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Animal Companion wrote: When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one. Ranger: Hunter's Edge: Precision wrote: The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. Your Animal companion's first hit per round is tracked separately from your first hit, right? Meaning Precision can trigger twice if you and your companion both hit the Prey.
I've been playing PF1 for years, and retrained class levels and feats a bunch. But I've been avoiding adding archetypes, because I'm not even sure how to read the rule. The rule: wrote: To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. I want to take the "Red Tongue" archetype on my Skald. It has 5 alternate class features: Great Orator, Seed of Discord, Rile, Rogue Talents, and Duplicitous Rhetoric. It replaces Bardic Knowledge, modifies Raging Song, and modifies the level 1 Versatile Performance, and replaces the other Versatile Performances. How long does it take a level 14 Skald to retrain into this archetype? I think it's just 5 days times 5 Alternate class features. All the modified/removes features are Standard Class features. But you'd never remove or replace an Alternate Feature, only add them. So I'm not sure what the actual intent is. What do you think?
I normally love Bards and buff/support classes. But I'm really having trouble getting excited about the PF2 Bard. I thought they'd make some of the Inspire Courage class feats (Input Heroics and Lingering Performance) less clunky, but it doesn't look like the changed anything from the playtest. Is there something awesome I'm missing that makes spending an action every round for a non scaling +1/+1 really compelling? Or worth spending feats on to make it into a random bonus that costs Focus? Is there some other gem in the Bard's abilities?
If you haven't played Rasping Rebirth, SHOO.: Soo, what kind of plans do people have for their new demi-gods? Does anyone have any cool plans for a new character worshipping their old friend? Does anyone else want to ask for the Boon to be modified to allow other players to worship you if they have a copy of your character's boon? I'm trying to brainstorm an interesting follow-up character. Given my Rasping character (a Pharsman Fateful Channel Life Shaman based around re-rollls) I'm thinking of a Warpriest/Involutionist Shaman. But the actual domains from worshipping aren't that central in a build like this. I can't think of a particularly cool build that really highlights the worship of a weird Ex-Pathfinder deity.
What's the duration of Bat Shape in PFS? The Bast Shape feat for Skinwalkers and the Fox Shape feat for Kitsune both have similar wording and similarly ambiguous durations. I'd been assuming the Bat Shape lasts until you shift back, but realized last session that that wasn't explicit. Fox Shape has an explicit Campaign Clarification:
Bat Shape only has clarification that you use Flying Fox stats. Since it's ambiguous, I'm going to continue assuming it works like Fox Shape and lasts as long as you want to stay in bat form. But I'd like more opinions (and ideally an updated CC ;).)
Has there been any clarification on the costs of transfering Weapon Fusions in SFS? Basically, I'm looking at getting a Item Level 4 Spellthrower Fusion on a weapon. Is buying an IL1 Fusion first (120cr) then transfering it to my level 4 weapon (340) the cheapest, legal way to do that, or has something dealt with this rules issue?
Thinking about my Envoy, which as this Improvisation:
Dispiriting Taunt wrote: As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect. Off-target and Shaken stack with each other, so if I have a target Shaken, I'm better off Adding Off-target. Can I choose to fail the Intimidate check, to get the Off-target effect?
The action economy required to use an Artificial Personality isn't really clear. I assume it's supposed to be able to Aid Other, as opposed to becoming the face of the group? Can I have the AI feed m insults most appropriate to a target (Aid Other Intimidate) the same round as I try to Demoralize? Can it look up useful etiquette tips while I'm talking with some new friend on a weird planet, aiding my Diplomacy?
I *really* like Greater Mindlink, and am thinking about building a Mystic (Mystic 3 at least) around it. But the rest of the class is kind of falling flat for me. What sort of cool Mystic character and build ideas do people have for SFS?
Reflecting Armor looks neat, and automatically scales fairly well without using an action. I really like the way Mystic Cure has been re-done, with the excess healing the Mystic, letting you feed HP to heal more, and the extra scaling (and BoL!) for higher level versions. I wish they'd collapsed Restoration, Remove Affliction, and Remove Condition into a single scaling spell too. I normally like buff/support, but I don't see a lot of buffs jumping out at me.
