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Another question on gouging claw... it gives range touch, target 1 creature.

I initially thought that meant I could cast it on anyone, I could morph the paladin if he lost his sword, that kind of thing. But the target rather, is the creature being attacked, yes?
"You temporarily morph YOUR limb into a clawed appendage."

Which again, seems weird for a morph spell. Maybe that me thinking like a 1e spell, where you'd say the range was "personal".

anyways....

"Make a melee spell attack roll against your target's AC." is part of the spell, I take that to mean the spell comes with an attack action. It does have the attack trait.

So when an action is spent to sustain the spell, does that include an attack? Seems like it should.


Its weird that GC is a spell attack. I think its the only morph spell that does this. Wooden Fists, Snake Fangs, Dragon Claws... all work off a an unarmed attack.


Does Gouging Claw stack with Runic Body?

The sticking point:

Runic body says "All its unarmed attacks become +1 striking unarmed attacks..."
https://2e.aonprd.com/Spells.aspx?ID=1657

Gouging Claw says "Make a melee spell attack roll"
https://2e.aonprd.com/Spells.aspx?ID=1546

Its weird because GC is a morph - even tho its a spell attack roll, you're making an attack with your unarmed weapon.

And if its a spell attack does that mean that Gouging Claw counts as magic, for the sake of monster resistances?

Thanks in advance!


Claxon wrote:
It honestly has nothing to do with spell level at all.

Oh, I know. As a LONG time P1E player, I sometimes have that kind of gut reaction. Thinking about spell DC's no longer being tied to spell level (which I like) helps me to quash those thoughts.


It does feel like a cantrip shouldn't penetrate a 4th level spell.

Let me ask you guys this - would you have let any other ray thru? Scortching ray, certainly not. Enervation or Ray of Enfeeblement? Well, how is a ray of negative energy different from a ray of good from the divine lance?

Disintegrate, well, that one is spelled out.

I will say, it does seem like it could be a game breaking to allow these things thru.


breithauptclan wrote:

By saying 'they' it sounds like you are the GM of the group.

So if they don't have access to Restore Senses on their own, there is always Spellcasting Services that could be used instead. Though that does mean finding some NPC who does have the spell - either a wandering traveler or having the party return to a settlement.

If that is still undesirable, having Dispel Magic work on permanent blindness caused by magic would probably be a reasonable stopgap. In general it would be stepping on the toes of Restore Senses, but since they don't have that to begin with, no one is going to complain.

Yup. They're in the middle of a book 4 dungeon for hell's rebels (2e converted), and teleportation and time are both limited at the moment. I begrudgingly let it fly to keep things moving - and things were dire; it didn't feel like the right call tho.

It was at the beginning of a huge fight, and a hero point was used to turn a failed save into a crit failed save. It was disheartening to say the least.

Now, I'm leaning heavily towards dispel magic shouldn't work.


Wow.. you guys went way off the rails on fireball.. what about Divine Lance?

I'm still not sure if it was the right call.


Can Divine Lance strike through a wall of force?

"The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible)."

"You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful)."

Unless a beam of any sort counts as a physic thing, it might. It's not really physical, nor is it incorporeal, nor is it ethereal.

I let it work, but I'm not sure it was the right call. Thanks in advance.


Yes, restore senses works on a permanent effect like this one. But that's not something they had access to.. so dispelling was attempted.


What heals permanent blindness in 2e?

In this specific, there was a blindness spell that was crit failed.

And could dispel magic get rid of the permanent blindness caused by a spell?


Does Dimensional Assault come with a Strike? Or is the strike a second action?

_____

You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.


The actual teleportation effect most likely to be used is Dimensional Assault by the Magus. Tho the Sorcerer also has Dimension Door.

And agreed, it shouldn't get it's own +1 bonus.


Okay, I haven’t come across counteract much so here’s a ruling I’ll want to get right.

If there’s a level 12 Magus (her Spell DC is 30 I believe) casts teleport in the area of an enemy Consecrate ritual heightened to 7; then the consecrated area gets a counteract against the teleport, yes?

What is the Consecrate using as it’s modifier, the original caster’s Level (+15) + Prof Rank (Master +6) + Casting Stat (18 --> +4). So its 1d20+25 against DC 30. Did I do that right?

And does the Consecrate an additional +1 for being in the area of the Consecrate?

