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Sovereign Court

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Essentially yeah, you debuff big strong monsters and incapacitate lower-level foes, because you don't want to waste time-fighting the low-level enemies.

Incap role is different in this edition and yes making an enemy higher level is easier than ever before.

If you want to house rule it out at your table, you are welcome to do so, not like someone is going to stop you. Just probably won't be the way most people play the game if you go to another table.

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On a funny side note...critical with weaknesses being a thing, I can't help but think of the Witcher lol.

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lordcirth wrote:
Eltacolibre wrote:

Weaknesses are doubled simply because they aren't extra damage dice or comes from a crit trigger or requirement.

At least, so far that's the case unless told otherwise.

But weaknesses aren't damage that the attacker deals, it's extra damage from a property of the monster. At least, that's how I read it.

Mostly right now, if you read it by RAW:

Quote:


Benefits you gain specifically from a critical hit, like the flaming weapon rune’s persistent fire damage or the extra damage die
from the fatal weapon trait, aren’t doubled.

It is somewhat silly and honestly didn't think much about it. But adding the weakness damage does qualify on the first part of the critical section.

Quote:


When this happens, you roll the damage
normally, adding all the normal modifiers, bonuses,
and penalties. Then you double or halve the amount as
appropriate (rounding down if you halved it). The GM
might allow you to roll the dice twice and double the
modifiers, bonuses, and penalties instead of doubling
the entire result, but this usually works best for single target attacks or spells at low levels when you have a
small number of damage dice to roll.

As you would literally just add the weakness damage to your total. As you can see above, it doesn't matter if the bonuses or penalties come from an external source for the crit (as in a bonus provided by an ally or penalties provided by a monster).

It is very strong and would even say ridiculous. It might get an errata in the future but for now, if you are obsessed with reading what's written in the book...yeah it seems to be legit.

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Weaknesses are doubled simply because they aren't extra damage dice or comes from a crit trigger or requirement.

At least, so far that's the case unless told otherwise.

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yeah, that's the thing I find surprising, the module (Fall of Plaguestone) is really straightforward when it comes to "exploration" and even "downtime" activity. I haven't read the AP since I plan to play in it.

Everything is put in very simple terms, roll to beat a check and here are suggestions on what could happen, depend on your players' performance.

Playing the game is really less complicated then what people would make you believe.

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They just heightened the spell to a third level spell. Yes, there is a reason to have dispel magic at a higher level, essentially it allows to counter higher-level spell. See counteract mechanics for more details.

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Oh, someone that uses the Book of the Righteous, I have it. It's a fun one and really like the way, the gods are presented, well glad to hear that you are having a good time.

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Just like anything else in the game, you roll an attack roll against an AC determined by your GM.

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It's not unbalanced, people are just putting too much value on this weapon.

Considering how few feats are, if someone wants to invest 1 or more feats just to use a gnome flickmace...sure go for it.

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Funny enough a reward for going through one of the modules out right now is to get an alchemist crossbow.

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I understand missing the sidebar. The location and everything else about the module are frontloaded in the introduction chapter. I don't mind since I usually read everything but can see someone wanting a quick look at where an adventure takes place.

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The biggest example in Golarion are the Hellknight signifiers for the arcane casters in armor.

They will probably come back as an archetype.

I wouldn't be surprised to see a Hellknight signifier coming with heavy armor proficiency, and proficiency with one of the order favored weapon.

It, of course, doesn't totally solve what most people want, since depending on which campaign setting you are playing, it is quite possible that your GM doesn't have the Hellknight as part of the setting.

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It's written this way but in practice, it is really much easier than it looks. The Fall of Plaguestone is full of investigation and searching for things. It plays just like usual in regular PF1, you do your roll, try to beat a dc and that's it.

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You can find some NPCs like that in some of the released module, beside that would have to wait until the gamemastery guide.

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All the signs point toward a formula for all magic items.

Quote:

the crafter must have the appropriate skill proficiencies and feats, as well as the item’s formula; see the Craft activity on page 244 for

more information about these requirements.

p. 534

formulas are basic requirements for crafting.

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Probably the most "fertility" goddess is Lamashtu in the core deities but I wouldn't exactly call her fertility rituals anything conventionals.

Family domain seems to be used for fertility.

Nature is indeed as close as it would get as of now, for magical agriculture.

You could probably make up fertility ritual or harvest rituals fairly easily with low DC rolls. I imagine some villages would take part in such rituals and could be a fun thing to do for your players during downtime.

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So far, it points out to yes, it is intentional until we are told otherwise.

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A giant trolling thread.

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It depends also what kind of consumable the GM would give you. It would be better to adapt to your party, a struggling party should get more defensive/curative consumables, while a party that is doing fine should get more offensive consumables.

See party treasure rewards for more details.

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Even crazier.

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"If you’re not sure what a suit of armor is made of, the GM determines the details." p.275

Ask your GM.

But anyway besides that, the druid no metal armor is more folklore and Gygax legacy combined.

Iron was used often to ward off against otherworldly guests.

