Sheriff Belor Hemolock

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Hi there!

We are converting a game from 1st Edition. The lvl 9 Wizard had gained quite a lot of spells from scrolls + looted spellbooks.

The rules for acquiring new spells are similar between editions (1st edition wizard has a little more starting spells but both gain 2 new spells/level), but Second Edition has a LOT less existing arcane spells (there are less rulebooks to choose from, but also because some chains of spells have been consolidated in a single spell thanks to the heightening mechanic).

I wonder what would be fair for my player. Giving him the exact same number of spells that he had in 1st Edition seems too much, but is giving him only 21 spells (5 starting spells + 16 gained from level-ups) enough?

As a 9th lvl character, he will start with 6 permanent items + 250 gp. What do you think about allowing him to use the money to pay for the "Learn a Spell" activity cost?


We just had our first playtest session, and one rule sparked an argument about the Deadly trait (a critical hit with a shortbow being the trigger, here). The fact that the rapier example in the rulebook is probably a typo didn't help solve the argument, either.

For my benefit, could you explain with very clear words and numerical examples how the Deadly trait is supposed to work?

Our 2 interpretations were:

  • A- You roll the normal critical damage for a shortbow (2d6 instead of 1d6), then add a d10. Total damage roll: 2d6+1d10
  • B- You use d10 instead of d6 when calculating critical damage. Total damage roll: 2d10

    Also, please explain how the Fatal trait is different from the Deadly trait.

    Thanks guys!

    (This is less a feedback post, and more of a "help me fellow players!" post...)


  • 1 person marked this as a favorite.
    Playtest Rulebook p.176 wrote:
    Your Armor Class equals 10 plus your Dexterity modifier (up to your armor’s Dexterity modifier cap) plus your proficiency modifier for any armor or shield you are using plus the armor’s item bonus to AC. If you’re using both armor and a shield, apply the lower of the two proficiency modifiers.

    What I understand from this sentence:

    1) a 1th-level Rogue with Trained proficiency in Light Armor but Untrained in Shields would get the -2 from Untrained to his AC even though he's Trained in this kind of Armor

    2) a 7th-level Fighter, who is Expert in Shields but Trained in Medium armor would not get the +1 from being Expert in Shields.

    3) the same 7th-level Fighter, naked but with a shield, would get the +1 from his expert proficiency (but, obviously, no AC from armor).

    Assuming I'm right, I understand the intent of the rule (having an incentive NOT to carry a shield when untrained and balancing different defensive builds), but I find the solution inelegant.

    How about only the armor proficiency counts when determining AC, but imposing prerequisites/benefits/penalties for shields based on proficiency, such as

  • characters Untrained in shields can use the Shield Block reaction
  • characters Untrained in Shields get a penalty to Reflex saves equal to the armor check penalty of any shield they carry

    How about something as simple as "add your proficiency bonus to the Hardness of any shield you use" ?

    The Rogue could still grab a shield and use Raise a Shield to get the +1 or +2 to AC at the cost of an action, but no other benefits. Still, it would be a possibility.


  • I went to "http://paizo.com/pathfinderplaytest" on my smartphone, and due to the layout of the site, I was unable to see the links in the red rectangle titled "Currently Playtesting Part 1".

    So I went back on my laptop, using Chrome, and found the aforementionned links. I clicked "player survey" and it loaded... "http://paizo.com/pathfinderplaytest".

    So... How do you get to the survey?

    And wouldn't it be a good idea to have a big red sign "CLICK HERE FOR THE SURVEY" at the top of the page and make sure it works on all kind of devices if you want people to actually give feedback? A lot of people will just abandon if they have to search.


    20 people marked this as FAQ candidate. 1 person marked this as a favorite.

    I know this is not the first time a related question arise, but this racial trait as interpreted by many just doesn't work.

    Quote:
    For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse).

    I saw many people who interpreted the rule as "if a positive effect affects ONLY constructs or humanoids, then the android is immune to that effect" (since not being affected is the worse effect). This interpretation leads to weird conclusions (like androids being immune to both Make Whole and Cure spells.)

    It seems silly the developers intended for the android to be immune to a whole bunch of positive effects (most of whom are technology-themed and should work on androids).

