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![]() So, Paired shots says you only apply precision damage once if both attacks hit. The gunslinger's new Slinger's Precision feature adds 2 Precision damage to strike swith crossbows and 1d4 Precision damage to strikes with guns. If a pistoleer uses Paired shots with, say, a Dueling Pistol and a ![]()
![]() Good Afternoon, While browsing the new Playtest, I and others have encountered some errors or omissions that pose problems to our abilities to actually playtest the new classes. I'd like to gather them here where they can hopefully reach the devs and ideally get a response. This thread is not for things you don't like or you feel are too good/not good enough. If you know how it works even if it's frustrating, it doesn't belong here. The things below should provide good examples 1) We don't know how high level robot companions work. - We're told Robot Companions follow the same rules as animal companions, but they don't use the same progression. Animal Companions follow a growth cycle of Young -> Mature -> Savage/Nimble -> Specialized. Based on the Mechanic's feats, we know that Robots have a growth cycle of Basic - > Mature - > Burly/Graceful -> Advanced - > Specialized. Now Basic is obviously the counterpart of Young, and Savage/Nimble are clearly counterparts to Burly/Graceful. But then we have a problem. Robot Companions become "Advanced" when you take Advanced Drone, a feat available at 14th level much like Specialized Companion. But we have a whole new tier at 18th level which uses the name of the animal companion's pinnacle! Further complicating matters, the feat to unlock the final tier of robot customization, Superior Customization, references a non-existant feat, "Superior Drone." But the superior customizations granted by the feat say they're only available to Specialized Robots. In fact, the elite Drone feat that upgrades your robot to a specialized companion also requires the non-existant Superior Drone feat! 2) Missing Technomancer Spell Cache Spell - The 3rd rank Cache Spell for the DPS++ Programming language, Elecrotether, doesn't exist. It's quite possible that this is a renaming of the spell Gravity Tether from the playtest, but that's not going to show up if someone searches for something starting with "electro-" 3) Alakablam does not have a duration - The 4th level Technomancer feat Alakablam does not have a duration. The feat is also too different from similar options like Bespell Strikes (which is a free action that doesn't care about consumables) to make a definitive judgement call. 4) The Dynamic Frequency Scaling Spell's Jailbreak doesn't make sense -The Initial Hack spell for the Viper programming language, Dynamic Frequency Scaling, allows you to give a Spell Gem a second use after you use it, but indicates that the spellgem is destroyed if you use it a second time. The jailbreak effect says the spell gem only becomes broken on a critical failure, but there is no check involved. Was this supposed to refer to overcharging Spell Chips? ![]()
![]() So, the new Runelord archetype replaces your thesis woth a personal rune, which turns your bonded item (which must be a polearm or spear) into a staff. The specific text is, "The weapon functions as a staff with charges equal to the highest rank of spells you can cast and contains the sin spells from your sin up to that rank (including your cantrips). Your personal rune isn’t a property rune and doesn’t count against the weapon’s limit of such runes. If you prepare a magical staff, it merges with your bonded item until your next daily preparations, adding its charges and spell list." So, what's got me confused is that last paragraph. A Runelord's polearm staff is clearly not a normal staff because you can't prepare multiple staffs in one day, but you can merge another staff with your Polearm staff by using the normal preparation method. Which makes me wonder- Does a Runelord's bonded weapon follow the regular mechanics of preparing a staff if you don't merge it with another staff? What does that mean for your ability to expend a spell slot to add a number of charges equal to the level of the expended spell? ![]()
![]() So, while browsing the forums I came across a decade old thread about the lethality of Pathfinder society, and that got me wondering about how commonly other play groups see a PC die in society play. In my personal experience, I've played in 137 Pathfinder society games. Most of those have been scenarios, but there are 4 Bounties/1 XP quests and maybe a dozen 2 xp quests. So estimate 110 scenarios. In that time, I've witnessed two PC deaths (neither one my own). In the first case, a PC was dragged 60 feet under the water by a brine shark and then reduced to 0 hp, and while they might have been recoverable, the novice mistake of spending a hero point to re-roll a failed death check, which then became a critical failure and sent the character from Dying 2 to Dead. The second case was a phantasmal killer critical failure after a hazard had already drained the player of hero points. That's a fatality rate of about 1.8%. What about you guys? ![]()
