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![]() Ok, I'm a bit new to pf2 but I've reviewed the rules on focus spells and conflux spells for the Magus. Keeping in mind I'm going off the Remaster version of the rules and the Magus from Demiplane, which has a (offical?) conversion. My confusion lies in whether a focus spell from another class of the same tradition would count as a Conflux spell for the purposes of recharging Spellstrike. My understanding is that focus spells of a different type do not recharge spellstrike. The question is, are focus spells of the same tradition also the same type? I was taking that to mean that a focus spell from another spellcasting tradition would not count, but a focus spell from the same tradition would count. Maybe my searchfu is bad these days, but I couldn't find any info one way or the other. So, what do you think? ![]()
![]() So, let's say I cast Hold Person on an eligible target. The target fails its save. It is now paralyzed. In the same round the targets initiative comes up. It takes a full round action to save against the spell. It saves. Now for the question. Is the target still paralyzed until its next turn, thus allowing for a coup de grace? Or, is it no longer paralyzed and has full access to its defensive abilities? Seems like it's a bit unfair if it gets 2 saves in the same round with a net effect of basically being dazed for a round. I have no problem with the target getting a save the next round to end the effect, but 2 saves in the same round seems unfair to me. ![]()
![]() As the title asks, how does Improved Outflank actually work? From the reading of the feat, and since your flanking partner would have the feat as well, is flanking calculated for each based on the unoccupied space, or does one need to actually be in the proper space? I contend the feat reads that both can be adjacent to the unoccupied space that would normally flank. What do you guys think? ![]()
![]() The text of the spell, Kinetic Reverberation reads:
This spell converts the momentum and force from melee attacks made against the target of the spell, reflecting them back upon the attacker’s weapon. After making a successful melee attack against the target, an attacker must make a Fortitude saving throw for the weapon used. If the weapon fails the save, it takes damage equal to the damage rolled against the target. Creatures using natural attacks or unarmed strikes are unaffected by this spell. The question is, does the original target of the attack take damage when the damage is successfully "reflected" back on the attacker's weapon? The language of the spell implies No, but it doesn't spell it out specifically. ![]()
![]() As the title says, is it possible, by feat, ability, or magic item to summon creatures with maximum health? As a Monster Tactician Inquisitor, it would really be nice if my summoned buddies would last more than 1 or 2 hits and getting to attack before returning to the planes. At lower levels, it's not so bad, but at higher levels, say summon monster V, you have Bralani Azatas, 7d10+28 HD (66HP). Seems like it would be enough, but not when you are facing stuff that can chew through that in a single round easy. If they had more HP then even if they die in a couple rounds, they will have at least accomplished something useful. It does me no good to share my teamwork feats with summoned critters if they aren't there to use them. ![]()
![]() I have recently checked out the contents of the Ultimate Intrigue book and I have many ideas for characters. The problem I have is that there aren't any real options for playing, long term the types of characters I want to play. All the adventure paths are theme park style that follow a very scripted timeline and locations. I'd be interested in an adventure path that is more of a sand box style where the players are able to explore, interact, and progress in any order they see fit, without being railroaded by the GM. Is there any serious discussion going on at Paizo for an Adventure Path of this nature? ![]()
![]() More specifically, for the purposes of the Brawler ability, Close Weapon Mastery, what is a close weapon? I ask because I am building a character to specialize in close quarters fighting with a Dagger and Unarmed Strikes and am confused that Dagger is not included on the Close Weapon Group for Fighters. In almost every fighting style I've studied, the dagger/knife is used as the most common close quarters weapon available. What considerations were made in forming the list? Weight? Close quarters viability? Fiat? ![]()
