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Organized Play Member. 923 posts. 2 reviews. No lists. No wishlists. 5 Organized Play characters.

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Relevant Rules Text wrote:
Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item.

So the implement we start with is mundane. And an implement typically has no value if sold. Additionally, if we acquire a new, similar item we can make that our new implement with a day of downtime.

Suppose I have a wand implement and our group happens upon a wand of Fireball. Can that be my new wand implement?

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Petrify has replaced Flesh to Stone. I don't see a Stone to Flesh equivalent, and Petrify doesn't say anything about being able to remove its own effect or anything.

I've long believed that Dispel Magic wouldn't work, since the spell ends when the creature becomes fully petrified. I could be wrong about that, tho.

If I am correct about Dispel Magic not working, how does one remove the fully petrified effect of Petrify or similar effects using only Remastered content?

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It's been established repeatedly that Hao Jin has lived for centuries, but also that she isn't truly immortal. What I haven't come across is how she has lived for centuries already.

Even the 1e version of the Phoenix Bloodline's capstone worked like True Resurrection, so it wouldn't stop her from dying of old age. It's technically possible she's imbibed the sun orchid elixir a bunch of times, but that probably would've been established by now if that were the case.

If there has been a canonical answer, I'd love to hear it <3

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It's a simple wish:

I hope that the Monster Core specifies what a monster's melee Strike range is, if one is not given.

My default assumption has always been "5 ft". But I think an equally valid assumption is "whatever the standard reach is for a creature of that size".

I brought this up ages ago regarding Tiny creatures. Prior to the release of Book of the Dead, the only creature in the entire game with a listed melee range of "0 ft" was the demilich. But because one existed, I felt comfortable assuming that no listed reach equaled 5ft.
(This does lead to a bit of a silly adjudication regarding the Greater Nightmare, a Huge creature with no listed reach on its Jaws and Hoof)

But a number of people disagreed, saying that GMs should be using the reaches listed in the Size, Space, and Reach table if no reach is listed.

I think these are both valid interpretations.

The release of Book of the Dead introduced several Tiny creatures with a listed melee strike range of "0 ft". This further convinces me that if no range is listed, a 5ft reach should be assumed.

However, complicating this assumption is the existence of creatures which have a melee attack with a listed reach of 5 ft. These include the Dreamscraper, Tehialai-Thief-Of-Ships, Lomori Sprout, and the Gorilla.
The Gorilla is a particularly interesting one because it comes from the first bestiary, and it has 2 melee attacks, each with a listed range:
A 10ft fist and a 5ft Jaws.
Given the Gorilla's Large size and Bipedal nature, it's a fairly safe assumption a Gorilla should be considered a Large, Tall creature, giving it 10ft natural reach. This would make the specified 10ft reach unnecessary.
Alternatively, the generally assumed reach could be 5ft, making the specified 5ft reach on Jaws unnecessary.

Frankly, I don't much care which approach the book takes in the Remaster, though, I think having an assumed 5ft reach on attacks unless the attack specifies is a bit easier and requires less GM fiat on assessing if a creature is Tall or Long.

I just really hope the book specifies a standard and that the writers stick to it.

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For context, here's the triggers and requirements for all three Thaumaturge implements which grant reactions:

Amulet wrote:

Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.

Requirements You're holding your amulet implement and are benefiting from Exploit Vulnerability.
Weapon wrote:

Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using.

Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.
Bell wrote:

Trigger The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.

Requirements You are holding your bell implement, and the triggering creature is within 30 feet of you.

So for Amulet and Weapon, the Requirement includes Holding the specific Implement and that you are "Benefiting from Exploit Vulnerability".

For Bell, the Requirement is "Holding the Bell and triggering creature is within 30 ft". Not "benefiting from from EV".

Now, what does "Benefiting from Exploit Vulnerability" mean?
As a GM, I'd probably could Critical Success, Success, and Failure on the EV roll as "benefiting", since each of those allow the player to use some combination of Mortal Weakness and/or Personal Anthesis, and don't impart any penalties.
Critical Failure grants no positive effects and imposes a negative condition. Therefore, I'd consider this result to not be "benefiting" the Thaumaturge.

So after a critically failed EV roll, a Thaumaturge would still be able to use the Bell reaction, but not the other two. Because they have a target of Exploit Vulnerability and aren't required to be Benefiting from EV.

