Abra Lopati

Ed Reppert's page

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Don't you just hate when that happens? :-)

That's actually a pretty cool item. I gather it doesn't need any particular skill training or the "trick magic item" feat.

It did occur to me that summoning a water mephit might be a good way to counter a fire mephit. IIRC, though, the timing is off - the PCs would not get to Voz's shop before the fire incident.


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Calmont found "a parchment" that had a mephit-summoning spell on it. Sounds like a scroll to me. Now, a mephit is a first level elemental. Summon Elemental is a second level spell of the arcane or primal tradition. A scroll of a second level spell is a third level item. So we have a third level scroll of the arcane or primal tradition.

Calmont is a third level rogue. He would need the Trick Magic Item feat and trained proficiency in either Arcana or Nature to use the scroll, if he were a PC. He's not though. Even so, he has neither of the skills, nor the feat, so how does he manage to use the scroll?


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If the lead person in a bucket brigade pokes his head in the door, sees people doing stuff, and assumes the fire is handled, he needs more training, or more brains, or both.


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Ed tries to imagine a gnome or haling dragging his half-orc buddy to safety at all, much less at half speed. :-)


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Joe Supplier gets most of his business selling to Weyland Smith. That sets the price at which he sells his products. Tim Adventurer comes along and wants to buy a relatively small amount of product. If that sale is not going to affect Joe’s dealings with Weyland, do you really think he would gouge Tim? Even if it did put a small temporary dent in his dealings with Weyland, Joe is unlikely to charge more than a small premium to Tim.


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Squiggit wrote:


Not to mention oddities like Unconventional Weaponry making it easier for a Sorcerer to get proficiency with a Katana than with a Longsword, as long as the Sorcerer isn't from Tian Xia.

Not sure I see what you’re getting at here. Can you explain?


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Squiggit wrote:
The proficiency system in this game is a tortured mess.

Indeed it is.

Does Champion Dedication give you all the proficiencies you need?


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Deadmanwalking wrote:
Rysky wrote:
Ed Reppert wrote:
It seems to me that setting up game rules to "break" some in-setting thing or other - like now "signifers can only join the Order of the Gate" is a bad move.
?

In order to get Armiger you need the Order weapon and Heavy Armor. For a Wizard that's three General Feats...four General Feats for anything but Gate since you need a martial weapon for the other Orders.

Even the three Feats is tricky to get to in a reasonable time frame, making the four unlikely in many ways. Saying they can only manage Gate is hyperbole, but it's not from out of nowhere.

I understand where the hyperbolic conclusion originates. It comes from a rules setup that requires spellcasters to spend an inordinate amount of feats in order to qualify for signifier. A requirement that did not exist in PF1 and that IMO breaks Paizo’s promise that If you could play it in PF1 you can play it in PF2.


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It seems to me that setting up game rules to "break" some in-setting thing or other - like now "signifers can only join the Order of the Gate" is a bad move.


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Well, sure, you can do that. I thought he was talking about an automated way of doing it.


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NemoNoName wrote:
Not to mention Wizards can only join Order of the Gate.

Oh? Where is that written?


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You can multi-quote in here? Interesting.


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Hm.


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Hm. I wonder how much shipping will be this time 'round. :-)


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Kal Davis wrote:
Engineer Jeff wrote:
Cant wait for this set!

I currently have 6 Stanley organizer's I'm using for all my 1st Edition pawns.

I don't know if it's the one you use, but look into the Stanley 25-Removable Compartment Professional Organizer. It has 3 different sized trays, and all of the pawns fit almost perfectly in the respective tray.

Small (doubled up) and Medium fit in the small tray
Medium (doubled up) and Large fit in the medium tray
Large (doubled up) and Huge fit in the large tray.

If I'm looking at the right organizer, it looks like it has 12 small, 10 medium, and 4 large trays. So that would be how many of each size in each tray? Are there pawns larger than Huge?

I think I have all, or almost all, the PF1 pawn sets. How many of these organizers am I going to need? Will six be enough? :-)


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The CRB shows each non-spellcasting class getting a class feat at first level. Non of the spell-casting classes get a class feat at first level. Except wizard. I have heard a rumor that this is actually incorrect, that only some wizards get a class feat at first level. Something to do with Universalist vs. School Specialist wizards, but I don't remember which way 'round it's supposed to be. Can someone confirm this rumor?

