Iya's page

No posts. Organized Play character for Ajaxius.




I'm currently running a Blood Lords campaign for some newbies, and I was looking for a little advice as to how to rule the Figment spell (and, consequently, other illusions) cast from a Tangible Dream psychic.

As it stands right now, the past couple of sessions, I've allowed Figment to basically count as more or less a summon to tank hits from the

Blood Lords spoiler:
mindless undead zombies that the party fights early on.
I figured that they're single-minded enough that they'll just swing away at the figment until they succeed at a perception check vs the caster's DC or something else presents itself as a more obvious threat. However, this has turned out incredibly powerful, mechanically, since the figment is tanking quite a few actions from low-perception enemies.

I'd like some input and advice on whether or not the way I'm running this is reasonable or not. It's felt very powerful, but it might just be a matter of being good against the type of enemies they're facing. It's felt powerful enough that it might warrant a nerf, but at the same time, I don't want to disenfranchise the Psychic player for doing something that makes sense.


Apologies if this has been covered before, but I wasn't able to find it from a cursory search of the forums.

One of my players had a question for me and I wasn't exactly sure how to run it.

The 16th-level Psychic ability, Constant Levitation states that you're under a constant Fly spell. The player who's thinking about picking it up asks if that's "just always on," and I said, "yes, unless you get hit with dispel magic."

But that made me realize that I'm not sure how those interact. The Feat specifically says a constant fly spell, so it can be dispelled, but nothing says for how long. For now, I figured I'd default to 10 minutes, as if the feat were a magic item, but is there a RAW answer for this?


I'm looking for a spoiler-free suggestion on a domain choice for a Spore War character.

I'm currently planning to play a champion of Findeladlara, and plan on taking the Deity's Domain feat, but I'm having trouble deciding between the Creation and Family domains. I'm leaning more towards Family, as I like both Family focus spells more than I like both Creation focus spells, though I prefer Creation's first focus spell to Family's first.

I'd just like to know if I'll get sufficient use out of Soothing Words to make it feel more worthwhile than just as a boost to my focus pool. With as few spoilers as possible, are there enough emotion-affecting will-saves to make it feel worthwhile?


The 4th-level Guardian feat, Taunting Strike, states,

Taunting Strike said wrote:
Make a Strike. Regardless of whether the Strike hits, you Taunt the target.

Note that it does not specify a melee strike.

My question is: Does this ability override the normal range of a Taunt? e.g., if I use Taunting Strike to fire, say, a Clan Pistol with a range increment of 80ft at a target 50ft away, does it still taunt them even though they are out of the normal taunt range of 30ft? Or does the activity simply fail the taunt part?


Anybody know how this works with the effects it has listed? None of them do damage, and are all just simple effects, like granting temp HP, adding spell weakness, etc.

For context: https://2e.aonprd.com/Spells.aspx?ID=2147

As far as I can tell, this would mean that a creature in the area takes a basic reflex save to... do nothing, and then is affected regardless of its save.


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In Battlecry, Paizo included an archetype for the Iridian Choirmaster, belonging to the Iridian Choir, a splinter sect of the Iridian Fold.

The opening line introducing the archetype is, "When the Iridian Fold disbanded,..." However, giving a cursory flip through the book, I wasn't able to find any information about them being disbanded - why, how, or when.

Is there anywhere I can read more about this, or is this a lore-drop solely wrapped up in this one, single line that introduces the archetype?


Q1: Crew X means that a siege engine can be crewed by exactly X creatures "at a time." What does "at a time" mean here? When is this determined/set in stone? For example, if I crew a Crew 1 siege engine (not an action), load it (1 action), and aim it (1 action), but then spend my third action to walk away (or even do nothing), am I no longer crewing it? Can someone else just step in and take over to fire the siege engine since it's already been loaded and aimed?

My intuition says "No," because then there's no reason for Crew X-Y to exist (the format that tells you the minimum and maximum crew size.) However, I wasn't able to find a solid answer as to when "the act of crewing" otherwise ends.

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Q2: What is the handedness of crewing/various crew actions for Siege Engines? I was trying to figure it out, but wasn't able to find anything even suggesting an answer, let alone anything definitive. It seems absurd to me that someone could crew a siege engine with their hands full, but there's still no guidance as to whether or not it's 1-handed or 2-handed. The closest I could find is that some siege engines label their Aim/Load/Fire actions with the Manipulate tag, but Manipulate doesn't strictly state how many hands it takes, either - just that a creature needs a suitable appendage and that the handedness can vary.

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Q3: Would a Vanara's tail qualify as a suitable appendage? I would definitively say no to the "load" action, since that specifically requires you to handle ammunition, and the Vanara tail says it can't be used to hold items, but I'm uncertain about aiming and firing.

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Q4: According to the construct companion rules, "Construct companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have an ability that allows it." Is crewing a siege engine sufficiently complex that it couldn't do so?