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![]() Teridax wrote:
My cat grapples me with her teeth, without doing a bite attack first. She closes her teeth around my hand enough to "grab" without biting down and trying to do damage. Likewise, a dog can "grab" a stick to carry it, without first trying to damage it with said bite. Creatures without "hands" use their mouths to do these "maneuvers" all the time, it's absurd to argue that they are required to attempt to do damage first. My cat also tries to use a "trip attack" against me when I'm carrying her dinner plate. Without attacking. Adorable. ![]()
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![]() Jim Butler wrote:
Jim Butler wrote:
Wait, I'm confused. Very early in this thread, your first reply quoted here said that those who have Legacy Advantage will retain their benefits. Second quote indicates it is only those who retain the Charter Subscriber title? According to my receipts from monthly shipments, I have the "Legacy Paizo Advantage" for having been a subscriber at the end of First Edition, and received #144 as part of my subscription; and the "Legacy Paizo Advantage - Adventure Path" for being subscribed at the end of First Edition. Does that or does that not count as the Legacy Advantage, and keeping our current discount??? ![]()
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![]() You can also reconnect with delegates during the various evening events. So if you already got to a good place with Clavence (for example), you can quickly sound him out on a new issue if you've previously earned enough points with him, and get a quick answer. ![]()
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
![]() I don't treat Hero Points as being part of the "Fortune and Misfortune cancel each other" interaction. Hero Points don't actually have the Fortune trait. (At least, looking in Archives of Nethys, the word "Fortune" doesn't appear anywhere in the explanation of how Hero Points work.) So if a player has a misfortune effect that requires rolling two dice and taking the lowest, and after seeing the result, wants to spend a Hero Point, I believe they can. (Not so sure whether they still have to roll two dice take the lowest if they're still under that misfortune effect, however.) ![]()
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![]() I believe you're referring to the text on page 18, under the header Oubliette Encounters. Quoted here for clarity: Oubliette Encounters text wrote: As the PCs progress their infiltration, they’ll periodically come across specific locations within the Amaranthine Oubliette that present them with encounters they’ll need to resolve in encounter mode. Unless the PCs take a significant amount of time in one of these encounter areas (more than an hour), time spent resolving these encounters does not count toward the accrual of Awareness Points at the end of infiltration rounds. I don't read this as "they can't use exploration mode" - I see it as, there are places where they will need to deal with specific issues in encounter mode (e.g. a combat). Once they complete that encounter, they can spend the usual time to Refocus, heal up, etc.; and as long as they don't spend excessive time doing that, it doesn't accrue Awareness Points. Since excessive time was defined as "more than an hour," I feel confident that the PCs can take the time they need to heal etc. without tracking each round. ![]()
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![]() I really like this idea. We've just started book two, only done the first War Interlude so far, and I agree with you that something which gives the players more insight into what they're deciding will feel more impactful. If your group has already progressed through some of the War Interludes, please share how it's been going! :) ![]()
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![]() The Fungal Forges on p42 of the final adventure are missing the Disable information. The adventure PDF just shows:
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![]() Previously, these compilations have not been part of a Subscription. Is that an error, or (for subscribers to both lines, who already have/played the original and don't want the updated version) will we need to wait until the appropriate month and then remember to request not to receive this? I'd greatly prefer these remastered versions of prior products be something we can opt into, rather than having to opt out of. And I'd think that would be easier for Customer Service as well, since opting in could be as simple as pre-ordering. ![]()
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![]() Personally, I'd love it if they'd shift this class to being a Conjurer, with one subtype of the class being Neromancer, alongside Swarm Master and (not sure what you'd call the plant conjurer) and one that conjures small constructs. A "necromancer" will get zero play in my group, it doesn't fit the heroic fantasy we prefer - making necromancy just one possible flavor to apply onto the mechanics, and allowing cool constructs or plants instead, makes this class look insanely awesome to us! Not sure if the occult list would apply regardless, or if the flavor choice should also affect the spell list? A plant summoner could do primal instead; or could do occult and it's due to weird pollens and the like. (Poppies!) ![]()
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![]() Patrick Dickson wrote: I can’t find a map count in the description. Can someone tell me how many playable map areas there are? I assume physically they are double sided, but how many maps do these have? SilentInfinity described them pretty well, just above your post. See his additional commentary about each of the sites. There are two large double-sided poster maps, each 24 x 30 inches.
