Vaarsuvius

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Lantern Lodge

As a Free RPG day scenario, it usually gets released a month later (as I understand), so after the end of the month (i.e. after SF2 Player Core is released).

However, given the launch of SF2 Player Core and the lack of a day one AP or substantial scenario, and since people are giving it the thumbs up, it'd be GREAT if Paizo could find a way to make The Battle For Nova Rush available on the same day as the release of SF2 Player Core.

That way we have something to play that isn't playtest or a conversion.

Also, anyone know when Starfinder Society will release their first scenarios for SF2?

Lantern Lodge

Jack Simth wrote:

Okay, so...

Medicinals should be valid: They don't seem to be what the game considers technological or magical items, and they have a level.

Creation Spell sez: . . . "you can’t create a consumable item."

Lantern Lodge

moosher12 wrote:
Right now the Starfinder general chat is applying to both Starfinder 1E and Starfinder 2E. With Galaxy Guide out, more conversation is going to be made involving Starfinder 2E independent of the playtest. Should a new segment be broken off to divide Starfinder 1E discussion from Starfinder 2E at this point? Or should we wait until the Starfinder Player Core's release?

A Starfinder Second Edition General would also make it, in the long run, MUCH easier to find relevant posts when doing searches.

Otherwise, if you search for something, you'll get all the 1st and 2nd edition postings, then have to wade through the mess to figure out which relate about 1st edition and which relate to 2nd edition.

Lantern Lodge

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Xenocrat wrote:
Mangosteen5841 wrote:
Do we know yet if Mods that work on “Weapons” work on the turret?

It says that the turret “is a martial weapon” so I think they must.

Edit: Scratch that, it’s not in your possession and you don’t draw or swap it so it doesn’t seem to qualify. That’s…bad. On the other hand, a permamod 60’ area cone with infinite ammo that can walk 30-60’ for an action before firing might also seem OP.

Tech Class Playtest ERRATA:

Under "Modify" on page 4, replace the line "or leaves your possession" with "or a character other than you, your drone, or your turret attempts to use the item."

Lantern Lodge

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Rival Academies

halcyon mists focus spell.

There's a duration listed for the concealment, but not for the temporary hit points.

One could infer that the THP only lasts until the concealment ends, but (1) grammatically it does not say that or even really imply that the two are linked, and (2) that would be pretty sucky (beginning of your next turn - I'm hoping it'll be 1 minute).

Lantern Lodge

I did something similar with my Bard (max CHA and Diplomacy):

Multiclass as a Swashbuckler to get One for All at Level 4

Take the Helpful Halfling ancestry feat to get +4 starting at level 9

and (eventually) take the Bellflower Tiller Dedication and Tiller's Aid for NO PREP (i.e. you can Aid on the fly so long as an ally is within 30' feet)

+4 circumstance bonus from Level 9, when you have Master Diplomacy and Helpful Halfling (since you're almost certain to roll a critical success, so long as you don't roll a 1!), once per round using your reaction - not bad, but not over-powered given the heavy investment = MAX 1 skill, 1 9th Level ancestry feat, 3 class feats (Swashbuckler, One for All and another so I could pick up another dedication), and 2 more class feats (Tiller dedication and Tiller's Aid). We were not using free archetype, so it cost me by ALL my class feats (2, 4, 6, 8 and 10) for the first half of the campaign.

And since it's a circumstance bonus, it stacks with courageous anthem's status bonus, so you can effectively provide a +5 to one attack.

Lantern Lodge

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SuperBidi wrote:
I just realize: A Wizard can only use their own spellbook, they can't grab someone else's. So it has to be part of the character or you're just screwed.

I agree with your premise about starting equipment, but I'll point out the following action:

Borrow an Arcane Spell (Player Core pg. 234 2.0)

Lantern Lodge

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One option is Dragon Roar (Level 6 Monk, follow-on to Dragon Style Level 1): Not technically a Demoralize action, but effectively does the same thing as an area.

All enemies within a 15' emanation make a Will save vs YOUR Intimidation DC or suffer being frightened (also does not have the language requirement!).

Since it's not a Demoralize action, there's no 10 minute immunity, but there is a 1 minute immunity and a 1d4 round cool-off period between uses. On the other hand, if you have abilities that trigger off Demoralize (e.g. Terrified Retreat), they won't work wiht Dragon Roar.

There may be other non-Demoralize abilities you can get, though I can't think of them off the top of my head.

Lantern Lodge

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We had a high level Rogue in our game too, and the issue is that the Rogue player keeps thinking that all those nifty abilities allow him to act normally but be undetectable. In other words, he simply ignores the hide and sneak rules, and takes 3 actions each round saying he can't be detected - he doesn't take any hide or sneak actions (or tries to until the GM insists he follows the sneak and hide rules).

