Is the Two-Headed Troll a legal choice for the Goliath Druid's 6th level wildshape ability? Is this Monster a template of the standard troll and as such not legal or can you choose it?
Sunsilk:
Sunsilk, produced by a silkworm species native to central Kelesh and closely guarded by the Sarenite church, takes on a golden glitter after it has been left to cure in the sun. Though it is light and flexible, when multiple layers are pressed together, its myriad thin fibers inhibit weapons and can slightly help prevent slashing or piercing weapons from causing harm. Clothing made from sunsilk grants its wearer DR 2/bludgeoning. Sunsilk can be incorporated into any suit of armor without hampering the armor’s other qualities, typically as an inner layer of soft lining. Sunsilk adds 6,000 gp to the cost of the garment or armor. I found the sunsilk special material and have some questions about it. - While it states it can be incorporated into any suit of armor, I guess the "one material per item" still applies, right?
I'd assume the only of the above that works is the sunsilk garment for monks but I wanted to be sure.
So normally 1.5x Strength on AoOs I understand it.
Example: I make a combat maneuver as one of my attacks. As I do not have the improved maneuver feat I provoke. The opponent uses his AoO for a maneuver without having the feat, too. That way I get to make an AoO during my flurry. Still 1.5x Str because it's an AoO? Or 1x because it is turing my flurry?
One of the advanced armor training options is steel headbutt. Quote:
This leaves some things open. - what adds to the damage in addition to 1/2 strength?
This is not about rules but about fluff. There are two ways for a follower of Lamashtu to sire fiendish offspring, a mask and a feat.
Example PC: My parents were Followers of Lamashtu and their unholy rites lead to my being a Tiefling. I managed to escape and are now out to hunt those deranged followers of that mother of beasts. Example NPC: When the Party finally reaches the high priestess of Lamashtu after fighting through hordes of lesser followers and fiendish animals they find her guarded by her favorite offspring, a half-find Gorilla.
Dave Justus wrote:
The first Bloodrager I played called himself a samurai, behaved like one outside of combat and was rather face like. He just had anger management issues in combat, that's all. And besides traits there are alternate racial traits to get class skills (for example Fey Thoughts) but I don't know whether those are PFS legal.
Go big weapon and take cornugon smash, hurtful, intimidating prowess instead of the TWF feats.
And think about the spirit totem line instead of celestial. Your dead ancestors coming to aid you is pretty awsome. Unless you are fighting lots of undead.
With a high pointbuy a daring champion cavalier/ magus might be nice.
Another option would be druid/sacred fist warpriest. You get full casting, monks's ac bonus, swift action tricks.
Edit:
Thanks for the answer.
Good to know about the claw damage. As to how I want to use the creature: I mostly want to have it use its SLAs and breath just to increase my action economy. Instead of casting call lightning myself I can now summon my guardian spirit and have IT cast call lightning, use its breath or other SLAs.
I gave my level 10 hunter the Summon Guardian Spirit feat and now I am thinking about which base creature to take and how to build it. My first take:
Which other base creatures would you suggest (fey or outsiders that can be taken as improved familiars)?
Which feat would you give the guardian spirit for the 2 HD it gains when summoned via SNA4? The Guardian Mephit SNA4:
Lightning Mephit Guardian Spirit CR 5 N Medium outsider (air, electricity, extraplanar)
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
Speed 30 ft., fly 60 ft. (perfect)
Str 12, Dex 20, Con 12, Int 8, Wis 13, Cha 18 (+1dex level)
I'm not sure about the breath weapon but it should increase by two dice, one for the higher level and one because it is a standard action with instantanous effect.
If I cast a higher version of xx shape and still be of a size allowed by a lesser version?
Example:
In other words: Can I use vermin shape II to turn into a medum spider and get the web ability?
Some more oracle ideas: Oracle of battle (Gorum): Gorum found this womanizer who wasted his potential hedonistic idle time. So he cursed him with uglyness by means of the wasting curse and granted him the battle mystery. His hopes were that the man would take to war when he can't get women anymore. oracle of life (Sarenrae): A patient in some kind of hospital was careless, left a candle burning when he went to sleep. He knocked the candle over in his sleep and the hospital burned down. Sarenrae, godess of fire, redemption and healing saw this and interfered. She saved the man and healed him, but in a way that he will ever retain his burns in the way of the blackened curse, granting him the life mystery so he can redeem himself by doing the healing the dead hospital crew can't do anymore.
