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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. **Venture-Agent, Russia—Kursk 26 posts. No reviews. No lists. No wishlists. 16 Organized Play characters.


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My watch has finally ended!
As with the Ed Reppert's order my order was split into two parts. The first with Player Core and flipmats was shipped on the 16th (still in transit with tracking working) and the second was shipped today.


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Wow, that was fast! My watch has ended!


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And now my watch has ended. Early this time. Yay!


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And now my watch (and watch for Travel Guide, delayed by plushies) has finally ended. Hooray!


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Last Friday I got a response from CS. My order with plushies is still waiting for the plushies which got stuck in the LA port. So my watch continues.


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Austin Phillips wrote:
Our warehouse team has informed us that August Subs have been completed. If you have not received shipping confirmation for your august order please send a support ticket to customer.service@paizo.com with the Subject EX: August subscription issue along with your order # and associated email for your Paizo account. We are currently working through a larger than normal backlog so please allow some time for us to resolve these issues. Thank you.

Thanks for the heads-up!

My order with the Travel Guide and plushies is still pending. Email sent.


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Elfteiroh wrote:

Looking at my order, I realized that it says that The Kobold plushy is "backordered" because it becomes available only on the 31st, so I guess people that had it preordered in their sidecart like me might get their shipment delayed?

I have not contacted CS about that, so I don't have any actual info on if this is a mistake or not.

Same here with kobold and goblin plushies backordered. But I contacted CS on Friday. No response yet.


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Mine is still pending too. Order 36806313

5/5 **** Venture-Agent, Russia—Kursk

It's still kinda unclear, but thanks for the explanation.

5/5 **** Venture-Agent, Russia—Kursk

Kishmo wrote:


That said, it also appears to be the consensus that you could absolutely show up to the Campaign Mode AP with your SFS Agent's "twin." That way your SFS Agent can go off and do normal scenario stuff, while their twin is off having an Adventure (Path.) The fact that the non-SFS Twin gets a chronicle sheet that gets applied to the same #70X character number as the bona fide SFS Agent is just a happy accident.
...I think.

The Paizo Reporting Server knows, deep down, that they're not the same character.
It knows.

The AP-Character (non-SFS) is completely different from SFS #70X Character (name, race, class, everything). So when i will apply Chronicle for AP chapter to #70X Character, it's going to work like pregen. Hence the question: Is #70X character considered "locked" during AP chapter?

5/5 **** Venture-Agent, Russia—Kursk

Related question about "locked" character.
Let's say, I play in the AP in campaign mode and we are in the middle of the chapter. After we finish, I want to apply the chronicle to сharacter #70X. Can I use character #70X in normal SFS scenario BEFORE we finish the chapter of the AP?


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Does your hand stay free for feats' requirements (like fighter's Snagging Strike) when you raise your buckler? If it does, does the buckler stay raised?


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Can you use Trick Magic Item feat to prepare a staff if you are not a caster? How many charges does it get? Half level rounded up?

Can you use the feat to prepare a staff if you doesn't have any of its spells on your spell list?

Rules Reference:
PF2e CRB, p.268 wrote:

TRICK MAGIC ITEM [A] FEAT 1

Traits: General Manipulate Skill
Prerequisites trained in Arcana, Nature, Occultism, or Religion

You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

PF2e CRB, p.592 wrote:

Preparing a Staff

During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the highest level of spell you’re able to cast. You don’t need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren’t used within 24 hours, they’re lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff’s spells on your spell list.


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PF2e CRB, p.474 wrote:
If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).

and

PF2e CRB, p.475 wrote:
A prone creature can’t stand up while someone else occupies its space, but it can Crawl to a space where it’s able to stand, or it can attempt to Shove the other creature out of the way.


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Lord_B wrote:
Stealth initiative vs Perception initiative replaces the old stealth vs perception before the fight starts.

Not really.

Pathfinder 2e Core Rulebook, p.479 wrote:

If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results)

I think, Deception for initiative works in the same way, so no opposed checks at all


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What about failed Recovery Checks? Should we also add wounded value?


