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105 posts. Alias of Just a Guess.


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Thanks for the answers.
For me, at least, PFS isn't relevant. So no problem.


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?
- If I wear magic armor and sunsilk garments, does the DR work?
- Do the DR of sunsilk and Quilted cloth armor stack?
- Does clothing made of sunsilk count as armor or could every monk benefit from sunsilk garments without losing his monk AC bonus?

I'd assume the only of the above that works is the sunsilk garment for monks but I wanted to be sure.


Thanks for the answers.
I have a fighter (brawler) who, between no escape and step up and strike, gets AoOs quite often and I'm thinking about multiclassing into brawler now to get flurry and wanted that cleared up before I make my decision.


So normally 1.5x Strength on AoOs I understand it.
How about some wierd case where I get to make an AoO during my turn or even during my flurry?

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?


Monks and Brawlers get full str bonus to damage when using flurry even if they use a two-handed weapon.
But do they still count as using flurry on other creature's turns?

Which damage bonus does a Brawler get on AoOs when he wields a two-handed weapon and used flurry on his turn?


Just to give another idea besides slayer: I played a gestalt Archaeologist/ Samurai order of the hammer some time ago and I had a blast.


One of the advanced armor training options is steel headbutt.

Quote:

Steel Headbutt (Ex)

Source Armor Master's Handbook pg. 15
Training Link Link
While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.

This leaves some things open.

- what adds to the damage in addition to 1/2 strength?
- is the steel headbutt part of some fighter weapon group?
- is it condsidered a natural attack?
- can you do it while wearing a dwarven boulder helmet?
- if you use power attack, how much bonus damage does the headbutt do? +1 as an offhand attack/ a secondary natural attack; +2 like a onehanded weapon; or nothing?


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.
Would you think it sensible to fluff either a tiefling (for a PC) or a half-fiend (for an NPC) as the product of several generations of breeding involving followers of Lamashtu with either the mask or the feat (or both) with fiendish mates?

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.


Ranger (divine marksman) / magus (eldritch archer)
or
Ranger (divine marksman) / Warpriest
or
Paladin / arcane bloodrager (primalist)


No, not me.


Dave Justus wrote:

Bloodragers are of course CHR based casters, although they don't have the kinder social skills as class skills (usually easily obtainable with traits though) and usually the image one thinks of with them isn't 'party face.'

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.


Liz Courts wrote:
Removed some posts and their responses. This is a public forum, and statements describing how you used a spell to create a "willing girl at basecamp" for your character are 100% not okay.

Sorry.


Go big weapon and take cornugon smash, hurtful, intimidating prowess instead of the TWF feats.
Take either the anternate racial trait or the race trait for the bite attack.

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.
You could even make him bladebound with a rapier to bypass the reduced magic item availability.

Another option would be druid/sacred fist warpriest. You get full casting, monks's ac bonus, swift action tricks.
If you want to cast turn into something little that can fly, if you want to melee turn into something big and strong and use unarmed strikes or natural attacks depending on the form.

Edit:
If 3pp is allowed I'd look into Aegis/divine caster or perhaps aberrant aegis/druid for wildshape + tentacle action.


Thanks for the answer.
I realized its a third party monster and contemplated selecting a different one. Air might be nice as it has good SLAs, too.

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.


No suggestions at all?


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:
A lightning mephit with the ill omen and call lightning SLAs.
Combined with its natural lightning bolt and shocking grasp as well as its lightning breath it has some potential unless the enemies are resistant/immune to electricity.

Which other base creatures would you suggest (fey or outsiders that can be taken as improved familiars)?
The template can be found here, below the imp guardian spirit.

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)
Init +9; Senses darkvision 60 ft.; Perception +5
DEFENSE

AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 32 (5d10+5); fast healing 2
Fort +2, Ref +9, Will +5
DR 5/magic; Immune electricity
Weaknesses vulnerability to water
OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
Melee 2 claw +6 (1d4 plus 1d4 electricity)
Special Attacks breath weapon (15-foot cone of lightning, DC 14 for half, 3d8 electricity)
Spell-like Abilities (CL 6th)
At will—guidance
1/hour--shocking grasp
1/day--lightning bolt, Ill omen, call lightning
STATISTICS

Str 12, Dex 20, Con 12, Int 8, Wis 13, Cha 18 (+1dex level)
Base Atk +5; CMB +6; CMD 21
Feats Dodge, Improved Initiative, +1
Skills Bluff +8, Diplomacy +8, Disguise +8, Escape Artist +9, Fly +16, Intimidate +8, Perception +5, Stealth +11 (10 skillpoints to spend)
Languages Auran, Common

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.
How about the lightning damage on the claws, is that an ex or su ability? if so it should increase to 2d4.


Trollblood Elixir.
Heals 50hp and reattaches lost limbs.