Thanks in advance


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Farien wrote:

Golem Antimagic is only one of the most confusing and polarizing ambiguities in the entire system.

For some light reading, try here, here, here, and here.

Yikes! I guess I won't hold my breath for a definitive answer.


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Golem question here.

Golems have their harmed by / healed by anti magic schemes. Does that apply only to a spell cast at them, or any damage of that type?

Ex. Clay Golem. Does the 5d10 harmed by apply the same for a Frost Runed Weapon as a Cone of Cold? What about a literal bucket of ice thrown on them? Are they immune to the rune damage of a shock runed weapon?

It just seems like a big step for a 1d6 frost rune to do 1d6+5d10 to a clay golem. Makes them a heck of a lot less scary.


Anyone converted Reprisal from Hell's Rebels (Dance of the Damned) yet?

I was thinking to actually not change too much:
+2 Striking (maybe greater striking), with much the same special abilities after a crit: Add Bane Fiend for 10 rounds, treat as silver and cold iron, +2 on all saves against attacks and abilities from evil outsiders.

And with the same conditions to end and start the specials.

"Reprisal is an unusually well-balanced and responsive +2 rapier. Reprisal’s wielder can apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier—this bonus is not increased if Reprisal is wielded two-handed, but is halved if the rapier is wielded in an off-hand. If Reprisal confirms a critical hit against an evil outsider, the rapier gains the evil-outsiderbane special ability and is treated as silver, cold iron, and good for the purposes of overcoming damage reduction for the next minute. Subsequent critical hits extend this duration by 1 minute per blow. As long as this effect persists, Reprisal’s wielder gains a +2 sacred bonus on all saving throws against attacks from evil outsiders. These effects end prematurely if Reprisal is sheathed, disarmed, or is otherwise no longer wielded."


Curious if anyone knows the why of the restrictions on Bane in the 2e. No undead bane seems odd especially.

"The GM might allow bane runes for other creature traits, such as astral, dream, or demon. However, humanoids, undead, and specific types of humanoids (such as elves) are never a valid option."

https://2e.aonprd.com/Equipment.aspx?ID=1041


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That is a very good point. I was totally ready to let the bleed continue, because I think it 'feels' to me like its in the spirit of the typed damage that inflicted it.

I agree that it does start to be broken if applied to a weakness rather than to merely bypassing.

I think for my game, we'll try to split the difference and see how it plays over the next book (converted Hell's Rebels, in the middle of book 3). I think the bleed continues, but a weakness will only apply to the initial damage. Keeping the 'feel' of it, but without letting it be broken.

Thanks all, some great arguments here. I can totally understand why someone would rule different.


I like this, DM gets to use his discretion what portion of the character sheet are available to that oddball skill - I'd let knowledge Occult on an Annis Hag might hint to some shape changing ability, but nothing about their Rend.

Cordell Kintner wrote:
Sibelius Eos Owm wrote:
Some of your examples are good because Hags (humanoids therefore Society) are iirc called out as an example where they might be valid for Occultism because of their association with Occult magic. Certainly you could make the same claim for liches and Arcana.

That is the Hag Trait which is tied to Occultism. And since the other part of this comment was already answered here's something weird.

The Troll Trait is not tied to any Skill for some reason, so which skill would you use for those? I personally would say Society, as they used to be considered Giants, but that trait was removed in 2e, plus they are humanoid in nature.


If an Erinys Devil is damaged by an attack that makes it bleed (1d6), does it's physical resistance 5 protect it from the bleed? Seems like yes from below.

Now what if that attack came from a silver weapon (which bypasses its physical resistances)?

Leaning toward the silver weapon allowing the bleed to bypass the physical resistance.

>>>>>Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.<<<


Acacia101 wrote:
Try this fan-made map: https://imgur.com/t/battlemap/l8dWbP7

These are GREAT. They're only 1 room in now... might be worth rebuilding.


The Hell's Rebels maps have been nothing but trouble to put into a VTT (roll20 for us).

I know they were developed way before VTT's were a necessity / common, but if anyone has an easy to align map of the Lucky Bones Lower Dungeon, I'd love to see it... this one is giving me particular trouble.


JD Niemand wrote:
So... Any advice on dropping in more chances to interact with Luculla?