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GospodinSneg wrote:
I'm tempted to try to dust the cobwebs off my Russian and check VK as well.

I didn't find any spoilers in the VK. But we are searching too.


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By the way, will the villain points get into the core? Or it's stream-only thing?


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Shisumo wrote:
New divine spell: holy lance - ranged attack spell that deals good (or, I suspect, evil, depending on alignment) damage. Did anybody catch the die size?

It's divine lance. And it seems to be 1d4+Cha for sorcerers. Link.


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Did Captain Heliana take the Assurance feat?


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Can a Vanguard make an attack of opportunity with Entropic Strike without a weapon?

5/5 **** Venture-Agent, Russia—Kursk

Michael Sayre wrote:
Nils Janson wrote:

I have a question regarding the boons:

According to the text on page 17, players gain the Katapeshi Underground boon by fulfilling the secondary success condition and the Well-Connected boon if the fulfill the Liberty's Edge faction part.

But according to the chronicle sheet Katapeshi Underground is the Liberty's Edge faction boon.

Which one is correct?

The text on page 17 is correct; Well-Connected should have the Liberty's Edge tag.

So Katapeshi Underground shouldn't? Everyone gets it if they fulfil the secondary success condition, right?


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Pathfinder Playtest Rulebook Update 1.3, p.7, Unconscious condition from p.324 wrote:


If you were dying when you regain conscious, you’re slowed for 1 round, with a slowed value equal to the dying value you had just before you returned to 1 HP

Have you forgotten to update the description of the condition?

Pathfinder Playtest Rulebook Update 1.3, p.7, Wounded wrote:


The wounded condition ends if someone attends to you with Treat Wounds...

Does this mean that success is not important and failed medicine check still remove wounded condition?


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What happened, when you take damage while Dying? I was pretty sure, that you increase your Dying value by 1 (or 2 on crit), but...

Pathfinder Playtest Rulebook Update 1.1 wrote:


If you take damage while you’re already unconscious, apply the same effects as if you had been knocked out by that damage, except you don’t move your initiative position.
Pathfinder Playtest Rulebook Update 1.1 wrote:


If the damage came from a lethal source, you gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead.

and

Pathfinder Playtest Rulebook, p.319 wrote:


If you’re affected by a condition with a value multiple times, you apply only the higher value, although you might have to track both durations if one has a lower value but lasts longer.

So you increase your dying value from damage only if you have dying 1 and take a crit. Otherwise attacks just update DC for recovery saving throw. Am I misinterpreting this?


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Doktor Weasel wrote:
I'd kind of like some way to make them more distinctive and impactful than just a selection of stat boosts, a lore and a skill feet. I'm just not sure how to do that

I think about something like themes from Starfinder with level advancement and stuff, but it kinda doesn't fit in the past concept. Background is something that you used to do, but now you are adventurer. Why would your farmer skills suddenly become better?


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Let's read some rules

Playtest Rulebook wrote:
A cantrip is always automatically heightened to the highest level of spell you can cast in the class.
Playtest Rulebook wrote:
Like cantrips, powers automatically use the highest level of spell you can cast from the class that gave you the powers.
Playtest Rulebook wrote:
If you get powers from a class that doesn’t usually grant the ability to cast spells (for example, if you’re a monk with the Ki Strike feat), the highest level of power you can cast is half your level, rounded up, and your powers are automatically heightened to this level

So, 19lvl monk use his KI BLAST heightened to 10-th level (18d4 force damage).

19lvl cleric use her fire domain power FIRE RAY heightened only to 9-th level (9d6 damage). Cleric can take MIRACULOUS POWER feat on 20th level and get access to 10-th spell level, so her cantrips and powers will be heightened to 10-th level.

Bard doesn't get acess to 10-th level spells at all (is it intended btw?), so his cantrips get heghtened only to 9-th level.

BUT, elves and gnomes can take ancestry feat to get access to one cantrip, which will be heightened to a spell level equal to half level rounded up (10-th on 19lvl), unlike any other cantrips you get from class.

Seems like a little rules inconsistency. Why not make a "half-level rounded up" rule general? Or it's just some class balancing?