Second question: do spellcasting class archetype dedications grant the "spellcasting class feature"?


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One of the things I liked about the Hârnmaster magic system is that there were specific rules on how to create new spells — and mages were expected to develop some. In fact, in order to get promoted from apprentice to journeyman, you had to develop three new spells. But that's a relatively low-magic system compared to Pathfinder. There are, iirc, only a couple of hundred spells in the provided materials. A new mage character would have about half a dozen spells known, and the limit on how many times he could cast them in a day was fatigue. Casting a spell makes you tired, and being tired reduces your effectiveness at spell-casting (among other things) and eventually you'd just be too tired to cast any more until you got a night's rest. No spell slots, once you learned a spell you knew it and could cast it at will, subject to fatigue (and other penalty, like being wounded) limitations. Elemental system, six elements, plus neutral spells that mostly affect other spells.

Also, in the setting, the mages and the priests had an agreement: no one would call what mages do "miracles" and no one would call what priests do "magic". The two were deemed to be completely separate things. Priests would pray to their gods (or the minions of their gods) for "miracles" - and there weren't too many of those either.

I think once you set up the four traditions as a basis for magic, it makes sense to have a single "spell list" for each tradition. I dunno, though. If we see new Arcane or whatever spells in future products, they may or may not end up on a "consolidated" arcane or whatever spell list. And of course focus spells of whatever tradition are not necessarily available to every practitioner of that tradition.


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I didn’t notice the age of his post. My bad.


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Back in 2007 or thereabouts, James Sutter told us, of Seoni, "she's mostly Varisian—as might be apparent from her otherworldly grace, there's something not quite human in her ancestry".

Has she ever figured out what that is?


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WatersLethe wrote:
Ed Reppert wrote:
To my mind, a warlock is a male witch. Other than sex, there's no difference.

I reserve the term Warlock for the D&D class that focuses on all-day blasting, is charisma based, has limited casting, and requires a pact.

The PF1 Witch was not even close to that to me.

Well, when I played D&D there were no warlocks. Or witches, for that matter.


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I was responding to David's post directly above mine, saying that sending the two out at the same time might be problematic. I was not saying that one or the other product has been delayed.


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NemoNoName wrote:
For those watching the stream, did you hear their (hilarious) answer to the question about the difficulty of getting into Armiger if you don't start with any armour proficiencies XD XD XD

Nope. Which stream? Alternatively, what did they say?


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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To my mind, a warlock is a male witch. Other than sex, there's no difference.


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I'm beginning to run out of room for all this Pathfinder/Starfinder stuff. What should I do about that?


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Question: Does taking a spellcasting class archetype gain the spellcasting class feature? For example, does a fighter with the wizard dedication gain that feature?

Question: it appears that the fighter dedication grants no armor proficiency. Is that intentional?

Question: what paths are available to qualification as a Hellknight signifer?


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Y'ask me, Shaman should be Primal, not Occult.


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Kind of counterproductive to send out the module and then delay the maps for a month or two.


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Temperans wrote:
Ed it's hard to do that because the system already had a foundation which got obviously changed.

I didn't say it would be easy. :-)


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Frankly, I find the idea that someone who knows absolutely nothing about magic can craft a magic item about as bizarre as I find the idea that all mundane longswords, whoever crafts them, have exactly the same characteristics.

Somewhere on these forums someone posted a while ago his bemusement at the idea that Mary the Master Seamstress down the street can craft a magic sword that requires Master in crafting, even though she's never made a sword and knows nothing about making them, while Joe the Expert Swordsmith can't do it. I'm with him.


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Okay, here he is with gear. Haven't figured out how to get him rune-etched weapons yet.

