I'm running CotCT with a new group using PF2 rules, and we're having a blast so far. In book Two, almost ready to go to the Hospice. HOWEVER. My group has picked up the clues about Urgathoa and Andaisin, and have a hatred for Rolth I didn't expect (though I'm quite happy to encourage~), but after healing Bree, they failed on rolls to get her to open up and tell them how she got sick. Despite deciding to bring one of Giotorro's ugly toys back to Bree as a gift, they seem to have forgotten that point. How integral is it that they know about her finding the "diseased" coin? I have absolutely no issues guiding them back; but if it's not going to be that big of a deal, I don't see a need to sidetrack the flow, either.
...or more specifically, -returning- from such. As I understand it, when a person dies in Golarion, their soul gets in line to be judged at the Boneyard. I also recall seeing that Pharasma's servitors patrol the line to make sure nefarious sorts don't steal waiting souls. So, in-world, how would Resurrection work? Even if you're a party of good aligned paladins, you're still stealing the soul back from Pharasma... ((I'll reiterate, I'm curious about in-world/lore, not about the crunch of 'should you allow the spell in your game'))
Not to necromance a thread, but I thought I had made my own asking about this, apparently not - on the subject of the river haunt specifically, the haunt has an initiative, so the grasp tries to pull PCs down every round, yes? I've run this once before, and my players caught hell even trying to roll above single digits, but every time they managed to get free, the haunt would just pull them back down again. Everyone had a blast, thankfully; but I can see how that might be frustrating.
I am so disheartened to hear this. The promised theme and gist had me drooling for WoW, but the more I read on the forums, the more disappointed I am. The whole "the match isn't as important as stopping the wildfire" is a huge fallacy. It's what kicks off, well, everything. Calming down the fallout is important, yes; but finding who's responsible is equally important. To put it on a smaller scale (and this might not be the best of analogies, I grant), look at it this way. You and your family/friends save money ALL YEAR to go on vacation. Someone steals all that money. You work hard to regain funds and go... but are you really going to say "oh well, we still don't know who took it, but whatever, it all worked out"?
Way late to this party, but my group has currently had the druid fall halfway through the basement (during the fight with the fungus leshy), with the others all fairly banged up. I'll be gently reminding that they're more than welcome to return to base camp and heal up there, but I was -not- expecting this module to go so hard. (To be fair, my group tends to have the most horrible luck with dice rolls when it's not a 'boss fight'...)
Apologies if this doesn't belong here, not sure what category it would go into; and it's older content... I'm running Little Trouble in Big Absalom to fill some time; have the PDF, etc. Dear gods, that map is not easy to re-draw on my mat though. I'm willing to buy the physical copy of the adventure as well, *IF* it comes with full-sized maps I can use. Otherwise, there's really no reason, as I already own the PDF. That's it, that's my question. ((Also, yes, I am well aware I could feasibly print out the map in the PDF. The problem therein is I am simple brain, and can never figure out how to print the things off to proper scale.))
I'm actually glad she's not in Seven Dooms, if only because she.. well. She's not around in my campaign anymore. I'm running Burnt Offerings to give my group of new players backstory. They just went to the Glassworks, with Shalelu in tow; and thanks to bad rolls in an admittedly epic fight, Tsuto struck her down. I was concerned about how her death would impact Sandpoint, but if she's nowhere in Seven Dooms...
Unicore wrote: I think the need for that rule has been superseded by the fact any ancestry can choose to get 2 free boosts with no flaw now. So if you want an elf with no con flaw, you can just have any two boosts you want. Very good point! And I -did- read that, simply didn't think of it. Good catch, thank you!
Quick question; I'm still feeling out the Remaster to see what's changed and what hasn't. Reading over character generation, the Attribute Bonuses is simple in and of itself, but I find myself wondering this: If I'm building an Elf, for example, I get a bonus to Dexterity, Intelligence, and a Free option. I also take a -1 to Constitution. Previously, one could spend that Free attribute boost on the Flaw to cancel it out (in this case, keeping Constitution at a +0). Is this still valid in Remaster? Odds are I've simply overlooked where it states this in the book, but some clarification would be most appreciated.
Looking over the Player Core, I've come across a bit of a contradiction. Calistria has been a deity of Vengeance for a while, and remains as so - one of her edicts is "take revenge". However, listed in her anathema is "become too consumed by a need for revenge". Granted, there's an argument of 'seek vengeance but don't go overboard', but in previous content it mentions elves who follow Calistria playing the long game and seeking revenge through a lifetime; and such is described as well within Calistria's lines ((don't ask me which book this is in, I don't recall ><)). So then, how does that balance out? Is there a point in seeking revenge where a follower is expected to just let it go?
Looking to begin a new campaign and a player had a good question. Regarding the Kineticist's Elemental Blast - one of the elemental types is Vitality for Wood. Vitality descriptor says it can heal living creatures, and damage undead. So with that being said, could my player use a Vitality elemental blast to heal an ally?
