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Pathfinder Rulebook Subscriber. Organized Play Member. 49 posts. 2 reviews. No lists. No wishlists. 5 Organized Play characters.


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It begins. The pdfs from subscription arrive soon! Very excited, hope I get mine early.


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Ezekieru wrote:
DemonicDem wrote:
Someone let me know if we get info for Silent Whisper's Psyche action. I want to know what saves it benefits, how much it heals, and if it can heal undead.
I believe you might be talking about the subconscious mind Emotional Acceptance, not the conscious mind Silent Whisper. Subconscious minds are supposed to have the 1-Action Psyche abilities, not the conscious mind.

I believe I am as well, yes.


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Someone let me know if we get info for Silent Whisper's Psyche action. I want to know what saves it benefits, how much it heals, and if it can heal undead.


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The Raven Black wrote:
DemonicDem wrote:
The Raven Black wrote:

I go with useful rather than useless as the RAI myself.

Also I see nothing in the feat that suggests that the DC changes.

Cognitive Crossover is probably the most OP RK thing if the DC is the same. Especially with stuff like Loremaster.

Why would that be ?

It is a 4th level Skill feat after all. And it uses your Reaction. It needs to pack some punch.

Late because I don't check the forums, sorry.

It just increases your chances of rolling a success on RK compared to most other options in the game, on a skill feat.

It's almost on-par with the Knowledge domain initial focus spell.


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I'm a little confused by Goloma comprehension. Do they just have trouble counting amounts visually, or do they also have difficulty processing it mentally? Like can they remember how many allies they do have in a party?


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I'm a little confused by Goloma comprehension. Do they just have trouble counting amounts visually, or do they also have difficulty processing it mentally? Like can they remember how many allies they do have in a party?


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The Raven Black wrote:

I go with useful rather than useless as the RAI myself.

Also I see nothing in the feat that suggests that the DC changes.

Cognitive Crossover is probably the most OP RK thing if the DC is the same. Especially with stuff like Loremaster.


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Luis Loza wrote:

Hey, everyone! It's been a sec. I don't have any new errata at the moment, but I'm hoping to get the ball rolling on a new batch in the coming weeks. We appreciate all of the great feedback and information you've been providing in the thread so far. Don't hesitate to share your questions, errata, or requests for clarifications, even if it's a book that's already received an entry in the FAQ. We're always logging these!

I'm here with another request. Since the last batch of FAQ covered the Ancestry Guide, I'm hoping to have the next FAQ update focus on the Pathfinder Society Guide and Mwangi Expanse. If you have any clarifications or errata for those books, let me know! We have an internal list of changes based on existing posts and stuff we've caught internally, but the more you can bring to our attention, the better!

Thanks again for your help and I look forward to getting another update out soon!

I also have another thing I noticed. Anadi aren't actually really good at climbing until level 9. At level 1, in spiderform they aren't flatfooted while climbing. Not being flatfooted while climbing can be nice, but it doesn't mean your PC can actually climb well.

Halflings are quickly climbing by 1 with Sure Feet and Orcs by 5 with Athletic Might, Anadi have to wait for 9 for their assistance to climb.

It just struck me as odd due to their spidery traits that they would be "behind" in this way.


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Luis Loza wrote:

Hey, everyone! It's been a sec. I don't have any new errata at the moment, but I'm hoping to get the ball rolling on a new batch in the coming weeks. We appreciate all of the great feedback and information you've been providing in the thread so far. Don't hesitate to share your questions, errata, or requests for clarifications, even if it's a book that's already received an entry in the FAQ. We're always logging these!

I'm here with another request. Since the last batch of FAQ covered the Ancestry Guide, I'm hoping to have the next FAQ update focus on the Pathfinder Society Guide and Mwangi Expanse. If you have any clarifications or errata for those books, let me know! We have an internal list of changes based on existing posts and stuff we've caught internally, but the more you can bring to our attention, the better!

Thanks again for your help and I look forward to getting another update out soon!

