Thanks for the answers!
So, I'll buy the Basic Crafter's Book, and going off on what Taja said, I'm also going to have to buy additional formulas for these specific arrows listed above - one level 1 formula, four level 3 formulas and 2 level 4 formulas. That would be 23g in total. So far, so good. :) Now, using what Cordell and Nefreet mentioned, and still taking Beacon Shot as an example, I can craft 8 Beacon Shots (two batches of four) during one portion of downtime. Or, I presume, I could craft 4 Beacon Shots and 4 Shining Ammunitions, for example. But, continuing on, 8 Beacon Shots cost 40g (halved from 80g) up front. And if I succeed, I spend another 40g to finish the crafting. So, after each scenario, and before rolling for downtime activities, I actually have to declare that I won't be rolling Earn Income, but I'll instead craft arrows, right? Then I put half the cost for resources up front, noting in my character sheet that this is spent, and then I roll my Craft check. What happens if I crit? I could reduce the cost for the items, but the only way to actually craft 8 arrows per downtime would be to forego the cost reduction and just finish one batch of four and then get started on another, right? Would that require two checks? One for each batch? Thank you so much, you've already clarified a lot me, I just need to iron out a few more of these details so I can be sure that I'm doing everything by the book.
Hi all!
As far as I can see in the Core Rulebook on page 559, I should now have access to following special ammunition: SHINING AMMUNITION ITEM 1
The idea is that my character's specialized crafting discipline is in fact a Bowyer / Fletcher craft, so I'm hoping he'd be able to craft something like this specialized ammunition during his downtime. But I don't know how exactly does that whole procedure work. Let's take Beacon Shot for example.
Tommi Ketonen wrote:
Ah! Thank you for the final clarification!I've actually used up "On-The-Job Training" to give my Cavalier engineering. So I have nothing to trade with. :) But you might be right, there's actually no reason to lock my PF1 character just yet, Discord and Roll 20 are abuzz with sessions, so I'll rather play with my character for a year or two more. Thanks for the advice!
A quick question - does my 1st level Druid know ALL the spells from the Primal list of spells and I just choose which spells I want to prepare each day according to my spell slots (4 cantrips and 2 1st level spells in case of the 1st level Druid) or does he have a limited selection to begin with and then I also have to take into account available spell slots?
Jason Nelson wrote:
Thank you so much for the reply! Yeah, I play PFS exclusively, so that's too bad, though I still might buy the book, just as a source of elemental inspiration if nothing else. Thanks again for bringing it to my attention!And Gaulin, thanks for the suggestion! Everybody pretty much nudged me in the Earth Sorcerer direction, but I think Druid will do the job just as well (having access to the same Primal pool) and flavor-wise it's a bit closer to what I had in mind for my character.
Jason Nelson wrote:
Thank you so much, I had no idea about this! This looks awesome! If Legendary Kineticists: Second Edition is indeed Pathfinder Society legal, I'll definitely buy it!
Hi there!
I'll soon have enough AP to roll a leshy ancestry character, and I wanted for it to be an earth elementalist, for all intents and purposes. Now, I got some awesome advice from this very forum regarding that, I've reskinned some spells to reflect the geomancing theme, everything is ready for me to actually roll a druid with an eventual monk dedication (narrowly winning over a sorcerer with an elemental bloodline, because druid is practically the same thing, or dangerously close to what I had in mind). So, now I kinda have my earth elementalist. Sorta. But before totally committing to it, I just wanted to give the whole thing one last ping and to check if I'm actually missing out on any important part of upcoming rumors. Or even facts. :) I'll hold out for a Kineticist if there's anything in the pipeline, but if the community at large is sure that we don't have to hold our breaths, and that nothing's in the works in 2021, than a reskinned druid wreathed in a halo of soil and stone and sand will have to be the next best thing. :)
I apologize, I made a mess of things.
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Yeah, it does seem that getting to level 20 was more of a design afterthought, or, as you say, outright and literally not intended as an option. But as the press of bodies pushed towards level 18 and 19 Paizo must've decided to provide that one bottleneck for those obsessed souls who just had to hit that high note. :) It's quite possible. And perhaps it's okay for level 20 in PF1 to actually remain a sort of rare gimmicky bragging right for people who really jumped through all the hoops and went all out to get it. I just hope that PF2.0 and Starfinder will have clearer paths to level 20. I'm enjoying PF2.0 content very much and I'm usually the opposite of an altoholic. :) I pick one character and I stick with my choice, so, in the long run, I'd love to have that level 20 as a viable final gameplay goal, not level 12, which suddenly looms very close, what with increased online play opportunities and plenty of chances to level up. :)
Ferious Thune wrote: Those look like boons awarded on the chronicle sheets for scenarios. Unfortunately you can’t trade those. You can only trade the convention boons and similar things, and only those if they haven’t already been assigned to a character. I don’t have an Extended Travels Boon or I’d figure out a way to help you out. Ah! Sorry! And thanks! I had no idea, I don't even know how boon trading works. I heard about it just yesterday. These are indeed all boons I got through normal Society play. Or the vast majority of them, I'll check if I actually have any from the conventions and edit my post accordingly.