The other very humorous issue is that if the enemy cannot figure out where the Rogue is, his allies cannot either. Our Rogue keep insisting that he was undetectable at the start of combat (actually he insisted he was undetectable during Exploration mode too, or put another way... literally AT ALL TIMES), so when we start an encounter and my Bard starts buffing the party with Haste, etc., he never got buffed since I couldn't target what I can't see. When he gets damaged and wants to be healed, cleric can't target him because he's taken his figure off the board and insists he's "hidden". And so on. At times, he'd get into trouble, but the other PCs simply avoid metagaming and roleplay that they don't know he's in trouble because they don't know where he is or what he's doing!

Lantern Lodge

Sir Belmont the Valiant, II wrote:

... you need to invest a lot in the expense of Sturdy Shields. And Crafting, so as to repair them, magical mending only works on non-magical items, and is fairly expensive in resources.

...

But I thought Sturdy Shields were not magical.

Lantern Lodge

The Total Package wrote:
Are there any powerful items or anything that allows you to sustain a spell as a free action?

Gnomes have Intuitive Illusions, a level 5 ancestry feat, which gives them a FREE sustain only usable with illusion spells. It does require that you take Illusion Sense at 1st level, so it's a two-feat chain.

Lantern Lodge

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Ravingdork wrote:

I am looking for unusual awakened animal options, and so was wondering what kinds of non-traditional* animals exist on Golarion?

** spoiler omitted **

Almiraj (Nasty, Nasty Unicorn Bunny)

Lantern Lodge

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Ravingdork wrote:
Where in SoM specifically? I wouldn't mind giving that bit-o-lore a looksie.

Page 21

Conjuration encompasses several related concepts. The magic of creation gathers raw material essence, the matter of the universe, and temporarily confines it in a concrete physical form, which dissipates when the spell ends. Summoning magic is similar but creates a simulacrum of a creature from matter, willpower, and sometimes raw spiritual quintessence.

Lantern Lodge

Qwert110 wrote:

sorry, I'm still kinda new to the system, but I'm running the Beginner Box tonight and I'd love to give my players printed-out character sheets.

I have been looking and haven't found anything like that... I even checked the Paizo store hoping to find it. Does anyone know if it exists yet? Or does the Legacy Character sheet still suffice?

Many thanks! Peace to you.

Qwert110

I still use a Legacy Fillable Autocalc PDF. The only difference would be the attributes being represented by 12, 14, 16, etc., rather than +1, +2, +3, etc., and that the sheet has stuff like alignment on it (but you can just ignore that). The game math and whatnot are the same.

Lantern Lodge

Elric200 wrote:
Have Rings of Wizardry been removed in the 2e Remaster due to being Hasbro content?

To be clear, if you are playing Pathfinder 2E, all legacy (pre-remaster) content is still a part of the game unless it was replaced (typically meaning a new item/spell/feat/etc of the same name is in the Remaster) or eplicitly removed by official Paizo errata, or effectively removed because it just doesn't work with the changes (like Runelord). In many cases, errata was issued to adapt certain legacy content to the Remaster rules, which only reinforces that the legacy content is still part of Pathfinder 2E.

Due to Intellectual Property reasons, the legacy content will no longer be referenced or used in NEW Paizo materials, so you'll never see Rings of Wizardry as loot in a NEW Paizo scenario or adventure path, or mentioned in a sourcebook about magic stores, etc.

That said, there is a history of certain GMs restricting players to certain books, etc. For example, some GMs restricted players to the Corebook only, others restricted players to a set of books, like Core, APG and so on. With the Remaster, you now have some GMs who restrict their players to Remaster (GM Core, Player Core, Player Core 2). If your GM restricts you to Remaster material only, then it's your GM, NOT PAIZO removing legacy content, such as the Ring of Wizardry, from YOUR game.

So, you need to talk to your GM to see if your GM allows all official Paizo material, only Remaster, only Remaster Core 1 (not Core 2), of maybe even all official Paizo material PLUS certain third-party material. Depending on your group's style, it might be a GM-only decision or more of a group decision, but it should be decided upon at some point.

Lantern Lodge

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ELDRITCH ARCHER ARCHETYPE

The Eldritch Archer archetype as originally printed in the APG was unclear as to what happens if you were already a spellcaster when you take the eldritch archer archetype. Paizo eventually released errata which corrected and clarified the issue:

Remove the paragraph from the first printing that begins, “If you already cast spells from spell slots, you gain one additional cantrip from that tradition.” If you’re already a spellcaster, you use your normal allotment of spells for eldritch archer abilities and don’t gain more spells.

Thus, pursuant to the errata, it appears that you gain a repertoire with one cantrip and become a spontaneous caster from the dedication feat, and can later take the basic, expert and master spellcasting feats, but only if you do not already cast spells from spell slots when you take the eldritch archer archetype. If you already cast spells from spell slots when you take the eldritch archer archetype, since you “use your normal allotment of spells for eldritch archer abilities and don’t gain more spells”, it appears you do not gain the repertoire with one cantrip and cannot take the basic, expert and master spellcasting feats (though, admittedly, this latter is inferred from the “don’t gain more spells” language).