This isn't really a "mistake" I think, but I thought I should give some thoughts on the Fighting Stick:

The Fighting Stick's traits don't really leave a good place for it. It can't be used with Ancestral Weaponry on Monk because it isn't Agile or Finesse. This is something I found odd because it would have seemed a perfect fit thematically, as the traditions described in the fighting arena almost seemed monastic in a sense, and it certainly fits with many of the combatants not wearing armor.

It's a d6 weapon but is backswing instead of agile, which is mostly a downgrade. As it is, the only benefit is that Barbarians can use these weapons better.

It being Strength-focused makes it hard for any Halflings to actually use.


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Gisher wrote:
keftiu wrote:
Gisher wrote:
Gisher wrote:
Ezekieru wrote:

Dan Thompson from Danger Club Podcast tweeted a thread about getting a copy of BotD from Paizo, and tweeted out some new spoilers. Thread starts from HERE.

Love the two new pieces of art in these tweets, especially the ghost wiener dog~

♥ GHOST PUPPY FAMILIARS!!! ♥
Wait. If undead are automatically evil in Pathfinder, then my ghost pet familiar would be evil, right? And would bringing them back as a ghost also be an evil act?
Nowhere does this book say undead are automatically Evil. There are non-Evil undead in this book, in prior 2e books, and in 1e. Their being animated by Negative Energy often pulls undead toward Evil, but it's not guaranteed.
I could have sworn that Paizo had the positions that "undead are evil" and "creating undead is evil," but I'm glad to hear that they don't.

Now in general if you try really hard to fight the corrupting influence of the negative energy you're animated with, you can be Neutral. Some other examples of Neutral Undead are Iroran Mummies, Pale Strangers, Pale Sovereigns.


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So excited, hope mine ships soon!


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The Raven Black wrote:

"Said the anadi to the sprite."

:-P

I like that this implies you should be worried if you have both in the same party.


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Ezekieru wrote:

Anyone that's interested in what stuff was spoiled and talked about in last Friday's Paizo LIVE!, I've written down everything that I could write about right HERE.

There's a TON about Book of the Dead talked about between Jason Bulmahn and Jessica Catalan, and a TON of art was shown off as well (and I've screencapped it all for y'all to enjoy!). Give it a read when you get the chance.

Thank you! I especially like the undead Iconics! Excited to see more undead Iconics in this book and Bloodlords.


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What was the process of the Mosquito Witch? Was she already planned to be more important when the PFS adventure came out?

Or was her inclusion in this book due to the popularity of the PFS adventure?


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G&G mentions bipods in a few places but they never explain how the Bipod works.


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Beetle AC doesn't specify if the support ability only works on melee attacks, or if the enemies need to be adjacent to the beetle.


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Bullet Dancer doesn't actually make you trained in Bayonets and Reinforced Stocks, it only makes you expert and above with them.

So if a Monk takes the archetype before level 6 they aren't trained in bayonets and reinforced stocks.


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What would a turn of loading and launching a Bomb Launcher look like
Do I have to
1. Draw Bomb
2. Load Bomb (which also places hands on bomb launcher like a crossbow)
3. Fire Bomb
Or is it
1. Draw Bomb
2. Load Bomb
3. Put Hands back on Bomb Launcher
4. Fire Bomb
or is it even more crossbow like, being
1. Reload Bomb Launcher (draw "ammo", load ammo, but hands back on it)
2. Fire Bomb
If it's the second thing this item is pointless
but I can see it being the first or third


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If I have a Gun Blade attached to my back, when I interact to draw it, can it be in either Sword or Gun mode? Or does it have to be in the last mode I used it in?


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Also, the rules never specify whether or not you can reload a combination weapon while it is in its melee mode.


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Which mode does a combination weapon have to be in to Stab and Blast
does it have to be in melee mode or can you do it from gun mode as well

https://2e.aonprd.com/Feats.aspx?ID=3181


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Variable Core:

"When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source. When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose."

I find this odd that it doesn't all change the damage type of the fire damage you take from a critically failed Overdrive, nor does it change the type of your Weapon Innovation's alternative fire Overdrive damage.