I don't think this discrepancy between the three reaction-based Implements should exist, which begs the question: Which wording, and therefore RAW, is correct?
My guess is probably the Weapon and Amulet wording is correct and Bell should include "Benefiting from Exploit Vulnerability" in its requirements.

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The Gencon preview wrote:

You Stride, then attempt a DC 15 Athletics check to Long Jump in the direction you were Striding. If you didn't Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.

Success: You Leap a distance equal to your check result rounded down to the nearest 5 feet. You can't Jump farther than your land speed

Suppose a level 20 Barbarian with Legendary Athletics, +1 item bonus to Athletics, +6 strength, and no other Leaping or Jumping related feats or items. They have a 40 foot move speed.

They want to jump a 20 foot gap. Easy.

They spend the appropriate 2 actions, Stride 10 feet and attempt their check, Nat 20 for a total of 20+20+6+8+1=55 feet. Goes down to 40 because of their land speed.
And they sail well past their intended destination, possibly into harm's way.

This is probably an improvement on the existing rules, but creates its own problem: you can't Jump less than the dice dictate.

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Wisdom-based divine spellcaster.
Trained in simple weapons.
Trained in up to medium armor.
Trained in Fort and Reflex, Expert in Will.
Trained in Nature, Religion and 2+int others.
Trained in Perception.
8+con hit points.

Compared to Cloistered Cleric (since they get the same spell proficiency scaling):

Wisdom-based divine spellcaster.
Trained in unarmored (or medium if Warpriest)
Trained in simple weapons + deity's weapon.
Trained in Fort and Reflex, Expert in Will.
Trained in Religion, +1 based on deity, and 2+int others.
Trained in Perception.
8+con hit points.

They both get Fort saves to expert at level 3. Animists get Perception to expert at 9th level, compared to the Cleric's 5th.
9th level, Animists gain either Fort saves to master or medium armor proficiency to expert, compared to the cleric's Will to master.
11th level Animists gain Simple weapon proficiency and reflex saves to expert; Clerics gain Fort saves to expert.
13 Channelers gain medium armor to expert; Clerics gain unarmored defense to expert.

So like, the actual class chassis is not wholly dissimilar from the cleric. Somewhat better armor proficiency, somewhat worse saving throw proficiency (especially Sages).

The Animist gets a few more regular spell slots; the cleric gets a bunch more top level Heal/Harm spells. From 1-11, the Cleric has more total spell slots, they're tied at 12, and the Animist pulls ahead for the rest of the game.

A cleric's deity grants a handful of spells to their spell list. But this is where the Animist really shines, with the huge amount of flexibility granted by the Apparition Spell List and automatically going up to 3 focus points at 4th level. So by 5th level, an Animist has access to 3 cantrips and 9 spells which aren't limited to the Divine spell list.

So given the pretty similar chassis, the biggest points of differentiation that I've noticed are the incredible flexibility of the Animist and the Divine Font of the Cleric.
Which, to me, starts to beggar the question:

What is the Cleric's mechanical niche anymore, unless you explicitly NEED access to a bunch of extra heals or harms?
(You can tell plenty of deity-focuses or related stories without actually playing a Cleric, so I don't find that an especially compelling reason. I'm really looking for mechanics based reasons to play the cleric over the animist)

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Alright, so the following categories CAN be a weapon ikon:
-One that deals piercing or slashing damage
-A ranged weapon
-A weapon in the sword or knife weapon group
-A weapon in the polearm or spear group, plus a few stave types
-A melee weapon in the club, hammer, or axe groups

So what does this list exclude?

Flails and fisticuffs, mostly.
A probably slightly incorrect and non-exhaustive list:
Fist (makes sense, tbh), Gauntlet, Knuckle Duster, Poi, Combat Lure, Flail, Meteor Hammer, Monkey's Fist, Pantograph Gauntlet, Sansetsukon, Shield Bash, Shield Boss, War Flail, Dwarven Dorn-Dergar, Fire Poi, Gnome Flickmace, Wrecker.

Now, a lot of those are kinda weird weapons: I'm looking at you Fire Poi.
But some of them are pretty normal weapons that the playtest exemplar just can't use, like the war flail and meteor hammer.

