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You really need to look closer at your subject line. :)

I don't know of any. You'd probably want to look for more general options around changing the stat your supernatural abilities are based on. Breath weapons aren't something PCs normally get. If 3pp is on the table, maybe just ask the GM if you can use a different stat.


Dale McCoy Jr wrote:

Have you read Death's Heretic?

** spoiler omitted **

Something like that might work as well. Breath of life just fails, or the body is fine but the person never wakes up because they're not there.

** spoiler omitted **

Then the adventurers have to free the soul from entrapment.

It can fail for other reasons, too, like the soul not being willing. Maybe they decide to move on out of spite, or maybe they're in on it and have made their own arrangements with someone else. Either way, the PCs may be in trouble.


There's a saving throw involved in a coup de grace if they survive the damage, which would leave them dead regardless of HP if they failed. That wouldn't matter when it comes to Breath of Life, mind you, but by the time they have 5th level spells, they're probably beyond a challenge like that anyway.

That said, it's completely appropriate for the subject of such a situation to be upset about being literally dead. I can't imagine that having your throat slit is a pleasant experience, even (especially) if you survive it.


Pizza Lord wrote:

I think the implication is that getting a 'sinking' ship above 0 will stop it from sinking, but not necessarily reverse any sinking that it's done. For instance, when does a 'sinking' ship stop sinking and is just 'sunk'? When it hits the bottom? Is it still 'sinking'? It technically still has the sinking condition. Making it whole or completely undamaged isn't just going to bob it to the surface like a cork or flush all the water inside out into the surrounding water and cork it up while it ascends at some speed to the surface again.

Getting it above 0 removes the 'sinking' condition, leaving it at 'broken' until it's above half, at least in the Skull and Shackles Player's Guide. A sinking ship can't move or attack, and sinks in 10 rounds, and every 25 hp it takes takes away a round. If it sinks to the bottom, it's considered 'destroyed' and can't be salvaged or repaired. You can save it with 'make whole' or similar.

Skull and Shackles Player's Guide wrote:

Magic (such as make whole) can repair a sinking ship if the ship’s hit points are raised above 0, at which point the ship loses the sinking condition.

Not sure if that's reprinted anywhere or is superceded by something else, but it's a free download on Paizo's site. Sadly, no mentions of capsizing anywhere that I could find, but maybe there's something in the AP itself (which I don't have, or I would check)?


Does anyone know how to set up Versatile Performance in Foundry for PF1e?


We were discussing this in the Know Direction Discord. The download filters seem to be very messed up.

I have a 3rd-party 1e product (The Very Last Book About Mounted Combat) which seems to be categorized as (at least) part of Agents of Edgewatch and as a 'Flip-Mat Classic'. Apparently only 3 of the downloads are categorized as PDFs (including the mounted combat book previously mentioned).

If I filter on 'Lost Omens', I get a ton of random 1e books, including things like Bestiaries.


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Insightful Advice does nothing for you, but being able to give everyone else in your party an all-day +2 to a skill is pretty nice.


I don't know that there's a clear 'RAW' answer to this, but here's what I'd say.

Typically, if the damage from an attack is negated (by DR, for example), the 'rider' effects (poison, bleed, etc.) are also negated. Death ward prevents all of the negative energy damage, and the Con drain is listed as a 'plus' effect on the attack, so I would expect it to fall under that and thus the Con drain would not happen. Not because it's negative energy, but because it's a rider to an attack that didn't do anything.

Damage Reduction

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.


We used to joke that the citizens in City of Heroes were all super high level heroes who had retired or were in their secret identities, since they were basically invulnerable.

Maybe the PCs start taking on responsibilities to fit their station. Running a kingdom, starting their own Guild, or the like, and start turning into the people who give out quests (possibly to the group's next party of level 1 characters).

If you're lucky, you'll have a group with its own goals and aspirations, and you can just ask them what sort of stories they want to see next.


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There's a default amount going to each, but you can click the 'Adjust Donation' button on the right to decide how much goes where. There are a couple of options, and a 'Custom' that gives you sliders you can use to set it to whatever you'd like.


Buildings have a lot of hit points. If they want to burn all their channels fixing one up, after spending 10,000gp on a magic item, I say let 'em.