Thanks for all the answers.


Thanks so far.

There has to be a vermin with the right size in the bestiary to turn into, right?
Or can I turn into a small version of some medium sized vermin ?


If I cast a higher version of xx shape and still be of a size allowed by a lesser version?
If so, do I still get all the benefits?

Example:
If I cast vermin shape II which allows tiny and large vermin, can I tun into a medium vermin which would be allowed by vermin shape I?
If it is possible, would I still get web, which needs vermin shape II?

In other words: Can I use vermin shape II to turn into a medum spider and get the web ability?


Half Elf with the arcane training alternate racial trait and a divine caster class. He can cast divine spells and counts as level 1 for using items corresponding to one arcane caster class. Such as wands. Sure that's not really casting arcane spells but close.


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I have no favorite class yet. I'm too much drawn between wanting to play martials and realizing that they suck compared to casters.
So now I "playtest" various caster classes.


My base assumption is to take the hp. After that I check whether the FCB is worth it. If not I check whether I need this one more skillpoint. If both are no, I stick with the hp.


Has it been cleared up whether fireshield can defeat darkness?
The problem is: Fireshild is of higher level than darkness and states generaating light but lacks the light descriptor.


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.


Prestitigitation used to dry clothes after crossing a river in a cold climate. No reason to risk catching a cold.


Scythia wrote:
Char-Gen addict wrote:

Somehow every time I try to plan out a warpriest build I only get to the point where I try to find useful blessings, get frustrated and trash the build.

In my opinion blessings, as a class feature, are more lacking and bad designed than rogue talents.
The difference being that some blessings are actually useful. :P

Are there any that are useful from level 1 and stay useful later on? Most seem useless until you have quicken blessing.


Somehow every time I try to plan out a warpriest build I only get to the point where I try to find useful blessings, get frustrated and trash the build.
In my opinion blessings, as a class feature, are more lacking and bad designed than rogue talents.


I might need to change the stats slightly, decreasing cha and increasing int because the PrC prerequesite includes two skills at 5 and with only int+2 skillpoints of the cleric that would mean having no few other skills.


However the decision between ranger and fighter ends:
Do not take the archer fighter archetype


Divine strategist would be a possibility.
The caster support ability might come in handy if some status needs to be removed via a caster level check. Like remove disease or neutralize poison.
Not sure yet.
In any case, thanks for you advice.


I'll think about it.
But my thought was that being able to hand out improved evasion to the whole group (divine barrier) three times per day in a games that has dragons and all kinds of giants including air and fire as enemies is worth it


How I would like to play a teamwork duo sometime.
Not only using teamwork feats but generally build towards being an effective pair.

Somehow I seem to be the only one wanting to do that in the groups I'm playing in.


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.
It is a "free" SoS effect usable to take captives. At least at lower levels. But most 1st level domain powers are rather lacklustre later on.

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
-Not dumping cha: I plan on saving the party from elemental effects by using channel energy with divine barrier so I wanted to retain cha for channel uses/day.
-Roll with it: It is a campaign trait allowing you to treat critical hits from giants as non-crits. Once per day or 2/day for dwarves. We get 2 traits + 1 campaign trait + 1 trait for a drawback. So I have to choose a campaign trait and this was the most fitting.
- I have the dragon subdomain of the scalykind domain which gives a dragon breath at 4th level. Why I took it was a mix. First it fitted to being a cleric of Apsu, second it gives an ability at 4th after which I leave cleric. Third Apsu doesn't have the best of domains. And to get the divine barrier feat it had to be Apsu. It's for his followers only.

Apsu's domains:
Domains Artifice, Good, Law, Scalykind, Travel
Subdomains Archon (Good), Archon (Law), Construct, Dragon, Exploration, Judgment, Toil, Trade

Divine Barrier wrote:


Source Inner Sea Gods pg. 210 (Amazon)
You have trained in the art of blocking breath weapons.

Prerequisites: Channel energy class feature, worshiper of Apsu.

Benefit: When you are within an area effect that deals acid, cold, electricity, or fire damage, you can expend one use of your channel energy ability as an immediate action to shield yourself and all allies within 30 feet. You and allies within your shield only take half damage if they fail their save against the effect, and those who make a successful save take no damage from the effect.


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:
- Ranger (Trapper/Dungeonrover*)
- Cleric of Apsu (Travel + Dragon)
- Skyseeker

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)
Drawback: Xenophobic

Stats:
Strength: 14
Dexterity: 13
Constitution: 16
Intelligence: 10
Wisdom: 16
Charisma:10

Feats:
Level 1: Power attack
Level 3: Divine Barrier
Level 5: not planned

Abilities (With Choices):
Ranger 1: Favored class (Giant)
Cleric 1: Domains (Travel + Skalykind (Dragon subdomain))

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?
Any pieces of advice regarding feats?

