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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 37 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.



Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Looking at Holy Water in GM Core, it has this line:
Holy water can damage only creatures with the unholy trait.

Most undead aren't unholy as far as we know. Am I missing something?
Does it even work to destroy vampires?

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Under most circumstances the cantrip Light will beat the spell Darkness and make it fail to work in the overlapping field of effect.
Light is a cantrip, and under the rules cantrips are always cast at a spell level equal to the highest you can cast:
"A cantrip is always automatically heightened to the highest level of spell you can cast in the class. This makes a cantrip a 1st-level spell if you can cast 1st-level spells, a 2nd-level spell if you can cast 2nd-level spells, and so on."
Darkness is a level 2 spell, with a level 4 heighten.

Here's how light and darness interact:
"Light and Darkness
Light and darkness from magical and nonmagical sources interact in specific ways. Nonmagical light always shines in nonmagical darkness and always fails to shine in magical darkness. Magical light always shines in nonmagical darkness, but it shines in magical darkness only if the light spell has a higher level than the darkness effect. Spells with the darkness trait or the light trait can always dispel one another, but bringing light and darkness into contact doesn’t automatically cause one to dispel the other. You must cast a light spell on a darkness effect directly to dispel it (and vice versa), though certain spells automatically attempt to dispel opposing effects and describe how they do so."

So, most of the time Light (always cast at max level) will overpower Darkness (cast at level 2 or 4 only). Is this intended?
It does mean that most castings of Darkness will be easily ignored by a same-level PC having a Light cantrip going.
Note: How does the Shadow creature ability Cast Shadow interact with this? It doesn't give an effect level, nor does it appear to reference the spell. It's clearly a magical darkness effect but that relies on effect level to adjudicate.
It is clear that casting Light as a cantrip will always dispel any Darkness effect of any level, and vice versa, because all light effects and darkness effects can always dispel each other.

Thanks. :)

Grand Lodge

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Pathfinder Lost Omens, Rulebook Subscriber

I've made a Fey Sorcerer and it all looks pretty cool until I get to the powers.
The initial power is Faerie Dust. It's an area effect, that looks good. On a save it does nothing. On a failure the target gets a -2 to perception and can't use reactions. On a critical failure the target falls asleep for one round. Under most circumstances this power will do... nothing at all. Unless someone crit-fails a roll perception checks and reactions just aren't a thing in combat for most foes from what I have seen. Am I missing something?
The second power is Fey Disappearance. For 2 power points and 2 actions you can ignore difficult natural terrain and stride or step once. That's two actions to move once unhindered. If you just took those two actions to move in difficult terrain you'd go the same distance. If there's no difficult (natural!) terrain you are straight-up giving away an action and 2 spell points for nothing. If there is you are spending 2 spell points to move once unhindered and then I guess can use your last action to move again, as it lasts the round. Best-case you are gaining half a normal move, if you spend your entire round moving through difficult natural terrain. Oh, but there's a rider. For an additional 2 points (that's 4 total of your 6) you also turn invisible for the round even if you attack. With your 1 remaining action. You can do this a grand total once per day until you reach 10th level, then you can do this twice. I'd prefer to just get Invisibility, as long as it cost less than 4 spell points. Or at least gave you enough extra points to pay for itself once. You get 2 points, to use it fully it costs 4.
The Greater power is Ridiculous Notion. This causes everyone within 30 feet to save or be slowed 1 and no reactions for 1 round (crit fail is prone and no actions). It's an aura so it'll effect your allies unless you run away from them into the middle of your foes to use it, maybe slowing them 1 if you are lucky! This seems like a bad plan.

Maybe the Fey Sorcerer is being punished for getting the Primal spell list which is pretty cool. I don't know.
These are not good powers as far as I can see. Can anyone explain how and when they might be useful?

Grand Lodge

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Pathfinder Lost Omens, Rulebook Subscriber

The new Dying rules intro says you are no longer slowed after having the Dying condition, you get Wounded instead.
The Unconscious rules on the next page still have you slowed after being unconscious.
I'm presuming that this is in error and the Slowed part of the Unconscious rules should not apply? Currently recovering from Dying gives you Wounded and recovering from Unconscious gives you Slowed. Can you be Dying without being Unconscious?

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

The wording on investing a Staff includes this line:
"When invested during preparation (but not if invested at other times), the staff gains a number of charges equal to your highest-level spell slot, though it can never exceed its maximum charges."

How many charges does this mean? When I make a 7th level Sorcerer (3 4th level spells per day) is that 3 (number of spells) or 4 (level of spells)? Is it something else? I know there's also a cap per staff, but I'm trying to figure out what the words here mean.

Thanks.

Penn

Grand Lodge

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Pathfinder Lost Omens, Rulebook Subscriber

In the Leadership subdomain, the Inspiring Command power doesn't say how often it can be used. Should I assume it is the same as the ability it replaces (Wis+3), or once per day?

--Penn