Yep, that would certainly also be an option if you're lucky enough to have both the boon and a chance to play The Key for the first and only time at lvl 20. But RftRK was a con sweetheart around 2017/2018, people played it with gusto without ever knowing that by enjoying the living daylights out of an awesome session they would pretty much forever ruin their chances of ever reaching the level cap in PF1. I know that Paizo needed to keep that level 20 prestigious and lofty and hard to attain, but to leave just one pathway to reaching that is an unusual decision. The challenge in getting to level 20 should have been in surviving the encounters and trying to prep for the insanely punishing bosses, not in the artificially imposed scarcity of options to ever even get a crack at level 20. So yeah, as we speak, I'm trying to trade some of my boons for The Extended Travels. :)
To clarify:
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Robert Hetherington wrote: Blood of Dragonscar is a really old 3.5 D&D product and has no PFS sanctioning. Ah, I see. Yeah, in your updated list I see that the pluses are removed and that makes all the difference. 15+ would imply that levels 15 and above can participate, but 15 is just 15. :) So, The Extended Travels are still the only way to circumvent The Key. Still, that's better than no way at all. I have edited my previous reply to avoid confusion.
Gary Bush wrote:
Thanks! I didn't even know 12+ adventures are called seeker level.By googling seeker level I've come across this thread: https://paizo.com/threads/rzs2uhtd?Pathfinder-Society-Seeker-Play (apologies, I don't know how to make active links here) It seems to be the most complete thread regarding alternative paths to level 20. At the very least, it seems that the Special. Siege of the Diamond City (1-15+) - Minimum 5 table Special and the Blood of Dragonscar module circumvent the Race for the Runecarved Key gating.
Edit:
Hello all!
20th- Race for the Runecarved Key
But now I hear that this is not the only way anymore. That this list is outdated. Does anyone know if there are other Society legal ways to get to level 20? And yes, I did already play Race for the Runecarved Key with the same character I'm trying to get to 20, at a con several years ago while he was still level 10 or 11. So here's hoping I won't hit a snag at 19.2. :D Thanks in advance!
thenobledrake wrote:
Thanks for the clarification! Yeah, I must constantly remind myself that the Assisting Shot never actually deals damage, although, as mrspaghetti pointed out, it would make all the sense in the world to distract an enemy by shooting them. An arrow in the shaft of their warhammer would certainly be distracting, but not as distracting as an arrow in their shoulder. :)But yeah, that would open a whole new can of worms and probably be too powerful, cause you could then have more than one attack per round at no penalty, ideally, and the feat is not really designed to do that. I think I get it now, and I still feel like it's a feat worth taking. It might lend itself to some interesting situations on the battlefield.
thenobledrake wrote:
Thanks for the breakdown! What about the penalties?If the archer used their third action to set up Assisting Shot, but it's actually a "placeholder" for the archer's second attack, does that mean that the Assisting Shot will unravel with a -5 penalty at their Ally's turn? If the archer attacked twice already (strike-strike-setup instead of stride-strike-setup from your example), would that place the Assisting Shot at -10 penalty? Would it even be possible for the archer to set up the Assisting Shot with anything _but_ their final action? Could you theoretically strike-setup-stride or even strike-setup-strike? And would that mean that your second strike during your turn is taken at -10 penalty, but your Assisting Shot during your ally's turn will be taken at -5? Thanks in advance, all of this is much more complicated than the very terse feat description might insinuate.