I liked Luculla as an NPC. Couple things I did... She was playing darts with Setrona when the PC's first meet her, quick intro and description and she leaves.

Then I have a story showing her interacting with local kids that I rather like (below).

And on Octavio's way out of town, I had her imploring him to look for the twins that had gone missing, works as a nice segue to Wex and her.

My script for the second encounter with Luculla:

You round the corner, to see a group of small children sitting on the steps as Luchulla Gens wraps up a story, “..and that’s when the dread pirate Bellamy thrust his harpoon through the eye of Admiral Rotscrim!” As she does this, she puts her cupped hand to her eyepatch with a poorly executed slight of hand, and drops a small egg painted like an eyeball. The kids love it and run screaming, some dropping their treats as they go.
“I don’t know why they always do that, some of these kids have seen me do this gag a dozen times. I never get tired of it either I suppose.”

If pressed:
“My… my childhood wasn’t a great one,” she says, self consciously putting a hand to her cheek, “it’s nice when I can do a little something nice for others in that same boat.” Her expression turns wry and she tightens her apron strings, “but you look like a full grown and virile adults with healthy appetites. And me with blackberry tarts about to come out of the oven, how many dozen are you looking to buy?”


All our VTT partners—indeed all our licenses partners—have equal access to our products and they each determine their own products and timelines. They also have equal access to our API that syncs the PDFs you have bought on our site with their stores so that you don't have to pay twice.

This is great, how do we do that? Is there some option when you buy it on the VTT? I don't remember seeing this when I re-bought Plaguestone. Thanks!


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Will it be on Roll20 or other VTT? I'll want to buy it, just once though. Thanks.


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TwilightKnight wrote:
... So, it seems unclear how Paizo products make their way to the VTT.

...Which means, the only one I can ask is Paizo. I want to buy this, I just don't want to buy it twice.


Katina Davis wrote:
Announced for March! Product image and description are not final and may be subject to change.

Will this be available on Roll20?


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Katina Davis wrote:
Announced for March! Product image and description are not final and may be subject to change.

I love these short APs, especially with different character levels. Keep them coming Paizo!


AnimatedPaper wrote:
The stand alone module line that I linked are exactly what you are asking for. Indeed, the two adventures you mention are the first two PF2 products in that exact line, and James in the post above this describes the next couple of products.

Plaguestone is considered a "stand alone"? When I see "stand alone", I think 1 shot, single session adventure.

I think this is a terrible classification. Most people, I think, would equate 1 shot and stand alone, especially ppl more casually familiar.

I know now, that's how they've been designated on the Paizo site, but to me, these are short APs.

All that said, I do appreciate you sending me in the right direction, even if I didn't grasp it right away.


James Jacobs wrote:
Correct. A typical stand-alone adventure is 64 pages long. Some will be longer ("Malevolence", for example, is 72 pages, if I recall correctly). That generally allows for play covering 3 to 4 levels.

This is great news. I have to admit, I've mostly been watching roll20 for new releases, since that's how we play now. I loved how easy it was to set up and run Plaguestone there, it totally won me over as a way to play a VTT. It was absolutely worth buying again, even though I already had the paper back.

Has Paizo ever considered crowdsourcing 1e module development? I bet you could pull together an old AP pretty quick that way.

Our next full AP will probably be Skull and Shackles (most of the group doesn't want to switch to 2e). And now that I've started listening to the Find the Path, Hell's Rebels podcast, and I wish we had time for that one too.

Thanks for checking in, I'll check out the 3 you mentioned! Hopefully they can help win the group over to 2e.


I am not looking for stand alone modules.

Honestly, I don't think they'll be fun for our regular group. There's no character investment, no leveling up. For a Con, sure.. For trying out PF2 for the first time, yeah... but not for a committed regularly meeting group.

I love the length of Plaguestone and Slithering, this is what I want more of.

People get invested in their characters, without the 1 year + commitment that it takes for a full AP, which can be a lot for adult gaming groups.

I'd love to see more games where you go thru at least 3, maybe up to 6 levels of character development... and not always the same level 1-4. That's what was neat about Slithering, starting at a little higher level, but still having a lot of room to grow.


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Dear Paizo, please put out a lot more shorter adventures (like Slithering and Plaguestone), super extra bonus points to get them onto Roll20.

This format works great for our group, either between APs, or when we have a long break where we can't get the full group together.. plus they're just great.