Player Core 2 repeats the basic mistake from the APG. It states what to do if you do not already cast spells from spell slots (i.e. you get a repertoire with a cantrip), BUT does not say what to do if you already cast spells from spell slots.

For now, I am basically applying the APG errata to the Remaster Eldritch Archer, but it would be nice if Paizo included the appropriate Player Core 2 errata for this archetype.

EDIT - It is possible that Paizo is thinking that since it only says you gain the repertoire, cantrip and Cast a Spell activity if you don't already cast spells from spell slots, that since it doesn't say you get anything if you already can cast spells from spell slots that you would infer that you don't get any additional spellcasting in the latter case. Definitely not a clear way to write, but it's possible that's what they were thinking. Also, if the intent would then be that you cannot get the basic, expert and master spellcasting feats since you are already a spellcaster, then Basic Eldritch Archer Spellcasting needs errata as the only prerequisite is that you have the dedication feat - also, you might not have a repertoire (e.g. a Wizard Eldritch Archer) and you don't choose a tradition if you didn't get a repertoire from the dedication.

Lantern Lodge

Not sure if you could get this to work due to duration issues, but talk to your GM and see if your GM agrees (or will houserule):

(1) You can at most be slowed 3.

(2) Quickened offsets slowed, so if you are quickened, you at most can only net out at slowed 2.

(3) Find a way to be quickened for an extended period, maybe even a whole day.

Your GM will probably require you to take Daywalker. You'd be slow as molasses, but you won't die from sunlight and you can still act each round.

Keep in mind that I'm not arguing that this is RAW/RAI allowed by the rules or that this is how the rules work (as I really haven't done any research on the rules), but just your GM giving you a special accommodation so you can run your character. On the other hand, if it does work under the rules, so much the better (though #3 is still going to be a problem).

The only other thing I can think of is to use penumbral shroud, get a ruling from your GM that the spell's effect means you are not in "direct sunlight", then find a way to get a duration of more than 10 minutes (custom magic item?).

Both these options would have one big weakness... if an enemy prepared ahead of time to dispell or negate your hast or penumbral shroud, you'd essentially become helpless if caught in the sun. So your character would probably still be cautious in direct sunlight, and bodyguards might still be warranted.

Lantern Lodge

Baarogue wrote:

Well spotted, but if you quote the spam link your post needs to be flagged as spam as well, just for future reference

And for the mod checking those flagged posts, the "Uno Online" link in the quotes is the offending element

You're right, they removed my post as spam, but didn't remove the post I both identified as spam and flagged as spam!

Lantern Lodge

Ravingdork wrote:

What options are there that increase all your speeds?

Seems like everything simply references "Speed" which means land speed.

Not sure if you're still looking, but I just stumbled on to the Warp Step cantrip, which explicitly adds +5' to all your speeds.

If you do the Psychic Multiclass, you can take the Unbound Step Concious Mind, get Warp Step as your psi cantrip, and it increases your speed by +10' instead, and you can amp it to cast it as a single action.

Lantern Lodge

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Just want to point out that there are PF2E options/elements that will never be reprinted in ORC because they are OGL specific, BUT that these are still part of PF2E. If you want to use those options/elements of PF2E, you'll need to either refer to AON or buy the pre-remaster books.

ALSO, there are pre-remaster options/elements that remain legal for Pathfinder Society play, BUT if you want to use them in Pathfinder Society, you need to have the book (PDF or hardcopy) to use them.

Lantern Lodge

Balkoth wrote:
Is Restoration supposed to be phased out in favor of the new remastered trio of spells or are they supposed to coexist?

Absolutely NOT. Unless Paizo issues errata that removes the spell from Pathfinder 2E, Restoration and all of the spells not included in the Remaster continue to be a part of Pathfinder 2E.

In many cases, the old spells are not included due to copyright reasons, so you won't see them in future official Paizo published content.

If your GM wants to restrict their game to only include spells from the Remaster, that's on your GM, NOT Paizo.

Pathfinder Society has it correct. Pathfinder Society is based on Pathfinder Second Edition, which includes changes from Remaster. As Restoration and its ilk are Pathfinder Second Edition, they continue to be legal for Society play.

There are certain individuals on the board who keep pushing this idea that Remaster somehow wholesale invalidates existing, official Paizo content. Remaster does change certain rules, features and abilities, and to that extent replaces or invalidates the older versions (just as any errata would do), and Paizo issued contemporaneous errata to change or even eliminate some of the older aspects of Pathfinder Second Edition (e.g. the damage done by cantrips), but Remaster DOES NOT simply by its existence eliminate or change older Pathfinder Second Edition content.