![]() So, I recently GM'd The Mosquito Witch for my local group, and as we were wrapping it occured to us that, the society never followed up on the events of the adventure. The Mosquito Witch is still out there, doing her thing (and tantalizing witches with the possibility of her patronage if only we could get a boon for that), and Haru has seemingly been searching for her freind Lasarte for 5 years now. Now, the latter might be long past ohr ability to resolve, but the former? I'd love to see a return to Shimmerford to solve the mystery once and for all. Or at least another spooky adventure and perhaps a boon for a new witch patron! And that got me thinking. Do other members of the community have any favorite scenarios from the early seasons that could use a sequel? It's certainly not impossible- Lost on the Spirit Road and Mountain of Sea and Sky both got revisited this year, and we got a loose tie to Burden of Envy last year with Heidmarch Heist. So, are there any plot threads from seasons 1-3 for which you've been waiting years for a resolution? ![]()
![]() So, I've been toying with the idea of bringing the longest running character I've ever had over to PF2 and PFS. While a hexblade warlock woth a moonblade can't be ported over 1:1 in 5e, the actual core of the character is a Half-elf* orphan with a chip on his shoulder about the father he never knew, suddenly stuck in a mentee relationship with the spirit of one of his paternal Great-Grandmothers. And that sounds like a great fit for an animist. So now we have the core of the character. Human (Aiuvarian) Animist, with the backgroubd most likely being street urchin, prisoner, or the like. My first few things to determine are; 1) What sort of sword does the character use? It's definitely a sword since I plan to reuse the miniature, but that still leaves a lot of choices and informs a number of other choices. I'm leaning towards a strength based weapon since Animist doesn't have a major damage steroid to fall back on. My main concern is losing proficiency with my weapon because I wasn't able to sustain Embodiment of battle. If anyone has played an animist who uses Embodiment of Battle frequently, has this been a problem for you? Is it worth spending a feat to pick up permanent proficiency with your weapon?
*I feel the character would deeply resent characterising a people by their lifespan and hate the word Aiuvarin. ![]()
![]() Prepared Casters fall into two categories, albeit without a clear name. Clerics, Druids, and Animists know all common spells of their tradition and can prepare any they choose. Wizards, Witches, and Magi have a vessel, be it a spellbook or familliar, in which they learn some new spells each level and can use the Learn a Spell action to add more. But the Necromancer is different. While you put your known spells in your dirge and learn more each level, nowhere does it say you can add spells to your dirge otherwise- In fact, the text of dirge seems to rule that out by saying the learn a spell activity only gives you access to a spell that you can learn at a later date, much like spontaneous casters! This puts the Necromancer in an awkward position, kind of getting the worst of both worlds. You have the fixed spellals known of a spontaneous caster limiting your day to day options with the lack of moment to moment flexibility of a prepared caster. This feels like an oversight. It's especially glaring because as a prepared caster, you have no way to forget and replace a spell upon leveling up, so you can only swap out a bad spell by spending a week to retrain it (while a wizard would just learn a new spell in less than a day). Edit: Full credit to BadLuckGamer for pointing this out in his video first. ![]()
![]() Pretty much what the title says. I'm likely going to run a certain PFS scenario in which thw PCs need to keep ebemies alive, and want to reccomend that the weapon users buy Merciful Balms from Treasure Vault. I can't find any text saying you can't apply an oil to a ranged weapon and have its effects apply to the ammunition, but I want to be sure so I can forestall any potential rules lawyers. ![]()
![]() So after a situation in which one of my characters could not make a single check in part of a scenario (4-07- Specifically the mindscape search), I decided to take another look at Hirelings. A Hireling could effectively give my character expert proficiency in a skill and two lores, and even grab assurance in that skill in the event I'm just trying not to drag the group down with a critical failure. But I've never seen hirelings used in play. How should I handle relying on my hireling's expertise? Is it important to let the GM know I have a hireling at the beginning of the scenario? ![]()
![]() So, if you haven't peruse the Triump of the Tusk player's guide yet, you probably don't know who Wulgren is. Wulgren:
