Blave wrote: Concealment is much more powerful than it used to be in PF1. But it can also backfire as it doesn't distinguish between friendly and not-so-friendly effects. You can totally fail to affect an ally with a crucial heal spell if they have concealment. That's exactly what I am thinking. Potentially very bad news ... Thank you for the answers.
I want to be sure I'm understanding these PF2 rules; I still find them very obliquely and confusingly written sometimes. You can only have one composition spell going at any time, per the rules. Does that mean that Lingering Performance is useless to keep inspire courage going and then cast a composition spell like, Hymn of Healing ? Am I correct in assuming that I could use Lingering Performance to keep inspire courage going, and then cast a NON-composition spell as much as I like, such as true strike followed by telekinetic projectile ?
I don't know if any GMs are still scouring this forum to find players ... but I have 11 years of PF2 experience, and I played D&D 3.5 for many years (5?) prior to that. I was a GM for a group of people for about 2.5 years. I don't really have a preference for APs, but I've played in and run RotRL so I don't think I'm looking for a 3rd go of that one. I probably prefer PF 1st, but I own the player's handbook for PF 2nd and I'm willing to try my first character. I definitely post regularly; the first PbP I was in, I was one of the most frequent posters in, but the GM was unable to keep the game running due to RL calamities. Don't mind being the party healer or the party arcane person. I am pretty creative with archetypes and filling needs and making the character fun for myself, and useful to the party. Thanks!
Regardless of attributes, I can recommend a couple possible different paths that you can pitch to him. #1: Elven Gunslinger/Oracle (Oracle archetype: Ancient Lorekeeper) This combo will require him to level up a few levels in Oracle, because he's going to gain access to sorcerer/wizard spells every 2 levels. There are a LOT of spells on the wizard list that could really benefit a gunslinger -- reloading hands is one of the most obvious, to me. Jury-Rig is probably the spell you will want the fastest: it's a quick way to fix a broken gun, and the Mysterious Stranger gets absolutely no way to avoid misfires until Gunslinger 5 (which would be CL 6 -- that's a lot of d20 rolls to never roll a 1). The regular gunslinger gets a way to avoid misfires much sooner. This is probably the biggest failing of the Mysterious Stranger archetype ... so you need to find a way around it (quick fixes, carry 4 guns at all time, what have you), or you'll find yourself with no gun at all. #2: Dual-Cursed oracle archetype You'll have to deal with 2 curses. You gain access to the Fortune and Misfortune abilities as a result, and a couple more revelations than normal. Misfortune says, "At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed." As far as I know -- and as long as there have been no rulings to the contrary -- you qualify as 'a creature within 30 feet'. In other words, the mysterious stranger/oracle could choose himself, once per day, to reroll a 1 that will potentially cause his gun to misfire. Note that you can't do this on the same round that you spend a grit point, which is a swift action, so you're on your own when attempting the Focused Aim deed. That being said, in all other rounds, a once-a-day way to avoid your gun becoming a useless hunk of metal is pretty important. Misfortune will also work on your allies, forcing them to reroll horrible, awful numbers on their d20s that they do not want to see, as long as they're within range. Pretty neat trick. #3: Seer oracle archetype
The spells you gain instead of the life spells are potentially useful as well. Possible Feats:
Selective Channeling is important, once you pick up the Channel revelation. You don't ever want to heal those unconscious-but-not-dead baddies on the ground. Reach Spell is probably going to be this gunslinger's favorite metamagic, if he goes to Oracle 4 or higher. The gunslinger is not often on the front lines, and so may be a bit far away to be able to provide necessary healing. Reach Spell turns cure light wounds into a close range level 2 spell, and lets your gunslinger stay wherever it is he's taking potshots from. Best Revelations To Get Quickly:
I don't know how to answer your question of whether it will be awkward, foreign, or powerful. It certainly has a chance to be very powerful -- grappling at will and moving them forcibly around a battlefield. It is definitely awkward, as the lack of logic in the feat has been pointing out -- this feat should, theoretically, work with a bow or a thrown dagger (including magically moving the target towards you). The visual alone makes me chuckle. It's likely to be foreign -- as this is not a commonly used weapon. Why does it matter whether it's awkward, foreign, or powerful? You clearly have every intention of playing this character this way. Why ... do you want our opinion?
Some very good advice given to you already, I second the "know the module in and out" advice, and possibly checking out videos of other gameplay, but I'd like to add in a caveat: Remember that you and everyone else is taking time out of their busy lives to have fun. With you! You're supposed to have fun, too. Focus on telling a story and providing an environment that all your players will enjoy, and that they will come back to. Do NOT be afraid to admit you don't know a rule; even people who have been GMs for decades get rules wrong when the rulebook is hundreds of pages long. Don't spend 10 minutes of game time searching for the rule in the book or arguing about it; make a ruling that seems the most correct, and if you find out later you were wrong, you can deal with that.