I feel like this is probably just an oversight, but it is what it is for now.

edit- I flagged this for moving to the playtest thread. Probably better served there.

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So there's a level 10 Kineticist feat that lets a single gate Kineticist become affected by the spell "Elemental Form" of the type of your single gate once per day.
However, as far as I can tell, neither Rage of Elements nor the PF2Core preview PDF have rules for a Wood or Metal elemental form's abilities.

So here's my attempt at filling those gaps:

Both Wood and Metal gain the Athletics modifier and strength-based unarmed strikes.

Metal: Speed 30ft; electricity resistance 10; Melee Claw 2d8 slashing

Wood: Speed 20ft, climb 20ft; bludgeoning and piercing resistance 5, fire and slashing weakness 5; Melee Branch 2d6.

How would y'all flesh out these elemental forms, until PF2 Core comes out?

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So you breathe it in and you get an effect for a long as you hold your breath. Cool.
After you stop holding your breath (5+con mod, talking, verbal spell casting [until the remaster is completed and spell components go away entirely]) the effect ends.
Some Bottled Breaths have a special effect of you specifically spend an action to exhale the Breath.
However: there are no traits given for the action of Exhaling.
Is this intended?
I might have guessed that Exhaling would at least have Concentration, since I'm many cases you're breathing out and aiming something akin to (or exactly duplicating) a spell effect.
Given that it is duplicating spells, someone might even guess that it should have manipulate. I don't think that, but I don't think it's wholly unreasonable.

tldr: what traits, if any, should the action of Exhaling have, as it relates to Bottled Breaths.

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It seems likely to me that the name of the Drow ancestry (that I'm hoping we'll get some day) will change.
Dark-skinned, underground elves have existed in fantasy since time immemorial, but the name might be a sticking point.

Svartalfar, to my mind, would have been a potential analogue, but they already exist as a fey monster in the Agents of Edgewatch AP. They could always just kind of retcon or ignore that in the transition, I suppose.

It might also be the case that Paizo create an entirely new name for their underground, dark-skinned elf ancestry. They're renamed a bunch of other extant monsters, but to date have kept Drow. I wonder if they can just continue to use it?

What would you like to see for "Drow" in PF2R?

I've always hoped to see a little more Drow utilization in PF. I'll probably never get the chance to play Second Darkness, and it'd be interesting to see a more contemporary take on PF Drow (or whatever they end up being called)

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I took minor issue with the implementation of the simplified ancestries optional system in this thread Here.

With 2R on the horizon, these issues have a chance to be addressed in one of a few ways:

1.) Ensuring every ancestry has a level 1 ancestry feat called "Ancestry Lore". Like Elf Lore or Goblin Lore.
This is my preferred solution, though it butts had with the consistent stance that Humans are so varied and widespread on Golarion that no one more feat could/ should cover the entirety of humanity.

2.) Make a general exception in the subsystem for ancestries without an appropriate feat. Massive like a *If the ancestry you selected doesn't have an appropriate feat, work with your GM to find a replacement".
This feels like the most likely solution, to me.

3.) Make specific exceptions for all the ancestries without appropriate feats. Like "A gnome PC receives Gnome Obsession in lieu of an ancestral Lore feat".
This seems bad for future- proofing reasons.

4.) Larger changes. Rework or removal of the subsystem entirely.

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I was perusing AoN, as I am want to do, when I stumbled across this ritual. Seemed cool. Read what happens on success and, well:

Critical Success wrote:
You learn a significant piece of lore, a forgotten secret, or some other tantalizing nugget of knowledge that is of immediate use to you, connected to the skill you chose. The GM will provide you with some piece of information they know will aid you in your personal goals. In addition, you become trained in the use of the selected skill and gain a +1 status bonus on checks made with that skill.


Success wrote:
Success You become expert in the use of the selected skill.

Now, there are certainly likely times where the immediately useful knowledge is going to be critical. But I feel like other times simply becoming an expert is superior.

This feels like almost certainly a mistake somewhere. Reading the heightened options for this ritual, it seems almost certain that Critical Success is supposed to make you an expert, plus all the other benefits.