WULGREN
Wulgren mastered firearms in life and continues to promote them in death, advocating for his worshippers to build their own means of victory against their enemies. Edicts create the weapons you intend to wield with your own hands, innovate efficient ways to defeat your enemies Anathema wield a weapon forged by another except in direst circumstance, yield ground to an enemy while victory is still possible Divine Sanctification none Divine Font harm or heal Divine Skill Crafting Favored Weapon barricade buster (Treasure Vault) Domains ambition, creation, freedom, perfection Cleric Spells 1st: sure strike, 4th: creation, 6th: phantasmal calamity So this got my creative juices flowing, and made me wonder, "How does a player build a warpriest of Wulgren using his favored weapon?" And honestly, I'm a little stumped. This is a very MAD build. You need a strength of +2 and as high a dex modifier as possible, and you still want wisdom and constitution. Plus you still have all the usual headaches of using a weapon with an effective range of 25-40 feet inherent to the barricade buster. And so I ask the forum, How would you build a warpriest of Wulgren? Edit: Link to the Barricade Buster on AoN in case you're unfamiliar with this gloriously impractical Orcish Volley Gun. ![]()
![]() So, Parhfinder 2e has long had a problem where runes that add damage crowd out any other kind of rune, and it looks like this is the case in the playtest, too. But one place I noticed that PF2 actually avoided a pitfall that the SF2 playtest is falling into comes from Pathfinder having an avenue to improve weapons besides runes (Well, improve guns and crossbows, anyway): Weapon Customizations. In the SF2 Playtest, Bipods, Silencers, Sights, and scopes all use precious upgrade slots that are filled from level 7+ with damage upgrades. But a PF2 sniper can add a large bore barrel, a tripod, and a scope to their arquebus, all while still filling the gun's property rune slots with as many damage runes as their potency rune will allow. And the thing is, the devs don't even have to use the existing system. All we need is to add a column that indicates how many upgrade slots a particular upgrade takes up, and make mundane weapon attachments take up 0 slots where appropriate. So a basic darkvision scope would take 0 upgrade slots, but a magitech scope that allows the sniper to see through obstacles and then teleports a bullet directly to the target still would require an upgrade slot. (I'd also like to see weapon damage runes/upgrades separated from utility or niche stuff like returning, merciful, etc., but that's another topic thay I think has already been brought up. ![]()
![]() So, I've fallen in love with the idea of a Gunslinging Skittermander carrying as many Guns as he can get his Grubby hands on. Unfortunately, the playtest lacks the numerous items Pathfinder 2e has created to support such a character without a player having to break the bank to afford all the weapon enhancements. Is there any sign of an item like the doubling rings or blazons of shared power that I missed? ![]()
![]() So, I've been working on starfinder playtest character concepts as well as the 1e character who will get their chronicles and perhaps play in a few conventions, and I'm interested in learning more about the first chaotic days of the gap, because I think they'd be very formative to some of my society characters (The two characters I have in mind are a gap-born Elf and an Elven Xenometric android who had the peculiar fortune of being renwed the day the gap ended on Absalom Station). Are there official sources, either in the form of fiction or lore books? Blog posts? Here are a few of my questions; 1) Did memories of the deceased survive the way memories of living interpersonal relationships? Can those who lived through the gap remeber the faces of parents who died before the gap ended? If not, could the inability to remember anything about one's parents while clearly recognizing a baby brother lead someone to realize their parents died very recently if evidence of living with one's parents was still present in one's domicile? 2) How complete was the destruction of written and visual information? I know histories were wiped clean, and family photos were hopelessly fuzzy, but did street signs get wiped? Advertisements? Cargo manifests? "Happy 80th Birthday!" and "Happy Renewal!" decorations? 3) How did the financial situation work (specifically on Absalom Station, since that's where the characters lived)? Did people know if they rented or owned their living space? Did people still have bank account balnces they could draw from even if the earlier transaction records were wiped, or were you stuck with whatever credsticks you had on you? Thanks for the help! ![]()