![]() If I wanted to play a science fiction setting with magic, I'm going to play Star Wars. I much prefer the Knights of the Old Republic era where the Republic, Jedi, Sith, and Mandalorians all clashed for supremacy of the galaxy. Fantasy Flight Games has made, what I believe to be, a great system that captures the cinematic feel of the setting. YMMV ![]()
![]() I was reading up on the archmage path ability "Channel Power" and was confused by its wording. Spoiler:
Channel Power (Su): You gain the ability to channel raw
arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than one round, the duration doubles. Any saves required by the spell take a -4 penalty, although for mythic creatures, this penalty is reduced to -2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection. Is this an editing error? Should it read, "You can expend..."? ![]()
![]() I'm curious, if I had some beareded devils or ice devils in an encounter and they had a weapon other than the one in the stat block, would they still get the respective special abilities associated with those weapons? The text of their special abilities (wounding and slow) say the ability is part of the devil itself, not of the weapon. ![]()
![]() I couldn't find it anywhere, but does anyone know if there are plans to make content from the Curse of the Crimson Throne or Council of Thieves APs Society Legal? Or some of the other ones that Chronicles are currently unavailable for yet? I'd kinda like to get some credit for the ones I've played will play in. :) ![]()
![]() I'm wondering how the option of using Guns Everywhere, which makes firearms simple weapons, would impact taking the gunslinger class with the pistolero/musket master archetypes? Would the requirement to take additional proficiency (exotic weapon: firearms) in the other types of firearms need to be applied? ![]()
![]() I'm curious if Spell Mastery can be taken at a lower level and then, using the ultimate campaign rules, retrain Spell Mastery to add new spells mastered? The operating theory here is that when you retrain, you lose the feat and retake the same feat. Useless in every other situation but this one, is my thinking. ![]()
![]() I'm curious if there is a 3rd Party product out there that compiles and defines personality traits in a format usable by a player or GM in a Pathfinder game? I'm not talking about the Trait system that is currently in place. Rather, I'm talking about personality traits/quirks that define a character's personality/behavior in a roleplaying environment. ![]()
![]() Maybe I'm off base here, but it really seems to me that the description of Field Plate and it's stats do not match up. Spoiler:
Field Plate: This heavy armor is similar to full plate but lighter in construction, sacrificing a bit of protection for greater flexibility and mobility.
Then --> Field Plate: 1,200gp, +7 AC, +1 Dex, –5 Armor Check, 35% Spell Failure, 20ft Movement (base 30ft), 15 ft (base 20ft), 50 lbs Shouldn't it read as follows? Spoiler: Field Plate: 1,200gp, +8 AC, +2 Dex, -5 Armor Check, 35% Spell Failure, 20ft Movement (base 30ft), 15ft (base 20ft), 45 lbs ![]()
![]() I've been poring over the Concentration rules for a bit trying to understand how it all works together. Something just isn't adding up for me. I thought I understood the rules but after re-reading something stuck out to me. I guess the confusion starts when looking at the table and seeing the DC for casting defensively (DC 15+double spell level). So far so good... Then I read the next line about needing a concentration check to keep the spell if injured (DC 10+damage dealt+spell level). Simple enough... I started to think, why would a caster lose the spell when casting defensively if the purpose of the check is to avoid an Attack of Opportunity (AoO)? Wouldn't the check to lose the spell be made after determining whether or not an AoO succeeds and deals damage? If casting a spell normally provokes an AoO, how does the act of casting defensively automatically prevent the AoO when the purpose of the check is to avoid it? Scroll down to the casting a spell section. It seems to me the proper order of operations here should be, Spoiler:
1) Divine Caster chooses to cast [Hold Person] defensively. DC 19, rolls and fails check.
2) Provokes AoO as normal. Enemy rolls and hits divine caster for 7 damage. 3) Divine Caster rolls a new concentration check to keep spell. DC 19, rolls and succeeds. Spell goes off as normal. or... 4) If roll fails, spell lost. Compared to, Spoiler:
1) Divine Caster chooses to cast [Hold Person] defensively. DC 19, rolls and fails check. Spell lost... I guess the caster heard the footsteps and just choked...
