration and Transmutation effects. So should it be changed to 1 + 1 per 5 CASTER levels or +1 per 5 CASTER levels (not SPELL levels) ![]()
Adam Daigle wrote:
Still never addressed the Conjuration and Transmutation benefits after all this time either, dunno how you designers missed the dozen posts talking about it? So is that supposed to +1 per 5 caster levels? (Or 1 + 1 per 5 caster levels?) Cause the way it is now makes absolute zero sense. ![]()
As much as I will always wish Paizo supported both editions (I'll even accept an unequal support of them, such as PF1e just getting mechanic conversions only), there's just that empty void of PF1e fans while PF2e keeps paving roads. (Here's to never seeing a PF1e conversion of the "Inventor" class coming out next month) But I wish they at least did the monster conversions. Seeing some awesome creatures I wish were PF1e monsters. But at least there's a guy on Tumblr who's been doing PF1e conversions for a long time and has a ton of stuff now. He's got several PF2e monsters converted on here (along with monsters from mythology and older D&D editions), and he accepts commissions at various times. Check it out here: ![]()
Can he use it more than once on the same weapon? For example, use 1 point to gain +3 enhancement bonus to his +1 weapon, making it a +4 weapon for 1 minute. Use a second point to gain a special ability (up to +3 bonus, so, we'll say flaming burst) for 1 minute. Use a 3rd point to gain another special ability for 1 minute? ![]()
Does anyone know of at least a fan-created Forgotten Realms Conversion for the rest of the AP beginning with "Tides of Dread" all the way to the end of the AP? I find it stupid that Paizo never finished the conversion documents, no idea why WotC wouldn't let them. I'm reading through this AP to get ready to run it and it abruptly stops Forgotten Realms conversions on the 4th adventure "Here They Be Monsters." ![]()
Senko wrote:
Well we decided to go with using the spell Memory of Function from the Guide to Technology book for Pathfinder since it had this statement in it: When this spell is cast upon a destroyed construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. ![]()
Belafon wrote:
I also use 3.5e for my games and I have a player using Superior Invisibility from Spell Compendium and it's extremely OP. Immune to being detected by not just sight, but scent and sound as well, and when he has Mind Blank and Nondetection on, he's pretty insane covered in staying Invisible (blindsight, blindsense, tremorsense don't work either along with glitterdust, see invisibility, invisibility purge). True seeing works, but with Nondetection and Mind Blank also on, it can render that pointless But it doesn't block Lifesense so I was hoping to find a spell that can locate him via that method. ![]()
I'm confused about this feat and what it means. Here's the text that confuses me. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. Ok so I have a Colossal creature bite a Large foe. It succeeds on a Grapple check after hitting and dealing damage, the two are now Grappled. The Large foes fails to escape, now it's back to the Colossal creature's turn. So it states "squeezes automatically" to deal the damage on a successful grapple check. Does this mean the creature gets a "free" grapple check to deal this damage? So could a creature potentially deal damage twice in a round with Snatch? For example: ROUND 1
ROUND 2
Is this correct? ![]()
I noticed there's the Grim Reaper (and Minor Reaper) presented in Adventure Path #48. But then Bestiary 5 has its own Grim Reaper (and Lesser Reaper) entry. And the game stats to both are wildly different. So, which one is official? Or does either version work? There's some features I like with the AP #48 version but also ones I like with the Bestiary 5 version. Or are they just separate creatures and one of them needs a new name? ![]()
Ok so I'm resurrecting this thread since it already exists and no point making a new one with the same title. My question is if the caster makes the demiplane's time Erratic, does that mean each time they enter in and out of the demiplane, that a percentage is rolled to see how much time has passed outside in the Material Plane? ![]()
What's the deal with Greater Make Whole being weaker than Make Whole in the "Target" entry as outlined here? Make Whole works on much more materials and any Construct size. Greater Make Whole only works on ONE object up to 5 lbs/level? Is this an error or was it intended to work better, but not on as much material, as Make Whole? ![]()
I have a few Gunslinger questions. So, the Bleeding Wound deed states that after you hit with an attack you can use Grit to make it a bleeding wound (either hp or ability bleed) as a Free Action. Can you do this more than one attack in the turn as long as you spend the Grit? So say you hit with 3 attacks, can you use Grit on each to do bleed, Str, and Con bleed damage? Ok, now for True Grit class feature. If you chose Bleeding Wound, since the cost to use is now 0 and you just need to have at least 1 grit remaining to use it, does this mean every attack hit can be bleed damage for free? Am I interpreting this correctly?! ![]()
