Pathfinder Lost Omens, Rulebook Subscriber
I'm playing an alchemist in a home campaign (not pathfinder society) and understand the alchemist class features fairly well and have no questions on how many alchemical items I can create (4+int mod for daily prep items and 2+int mod versatile vials). Since there are only 3 of us in the group (2 players and a GM) the GM opted to use the free archetype rule to help give us just a little more power since we are smaller than a usual group. I took Firework Technician Dedication for my free archetype. My question comes to what I can make from the Dedication. It states I can create 4 versatile vials; are these pyrotechnic-specific versatile vials I get in addition to the 2+int mod versatile vials I get from being an alchemist (basically 4 extra versatile vials that can't be used for alchemical items), or do they not stack and am I required to use the 2+int mod versatile vials from the alchemist class for both alchemical items and pyrotechnic displays? The Dedication also states I can create a fireworks display using my daily alchemical consumables. Again, does the Fireworks Technician Dedication give me extra daily consumables just for pyrotechnics, or do I use the ones I already get as an alchemist (the 4+int mod mentioned earlier)? Thus far I've been using just the alchemist versatile vials when I need fireworks but upon a re-read of the Dedication I started getting confused.
Pathfinder Lost Omens, Rulebook Subscriber
I'm fairly new to Organized Play/Pathfinder Society and have an out-of-game question. I'm signed up to play the Draconic Folly module this Friday. That module is listed as being levels 7-10, but my highest level Society character is only 2nd level and from what I can tell the pre-gens stop at 5th level. Is there a realistic way for me to play this module or is this one I need to sit out since I don't have a 7th level character? I tend to get to the game store an hour and a half early for these games (work is much closer to the venue than home so it'd be silly to go home just to turn right back around 15 minutes later to get to the store on time) so I'm loathe to show up and wait for the game to start just to find out I can't play.
Pathfinder Lost Omens, Rulebook Subscriber
Castilliano wrote:
Awesome, thank you! Mentioning having to use the Fly action each turn was helpful; I haven't yet looked into alternate methods of movement so knowing that is useful in determining if that's a path I want to take.
Pathfinder Lost Omens, Rulebook Subscriber
I have a question on the Dragonblood's Dragon's Flight and True Dragon's Flight abilities. Dragon's Flight is a one-action activity that grants a fly speed of 20 feet, but if you're not on solid ground at the end of the movement you fall. True Dragon's Flight grants a fly speed of 20 at all times. My question is: if I have True Dragon's Flight, do I still fall if I don't end my movement on solid ground? My gut says no but I wanted to check to be sure.
Pathfinder Lost Omens, Rulebook Subscriber
I'm looking for some advice on treasure, which has been the biggest stumbling block for me as a GM. This is the first PF2E campaign we've ever played (first PF campaign ever, but we've all played multiple versions of D&D). I'm running a homebrew campaign and am trying to stick to the treasure-by-level table. The group hit level 4 at the very end of the last session and the treasure-by-level table says they should have (2) 4th level and (2) 5th level permanent items. The Permanent Magic Item Price table says they should get +1 striking weapons at level 4 and +1 armor at 5th level; I've been trying to stick to this table and was planning on giving them +1 striking weapons as a gift before they head out on the next adventure. But I'm at a loss for the +1 armor. I'd kinda planned on waiting until 5th level to give them that, but would it be game-breaking if I counted that as one of their 5th-level permanent items? For what it's worth I only have 2 PCs so I'm not terribly worried about them being a bit overpowered. |