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COIN GUN HAND CANNON
rare, advanced weapon
As hand crossbow but 1d8 piercing + fatal 1d8.
This gun fires coins, one silver coin per shot. If fitted with magic runes it must gold coins or the runes are inactive. Expended coins from hits may be salvaged in d6 minutes per target, and later melted for 1/10th of their value.
Misfire: On a natural 13 the weapon suffers a malfunction after the shot is resolved. Clearing a malfunction requires 3 actions (manipulate) and a Lore (Firearm) check DC 15 or Crafting DC 20. Success is automatic in 10 min rest if Trained in either.
Story points: Is this Anathema to Abadar? Mammon? Is this Anathema to Abadar or Mammon to use it and not recover the spent coins? Where exactly did your misses go? Now the murder hobos start caring about collateral damage! Foe is shot and dies, last words "Silver? I am insulted and you're cheap". Coin used clearly visible in shot effect, either muzzle flash or it's a beam.
Insoiration: Coin gun in Terraria.

As a GM, I'm having a problem with the Investigator breaking plots.
It has a number of feats that automatically reveal information. Let's start with That's Odd. "When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary ... skipping obvious clues that can be easily noticed without a check."
Although it isn't as bad as Who Dunnit (which I see is PFS restricted) it's still causing me problems. In an adventure based on finding leads, the investigator automatically finds one, even if they just are just passing through and couldn't normally search. In a detective adventure, this is the equivalent of a dungeon crawl with a mob automatically dying as the party enters the room.
Can't I fix it by adding more clues?
If the clues are random and unrelated, the players will complain about being trolled by GM cheating. "We're here to investigate a murder. I learn that the Hand of the King has sneaked an extra cake from the kitchen while the cook wasn't looking. You literally just made that up to save your adventure, didn't you?". Or, the investigator can take feats like Red Herring which automatically eliminate false positives.
Can't I just design my adventure with multiple significant plots?
Thanks APG! How many more hours will that take? What do I do if I'm using a published adventure to save time?
GMG guidelines for items say 1st level spell muiltiple times per day is a 5th level item but I am convinced that is too low for "True Strike on a stick".
I'm aware of the Staff Wizard Archetype in APG but I feel that does a different thing by expending spell slots for it.
I'm experimenting with True Strike:
(a) as a focus spell
(b) on a magic stick
(c) as metamagic allowing a wizard to modify a spell as cast or memorized.
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What is the spell casting equivalent of striking and potency runes?
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Another show, the same act again. Usually the audience expects the same act for a season (perhaps an AP). You can change which performers are on, but when you're on, do you want to roleplay your trick the same once each week? Doesn't it get repetitive?
This is a new monster from the most recent AP volume.
http://2e.aonprd.com/Monsters.aspx?ID=1003
Spell-Imbued Blade (Two Actions) The svartalfar killer chooses acid splash, produce flame, ray of enfeeblement, or shocking grasp and makes a melee Strike. If the svartalfar killer hits, they cast the chosen spell through the weapon at the same target. The spell's attack roll is the same result as the Strike.
Using Firefox 80.01 on Ubuntu (Canonical's build from the OS package manager). After login, the page just reloads infinitely. Setting privacy protection to "Standard" allows the login, and the site works fine afterwards with it changed back to "Strict". So it's something to with the login itself.
Quote: reaction
trigger an opponent misses you with a melee strike with a weapon
you make a disarm check, on a success you get a critical success
Sadly reaction limits prevent you from AOO as they retrieve their weapon.
Recommendations gratefully received.

This is an artifact in the GMG.
https://2e.aonprd.com/Equipment.aspx?ID=612
Activate 1 minute (Interact)
Requirements The prism has only one input stream, and a creature is encased in magic in the input stream
Effect Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism’s first activation. For instance, if you set the prism to “good,” one creature would have all the original creature’s good aspects and the other would be the original creature’s evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation.
I'd like a power to be permanently on, but I understand that if it's a numerical adjuster, it breaks the game because it will allow the party to take more encounters per day than designed.
What if, example rule, we rolled a dice after you used it, and if the score was < the number of times you'd used it today, it ran out?
They don't have spellbooks right?
So lower level spells are lost when they lose the lower spell slots?
So I know I can heigthen them and keep them, but then I lose the opportunity to learn a new, higher level spell.
Personally I think this is "an odd design choice". It's OK to lose the daily slots, but losing knowledge of the spells is weird.
CRB 272 Table 6-2
https://2e.aonprd.com/Rules.aspx?ID=194
strking spell, release 1 hand (free action), cast 2 action somatic spell, RE-GRIP two-hander (1 action), swing = 4 actions.