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Milo v3 wrote:
It doesn't work for 2 IMO, since it is just 'spend money / 3rd level item to make your character equivalent to not using the item to begin with and just reloading your gun, if not worse because at least there are hybrid-reload actions for gunslingers'.

I am not sure what you mean, it's useful if you don't have a free hand. Most hybrid reload actions need to still be able to reload like normal. It's also an item that can be used by others besides Gunslinger. For example a Rogue wielding a rapier and dueling pistol, to occasionally use the gun when they get a chance to flatfoot at range. And then to reload can get a new gun on the bandolier.

Milo v3 wrote:


1 technically is a use, but the bandolier only works with 1 handed weapons with reload 1 to begin with. So you aren't getting much shifting from it, and cannot do things like swap a duelists pistol for a weapon with scatter.

Dragon Mouth Pistol and Spoon Gun.


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I might be wrong, but I don't think Bullet Dancer really works. I wrote a whole google doc on it

https://docs.google.com/document/d/1tSKFr2o1iIbVp9mcskwgCn3JtlQemEfSY1LqSjU iwiI/edit?usp=sharing

but TLDR:
Can't repeatedly FoB at range with Black Powder Guns because can't reload with hands full, can't use Gunner's Bandolier here because you need two shots to FoB with them

Wielding two guns and needing an attached weapon as well is a huge amount of things you need to buy. Would really only be feasible with ABP. Blazons would only help either one gun and an attached or two guns, but not all three things.

The only RAW way to really use this is to have a a non-black powder Air Repeater with a Blazon to combine it with an attached.


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LizardMage wrote:

I am trying to decide how I feel about the Inventor. I've read through the class and it left me with mixed feelings.

One, I think it can be and certainly looks like a fun class. The innovation is a fun and flavorful mechanic. The gadgets look fun, and the steampunkness is awesome.

But where my hang up is, and it's my fault for not playtesting, is that I was expecting this to be THE crafting class. I really did expect, features or feats that supplement cost/requirements to craft items. I feel the innovations could be more thematic, like building up draconic armor as the innovation. That could be more likely in future supplements though. But yeah, the sheer focus on just that ONE innovation and not really building up stuff for my allies leaves me very disappointed in the class. I also was hoping for a class feat similar to the Druid's Order feats. Something that let me also expand to other innovations, even if they were staggered so not quite as strong as your first choice.

I guess, I was fully expecting a Pathfinder Artificer which was something I deeply wanted in 1st ed. In the end, I am going to build a couple and give it a fair shot, but yeah. My personal expectations certainly dampened it for me.

You get free Crafting scaling and can get a feat to get daily gadgets for allies. So really, you probably are one of the best options for someone who wants to Craft for allies.


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Milo v3 wrote:
Is it intended for Gunner's Bandoliers not working with Quick Draw? Sort of kills any reason to use multiple guns to begin with.

I believe the goal with them is to be able to both:

1. Swap Guns: Like going from a dueling pistol to a scatter weapon. Think of it like "Shifting" for ranged weapons.
2. ""Reload"" Guns: If you have only one hand free, you might not have the feat to reload without a free hand. This basically lets you reload via swapping to a reloaded gun, which takes one action either way.


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Hey y'all
So as you know Guns and Gears is out
This book is absolutely amazing.

I saw Bullet Dancer archetype and I was very excited.
However, upon reading it and spending a few roadtrips thinking about strategies and stuff for usage, which I'm not quite sure how it's supposed to work.

Here are some of my thoughts .


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I'll need to spend some more time with this guide. I'm going to hop from place to place a lot, so sorry if it's confusing.

Archetypes:
"Bottom line - your poisons aren’t as good as an alchemist’s. Just stick them with the pointy end instead."

Poisoner has much faster scaling poisons than Alchemist. I would never go into Alchemist as a Fighter unless I wanted a few utility items or bombs for weakness/an Alchemical Crossbow

Investigator's Strategem should be Blue. Very helpful for Archers to manage Crits due to smart targetting, useful for melee to know when it's actually a good idea to Power Attack, since it usually isn't a good idea to Power Attack, etc.

Blessed One should be Blue.

Dwarf:

"Bonuses against Trip and Shove are also fairly situational."