So I saw this creature here, really thought it a cool monster, and decided to take a crack at converting this to the real awesomeness of PF1e. Let me know what you think, if anything should be added, changed, omitted, etc. Here's the PF2e version link: RHEVANNA Here's my conversion: RHEVANNA CR 22
DEFENSE
OFFENSE
STATISTICS
ECOLOGY
SPECIAL ABILITIES
Lifedrinker (Su) If a rhevanna kills a living creature of at least half it's own HD (14 HD for a typical rhevanna), it drinks the life force from the kill and regains 40 hit points. If the creature killed is a celestial, the rhevanna regains 80 hit points. Plunder Life (Su) Any non-fiend creature within the rhevanna's aura receives only half the hit points from any healing magic or effects. The rhevanna regains half the hit points the effect would heal. Malefic Binding (Su) If the target of a rhevanna's soul bind spell-like ability is a celestial, the gem the celestial is stored in has Hardness 40 and will kill the celestial if destroyed. ![]()
Ever since Krampus was written for Bestiary 6, I've been looking (and hoping) to find some company or person who did a really good Pathfinder monster stat for "Kris Kringle." But NOT as a character. As the Archfey he clearly is supposed to be. With Krampus being CR 21, I'm looking for Archfey stats for Santa Claus of a being who should definitely be probably CR 24 or 25. I keep finding him being given stats as if he were a human with class levels or a Fey with class levels and not many special abilities and other aspects of being more of an Archfey than just a bunch of class levels with the Fey creature type stuck to it. If anyone knows where I can find such a write up, I'd love to know (Surprised Paizo never statted him up as one after all the years 1e has been out). ![]()
In regards to the Time Flayer creature, is there any reason why it lost the "Unmaking" special attack when taken from Tome of Horrors? I noticed it's missing that entry. I understand the game mechanical reasoning, at the same time I think it was a nice homage to the truly lethal dangers that was reminiscent of D&D 1e and 2e creatures that PCs battled. I'm assuming maybe a higher HD Time Flayer may gain it as an ability? Possibly a Time Flayer Lord type of foe? ![]()
They undertook too many projects. I wish they just stuck with Psionics. They branched off into PoW, Vampires, Akashics, etc.etc. and to me that wasn't why I signed on with DSP. I'm a huge psionics fan, WotC doesn't care about Psionics, Paizo abandoned Psionics and went with Occult magic with rips from Psionics, which left DSP as my only real source for new Psionic material. And now that's gone too. Starting to hate the TTRPG industry, it's not catering the bases that are left behind from edition changes and system abandonments like it used to. It's become an "assembly line" of consumers, out with the old and in with the new. MMOs don't do this crap. Final Fantasy XI was still release expansions even far after the success of FFXIV. And they still continue to support and update the game. While MMOs have been inspired by and borrowed from TTRPGs, it's time the TTRPG businesses take a thing or two from MMOs. ![]()
I run a 3.5/PF hybrid game and I port many of PF's material into the Forgotten Realms setting. My question is, Psychic Magic is an alternative way of accessing power and emulating magic similar to what Arcane and Divine casters have access to (as well as biting off of Psionics) and is not considered to be either one. The methods are different even though, sometimes, the end result is the same. So would The Weave affect/be affected by those using Psychic Magic? My leaning is toward a no. In my games, I've had the magical scholars speak of it as "Mind Magic" and "Occult Magic." It's a taboo territory of utilizing magic. One of the big reasons being it's a way to access magic without requiring The Weave. It makes sense for something considered to be "Occult" magic. It's meant to be misunderstood, dangerous, alien, and too esoteric even for Wizards. I'm wondering if this is a wise choice. I mean, it makes sense, and Ed Greenwood has stated many times that the Realms has all sorts of magic beyond the typical ones we're used to, and that there are methods of using magic without using The Weave, and I'm thinking having it where Psychic Magic is one such method makes it all the more interesting. What are your thoughts? ![]()
Eltacolibre wrote: That's the thing... a party of Mythic tier 10/Level 20 characters can kill lucifer without even breaking a sweat...probably would even be one round, as sadly he isn't a mythic creature and a lot of spells mythic spells have horrible effects on non mythic creatures. Lucifer came out prior to Mythic Adventures. Tome of Horrors was 2011, Mythic Adventures 2013. Just tack on MR 10 to Lucifer and he's good to go, maybe give him a couple unique Mythic abilities too.
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