![]() So, with Starfinder 2e's playtest giving 1e credit and a con I'm going to running the Starfinder-Pathfinder croasover specials, I decided to try out Starfinder for myself. And as I started out, I found things pretty familiar, being a veteran of 3.5. And then I tried to buy rquipment and hit a brick wall. I have no idea what to buy. All of the guns I see listed have exotic, in universe names I don't understand. AoN doesn't provide a convenient list of the item's source, so its tricky to figure out if I even have access to the item. I think I found a suit of armor I like (Second Skin), but then there's the matter of misc. equipment.... And so, I beseech the forums for help. Concept wise, the character is a Forlorn* Elf Activist who is a bit of a cultural rebel and tries to encourage young elves to venture out into rhe wider galaxy. I think Padme and Leia are probably the biggest inspirations in terms of how I want the character to function (A diplomat and leader who sometimes ends up in "aggressive negotiations"). I'm on the fence as to what starting feat to take, so grabbing Longarm Proficiency is an option. I have looked at some envoy guides, but I didn't see much help for this sort of thing. If I missed something, please feel free to link an appropriate guide. Edit: I found VampByDay's guide, but it was a little light on details for my tastes. I think I'll pick up the core rulebook so I have everything in a more readable format that AoN. ![]()
![]() So I'd been brainstorming character ideas and hit upon a Duskwalker Redeemer of Saloc who wants to give others the same second chance they got. This is all well and good until I notice one of Saloc's anathema is, "Manipulate or remove a creature's emotions with magic." The Redeemer Champion's Glimpse of Redemption reaction says, "Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye," and the feat weight of guilt says, "Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye." That kind of feels like manipulating a creature's emotions via magic. You could argue that the visions themselves are magic but the foe's response is their own, but that feels a bit like splitting hairs. Would this come down to the GM's call? ![]()
![]() Hello, I'm in the process of swapping a +2 Potency Rune and a +1 Potency rune between weapons and struggling a bit with the syntax of the rules for doing so. The Relevant passage in the rules says, "If you're swapping, use the higher level and higher Price between the two runes to determine these values." Does that mean I use the price of a +2 Potency rune, 900 GP, or the difference between the price of a +2 Potency rune and a +1 potency rune, which would be 865 GP? As I type this out, I'm leaning more and more toward the former, but I wanted to double check. ![]()
![]() My Pathfinder Society Psychic just reached 3rd level, but I'm afraid I'm at a loss as to a lot of the choices I need to make, and I was wondering what you might think. The character is an Elven Psychic with the Oscillating Wave Conscious Mind, the Precise Discipline Subconscious Mind, and the Witch Dedication (Faith's Flamekeeper). My specific questions are; 1) I'm somewhat torn about what general feat to take. I had been considering toughness, but it occurs to me that I could instead take Armor Proficiency and increase my AC by 2 with a Chain shirt. The downside is this does mean I take the item penalty to stealth checks (and thievery checks, but I'm not trained in those anyway), but this could be worth it. Alternatively, I could take Canny Acumen (Perception), since reaching level 11 in Pathfinder Society is more or less when characters retire anyway. Also, I kind of like scroll robes allowing me to have a hands free scroll of sure strike while I carry a pathfinder provision scroll in one hand and have the other free. 2) I'm not quite sure what to take as my 2nd rank spell. I have Force Barrage and Soothe as my 1st rank spells, with Soothe as my signature spell. I'm considering Calm since it's a nice control spell, but it would have to be retrained at 5th level since it's an incapacitation spell. I could also move Force Barrage to 2nd rank and make it my signature spell. What do you think? 3rd) I have 94 gold and no idea what to spend it on. The skill item I have my eye on is a pair of healer's gloves next level since the character is a bit of an herbalist anyway, and I also plan to take Basic Witchcraft (Lesson of Life) at 4th level, so the Pearly White Spindle Aeon stone is less attractive when I'll soon be able to heal 32 hp every ten minutes on top of treat wounds. Scrolls seem like a good choice, but I'm not sure which to take. Advice? Thank you for your help, and please feel free to add additional suggestions. EDIT: Built the Character in Pathbuilder's browser to help answer any other questions about the build. ![]()