Other things to consider:
- Channeling is a burst. It doesn't go around corners. So you probably wouldn't be able to heal a whole building by standing in one spot.
- First-floor walls of a typical city building have 90 hp
- A 10' section of city wall has 450 hp
- If you go by this, a 10x10 stone building has 200 hp. So they're going to be at it for a while.


I was considering it as a spell to take, and was trying to figure out if it'd be worth it. Thanks for the input, folks.

I'll probably skip it. I'm having bad luck with Hideous Laughter, so 'save for no effect' spells aren't high on my list right now.


Some spells give a condition under which the target can end the spell, such as Qualm.

Qualm wrote:
The creature takes a –10 penalty on its ability checks, skill checks, and concentration checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round action gaining focus). Spending an entire turn doing nothing discharges the spell.

Does the target automatically know they can do that, or would they need to make a Spellcraft check or something?


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Jeff Alvarez wrote:
Accusations that I have used offensive slurs about members of the staff are categorically FALSE. Many LGBTQIA+ members of the Paizo staff are close friends of mine, and I would never talk that way about anyone on our staff or in our community.

'I can't be homophobic, I have gay friends' is not, and never has been, a free pass. We have at least 2 people corroborating this. You're going to have to do better than 'I didn't do it and it's absurd to say that I did'.


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It's considered a huge faux pas to ask such a question, because the answer is often about to increase by however much you and your equipment weigh. :)


Since Mythic is an option, Seven-league Leap might work. You move a mile per round. Drawback is it takes a minute of running before you make your jump, and you land nearby, so it might not be quite what you're looking for.


Ah, that FAQ makes it much clearer, thank you.


How do you deal with something like 'Antimagic Field'?

It's a 10' emanation centered on you. Assuming you're standing on the ground, does that mean it extends to 10' above the ground? You're supposed to pick a grid intersection. Do you treat it as though there's a 5' vertical grid as well, so you can choose to center it there and get it to 15' up? If you're over 5' tall, can you go higher, or are players treated as 5' cubes?


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Kurald Galain wrote:
Foeclan wrote:
Presumably, all this happens in rapid succession. TB's sitting around, minding his own lich-y business, when BOOM, everything in a 500 mile radius (including him) gets vaporized and a Titan shows up in the midst of it.

You mean excluding him :) TB has like four different way of being immune to Synchrony, not counting his phylactery.

Also, Hekaton shows up at its prison (presumably, where the party found Synchrony), not at ground zero.

No, I mean including him.

One could argue that it counts as 'channeling from a non-mythic source', to which he's immune, but you can just as easily call it 'positive energy damage', from which he takes half. Ultimately, it's the GM's call on whether it blows him up. They asked for ideas on stuff to do as a followup. 'TB vs. Titan' sounds like an interesting one.

I don't have the module that describes Synchrony, but I think someone said that its detonation tears open the barriers between planes, releasing the Hekatonkheires, so I'd expect it to show up wherever the bomb went off. Based on the Hekatonkheires writeup, the 3 originals are adrift 'in the unknown expanses between planes', and the CR24 writeup are their 'lesser spawn'. If Synchrony really does tear down the barriers between the planes, then it may have been intended to be one of those original 3, who'd probably be at least a match for TB.

If you do want this to be 'them offing TB', but still want there to be more work to do, then maybe when Synchrony blows up, it tears down the barrier between planes, leaving TB's demiplane wide open because his frequent travels to it left it 'adjacent' to the Isle. The PCs have one shot to take him out permanently, and face unknown dangers as they break into the demiplane, fighting the clock before he revives.


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Artofregicide wrote:

Why does TB fight the Titan at all? He's exceptionally intelligent, and has nothing to gain in killing it.

He'd be better off pointing the Hekaton at the PCs or another enemy either directly or indirectly. Or just let it wreck havoc where he's not and use the time to prepare.

Presumably, all this happens in rapid succession. TB's sitting around, minding his own lich-y business, when BOOM, everything in a 500 mile radius (including him) gets vaporized and a Titan shows up in the midst of it.

TB reforms wherever his phylactery is, checks in on what truck just hit him, and finds a Titan laying waste to Golarion. Unless the PCs signed their bomb, that seems like a pretty good reason for TB to think the Titan was responsible.