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In the start of the Treasure Vault section on Missives, Purepurin admitted to sending Tik an Explosive Missive to show him how much of a meanie he was for drawing a particular picture.
Coincidentally, I've been playing a kobold called Tik for a few months now. So it seems I need to update my backstory a bit, which beggars the titular question:
What did Tik draw?

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Sympathy Heave (I'd want it to be Sympathy Puker, but I don't think that terminology is quite appropriate)
Feat 1

Trigger: You have the sickened condition and a creature you can see within 30ft succeeds on a fortitude save retching to reduce the value of their sickened condition.

The sight and sound of vomiting has always caused you to sick up as well. Immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

I don't think this feat is exactly good but I think it's funny, has a reasonable use case, and it's pretty believable.

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I was using this guide to help with making a homebrew version of the Monk's Spade: X2DI/edit?usp=sharing

when I thought the following question:

Could you place Versatile on a weapon more than once?

The 1e version of the Monk's Spade could do any of the 3 types of weapon damage, so I'd like to do something like this for the homebrew version.
Currently, 0 weapons have versatile for more than one type of damage. Modular does something kind of similar, but requires extra actions.

So would y'all consider having a weapon with two versatile traits on it? Would you "dock" the weapon in other ways to compensate?

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Supposing, of course, you need to underwater for more than an hour, an Aquatic Chair seems to me to be the most economical and effective strategy.

As Mobility Device, your land speed continues to be equal to your speed. As far as I can tell, there's no detriment to handedness especially true if you also acquire Impulse Control, a common and cheap upgrade.

Other items meant to facilitate underwater adventuring:

Bottled air (level 7, 320gp) Requires actions to breathe. Doesn't grant swim speed.

Potion of Swimming, Greater (level 11, 250gp) Lasts an hour. Doesn't grant water breathing.

Ring of Swimming (level 12, 1750gp) Swim speed 1/2 land speed. Doesn't grant water breathing.

Elemental Wayfinder, Water (level 10, 900gp) Uncommon. Doesn't grant swim speed.

Compared to: Amphibious Chair (level 9, 575gp). Common. 20ft land speed, unless yours is better. 20ft swim speed, unless yours is better. Unlimited water breathing (or air breathing if you normally breathe water).

I'm on board with Mobility Devices being 100% non-detrimental. But, to me, it sorta breaks verisimilitude when a wheel chair is by far and away the most effective means of underwater traversal.

There's very likely an angle to this that I'm missing, and I look forward to reading it ^_^

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Mechanically speaking.

As far as I can tell, there are almost no differences to not being in a wheel chair, save that someone else can spend an action to help you stand, whereby you can stand as a free action triggered by your ally's help, and that you can be immobilized by having your hands bound, prior to Impulse Control.

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Relevant rules text from AoN: "Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales."

The way I read it, nothing suggests you should be. But having a heritage that makes you incapable of wearing armor while not guaranteeing that you can use the Scales armor feels wrong to me.

If I were GMing for a PC with this ancestry who was not proficient in medium armor, I'd at least make them automatically trained in the Scales armor, specificity.
Later down the line, I'd have to check their AC vs another light armor PC to see if they're taking behind.
If they are not, I might have their proficiency in scales match their class armor progression. I'm not home atm so I can't adequately check right now.

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Relevant rules blurb for context:

Archives of Nethys wrote:
When choosing an ancestry for a simplified ancestry character, you gain the ancestry’s normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat (Dwarven Lore for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats.

The problem lies in the fact that not every race has a _____ Lore feat. Most of these are rare races, so it's not too big of an issue: Fleshwarp, Poppet, Skeleton, Sprite. There may be others that I overlooked.

The big HOWEVER, though, is that there is no Human Lore feat. Humans are one of the big core races and one of the most common races in the game.
I understand that extreme versatility and societal/geographic/cultural flexibility are cornerstones of the Golarian human's design, so it makes sense that there isn't a "Human Lore" feat, since humans are so varied (arguably should be true of a lot of the more widespread races, but that's a topic for another channel).
But it is something of a failing for the alternative rules system.

For those wondering: this problem is partially, though not wholly, ameliorated by versatile heritages. Only Beastkin and Ganzi VHs don't have an associated Lore skill feat.

Natural Skill seems like a nice replacement compromise. You get trained proficiency in any two skills you like at the trade-off of not getting a lore skill.