Ravingdork wrote: Would be a hell of an introduction if a fungus leshy casually pulled his cap off and bowed in greeting, revealing a slimy, wrinkly underlayer somewhat reminiscent of a brain. God DAYUM!! :) Don't give me any more ideas. :D :DI'll be banned from Society events if this continues. :)
David knott 242 wrote:
Ghorans do look cool, but I'm some five sessions away from a leshy ancestry. :) Plus, leshies are even more out there and more nature-based then their M-sized plant-like brethren, and that makes them even more interesting in my book. Ghorans are usually portrayed as wood-masked / wood-faced green elves or humans, but leshies truly have their physical freak on. :) Set and Mrspaghetti, thanks for the suggestions! :) Stilts actually sound dangerously close to almost eschewing the size rule, but I'd be lying if I said that I don't love the idea. :) As far as the illusion of being taller is concerned, fungus leshies do usually have caps, as mushrooms normally do, so I could probably get away with a lot if I go for a large cap on its head. Sort of like a gnome with a humonguos top hat. :) Only inverted. :) I'll play around with your ideas a bit. I'll definitely have that S in the character sheet, but what will actually walk the streets and go on adventures might end up being a bit... over the top in some ways. :) S in the sheet, M in the street, one might almost say. :D
James Jacobs wrote: Yeah, for PFS, your options for unusual and GM-required-exceptions are minimal to non-extant. I'd suggest saving the "Medium leshy" character idea for a home game and to work with your GM to make it happen. I don't see us making this an option for PC leshies anytime soon (if ever). Roger that. Smol it is. :) There are no significant size-related mechanical differences between small and medium in any case, and no penalties to being small as far as I can see, so a few feet of size aren't really all that important.
Rysky wrote: That's an exception, not the standard. I'm totally fine with my character being an exception as well, in the vein of what @Ravingdork was talking about. If that's possible and allowable. Perhaps he's not the first vessel for that particular nature spirit that's "building" this new body for it to inhabit. Perhaps the spirit's experiences and memories and knowledge are becoming almost too much and too powerful to put into a smaller frame. Or some of the past experiences the spirit went through actually pushed it into experimenting with a bit larger vessel. Or it tapped into one of those myconid mega-organisms, a single fungal colony that's several miles across, and what came out from the process was tad larger than usual. It can be a combination of factors, like in the goblin example. The character can certainly be somewhat of an aberration even among its own kind. After all, there are freakishly large humans as well.
Kennethray wrote: Is this for society play? There is much less wiggle room there. Yeah, for Society. If it was any other ancestry, I wouldn't even think of bending the size rules, but it somehow made sense - at least to me - for an entity that is essentially a plant or a saprophyte vessel for a spirit of nature to be a bit flexible when it comes to size. Plants are all about growth and form change, after all. There's even a grasping reach leshy feat that lets them elongate their arms. I never thought their form was really a firmly fixed category.I was looking at the leshy art long before I actually got to read the rules, so that's probably where my initial misconception sprouted from. :) Nothing in the art really suggested that they were small. Gourd leshy in particular seemed tall and lanky, and that was the image that stuck in my mind. I could already envision dozens of players rolling some variation on the pumpkin gourd leshy / scarecrow / Jack O'Lantern theme, a slender and gangly creature that - preferably - fights with a scythe. :) And an idea of a stoic mushroom warrior or an intrepid sorcerer took form in my mind, and I never thought for a minute that such a character would view the world from the height of three feet. But I should've perception checked myself before I wrecked myself. :D
James Jacobs wrote:
I totally get that. And thank you for your perspective, it's not every day that you hear from the creative director of one of your favorite games. :) It's true that leshies have plenty of other strengths to offset their smaller size, if you even look at small size as a disadvantage. I don't, it has to be said, I just look at it from a "cosmetic" point of view. I'll try to think of ways to work around the small size flavor, perhaps just enlarging the character occasionally via spell or something to try and respect the original vision of your team as much as possible. I wanted to make something akin to an earth elementalist, so I'll probably go with an elemental bloodline sorcerer, and then my fungus leshy will soon be able to enhance its frame in many ways in any case. :)
Whoa, guys!
Gorbacz, it's true, nobody in their right mind would ever think this particular shroom is cute or cuddly. :) I was thinking about something along these lines.
I do still want my character to be admitted to most inns and taverns and lodges. :) Although it will be interesting to explore the prejudices and the superstitions that would arise from meeting a highly unconventional Pathfinder in the communities used to more standard humanoids. You gave me a lot to think about. I'm gonna have to have a talk with my GM. I could pull off this fungus leshy as being small as well I guess, but if medium height wouldn't be stretching (pun somewhat intended) the rules too far, and if my GM agrees, I might go for a medium creature.
Greetings all!