Mysterious Stranger wrote:
The 14th level barbarian is also giving up at least one or more rounds of full attack, and probably cannot rage while doing so. Applying an oil also provokes an AoO if I am not mistaken. So chances are the barbarian will want to be well away from any enemy and need to pull the oil out and apply it. On his next move he can probably move up and attack. If he does not have a way to full attack and move that means he only gets one attack. During the round he is applying the oil he does not get any benefit from rage including the bonus to will saves so it is quite possible he may be taken out of the combat before he gets a chance to actually use the oil. I am not saying he will be, but rather it is possible.

When you have a shadowdancer (me) that is really good at giving you some advanced notice about dangers ahead, there's no round wasted - you go in prepped.


I agree w/ Quixote, flame burst is definitely a special effect that activates with a confirmed crit... I'd still allow a second roll to see if the special effect happened (it doesn't say not to), whereby only the double damage part of the crit is automatic.

That said, you're all way off topic. Doesn't the confirmed crit seem way OP for 50gp? And for a fairly long duration, not many combats will go past 10 rounds.

Just to get +4 to confirm a crit is a fairly high level feat, or to be that paladin who casts the spell 4th level at least (and it is a great one). Imagine how rare it is to find a paladin who is in the potion making business besides all this?

So on our 14th level barbarian with 3 attacks and improved crit... this potion wrecks twice / encounter in an unbalanced way for 50gp IMO.


Is it just me, or is Oil of Bless Weapon an OP potion for 50 GP... because of this part:

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit.


The shadow falconer’s gloves have a cool description, and an interesting effect, but mechanically it’s not descriptive enough. So here is my question - to use the to disarm - is it
1d20 + 16

Or is it
1d20 + users’s CMB + 16

Thanks!


Zarius wrote:

1) No, no more than a Lawful Good catfolk can bypass those DRs with claws without magic. It still needs lawful or good damage, such as Holy, or some other effect (Celestial Mithryl). If you actually made this intelligent weapon by binding a lawful good outsider to the blade, I might make an exception, but based on this limited info, you still need the correctly aligned magic.

2) The caster level is the minimum caster level for a wizard or cleric to cast the specific spell. If it's casting Teleport, caster level is 9. If it's casting Fireball, caster level is 5.

1. This was my thinking too.. but this gave me pause:

Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table below) gains one negative level if he so much as picks up the item.

While it doesn't get the damage boost of Holy, to me this makes the weapon a paragon of its alignment. Thoughts?

2. Also, this was my initial thought.. but a wand be boosted to the caster's level. So if I create it as a 10th level Magus... you see where I'm going.


1. Does an intelligent weapon alignment qualify it as its alignment for bypassing DR? Example: does the Lawful Good sword count as either lawful or good for bypassing DR5/Good or DR5/Lawful? Or does it still need the Holy (or other alignment equivalent) added to it?

2. What is the caster level for an intelligent weapon? Please cite where this rule is, I couldn't find it. (tho we were up really late saving Korvosa last night, you're welcome, so I'm a little groggy still).

Thanks!


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Let's just assume for the moment that we're adults who've been friends for 30 years who like a little role-playing and not jerks who just met.

He's been hiding this ability for a long time (or using it in secret), afraid of what people would think. There's been a lot of bad clerics around lately.

Personally, I cheered the use, and there was no better time. We ended the session with an in-game dirty look across the now quiet battlefield. A heck of a battle it was too.

Oh, and the GM had my intelligent sword very upset at the use of a negative channel.


So in our campaign, my paladin (1) / magus (7) has made it his mission in life to destroy a set of evil enchanted armors - something he feels uniquely qualified for. Now he's a LONG way from being able to sunder plate mail... so I came up with this, and the GM and I are trying to figure out if it is OP or not.

It has high potential damage (and can be doubled on a crit since it is a touch spell), but I think its not so far off from an equivalent level fighter. Maybe make it 1d4? Maybe have the hardness always apply?

Let me know your thoughts:

Wizard’s Sunder (working title)
School transmutation; Level sorcerer/wizard/magus 3
Casting Time 1 standard action
Components V, S, M (a twig)
Range Touch
Target One Large or smaller object
Duration instantaneous
Saving Throw Fortitude Spell Resistance yes

You can attempt to break or at least damage any one large or smaller object within range. The damage is 1d6 / caster level, max 10d6. If the saving throw is made, the hardness of the material applies. If the saving throw is not made, the spell bypasses hardness. The saving throw can be made by either the item, or the master of that item, whichever bonus is higher. Magic items can be affected by this spell.