Rule question - Twin Takedown says 'You are wielding two melee weapons, each in a different hand' as a requirement. If I'm an Ancestry that has claws, one set on each hand, could I use claw attacks with Twin Takedown? Common sense would say yes, but I can see some arguing that you're not 'wielding a melee weapon in a hand'...
I'm still getting the hang of PF2, and I'm not sure whether this is an option RAW; or which class would have it. I understand the various Champion abilities that let you take a retributive strike against an enemy that attacks your ally - but is there any ability/spell that lets you -take- the hit for your ally?
So, we ran into a disagreement with rules in my session last night, hoping for some clarification. One of my players was running a 4th level Cleric (with 2nd level spells). She has Divine Lance as a cantrip: "You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose. Heightened (+1) The damage increases by 1d4." As I understand it, cantrips automatically get heightened to the highest level a character can cast, in this case 2. Meaning that her Divine Lance should do 3d4 + ability mod. Another player argues that it should only get one "boost", to 2d4 - as if you have cantrips, you generally have 1st level spells at least, and so instead of even saying
How does this math out?
breithauptclan wrote:
... This just in, I am apparently a potato and you are quite correct. That settles a lot of things, then. Thank you for pointing this out to me~
Martialmasters wrote: I rage immediately usually Granted, it depends largely on playstyle, GM, etc, but when I only have 12 rounds of Rage, I find I want to hold back to make sure I have them available for the "main course", as it were. ((Especially considering this specific character is in PFS, who usually has a 'BBEG' for each session.))
I've gotten my answers, looked at my math, etc, and it's all good now - but I have another question stemming from this thread - a lot of answers saying "you seem to love the axe"... makes me wonder what do -you- do with a 1st level Animal Barbarian? It's not about wanting to keep the axe, the axe is to, y'know, have a weapon when I'm not raging. IF I went with Orc, I'd be more than happy to be a pugilist and not use manufactured weapons at all; but as an Ulfen human, having an axe until I go all furry and feral just seemed like the most sensible thing. :P
Martialmasters wrote:
I did take Sudden Charge, yes. I've got another thread discussing Beastkin, actually; rogue or ranger would be a good class fit as well. But Beastkin only get d4 for their natural attack, and while fluff is important, if I'm going to be a front liner, I gotta earn my keep XD
Thanks all for the input. I doubt I'll ever see level 7 with this guy, considering it's PFS, but I'm sticking with him anyway. I love the feel and thematics, I was mostly curious if I was seeing things right with that issue. It does strike me as a touch odd; two hands free does mean things like shield - but I can't speak for everyone, but when I envision a big pissed-off werewolf, at no point do I envision said werewolf carrying around a shield. XD
So, let me preface this by saying that A, yes, some people make choices based on fluff/story/roleplaying - I tend to do so as well. Doesn't stop me from sitting back and scratching my head over how some mechanics work out; and that's what I'm questioning here. So, new character, Animal Instinct Barb, 1st level. PFS, if it matters any. Played in my first scenario with this character yesterday, and didn't rage until the boss battle because there was no need. Str +4, using greataxe. Cat instinct (Ulfen werelynx, etc). So I rage, lose my d12+4 greataxe, in favor of a d10+6 and a d6+6 attack option, lose AC, etc. Two extra points of guaranteed damage on a hit is nice, but I was really left feeling that raging didn't benefit me in the long run - I felt like I was overall doing more damage with the greataxe than I was with my bite, plus the AC drop when I raged helped see my poor Ulfen drop like a brick early on. For the sake of damage, does Animal Instinct get better/"worth it" at higher levels?
I've dug into this a little, but I haven't gotten any 'legal' answer; and considering I'm looking at this build for Society, a clear ruling would be very helpful. Powerful Fist reads:
So, we know that the ability removes the -2 penalty for any unarmed attack. But it also says the damage die for your -fist- increases. If I'm playing a Beastkin, for example, with a 1d4 unarmed/natural attack, would that get bumped up to 1d6 when I get Powerful Fist?
I'm currently running a gnoll barbarian, with the Giant instinct. The issue is, it really shines if you have a Large weapon. You start with one, but if all of the magic weapons you find are regular size, you lose a good half of the point of that Instinct. I'm not looking for spoilers of anything, but are there any Large weapons I can obtain through Chronicles, or should I retrain? EDIT: I forgot you can transfer runes. D'oh. I'm still curious as to whether large weapons ever pop up, though.
So, I'm struggling with the new (to me, at least) format of the Guide, but that's not my big issue right now. I finished a Scenario, so I gained 2 Downtime Days (+1, because I chose Field-Commissioned Agent, I believe). The chart on the Guide site says 'EARN INCOME (FOR 8 DAYS)'. Do I need to wait until I get a total of 8 Downtime days before I can roll on the chart?
