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![]() Holy sh*t you folks! I don't have a better excuse other than I lost track of that game during all the gameday X action that was going on on Discord. Iceman/Fortiva reached out to me on Discord yesterday. From quickly glancing over here, it doesn't look like you ditched Shahbaz, which is highly appreciated. Thank you and massive apologies, I simply lost track :( /Karankwan ![]()
![]() Snarlfist wrote:
Hm, I don't think I know more. It's ambiguous, at least the way I read it. "Banished" and "Destroyed" aren't really terms coming up often in the CRB, but from my standpoint a banished zombie is a destroyed zombie.
I don't think the Summoned trait changes much. Animate Dead explicitly says you summon a common creature with the Undead trait, which should suffice for the trigger of Death's Call. Reading through the spell again, I did realize however that it has a 20 ft range on it that I always forget, so Yanko was out of range for the spell anyways. ![]()
![]() Nice! Glad I could hop on last minute :) Really looking forward to this one. As for the PFS credit that comes along with this one, here's my info: Your Name: Karankwan
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![]() Wei Ji the Learner wrote:
Oh no sure, I get that point. And it's clearly stated in the community guidelines that 'Lengthy posts or threads in languages other than English are not something our team is able to moderate'. The thing is that PbP isn't necessarily a discussion that needs moderation. I just want to know if that sort of play mode is exclusively available to English speakers or not (at least here on the boards). It's one thing to ask questions and exchange information in a language other than your mother tongue, but it's a whole different beast for some to roleplay in a foreign language. Writing it down makes the hurdle even greater. ![]()
![]() Tyranius wrote:
So that means a 'no' for an entire game in any other language than English, right? ![]()
![]() GM Blake wrote: Are you asking if you need to A) run your game on the Paizo Boards or B) run them in English if you use the Paizo Boards? The latter. Can I run them in another language here on the boards and still hand out chronicles to my players they could use in Organized Play? I don't see any issue with that from the PFS-side, as I can run games at home or per VTT in my native language without any issues, as Tyranius pointed out as well. I'm just not certain if the boards need to be kept in English. /K ![]()
![]() phaeton_nz wrote: Here's a signup sheet for Absalom Initiation Priority to those that asked above. If you have room for a goblin chef, with a pretty big knife that makes pickles of dubious quality, I do have another character that seeks initiation at the Grand Lodge. /K ![]()
![]() Nevynxxx wrote:
Okay, no worries. Thanks for considering and enjoy the adventure everyone! /K ![]()
![]() Hi, In case you're still looking for someone to join the investigation of Bort's murder (and the rest of the adventure of course), I'd be interested to join. Similar to Matt, I've GMed this adventure before, so I don't want to take spots from players that would be completely new to the adventure. If by any chance there's a spot left, however, I'll gladly take that seat. I'm playing on UTC+1, in case that's relevant.
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![]() The Gleeful Grognard wrote: So yes it still references the feat text, but it is about what is granted from the effect region when you take it. That's my whole argument, really. The special sections says you get a second domain spell, and to fall into line with Aratorin's arguments. What is a domain spell? Domain Intiate wrote: Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. So a Domain spell would grant you a Focus Pool. Since you've already got one from the first Domain Initiate the Sidebar from p.302 with the multiple sources applies and you increase your pool by one. If that's the case it's hard to read Expanded Domain Iniate in way that wouldn't work like that as well, as it also just says that you gain the initial domain spell.Anyways I was just curious about some other opinions on that topic, as I found the feat a bit unclear as I was reading through Gods & Magic. About the whole Herolab thing not being a rule source. Sure. But it's the closest thing we have to seeing live rules. It is heavily endorsed by Paizo, so it's not likely the guys from Lone Wolf Development just went on Archives of Nethys and plugged everything they could find in their software. There are teams on both sides working on it, trying to map the rules as good as possible. A question like mine, is just an e-mail away for the guys from Lone Wolf. In that regard they distinguish themselves from alternatives such as Pathbuilder or PCGen (if that's still at thing for 2E...), or just some random dude on the internet that just says I've read the rules really carefully; they all have no direct connection to Paizo. Sure there can be errors, I mean there are even errors in the CRB itself that get errata'd, but as I said, it's the closest thing we have to seeing applied rules.