I think it depends on what the thrust of your character is. What's your paladin good at? Is he the tank? If so, take some defensive spells: shield of faith is not available to paladins, for some reason; but the bard list can give you nice things like mirror image and displacement. This is also a good way for you to pick up buffs that the party doesn't currently have. Inquisitor can give you true strike; bard can give you haste. Versatile Weapon could be handy if you don't have the standard smite evil ability -- but again, this depends on your character. Borrow Fortune is a great 3rd level save-your-butt spell from the oracle spell list. So ... it kinda comes down to what sort of paladin you are.
In other words, alchemists (assuming full alchemists here) always have to use UMD to use scrolls. I'm pretty sure you will be waiting a long time for an "official" ruling on this question; it's a very basic question that is handled by a careful reading of the rules. No real need for a Paizo employee to step in and answer.
I agree it should render you immune to Intimidate. It pays to be a paladin. :) However, I can find evidence that your aura of courage DOES immunize you from demoralization attempts: Quote:
The last sentence is especially on point; it makes it clear this is a fear condition and can't be made into a stronger fear condition. Quote:
I can't find anything that proves the attempt to intimidate to force 'helpfulness' is a fear effect and thus also immune ... but it seems logical to assume so. Otherwise this would simply be Diplomacy!
Sir O, cool idea. I second the suggestion about Sacred Shield paladin. She doesn't necessarily have to safeguard the frontline fighters; the support people and the casters in the rearguard certainly would not mind taking 50% damage when push comes to shove, I think. Mithral shield would be a must here, but keep in mind that with a +2 mithral heavy shield and shield focus, plus your divine bond ability, you could grant a +6 shield bonus to all adjacent allies.
ProfPotts wrote: Knockback, because, well... this is SPARTA!!! ;) Just got to do this last session. It was hella fun. :) I'd add Roused Anger as a very useful power, and Good For What Ails You works best for a drunken brute archetype, but it's not tied to that archetype and is a potentially very useful way to save yourself. No Escape too, I like.
Midnight_Angel wrote:
Oops, missed that. Then I guess my only workable idea is anthropomorphic + bestow weapon proficiency... or to choose an animal companion with hands, like an ape.
Count Duck has a good idea too. One important thing to remember, Xavier: just because one person in the party has a really important spell doesn't mean that person will always be able to cast it. The wizard may lose his ability to cast spells (silenced, unconscious, what have you), and you will suddenly be QUITE glad you took it. Same goes for Dispel Magic, so I'm glad it's on your list.
What's the focus of your character -- to draw enemy hits away from the party, not get hit, and do OK damage ... or to do awesome damage as a front-line or secondary fighter? Crane's a great tree, I am a fan. However, I must disagree that enemies will only get 1 attack, even at low levels: many creatures in the bestiary get numerous attacks, including at lower levels. Your crane wing will only stop one of the eagle's claws, not stop the entire claw-claw-bite combo, and that goes for summoned eagles as well. So, take crane because you like the tree and it will occasionally prove useful, especially when fighting defensively. Don't take it because it's somehow going to save you from being touched by enemies -- because it won't. It absolutely won't. Only PCs are held to the one-attack-at-a-time limit before 6 HD. Creatures never are, and the Bestiary is FULL of monsters that violate this rule.
Interzone wrote:
Yup! This is the correct answer. I'm currently in a party of 9 PCs with only 2 having significant healing ability, and 2 having decent (but lessened) ability ... at least two players have chosen to create characters that cannot heal to replace characters that could. It has been made pretty clear that when the you-know-what-hits-the-fan, the two primary healers will try to save 1 other person in the party, and keep each other alive. This leaves a possibility of up to 5 PC deaths in a truly dangerous, bloody, all-out battle. And I've said more than once, hopefully after such a situation, those 5 players will not choose to create 5 characters that all cannot heal.
Since you asked ... No see invisibility, and glitterdust isn't on the list until level 11 ... any spells requiring a target versus invisible enemies are going to be unusable. You can fix this by having a wand or scrolls handy, but ... I'd recommend glitterdust coming a lot sooner than 11th. If nothing else, it's nice to occasionally blind an enemy -- that's quite a debuff.