Assuming you use Striking Spell free action then cast a 2 action damage spell, you can either move or swing with your last action.
The synthesis pretty much defines this
* Shooting Star - You can shoot with your 1 remaining action
* Slide Casting - You can move, and swing once.
* Sustaining Steel - You can swing once, and gain HP.
Now I feel this decision applies to your character for most of its adventuring career, but you should be able to swap between these on a turn by turn basis as the situation demands.
I dont mind for example locking an alch into toxins or a wizard into evocation as you still get to choose a wide variety of actions during a combat turn. But it seems to me that every combat turn will be mostly the same for a magus.
This might be offsettable with the magus by bringing utility spells, for which I need to play more games.
Does this mean you can use the scroll twice?
Otherwise I can't understand why you don't just use the scroll as normal/
Eldritch Archer is an archetype from the APG
https://2e.aonprd.com/Archetypes.aspx?ID=59
Activate Three Actions Eldritch Shot; Requirements You are wielding a bow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks.
I prefer this to the magus's shooting star synthesis.
Am I supposed to?
Mainly, the magus is limited to the spell's range.
I see "Cleric 7 of Sarenrae" and never just "Cleric 7". Same for Champions.
Is this a convention for Golarion setting or a core rule?
If the patron defines the character why don't they write "baba yaga witch" instead of witch?
Originally I was thinking of ways to maintain undead, but this could apply to other spells. When you create an undead, you can maintain the undead by giving up (losing) the spell slot used to summmon it. The ability to do this would be gated behind an archetype, as I don't want any random wiz being able to do it.
But I think losing a 3rd level spell slot "forever" to get "permanent flying" would be a bit good. What about if we paid 2x (or even higher) the cost?
I just saw this new spell Magical Fetters in the AON update.
I'm having a hard time understanding why this spell is 3rd level, especially considering that Hold Person Paralyze is 3rd.
I'm also wondering why a spell that creates magic handcuffs at 60 foot range isn't also divine, given how many fetish demons there are in this game.
Consider the ability to "overclock", at the risk of taking damage or passing out.
2E oracle in playtest had it, 1E kineticists has it.
People keep telling me it's a really bad idea, and obviously Paizo agrees since the Oracle lost that. But the CE Champion (the Paladidnt?) has it so it's not like their totally against the idea of self-harm powers.
What exactly was the problem with it? I'm guessing it was a community social thing which some thought was in some way disruptive to the game?
Cast portal, dive through, roll, come up both-wands-blazing-dual-wield, neem-neem, they're Wands of Petrification, flourish to straighen the wizard hat, clap to cast shockwave and the statues shatter.
Wall of Stone, cast in mid air. Does it stay there? Does the casting fail? Does it become Rain of Falling Rock?
What damage might that do?
Which walls can hang in the air? Wind? Force? Fire?
Back in the days of AD&D, the mechanics and lore were combined. You would ID an item by pointing it at a volunteer(?) and pressing the button.
In this more refined day, age, and edition, you roll a dice.
What is the wizard actually doing in the game? Are they zapping mice? Examining the magics?
edit: One supposes there are parallels with modern engineering; the quickest way of determining what a complex magical box (a large software program) does is to run it (ideally in a virtual machine for safety). So who's volunteering in Golarion?
To help with balancing some homebrew I am looking for existing PCs at various character levels beyond 1st.
If anyone knows a source?
I'm aware of the wealth by level charts in GMG and all that but some actual chars would be helpful, to see how it's allocated, what people are actually building, and of course, if play groups are sticking to guidelines.
Most demons have additional evil damage on their attacks e.g. claw 2d6 + 1d6 evil.
I noticed the Kalavakus, Vavakia, and Nalfeshnee don't.
Less evil? Omission? Typo? Sekret Loar (TM)?
edit: All these 3 are not from Bestiary 1.
I looked at the 5E warlock and I'm not sure how to balance it for PF2, or if it's even possible.
What is the difference in why that Vampire etc can have a bunch of backstabbing monsters for PCs, and the game works, but D&D games can’t?
Quote: Divine Source - 3d tier Universal Path aility - You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. So how exactly does this work?
I'm assuming you don't need to specificially accept or deny each request? How would you know if someone was naughty and deviating from the tenets of your faith? Just how many worshippers can you have?
http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html#divin e-source.
Ultimate Magic wrote: Ultimate Mercy - You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. A paladin can take this feat and meet the pre-requsites sometime before level 7. That would give a caster level of 7 or lower. Is this possible?
