On a similar note for errors regarding spell levels; Medium's Spirits Heretic (Hierophant) and Lich (Archmage) also list 5th and 6th level spells capable of being cast by them that they gain despite being unable to cast 5th and 6th level spells. Lich grants magic jar (5th level) and create greater undead (6th level). Heretic grants mass castigate (5th level) and overwhelming presence (6th level).
Medium is listed as having 5th and 6th level spells in Occult Origins, Blood of Shadows, and Arcane Anthology sourcebooks. Did someone forget they're only up to 4th level spells? Or is there a way they get them naturally? https://www.aonprd.com/SpellDisplay.aspx?ItemName=Subjective%20Reality
Hello! I wanted to post on here to see if I could garner interest for a system I've been working on for the past couple years, and wanted to share it so people could see it, give feedback, and potentially get any opinions on content (or maybe suggestions for new things to add to the game). The system is a d10 keep based system; and is focused on grittier combat, a robust amount of customization, and a horror-themed fantasy setting (though home games which don't use the Core setting can be anything really). It's relatively simple once you get the core mechanics down, and has a wide breadth of options available including various Species to play as, 15 individual classes (with archetypes adding more options), equipment customization for more specialized gear, and so on. If you have any questions or comments, let me know! I'm eager to see if people are interested, and what people think. I'm always changing the game, and willing to alter things if they seem unfair/unbalanced, or to discuss things which should be added. So if you have comments or suggestions, lay them on me!
So, I remember a lot of people I knew complaining that Pathfinder 1e had a problem of feat bloat, and the fact that new players would have choice paralysis when making characters due to the sheer amount of different things they needed to add to their characters (usually at later levels). With archetypes, multiclassing, half-breeds, and prestige classes (not including general, metamagic, class, race, etc. feats) becoming feats, is this going to give Pathfinder 2e feat bloat worse than Pathfinder 1e at an earlier date? Even if a majority of feats are worth taking, that's a lot of feats still. (Also, not too impressed that everything related to character choice as listed above that let people make unique characters - especially archetypes - are all being boiled down to feats.)
Rysky wrote:
It's an old race I built forever ago, I probably should have added more racial abilities. It was made back around the time that I was making races for my own games and just didn't really have any particular ideas for it. As for the reach increases, it's based off an undead character from an anime I watched a while ago, I can't remember the name, only that they were pale and their arms stretched out often for melee attacks.
Tainted Berserker
Rage of Undeath (Ex)
Measured Response (Ex)
Greater Rage of Undeath (Ex)
Mighty Rage of Undeath (Ex)
Edit: Oh, right. Forgot to mention this is unfinished and hasn't been play-tested. Be warned!
Rysky wrote: Ooo, this wouldn't be like the Gheden template from 3.5 would it? Just checked up on the Gheden, and it is indeed similar (though not based upon it entirely, this was what I thought was an original creation ;p I guess there truly is nothing original under the sun! But that's okay.) Gheden (+4 STR, -2 DEX, -2 all mental stats) has stats which are similar to the Abomination (+4 STR, +2 CON, -4 INT). Their special qualities are what's a bit different. Abominations get all of the standard Half-Undead traits (as seen here.) They can take an alternate racial trait that reduces their strength bonus to +2, their intelligence penalty to -2, and they get common as a language. This is just in case GMs find +4 Str and +2 Con to be too powerful. Their racial feats are also pretty good, granting them a combat style to be used with a slashing weapon that either inflicts bleed, 1 physical ability damage, or -5 to their speed. They can also take the "elongated arm" racial feat tree to increase their reach (up to +10 ft. reach on the first attack, and +5 ft. reach on the rest on a full-attack. This stacks with Lunge.) With my next book I hope to be adding additional content for all previous Pathfinder books released, and thus it'll include archetypes for the Abomination, Satori, and Neun as well as archetypes for all of the classes I've made in the past.
