Kennethray's page

Pathfinder Rulebook Subscriber. Organized Play Member. 373 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.


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The pfs games I have played in, the gms ruled 30 feet from caster and each other.


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It's the same as with any tactical pc games now, like X-com. You get behind cover and you have cover, but if the enemy moves into flanking positions you lose the cover for that enemy.


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Both. Use cantrip till reaction is used. Pull out physical shield, cause crap I'm getting targeted. Unless you are able to get the shield block reaction.


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It throws me off when people relate legal and evil. Some places it is illegal to free slaves. Does doing so make you evil?


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Can someone point me in the direction on the lore on fiends. Specifically, how killing them happens and what happens when the are defeated in combat on the mortal plane? Also, did any of this change from 1e to 2e?

Thanks


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I assume the other pc is not a cleric? If they are not evil and you go through all this, how do you prove to them that you are not evil?


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What about the grease spell. This came up during a pfs game.


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In our game I had ruled that it was a single formula for each level of common spells. Uncommon or higher would need a formula for the specific spell at the level the scroll would be created. I did interpret the rules as needing formulas for each spell at each level but decided to simplify it some.


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You are a good and holy caster arguing with your upset sister while srounded by gnomes. A house falls out of the sky and lands on your sister and all you can see is her ruby red slippers, quickly you cast breath of life, but the paste that was your sister fails to return .


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I'm not sold on the massive damage. Typically if something is doing hundreds or thousands points of damage the body is missing many critical parts that straight healing wont fix.

The same as if they died from a failed save against a vorpal sword.


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A straight roll with no bonus for an aoe demoralize on a -1 creature is not bad. Not sure if that was intended but that is how i ran it.


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Or you can throw him up against some invisible assassins...


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See my question would be how it applies to magic missile with 3 missiles at 3 targets vs 3 missiles at 1 target. The bards inspire that us.


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It only applies to damage rolls. So if it's persistent damage that is not rolled you get no bonus.


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A bard with inspire competence can aid by cheering you on and telling you that you magic real goods.


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Lingering performance is a focus spell that can increase the duration of a composition. It's not tied to any specific composition and does not need to be used at all with any composition.

That being said, you can only have one composition going at a time unless you have the 6th level harmonize feat that allows 2 at the cost of an action.


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What level are you starting the new party? I think the town hiring them to clear out the fort from the cultist and having Voz as the boss fight would be cool.


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Nope

The casting a spell action points out that once the activity is over the spell is done. The activity last as long as the casting time is. So for shocking grasp, 2 actions and it's done.


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Aratorin wrote:
Other than missing out on Maestro's Instrument, which grants a sweet Item Bonus to your Performance Spells, nothing I can think of.

Just get a persona mask instead.

My character in pfs Preach just got that to help with his preaching. Along with the feat that adds a status bonus.


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If you do share there is a community created forum you can put it in.


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Our party went back to town and did down time a few times. The priest could have lots of time to set up ambushes. I just had them ran off by the elves when the tracks led back to the hunter gate.


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It ends up being one of the many things I started disliking about 5e. Having to keep adding on things just to have a halfway challenging fight. We decided to ditch the removal of level from proficiencies. I haven't looked at some midway point though, so no clue how half level or any other combination would work.


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We tried the no level to proficiencies. It went from easily stomping adds and having hard boss fights to having hard time with adds and way too easy boss fights.


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Correct. There is no critical failure on lingering performance.


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After rereading innate spells the last line says -You also can’t heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell.

That suggest that you could take a innate spell that is a heightened version of a lower level spell.

Looks like it would be ability dependent.


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I'm wondering if a spell is considered a certain level and only gains the higher level after an ability heightens it. I would lean towards yes, which would make the answer to your question a no. But I cannot see any rules that would support either way.


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In play if a player says they are going to the corner to peek, I ask "are you trying to be stealthy"? If they say yes, Then there would be a stealth check vs any perception dcs. If they say no, then if they see a creature the creature is able to see them.

It's not just limbs. If you stick your head out enough to see creatures you are visible.

Plus you are able to be heard and smelled.

I think the biggest take away is, just because you are not being stealthy doesn't necessarily mean you will be noticed. However, just being behind full cover most definitely does not make you hidden.


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Quintessentially Me wrote:

But measured in terms of opportunity cost, where does it sit? Not that a spontaneous caster was likely to have Arcane Mark in PF1, though pages helped, but as a Wizard...

... would you ever pick it as an advancement spell? When? Over what?

Or is it just more of an "well, of course I'll pick up something that can cast 'Sigil', even if just a few scrolls" type of spell?

Just remember scrolls can't hold cantrips, focus spells or rituals.


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The adding line of effect is confusing to me. You can have a completely blocked off line of effect and still be perfectly visible, ie wall of force. Line of sight should be what matters for being hidden, and if you do not hide or sneak or use an ability/spell that makes you hidden you are not hidden. You could be undetected ofcourse without trying to hide.

Edit: I may be confusing this with another game but wasn't night time still considered darkness unless it was an especially bright moon?


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larsenex wrote:

Is this a typo? It lists this spell as only being able to be cast on friendly targets. Is this spell no longer offensive in nature > stopping verbal casters?

Thanks

Nope, not a typo. 2nd level version is just to help to be stealthy. The 4th level version will effect caster enemies but only if they are in the area close to the target of the spell. Still it's an option to help the group be stealthy.

Comparing it to 1e, I dont know that spell.

Comparing to 5e, it's better at the 4th level version, since 5e was a area that couldn't be moved and concentration.


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thenobledrake wrote:
Kennethray wrote:
Does it say anywhere that non-undead are healed by positive energy?

Yes. The various mentions of positive and negative in the book are consistently written with similar language.