Core Rulebook wrote: You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question This is a 5th level spell and therefore off the list for a Paladin. There's no Paladin caster level for it.
Use the Cleric? Minimum for Cleric would be 9th level. Paladin must be 9th level to use this?
Paladin can get around this rule?
Does antimagic field prevent a demilich from moving?
I ruled "no". Half my players agreed. The other half did not.
Arguments for each side are as follows.
Not Allowing Movement:
(1) The demilich "obviously" flies magically, being just a skull. Therefore AMF will prevent its movement.
Allowing Movement:
(1) The size of giants is "obviously" magical as it's physically impossible for them to exist otherwise in that form (surface to volume ratio, material strength and all that sciency stuff), but you wouldn't ask me to have antimagic field shrink giants. This is because it's innate to the Pathfinder world.
(2) Demilich doesn't state its flight is magical, and therefore it's innate.
References:
http://paizo.com/pathfinderRPG/prd/spells/antimagicField.html
http://paizo.com/pathfinderRPG/prd/bestiary3/demilich.html
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Apologies: I put this in the wrong forum earlier, so deleted it and am reposting here (no idea why I can't find the forums by clicking through the site: I had to use Google to get here.)
What mechanisms exist to cast a spell through an intermediary?
Let's say wizard at the back, maybe around a corner, throws a ray spell by casting it through some item/spell on the flanking rogue, so that the rogue is ths origination point of the ray. Thus wizard can remain unseen, or gain range, or do corner trickshots. The spell strikes the foe in the flank.
Let's assume we want this and can deal with the fact that it might be broken.
How can this be implemented?
What standard rules come close and can be easily adapted?
How would you implement custom rules?
Apart from "hide in my tower, blast people through my crystal ball" type problems, which we think we can deal with, can you see any other obvious points of game breakage?
Hi!
Askng for guidelines on relating Constitution scores to bleep test (multistage fitness test) scores.
For those who do not know what that is, see here and scroll down to "Calculations"
Wikipedia - Multi-stage Fitness Test
TL;DR - A beep sound is played at decreasing intervals. You run back and forth between two markers placed 20 metres (65 feet 7 and 1/2 inches) apart and must arrive at each turning point on/before the next bleep. The number of runs completed determines the final score.
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link to the rule in PRD Master Summoner (UM)
TL;DR: 5+Cha per day uses of summon, no limit to number that can be up at any one time, so long as Eidolon is down.
Either I can't read, or Summoning Mastery is broken. Did I miss a rule?
Are they really supposed to have 8 eagles/dogs/poison frogs at level 1?
I note their duration is also buffed to 1 minute/level.
So how to fix this, without just banhammering the archetype?
edit: Fixed URL.

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Can someone please help with a rules Q:
Where does it define how many arms an eidolon needs to gain multiple weapon attacks, or how many attacks it gets?
It's quite well defined for natural attacks. From the APG, summoner section (emphasis is mine)
"Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons."
1) The max attack limit only applied to natural attacks. What is the limit for weapon attacks?
2) What does this mean by not including natural attacks? Do they mean if it is already at its natural attack limit, it can still take evolutions that grant it additional weapon attacks?
Now
"Limbs (Ex): An eidolon grows an additional pair of limbs ... they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms ... Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once."
1) Does it need 1 set of limbs per weapon or can it make multiple attacks with one weapon, like a Pathfinder fighter does? This would mean it would not need to take TWF (or MWF) penalties.
2) It is still unclear how many weapon attacks it gets.
My assumption (and this is only an assumption because I cannot find the rule) is that
a) Max attacks applies to natural attacks only (RAW).
b) It gets one weapon attack for each extra limbs evolution that is equipped with one weapon, ignoring the 'max attacks' attribute. (My interpretation and pure guesswork, it could be just 1 attack, or it might not need multiple weapons - like a fighter).
c) If it has Multiweapon Fighting feat, it uses the full BAB with multi-weapon penalty of -2 for the first and -6 for each subsequent strike (my interpretation). It does not subtract 5 for each subsequent attack like a fighter would (15/10/5...)
d) Multi-attack from eidolon powers specifically only applies to natural attacks (RAW).
Can someone please sort me out! Specific references would be really helpful.
Thanks
edit: fixed formatting codes, clarified c)
edit: I checked Univeral Monster Rules in Bestiary.
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.
OK not helpful. First "often" means?
Second "attack with their weapons normally" means? So BAB 12 is +12/+6? So what if it has 4 extra arm evolutions and 4 swords? "normally" would prevent it from qualifying for more attacks after the 2nd due to adjusted BAB being less than 6. Am slightly more convinced now it would have 4 at +12.
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