thejeff wrote:
I've read enough of the thread. It's an absurd conclusion to come to however. If there's something that's big (even Huge sized) flying high in the sky, I'd say people would probably notice it just like they notice planes in the sky. Handwaving a ridiculous issue like this doesn't cause any problems in game other than the problems created by the people who think this is an issue.
thejeff wrote:
"Reductio ad absurdum" The only absurd thing is the point of the thread's point. If this is to show the rules don't work, you're picking a really poor point to argue. Because of course you can see the sun. And before you continue to argue the rules, let me ask you. What GM has made this an actual problem? Not some rules lawyer seeking to prove "Pathfinder is broken! I have proof!", an actual GM.
Is this a serious issue that people have? I mean...really. This is the first time I've ever heard of seeing the sun being a problem. Look outside. Assuming it is daytime and you have a window in your house with no trees blocking it, you can see the sun. Pathfinder works no differently. The only check you have to make is lifting your head.
Scott_UAT wrote:
Classes of the Soul is 3 classes based upon using pools similar to an Arcane Pool and when those pools of energy are exhausted, they are able to sacrifice their HP. The Seishin Senshi is a warrior based character, a Seishin Suringa fires blasts of force energy using their pool of energy/HP pool, and the Seishin Mahoutsukai uses their pool of energy/HP to enhance their arcane spells.
I saw the Imprinted Arm was added O.o Didn't recognize that until just now. The other classes I made were The Tactician (getting a better cover image soon), and the three classes in Classes of the Soul
Oceanshieldwolf wrote:
The preview PDF for you and others to glance over: http://www.mediafire.com/download/xw3mgxm27zdof37/The+Fade+Tabletop+Preview .pdf
Oceanshieldwolf wrote:
I'll certainly consider that, I'm currently making the Advanced Guide (the follow up to this book. 36 more races, some more alt rules, and all that. But I'll get that done soon in order to help promote both books (Core and Advanced). Would you like to know anything specific? I can give you some information to help you understand some of the system, and learn some of the content/flavor?
Eliandra Giltessan wrote:
Uh-huh...well, I guess it's good that it was clarified that he wasn't asexual. Going to drop off from the conversation from here on. Almost wrote a big 'ol thing, but I'd rather not accidentally kindle a flame war or look like a bigot. I'll resort to watching the thread for now.
So, this is obviously a very heated/touchy subject for some, but I'll do my best in treading lightly as to not explode on something. I saw some posts about a certain Adventure Path NPC being a (potentially) bad representation for asexuals, and that being part of the discussion. I mean, not to be rude but should it matter what their sexual preferences are? I mean, regardless of their sexual preferences a villain is a villain. So long as the sexual preference isn't the basis for their villainy, everything should be fine, right? I don't own the AP yet, so forgive me if I'm wrong about certain aspects of it.
I have quite a few pieces of custom content on this page. I'm looking for some suggestions on changes or potentially new content to be added. I have more content planned to be added:
Also, it's 5:40 AM here...might be a bit (
SACplayin wrote:
The message I was writing on my phone got butchered just as I hit send, so I'm going to try to be brief. I'll explain anything else needed once I'm on a computer. Seishin Senshi is a full BAB class which gains special talents every odd level that uses their inner pool, which when exhausted, they can instead deal temporary con damage to use an ability again. Seishin Suringa are ranged characters using their spirit pool in order as their ammunition for their spirit gun. Like the Seishin Senshi, they gain special techniques which morph their spirit gun. The Seishin Mahoutsukai casts spells, and alters their spells using Spell Altercations, changing the shape of the spell, or even extending the durations. I'll post more once on a computer.
Volvogg wrote:
It depends on the Imprint. The class itself doesn't give a flat natural armor bonus, however some of the Imprints (namely Celestial) have defensive abilities.
