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![]() HumbleGamer wrote:
There is no voluntary flaw. Leshies start with +2 in Con and Wis, a -2 to Int and a free bonus. Use the free bonus for Dex.
That gives you the 18 and 3 x 14. ![]()
![]() Here's some creatures around that level that explode when they die:
Oozes or Elementals could work for you as well. There isn't an official description of what happens when they die, but my GM usually describes them as losing cohesion when they die (oozes and water elementals become puddles, air elementals become dust, fire elementals become ash and earth elementals become rubble). ![]()
![]() What exactly defines a nature spirit? Here's an article that talks a bit about nature spirits and how they don't necessarily conform to one type. There are quite a few mentions in it that can be tied to one of the sorcerer bloodlines: angels, demons, ghosts, elementals, Pan (fey), etc. So a Leshy's sorcerer bloodline could easily come from the spirit itself. ![]()
![]() I'm trying to find the original source, but I've seen a couple of posts quoting Mark Seifter as saying that signature spells do not add spells to your repertoire. Here's an example of one such post. Found it. It's in this stream around the 00:16:05 mark. ![]()
![]() Xalus wrote:
In your example, the Hunter background gives you Survival. You then get a free choice from Ranger because your background already gave you Survival (in other words, swap out your CLASS skill, not the background skill). Then you get the free choices from the Lizardfolk Lore skill because of the language in that feat (in other words, you swap out the skill from the Ancestry Feat, not the background). At the end of the day, the Survival skill is still from your Hunter background. ![]()
![]() Xalus wrote: Ask yourself this: Does it make sense that you can swap out your Background skills when you've already become Trained in them from your Ancestry/Class, but not Retrain them as the rules allow? You don't swap out your background skill. You swap out your class skill. Background comes before class in the character creation order of go. ![]()
![]() My favourite class in PF1 was Life Oracle. When I first read the PF2 version, I hated it. The more I read and look at all the options, the more I like it. Spells: Angelic Sorcerers have more spell slots. Clerics have divine font. Oracles have better focus pools. They start with 2 points and 2 focus spells (revelation and one domain). Where the sorcerer and cleric have to spend feats to refocus 2 or 3 points, oracles get those for free 1 level earlier. All of the life revelation focus spells are centered on healing. Life-giving form is just awesome. The curses:
Being the only one able to heal yourself with magic will vary in impact depending on your group's play-style. In PF1, whenever I played a healer, I was usually the only one casting healing spells. In PF2, battle medicine is probably the most common method of backup healing anyway. So the effects of this curse seem worse on paper than they do in practice. Keep in mind that you still get the full effects from spells/abilities that grant temporary hit points. For example, if you have an arcane or occult caster with the spell Endure (from Gods and Magic), they can use that as an alternate means of keeping you up if needed. The benefits:
The extra little healing when casting a non-cantrip spell is not major, but it is still not bad either. It also has the positive trait, so if you're fighting undead, you can use it as a damage boost instead. The major curse can be either really good or really bad. If you're fighting living creatures, you risk healing them and if you're low on hit points you risk dropping. That's why you only reach this level of curse when you absolutely need to. If you're fighting undead, this is a good boost to damage - cast a high level heal spell and it follows up with a secondary smaller heal spell for extra damage. People often forget that healers make great slayers of undead. That was my favourite aspect of life oracles in PF1 and it's still strong here, especially with life-giving form. If you only look at the spells per day and curse effects, it seems like a bad class. But once you start to explore all the other options there are and ways of mitigating the bad (I only gave a small fraction of the examples out there), the life oracle is actually a decent class. ![]()
![]() Hama wrote:
The change was unnecessary since the comics already have Ron Troupe. He could have filled the same role. ![]()
![]() Ciaran Barnes wrote: Considering how long it takes to reload a crossbow, and what Rapid Reload does, I'm surprised there isn't a way to reduce how long it takes to load a sling. There is, but it costs 2 feats. Ammo Drop and Juggle Load. Unless you're a halfling and then it's an alternate trait. ![]()
![]() Anzyr wrote:
Actually, they do stack. It's like the exception listed in the FAQ. Prophetic Armor adds your Charisma Mod to AC instead of DEX.