Thanks to gnolls being a playable ancestry now, and other changes from older editions, I can more easily make my "savage" gnoll warrior who focuses on claws and teeth. I've run into a quandry, however: Gnolls get a 1d6 Bite attack. The Crunch ancestry feat turns that 1d6 to a 1d8, and gains the Grapple quality. So far, so good. Enter the Animal Instinct Barbarian. Looking at taking Wolf, as it's close enough to a hyena to make sense. When raging, a Wolf Instinct barbarian gains a 1d10 bite attack with the Trip quality. Silliness about "grow a second set of jaws, etc" aside, it seems pretty simple on the outset - while raging, my jaws would do the 1d10. But would they still have the Grapple quality? It gets a bit more convoluted as we go up in level, as well. The Specialization Ability states " Increase the damage die size for the unarmed attacks
I'll also state that why I'm firmly in the camp of "ask your GM", this character build is for use in PFS, so a 'house call' doesn't really work in this situation.
Ceanmaps wrote:
Beautiful job on it, I'm glad I found it; thanks for putting content out there~
Jhaeman wrote: Can you explain a bit more what the challenge you're having with it is? Is it the size of the area, drawing the terrain, etc.? Basically, I've got this map. https://i.imgur.com/74hkJEl.jpeg I just need to know what size to ask for when I take it up to Staples to get printed out; because it's too difficult for me to redraw on my grid-mat.
Alright, gang. I am at my wit's end and need help. My party is about to go to Thistletop; drawing up maps of the fortress itself is easy enough, but I'm catching hell trying to draw up the "bramble patch" area. I'm at the point of wanting to just go to Staples and have them print out a file for me, but I'm in dire need of a good Thistletop brambles map (with grid), as well as what exactly to ask the good people of Staples to print it out as, to be size-accurate. Help, please?
Just a quick question I need clarification on. If a character can feasibly attack 4 times in a round, -can- they, or are they still limited to 3 attacks? If they can, does that fourth attack take a -15? I would presume so, considering +0, -5, -10. To be more specific, I've built a ranger, with Twin Takedown. For 1 Action, I can make two Strikes, multiple attack penalty applied accordingly. So, if I start my turn next to an enemy, can I use Twin Takedown for 2 strikes, and then use each of my other Actions for an additional strike (4 total)?
Okay, so. Two sessions in now, moving slow because real life and scheduling issues are a bigger pain to fight than a tarrasque. The party has, at this point, captured Calmont, brought him back to town, returned and recently met up with Alak. Just a few notes from our experience. (Of note, maybe; my group consists of two seasoned RPers, my son who's just getting into playing, and one of the 'veteran's wife, who isn't but so involved in the actual role-playing). *City Hall fire - whoof. My gang did a good job, two of them helped herd NPCs out, while the other two took care of the mephit. They did well, got everyone out -just- before people would start passing out from the smoke/fire. City Hall is a mostly scorched shell now. I don't see how a group of four, even if specced SPECIFICALLY to put out such a blaze, even with (eventually, gotta get enough people out there first) a bucket brigade, could succeed in that. The flames spread way too quickly. *To the Citadel. Went in, quickly heard the goblins/Calmont. Dispatched the grauladon. The DC for that rope seemed a bit high; a couple of PCs didn't even bother trying as they'd have to get a nat 20 to succeed. Surprisingly, it was our dwarf who made it up. Calmont was, well, Calmont, and offended the dwarf with his words. Dwarf charged, managed to grapple and tie up the halfling in one round. Dramatic scene ended rather..disappointingly. I played it 'by the book', but I feel that I should have let Helba at least lose an ear due to the dwarf's recklessness. *Led the goblins out to meet up with Warbal, and brought Calmont back to turn him in to the authorities. Came back, met up with Alak. Amusingly enough, the healer-bard doesn't trust him, for no real reason (bard is the wife, and I think she doesn't understand that Hellknights aren't all evil). Everyone else has gladly taken him in to work together, for now. *I know it's only book one, level one PCs, and trying to get new players (and GMs) comfortable. But honestly, so far, I've been surprised at how easy combat has been for them. The grauladon came close to dropping one PC because that bite hurts; but even that fight didn't last more than 3 rounds. *After dropping off Calmont, of course the PCs went to the bookstore to look for Voz. My seasoned players suspect she's involved, but their PCs haven't thought that far into it yet. To help throw pesky heroes off of her back, I had a note left on the locked-up bookstore saying that the store is closed for re-structuring, after her last employees' antics, and the PCs bought it fairly easily.
Wow. I didn't expect this thread to blow up as big as it has. As always, thank you to those who have offered well-reasoned and well-stated replies throughout. I'm going to wait and see, though my GM is already looking at house-ruling a lot of stuff, so who knows, but some valid points were made. My biggest issue with the druid, though, wasn't so much the duration; as much as the number of times it can be done. Different playstyles, etc - in the games I play it, it's not uncommon at all to not even get 10 minutes of downtime before someone else comes at you. But, we shall see what we shall see.
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