137ben wrote:
Purple Duck Games seems to have answered most of what was asked (thanks man). Below is the short description of the two races, as well as some features they get. (And sorry for the poor descriptions on my products, I'll try to make more informative ones for the future) Kendari
Kendari have tan skin, Dark hair, and either red or blue eyes. They have +2 Strength, +2 Intelligence, and -2 Charisma. Beyonder
Beyonders have +2 Intelligence and +2 Charisma.
Volvogg wrote:
Full BAB, d12 Hit Dice, no armor proficiency, they attack with their Imprinted Arm which functions as an unarmed strike (which scales with levels). The basic one that I've used is the Demonic Imprint, so here's some samples from that Imprint. There are a few other Imprints however. Vicious Blow: A number of times per day equal to your Constitution modifier as a full round action you may deliver a single attack against an adjacent enemy. If the attack roll is successful and is no more than one size category larger than you make a second attack roll against any enemy within 20 FT. If the attack roll is successful, deal normal damage to the target and half damage to the second target. Even if the second attack is not successful, the first target is flung back to the nearest square adjacent to the second target. Designated Malice: At 5th level the Imprinted Arm may designate a single target. Upon designation, the Imprinted Arm gains a +2 to Attack against this target, and once this target is slain, the ability ends. This increases by +1 for every 5 levels thereafter. This ability can be used a number of times per day equal to half their Class Level. Powered Uppercut: At 17th level as a full round action, the Imprinted Arm may make a single attack at his highest BAB. If the Imprinted Arm hits, deal double his amount of damage dice to the enemy. This stacks with other feats and abilities that increase damage dice.
Milo v3 wrote:
Sounds pretty much like this class. It should fill your needs.
Malwing wrote: Seconded. The description isn't exactly cutting it for me either. I have no clue what the product is. GarnathFrostmantle wrote: maybe liz could poke them with a stick (email) to see if she can get them to respond to that post. The update must not have gone through, but this is what was meant to be the updated description here: "Born with powers bestowed by their heritages, the Imprinted Arm utilizes their extraordinary power to plow through enemies. The Imprinted Arm is tough and soaks damage due to its inability to use armor effectively, and their main ability of course is the arm and the energy radiating from it, allowing it to deal massive amounts of damage."
isdestroyer wrote:
The sacrificing HP for spell slots should probably have a limit. Say, up to your unmodified intelligence modifier number of spells. I can just see a Blood Mage Wizard doing this to bring himself down to unconsciousness only for his Cleric buddy to heal him up. 17th level ability should have a limit, again for the reason listed by Amanuensis because let's say my theoretical blood mage has 18 Con. He should, on average, have 148 HP. He can decide to take 100 bleed damage to give himself 110 Spell Resistance, then have the Cleric who is obviously a bro in all of this heal you up once again. You now have 110 SR. Not even Cthulhu would want to deal with that. Perhaps the limit should be up to your levels in Blood Mage (maximum of SR 30, which even then is high). Edit: Did not see the "per caster level" for the 17th level ability. Disregard that. Other than that, looks pretty neat to me.