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The 'unconscious' condition says "You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't."

None of those effects, of the effects of the nested conditions, affects the fortitude DC, which is what athletics to grapple goes against. Kinda silly.

It's the kind of thing every GM I know would probably house rule in some way on the spot.

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"Your fly sped no longer restricts the height you can fly." -Sentence 2 of Unlimited Ghost Flight.

However, nothing I can see in either Floating or the Ghost Flight feat indicate this to have been the case previously.
Floating keeps you generally tethered to the ground, whereas Ghost Flight lets you fly wholly unrestricted for 10 minutes.

I suppose it's somewhat implied in Floating, since you can high jump up to your fly speed?

However, it kinda reads like an earlier version of the Ghost archetype or maybe the Ghost Flight feat used to previously allow unlimited flight up to a height capped by your fly speed.

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The answer to this question significantly impacts how good of a spell it is.
Considering it's a third level spell, I don't think it should be equal to the spell DC.
Nothing in the spell description describes the quality or stillness of the water, so I'm unsure which of the non-level based DCs would apply.

Looking at the art in the blog post looks kinda "swiftly flowing river" to me, but I'm really grasping at straws when I'm trying to discern rules from art.

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Seems really odd when it's a huge creature, and a full size category over the regular nightmare which also has 5ft reach.
I couldn't find many instances of a huge creature having only 5ft reach. The Quetzalcoatlus has talons at 5ft, but it also has beak at 10. Both the Greater Nightmare's jaws and hoof are not given a range, so it defaults to 5ft, yeah?
Seems odd.

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Yeah. From the list of 2e APs, Extinction Curse also has the Agents of Edgewatch stuff on it.
It's weird and took me a few minutes to notice that Extinction Curse is actually on the lower half of the page, but I don't think other AP pages have 2 APs worth of stuff on them, especially when the stuff that should be up-front is on the bottom.

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When performing high jump and long jumps, the wording of the actions states that you perform a stride of at least 10 feet, then make either a vertical or horizontal Leap. Make an athletics check.
So, if you have a feat that modifies your Leap action, does that affect high or long jumps, since they have a Leap action nested inside of them?

So a feat like Raging Athlete:
"Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically."

Obviously it reduces the DC for high and long jumps. But does the last bit about Leap distances also apply to high and long jumps, since the high and long jumps still use the Leap action?

Secondly, how high can you jump with Sudden Leap? Specifically this line:
"When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed."

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And more generally, what kinds of abilities can you mash together?

Can a stunning fist also be a perfect strike, while also being a punishing kick?

Can my stunning, punishing, perfect fistkickstrike also target the foe's flat-footed AC via the Spin Kick style strike?

Where does the madness end?

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I don't get the channel smite feat. Why would you ever use it? You spend 2 actions to smite and deal extra damage equal to your hear/harm, at the cost of using a usage of channel.
I fail to see how it's any better than just casting heal/harm then striking. Because harm doesn't have the attack trait (possibly an oversight?), it doesn't incur multiple attack penalty. So casting harm then striking deals basically the same as channel smite for the same amount of resources, without costing a feat.

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For almost anything. Insofar as I can tell, the only difference between small and medium character is how big an enemy has to be to move through their space.
Small creatures can move through a huge creature's space. Medium creatures can move through a gargantuan creature's space.

If that's the only difference, why bother? Slaughter that sacred cow.

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There are a lot of words dedicated to spell rolls, but only 5 spells and powers use this mechanic in any way.

Ancestral surge, Black tentacles, Charming words, Illusory creature, and Telekinetic maneuver.

Ancestral surge can give a bonus to OTHER spell rolls, to let's throw that one out. Charming words gives your foe a bonus to spell rolls if they crit succeed the save, so let's throw that one out, too.

That leaves 3: black tentacles, illusory creature, and telekinetic maneuver. These spells make admittedly good use of the mechanic, functioning as a sort of spell attack, but using your spellcasting stat.
However, all of these spells are on the arcane and occult lists, only. So clerics, druids, and ~1/2 of sorcerers gain proficiency in spell rolls, with literally no way to use this proficiency.

Upon first read-though I had thought spell rolls were synonymous with spell attacks, but now I believe this to not be the case, as melee spell attacks are specified to have the finesse property.