Oh and if someone is interested. I tracked someone down that was willing to test my question in HeroLab :)
/K ![]()
![]() The Gleeful Grognard wrote: Focus spells don't give focus points or increase your pool, so the second selection doesn't give you an increase. Domain spells do, though. To repeat myself: As long as the official pathfinder 2e character builder software gives me a second focus point for a second Domain Initiate, I don't see how this could be a debate really. The text in Domain initiate in combo with the well-cited sidebar on p.302 backs this up in my opinion as well. I'd love to take this pragmatic approach to the Expanded Domain Initiate as well, but I'm not willing to spend 40$ on that experiment, just to prove a point or not. ![]()
![]() Ascalaphus wrote:
I haven's seen a very well defined definition of what a "source" is in any of the 2E books yet. So I'm a also going with "If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool." Again, this is backed up by Herolab in the case of two Domain Initiate Feats, you get 2 Focus Points, and I personally won't argue against the Pathfinder-exclusive, Paizo-endorsed 30$+ character creation software. Sure there can be bugs, but it's more likely we're focussing too much on the written word rather than the intention.I was just wondering since Domain Initiate and Expanded Domain Initiate are so so close in what they do, if it's a valid interpretation that you gain a Focus Point by getting access to a domain spell and not directly through the feat itself. Basically the whole two paragraphs about Domain Spells and Focus Spells could be copied to Expanded Domain Initiate without changing anything at all. I totally see how you could argue that it doesn't give an additional Focus Point, but for me it's not as clear cut as for some of you. I guess we need a clear statement on Focus Points from someone official in the future. I'm hoping it's something along the lines what mrspaghetti said that every new focus spell grants a focus point until you have three. So far focus spells didn't strike me as massively overpowered and I don't see why you want to have them so restricted. ![]()
![]() Thanks for your replies. I honestly don't have a strong opinion on that topic, I'm just genuinely curious.
Deadmanwalking wrote: Feats that grant additional Focus Points say so. I don't think that's necessarily true. Domain Initiate does not specifically state you get an additional Focus Point when you select the Feat a second time. It just says Quote: Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. It's the domain spell bit that I quoted above, which makes it reasonable to think you would gain an additional Focus Point and Expanded Domain Initiate does state quite the same: Quote: You gain access to [...] an initial domain spell for that domain.
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![]() Hello everyone, So in the past there's been quite some back and forth discussing which sources grant focus points and such. Especially the cleric class seems to be discussed quite a bit. It seems we have more or less reached a consensus that Domain Initiate grants a focus spell each time you select it, as you can read here and here Which by the way is backed up by Herolab, as it grants the second focus point for the second Domain Initiate feat, and since it's something like the 'official' Pathfinder 2E character builder that you pay quite some money for to make rules compliant characters, I'm even more sold on the idea that each Domain Initiate grants a new Focus Point (up to a max of 3 of course). Last week my copy of Lost Omens Gods & Magic arrived and I stumbled upon the Expanded Domain Initiate Feat, which got me thinking again. Apparently I'm not the only one, so I want to bring coriolis's question up in the Rules Discussion part of the forum as well. So let me hear your thoughts on that.
"If you have multiple abilities that give
And this bit on Domain Spells "Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point." As I said, I'm curious what you're thinking. /K ![]()
![]() Ravingdork wrote:
I really like this concept,however, I'm not sure how Hagor can take the Fighter Dedication with only 12 DEX. Am I missing something here?Thanks a bunch!
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![]() Hi guys, I came across a question yesterday when my group managed to claim Grenseldek's dowry.