Again, if a GM wants to limit their game to Remaster books only, that's on them, not Paizo - it would be that GM's decision to use a limited subset of Pathfinder Second Edition, no different than GM's who used to limit their game to Core only, or Core+APG only, or any other subset of the Pathfinder Second Edition rules.

Lantern Lodge

Qaianna wrote:
The Raven Black wrote:
I think some problematic spells will be quietly left behind, like Synesthesia.
Tempting, but it may be better to rework them. Quietly leaving them behind can result in them sneaking back in when you’re not looking. ‘They never remastered it so it’s still valid!’ Sort of arguments can arise.

That's not an argument. It's fact.

A GM can always decide what to use in their game, but saying a spell that hasn't been explicitly removed from the game and not reprinted in the Remaster is not valid is incorrect. It's still official Pathfinder Second Edition content.

The GM can decide he will only allow Remaster content in his game, but there have always been restrictive GMs.

Luckily, my play group generally allows ALL OFFICIAL PAIZO CONTENT. We're not too big on 3rd party content, but our GMs are willing to consider such on a case by case basis.

Lantern Lodge

Pre-Remaster rules also don't really tell you how a action-economy for thrown shield works.

There is the Shield Throw trait which says:

A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial thrown ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a thrown weapon. The trait also includes the range increment.

Nothing in the trait seems to override the normal rules for taking off a shield so you can throw it.

Also, nothing in the Meteor Shield or Razor Disc say anything about the action economy to throw the shield.

Can't say its raw, but I would (if I were the GM) treat these shields as having the same action-economy mechanics as the Throwing Shield adjustment/modification from Knights of Lastwall, namely that:

You can quickly remove the shield by spending a free action as part of the Strike to throw the shield. (i.e. Free Action to detach and 1 Action to Throw)

Alternatively, I guess the GM could make you pay the 5 gp to get the modification to your shield so you can detach it as a free action, but I wouldn't bother.

Note that the modification does not reattach the shield for free. You can throw it (Free Action to detach and 1 Action to throw), but if you have a returning rune or some way to quickly get back the shield, it doesn't automatically reattach to your arm after the throw.

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VampByDay wrote:
Is there a background that gives a bite attack or something?

Sort of.

Magical Experiment Background

While it does not list a bite attack as one of the stated options, it does say:

Work with the GM to select an appropriate ability from the following list or to come up with another special ability.

Lantern Lodge

Waldham wrote:
1/Is it possible to have an animal with a level above the character ? So, you can make a check to command an animal for 3 actions ?

As long as you don't make your bonded animal a minion, there does not seem to be any level limit.

Note though, that making an animal your bonded animal requires a Nature check, so your proficiency in the Nature skill will effectively limit the level of the animal since, presumably, higher level animals will have higher Will saves.

Secondly, availability is an issue... you're not going to typically find a Tyrannosaurus in Katapesh.

Thirdly, the creature must be friendly or helpful, so you'd need to explain to the GM how you made the Tyrannosaurus friendly.

And don't forget that as a non-minion animal, you need to make the Command An Animal checks to get it to do things, so higher level animals are harder to command... yes, your level 5 character somehow succeeded in making a level 15 Tyrannosaurus your bonded animal, but you're going to fail a lot of your Command an Animal checks.

Lantern Lodge

Errenor wrote:
Wow, what a feat! If the bonded animal doesn't become a minion because of the level restriction, the feat does absolutely and utterly nothing. Because 'bond' doesn't give any mechanical advantage at all.

I think you are incorrect.

Reading the feat, and I'll admit it's badly written, I think it's implicit that once you form a bond with an animal, it becomes helpful and remains helpful until you break the bond. Gaining an always helpful animal is a benefit as a helpful animal increases the level of success of a Command Animal check by 1, so you just need to roll a success, not a critical success, to get the animal to do what you want.

Also, the feat allows you to give your bonded animal the minion trait (albeit with a level limit), which removes the need to roll a success for your Command Animal (though you still need to spend an action) and you spend 1 action to get 2 from your bonded animal minion (action economy benefit).

The feat is pretty useless if you want something to help you in combat, but I could see a bonded animal minion being useful for non-combat roles, like a reliable mount or pack animal, or as an alarm system (guard dog), or for roleplaying, like having a mongoose that can steal small items, or perhaps a monkey that can climb up a wall and attach a grappling hook.

Lantern Lodge

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Captain Morgan wrote:
I almost mentioned Agents of Edgewatch, but my understanding of the problem there was that much of the wealth as written was basically robbing the people you arrested which is gross.

Our PCs in Edgewatch never robbed anyone we arrested. We instead got our loot through Civil Forfeiture.

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the Pathfinder Wiki has an entry for Aroden. Of course, back in PF1 they didn't have anathema and such, but at least you can get a god entry to look it.