As is, the spell roll mechanic seems like a big waste of book space. Maybe the final release will have more spells that use this mechanic. Or maybe I misunderstood these rolls entirely. I'd actually love it if that were the case.

edit: Spell rolls are also used when trying to decide if you can cast a spell while stupified.
3 poisons, 2 bombs, stunning fist, 5 spells, and 2 monster abilities can make a PC stupified, though one of those requires forming a bond with a succubus first.

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I'm running an adventure wherein the PCs chose to get themselves stuck in a teleport trap.
I expect them to be stuck in there for some time.
I was thinking of putting a permanent symbol in there with them, probably pain, weakness, or sleep.

Since they're permanent, as long as they remain in the area they'll have to repeat their fort saves every 10 minutes per caster level, right?
In reading through Symbol and Permanency spell descriptions, I didn't see any "Once a creature saves they're immune for 24 hours" or any similar language.

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It's cool that Paizo is modernizing the forums, but there are still quite a few things that are bothersome about the new website.

First, an inconsistency with getting to the forums. On some pages, you click "Forums" to get to the forum pages. This is fine.
However, on the main page the header is different and forums are sub-categorized under "Community".

Second, while on the messageboards, some of the top buttons don't appear to be functioning properly. The "Pathfinder" button loads a page with a "Pathfinder" button that doesn't take you to a new web page; it just reloads the one you're currently on. That new page DOES change the sub-header buttons, but the actual page itself looks really bad just saying "Pathfinder" and not linking to anywhere.
Mostly the same is true when clicking the "Community" button while on the forums.

On some pages clicking "Paizo Blog" brings up the listing of recent blog posts. On others, it brings up a dropdown menu with "2018" that if clicked on brings you to a page with nothing on it but the navigation links that led to that page.

The website would be a lot more navigable if the page headers were more consistent. Like, if every page had the same set of basic launch-links that the homepage has. Or better yet, if the homepage had the same complete header that the forums pages have.

Last, and probably most pedantic, the drop-down menus on the homepage for Starfinder and Organized Play look bad compared to the others.
Pathfinder, Store, and Community each have a lot more links than Starfinder or Organized play, so they fill up the entire box.

Starfinder and Organized play do not, and they links start on the right-hand side of the box with a lot of empty space in the left and center. Both would look a lot cleaner if there were more links, or at least if the links started on the left. It's awkward for a country that reads left to right to have the words on the right and empty space to the left.

Just a few things I noticed that I believe could make the website easier to use and nicer to look at. Thanks for your time.

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With all the hubbub with Pathfinder 2.0, I've been looking at the unchained action economy, since it sounds real similar.
I've two questions about attacking:

1.) When using TWF, you can make two attacks on your first attack action, with the regular TWF penalties. Do subsequent attack actions on that turn take the TWF penalties?
Nothing says that you do, but that's how TWF works with the regular action economy. If you do not take the penalty on all attacks, that's a nice little kinda buff for TWF users.

2.) How does rapid shot work with unchained action economy?
I'm inclined to make it work like TWF, so a -2 penalty to shoot twice with the first attack action. Subsequent attacks do or don't take the -2 penalty depending in the answer to #1.

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The only one in a major book is the Gate Archon who is a badass.

Plus, so many more monsters get cool, at-will abilities that they could spam out. One of problems with monsters is that they have strong attacks and strong SLAs, but can rarely do both. A Gate Archon can full attack and bestow curse every round.

So this is my call for more outsiders with conductive weapons!

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Hideaway Limb wrote:
Retrieving an item from a hideaway limb is a move action instead of a standard action

However, drawing a weapon or manipulating an item (which covers getting a weapon out when it isn't readily available for use) are both move actions. So it's never a standard action to retrieve an item, so that line in hideaway limb is just wrong.


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In Pathfinder, two-weapon fighting lets you draw a second weapon with the same kind of action as drawing one. At lot of the draw of characters with more than 2 arms is being able to hold more stuff than normal, but if every single thing you want to draw takes a move action (or a swift action with quickdraw) that significantly cuts down on the power of multiple limbs.
In my opinion, extra limbs are over costed.

EDIT: I'm aware of quickdraw limbs. If possible, I'd rather not have false limbs. Not everyone wants to be a cyborg.