Did you give your players an actual map? If so which one did you use? Would the map from Book 3 (page 19) be too much of a help for them? (without the locations of course). Or would you go for some bigger map, like the one in the Mapfolio for the AP and just add a scribbled circle and her text on it? /K ![]()
![]() Thanks again avr! I was reconsidering and came up with a Gun1/AlcX build now, meaning I'll get Fast Bombs on Level 9 together with TWF. I think I can get a bit of value out of the single level Gunslinger (namely +4 AC per Grit Point; and a fairly easy mechanic of regaining said points). This is what I would end up with (just build it to the Fast Bomb discovery) L1 Gun Rapid Reload
/K ![]()
![]() Thanks for the reply! I looked at your suggestions and realized that I should've mentioned that earlier, sorry :-/ My GM has limited the rule books to CRB, APG, ACG, UM, UC and UE. I needed quite a few evenings convincing him over a pint to allow me the Grenadier Archetype from the PFS Guide. I don't think he's making anymore exceptions. That being said, I looked into Weapons Master Archetype and quite like the acceleration he brings to the table Feat wise. But how about delaying the fast bomb discovery with a build like that? The more I think about the more I think it's an issue, especially for a bomb focused grenadier. No? /K ![]()
![]() Hello everyone, I'm currently putting together a ratfolk grenadier/gulch gunner for one of my games. I just love the idea of a crazy maniac jumping into battle with bombs and guns blazing. Here's what I got so far: Abilities will be rolled, but priorities are DEX>INT>CON>WIS>STR>CHA. Feats Discoveries L1 Gun1: Rapid Reload
That's where I stopped for now, but I guess you get the idea where I want to go with that build.
I have neither played a gunslinger nor an alchemist so I can't really judge how this would play out. Possibly just a single level in Gunslinger could suffice and would allow me to focus more on the bomb? The 3rd level Gulch Gunner Deed is not amazing, plus I have better tools to light someone on fire. No big loss here. Not sure though, if I can miss out on the Gun Training. Any advice or comments are welcome!
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![]() JulianW wrote:
Yes, I felt that their performance, was a bit underwhelming as well. They are pretty useless from the the shore, since the PCs have at least partial cover, depending on how high you imagine the river bank will be in regards to the boat. Luckily, Melira was joined the battle in my round to keep it somewhat challenging. I finally made them come on board, after not hitting a single target on ship for 8 rounds, but the group had finished Melira and Tark already, so those poor fellas were no more than target practice. If I would re-run this, I would probably make them more annoying by throwing tanglefoot bags or smoke or some other sort of obstacle on the boat, rather than trying to hit one of the PCs, which required a natural 20 in almost all cases (in my group, that is). Option B would be to have them set up something bigger, like, load a whole bunch of Alchemist's fires into a improvised siege weapon, so the PCs have to act fast if they don't want to lose their only safe means of transportation in enemy territory. While I'm writing I'm wondering about Ingrahild. My group encountered her yesterday and as most of them got annoyed with her, our lawful good shaman, being a dwarf herself took a pity in her and tried to cure her, which she successfully did. I'm running this adventure with 5 PCs, two of which have animal companions. They plan on taking Ingrahild with them, so I wonder how the balance would be effected by the addition of her? Should I downgrade her to level 4, so she won't steal the spot light from the PCs in battles? How did the whole Ingrahild plot turn out for you other guys? /K ![]()
![]() I made a player handout of Redlake Fort as well. Tried to give it a more hand drawn vibe, as well as fixing the damage that has been done to the walls and re-hydrating the moat. The map only shows the top levels of every building so Calrianne will have to inform them about the sewer tunnel verbally. I just recently started this AP with my group and so far I have to say, everybody is enjoying the gear switch from the assault on Trunau to the river journey. It's good to see that everybody is on their toes and trying to use their resources as efficient and sparse as possible, having learned from the marathon of encounters during the siege. They're all doing very poorly with their daily duties on board, but at least the gnome druid can use speak with animals so the horses can tell him face to face how useless he is. Him and Lucky the horse had some nice conversations so far and if they should acquire the magical saddle from Calrianne, I think they'll try to talk the captain into selling the horse to them. Having browsed through the thread, I think I'm going to include Castle Everstand a bit more myself. Not sure yet if the group will pick up on it, but I might as well provide the possibility. We have a warpriest of Gorum after all. I can't really say much else yet, other than I enjoyed what I was GMing so far, and I liked what I have been reading and prepping. I mainly wanted to share the map handout, so feel free to use it if you like it. ![]()
