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Loreguard wrote:
There is a little bit of info in the pf1 module Wardens of the reborn forge, which has a gazetteer of Alkenstar.
Can someone explain how the 3 Stela in Carcosa got attuned? IN Book-5 on page 30 it says "Upon completing the ritual, Lowls planned to travel to the unholy domain of the King in Yellow, where he hoped to attune its Star Stelae and offer Golarion to his new master" But in book-6 it never explains how Lowls dealt with the challenges in each nexus, how he found the stela and dealt with the Kudimmu, how he dealt with the stasis field and dealt with the Mutate, how he avoided conflict with the bhole etc. What did I Miss?
You're not missing anything. As long as your party is handling the challenges fine and don't need the Xp, it would be fine just to skip ahead to the Neruzavin portion of the adventure. Otherwise, maybe have them notice points of interest along the way, and if they decide to land and investigate they can experience some of the stuff instead of zipping past.
One thing that is tripping me up is that in the stat block for the Husk on page 53 of book-5 it has a feature called Latent Great Old One The Husk of Xhamen-Dor is ALL that remains of the once-mighty Great Old One Xhamen-Dor. So is this a lie? Or a mistake in the stat block? If it is "all that remains", then there should be no other place that X-D exists, right? even if people think about it, it wouldn't just magically be alive on a different planet?
I am confused about Xhamen-Dor. Can someone explain what is going on? From my understanding it crashed on Golarion during earthfall thousand of years ago, and Lowls' shenanigans are causing it to slowly awaken. Lowls activates the Stela and goes to Carcosa. And weeks later, the Pcs can kill it in its weakened state at the end of book-5. So what exactly is happening in book-6?
So how did the husk in Neruzavin get to Carcosa? How is it dead and doing stuff in Carcosa at a time before the PCs even kill it? I feel like I am missing something important to make it make sense.
I am trying to adjust to the remaster, and did not purchase the new books, so I'm going off of Nethys and find it hard to search for rules there. So my main question is since they seemed to do away with material components, is there anything stopping you from casting most spells without a free hand? Such as holding a 2-handed weapon and not having to free-action release, then spend an action to re-grip.
Wisewon wrote:
There is no F3 in this book? What room are you talking about? Perhaps you are using the book with all 3 adventures in it, and the re-numbered the rooms.
JiCi wrote:
Keep in mind that this is from the PLAYTEST FAQ, so starship combat may not be in the playtest, but hopefully it is integral enough to make it in the core rulebook.
I always thought that getting a subscription PDF prior to the street date was something that usually happened but not a guarantee nor an official benefit from Paizo. But I just filled out the AP survey they sent out, and one of the questions was: "How important are the benefits for Adventure Path subscriptions to you?" And one of the options for me to rank was: "Free PDF before street date" Which made me wonder if they changed their policy or was the survey option not to be taken as a literal benefit?
As for the moving 180. Does that mean you make the check if you 180 within the single move action. (like flying down a corridor that turns sharply and you have enough movement to turn the corner and keep going), or does it mean fly in with an action, then attack, then fly directly back out with another action? If so, does this mean you have to track the direction you were moving on the previous turn? Like your 3rd action on round 1 you were flying south, and first 2 actions on round 2 you make 2 strikes then 3rd action on round 2 you fly north. Does this count?
From what I've seen, if you have a GM who is good about foreshadowing encounters to help you decide what spells to prepare can make a big difference. And also if the GM is very open with recall knowledge information, that helps too.
I think the hazard only does it thing ONCE each time the Trigger is met as a free action. So a PC can only be effected a max of 3 times in a turn if it ends 3 move actions in the area. And theoretically for a party of 4, it could trigger 12 times in a round.
edited to add: I only have the original books, and not the re-issue all-in-one book, so maybe the text changed.
As someone who hates when other players tell everyone else how to play their characters, it seems like being in a party with a Commander would be annoying. I know PF2 relies on teamwork, but I also like to able to do whatever I want on my turn, and it seems like their will be a conflict between each player making their own decisions, and making sure the player of Commander gets mileage out of their abilities.
Metron wrote: Are Caligni effected by Death Flame from the deaths of other Caligni? I was wondering this too. I ruled that they aren't affected, otherwise in Caligni society if one random person dies from natural causes in a busy marketplace, you could start a chain reaction of deaths. One other solution I thought of is maybe they treat their save as one degree better.
SuperBidi wrote:
For outcomes that have no chance of success or no chance of failure, why are you even rolling? Just narrate that you lost the arm wrestling competition and move on.
Count me as someone who always ran it as a 1 on a d4 meant it could use it again the next round.
PF2 seems to be worded different on page 105 of B1 it says: "It can’t use Breath Weapon again for 1d4 rounds." Where PF1 says "can use" and PF2 says "can't use" I'll admit that I certainly was running it incorrectly, even if the times I rolled a 1 were rare and never had a PC death. The reason I ran it wrong wasn't because I was an idiot, it was mainly because I never bothered to delve into the semantics that closely since it never caused a problem for my games.
If 3 moderate fights a day are the expectation, they need to communicate this to AP writers.
Spoiler:
has 4 moderate fights in the first part where you definitely cannot rest, and then expect you to escape through a junk yard with 6 moderate fights. Presumably all in 1 day. Unless they expect you to rest in the middle of a bank heist or rest for 2 days to just escape through a junkyard. And this AP does not have the excuse of being an early one. And to answer the OPs question. From what I have seen, The designers seem to think those who don't enjoy the wizard or think it is too weak are playing the game wrong.
Is there anything in the game for holding the charge anymore? Perhaps the Wizard could get a class feature that if they miss a spell attack roll, they can hold the charge and not lose the spell (unless you crit-fail). Maybe it cost an action and you can't use any actions with manipulate or you lose it. They could then try again next round without losing the spellslot. While this won't help with accuracy, at least you could still choose to keep the resource of a spell slot.
Tannus wrote: Hello! Im having trouble to understand the following: ABDUL ALHAZRED (the Mad Poet), told the PCs, that "they can peruse the genuine Necronomicon at a university of the occult called the Mysterium in the Qadiran city of Katheer." Whats stopping your players to take a boat to that city, the moment they arrive at Cassomir? Nothing, really. But you could say that arranging travel to Katheer may take a day or 2, so why not follow up on the lead of Munn who happens to live in Cassomir, and possibly get more info on what Lowls was up to? You could really do all the Cassomir stuff in 1 or 2 game-days anyhow.
I think Unicore is right that if you have an awesome GM who understands the intricacies of PF2, playing a wizard could be an awesome experience. But I think the average GM does not have that level of skill, and are mostly told that PF2 is so well balanced that they don't need to make many adjustments. Also I think some wizard players want their class to be good independent of GM skill. A rogue or fighter is going to be fun to play regardless of gm skill.
I imagine that since he was a rogue in life, he had quickdraw when alive. And ghosts retain most of the class features of the original living creature. That's why he has evasion, sneak attack trapfinding etc. You could even flavor it as one second his arms are at his sides, and the next his ghostly hands are in your face.
I wonder if there's a way for the customer to "opt-in" to allowing Paizo to take the funds when shipping starts. Maybe a check-box on your account page or something.
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