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.


I think I'll just drop the concept.
The discussion going on in the rules thread about this thread shows, that too much is questionable about it.

And, most likely, it is "too OP" for the group I was planning it for.


Good catch on the rope gauntlet, I agree that it is flavourful.
I only checked the fighting fan on d20pfsrd where it is p or s.


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I like to combine the flagbearer feat with the improvised defence trait.
As long as you have your flag (which is an improvised weapon) in your hand and don't attack with it you gain a +1 shield bonus to AC.


Scott Wilhelm wrote:


Well, technically--to the letter of the rules--a Klar is not a Spiked Shield, and so the Bashing Enchantment upon the Klar stacks just fine, and the base damage will be 2d6.

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.


That's sadly from a not allowed book for that game.
But thanks non the less.


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:
Char-Gen addict wrote:
The klar, which qualifies for slashing grace is not in the close group

The Klar IS in the close weapon group. Light Shields are in the close weapon group, and the Klar counts as a light shield

Klar wrote:
A traditional klar counts as a light wooden shield

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.


Sure, you are right. Ist starts with +3/+1 but only increases by +1/+1. My bad.


Bashing and lead blades do not stack because they are the same kind of bonus. A virtual size increase.(See FAQ)
As they are the same bonus either both (not at the same time) can apply to a brawler's shield or none. And there is no indication in the rules that they do not apply. Not as written, that is. As it is a strong martial option RAI might well be no.

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.
And the brawler's bonus is added to all weapons in the close group including unarmed strikes while the weaponmaster only gets it for one weapon.


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:
At level 1 Joe Average, the fighter selects weapon focus as his fighter bonus feat, knowing that it will increase to further versions of the feat should he ever qualify. As utility addon he selects (from a list that has not been written yet) the soldier training boon. This gives him 1/2 his fighter level on profession (soldier) and 1/4 his fighter level on saves to stay awake on watch.
At level 2 Joe selects Shield focus which, again, will increase during his career. As a boon he adds Leader of men which gives 1/2 his level on diplomacy and 1/4 his level on his leadership score.

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 -

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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.


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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.


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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.


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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.


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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.


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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.


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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.


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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.


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BretI wrote:

Solarian also could really use more skill points per level. As MAD as they are, there is little room to improve their Int. More skill ranks per level would allow them to be more useful out of combat.

Also, just how many people do an Armor Solarian as anything other than a dip?

<Cricket chirps>

Weapon Solarians have always done good damage in combat. Just not much outside of combat.

I do hope they get rid of the idea that the Sidereal Influence ends as soon as you go into combat. No other class has they insight bonus go away like that.

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.


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Oh, that's too bad. I understand if it goes against the design guidelines, but I've personally found those a bit restrictive when it comes to casters that want to invest in weapon skills.


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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).


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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.


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Maybe a bit weird, but I'd kind of like to see a big book of class feats with no interconnected theme.

Not gonna happen, obviously, but I can dream.


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I get the feeling geomancy won't be its own spell list (although it may have focus spells, I suppose).


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If I had to guess solely by the art, I'd say something along the lines of tactician/warlord?


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CorvusMask wrote:
AnimatedPaper wrote:
CorvusMask wrote:
So I'm curious about the harrow and tales on failed starstone attempts, are there any curious interesting funny lore bits there? :O

Some of the failed entries made me chuckle.

The harrow was interesting, as it describes some cards that aren't part of the standard deck.

Were all of them funny or were some of them also mysterious or ominous? :O

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.


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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.


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Sure, there are other benefits, I just think if the issues with touch spells continue, most magi will elect to use save spells since there's usually a partial effect on a save.


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I got to say, the new Heavenseeker archetype is really amazing (especially compared to the Edgewatch Detective which I found quite bland). One thing I found interesting is that it has a level 20 feat as an option - More archetypes should do that!


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Squiggit wrote:
Quote:
meaning my lower level slots turn into what feels like mostly dead space or last choice options.
This is one I have to disagree with. DCs scaling automatically has made low level slots vastly more usable than in PF1, where they were pretty much just fodder for whatever random quality of life spell you felt like by midgame.

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.


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CorvusMask wrote:
But yeah, seriously, are there others worried that this book sets up lot of precedence that could result in major power creep later on?

A little bit, but I dunno, I feel like some of the classes (like Envoy or Solarion) can use the power creep.


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JohnHawkins wrote:
Out of interest can anyone with the book find the Level 6 reality warper spell 'Subjective Reality' it is in the short decriptions and sounds interesting but I cannot find the full description of the spell ?

It's a core spell, so I imagine they didn't reprint it.