I asked in part of a rules thread, but this seems as good a place as any: How does Telepathy work and how do Lashunta and Shirren Societies treat it? Does it work through walls? To creatures outside line of sight? Can a Lashunta kid yell to his mom in the other room? Can you broadcast to multiple people?
Combining some of these questions:
How does telepathy work with non-telepaths?
Do Lashunta and Shirren work differently? I could imagine that Shirren always "broadcast" to everyone in range, but Lashunta have only 1-1 communications. What's the etiquette like? Is sound-talking more "formal"?
Personally, I think you can't really do "secure" two-way communication: if there's another telepath, they can hear your conversation just like you were talking in fornt of them. There's basically one "channel" for telepathy. If someone thinks at you in a language you don't know, you can "hear" them but not understand them. You can shout to everyone in range (and range isn't limited by doors/LoS) but can't target people, and can't tell if there's someone there unless they respond telepathically. The interactions with non-telepaths are harder to get a coherent idea for. I *want* to say you can just start a conversation with a single telepath and a bunch of non-telepaths, and still carry on a coherent discussion. But the way that makes the most sense is that they can only talk to/from the telepaths, and a telepathy has to repeat each statement. Which makes it super annoying in groups. How do you think it works? And do you ever think we'll get enough clarification for most of us to agree it works the same way?
How do multiple castings of Healing Token work? Healing Token wrote:
I'm 9th level, with a party of 6. I cast Healing Token twice, on 6 symbols, one for each party member. Everyone is within 30'. Someone please for healing. I channel as an immediate. Does everyone get healed? Only people with tokens from the same casting as the person pleading? If so, can a symbol be targeted twice?
I'm still a little unclear on some phantom stuff, and can't find any threads clarifying. Spiritualist wrote:
This reads to me like when the Phantom hits 0 HP, it goes unconscious, with no way to sacrifice HP to keep it up? You can only sacrifice when it's at -Con? I've certainly seen it played differently, sacrificing HP to keep the phantom acting. Phantom wrote:
I assume the chart takes precedence? As written, it looks like improving the Phantom to 8 Int would decrease it to 1 SP/HD. Ethereal wrote: Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. Is there any limitation on other interactions with corporeal creatures? Can my phantom buff allies with wands, Aid Another, or cast spells on them from a ring of spell storing? Phantom Fighter Feat wrote: Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. Ghost Touch wrote: A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal. I actually found a thread on this, but no resolution. Has there been any clarification whether this feat allows an incorporeal phantom to attack corporeals or not? I've seen this played as allowing normal attacks from an Incorporeal phantom.
Involutionist Spiritualist gives your Phantom a Shaman hex. When your Phantom is dismissed, the Spiritualist gains the hexes:
Involutionist wrote: At 3rd level, when an Involutionist uses her bonded manifestation ability, she can instead manifest her spirit phantom’s spirit animal special ability and use her spirit phantom’s hexes as if they were her own. Hexes used during this manifestation count toward any limited number of uses per day. Do the effects of these hexes go away if you manifest the Phantom again, or do they last their normal duration? Specifically, let's say my Phantom has Life Link. Can I dismiss the Phantom, put up Life Link on a few people, and then re-summon the phantom while keeping the Life Link's active? Life Link wrote: You may have one bond active per oracle level. It's also not clear whether the total number of bonds falls under "hexes count towards limited uses per day" and so the total would be limited by level.
There's an SFS adventure that mentions uploading an NPC's personality (and presumably soul?) into a robot body. Is this effectively an android, or something different? Is uploading into an android body something people do to extend their lives? Is uploading into some other robot body different, but also something people do to extend their lives? I'm trying to get a sense of what sort of android backstories make sense.
This got mixed in with the "Treat deadly wounds sucks" thread, but never got answered, so I'm creating a separate thread (that hopefully gets FAQed!) It seems vital to how useful Medicine is at lower levels (Until advanced medkits and +10 skill bonuses are common.) Can you Take 20 to Treat Deadly Wounds? Take 20 wrote:
Medicine, Treat Deadly Wounds wrote: A creature can receive this treatment only once every 24-hour period, unless it is delivered in a medical lab. Not directly relevant, but here's the version from Pathfinder Heal skill, which seems to make taking 20 an option (Treat Deadly can only *benefit* once per day, and you can retry as long as you know they weren't healed) : Pathfinder Heal Skill wrote:
Mechanic Exocortex, Wireless Hack wrote: Instead of combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. Can this be used during ship combat to make a Computers check to balance Shields or Scan? Can it access the Science Officer console while you're on a nearby ship role (like Engineering)?