Scythia wrote:
Are there any that are useful from level 1 and stay useful later on? Most seem useless until you have quicken blessing.
And my plan is it to use the scalykind 1st level power to deny opponents their action. I ready for their turn to begin and use it. If they fail their save they are fascinated (and are deals nonlethal damage). Even if being attacked should break the fascination, their turn should be over.
Venemous Stare (Sp) wrote: As a standard action, you can activate a gaze attack with a 30-foot range (Pathfinder RPG Bestiary 300). This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those that fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
-Power attack: You might be right on this
Apsu's domains:
Divine Barrier wrote:
We are about to start our Giantslayer game (finally) and I plan to play a Skyseeker. The party will be all dwarf with perhaps a gnome as a face. My build will incorporate:
I will start Ranger 1, then go Cleric 4, Skyseeker 4, a second level ranger and continue with skyseeker. As everyone will be dwarves I thought it the perfect occasion to play a Xenophobic, so I decided to take it as both an alternate racial trait and a drawback. Build detals:
Racial traits: Xenophobic, stonecunning, Mountaineer, Darkvision, hatred, Greed, Hardy, slow and steady, defensive training Traits: Roll with it, Glory of old, Rich Parents, Magical knack (cleric)
Stats:
Feats:
Abilities (With Choices):
Gear: Chainshirt + armored kilt, quickdraw shield, dwarven waraxe, silver dwarven boulderhelmet, cold iron boarding axe, several holy symbols, some alchemical gear, masterwork thievestools, traveller's anytool. Anything I might have missed? Any gaping holes in my build?
The party will be rather melee heavy but I guess I'll stick to this build. He will have some versatility in the form of his spells for situations in which our melee power will not work.
Quote: Monk of the Seven Winds Dip Power 2, Dip Versatility 0, Power 1 Versatility -1: Trading Stunning Fist for an additional attack with a blade is nice, if you have a dip build that is dependent on unarmed strikes while not being a Monk or Brawler. The bonuses to attack, damage, and AC from Sirocco Fury are in no way, shape, or form worth losing Abundant Step over. Why not good for a brawler? If you take a slashing weapon from the close weapon list (like the rope gauntlet) you get the close weapon mastery damage. Not criticising the rating, just the statement of not being good for the brawler.
Scott Wilhelm wrote:
I did not intend to use a spiked shield, just a normal shield. So the stacking of shield spikes and bashing is of no consequence to this build. I only brought it in because I was looking for ways to use dex to damage.
Imbicatus wrote: You would need to use a light shield or worship gorum for Shield-Trained if you go finesse-based. Shields are also heavy, so encumbrance may be a problem if you dump STR, and you will need to get the shield ACP to 0 to overcome the finesse to-hit penalty. You are right. And as you need a slashing weapon for slashing grace that will not work. I could only get dex to hit.
Scott Wilhelm wrote:
While the klar counts as a light shield it still has its own rules. And those rules say it is a one-handed weapon and put it in the heavy blades group. I do not want to bend the rules enough to claim they are both light and one-handed weapon and they are both heavy blades and close weapons, one from its own entry the other from being treated as light shields.
Bashing and lead blades do not stack because they are the same kind of bonus. A virtual size increase.(See FAQ)
BTW: I got the bonus damage wrong. It's only +4, not +6. Thanks Cult of Vorg
The weapon master weapon training only nets +1/+1 while the brawler nets +3/+1. So 7 levels Brawler archetype get me +6 damage +2 to hit while 7 levels weaponmaster + gloves get me +4/+4. Same levels invested but one more feat on the weapon master side.