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So Kalo are aquatic. Does this mean that on most planets they will have to have their environmental protection from their armor on at all times? Or is there some kind of less extreme option?
On a mixed race ship do they have like giant water tanks to chill in, or are they just always in some kind of armor?
Are Kalo ships full of water?
Does the Kalo blindsight function normally above the water with their armor on?

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Spoilered for sizing.

This spell floods the area of effect with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect. Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.

Caster Level Radiation Level
6th or lower Low
7th–9th Medium
10th–16th High
17th or higher Severe

This spell has a duration of instantaneous.
The DC is set by the caster, not the level of radiation.
Stronger levels of radiation do not advance along the constitution poison track faster than weaker levels. Because of this, the actual effect of the spell will always be the same, if the save is failed. Which is:

Constitution Track:
Weakened: The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.

If they save, they take ~8 damage. If they fail, they also take a -2 on fort saves, con checks, and con-based DCs.
Higher radiation levels by caster level really only make the spell bigger, so the size can be summarized as:
Cl 6 or less 10 ft.
Cl 7-9 20 ft.
Cl 10-16 30 ft.
Cl 17+ 40 ft.

I suppose if you can hit a group of bad guys 4 times, you can knock them all unconscious?

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1 person marked this as FAQ candidate.

Sooooo, if you're wearing heavy armor does this feat do nothing at all?

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Maneuver (Helm Phase)
You move you starship up to its speed. You can also attempt a Piloting check (DC=15 + 2 x your starship's tier)to reduce you starship's distance between turns by 1 (to a minimum of 0).

Now, what happens if you fail this check? Do you just get to make your movement and turns as normal? If so, why would you ever NOT do this?

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How would a witch mess with someone?
I'm running the RoW AP and the PCs are known to some of the witches, but the witches don't know their current location. I was very surprised to find that nightmare is not on the witch spell list. So, how do the witches mess with the good guys?

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Is there any mechanical reason for a character suffering a disease to stop doing their normal daily routine and stay sick in bed? It's the stereotype, for sure. Bed rest cures all ailments.
However, as long as they're ill, they can't naturally heal any of the ability score damage they took from the disease. After they made the requisite number of saves, full days of bed rest will help in the healing of ability score damage, but only after they made the saves.

Being sequestered will lower the chance that someone else catches the disease, for sure. But it doesn't appear to help the person actually affected, at all.

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I'm looking to play a raging character with really high saves.
Bit of backstory, the campaign world was dead magic for ~1000 years and is only recently reentering the world. My character is a dwarf whose familial ties have adapted to the dead magic better than most. I was this to be reflected with multiple magic-resisting things, but primarily saves.

I was thinking a bloodrager with the primalist, steelblooded, and untouchable rager archetypes. The latter is both flavor and because I ended up dumping charisma to below the point where he'd ever be able to cast spells.

Destined bloodline with fate's favored for the level 4 ability.
Dwarf, with glory of old trait and steel soul feat at first level, and power attack at 3rd level.

The game is starting at 3rd level, so not having power attack at level 1 is moot.

If the game gets to level 8, I intend to trade out the bloodrage power for the superstitious and witch hunter rage powers.

My concern with this build, though, is that my quest for not being stuck with spells just makes me a kind of worse barbarian.
A barbarian would certainly have more offensive abilities, but couldn't duplicate the 4th leve destined bloodline power. [he could buy a luck stone at some point, but we haven't established how available magic items are going to be].

What do you think? Is my quest for high saves and spell resistance overly gimping my character?

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I have a friend and a player in the game I'm DMing. My friend is not very bright. My friend frequently forgets how his class functions.
In a previous game, he played a ranger. He never once cast a spell. His animal companion was never present. I asked if he wanted to change his hunter's bond, but he said that he liked having a t-rex, even if it was as present as most player's familiars.
Now he is playing a magus. For the most part, he gets spellstrike. Spell combat is something else entirely. He almost always forgets to use his arcane pool points. I don't hold much hope for him remembering spell recall.

tl;dr: My friend has a hard time with choices and remembering to use class features. He does not want to be a fighter. What class would be easy to play and be effective, but "cool" enough to keep him happy?
And I do want him to be happy, but the rest of the party is less enthused about his less effectiveness.

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