Hey, I've been checking the products every now and again, sorry if the description needs work. I'll be sure to get right on that! It is indeed a class with an arm they are born with and bound to that allows them to deal unarmed strike damage, as well as perform other sorts of abilities depending on their choice of Imprint (Demonic, Angelic, Titanic, and Draconic). If there's anything else I can offer, feel free to let me know I'm rarely not online. ;P
Search Posts
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Dear Customer Service Representative, I placed my order the first day that I noticed I could start this subscription with the Pathfinder Society Guide since I already owned the rest of the line. That was on October 17th 2020. Since then, this book has yet to be shipped. My local game store has several copies on hand right now. I have emailed you twice regarding this order inquiring on the status of this product. I would like, at a minimum, the digital copy be made available immediately. It would be great if the physical copy would be shipped sooner rather than later and if there is an availability issue, allow me to simply purchase it from my local game store and still get the digital copy for free. I'd be happy to provide any proof of purchase that may be required to accommodate this. The main reason this is so important to me is because I am the only one in the area trying to promote 2E. All of the local Venture Officers refuse to run 2E claiming that they don't know the system and/or want to complete all of the 1E scenarios first. This is fine. I don't want to force anyone to play a game they don't want to play. I also understand that this book is not required to run 2E Society games. But I'm sure between the faction descriptions and backgrounds as well as the faction items, this book will go a long way in helping me create interest in this entire system. Help me, help you. Thanks James
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I am glad to see that a count has now been generated for tracking table credits so GMs can officially earn glyphs. Unfortunately, it doesn't seem like it is counting everything. Is this a glitch or is the tracking of table credits limited to certain games and/or games ran after a certain date. I've run over 20 games now (I think 23 but will have to check) and currently the system is only showing 10. Please let me know if there is something I need to do to fix this or if there is a restriction on what qualifies as table credit. Thanks
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I was hoping to get an official ruling on this. I have discussed this with many people on Facebook and it seems we are all conflicted. Light Step - You aren't bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain. Tumble Through - (single action) (Move) You Stride up to your speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment. If you have the Rogue feat Light Step, and you are on the ground performing a stride instead of another action during an attempt to Tumble Through, does it apply when performing a Tumble Through or other action who's subordinate action is a Stride or Step? Or is it like the Quickened condition that limits you to specific actions and not actions or activities with that action as a subordinate action? Thank you in advance
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
In the description of the affliction Mummy Rot, it states that the damage from mummy rot can't be healed until the curse is removed. Does this mean that after you fail the initial save from the mummy rot affliction, does succeeding the next save not remove the curse and disease (leaving you at stage 1) or are you then recovered from the affliction (going to stage 0). I know making the save will not heal any of the damage you recieved from being at stage 2 and that the damage caused by the affliction can not be healed while you still have Stage 1 or 2.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
My question on the Alchemist ability Quick Alchemy comes from the stream that was posted right after Gencon. In the CRB this action is listed as a single action but on the Alchemist character sheet from the Character Sheet Pack it is shown to be a free action. Some of the inconsistencies between these two sources were highlighted in that stream where it was stated that the character sheets were correct and the errors were discovered after the CRB went to print. Unfortunately, the semi recently released errata to the CRB did not mention this as a correction. So I would like to know, which is correct? Is Quick Alchemy supposed to be a free action (like the character sheet shows) or a single action (as shown in the CRB)? This matters heavily due to a lot of the Alchemist's feats relying on the use of Quick Alchemy. Thanks in advance
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
In the item description it states that it creates a screen of thick opaque smoke granting the concealed condition to and from those inside. Opaque means non transparent which to me implies you can't see threw it. My questions are...