You can find this information in wikipedia about Iron in Folklore:

Quote:


"Cold iron" is historically believed to repel, contain, or harm ghosts, fairies, witches, and other malevolent supernatural creatures. This belief continued into later superstitions in a number of forms:

Nailing an iron horseshoe to a door was said to repel evil spirits or later, to bring good luck.
Surrounding a cemetery with an iron fence was thought to contain the souls of the dead.
Burying an iron knife under the entrance to one's home was alleged to keep witches from entering.

Cold Iron in modern fantasy has evolved to become a special material used to ward off against Fairies in particular.

Gary Gygax said that he took inspiration from the Gallic Priests, Druids from Caesar Description when the druid came out in Eldritch Wizardry in 1978. I do not have a copy of Eldritch Wizardry 1978 but from what I heard, they do make a nod to the iron/metal taboo.

The not wearing metal armor is probably just a druidic tradition/teaching, just that in their fantasy setting, this tradition/teaching happens to lock up your powers if you don't follow it. As druids funny enough for being most of the time seen as hermit loners are probably the most social "class", druidic orders/circles are accepted by default and even share a secret language, druidic.

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Skill feats and Skill increases at every level, make it necessary. If you take into accounts that you cannot have a skill at expert, master and legendary until you reach a certain level.

A rogue has a lot of choices to make every level and essentially go for the tropes of always having a skill trick to pull off.

Something that's kinda funny or even crazy to think about a rogue gets to become legendary in 5 skills.

Also as a side note, the lore skill can technically become a skill burner. Too many possible lore to pick up.

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Ask your GM.

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I believe a mini AP was announced, but it isn't until February or March 2020 (might be wrong on the date), you would have to go read the transcript of GenCon 2020.

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And this kind of threads always comes down to the same conclusion:

Some archetypes will add the option that you want, sometime in the future. Because we already know that the core rulebook won't be modified.

The PF2 APG will probably be the one with most options like PF1 APG changed PF1 forever. The only issue, it's not coming out until next summer.

The Lost Omens character guide will have more options but I don't expect any major mechanical shift in October, besides just having some Golarion specific options.

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Yeah and Honestly if a +2 bonus is your main concern, just get a +2 rune or let's go crazy, get a +3 rune for your weapon.

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Is it possible? Yeah sure.

One animal companion shows up in a module and it is a modified version of a base animal with its own abilities.

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It will most likely be a spell. PF1 had spells that made you proficient in weapons or even we could expect to see it in the Transformation spell if it ever makes a return. While in PF1 Transformation spell was to put it quite simply, not useful, I can see the PF2 version of Transformation actually being pretty nice with the proficiencies.

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If I had to guess orichalcum is definitely the most popular spelling in popular media.

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Touch spells are also automatic hits anyway, only if the spell specifies an spell attack roll that you need one.

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Archpaladin Zousha wrote:
Dracovar wrote:
Baby Samurai wrote:
Temperans wrote:
Just a nod to the Succubus thread.
And Redeemed Mind Flayers!
Eltacolibre wrote:
I remember this comic with a good mindflayer in dragon magazine with the drow main character ... It was a fun little comic strip. Believe the comic ended right before wotc switched to 4th edition.
I think I read some of that one, it's called Downer, right?

Yeah downer indeed it was pretty fun

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I remember this comic with a good mindflayer in dragon magazine with the drow main character ... It was a fun little comic strip. Believe the comic ended right before wotc switched to 4th edition.

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So now people are debating dming styles and at the same time paladin and alignment? Guess all the signs are pointing toward thread lock down.

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Your confusion probably comes from not reading this part:

counteracting p. 458 in the core rulebook

You are trying to beat the caster's DC.

Counteracting wrote:


For spells, the counteract check modifier
is your spellcasting ability modifier plus your spellcasting
proficiency bonus, plus any bonuses and penalties that
specifically apply to counteract checks. What you can
counteract depends on the check result and the target’s
level. If an effect is a spell, its level is the counteract level.
Otherwise, halve its level and round up to determine its
counteract level. If an effect’s level is unclear and it came
from a creature, halve and round up the creature’s level.
Critical Success Counteract the target if its counteract level is no
more than 3 levels higher than your effect’s counteract level.
Success Counteract the target if its counteract level is no
more than 1 level higher than your effect’s counteract level.
Failure Counteract the target if its counteract level is lower
than your effect’s counteract level.
Critical Failure You fail to counteract the target.

Hope this made it a little clearer for you.

And yes, you need to heighten the spell if you want to counteract higher levels.

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Funny that you mention that since literally a Demon lord has switched from evil to neutral in PF (Nocticula) and is actually presented in the forefront of New Thassilon, as Nocticula the Redeemed.

You can always keep playing, the way you want to play at your table, nobody is coming to your house and saying that you are playing the game wrong.

If you want to have clear lines between good and evil go for it.

I personally always found it weird and bizarre that some creatures were always evil or always good.

So I'm glad to be given the option for some different ways to play.

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Not a typo it comes from runes. Just read about runes and it would be clearer.