Subjective Reality


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Captain Morgan wrote:

Is anyone else having trouble understanding the whole Chiselrock conspiracy? I'm reading the book intermittently so I could be missing something. But it is mentioned that there is damning evidence about him in his prison warehouse. I don't know what that evidence is, or what exactly he was doing to undermine the town. I know he was weakening one of the walls, but it feels like there is more I'm missing.

But with the Hidden Forge clues not being specifically defined, it occurs to me that the whole conspiracy might have been left vague.

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.


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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.


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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.


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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.


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I think Nketiah is the tribe's main interpreter, so she'd probably just repeat the story to the PCs in common afterward.


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The Gold Sovereign wrote:
What are the traits of the Magma dragon? Does it receive the fire or the elemental trait?

Rare, CN, Fire, and, unsurprisingly, Dragon.


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I really like the efficient capture ability that most Scarlet Triad characters have. It gives them an iconic ability that players can prepare for.


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Exporting goods to Cheliax doesn't mean Cheliax has any sovereignty over Ravounel. They're not a vassal like Isger is.


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They can still hear just fine, I imagine. And unless every single PC has darkvision, the PCs probably have a light source on them.

It seems incredibly cruel to keep them in a pitch-black room all day, but the Cinderclaws aren't exactly nice folks.


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Berselius wrote:

Question for the Developers.

Is it stated that Half-Ekujae Elves always have dark skin or does the book specifically state they also have tanned skin due to having a possible Keleshite human parent?

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.


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The Aldori Dueling sword really doesn't compare that well to the Sawtooth Saber or Necksplitter, does it? It's a d8 with 2 properties while the others are d8 weapons with 3 properties. And not to mention that bizarre 20gp cost.

I don't suppose any of the other Swordlord feats make it better?


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PossibleCabbage wrote:
ChibiNyan wrote:
Name one in an AP if you want.
Isn't nondetection super useful in anything intrigue based (like Hell's Rebels or War for the Crown, say), unless the GM just handwaves "the baddie didn't think to scry you."

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.


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Xenocrat wrote:
Slick armor rune wrote:
This property makes armor slippery, as though it were coated with a thin film of oil.
Slick definitely doesn't work with this anymore than Glamered does, as it effects the armor, not the wearer.

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.


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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.


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The art certainly is creepy!


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Hecke wrote:

It's great to know that my particular campaign, in which we lost everything and fought back tooth-and-nail to restore peace to the land and free the people that were being oppressed in the Vault of the Onyx Citadel, is utterly invalidated.

Seriously, how can you just up and decide that one particular ending of an AP is just categorically wrong?

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?


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Smugmug wrote:
Yossarian wrote:


What is a (minor) issue however is ... 'Access You are from Old Cheliax'

Why? Because there's Citadel Vraid sitting nearby Korvosa in Varisia. It houses members of the Order of the Nail. I'd have thought it would be ok to become a member of that order without having been born in Old Cheliax. Surely they take the occasional recruit from Korvosa, someone who has Chelish ancestors but was born and bred in Varisia?

Perhaps it's all in the interpretation of the word 'from'?

Old Cheliax is one of the Meta Regions they mention in the CRB. Per the map they showed earlier in the year Korvosa is Part of that Region, even if it is on outer edges of said Meta Region.

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.


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UnArcaneElection wrote:
zimmerwald1915 wrote:
{. . .} Geography is a problem. Mountainous terrain is not great for farming, and Golarion isn't such a Tippy-setting (even less so in 2E, I hope) that food production can be handled entirely by create food traps. [. . .}

Create Food traps? Now I've got this vision of traps which -- if you fail your Perception check and/or Disable Device check -- hit you with a pie in the face . . . .

Imagine being a poor family that in order to survive has to go out into the woods and get assaulted by food traps.


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Most of them! Only the living sap and asanbosam don't appear in the adventure itself.

It would be pretty easy to add them, though. This adventure features Kingmaker-esque hex-grid exploration.


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I believe the Paizo staff doesn't want too much detailed information being given on products before the release date, so I was intentionally terse with my description.

The levels range between 1-9


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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.


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The Gold Sovereign wrote:

I'm curious to know if there will be a deity article in this volume just as there was in the majority of the second volumes of 1E APs. I hope that's the case.

I also hope to know more about the ekujae, so an article about them or their settlement would also be great!

I was surprised when the elf gates were included in the fifth volume, as we are going to interact with them and the elven people in this volume.

There's an article on the Ekujae. No deity article.


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If it says attempt to Trip then it would use the Trip success/failure table, regardless if it targets a different DC. The only exception would be if it provided its own table to use instead, which it doesn't.

If it rolled a critical failure on any trip attempts, I assume it would fall prone.


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Okay, "manly left hook" is the best name of an ability I've seen so far.


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Can we please stop calling everything tr-

...oh.


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Something about that space Leshy terrifies me to my core.


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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