They have him as LN

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Each ancestry gives a set of boosts and flaws.

You can simply REPLACE the set of boosts and flaws specified for the ancestry with the Alternate Ancestry Boosts, basically getting two boosts to two attributes of your choice.

The Alternate Ancestry Boosts are basically the same as the Human ancestry boosts/flaws - two boosts to two attributes of your choice.

So a Human can give up his or her two boosts and replace them with two boosts (i.e. the human standard boosts versus the Alternate Ancestry Boosts are identical). Under no circumstances do you get both.

All ancestries, including Human, can take a Flaw, BUT unlike earlier versions of the game, you get nothing back for the Flaw other than the satisfaction of having gimped your character for roleplaying purposes. In earlier versions of the game, you could take flaws to get an additional boost, but that is no longer the rule under Pathfinder 2E Remaster.

Lantern Lodge

SteelaiRizel wrote:

So basically i want to be able to make a character that is as full on gambling as i can. I mean absolutely embrace the RNG like a madman. What options do i have to pull this off? I do want to be at least somewhat viable (something Pathfinder 2e seems to allow easily which i like) and very thematic.

Spells, feats, abilities , magic items and so on. How hard can i embrace RNG to make this gambler a reality?

As far as level this will either be a level 5 or level 7 character. Other than that go nuts. Oh and free archetype is allowed, no other variant rules though.

Strangely, I just saw a third-party PATHFINDER INFINITE product called

Player Core 1 Expanded

I don't own it so haven't read it, but I noticed it has a GAMBLER RACKET for the Rogue class. No idea if it's any good, balanced, and/or usable, but if your GM allows 3rd party stuff, maybe take a look at that?

Lantern Lodge

Atalius wrote:
Does Splinter Faith still exist with all the changes n all?

As far as I know it still does. Unless they removed the feat, it's still part of Pathfinder 2E.

To quote the Paizo BLOG:

It’s November 15th, and that means that Player Core and GM Core are now officially out! These remastered products bring a lot of exciting changes to Pathfinder Second Edition, but that doesn’t mean you have to ditch your older books or stop using the classes that don’t appear in Player Core. To help you use classes and other options that are affected by the Remaster changes, we’re presenting a handful of compatibility errata for the Pathfinder Core Rulebook, Advanced Player’s Guide, Secrets of Magic, and Dark Archive on the Pathfinder FAQ!

So check the FAQ and Errata page to see if they've removed the feat from the game, or made changes to it.

NOTE: If this is for PFS, then check the PFS documents as PFS restricts this feat.

Other than that, if your GM allows all official Paizo material, then you're good to go.

Lantern Lodge

Ravingdork wrote:

Can you have more than one bulk ignoring container, such as a backpack?

(Spacious pouches notwithstanding.)

As far as I can tell, yes, so long as you don't put one inside the other.

extradimensional (trait) This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

My question is what happens when an extradimensional effect ceases to function? Are you simply unable to access the items inside OR do the items spill out OR what?

ALSO, in the vein of temporary, you can cast Telekinetic Haul (sustained up to 1 minute) to lift and move 1 unattended object of up to 80 Bulk with no dimension longer than 20 feet.

Lantern Lodge

catdragon wrote:
So I really want to create a leshy monk for Pathfinder Society play. Tangled Forest Stance at 8th level, obviously. But 8th level is a long time away in PFS play. So here is what i have so far: a pine leshy (yes i spent the ACP), ancestry feat of grasping reach and monk, the TFS at 8th, what would y'all suggest?

Not sure what grasping reach gets you (or put another way, I'm not sure what you're going for). I think it only applies to wielding a "melee weapon that requires two hands, doesn't have reach, and deals at least 1d6 damage".

Are you somehow trying to combine this with Tangled Forest Stance? Maybe take Monastic Weaponry then use a two handed monk weapon (sansetsukon or whip staff?) to impede movement within 10'? Though you could just use a bo staff without grasping reach for the same effect and without having to reduce your damage die.

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SuperParkourio wrote:
I can't find it in the new Player Core or GM Core. Now that I think about it, the devs are likely trying to remove some big problems this hazard presents.

Just because something isn't in the Core Remaster doesn't mean it was removed from the game.

Yes, if your GM decides to limit you to the Remaster books, then I guess you can't use it, same as before when some GMs limited players to only using Core or Core+APG.

But unless they removed the spell, it's still part of Pathfinder 2E.

To quote the Paizo BLOG:

It’s November 15th, and that means that Player Core and GM Core are now officially out! These remastered products bring a lot of exciting changes to Pathfinder Second Edition, but that doesn’t mean you have to ditch your older books or stop using the classes that don’t appear in Player Core. To help you use classes and other options that are affected by the Remaster changes, we’re presenting a handful of compatibility errata for the Pathfinder Core Rulebook, Advanced Player’s Guide, Secrets of Magic, and Dark Archive on the Pathfinder FAQ!