Davor wrote: If there is a situation where, based on feat acquisition, the fighter could be overpowered, at what point would it be balanced around fun, utilitarian options? To reach that each bonus feat selected would have to have significant impact like giving a whole feat chain PLUS one of a selection of utility options. Example:
Such a system would be necessary to make the fighter balanced and give him fun utilitarian options. - This was a quick shot without any playtest -
Karmagator wrote: The PF2 crit rule is definitely in, as it is part of the core math. As for AC concerns, it really depends on what enemies you are fighting. But especially against enemies that aren't higher than your level, critting on an 18 is common even without any bonuses. If you apply some teamwork, getting it on a 15 or 16 is just as common. It's mostly just strong single enemies that play the "20 or bust" game when you don't apply penalties to them. I never had problems with players critting against same levelled enemies, but in Age of Ashes there were so many encounters against APL +2 or +3 enemies that were exceedingly difficult for any of the PCs to hit. I did hear AoA was overtuned, though, and encounter design got more reasonable later in development, so hopefully that holds true for SF2.
Not a huge fan of 2E overall, but there is one area where I think it can really improve the Starfinder experience. Critical hit effects! There were so many cool crit effects in Starfinder 1, but they barely ever came up because you only got a crit on a 20. Assuming we're still using the crit = hit+10 rule, we should be able to see cool effects like lightning arcs and corrosion more frequently. I just hope AC doesn't end up super high on average for enemies.
Not really a specific mechanic, but SF1 seemed to have a higher "expected accuracy" for both players and enemies. Generally when fighting level-appropriate enemies, you could expect to hit a lot more than miss. It also helped when summoning monsters - even though their overall stats weren't great, since attack was higher than AC, they could still hit enemies a reasonable amount of time despite being lower level. After having played Age of Ashes from 1-20 in PF2, one point of annoyance for the players was just how hard it was for them to hit enemies that were 2 or so levels higher (and the adventure had quite a few encounters like that). Even with the highest possible value in their stat and a levelled weapon, it wasn't uncommon for players to see 50% or worse odds to hit on their highest attack bonus, with secondary attacks being even lower. I know the crit rules in PF2 make it dangerous for accuracy to be too high, but I really don't want enemy defenses to get too out of control. I also really liked the huge variety in weapons, with lasers, disintegration beams, sonic guns, flamethrowers, etc. Definitely hope we get some cool variety there and fun rules for power armor.
Quote: This new edition of Starfinder is being designed to be fully compatible with the upcoming release of the Pathfinder Remastered rulebooks and all future Pathfinder Second Edition products. This means that all your Pathfinder content going forward will be compatible with the new edition of Starfinder, and that all Starfinder Second Edition content will work in Pathfinder—with your GM’s permission, of course! Out of curiosity... is this a big draw for a lot of people? I've never really the desire to combine the 2 settings since I think both are pretty complete as-is. This is potentially a negative for me as I'd rather not have Starfinder feel beholden to specific Pathfinder 2E rules in order to remain cross-compatible.
KingGramJohnson wrote: Though it goes both ways with the way it's worded, and a GM can use that to ignore it if they want, I still see it as permission to remove players' core abilities. "At GM's discretion" can (and likely will) be abused by a terrible GM. They can point to that rule and say they can turn off your powers because the fight isn't worth you using them. A terrible GM will make any system bad. The solution is not to play with them.
Kobold Catgirl wrote: Hm...I wouldn't mind ditching the "metal armor druids" stuff, especially since there's art of an example druid multiclass character literally drawn wearing metal armor. It feels like another shibboleth, like the wizards' old proficiencies, so it may be a good candidate if it doesn't mess up druids' balance. So does druids having their own language. It doesn't really matter from a gameplay balance perspective, but I've always found the druidic language completely out of nowhere and bizarre from an RP perspective (where do they learn this language from? Why is teaching it as bad as defacing nature? Where is this language actually used?) Anyway! For wizards I'd like to see a 3rd set of advanced school focus spells. Stopping at only 2 seems a bit strange to me.
I'd like to see Two Weapon Fighting be a bit better. I think right now all you get is a feat that gives you +1 to hit if you attack with both weapons in a full attack. And of course, it lets you make a choice between two weapons if one would be better in a given situation, but I think I'd rather just have a weapon that's conventionally stronger. One advantage of small arms should be that you have a free hand, but in practice that doesn't really amount to much since very few classes even get shield proficiency. Casters can use a free hand to get support from gimmicks (from Galactic Magic), but eventually with integrated weapons and cybernetic arms, that advantage of a free hand becomes less and less relevant.