While TB will reform at his phylactery, none of his stuff will. That all got blown up. His magic items (aside from actual artifacts), everything he's been working on, his armies, basically all of his current plans, up in smoke. Seems like the sort of thing one might take personally. And unless he has reason to dig into it further, he might never even know the PCs were involved. After all, what's more likely to try and take him down, a random group of nobodies off in Azlant, or an actual Titan?


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I'm not sure if it's supposed to release a 'standard' CR24 Hekatonkheires, or one of the 3 originals, but either way, Tar-Baphon and a Hekatonkheires duking it out could be interesting to watch from a safe distance. Hekatonkheires can bypass DR/epic, and can literally jump between planes, so might have a chance to get to that demiplane if it really wanted.


Something to keep in mind is Attacks of Opportunity. If you're going for heavy armor, you're probably going to be in melee range. Both reloading and firing provoke attacks of opportunity. At lower levels, you're probably going to want a melee backup weapon. So you probably don't want to tank your Strength.

Targeting touch AC means that Deadly Aim is pretty much free damage.

Most people ditch out of Gunslinger at 5th level, but at 7th they get Targeting, which provides a variety of debuffs (trip, Confusion, disarm) with no save whatsoever. So no matter the level of the enemy, succeed at a touch attack on their head and there's a 75% chance they won't get their planned action for the round. They're wielding a wand or magic weapon, even 2-handed? Touch AC to force them to drop it, no combat maneuver required. They're running away? Shoot them in the leg for an easy Trip. I think this deed is more powerful than most realize.


Being a dwarf and not having to worry about the movement penalty from heavy armor was also nice. Get some boots and you're moving the same speed as everyone else.

The Armor Training helped with the Max Dex, and Celestial Plate Armor let me take full advantage of my 22 Dex. Celestial Plate was reprinted in the Curse of the Crimson Throne hardcover in a PF version, so it's not just a 3.5 thing anymore.


Reloading needs a free hand, so if you stick with a tower shield, you'll need to find a way to deal with that. Either setting the shield as Cover and shooting around it, the Juggler bard archetype, or something magical that reloads for you.

I made a Gun Tank/Warpriest (with the Forgepriest archetype). We ended the campaign around level 13 (might pick it up post-pandemic). I stuck with my own pistol and kept upgrading it with Distance and Greater Reliable, but ended up using a Dwarven Waraxe as my backup weapon until I got Deft Shootist Deed so I could reload and fire in melee without provoking.

I eventually managed to construct Celestial Plate Armor which I paired with a buckler (so I could reload).

Warpriest gave me some extra ability to buff my armor and weapons as needed, and Forgepriest increased how much I could boost it by as long as I was using something I crafted. I pretty much couldn't be hit by anything less than a 20 if I didn't want to be, and buffing myself with Fervor spells didn't provoke.


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I needed another dire bear for Rise of the Runelords, so I wrote 'RAR, I'M A BEAR!' and drew a little bear face on a small piece of notebook paper, folded it up, and stuck it in a large pawn base. :)

My improv bear has been reused several times since.


Joesi wrote:

I'm pretty sure that they are not supposed to catch anything on fire. They'd work like a fireball. They are magic fire after all, so I think it's not even a matter of debate, and that there's specific rules indirectly relating to it.

That said, immolation bomb is more debatable if it could light something on fire, but I still think the answer is no (aside from it's normal DoT effect).

Explosive bombs WOULD start fires though.

Fireball actually does start things on fire in Pathfinder.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

I agree that a normal bomb wouldn't generally start a fire, though. I'd treat it as an instantaneous fire, as described in 'Catching on fire'.


Algarik wrote:


Then for extra trolling point you can have your villain have it's own sending under a contingency spell to send them back an insulting or an automated message.

No need for the contingency, Sending lets you 'answer in like manner immediately'.

So this could basically turn into the PCs spending 10 minutes to text the enemy, they reply with 'No u', repeat until the PCs get bored.

There's nothing about the spell that suggests that receiving the message is distracting or anything, so I'm not entirely sure what they're hoping to accomplish aside from taunting the villain, who's free to completely ignore their message.


There's also some ambiguity about how it works. They didn't really provide a way to repair your construct.

There are a couple of threads out there about it.