So check the FAQ and Errata page to see if they've removed the spell from the game, or made changes to it.

If your GM allows all official Paizo material, then you're good to go.

Lantern Lodge

YuriP wrote:

You are considering the online content. Not all tables allows or wants to keep a PC/Smartphone/Tablet with internet access to get the necessary data.

Example. Imagine a table where the players not get CRB/APG because they decide to by the most updated books (PC1 and PC2) and someone came with a Eldritch Trickster into the sheet. The GM will just see "what's this? where this come from? how do we get access to all the description and linked rules? why this isn't in the current books?".

I guess if you've got the caveman GM? In any case, why would you need internet at the table? Unless the GM distrusts the players so much that the GM's not willing to look at the material outside the game session, or the player won't simply print the item/feat/ability/whatnot from the website. You seem to feel that people are easily dissuaded from making the character they want.

And you set up your example by postulating a group that EXPLICITY HOUSERULES Remaster only. Yeah, I can see some GMs and groups deciding they will only use Remaster, just as there have been GMs who limited PCs to the Core Book ONLY.

If it's PFS, the contract is you buy the book (physical or PDF), bring it to the table and you can use it. They break that contract they'll definitely get complaints. Can they do it? Yes, but they will definitely get complaints.

If it's a home game, then it's up to the GM. Some GMs restrict their games to certain books, many other simply allow all official Paizo material, and some GMs are very lenient about 3rd party and other materials. If your GM is the type to limit things, then that's not a problem for the rest of us. I think (and this is only my opinion as I have no data) the majority of GMs are the type to generally allow all official Paizo material (often subject to approval particularly when it comes to rarity/access).

Lantern Lodge

YuriP wrote:
Well it's not the best way to do this but it's OK.

I have NO complaints. The PDF works fine and has all the information. Easy to read, easy to search. Not sure what would be better.

"Teach a man to fish.."

Lantern Lodge

YuriP wrote:
Would be interesting if the errata was made into a PDF version to allow to "append" to all other material in same format.

Just go to the FAQ/Errata page, expand all the subheadings, then PRINT TO PDF. Voila! Depending on your margin settings, you now have a 61 page (or thereabouts) searchable PDF of all the FAQs and Errata.

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YuriP wrote:
I honestly doubt that PFS and even many tables will keep allowing the old content from CRB/APG so long once that these books will no longe be reprinted and will becoming sold out over time and more and more tables will abandon the usage of this old content that for many will be only found in some legacy part of AoN/SRD site.

According to the Remaster plan on the AON Homepage, old content is NOT going to be relegated to some "legacy part" of AON.

AON: "Mechanics which were only present in one version or the other will be visible on both views. However, mechanics from an edition you are not presently focused on will have a warning banner at the top to indicate they are from the other version and the rules may not function exactly as they did."

Only hybrid mechanics - "those with a legacy version and a remaster version (regardless of if it's a simple name change or a more complex difference)" - will require you to toggle back and forth between the old and remaster versions.

So, Eldritch Trickster racket should still show up on AON regardless of whether you've toggled Pre-Remaster or Remaster, but if you are toggled to Remaster, a warning banner will display that basically says it was not re-done in Remaster.

On the other hand, Ruffian racket (a hybrid mechanic) would display the Remaster version if you toggled Remaster and the old version if you toggled Pre-Remaster.

Although I buy all the books as PDFs, I RARELY look at them. I almost exclusively look at AON, so when building a character I will see ALL the options. Building a Rogue? Eldritch Trickster will still show up with a banner (actually more visible due to the banner!).

And as for reprints of the books, who cares? That's NOT going to affect availability. It's been 4 years since 2nd Edition came out and Paizo still sells PF1 PDFs even though the physical books ran out years ago. Also, I'm guessing most people these days prefer the PDFs over physical books due to not having to find shelf-space or having to lug a heavy bag around. And if you want to use the old material in PFS, you need an official copy, so the old PDFs will still sell.

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Finoan wrote:
So yes, if the Babau injures someone and then they teleport away and get healed within the time limit, the Babau does take the damage. I don't expect that scenario to come up very often.

Especially since Teleport has a 10 minute casting time!

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YuriP wrote:

Yet I feel that's safe to change all instances of Produce Flame to Ignite without problem.

These errata maybe not complete (yet?) but is already a good guide how to deal with similar compatibility problems.

This doesn't appear to be a compatibility problem ---

The Remaster does not remove Produce Flame. Produce Flame is still a valid Pathfinder 2E spell and you can learn and use it.

Just keep using Produce Flame until they publish a Remaster version of the Psychic class.

If it truly offends your sensibilities, then houserule it.