I don't want my character to be cute or cuddly or gimmicky. I want him to be imposing and for people to take him at least somewhat seriously. I plan on him / her / it being one of the emissaries from the Elemental Plane of Earth, in a way, a cool, calm and collected monk-like personality, and it being barely a meter tall isn't necessarily conducive to that flavor. Perhaps your mileage may vary, and I've never played a leshy character thus far, but I feel that it will be hard enough avoiding leshy character being a comic relief to an extent as it is, and that much harder if it is a three feet tall pipsqueak. No offence to three feet tall pipsqueaks out there. :) I know, I can roleplay it as a stoic and gruff individual in any case, but is there actually a good reason a spirit of nature can't inhabit a body that's 1.80 m tall (around 5'9'' I guess)? Do you think my GM might let me roll a leshy that's an M creature instead of S?
Ravingdork wrote:
Amazing stuff! And wonderfully laid out!Thanks a million, this is definitely a fountain of inspiration!
Aw, that's too bad.
Elorebaen wrote: Legendary Games is about to release a Pf2 Kineticist, which would be worth checking out Wow, this opens up a whole new avenue of character craft when it comes to Elementalists. I always thought Kineticists were more like monks, I had no idea that they were this steeped in elemental flavor. Would Legendary Games release be legal and official when it comes to Paizo and PFS? Is this like a subsidiary of Paizo or what's the relationship here? And also, is a relaese date of the PF2 Kineticist content already known?
Aratorin wrote:
Thanks! This is very helpful!I never thought about cosmetically reskinning or renaming the spells while describing them, but that's certainly also an option!
Hi all! For the longest time, I wanted to craft an elementalist in Pathfinder. An Earth Elementalist, to be precise. A Geomancer. Something akin to the Earthbenders from Avatar The Last Airbender or Kwame from Captain Planet. Now, with the inclusion of the leshies, I might have a perfect ancestry to go along with the concept. But what about the class? I need people much better versed in character creation to give me a few pointers, if at all possible. What class or a combination of classes would produce the most versatile and at the same time, most specialized earth elementalist with the best access to the spells of the earth domain? Is cleric of the Earth Domain my best bet? A druid? A sorcerer of some sort? Is there an archetype dealing solely with earth, soil, sand and stone? Has anybody tried to make an earth elementalist in PF2 yet? Or any other kind, for that matter? I presume the creation path would be relatively similar for all the elementally inclined characters, but I might be wrong. In any case, I'd be very interested to hear your thoughts and experiences in this regard.
Thanks for the reply and the link!
Hi all! My crew and myself are trying to get to level 20 at all costs. :)
This is the most recent bit of info, I've unearthed it from reddit and I think it's roughly two years old. It states as follows: _"I've managed to find that, after doing Eyes of the Ten, you can do Academy of Secrets (13), Tomb of the Iron Medusa (14), Wardens of the Reborn Forge (15), The Moonscar (16), and The Witchwar Legacy (17) to reach as high as Level 18. It doesn't look like there's any sanctioned content higher than that though."_ On the other hand, I know of a group that is trying to get to level 20 solely by playing something called The Emerald Spire Superdungeon. Is that way also Society-legal? Thanks for your help!
Thanks for the replies, guys!
numbat1 wrote:
Amazing stuff! Thank you so much for the reply!
Is there a chance that anybody will run this online in the weeks to come anywhere in the world? This is the first P2 scenario I'm going to miss since I can't attend my live group session, and I'd really like to play it. If there's a place on these Forums where one could apply for an online slot, please let me know.
Thanks!
http://www.organizedplayfoundation.org/encyclopedia/pfs2edplayer-basics/ Specifically, this is the relevant part. Might help. Pathfinder Training
Hi all!
Things like Negotiator, Raconteur, Corsair, Explorer, Ritualist, Astrologer, Loremaster or Commander. I'm sure there are plenty more besides. Does anyone know what exactly are those? Are those exclusive professions reserved for high-level NPCs, or are we talking about names for the builds that we as players could also go for? Does anybody have any official information regarding this?
DAYUM!!
Manbearscientist, this comparative evaluation and examination belongs in a compendium somewhere! Aspiring archers everywhere can consider themselves outright blessed by this community's thoroughness and willingness to help! I don't know what to say. I never expected this level of expertise. This is absolutely precious!
Thank you guys!
Thanks for the answers and suggestions, guys!
From what I've gathered so far, Fighter might be the way to go. I'm not all that interested in the nature / animal companion / wilderness aspect of the Ranger, so I might even do without multiclassing, unless Ranger has something really cool and useful at later levels. Other than that, I was thinking of adding further versatility with different arrows, presuming I take the Bowyer / Fletcher profession and my GM lets me craft special arrows, such as explosive, acid, grappling, deafening, stuff like that. Is race a factor here? Do I need to be an elf or would human / half-elf suffice?
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