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yukongil wrote:


1) Air Domain War Priest/Magus, Arcane Archer with Limitless Range (1st Tier Champion Ability). With Phase Arrow, can hit anyone in the world that they know of.

Makes me think of Farslayer, from the Books of Swords by Fred Saberhagen. It could kill anyone, anywhere that you knew of; problem being, it stayed there, so there was nothing stopping someone else from throwing it right back if they knew you did it.

Those seem like just the right amount of Mythic to me.

In my current Pathfinder game (we're Mythic 2), my Small badger person has Blowback and Mythic Paragon. He can hit someone of any size and knock them back 40'. If we keep going with Mythic, I may try to talk my GM into letting it work with Wall Smasher to punch people through walls. :) I just love the image of a 3' badger punching a Huge creature through a wall or ceiling.


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You could toss in a few weapons with the Transformative or Greater Transformative property on it. It doesn't really make the weapon much better, but it would let them turn it into whatever weapon they want.


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It's the last book, so being able to cut loose with high-level abilities is a reward for making it through books 1-5.

But if it's impacting the other players' enjoyment of the game, try talking to the player about it. Ask them to mix things up a bit instead of going straight for a teleporting alphastrike so that the others have a chance to participate.

If it's not impacting the other players' enjoyment, then use a couple of the tricks described earlier in this thread. Just try not to shut them down completely, because they had to work at getting those abilities. And if you're throwing in more critters, or more dangerous critters, keep in mind that the rest of the party may get wiped while you're trying to give the monk a challenge.


I think the only spells I used through 5th level (when our campaign was prematurely ended by a pandemic) were Holographic Image, Jolting Surge, and Inject Nanobots. Everything else that looked cool was very situational. I think the problem is going into it thinking it's 'space wizard', when really it's closer to 'space alchemist', or 'space second fiddle to the mechanic who doesn't roll 5 or less on every skill check so he's consistently better at computers'.


Rysky wrote:
This is why you don’t hire friends and family.

Hiring them is way faster than crafting them. ;)


Check out the Gentleman class from Old Spice for inspiration.

I think Paizo did some tweaks to it here.

Notably, they have the 'Something Dumb' Supernatural ability at third level:

Something Dumb wrote:

Starting at 3rd level, once per session, the

Gentleman may change one thing in the game that
has no effect on actual gameplay and the GM must
allow it.

Presumably this is for some sort of home game, so you could always decide that, since gender has no mechanical effects, it's subject to that ability.


2. Let's just say that next year's APs are going to be _very_ eventful.


Sara Marie wrote:
Added some spoiler tags. This is not a thread where the title would explicitly suggest it will have content from an AP/other adventure, so please be sure to add spoiler tags if you are discussing plot points that would alert players to what they are going to encounter.

Whoops, good point. Probably should've spoilered my death toll.


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I'm playing with an experienced group (most of them playing RPGs for 30+ years). They're not _great_ at cooperating, but are improving.

Fall of Plaguestone:
The sorcerer got KOed by farmers in a bar fight.
The barbarian, champion, and ranger got KOed by a single boar.
The champion was very nearly killed by the front door trap.
I don't think the lightning snake took anyone down.
The 'boss' took down the ranger because he ran forward and didn't see a trap.
They were beaten up by bushes enough that they had to spend an hour+ healing each other.
Some mutant wolves KOed 1 or 2 of them.

So, we're about halfway through and at probably 7 or so instances of someone being brought to 0.


Most of the encounters in the Fall of Plaguestone game I'm running have resulted in at least one PC being brought to 0. A boar took down 3 of them, one-shotting each in turn, before I had it leave because it no longer had any targets (it seemed inappropriate for it to finish them off). They take a lot of advantage of the Medicine skill to heal up between encounters.

I'm hoping it evens out a bit in part 2. It's a bit demoralizing.


Like VoodistMonk said, there's War Paint in Pathfinder.

Shoanti War Paint
War Paint of the Terrible Visage
Beautiful War Paint

You could also do something simple and just treat them as an Oil of Heroism or a similar spell (Good Hope, Bless, etc.).


Demoralize is a specific use of Intimidate, so if they're immune to Intimidate, they'd be immune to Demoralize (and thus Blistering Invective, since it needs to demoralize them to deal its damage).


Yes. It's what dwarven wizards use for their spellbooks.