If you're going heavy armor route this is the best Heritage. Tripping is one of the few things Bulwark doesn't resist.

I'd also put Unburdened Iron at Blue for the same reason...

Battleforger should be red because these theoretical weapons will be doing no damage and you're without Resilent on armor...

Elf:
Woodland Elf is Blue for Archers, being able to Cover+Hide anywhere. Especially when combined with Forest Stealth, which should be Blue if combined with Woodland Elf.

Elemental Wraith. Should be Green if you're a low level campaign, but will be Yellow or Red if you don't take a caster dedication to improve your DCs and such. This should go for every spell-granting ancestry thing.

Also, it's primal, not arcane.

Just scrolling to weapons now...

One-handed
P/S is a terrible trait. Anyone who wants a longsword should get a bastard sword instead.

Aldori Dueling Sword cannnn be useful... but finesse Fighters are pretty bad. I'd bump Orcish Necksplitter up to Blue because it has one of the few instances of Forceful that is useful pre-level 10, and all the other Two-Handeds should also probably be bumped to Blue.


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I feel like the idea of Confident Finisher is to try and be this... even on miss, you get something.


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I find it's partially the fault of the +10/-10 crit succ/fail system. Every single-person boss or trap can kill easily because of this system, and it seems to benefit the monsters more than the PC's.

This is unless the combat is running a lot of mooks, which isn't always popular due to the GM management, even if many-enemy combat is likely the most fun part of P2E because it's the only time you feel powerful.


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Ferious Thune wrote:

I agree that adding slings into the class would be a great way to make that weapon more relevant past being a 1st level free ranged weapon. But also...

graystone wrote:
Ascalaphus wrote:
Now's the time to make the sling stop being the red-headed stepchild weapon.
LOL What to know what gets less love than the sling? the slingstaff!!!

Can we get some clarification somewhere that feats that work with slings work with the slingstaff? Right now it's still unclear whether or not Titan Slinger and things like it work with the sling staff, depending on whether or not you read the reference to slings as being the specific weapon or the slings weapon group.

I'd happily make a Halfling slingstaff wielding Slingslinger if I knew everything worked.

Based off the wording of Crossbow Ace, it'd be very strange if Titan Slinger didn't apply to the Halfling Sling Staff.


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I too am hoping to make a Halfling Sling Staff Gunslinger.
I have some fun concepts for a Halfling Ranger with Titan Slinger, but that's basically the only martial class I can do well with a Sling Staff due to getting Running Reload.


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James Jacobs wrote:
DemonicDem wrote:

Do we know which type of Parthenogenesis Lizardfolk undergo? In the feat for Pathfinder 2e (https://2e.aonprd.com/Feats.aspx?ID=1052), it both mentions an unfertilized egg and being a "biological copy" of your mother. However, I'm not sure what they mean by "biological copy".

Accidental Parthenogenesis typically involves an eggs basically self-fertilizing, and it sounds like this is that.

Additionally, this should allow for male Lizardfolk to be Parthenogentic hatchlings, yes?

"Biological copy" means that its descended from the mother, not that it's a clone of the mother. It's a poor word choice, I guess.

Generally this occurs in times of ecological need, so not really an "accident," but it could happen by chance as well. it could also be induced. The exact mechanisms by which this occurs, as with pretty much all thigns involved with sex and copulation and childbirth and the like, is deliberately left vague by us so you can adjust things for your table to match your group's comfort and interest.

Thank you, very helpful. The three general types of Parthenogenesis I know of for reptiles is Obligate, Facultative, and Accidental, so I based my question off that. But it's good to know it can be different depending on the table... perhaps different Lizardfolk heritages use different ones.


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Do we know which type of Parthenogenesis Lizardfolk undergo? In the feat for Pathfinder 2e (https://2e.aonprd.com/Feats.aspx?ID=1052), it both mentions an unfertilized egg and being a "biological copy" of your mother. However, I'm not sure what they mean by "biological copy".

Accidental Parthenogenesis typically involves an eggs basically self-fertilizing, and it sounds like this is that.