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Colette Brunel wrote:
Does that mean that brine sharks, cinder rats, sod hounds, and zephyr hawks are all as well-known as grizzly bears?

Yeah sure, if that how you want them to be in your world or your version of Golarion.

It should be noted that depending on where somebody is, some of the creatures listed are indeed ridiculously common (not sure how much of Golarion lore you know):

Korvosa, for example, is literally full of imps. As in you can see imps flying in the sky everyday. People in Korvosa have seen more imps than they have seen bears or wolves in their entire life.

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Better off going with a rogue. They get poison weapon which for now, allows them to coat contact poison on weapons.

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It's just related to knowledge. Stop overreading into things

rarity p. 344 and 345 of the bestiary

rarity wrote:


Common A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Uncommon Less is known about uncommon creatures than common creatures. They typically can’t be summoned. The DC of Recall Knowledge checks related to this creature is increased by 2.

Rare As the name suggests, these creatures are rare. They typically can’t be summoned. The DC of Recall Knowledge checks related to this creature is increased by 5.

Unique A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10.

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Usually when I do pbp I do one thread per session. In general if your group goes as decent pace one thread per part of an AP book is fine. But if your group decides to do side quest and objectives you would need to eyeball when a session is over.

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You mean the section that literally says a GM wants to increase the difficulty just because?

I mean, I understand what you want to say but not really much that can be done or even matters, since the GM sets all the DCs anyway. The difference between a very hard task and a higher DC set by the GM barely means anything different.

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A party has four people.

Severe 2 is a severe encounter for average party level of 2.
Severe 3 is a severe encounter for average party level of 3.

The numbering is used everywhere from feats, to spells, to class feats in the core rulebook.

High 2 should have said Moderate 2 aka a moderate encounter for an average party of level 2.

Low 1 is low encounter for average party of level 1.
Low 3 is a low encounter for average party of level 3.

Trivial/low 3 just mean the encounter could be trivial or low for average party of level 3.

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Read the polymorph trait for more details in the magic section.

The main gist of it, when you enter a battle form, there are some restrictions.

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Let see where do I start with this, because its basically the same thing:

First of all the xp award is fixed for each type of encounters and all players get the same amount of xp.

Trivial you can award 40 xp or less.
Low is 60 xp.
Moderate is 80 xp.
Severe is 120 xp.
Extreme is 160 xp.

See p. 489 for more details.

The main difference to take into account, you will always the xp of a four-man party.

XP Budget is used mostly if you have a party of a different size (this doesn't change how much xp your group is awarded)

If you have 5 players for example and you wanted to do an extreme encounter:

The book suggests to add 40 xp to your encounter chart budget.

So your budget goes from 160 xp to 200 xp.

Let say for example, for whatever reason you wanted the party to fight a level 5 enemy at level 1 (extreme threat), on his own it would be 160 xp budget, now with the 40 xp you can add one creature same level as the party to do the 40 xp budget.

You will still only award 160 xp (four people) for defeating the encounter.

The number next to moderate etc...is simply for you to use as reference for average party level.

A severe encounter for a level 2 party could easily be an extreme encounter for a level 1 party.

This is only encounter xp award, there are other xp award which depends on achievement etc...for awards outside of physical encounters see p. 507-508.

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Are you asking lore-wise? Lore wise to join the Hellknight:

You have to defeat a devil summoned by a signifier. Usually the devil should offer a decent challenge.

There are many stories of low level characters joining the Hellknights as they fight Lemure or imp.

It even shows up in Age of ashes...but can't talk much about it without spoilers.

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Yes, power word kill has been a staple spell of the copper dragon since Bestiary 1.

Granted it is a deadly joke, copper dragon functions as power word kill.

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A few general feats but not many, feather step for example.

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Let's go with the character creation theorycraft angle at a higher level than 1 it depends really what you are going for:

-By the rules, if someone chooses the lump sum option, only common items(and whatever they qualify for with a feat) are available. It is, of course, possible a GM allows you to buy uncommon items but for the sake of simplicity going to assume, it's book rules only.

-The other character option method the ones where you get x items at different levels, the book mentions that you can talk with your GM to get uncommon items. There are no set numbers of how many uncommon items you should be allowed to be clear.

Since the pick items method leaves the option for uncommon, if I were in the situation where I don't know what kind of stuff would be allowed, I would simply leave a few item slots open, then come with a wishlist to the GM.

The Pick items method is probably better as of right now since some stuff don't have prices or standard way to know from table to table (example how the book mentions that uncommon formulas would cost more than regular formula)

We really can't do more than that until the Gamemastery guide brings more rules in January.

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People go into hyperbole so much, casual characters are totally fine. People love to compare a pc class vs another pc class as if it was pvp but in most games...you are going to be fighting monsters.

Monsters have various strengths and weaknesses but in general, if you are just adapting as the game goes and get the appropriate amount of gear for your level, you will be fine.

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It's wisdom. Yeah, it's not listed on anything else besides the sidebar. It will probably be added in the errata.

But well, if this answer is not satisfying, technically by the spellcasting rules, if an ability score is not listed, it's charisma.