![]() Hello everyone, I have a few questions regarding the best way to handle issues I discover with chronicles, and couls use some advice. 1) If I discover there was an issue with reporting, should I reach out to the GM/Venture Agent responsible for reporting first, or contact paizo OP directly first? 2) How public are Player numbers? I was contacted by a player from a convention who had a reporting issue that might be related to a typo in his player number, but the only way I can figure out how to respond to him over Tabletop Events would be to message everyone who participated, and I want to be sure that listing the player numbers of each participant to double check their accuracy would not be a breach of etiquette of some kind. ![]()
![]() So, this is my first character to reach liked with the Horizon Hunters, and She has an intelligence modifier of 0, is untrained in perform and crafting, will never advance her lore skills beyond trained, and will not take the skill feats that let you use other skills to earn income. So I wrote off Storied Talent (A Horizon Hunters Boon that lets you attempt to earn income using tasks equal to your level instead of your level-2, minimum level 0) as a waste of ACP for her. But today I decided to do the math myself, and was somewhat surprised. You can check my work here, but it looks like until a character reaches level 12, you will still earn more gold in the long term by using storied talent than without it, even with the lowest lore skill bonus possible for their level. Of course, your odds of Failure and Critical Failure increase, so your actual results will vary, but if you're feeling lucky, I reccomend taking Storied talent no matter how bad your society character is at their day job. Notes:
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![]() So, Treasure Vault introduced the inscribed trait for the Caster's Targe and Scroll Robes as a way to keep a scroll at the ready without having to carry it in your hand- Particularly desirable for spells that are cast as a reaction like Breath of Life or might have a 3 action casying time like Heal. I'm wondering if a character can recieve their pathfinder provision (Both of the aforementioned scrolls are potential options) in the form of having a scroll inscribed on their item? Inscribed scrolls can't exactly be sold so this isn't quite like allowing a player to keep an unused provision and stockpile them for later, but an inscribed scroll also can't easily be turned in and used by someone else in the society, so I could also see why this could be inconvenient for the society in-universe (Although they could argue that an agent can't get a new scroll inscribed until they use the previous one on a mission). What are your thoughts? ![]()
![]() The Scroll Thaumaturgy feat reads as follows "Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica." Regarding the last sentence- Can a Thaumaturge carry around one scroll at the ready while also holding their implement? I've run into a number of cases where I've really wished I could cast a 3-action heal spell but been unable to retrieve the spell in time, and we only narrowly avoided disaster last night because the GM handwaved the question of how using a scroll of Breath of Life would work. Is there a solid answer? Or do I run it by my PFS GMs at the beginning of each session (especially relevant as after the con this week I will be 9th level and recieve a Scroll of Breath of Life at the beginning of each scenario) ![]()
![]() I was reviewing the rules for lore skills today when I reread the, "Determining the Scope of Lore" entry, and something I read clashed with several adventures I'm running- The rules for lore specifically say, 'One Lore subcategory won’t cover an entire country or all of history," but I thought I recalled several adventures that used <Country> Lore or even <Continent> Lore, and going through the adventures I have on my phone in preparation for GaryCon, sure enough, I spotted an example of each. Now, I'm not dunking on Scenario writers here . They've got a lot on their plate. But as a GM, it bothers me a bit that I'm asking players to use Lore skills they can't actually have. In some cases the solution is simple- Just use the relevant settlement as the lore skill. But one of the adventures actually had both <Country> Lore and <Country's Capital City> Lore at the same time (The latter offered a lower DC). Should I just not mention <Country> Lore as an option then? ![]()
![]() One of the first chronicles I ever got for my first character has been a persistent thorn in my side that I'm struggling to rectify. One of my chronicles has never shown up under my character. My local V.O. tried multiple times a while back to solve the problem on their end to no avail. I recently was reminded of this problem when my local group created Chronicle trackers for the player and character level, and was wondering if there any way to work with organized play support to get it added? The chronicle is over a year old, but I believe I can get all the information for it. ![]()
![]() I'm trying to get a complete set of miniatures for the 2e Iconics with pregens to help with Organized Play. I've gotten 11 of the sixteen between wizkids prepainted models releases post 2e and the Legendary cuts Ezren, but that leaves Amiri, Lem, Seelah, Linu, and Sajan. The only easily available models for them seem to be from Reaper. It seems Reaper still has them available in both metal and plastic. Does anyone have any experience with these sculpts or Reaper in general? Which would you recommend? ![]()