Lord Orion wrote: Is there a Druid or Cleric spell that can enable an animal companion (or summoned animal, for that matter), to bypass DR x/good? Align weapon works on a weapon, but is there an equivalent for natural attacks? Help! There isn't an equivalent I could find. Greater magic fang cast at 20th caster level will bypass all alignments (since +5 enhancement bonus weapons do this), but that's not much help. Your best bet may be to have someone cast bestow weapon proficiency upon an animal that can actually wield items (since all the animal has to do is be holding the weapon when the spell is cast), and it may be able to utilize it, depending on how your GM feels. Or, you could cast anthropomorphic animal (druid 3) and then bestow weapon proficiency, though the latter isn't a druid spell. [Obviously, I'm suggesting this so that the animal can hold an aligned weapon.]
ShinHakkaider wrote:
Haha ... I am SURE they will both be back. They're too good at being villains for the show not to hire them back. I always liked a good legal procedural, but this show is a lot more than that, and I think the two together -- plus the great acting and writing -- are what have kept me as an avid fan. It's still my favorite show on TV at present.
Dragon78 wrote:
I saw the pilot and the first two episodes of the first season. One about the tickets and one where Applejack tries to do everything by herself. I have to say I think the Applejack voice is rather endearing. Why is she less popular?
I seriously only found out about this brony thing last week. I find it fascinating. And kinda cute. ;) I have in fact watched 4 episodes of the cartoon, in order to see if I could figure out why it's attractive to so many people. I am not a brony, but I find the fact that it appeals to so many adults really interesting. The show is cute enough, but I'm more a "The West Wing" speed kind of guy when it comes to my shows. That being said, I don't know why people hate Rarity so much. The voice acting is definitely endearing. ;)
I'm going, my GM Jason is going. This is our second year. We loved it SO much last time we're traveling up from Los Angeles, even though there's a convention going on down there at the same time. (And Mrs. P's cookies were delicious. :P) I'm also playing PFS for the first time this year! Hail Kublacon! ;)
Dominigo wrote:
I think this will ultimately come down to GM interpretation of what constitutes an "attack" for the purposes of confusion; the spell does not specifically lay anything out. However, the "confused" condition states the following: Paizo PRD wrote: Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. This line leads me to believe a beneficial spell cast on a confused creature is not necessarily considered an attack. Displacement in no way does anything but help the confused fighter, so it's very hard to call it an attack. If you're the GM, I suggest common sense as a rule: does the action cause hit point loss, ability damage, or inflict a status condition? If so, it's an attack. If not, then why consider it such?
Since you do not actually increase your reach until you declare you are using Lunge, I think you would be hard-pressed to convince anyone that your threatened area should increase for an entire round. I certainly would say no. Here's the problematic part of Lunge (emphasis mine):
Quote:
Don't attacks of opportunity pretty much NOT happen on your turn? That's why they're attacks of opportunity, and not your standard or full attack. There have been other threads on this topic; it is helpful to do searches before posting questions that might already have been addressed.
With so many feats tied to attribute minimums of 13 and above, I'm not sure the score is useless at all. Certainly, for Constitution, it now determine the point at which you die, and every extra one counts. But I understand where you are going with this. Just pointing out a couple ways in which the score really does matter.
NikkEatsRocks wrote:
The answer you received is the correct one -- you cannot try and use little things like the appearance of one "may be" in a paragraph to justify choosing any mount that appears in the world -- but you are also correct that the response you received was rude, snarky, and inconsiderate. I hate to break it to you, but that happens a lot here, and on most every other message board in existence. In particular, LazarX is a frequent nasty, ill-tempered poster, so please don't take it personally. It's his failing, not yours.
Ashram wrote:
Irori could, in fact, have paladins, but according to Faiths of Balance, he does not have any.
I believe drawing arrows (and other ammunition) counts as retrieving a stored item. Without this, the "curse" becomes a lot less annoying to get around, especially if you can summon a really good weapon via the Ancestor mystery -- you can choose a bow as your ancestral weapon. So, you are a haunted archer ... but you never need to waste a standard action drawing your bow because you can just summon one ... and you can draw as many arrows as you want without penalty, too. So ... exactly how bad was this curse for you? You've found a way around it in combat for the purpose of weapons. What if you own a handy haversack? Would you also argue that you can draw items from IT as a move action, despite your curse? Because that would pretty much guarantee the "curse" has no effect on you at all, and in reality it's now more of a "get 6 spells for free" ability. See where I'm going with this? For the record, I play a CL 7 oracle of metal with the Haunted curse at present, and yes, I do NOT rely on bows & arrows because they're so damn slow.
The spell description for haste gives the answer. Emphasis mine. Since the spell always refers to the part I've bolded, I have no idea why spiritual weapon would be affected. Quote:
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