Medicine, Treat Deadly Wounds wrote: this takes 1 minute, and the DC is based on the medical equipment used. Medical Expert wrote:
What's the DC to use this feat to treat deadly wounds?
Science Officer Balance Shields action wrote: you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Does anyone have real examples of how Balance is supposed to work? Specifically, let's say my ship has 60 shields, 15/15/15/15. It's clear I could balance to 21/15/15/9. Let's say we get shot up and got to 15/15/0/0. As written, it doesn't sound like it's legal to go to 3/15/0/12 (transfer 12 from front to rear.) Or really any shifting of shield points directly between quadrants, since there's no way to get both 0s to a legal point? Are you forced to use the next option to distribute evenly? Or can you transfer to/from any number of quadrants? Or should that really read "the source and destination shields must each have at least 10%..."?
What count as "class abilities"?
I'm specifically asking about:
Scarred by War trait wrote: In addition, when you heal creatures other than yourself using class abilities, feats, spells, and spell-completion or spell-trigger magic items, you restore 1 additional hit point. Which seems intended to be pretty inclusive. Would a Life Shaman's Spirit Animal ability effectively give Fast Healing 2? Would an Involutionist Spiritualist with Life Spirit and Life Link heal 6 with Life Link if the Spiritualist had the trait? What if the Phantom had the trait (from Extra Traits feat)? I'm guessing the Phantom is the one who needs it. Would an Eidolon with the Shared Sacrifice Evolution heal an extra point if the Summoner had this trait? What if the Eidolon had it?
Style feats say "you cannot use a style feat before combat begins" but some of them have uses out of combat. Can they be started out of combat, but just immediately kick you out when combat starts? Can you just start up a combat with nothing if you want to use them out of combat? Specifically:
Sisterhood style lets you share a teamwork feat while it's active. I want to share Stealth Syngery so we can sneak around together. Can we?
I noticed the re-organization of the session PFS sessions into GM and Player tabs, with a Search box and a bunch of categorization check boxes. This looks promising. But the "Search" under player Sessions doesn't seem to work. I can search for "stone" or "blood" under GM sessions and that seems to work. But the same searches under Player sessions spin and then come up empty, even though I've played these scenarios as well as GMed them. I don't know if this is the right place to report that sort of thing, but this page has gotten less useful to me, since the pagination means I can't readily search for scenario names to check if I've played them already.
I love Shield Other, and I like its little sister Watchful Eye as well. And I just re-discovered Invigorating Repose, which has a lot of life saving potential. These are both PFS legal spells, but caught behind the weird spell rules in Dwarves of Golarion:
Quote: In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time. Other racial specialty spell have all has similar restrictions removed in Inner Sea Gods. These rules leave a ton of ambiguity: 1. Can an Oracle take one of these as a Spell Known? 1a. Can Oracles take two known from different gods? 1b. Do they need to worship Torag, or do the ritual each morning? 2. Can other Cleric/Oracles purchase or use these spells from a scroll or wand? I would think scrolls of Invigorating Repose would be fairly common if their legality were clear.
I just hit level 5 with my PFS Wayang Puppetmaster Magus.
So far, it's been fun. I do a lot with a semi-permanent minor image of a Wayang rogue. An ideal round goes something like "rogue illusion attacks, enemy fails save, cast Deja Vu as a swift, then Color Spray, 5' step, and stab." Melee damage isn't great, but I don't see a good way to really improve that. I'm not really excited about Magus 5, even though it gets a Combat or metamagic feat. So I'm looking at taking a 1 level dip into a an Int based class. I'm thinking:
Occultist. I'm not sure what I want with a 1 level dip other than Transmutation. Conjuration for 1 minute summons seems good, a ton of Augaries would be amusing, or possibly the puppet temporary familiar from Necormancy. Anyone have experience or advice for a 1 level int based dipped to help out a caster?