    My interpretation of that racial trait would be :
    "For effects targeting creatures by type, androids count as both humanoids and constructs. [u]If an effect works differently for those two types[/u], use whichever effect is worse."

    Now, I'm not an expert on obscure rulings and spells. Would this interpretation of the trait cause any problems that you know of?


    Hey everyone!

    As I understand it, fatigue is kind of important in the "day-to-day" part of Wormwood Mutiny. Several things can get the PCs fatigued (job, rhum, nightime actions) and it looks like the players are encouraged to deal with it as some kind of gamble (you benefit from staying up late but risk being fatigued on the job the next day).

    I also understand there is a "go to bed early" nighttime action, which seems to imply that recovering from fatigue is not automatic if you don't use that action.

    Here's a transcript from the AP:

    Quote:

    Each PC can normally take two ship actions each

    day, one during the day and one at night. A PC can also
    attempt to take up to two additional ship actions during
    the middle watch in the dead of night (any nighttime ship
    action marked with an asterisk), but to do so the PC must
    make a successful Constitution check (DC 10, +4 per extra
    ship action taken) or be fatigued for the next day.

    So, how did you deal with fatigue? When did the PCs roll to overcome it, when was it automatic, etc.

    Thanks for your input!


    I *love* the new poison system from Unchained, but they seem to apply only to the "manufactured" poisons.

    How should we handle the new poison rules regarding to monsters with poisonous attacks?


    Using the list of familiars available through Improved Familiar, it is possible to gain a familiar who has spellcasting as a racial ability. I'll use the Faerie Dragon as an example.

    On top of his SLA (greater invisibility 3/day), the faerie dragon can "cast spells as a 3rd level sorcerer". The bestiary entry lists the spell knows of the creature (some cantrips + grease, silent image and sleep), but am I wrong to assume that since this is spellcasting and not just plain racial SLA, each individual faerie dragon could have learn different sets of lvl 1 spells?

    Because it is was intended for every faerie dragon to have the same magic powers, they would have been listed as SLAs, right?

    So here's my main question: if a Wizard chooses a faerie dragon familiar through Improved Familiar, could he also decide the sorcerer spells his familiar has learned?


    The backstory:
    We're still at Book 1. My players have traveled in a rather straight line through the hills of the Kamelands, meeting the mites, the kobolds, Davik, eventually discovering the Thorn River camp, etc. After a few round-trip to Oleg's, they infiltrated the fortress and killed the Stag Lord. Akiros has now 'taken over' the fortress as leader of the repentant bandits and they're working to repair the buildings. The main story arc of SL is finished.

    I had Oleg sent an official letter announcing the death of the Stag Lord, and the players went back to explore the Narlmarches woods. My plan was to wait until they finished exploring the northern map before the Sworlords send back a message confirming their reward (5000gp) with an invitation to a fancy ball in Restov to celebrate their succes (insert Venture Capital here).

    The "problem"
    2 days after they went back in the woods, a shambling mound (rolled encounter) decided the elf Magus on guard duty seemed tasty. 2 rounds and 45-ish damage later, the shambler broke his spine with his constrict. (The party finally downed the shambler, cleverly taking advantage of his 20 feet movement speed).

    Now, the PCs have rushed back to Oleg in a 12-hours forced march, have emptied their chest to take all their valuables with them, and are planning to rush back to Restov to find a divine caster to raise the magus, crippling their mounts and buying new ones in Nivakta's Crossing if necessary.

    (My group is very RP-oriented, they don't care one bit that the option of "having a new character join the party" would be both simpler and better gameplay-wise).

    So...
    I have a few ideas in mind.

    One of them is to screw the AP's planning and have them start the kingdom-building part even if more than 3/4 of the hexes of the northern Greenbelt are not 'fully explored' yet. I would use their trip to Restov to have them meet with the Swordlords in person, receive their 5000gp reward and have them go the the ball with the investors right away. Plus, whatever clergy raises the magus would impose conditions related to the new colony.

    Do you foresee any problems with them receive their charter and a stack of BPs even if the Book 1's map isn't explored?

    Whatever I choose, having them go back to Restov in these circumstances that early in the game opens a lot of opportunity to tie in new sideplots.

    I'm not really stuck here, but I know how awesome this community can be at brainstorming and coming up with incredible ideas. If you happen to have anything in mind about my situation, please join in!