My big wish for Witchwarper is that their infinite worlds (or equivalent) gets decoupled from spell slots along with the few Paradigm Shifts that use spell slots. It's a really cool ability, but some of the effects feel pretty minor compared to what that spell slot could do. Instead it could have a dedicated number of uses per day, with the power scaling up as you level. I'm glad Solarians are included in the classes getting reworked - I don't think they're weak per se, but they have a few things I find annoying when it comes to building a character. Charisma as their key ability score, for example, bothers me a bit since several builds don't really rely on it. My guess was the intent was to stop people from completely dumping charisma (which you totally could if you don't go for DC-based revelations) by hurting their resolve if they do. I'd rather see built-in benefits for charisma, though, or maybe letting you pick Strength/Dexterity as your key ability score if desired. Another issue I have is that you don't have any control over your starting zenith revelations, especially since Black Hole sucks (pun not intended). Spending a standard action to have a chance to pull people near you just doesn't seem like a good use of your time or worth unattuning for. Supernova is fine, at least, but it would still be nice to have some options. This leads in to my last major issue: there isn't much reason to switch between your two different modes. Something like allowing you to attune to the opposite mode you were in after using a zenith revelation could make for a more dynamic playstyle. As is, I think most solarians stick to their favorite mode (usually positron since it's generally more damage), and the Broken Cycle alternate class feature just encouraged that playstyle even further.
BretI wrote:
My biggest issue with Solarion wasn't necessarily related to balance, but the fact that you were never really incentivized to switch between graviton and photon mode. You got punished if you took too many powers from one mode and not the other, but there was no carrot to go with the stick. In practice, I think a lot of people still ended up mostly sticking to a single form, and only taking powers from the other form because they had to (and mostly taking ones that were decent even if you're in the opposite form). Unrelated to Solarion, I hope this offers an alternative to archetypes. Some classes had to give up way more than others to pursue an archetype, making a lot of them impractical.
So happy to see capstone feats in an AP again! I think this is the first one with the APG classes, too. It's great how most of theme have a common theme of manipulating space. Sever Space is probably my favorite: a fighter can use it to attack an enemy with a slashing weapon up to 80 feet away and teleport right to them (or try to force them to teleport to the fighter).
The Sixth Pillar archetype is pretty interesting. One of the feats (requires level 16) increases a character's unarmed proficiency to master if they also have master proficiency in spell attacks (or vice versa). As far as I'm aware, this is the only way a full caster can reach master proficiency in any type of non-spell attack. Doesn't seem to be limited to any particular tradition, either, so it could be interesting for a Warpriest of Irori or something.
CorvusMask wrote:
The failed entries are a lot shorter than the entries for living aspirants. One I found weird was the failed god of Sacrifice crossed the chasm after his brother sacrificed himself to make a portal. Kinda sucks for him. Two of the failed gods utterly failed to cross the chasm and fell to their deaths. On the same day. As for mysterious, one of the failed god's dead body showed up in one of his temples three days after entering the Starstone Cathedral, only to vanish afterward.
Really? I always thought the wizard version was pretty bad, considering its once per day limitation. I know it can get you a really strong turn, but I was never sure it was worth an entire feat. As others have said, this version allows higher level spells but is limited to spellstrike. Seems fair to me.
Squiggit wrote:
That's a good point. My one issue, however, is that low level blast spells end up inferior to damage cantrips, meaning all your low level slots need to be buffs or debuffs. 1e was kind of similar due to poor DC scaling (pretty much only utility spells were prepared in low level slots), but it feels weird that cantrips do more damage than 1-3 level spells at high levels.
Captain Morgan wrote:
Isn't he selling citizens of the town as slaves to the Scarlet Triad? I do wish the clues were more defined though. Get X clues to find the prison without explaining what the clues are or how you got them is kind of annoying as a GM.
Rules as written, you would just make a single Escape check against the Thievery DC. It does make a thievery check to remove manacles a bit impractical in combat compared to the other options.