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![]() When I ran Kingmaker, I came up with a whole bunch of noteworthy terrain features, and made sure every hex had something interesting/unique to describe and remember. These weren't usually additional encounters per se, but scenic and memorable items. Like a field that was swarming with butterflies (and was an annual butterfly mating ground), or a foundation of an ancient collapsed building with some really weird statues. Or a cool scenic overlook, or some unusual vegetation, or an ancient graveyard. Or they could be more social or skill challenge encounters. One hex had a row of low hills that were a rattlesnake mating ground, and many thousands of rattlesnakes meandering everywhere, with a bunch of trying-not-to-fade gnomes that had showed up to do a "Rattlesnake Roundup" bubba-style - that is, really poorly thought out, and guaranteed to get people hurt if the PCs didn't step in and help them out. Another hex had some homesteaders with an isolated farm and a whole bunch of family drama. ![]()
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![]() You typed the Failure effect incorrectly, you replace 1 round with 1 minute. not 1 turn with one minute, so it should read: Failure: For 1 minute, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably. In other words, for 1 minute, it makes a save every single round to determine whether it's slowed 1 for that round. So not as bad as you're making out. ![]()
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![]() Get your players to make Wish Lists, a few levels worth at a time. They'll generally pick several things per level, so you're only giving them a subset of what they chose (plus money to buy/make some of the rest), so they still won't know which items will show up. When I did Wish Lists, the most hilarious thing was that my players would forget what they'd asked for. So I'd provide a handful of magic items and they'd all look at each other like, "That's cool, who was this for?" I didn't tell them, and while they were willing to hand things to whoever had asked for it if they could figure it out, a LOT of items ended up with someone other than the player who initially requested the item. Lots of laughs for me! Or if you don't like that - look at what Skills they've selected, and lean in on items that give skill bonuses. Or anything that helps with movement (e.g. Bracelet of Dashing, Cloak of the Bat). ![]()
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![]() Agree, shift the level of the PCs up 1 level higher than the adventure expects. If you do the math on encounter budgets, you'll realize it comes out almost exactly right. And I strongly recommend Free Archetype so they have a wider array of abilities across the 3 PCs. ![]()
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![]() OP mentioned that it can be disheartening to play a caster. That when a caster spends their entire turn casting a spell, and the spell doesn't accomplish much because the target(s) make their save(s), it can make the caster feel like they aren't contributing. An easy fix is to rebalance challenges so that you're generally facing larger numbers of lower-CR foes, rather than mostly foes who are higher CR than the PCs. More recent APs have made this change compared to the first few that were published for PF2. This makes a HUGE difference in how successful spellcasters feel, because they're more likely to succeed vs enemy save DCs. Take it one step further, and adjust so the PCs are one level ahead of the normal encounter expectations. That is, if you're running Adventure Paths, have the PCs always be one level higher than the adventure expects - and if you have a larger group and/or the extra level makes things feel too easy, just add a few extra foes, especially lower-level foes. This lets everyone feel more heroic, they're ALL succeeding more often, but it's particularly effective to casters who rely so heavily on save DCs. And the GM can also hand out more info to address this. Give the PCs ways to learn what is coming, and do their Recall Knowledge checks ahead of time so they know what tactics will work best. Or if they don't get advance intel, I routinely tell them highest-to-lowest saving throws on a single successful Recall Knowledge, and I often throw in one useful vulnerability or resistance as well, rather than feeding info too slowly. ![]()
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![]() Evan Tarlton wrote:
I've long suspected that Norgorber was four people in a trenchcoat. Although it creates a troubling precedent, that an adventuring party can complete the Test of the Starstone together. ![]()
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![]() I bought a boxed set back in the 80's, the Free City of Haven, which described a massive fantasy metropolis. It included a poster map of the city (with lines for the streets, and street names, but just white space between - no buildings represented); and then it had thin cardstock sheets that showed one third of the city in much larger scale, focusing on specific neighborhoods, with the individual buildings and important sites. The plan was that you'd be able to put all the cardstock out to show the city, but you'd need a LOT of space. Or you could just pull out the one the PCs were in, and anything adjacent, and swap out as needed, just like map tiles. I always thought it was a brilliant way to go. Unfortunately, it was meant to be a three-part product, and while the creators published the second section, they never did publish the final third. ![]()
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![]() QuidEst wrote:
Somehow, I was really expecting the material in that last section to be different! Something like this: Gap Spells:
Spoiler: I prepared Exploding Runes today! ![]()
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![]() I created and ran an adventure with low-level characters once where they got transported into a city that had suffered a zombie apocalypse. (It was the start of a Ravenloft thing.) The PCs had to:
All that to say, chop it up into specific goals they can go after. What supplies do they need, and how can you help them see where to look for them? What kinds of places will offer shelter? Don't make it just a running battle, give them options they can use to escape the immediate battle, to try and sneak and evade the cursed citizenry, to find clues that help them locate the other survivors you mention. ![]()
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![]() Customer Service got back to me too - mine is fixed. I know they're working extra hard to get everyone taken care of. Hopefully they'll get some additional help hired in soon. In the meantime - still, always, I remain an enthusiastic Paizo customer! And greatly looking forward to seeing this month's shipment! ![]()
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![]() I previously received the same guidance cited by RicoTheBold a few posts above - that I needed to preorder the Hardcover and then submit an email asking to have the softcover removed. So I did that, and put in the ticket to customer service several weeks ago.