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Maggard wrote:
Dark_Mistress wrote:


Any chance in the short time while we wait on the main PDF's to be updated. That we can have all the errata made into a single pdf or even txt file that we can download? That would be a lot more handy that having to check the web page.
I second the motion for @Paizo to provide a comprehensive errata released as a single PDF.

As mentioned before, all you have to do is go to the FAQ/Errata page, open all the sub-headers, then print to PDF.

That's what I did and I have all the errata, clarifications, etc., in a 61 page searchable PDF.

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Dark_Mistress wrote:
Aaron Shanks wrote:
Dancing Wind wrote:

we also have some errata for those books.

Are the errata in the PDFs being released today?

Or will those PDFs be updated at a later time?

Errata in the PDFs are not being released at this time. We need more time to collect, process and copyfit, which is generally driven by the reprinting physical books.
Any chance in the short time while we wait on the main PDF's to be updated. That we can have all the errata made into a single pdf or even txt file that we can download? That would be a lot more handy that having to check the web page.

Just do what I do... Print to PDF.

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Ravingdork wrote:

Page 212 - Familiars - Possible Editing Error

I've gone and methodically searched for every instance of "Familiar" in Player Core and GM Core. The closest rule that I could find addressing something non-witch familiar death is the Special entry of the Pet feat (from which familiars are based): "You can gain a new pet by retraining this feat, releasing any previous pet you have."

Insofar as I can tell, it's either resurrection, or retraining for a week to release your dead familiar.

The Animal Companion rules have the line, "If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time." The Familiar rules do not.

The language in the PET feat is what you are looking for. Not sure if you noticed that Familiars ARE pets. The Familiar rules say:

"You gain the Pet general feat (page 259), except that your pet has special abilities."

So I would guess you use the rules in the PET feat to gain a new pet/familiar.

If they errata this, I would ask that they make it simple as "retrain" carries GM dependent baggage (cost, instructor, etc.). I'd suggest: "If your pet dies or you want to replace your pet with a new pet, you can spend a week of downtime to replace it at no cost."

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Subutai1 wrote:
Deriven Firelion wrote:
Subutai1 wrote:

So far, my biggest dislike is the logic (or lack thereof) behind the balance shift of Rogue rackets. The by far strongest racket, namely Thief, got the biggest buff. Scoundrel and Ruffian got slight buffs and the weakest racket, so Mastermind (ignoring Eldritch Trickster), is completely unchanged. I don't consider fixing Recall Knowledge to finally work at all any buff to it whatsoever.

I understand that they had to hurry with Player Core 1 release and couldn't fix every single tiny issue the game had. But how do mess up something as obvious as Rogue rackets this bad? There is not a single person in existence that would consider Mastermind stronger than Thief or Ruffian, yet for whatever reason it was considered to be "fine" as is, not needing a single change. How?

What did Thief get?
They get DEX to damage to finesse unarmed attacks now, so for example Wolf Jaw from Wolf Stance, which are d8 agile, backstabber, finesse attacks, which are much stronger than any other attack a Thief had prior access to. Especially since Ruffians new martial/advanced weapon access is limited to d6 attacks, those weapons are a joke compared to Thief's access to those unarmed attacks.

What were the designer's thinking!

Before I was FORCED to go Ruffian Racket, STR 18 and Spend 2 class feats so I could take Stumbling Stance at 4th level to do 1d8+4+Sneak Attack damage...

It is inconceivable that the designers now allow you to go Thief Racket, DEX 18 and Spend 2 class feas so you can take Stumbling Stance at 4th level to do 1d8+4+Sneak Attack damage!

And you can even choose NOT to wear armor (so take a 1 point AC hit - AC19 instead of Rogue Max of AC20 at level 4 if wearing armor) to take a martial arts stance (like Wolf Stance) that requires you to be unarmored so that you can do (drum roll...) 1d8+4+Sneak Attack damage.

Seriously - Keeping in mind that many GM's interpreted the Thief Racket's "finesse melee weapon" as including finesse unarmed attacks, and among those in the other campt that felt that RAW meant ONLY actual physical weapons (not unarmed attacks), many in the second "RAW" camp nevertheless still allowed Thief Racket with finesse unarmed attacks as either RAI or because it was cool. I don't have actual numbers, but I suspect a majority (or at least a very signigicant minority) of GMs allowed Thief Racket to get DEX to damage with finesse unarmed attacks.

Personally, I'm not convinced this is an actual change, but might simply be the designers clarifying that they always meant it to be usable with unarmed attacks, and that they saw all the backbiting that was going on since PF2E hit the shelves and decided to be clearer this time around.

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HumbleGamer wrote:
Thod wrote:
Fumarole wrote:
I'd say yes, it can work through walls as other imprecise senses do as well, like hearing.

Lifesense is not an imprecise sense

The feat says

Quote:
You have a limited ability to sense life force, like your psychopomp forebears. You gain lifesense as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two.

So we can assume it's an imprecise sense.