I think it could be fine having the quarry be on alert and having a big climactic battle against most of the PCs, as long as you have the enemies approach in waves. For example, if different groups show up after 3, 6, and 9 turns. It would still end up very difficult for the PCs, but it should be doable, especially if they're able to retreat if things go bad.
And the end of Part 3, Laslunn has a letter indicating she proposed a plan to attack the Citadel in order to gain access to Alesta's Ring. After the owners of said Citadel kill her and a huge chunk of the Scarlet Triad, it's only natural that the Scarlet Triad would want to get revenge. If the players don't put that together and have no desire to explore the next portal, you could have the Scarlet Triad launch an attack on the Citadel, or even Breachill. That should get the party motivated to finish off the Scarlet Triad and keep the adventure going, especially if they kill any NPCs the party has grown attached to.
Berselius wrote:
That seems like a weird thing to explicitly mention. I mean, yeah, if the human parent has lighter skin, then the child would have comparatively lighter skin than the rest of the tribe. Unless I'm misunderstanding you, I don't feel like that's something that even needs to be stated. As it so happens, Cult of Cinders has an Ekujae half-elf whose skin it noticeably lighter than her dad's.
PossibleCabbage wrote:
I wouldn't say super useful. Full protecting yourself from scrying it difficult because it requires you to cast the spell 3 times per day (it has a duration of 8 hours) and succeed on every counteract check. An enemy could also just scry one of your friends, and while they wouldn't see you, they could surmise your location unless you're split up. It could potentially have uses if you're anticipating other spells being used against you like Mind-Reading.
Xenocrat wrote:
Why doesn't it work? Isn't the whole idea that you're putting the rune on your own skin, so any properties that would normally affect the armor affect you directly? Or is there text on Runescarred which explains why this wouldn't work (I don't have the book currently). You'd be a gross oily mess all the time, though, I guess that's a downside.
Hunters Moon wrote: Wrong. I can send you link after link showing otherwise from full priced items. Also that's great, go pay 10 pages for $25 as well then, since you value only "content over page count". LOL That's how we let companies continue to ruin the market, and gouge players. This type of mentality. Gouge players? Paizo lets all mechanical content they release be posted FOR FREE online. I picked up Pathfinder back when I was broke because I literally didn't need to purchase a single thing to play the game with my friends. Dungeons & Dragons in comparison only has minimal information available for free, and they don't even release pdfs of their main products. Accusing Paizo of gouging the price on pdfs is just absurd to me - they've certainly been the most generous major TT RPG publisher in my experience.
Hecke wrote:
By the same logic, if the canon ending was that the PCs killed the general, wouldn't that be invalidating every group that chose a peaceful ending?
Smugmug wrote:
I'm not sure that's correct. In the blog post on Old Cheliax, there was no mention of Korvosa. It was mentioned in the Saga Langs blog post, however. Wouldn't that be a clear indication that Korvosa is in the Saga Lands? On the other hand, Citadel Vraid itself is ~50 miles south of Korvosa, which could put it in Old Cheliax.
UnArcaneElection wrote:
Imagine being a poor family that in order to survive has to go out into the woods and get assaulted by food traps.
Nick O'Connell wrote: Anyone know what the new monsters in this one are? Quite a few Asanbosam - Giant vampire ape with cold iron claws Bida - Like a boa constrictor mixed with a dragon. Can turn small villages invisible to keep control of its slaves. Biloko - Crocodiley fey with a penchant for cannibalism. 3 different versions included. Charau-Ka - Like in the previous book, but contains 3 variants. Grippli - 3 new variants Kishi - Murderous fey that hide a second hyena head behind their humanoid one. Living Sap - Exactly what it sounds like. A sappy ooze. Mokele-Mbembe - Giant Mwangi dino that can make a sonic boom with its tail. Sabosan - Creepy bat humanoids.
The Gold Sovereign wrote:
There's an article on the Ekujae. No deity article.
Are there any other "heroes" at the town meeting? Do they all just run off when the building catches on fire? If the whole town is built around hiring adventurers, there should be some other groups that show up, I imagine. It could be kind of fun to present a red herring adventure that the players might think is intended for them, but have the council decide on hiring a more experienced group instead. The other adventurers go off to the tavern to celebrate, Warble then presents her case, and the fire happens.
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