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rainzax wrote:
Midnightoker wrote:
rainzax wrote:
dot
Dash?
doing observation (of) thread...

Off-topic, but if that's really an acronym, I very much want to see people start dropping into threads and saying 'doot'.


Joey Cote wrote:

This thread makes me think my group missed something fairly big in the early chapters of Rise of the Runelords.

There's a room in Thistletop called the 'Goblin Nursery', where the goblins keep their kids in cages, where they are 'raised like animals on daily regimens of raw meat and abuse so they grow up properly mean and strong'. It's empty by default, but there's a note at the end that says:

GMs seeking to confront their players with awkward social situations might want to put a few sharp-toothed feral goblin children and babies in these cages for the unsuspecting adventurers to discover.


avr wrote:
Yeah but paladins. They're like walking moral quandary beacons. You couldn't ever have a paladin at a switching yard, it'd all but ensure a trolley problem.

Just distract them with a kitty. What could go wrong?


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When I ran that section, I left out the goblin babies specifically because of all the arguments that room has spawned over the years. I so didn't want to deal with that. :)


Mister F wrote:
Foeclan wrote:
Mister F wrote:
I took that ability to, you know, in case my weapon is lost I can recover it.
The Returning ability will do that.
but that is only for major artefacts, so, tier 6,

Only the second time, for having it be recoverable from other planes.

Returning wrote:
Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.


Mister F wrote:
I took that ability to, you know, in case my weapon is lost I can recover it.

The Returning ability will do that.


Several ideas:

Whistling, like Yondu in Guardians of the Galaxy controlling his arrow.
Ghostly moaning
Banshee-like shrieking
Knuckle/joint/neck cracking
Finger snapping
Loud humming
Playing the spoons
Michael Jackson-like screaming
Squirrel-like chittering
Wolf-like howling
Whatever that sound is Wookiees make
Armpit noises


Dwarftr wrote:
Our parties have a tendency of being front line lite sometimes, so i always like to plan to have some survivablity up front and personal, even if its only a round or 3....

There are some parallels in my current Iron Gods game. Our only melee is a Magus. I really wanted to try out Gunslinger, but figured no one else could really take a hit, so I took the Gun Tank archetype. That gives you all the armor proficiencies, plus Armor Training at 4th level, which reduces ACP and increases the max Dex bonus for your armor.

I also took Warpriest, with the Forgepriest archetype since I wanted to make my own gear. The archetype added 'Shield' to my spell list (later I just got a magic buckler), which is a nice +4 AC boost. Divine Favor is always a good go-to spell for to hit/damage buffs. As a Warpriest, you can swift-cast them using Fervor, so no AoO or taking up your attack casting a buff.

At this point, we're 13th level. I took Gunslinger to 5th for the Dex to damage, and I'm at 8th as a Warpriest. I crafted my own Celestial Plate, which, with Armor Training, has a Max Dex of +7 (my dex is 22, so I'm not quite maxed out on AC there). My AC is 34 unbuffed. I can cast Ironskin to buff it another 4, Channel Vigor to give myself Haste for another +1. Defending Bone can give me DR on top of that. I can use Sacred Armor to add +2 to my armor's enhancement bonus (+1 for level, +1 for it being personally crafted). Even without buffing, it's rare that I take a hit. All while targeting touch AC, since they're generally up close, so it's hard for them to just ignore me.

I've kind of overdone it (my GM gets kinda frustrated), so you don't need to go that far, but there's a lot of room for defense there.

I don't actually threaten at this point. Snap Shot is something I'm considering so I can threaten with my pistol, but it hasn't been especially necessary. There are combo weapons, like the Axe Musket or Dagger Pistol, which would let you threaten up close. You just need to treat them as double weapons for enchanting purposes. I'm pretty happy being the literal tank that walks into the middle of the battlefield and starts blasting away, though.


I went the Deft Shootist route on my Gunslinger(Gun Tank)/Warpriest. Absolutely worth it. Having both Dodge and Mobility opens you up for some other fun feats, too.

Most important for Deft Shootist is that it prevents the AoO for both reloading and firing. Things like Point Bank Master just cover firing.

At lower levels I kept an axe handy in case someone closed to melee. Just get a weapon cord, drop your gun as a free action and start hacking away if someone gets too close.

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