2) Provokes AoO as normal. Enemy rolls and hits the caster for 7 damage. While I understand that the latter is quicker and cleaner, it doesn't make a whole lot of sense to me. I also understand that the line about injury adding to the DC has been interpreted to take into account readied actions or AoO's as a result of ranged touch spells, which is true enough, but I'm no longer convinced that's all it covers. Given how the section for Casting Defensively is worded, the last sentence seems out of place to me. Shouldn't it read something like, "You provoke an Attack of Opportunity as normal if you fail"? What do you guys think? ![]()
![]() Are there any feats or other ways to add the flavor of a bard's musical themed magic to the sorcerer WITHOUT multi-classing? I'm not looking for the bard's abilities, just want to adopt the style of their spells and magic. For instance, I have an enchantress themed sorceress and using music or song in the spells would be a great role-playing device, but my DM wants us to stick with what can be found in the various Pathfinder books. ![]()
![]() I like the magus class a lot and will be playing one in the next campaign. However, when I went to make the character, I noticed a possible oversight for the class. In the description of the magus it describes a class that searches for knowledge all over and in libraries and any other place he can find it. I'm thinking OK, sounds like a wizard in that regard. Then you look at the limited class skill list and I'm left scratching my head. Climb - Ok no sweat
So far so good... Then we get to the Knowledge skills... Knowledge (Arcana)
That's it... Don't you think as a seeker of knowledge a magus would dedicate time to learning history (particularly military history), study maps (pertaining to military campaigns), and be keen to the heraldry and standards of friends and foes alike (knowledge: nobility)? What about some engineering skill to build earthworks and other defenses for unit? It seems to me that the magus should have as much access to knowledge skills as any wizard. After all, they are just as dedicated to academia as any wizard would be, with the added boon of mastering warcraft as well. In my campaigns all knowledge skills are class skills for the magus, it only seems right to me. What do you guys think? ![]()
![]() I've been using a rather brutal form of critical hit system for my games and everyone I've introduced it to uses it in some form or another now. :) Death From Massive Damage: Any time a character, NPC, or monster suffers 50% (rounded up) of their Maximum Hit Points in a single round up to 50 points, a Fortitude save is required to avoid death from massive damage. The base DC for this save is 15. Failure results in the character’s hit points being reduced to -6 and is dying. It is modified by the following factors: +1 to the DC for every 5 additional points of damage beyond 50%.
Even if the save is successful there is an additional chance that something debilitating will occur due to the trauma such an attack is surely to cause. The DM is at liberty to choose any one of the following effects or roll 1d8 and consult the list or devise something else altogether: 1. Stunned for 2d4 rounds
This system makes combat significantly more lethal for all involved. All creatures that are immune to critical hits are also immune to the effects of massive damage. Critical Hits/Misses: For attacks only, a natural roll of 1 always results in a critical fumble regardless of modifiers. Further, if the character had any additional attacks for the round, they are forfeit. When a Critical Fumble occurs roll 1d6, consulting the following list:
Critical Hits on the other hand are significantly more debilitating than presented in Pathfinder. Critical Hits are calculated by first rolling to attack; if the attack roll meets or exceeds the Critical Threat range of the weapon and damage is delivered (makes it through DR), a second roll is made. This is normally an unmodified d20 DC 11. In addition to the normal effects of a critical hit, a roll of 1d8 on the following list is also necessary applying the listed effect immediately:
All creatures that are immune to critical hits are not subject to the effects outlined herein. The intention behind this system is to discourage reckless behavior that one would not otherwise do if in a realistic situation. I have found that characters are more reluctant to stand toe to toe with that dragon now. It has proven to make such encounters more about trying to find another way to overcome the encounter rather than just lowering the head and rushing in. ![]()
![]() In another thread, a point was made that Witches get a smaller selection of class skills. A solution that makes sense to me is to have familiars teach the witch a class skill. The rationale behind this thought is that the witch communes with the familiar to learn spells, but is magic the only thing they would discuss? To simulate the familiars knack in a particular area would be to have each familiar associated with a particular skill or skills. For example, foxes would be great at teaching the witch to Bluff and Sense Motive, while a rat would be great at teaching the witch Knowledge: Religion or Sleight of Hand. There is no need for all witches to have the exact same skill set. I think that would be a little boring. Better to make the choice of familiar be based on more than just spell selection. Thoughts? |