Additionally, this should allow for male Lizardfolk to be Parthenogentic hatchlings, yes?


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Hmm, are there any plans to clarify what the signature items are?
Like, can Bombers get Moderate Alchemist's Fire as a signature once they reach level 3?


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This is some good stuff. Thank you!


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JackieLane wrote:
That is a little weird. I would tend to say allies can feed you the elixir (maybe with some kind of check involved). Also, I'm not entirely sure about it, but wasn't there an alchemist feat (perhaps it's in the apg, in which case we shall have the answer later) that allowed throwing elixirs as if they were bombs?

It's seemingly only for EoL


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Grankless wrote:
I feel like your allies will still be able to treat you as an ally, regardless of if you yourself do.

From rules on activating elixirs:

"You can feed an elixir only to a creature within reach that is either willing or unable to prevent you from doing so."

So if a confused creature doesn't treat you as an ally, I doubt it's willing.


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As written, the level 8 feats Sense Chaos and Sense Evil will not start working until encountering enemies/challenges of 11th level, which would be an "Severe- or extreme-threat boss" according to encounter building rules.

This means these feats are generally worthless at the level they are gotten, and should be altered somehow, whether by level or power.


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The range of the vague sense Scent and the imprecise sense of Hearing that all PC's have are not listed anywhere.


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Page 464:
"The primary concepts you need to know
for understanding senses are precise senses, imprecise
senses, and the three states of detection a target can be
in: observed, hidden, or undetected."

It should be:
"...observed, hidden, undetected, or unnoticed"
as the Groups of Conditions sidebar says on Page 619


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Tracker's Goggles does not list the type of bonus it grants.

>While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track.

Which means it can stack with a Coyote Cloak.


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The Splash Trait reads:

When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s weaknesses or resistances. You don’t multiply splash damage on a critical hit.

The third sentence:
"On a failure (but not a critical failure), the target of the attack still takes the splash damage."

Is redundant with the second sentence:
"If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage."


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Copying my post from the other thread:

Rough Rider Goblin Feat: (https://2e.aonprd.com/Feats.aspx?ID=45)
"You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites."

But the Ride feat has no prereqs.(https://2e.aonprd.com/Feats.aspx?ID=835)


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Rough Rider Goblin Feat: (https://2e.aonprd.com/Feats.aspx?ID=45)
"You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites."

But the Ride feat has no prereqs.(https://2e.aonprd.com/Feats.aspx?ID=835)


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graystone wrote:
DemonicDem wrote:

Hello again, forgot to post this last time.

The Ranger Class feature Nature's Edge (page 169) says that: "Enemies are flat-footed to you if they’re in natural difficult terrain, on natural uneven ground, or in difficult terrain resulting from a snare."

However, the section on Uneven Ground (Page 476) states "You are flat-footed on uneven ground," which makes part of the feature redundant.

The target might NOT be flat-footed because of an ability like Rock Runner and Steady Balance or using a Jade Cat.

This is a situation of specifics conflicting with each other. Either way, this is not for us to decide.


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Hello again, forgot to post this last time.

The Ranger Class feature Nature's Edge (page 169) says that: "Enemies are flat-footed to you if they’re in natural difficult terrain, on natural uneven ground, or in difficult terrain resulting from a snare."

However, the section on Uneven Ground (Page 476) states "You are flat-footed on uneven ground," which makes part of the feature redundant.


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The Bastard Sword's description (Page 284) says "Bastard Sword: This broad-bladed sword, sometimes called the hand‑and‑a‑half sword, has a
longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power." However, in Pathfinder 2e, it can only do slashing damage.


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Hello there! Not used to forum posting, so hopefully I'm doing this right.

The Barbarian feat Raging Thrower (Page 88) mentions that "If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks." However, Brutal Critical (Page 93) is not usually limited by the type of Strike you do, allowing you to use Brutal Critical with ranged strikes and thrown weapon strikes without needing Raging Thrower.

The level 8 Ranger feat Terrain Master (Page 174) has prerequisites "wild stride, master in Survival, Favored Terrain." However, Rangers only get Wild Stride (Page 169) at level 11.