Fire Elemental

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Goblin Squad Member. Organized Play Member. 38 posts. No reviews. No lists. 1 wishlist. 6 Organized Play characters.




I'm playing in the Starfinder 2E playtest as a Healing Mystic and have some questions about the cantrip Adhere since I am required to take it.

1)There is no size limitation on the object I touch. Does that mean I could touch a shuttle and Adhere it to the hangar floor?
2)Under defense it lists basic reflex but the targeting doesn't allow me to target a creature. When/how would the Reflex throw be performed?


A druid in my campaign has expressed interest in the Halcyon Speaker Archetype dedication

Halcyon Speaker.

I want to understand the sentence "gain two common Halcyon Cantrips".

1) Does the druid have 2 halcyon cantrips that they can choose from when choosing their 5 cantrips for the day (giving them extra choices off their usual spell list) OR does the druid get to prepare their 5 primal cantrips in addition to the 2 halcyon cantrips giving them a total of 7 cantrips? (This statement ignores the extra cantrip the druid gained from the Magaambyan Attendant Dedication which was a prerequisite for the Halcyon Speaker Archtype)

2) Under the general rules for Halcyon spells it states "You can’t heighten a halcyon spell beyond your maximum spell level of halcyon spell". Normally cantrips auto heighten to half your level rounded up. Do the Halcyon cantrips auto heighten as normal or are they impacted by this specific language?


I'm curious to hear from other DMs who have ran the earlier parts of the adventure path regarding the 4 gold a month stipend. It was my understanding that the room and board was free for the students and that the stipend is extra spending money.

Going by the treasure per level chart it seems like the players will outpace that after a year of schooling.

Should I reduce that to 3 gold a month?


One of my players in intrigued by the inventor class and would like to play one in our upcoming SoT game. Since it is uncommon he is asking if it would be a good fit for the campaign. I haven't read the volumes out so far so I was wondering if this had come up anybody else's game? The players guide for the campaign doesn't mention the class because it hadn't come out yet.

My gut reaction is to tell him yes its ok but to steer the theming of his character towards more nature grafting or arcane enchanting as opposed to steampunk.


For the last few weeks (since at least August 11th) Adventure Path Volume #146 has been showing up in the upcoming releases scrollbar on the Paizo homepage. When you click on the link, it takes you to Cult of Cinders product page, so it isn't just an issue of a bad image link.

I'm tired of seeing valuable page space selling me something I already have instead of something new and shiny I can't have yet. lol


My cleric player asked me a question about the new spell "Healing Well" in SoM. He pointed out that the range listed is 30 feet but the spell description mentions "The well appears as a disc of shimmering light on the ground in a square you touch".

For tonight we ruled that the spell was cast on a spot within 30 feet but to interact with the spell you had to be in touch range of it. Is there something I am missing?

Healing Well


My players recently had a bad run at a high level spell caster who managed to crit two of the players with an Eclipse Burst spell. In the loot was a scroll of regenerate.

Can Regenerate cure the blindness since regenerate mentions regrowing a damaged or ruined organ?

Regenerate
Eclipse Burst


My group is looking at 5th level spells and had some questions about the spell Cloak of Colors page 324 in the core rulebook.

Our questions are
1) on a failure the attacker is blinded for one round. When exactly does the blindness effect end on the attacker?
2) on a critical failure the effect is stunned (with no value) for one round. The creature is temporarily immune to until the end of its turn. We assume that the attacker finishes their turn, then becomes stunned. When does the stunned effect end? Can the stunned creature use reactions?


I have a player who is joining my Age of Ashes game. We have finished book 1. He chose street urchin background which provides a specific city lore. Which city should I recommend he choose?


A wizard in my game is using the Telekinetic Projectile cantrip to avoid various forms of cover by arguing that she is launching various items from the other side of the cover at the target. Usually this is used to avoid the soft cover penalty caused by other people in the way.

Looking at the spell it appears that any unattended object within range is launched at the target. Lately our fights are in a junky abandoned dungeon so there is plenty of rubble and detritus for handy projectiles.

So far I've ruled that this works ok as long as the object and the target are both within 30ft of the caster.

Has this come up at any other tables?


I had a situation come up this week in my game that stumped me and I was hoping that somebody could point me to an overlooked rule or reference.

A player wanted to jump from a roof to the ground 10 feet below. I couldn't find anything about jumping down, so to speed up the game we just ruled it as working like a high jump. It seemed a bit silly that the only way to resolve it is stepping directly off the roof, taking 5 damage and falling prone.

Was there something we missed?


We had a situation come up in last night's game that I want some opinions on, and if there's one thing these boards have, it's opinions.

The party was fighting a drake who had decided that flying away was better than dying. Our cleric attempted to cast airwalk on the Paladin's combat trained warhorse to allow the Paladin to give chase.

Is the horse smart enough to understand what just happened? How does it handle flying? Does the spell "teach" you how to handle the flight?

The party's leader is a sorcerer with fly and the cleric recently started memorizing airwalk. The party has a consistent source of these spells and the Paladin is trained in handle animal to start teaching the mounts if we wanted to make this a trick.

How have other DMs handled this in their games? This is the highest level Pathfinder game I've ever ran so I'm quickly running into situations I hadn't anticipated.


This came up in our game last night. How can one of the PCs determine the relative health of the people in combat? They wanted to determine if a downed foe was dead or merely dying. They also wanted to determine relative damage to their companions (Simon is still standing and fighting but how damaged is he?)

We looked in the heal section and didn't see anything. What are people using as a house rule to cover this? What kind of action would tthis be and I'm assuming it is a heal check but what would be the DC?


I am DMing a Pathfinder game and I'm not very proficient with the system. One of my players is a rogue who picked up the talent that lets him choose a first level spell. He was considering Ray of Enfeeblement but wanted to know if he could get sneack attack damage with it. I said no because while it had an attack roll, it didn't deal damage but was a penalty.

Question 1) Can a rogue get sneack attack damage with Ray of Enfeeblement?

After answering his question I had the random thought

Question 2) "What happens if you crit on a Ray of Enfeeblement attack (and confirm the critical)"

I appreciate any help the more experienced members of the board can give this lowly flame.

Full Name

Miro Took

Race

Halfling

Gender

M

Size

S

Alignment

CN(g)

Deity

Cayden

Occupation

Brewer

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 12

About Miro Took

Full Name : Miro Took

Race: Halfling

Classes/Levels 0

Gender M

Size S

Age

Special Abilities :

Alignment: CN(g)

Deity :Cayden

Location:

Languages :

Occupation : Cook

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 12
Height: Bite sized Weight: Hair: Brown Eyes: Brown
Favored Class: Expert
EXP:
Hit Points: 6
Spd: 20
Init:
AC: ( armor shield size dex ) Armor /Touch 16/FF 19)
BAB:
CMB:
CMD:
Saves: Fort Ref Will

Weapons:
Dagger

Skills:
Profession-Brewer (1+2) 3
Craft-Brewer (1+2) 3

Feats:

Traits:

Special Abilities:

Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Halflings are humanoids with the Halfling subtype.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Equipment