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![]() Don't try to outshine your allies. Instead, make them shine brighter. Consider
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![]() To answer your questions: 1) No. There is a hard cap of +10. See this FAQ or Weapon Special Properties (3rd paragraph). 2) I believe you are restricted to what the property allows. I can't find any rules for either side. 3) What Gwen said. 4) Yes. See this page, just below the class links. ![]()
![]() How much loot could a looter loot if a looter loots in combat? Keep in mind the action economy of looting. It's something that most groups don't think about because looting is done after combat. It takes a move action to pick up an item, and that's per item (assuming the opponents don't just carry all their stuff in one big bag). It's only a free action for the rest of the party to yell "Get you a** back here and help us!" At most this guy should only be getting a couple of items before combat is over and then it's up to the rest of the party to decide if they want to stand aside and watch this guy do all the looting. ![]()
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![]() Jason Bulmahn wrote:
I can understand that. Not every errata needs to be discussed in depth, especially when it's just reworking existing text for clarity or adding missing information that should have been there to begin with. However in this case, there was a significant change to a feat that a lot of people not only use, but actually built their character concept around. There should have been a post giving a heads up about the proposed changes to the feat (Similar to what's done in the playtests - for example, in the Advanced Class Guide with the proposed changes to the Arcanist class). At least that way, people could discuss what they like/don't like about the change and maybe come up with something that works for everyone. You wouldn't need the whole errata document for this. Just a thread to say "Here's what we're planning. Please provide feedback." It probably would have saved you a few headaches. ![]()
![]() Here is what I believe most people are referring to when they refer to bows as two-handed weapons(emphasis mine) PRD wrote: Projectile Weapons: Blowguns, crossbows, shortbows, slings, longbows, and halfling sling staves are examples of projectile weapons—weapons that launch ammunition at a target. Most projectile weapons require two hands to use (see specific weapon descriptions). A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless it's a sling or a specially built composite shortbow or composite longbow. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling. PRD wrote:
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![]() From the Ask James Jacobs thread Quote: 8) If your additional damage from sneak attack or bane doesn't add up with your base damage to a number high enough to overcome damage reduction, then yes, the damage reduction can block it. Stuff like bane and sneak attack just adds to the damage done; it doesn't grant any special penetration power.
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![]() How about Inquisitor with the War domain? The War domain gives you Weapon Master, which gives you access to any combat feat for a few rounds. That would cover your issue with all those exotic weapons that you want. Inquisitors get a lot of cool abilities and spells to up your attack and damage. This makes up for the slower attack progression and spreading the stat points out. They also get quite a few skill points. ![]()
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![]() Quote: A troop is immune to any spell or effect that targets a specific number of creatures Are ray attacks an exception to this rule? As written, it seems like troops can't be targeted with spells like Ray of Frost or Scorching Ray. However, if a troop is subject to sneak attacks and critical hits, that would imply that they can be targeted with weapons. Rays count as weapons for the purposes of adding sneak attack and critical hit damage. If the answer is no, what is the rationale for allowing them to be hit by weapons but not weapon-like spells? ![]()
![]() Herbo wrote:
Very useful. Also, if you haven't already, you should check out This Thread. ![]()
![]() Zark wrote:
New magic item: Refrigerator of Nuclear Shielding ![]()
![]() pimp-dragon wrote: Dm said I couldn't use first lvl spells in 2nd lvl spell slots. He must be fuzzy on threw rule. Thanks for the help guys. PRD wrote: Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.
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![]() FallofCamelot wrote: Paizo missed a few personal range potions in early adventures and AP's so that's probably where the Divine Favor potions came from. It was in Spoiler: We just got it recently. I didn't see anything under the Brew Potion feat, which is why I made the mistake.
Jade Regent: Night of Frozen Shadows Spoiler: pg. 19: During Combat Asvig drinks a potion of divine favor on the first round of combat. ![]()
![]() Kydeem de'Morcaine wrote: Also, can I add 9k to the cost of my breastplate to give it the powers of soothsayer's rainment (that's the difference in cost betwwen +1 chaninmail and the rainment)? If your GM says no, there's the Ring of Revelation that does the same thing. Unfortunately, those are more expensive. ![]()
![]() Kydeem de'Morcaine wrote:
Personally, I'd stick with Life Link over Shield Other. With Shield Other, 1. it's a spell slot for each ally and 2. that's potentially a lot of damage to take in one round if you have it on multiple allies. I like the Energy Body/Life Link combo - it basically gives your allies fast healing and you can heal yourself as a move action. Also, Life Link has a medium range and can be dismissed as an immediate action; whereas with Shield Other, you and your allies have to stay within close range and it requires a standard action to dismiss. If you plan to use your channel energy for mainly offense vs. undead, (and from your build, it looks like that's the way you're headed) you won't get as much use out of Selective Channel. It's a great feat if you want to heal your allies and avoid healing a living foe, but you won't need to worry about that against undead. I think you may get more use out of Extra Channel instead. For 3rd level spells, I've had a lot of fun with Chain of Perdition. I highly recommend it. If you can get your hands on a scroll of Remove Curse, I'd swap that one out. Your group's Paladin will eventually be able to cast it or possibly take it as a mercy at 9th level. |