![]() Pathfinder Society Characters gain training in Pathfinder Society Lore. What happens if they are already trained due to their background? The rules for backgrounds mention you can become trained in a different skill instead if are trained due to your class, but this is different. I suspect the answer is that you don't get anything extra, but if there's been a ruling that gives you a different lore skill I'd be happy to hear it. ![]()
![]() The Brine Shark's deep plunge ability reads, " The brine shark dives straight down into the water, moving up to twice its swim Speed in a straight vertical line. It can use this ability while grabbing a creature." The rules for swim speeds say, "Moving up or down is still moving through difficult terrain*." If the Brine Shark's ability just said, "Swim twice down in a straight vertical line," I'd be confident in saying they obly dive 30 feet when using deep plunge. But not using the regular swim action makes me uncertain. How far do Brine shark's dive when using Deep Plunge? Also, I noticed that creatures grabbing an enemy normally have to release said enemy when they move. Does Deep Plunge override that? (Background: I am running 5-01 twice at GaryCon, and want to be absolutely sure of the rules before the Shark drags some poor sap to a wattery grave) *Frustratingly, I can't where it says that swimming up or down without a swim speed is difficult terrain. Help? ![]()
![]() How does one determine if a spell released prior to the remaster has the [Concentrate] and/or [Manipulate] traits? I've searched the compatibility errata and the preview document, and found no guidance. If I were to guess, I'd say all spells have the [Concentrate] trait and any spell with material or somatic components also has the [Manipulate] trait, but that's pure guesswork on my part. And this is actually pretty important, as spells with [Manipulate], such as Sure Strike, do not trigger reactive strike. Is there a piece of guidance I've missed? ![]()
![]() According to the organized play rules, "Each other creature controlled by a PC whose location outside their PC’s square affects the encounter is also represented by a pawn. No PC can place more than 2 pawns per adventure including their own. Temporary creatures who last no more than an encounter or two do not count toward this limit. Creatures who stay in their owner’s square during encounter mode do not require pawns." This rule obviously puts a limit on how many minions a player can be commanding at a time, and makes sense. The nightmare scenario of a a Gnome summoner with the beastmaster archetype having their eidilon, animal companion, and burrowing familliar all out at once is not one that should be sprung on an unsuspecting GM. However, what I'm hoping I'm wrong about is the implication that once a PC has placed a minion's pawn/miniature, they cannot replace that minion with a different one. The above wording above seems clear that this is the case, but, well, It bothers me that beastmasters can't swap out their animal companions in organized play. I'm not trying to flood the board, I just want to be able to change between a Capybara and a Pangolin as the situation dictates. Tl;DR: are beastmasters prohibited from swapping one animal companion out for another during an adventure in Organized play? ![]()
![]() Hello, I've gotten into Pathfinder 2e recently and am quite enjoying it. However, I've run into a few questions regarding firearms while brainstorming character ideas and was unable to find a definitive answer online , so I thought I'd try the forums. I included links to the rules where relevant for everyone's convenience. 1) Does wielding a one-handed firearm or crossbow with an attached bayonet (or other attached weapon) disable the Thaumaturge's Implements empowerment? My gut says yes, but I thought I'd ask more experienced players for reference. 2) Since I assume my reasoning in the above is correct, could Blazons of shared Power be used to share runes between an attached weapon and the base weapon if the base weapon was one-handed? 3) So this borders on theoretical optimization as it's rather silly*, but I thought I'd ask. A Thrower's Bandolier can contain up to two bulk of weapons with the thrown property. Dagger Pistols have the Thrown 10 ft. property and are light bulk. Could someone store 20 Dagger pistols in a Thrower's Bandolier and use quick draw to draw a new one every time they wanted to fire? This definitely doesn't feel intended, especially since the Gunner's Bandolier has specific functions in place to ensure it isn't used to bypass the firearm action tax. *Although probably not broken, since I think the damage both with regular hits and critical hits is less than what a shortbow does |