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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A PC with the sickened condition cannot "ingest anything, including elixirs and potions". Does this include water?

The obvious answer is yes, but if that is the case, a disease which causes sickened (and which does not allow it to be reduced below a value of 1) could easily cause the PC to die of thirst. A first level character with a constitution of 10 would die in less than two days if they did not recover. For this reason, I plan to rule that they can drink water, but I was wondering what others thought.

(Of course, maybe I am missing something. It would not be the first time.)


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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Thank you all.

Smugmug wrote:
If you really think about it, the crit specialization is actually a bad thing to have, because you might accidentally hit your allies with it. It also does not stack with Expanded Splash, so it's pretty much useless to bomber alchemists anyways.

The rules specify that you can choose not to add the critical specialization effect.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The Core Rulebook lists a critical specialization effect for bombs (p284), but I do not see any way to access this effect. (There does not appear to be a class feature for this, and the ancestry feats do not apply.) Am I overlooking something?


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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

It strikes me as odd that the Hellknights would abandon the Citadel and not take care of the Sepulcher and other interred bodies. The attention they gave to them (burying them with a +1 weapon or an item of personal significance, setting up the undead guardians, etc.) seems inconsistent with just abandoning the whole thing without doing something with/about them when they moved. Alak more or less just shrugging at robbing the graves is also a bit off.

The undead, at least, are needed to scare of Voz, and it does seem time to give the players a few magic items, but the setup troubles me. Does anyone have any thoughts on this?