[Tonoto "Tony" MacRory
Halfling ranger 5
Common, NG, Small, Halfling, Humanoid
Perception +10 (+12 when using the Seek action to sense unseen creatures within 30ft., +12 to Seek your target.)
Languages Common, Dwarven, Elven, Halfling
Skills Acrobatics +11 (If you succeed at a Balance check you get a critical success instead of a success. In addition you are not flat-footed when you attempt to Balance.), Athletics +9 (If you succeed at a Climb check you get a critical success instead of a success. In addition you are not flat-footed when you attempt to Climb.), Deception +9, Diplomacy +9, Forest Lore +8, Medicine +10, Nature +8, Society +8, Stealth +11, Survival +10 (+12 to Track your target., +10es, penalties, or modifiers).), Thievery +11
Str 14 (+2), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
Other Items hide armor, unarmored defense, daggers (4), shortsword, shortsword, sling, tanglefoot bag, lesser, thunderstone, moderates (2), backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), climbing kit, elsewhere, flint and steel, healer's tools, rations (1 week)s (2), repair kit, rope (foot)s (50), sheath, sheath, sheath, sheath, sheath, sheath, shining sling bullets (4), sling bullets (20), soap, thieves' tools, thieves' tools, replacement pickss (2), torchs (5), waterskin, purse (218 gp; 4 sp; 2 cp)
--------------------
AC 22; Fort +12; Ref +13; Will +10
HP 76 Hero Points 1
--------------------
Speed 25 feet
Melee [1] dagger +13 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+2 piercing/slashing
Melee [1] shortsword +13 (agile, finesse, versatile S), Damage 1d6+2 piercing/slashing
Melee [1] shortsword +13 (agile, finesse, versatile S), Damage 1d6+2 piercing/slashing
Ranged [1] dagger +13 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+2 piercing/slashing
Ranged [1] sling +13 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning
Ranged [1] tanglefoot bag, lesser +13 (thrown 20 ft., alchemical, bomb,consumable), Damage 0d0 plus -10 to Speeds
Ranged [1] thunderstone, moderate +14 (thrown 20 ft., alchemical, bomb,consumable,sonic,splash), Damage 2d4 sonic plus deafened (DC 20) plus 2 sonic splash damage
Feats Assurance, Cat Fall, Distracting Shadows, Experienced Tracker, Forager, Rogue Dedication, Sneak Attacker, Sure Feet, Toughness, Twin Takedown
Other Abilities hunt prey, keen eyes, outwit, sneak attack, surprise attack, trackless step

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.


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Heh. I probably also ought to get him some gear.


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Don't know how awesome he is, but meet

Tonoto "Tony" MacRory
Halfling ranger 5
Common, NG, Small, Halfling, Humanoid
Perception +10 (+12 when using the Seek action to sense unseen creatures within 30ft., +12 to Seek your target.)
Languages Common, Dwarven, Elven, Halfling
Skills Acrobatics +11 (If you succeed at a Balance check you get a critical success instead of a success. In addition you are not flat-footed when you attempt to Balance.), Athletics +9 (If you succeed at a Climb check you get a critical success instead of a success. In addition you are not flat-footed when you attempt to Climb.), Deception +9, Diplomacy +9, Forest Lore +8, Medicine +10, Nature +8, Society +8, Stealth +11, Survival +10 (+12 to Track your target., +10es, penalties, or modifiers).), Thievery +11
Str 14 (+2), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
Other Items unarmored defense, elsewhere, purse (270 gp)
--------------------
AC 21; Fort +12; Ref +13; Will +10
HP 76 Hero Points 1
--------------------
Speed 25 feet
Feats Assurance, Cat Fall, Distracting Shadows, Experienced Tracker, Forager, Rogue Dedication, Sneak Attacker, Sure Feet, Toughness, Twin Takedown
Other Abilities hunt prey, keen eyes, outwit, sneak attack, surprise attack, trackless step

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

I suppose I should find a picture for him somewhere. :-)


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Seems to me what Pathfinder really needs is a comprehensive and sensible underlying theory of how magic actually works. Something like what P.E.I. Bonewits postulated in Authentic Thaumaturgy. This need not, btw, be something the PCs who use magic actually know.


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Actually, there's two of them. They're spell-granting feats, it's just that the feats say that the spell effect "appears to emanate from your mouth".


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What would Rip Hunter's time ship be doing in Absalom?