Let's say I'm a level 5 cleric of Irori with Ki Channel and Variant Channeling (Self Perfection.) Does Variant Channeling reduce the number of Ki gained from Ki Channel? I would assume no, but the example given under Variant channel (4d6->2d6) seems poorly written. Particularly since the enhanced version would presumably not increase the dice, and the example does match what I'd expect there (4d6+50%, *NOT* 6d6.) I see some old (short) threads in this vein, but not enough to be confident. I'll probably just drop the variant channel, but it looks neat.
Does a Living Grimoire Inquisitor have a limited number of pages in their "holy book", like a wizard or magus? Do they make spellcraft checks to scribe? Pay scribe costs? The archetype is a little light on rules, it seems like they intended it to mimic a spellbook, but as written it looks pretty unlimited and inexpensive.
How does Extend Spell work with: Command
Murderous Command
Deja Vu
I think most people assume they would add another round of effect. But I'm not totally sure how the "next turn/turn after that" wording interacts with extending the duration.
I'm playing a Puppetmaster Magus, which adds Bard spells to the Magus list. This is pretty much the only way some Bard only spells (say Timely Inspiration) end up in a Spellbook. Is there any reason I can't find and pay [(Spell Level^2*10)*50% gp] an NPC Puppetmaster to copy one of these spells from them instead of buying a scroll?
Has there ever been official clarification on how archetypes that get features from other classes should replace references with the class the feature is coming from with the new class? Specifically, Exploiter Wizard gets Arcane Reservoir from Arcanist.
Quote: In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. It seems pretty clear that an Exploiter can bump the save of their Wizard spells with Arcane Reservoir. I'm wondering if there's anything official? Does anyone think it should work differently?
It's been another month without additional resources.
Any bets on Psychic Anthology and Heroes of the High Court being included? I'm really hoping at least one of the Mesmerist Trick feats makes it through, and the Genial Gnome trait from HotHC.
Simple question: Is a small Aether Elemental a legal Improved Familiar for an Aether Kineticist with Greater Elemental Whispers? Is it supposed to be legal? I've asked this before in this thread but didn't really get any clarity and it started out mixed up with whether you can take an Aether Elemental as a regular Improved Familiar. They're definitely powerful, and it sounded like John didn't think it was balanced, so if it's not supposed to be PFS legal, I'd like to know. My Kineticist just hit 6 and I'm trying to decide between Greater Elemental Whispers and At-will Invisibility!
Question about a boon from All for Immortality Two: Do you ignore Summoner level restrictions for the Alchemical Breakthrough/Enhanced Breakthrough Boon? Use your Character level? Something else? Enhanced Breakthrough says you can take 3 point Evolutions, but they all have level restrictions, as do most of the non-banned 2 Point Evolutions.
I want to get some concensus on how the Puppetmaster Magus' "The Show Must Go On" ability works:
The Show Must Go On wrote: When a puppetmaster has a creature under the effects of an enchantment spell and that creature has line of sight to an illusion spell the puppetmaster has cast with a duration of concentration, the puppetmaster can link the illusion spell to the enchanted target. As long as the target has line of sight to the illusion and is enchanted, and the puppetmaster has line of sight to both the target and the illusion, the puppetmaster can maintain the illusion as a free action each round. The puppetmaster can maintain only one illusion spell in this way But it's not totally clear how much of the normal Concentration Duration rules the Illusion spell still follows. Do you need to make a Concentration check if you take damage while the spell is up? More importantly, can you cast other spells? I sure hope so. I'm pretty sure the intent is to keep one illusion spell up as long as your enchantment lasts, and still be able to cast other stuff. Puppetmaster and regular Magus are both built around being able to cast spells on most of your turns. CRB wrote:
PF Roleplaying Guild Guide wrote:
Does this mean you can still buy items off the higher level chronicle sheet? I just noticed a few higher-CL wands I'd like to grab off 7-11 scenarios I downgraded.
Blood of the Beast wrote:
This hex feels weird, like it's missing some info. I assume: - The Shaman has to choose positive or negative energy still, and can channel to harm if Neutral/Evil?- Channel Luck still heals, just half effectiveness like all variant channels. - If you have other Channel feats, they still work with this channel, it just won't qualify you for those feats. - You get Cha+3 Luck Channels per day like a cleric. This looks like a potentially very powerful Hex when combined with Life Spirit, possibly Witch Doctor, and channel feats (Selective, Quick, and Fateful/Ki.) |