Moving this discussion... as soon as I figure out how.


So in our campaign, my paladin (1) / magus (7) has made it his mission in life to destroy a set of evil enchanted armors - something he feels uniquely qualified for. Now he's a LONG way from being able to sunder plate mail... so I came up with this, and the GM and I are trying to figure out if it is OP or not.

It has high potential damage (and can be doubled on a crit since it is a touch spell), but I think its not so far off from an equivalent level fighter. Maybe make it 1d4? Maybe have the hardness always apply?

Let me know your thoughts.

Wizard’s Sunder (working title)
School transmutation; Level sorcerer/wizard/magus 3
Casting Time 1 standard action
Components V, S, M (a twig)
Range Touch
Target One Medium or smaller object
Duration instantaneous
Saving Throw Fortitude Spell Resistance yes
You can attempt to break or at least damage any one large or smaller object within range. The damage is 1d6 / caster level, max 10d6. If the saving throw is made, the hardness of the material applies. If the saving throw is not made, the spell bypasses hardness. The saving throw can be made by either the item, or the master of that item, whichever bonus is higher.


So my Magus is working on an intelligent weapon, and I was wondering what the caster level is going to be for the weapon's spells... ultimately what is the DC for saves. I was going to put a 2nd and 1st level spell into it.


So our cleric (Pharasma True Neutral) just threw out a negative channel at our enemies, and my paladin is trying to gauge his reaction. Should he flip out, or just give him dirty looks.


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In this case, it had a fats heal.... so I'm unsure ho that applies. Would that normally (I used the word loosely) apply?


If the BBEG is some sort of undead death knight (some sort of unknown greater undead), can he either regenerate or be healed (an=egative channel) if he falls below 0 HP? Does he make con checks every round like a normal character?


All of which is aside from the original question... how is light not reasonably an energy type?

Follow up question... would any level of darkness spell suppress their light ray?


No other group of Summon Monster 3 critters could ever make a dent in a dragon or iron golem like a lantern archon.

With perfect flight on the archons and poor on the dragon, your controller would be pretty poor indeed to let more than 1 get killed in any round. No, it's the dragon fear that is the only thing to really mitigate the lantern archons.

But this is all beside the point that it's pretty weird to have sonic as an energy type, but not light... which is literally an energy.


I have a group that was getting their ass kicked by a white dragon, until they summoned lantern archons (it is hard to imagine that it is balanced to have 4 DR2 creatures wrecking on a CR 15... something seems broken).

Admittedly I did forget the dragon fear.. and I won't when they try to finish the dragon off...

But here is my ultimate question... the dragon can cast resist energy... and the archons attack is essentially an energy beam... could the dragon cast Resist Energy, selecting light, which is not one of the normal selections. It does seem unreasonable that a CR15 dragon cannot find a way to shake off a couple peons.

(For those wondering... this is Freezemaw from RotRL).


Name of PC: Korvyk 3 Lives
Race/Class: 1/2 Orc Ranger
Adventure: Fortress of the Stone Giants
Catalyst: BBEG in the fog.
Story:
The ranger Korvyk was so bad-ass against giants, many giant encounters were hardly worth fighting... until he met Mokmurian.

Separated from the rest of the group, he'd just emerged on the other side of the solid fog where Mokmurian hit him. Bow in hand, he couldn't stop the Quickened Scorching Ray, Followed by 3 attacks (1 crit), and the Vampiric Touch stored in Mokmurian's club.

All 3 scorching rays hit (and he had a good touch AC) for an average damage, 2 of the club attacks hit, one with a crit, and the 5d6 Vampiric Touch came up very high for 23.

I roll in front of my PCs, so no mercy to be taken... 1 round kill. He didn't have the greatest hit points, but that would have killed almost everyone in the party except the fighter and maybe the b@**! (Barbarian/Witch) if she had been raging.

The mage who hadn't taken damage in a LONG time, darn near ate it also. For once his invisibility didn't help him, and the other set of scorching rays sent him throwing up mirror images and hiding in an alcove just as fast as he could.

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