I've sent another message to customer service, and I'm posting this here as well. Really hoping they get this fixed before it ships. If not, I suppose they'll just have to refund me eventually. And I can't help but wonder how many others are in my situation. ![]()
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![]() I wonder if this same logic applies to anything else? For example, the Psychic "Unleash Psyche" action, which you use at the start of your turn. It says your psyche remains unleashed for 2 rounds - I've been assuming that means the current round plus one more (total of 2 rounds), but does it really mean it's unleashed during the current round, plus it remains unleashed for two more? ![]()
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![]() EltonJ wrote:
GURPS Martial Arts also had a system for designing your own martial arts style, in addition to defining a number of real-world styles. ![]()
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![]() GM Reference Thread. The Twin, pp28-29, has a power called Help Themselves, which lets The Twin grant itself flanking. The trouble is, it's a three-action power that provides a benefit until the start of The Twin's next turn. So, should this be a one-action power? A free action? Or does The Twin actually get a double allowance of actions each turn since it has two bodies? (I'm leaning toward Free Action, but I could also see One Action, using that action to move one of its "selves" into flanking position, since it's a single creature that happens to have two spaces. Letting each body have a full set of actions is way too strong.) ![]()
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![]() Since a person's hair is dead cells, and therefore not living (other than the roots), it's more of an attended object. And prestidigitation doesn't say the object has to be unattended. So if you change the color of someone's hair, do you get close enough to the roots, or does it look like a bad dye job? ![]()
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![]() Third try's the charm. Typing this in case it helps someone else:
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![]() The Planes of Metal and Wood files (both PDF and JPEG) won't download. They either spin indefinitely, or they download a 1KB file with corrupted content. I know others had reported similar issues with the month's AP files, but I was able to download those successfully. Thanks! ![]()
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![]() In Archives of Nethys, go to Creatures:
You might still be better crafting the wizard yourself, but maybe this will help you find a chassis to build it onto with a bit less effort. ![]()
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![]() GM Core p223: "If you have the formula for an item, you don’t need a different formula to Craft a different type of that item that’s just a higher-level upgrade. For example, if you have the formula for a +1 weapon potency rune, you don’t need to secure a new formula to etch a +2 weapon potency rune. This works similarly with items such as a spacious pouch with its multiple types or doubling rings with a base version and greater version." GM Core p236, in the Striking Rune: "You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices." I suspect the bolded part of the Striking Rune text is what needs to be removed. Weapon Potency rune (p236) has the same issue. ![]()
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![]() When I ran Kingmaker, I inserted Castle Amber as an interlude, replacing Steven Amber in the backstory with Count Ranalc, and revealing a (somewhat revised) explanation of Nyrissa and Ranalc's relationship, including the ghost of a cursed daughter in the throne room. ![]()
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![]() In my current campaign, one of the PCs is an Anadi. And we encountered Jorogumo, those weird people who look like beautiful humans but can sprout spider legs from their backs to dart about. Leading to the anadi PC complaining bitterly about "horrible people who give spiders a bad name." Not sure yet if I'll do this, but it certainly seems plausible these folk could just as easily disguise themselves as Elves - and could be the source of legends about spider-elf hybrids (aka the drider myth). ![]()
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![]() The Shapespeak Mask lets you speak (but you still can't cast spells) while polymorphed into the form of an animal - but only an animal, which is weird. Did they think the higher level forms could already speak? Doesn't look like they updated that when they included it in Treasure Vault. ![]()
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![]() It's not addressed in the book. Our group assumed that the PCs walked around in their armor and with their weapons - but not carrying full packs, so if they suddenly needed to go off campus, they'd generally stop and think through if they needed to grab anything from the dorm. (We ended up with a running gag, pun intended, where one particular PC kept getting sent running across campus to purchase specific items from the Powderpile.)
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