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zer0darkfire wrote:
Paolotsname wrote:
Do I need to be good aligned to multiclass into champion since it has you chose a cause?
"Choose a deity and cause as you would if you were a champion"; I think this line indicates that yes, you need to be the appropriate alignment for your cause.

At the moment I'd say that's correct, but I expect to see, some day, champions and causes for all nine alignments.


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Did Ancient Thassilon have any Diviners? Or Azlant?

I ask because it appears that Divination wasn't one of the seven schools of Thassilonian magic.


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Wolf Munroe wrote:
I find it strange that both of those god illustrations (Chaldira in the earlier post and "Abadar") have the characters dressed in red and green like it's Christmas. That's not how I imagine Abadar at all. I think of him in gold armor (the 1e illustration).

Far as I know, Christmas is not a thing on Golarion.


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I like poster maps. I'd like them even better if Paizo would sell them separately, and rolled. I know the shipping would be more, but I don't care. :-)


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Ah. Feats. I see.


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Which one?


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It would have been better if Paizo had said, for spell casters generally, that they have to learn all their spells, and then specified that at chargen or when leveling up the learning is assumed, but for all other learning, they have to go through the "learn a spell" activity.


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Animism wrote:

...

?

Why is the Deinosuchus (the BIG version of the crocodile) listed as a Dinosaur??

Because anything that is big, prehistoric, and looks like a reptile must be a dinosaur.


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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hm. Maybe instead of pdfs, battles subscribers should get formulas for "printing" the minis on a 3d printer. :-)


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zer0darkfire wrote:
Ed Reppert wrote:
I would say it should be a spell you already know.
I agree that it could simply say "For each spell level you have access to, choose one spell of that level to be a signature spell that is in your repertoire." but I also think its totally ok for them to simply be extra spells that are in addition your spells known. They are your signature spells after all, they shouldn't count against you in my opinion and knowing them as extra spells isn't game breaking at all in my opinion when a wizard could literally know any spell.

The idea that a spell "counts against you" seem more than a little weird and silly, to me. And I don't see why deciding that a spell is a "signature spell" for you should give you another freebie to add to your repertoire. It's not as if a sorcerer can't use the "learn a spell" activity. IOW, both wizards and sorcerers, not to mention bards, clerics, and druids. could "quite literally know any spell" (of their tradition, anyway) if they wanted to put in the effort to learn them all. But hey, do whatever makes you happy.


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wynlyndd wrote:
Man, I haven't heard of Harnmaster in about 2 decades. We tried it once, didn't know what we were doing, and I became a mason.

Not a bad thing to be, on Hârn. :-)

"Dwarves don't dig in rock, they just argue with it until it moves."


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tivadar27 wrote:

Battle medicine: "manipulate" doesn't require a free hand and this is not an explicit use of "Treat Wounds" (it uses the same DC) so:

* Is it intended to require a free hand?
* Is it intended to require a Healer's Kit?
* Is it intended to be a use of Treat Wounds?

From the glossdex: manipulate (trait) You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform

actions with this trait. Manipulate actions often trigger reactions. (Emphasis is mine).

Treat wounds takes 10 minutes. That kind of time is not available in combat, so this is not, IMO, a use of Treat Wounds.

Kind of hard to patch yourself up without a free hand, plus the definition of "manipulate" doesn't clearly say you don't need a free hand, so I'd say "battle medicine" does require a free hand.

Healer's tools? Yes.


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I would say it should be a spell you already know.


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Coming from a different system (Hârnmaster), I've always been a little bemused by the way attributes work in Pathfinder (and, I suppose, D&D). In HM, attributes are fixed at character creation. A magical artifact or spell that boosts an attribute would be very rare and/or very high level. In HM, aura is the most important attribute for a wizard, and intelligence the second most important. It would be possible to have a wizard with low aura or intelligence (for various values of "low") but unlikely - he probably wouldn't be accepted by any potential teacher, and you don't become a wizard without one.


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Ah. One could, I think, read it as not automatic to refocus when treating wounds, but a choice that must be made to "use the Refocus Activity" while treating wounds*. One could instead, I suppose, read it the other way.

* can one perform two activities simultaneously?

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