The argument isn't based off the description of positive or negative energy that both use the word Often when talking about healing. But off the Undead tag that says it is healed by negative energy. No other creature type has a tag that says it is healed by positive energy. I read it as undead just pointing out how it achieves healing but it could be read that it is healed by all negative energy. With the lack of such description within a tag, no you can't heal with positive energy punches, much less with holy water. Or the clerics holy water firball


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Does it say anywhere that non-undead are healed by positive energy? If not then the Barbarian thing wont matter when compared to undead negative healing. Though I am on the side ghost not being able to heal each other that way. You just can't apply the opposite rule to something.


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I had just opened them with photoshopped and saved as a jpeg.


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Also it is kitted out as a slaver ship and has been used in crimes. Refitting it would take time and not make it worth it based on the cost. I would maybe have them do some research into a buyer and find out that it may be obtained as evidence or they could turn it over for a reward. Getting it to kintargo may be an issue. 1. No crew in cypress point, 2. It can't stay there, the dock needs to be cleared and it's not really big enough for that ship. I'm not where I can see my book, but selling a ship shouldn't net that much, a lot but not massive amount. Selling a slaver ship...maybe 1/4 the listed price? Especially if they do the work to get it all done. Just dont handwave it.

Another Idea. If they start the next chapter before selling it. One of the organizations they run into could offer assistance or access to their stuff for the ship. If one of the PC's is intrested in joining one of them this could go a long way to allowing it.


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Looking at a lich in the bestiary, they have dc 36 and to hit +26 so jaggaki looks right. I read his bones of stones does the same as the hand strike plus 4d6 bludgeoning damage.


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Spontaneous casters dont have cantrip spell slots. Prepared casters have cantrip spell slots. Some would argue a spell slot and a cantrip spell slot are not the same. I would agree.


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Maybe have voz/triad controlling the fort and working on fixing the gate. Since they have the key and Voz could provide some help on the repairs. They would expect more cultist on the other side, though it's just elves. Possible have the party discover the hidden way in that goes past the barghest and annadi allowing the party to bypass most of the defenses. Level 5 is late book 2. So maybe have the elves make great headway and destroyed most of the pillars before the party gets there. with the exception of the mine. That would catch the party up.


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They would have to survive/weather/hide from the shots for 3 rounds since the gobs only got 10 arrows each. Which maybe impossible, but low levels are easy to die in.

Technically the sorcerer could 2 action cast a spell then hide, if behind a tree, then the Gobs would then need to seek in order to target them.


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I think it would be the same as the anadi, if the party befriended ye young spider lady. It gives rules for her scouting extra hexa for the party.


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Yeah, undead separated them on one level, spiders/barghest on the next. They never had a chance to run into each other.


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So far our champion is using shifting runes on the special material weapons. I'm a bit confused after reading all this. If a creature is weak to slashing and cold iron, a slashing cold iron weapon would only apply one of those weaknesses?


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Samurai wrote:
Ediwir wrote:
Samurai wrote:
We had this issue in one of the PF1e games I played in. The Paladin threatened to kill the Necromancer if he ever created undead or otherwise committed "Evil acts", but promised to leave him alone if he "behaved himself".
So who killed the Paladin?
He actually died heroically in battle to defeat an enemy, so that resolved that issue! :)

Soooooo, did you raise the dead paladin?


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That's the way I thought it would go, just wanted to verify. Thanks


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Does Persistent damage benefit from the +1 damage from inspire courage?


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Tarondor wrote:
Kennethray wrote:
Moppy wrote:
In PF2, Paladins are also necromancers. You should get along just fine. The next time they do lay on hands, ask them what school of magic healing effects are. Necromancy covers all life magics. PF2 necromancy is not inherently good or evil and is just a tool.
Except for that pesky evil tag that means it is inherently evil.
And that "common sense" thing that also means it is inherently evil.

You would think that. But I remember before 5 e a player at my table was arguing the whole it's what you do with it that determines if its evil argument. I could just not get past a npc seeing their dead family and friends being used in that way.


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Moppy wrote:
In PF2, Paladins are also necromancers. You should get along just fine. The next time they do lay on hands, ask them what school of magic healing effects are. Necromancy covers all life magics. PF2 necromancy is not inherently good or evil and is just a tool.

Except for that pesky evil tag that means it is inherently evil.


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The gates are mentioned in relation to Laslunn several times. I even had the dragon from book 2 talk about her obsession with the gates. To sorta explain why the slavers were so close to the gate I had a empty camp around the gate that had guards for it, but tracks lead to the town being raided, showing they joined in on the fun. Even made it the ones that tried to go burn down the boathouse.

I also had the dragon mention that Laslunn was looking into ways to make keys for the gate in Hope's that the pcs would be more motivated to secure each gate.


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I have errored. I did have the alchy stuff trigger the magic stuff, which was incorrect on my part. I'm ashamed of doing it. My table have had several conversations about alchemy not being magic. So, the alchemist should have died....


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Wow, I had just went by the whomever delayed first would be the first to be allowed to come out of delay. Basically keeping the original initiative order.


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I can only go off gameplay, I dont read into the characters like that. While the other characters were struggling to hit, she would have to criticality miss to do no damage. When it died it had persistent fire, ice and lightning damage on it. When not trying to get sticky bombs on, her attacks were with frost vials and they hurt, even the miss did splash that was on par with her normal damage to other creatures. A few misses due to mist form helped, as well as roll with it for the crit, making it do minimum damage. To be fair, she didn't try to solo it, she was trying to hide but it ran through her cover and they ended up separated from the rest. She didn't stand out much against the alchemical golems but the extra clay golem went down in 3 rounds from her.

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