2. Does concealment stop precision damage without a feat or other ability to negate the condition?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I did some searching and could not find any post about this so far so if there is please point me in the right direction. I have ran and reported 13 games to include 4 quests and 9 scenarios. When I check my "Records" the games show up on my characters but there is no GM credit count that I can find. I would have assumed that it would be next to the 1E GM table credit count bu it is not. If it is somewhere else, please let me know. If it doesn't exist, please let me know when it will be updated to exist. My personal goal is to reach 30 table credits before GenCon 2020 so I can provide my tables I play at with 2 hero points (1 for each of the 2 lowest level players). Thanks
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I've always seen the Paladin class as the Divine Enforcer if you will. The Knight who went out and enforced the laws and righted wrongs in the name of his God. The biggest downfall to this idea is the fact that a Paladin always had to be Lawful Good. So does that mean that only Lawful Good deities (or one step away) can have an Enforcer running around the world. In the latest Errata they introduced the idea that a Paladin could be of other Alignments but they still restricted it to Lawful. I would like to see this taken one step further. Lets open the class up to all alignments and Deities. This way each Deity is on an "equal playing field" in the world. Mechanically some things would have to change. I get that. My proposal to this is one of two options. Option 1: Build upon what has been introduced in Errata 1.6. Give an ability tied to each and every Alignment. This can be done either by allowing the player to choose between the ability of the Law vs Chaos or the Good vs Evil side. This would reduce the number of possible powers to choose from to 5 (Law, Chaos, Good, Evil, and Neutral). Or you can create 9 different abilities that correspond to the strict alignment the character chooses. This would be more work for the developers and give the player less options even though 9 is more than 5. The ability to choose the option you want with the alignment or deity you want would be reduced I think. Option 2: Create a Deity Specific power that is granted to all Paladins on that Deity. This power should be similar to the martial powers introduced in Errata 1.6 but be designed to follow one or more of the aspects of the Deity it belongs too. Of course this could also be done by listing Martial Powers for every Domain that way if a Cleric takes Paladin Dedication or a Paladin takes Cleric Dedication, their Deity and Domain are already selected and they gain both the Spell casting powers and martial power of that selection. I would love to see what other people think about this idea. And if you do like one of these options (even though I guess there are technically 4 options there) please let me know which one. I'm hoping this post will help the developers progress in what appears to be a fluid concept with this class.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Both of these refer to a DC that is made up by the GM. Since both of these are key to how an encounter will play out, I feel the DC should be listed in the monsters stat block. This will make it more consistent and easier to run. Also, if you succeed at a Recall Knowledge check, how much information are you supposed to get. This was something that came up in several playtest games that I have been a part of so far.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I know this is probably just me but I feel that a Cleric of Torag should have access to the Protection spell since Torag is all about protection. Giving them access to the Alarm spell (which is already available to them) is a waste. I haven't taken a look at all of the spells various deities grant but I would suspect that this is not the only example of something that doesn't align well.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
The RAW on this states... Once per day as an immediate action when the rogue is hit, the rogue can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the rogue or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the rogue’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the rogue’s level. A rogue can use this ability one additional time per day for every 5 rogue levels she has. To me this is a little confusing. At first I assumed that you get only one image from each use of this ability. It states that the rogue gains a single shadow duplicate as per mirror image. But then it continues to say the duration of the ability is rounds per level which is less than mirror image. It also then states the caster level of this ability is equal to the rogue's level. Since the only thing that is effected by the caster level for the spell mirror image is the number of images and duration of the spell, why is this mentioned if both of these items are already outlined above. The only thing I can think of it that you get more than one image. But then why does it say a single shadow duplicate. It's so confusing. Please help me understand. Thanks
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Sorry if this has been answered already but I was unable to find it here. According to the Core rule book on page 564, "Ethereal creatures (such as ghosts from the Pathfinder RPG Bestiary) are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help." However, pages 144-145 of the Bestiary is the entry for a ghost which doesn't mention anything about it being ethereal or invisible. None of the other incorporeal creatures mention invisibility either. On page 312 of the Bestiary, it has a brief description of the subtype Incorporeal which also doesn't mention invisibility. It only mentions how to damage it. So I looked at page 301 of the Bestiary where it describes the ability Incorporeal and again there is no mention of it being, or having the ability to become, invisible. So I guess my real question is, is the Core rule book wrong, or was there just an oversight when printing the Bestiary? If neither of these are the case, please help me understand what is going on with this. I am trying to become a better GM and understanding in-depth rulings like this will go a long way I think. Thanks
I am trying to create my character in Herolab but I think it is bugging out. I can't seem to use the Monstrous Mount feat to select a Griffon that has all of its natural attacks. It ports in as only having a bite attack. According to the Griffon Stat block in the bestiary, it is supposed to have a bite, 2 claws/talons, and 2 Rakes. I do not see in the description of the Mount class feat or the Monstrous Mount feat anything saying that you lose any of the natural attacks. Is Herolab truly glitching out, or am I missing something. Thanks |