![]() The Numerator wrote:
So did anyone have a different experience than this? My group grew quite frustrated about this encounter. Someone even did the math based on the groups saving throws and said it's below 2% that they can make it. Am I eventually reading it wrong? I always interpreted the choking rules that "spend that round choking and coughing" requires a full-round action, meaning they can't even move out of the house. Reaching round 8 the Fortitude DC is a 22, which proved to be not manageable for 3 out of 4 characters. I found the book to be quite vague on what happens if characters are still within the house. I decided to go with simply setting them on fire taking 1d6 damage in the house and another 1d6 outside if they can't extinguish the flames that round. I decided to ditch the smoke inhalation once they were burning mainly to not burn them to crisps. With the beam striking poor Sara I also though about bringing down the whole house on them, but again the book was vague and taking at a Cave-In (CR8) with 8d6 damage as reference you're looking at a TPK for a level 2 group (even when cutting the damage in half) - which kind of makes sense when you're getting buried by a burning building but causes quite a bit of frustration among the players.Any other experiences with this encounter? The only way I see to solve it, is having someone outside the building casting Create Water every round to create an infinity loop that would allow for 6 successful, consecutive Fortitude saves. Any thoughts on that? /K ![]()
![]() Hi, I'm sure someone has a very quick answer to my question, though I couldn't really find an answer myself. Thanks in advance! I got stuck at the description in the Guide to Organized Play when it says +1 Weapons are always available and in brackets it lists the price (2000 GP + 300 GP + item cost) My question now is, would a returning dagger for instance be considered "always available"?
As I said, I'm pretty sure I'm missing something here... Thanks for the help! /K ![]()
![]() Secret Wizard wrote: Max Dex. Breastplate is +2. Lammy is +3. Is it? I thought it's +6/+3/-4. Source: PRD - Equipment ![]()
![]() Cavall wrote: Well I'd max out spirit totem if your going that route then. If it won't be within PFS and the Rage Powers at L15 and L18 become relevant the other Spirit Totems definitely end up in the build. I'm not a huge fand of the regular Spirit Totem Rage Power and think Superstition and Witch Hunter are better options. Greater Spirit Totem is great though, so I think something like the following would be something I'd consider okay for an AP for instance. L3 Lesser Spirit Totem
Secret Wizard wrote: If you go with 16 DEX, remember getting Steel Lamellar armor for the full 19 AC. What makes the Steel Lamellar a better option than a Breastplate? Am I missing something here? ![]()
![]() Alright, the thought of an Ulfen swinging a two-handed Alphorn is pretty awesome :D
The Ulfen Guard Prestige Class was totally off my radar. It's worth considering, but I think it fits a full-grown barbarian a bit better than a Skald. I do agree though, some of the dedications sound pretty cool. I'd rather keep the DEX and increase STR at L4 instead to qualify for Power Attack (instead of Dodge at L5). Thanks for your comments! It's much appreciated. /K ![]()
![]() Hey there, I'm currently working on an Ulfen Skald using the Herald of the Horn Archetype. I'm not entirely after a perfect min-max build, but would like to get some additional opinions on a few decisions I'm not 100% sure if there are better/other alternatives. The group hasn't decided if we're playing withing PFS or not, so just in case it woulde be great if suggestions could come from CRB, APG, ARG, ACG, UCo, UM, UCa and UE only. - Base statistics are:
- Traits: Reactionary (+2 on Initative) + Frontier-Forged (+1 on Perception & Survival)[This is a flavor pick] - Spells:
- Rage Powers:
- this is also having a possible PFS-Play in mind, where the access to the 5th and 6th rage power is not very likely. - Feats- That's were my headaches start. There are simply too many choices :D
I'm not sure if the Spell Focus feats are an optimal pick. Paired with the Horn Call (Su) I'd get a +3 for the majority of my spells on L9.
Some other feats that I was/am considering: Dodge + Mobility + Improved Initiative to get to the enemies faster than most of the party members so they won't be in range for many of the bursts or cone effects. Combat Reflexes + Riving Strike, seems like something that might be worth exploring. Probably needs Quicken Spell to work reliably. Power Attack + Furious Focus have a certain appeal.
I'm thankful for any comments and suggestions! |