I doubt it would give the character X-Ray vision ( or something similar to see an aura beyond 9 feet of stone wall or ground ), but I expect it to work in situations like a room full of corpses, allowing you to detect that one of them is an undead, or to distinguish whether a cloaked beggar is human or undead at first glance.

I find it interesting that the creature ability Lifesense allows for determining if the "target" is living or undead (i.e. you can differentiate), but that the feat only allows you to sense the "target", but you cannot tell if its living or undead, just that it's there - "you can't distinguish between the two." So someone with lifesense from the feat cannot use it as an undead detector. Is the guy you're talking to alive or a vampire? Can't tell.

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hyphz wrote:
Are there any rules for aborting a fall in the middle

Yes, there are.

1. The critical hit effect for a flail is the target is knocked prone.

2. The prone rules say:

If you would be knocked prone while you're Climbing or Flying, you fall (see Falling for the rules on falling).

3. The Falling rules say:

You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.

Thus, our hypothetical dragon flying at 1000' altitude falls 500' and when it next gets an action, it can right itself and start flying again. As a GM I'd require the dragon to use one action to right itself (same as standing up from prone). I'd be disinclined to require an aerial maneuver roll unless there was some reason the dragon might have difficulty righting itself, like it was adjacent to a tall tower or its wings were impaired or something.

If the dragon was knocked out or for some reason could not take actions (maybe stun 3?), then it would continue to fall under the falling rules until it either managed to take an action to right itself and fly OR it hit the ground.

The flail strategy can be awesome if the dragon is within 500' of the ground as it will crash and take falling damage.

EDIT: This addresses your specific situation. As to your question, I think a reasonable GM could apply the same rules if someone fell a long distance. Say, PC falls off a sky castle 5000' in the air, he falls 500' the first round, then can take actions to address the situation, which might include casting a spell to fly or something, then continues falling, getting actions each turn until he hits the ground.

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If you need (or want) a particular cantrip (especially if you're NOT a spellcaster), 5 gp for a Cantrip Deck (5 pack) might prove useful.

A nice GM might even let you start with a partly used pack, maybe only 2 cards for 2 gp!

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Paul Jr wrote:

I was reading this archetype and for prerequisite for it is to have a class such as cleric, druid, witch, and wizard, that prepare spells in spell slot s using the same number of prepared spells per day.

Reading this, what spell casters can not take this archetype.

Thanks for any info.

Any spontaneous spellcaster: Sorcerer, Bard, Oracle.

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Wyvern76 wrote:
Captain Zoom wrote:
On switching targets, RAW I don't have an opinion. As a GM I'd be fine with most minor effects, like switching from cooking one piece of meat to another, or lifting up several pieces of a broken vase (as opposed to ruling that you need to target each piece separately).

Well, the spell description *does* say that each time you Sustain it, you can choose any of the listed options (Cook, Lift, Make, or Tidy). Which doesn't make a whole lot of sense if you're limited to a single target -- how often would you need to levitate the food you cooked using the spell? But I wondered if there was an official ruling on the matter.

Quote:
As for permanent effects... if you move a glass across the table, it doesn't pop back where it started when the spell ends, if you cook a piece of meat, it stays cooked, and if you clean gunk off your coat it remains clean once the spell ends (subject to you getting new gunk on your coat!). On the other hand, if you create a temporary object, well, it's temporary and disappears when the spell ends.

All of that seems like common sense, but that's not really what I was asking. As I said, the spell description says that all effects of the spell are temporary "beyond what is noted above," but as far as I can see, it *isn't* actually "noted above" which effects are permanent. What's the point of saying it's "noted above" when it isn't?

(As a side note, moving a glass across a table isn't actually one of the listed spell effects. You could *levitate* a glass, but presumably it doesn't continue levitating after the spell ends.

Also, I find the use of the word "cook" rather dubious when all the spell actually does is "cool, warm, or flavor" food. If it generated enough heat to actually *cook* a piece of meat, it would be capable of doing fire damage.)

I am not even going to bother arguing with you.

I shall simply make a note to never try to help you again.

Have a nice day.

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Wyvern76 wrote:

I have two questions regarding the Prestidigitation cantrip:

- Can you switch targets when you Sustain it?

- The spell description says that the effects aren't permanent "beyond what is noted above". Where exactly is this "noted"?

On switching targets, RAW I don't have an opinion. As a GM I'd be fine with most minor effects, like switching from cooking one piece of meat to another, or lifting up several pieces of a broken vase (as opposed to ruling that you need to target each piece separately).

As for permanent effects... if you move a glass across the table, it doesn't pop back where it started when the spell ends, if you cook a piece of meat, it stays cooked, and if you clean gunk off your coat it remains clean once the spell ends (subject to you getting new gunk on your coat!). On the other hand, if you create a temporary object, well, it's temporary and disappears when the spell ends.