Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
What is the deal with the Foundry macro? Doesn't it just roll a d20 and add your modifier from all the Recall Knowledge skills, allowing the GM to pick the most well suited one (or for the player to declare which one they'd like to use)? How does that differ from playing normally, much less break any rules?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I feel like total darkness with overwhelming noise might be pushing it a bit. Tall grass sounds perfectly reasonable. I recall the spell being used in a novel by a traitor to slow down the army he was with. They were stuck in his swamp for a goodly while before the army wizard figured it out and disintegrated the traitor.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
shroudb wrote:
Sounds clear cut for area effects. What about non-area effects, such as a ray or other magical projectile?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I wouldn't worry about players wanting to turn their tanuki into an arrow and shoot it over a wall, or turn into a cannonball to be shot through the wall. Just remind them that ammunition is destroyed upon use. >XD
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I assume you mean this rule? Player Core 225 wrote: A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills’ actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Survival and you took the ranger class, which also grants training in Survival. Each time after the first that you’d become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a Lore skill, the new skill must also be a Lore skill. Note the beginning where it frames the rest of the paragraph in the context of 1st level. The introductory section for Backgrounds says something similar. Player Core 84 wrote: If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice. AT FIRST LEVEL is not something we can ignore. I'm certain your rule interpretation that it is applied generally at all levels is the correct, intended one; I just have yet to see an actual written rule that confirms it. Everything so far appears to be framed in the context of 1st-level characters. There's no evidence that the rule continues to apply past level 1.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
HammerJack wrote: You are missing something. It is a general rule that if you would become Trained in a skill and are already Trained or better in that skill, you choose a new skill to become Trained in. If the skill was a lore, the new skill must be a lore. Where specifically is that rule located in the Remaster? EDIT: I looked into it. The rules for Backgrounds only indicate that it is possible at level 1. The first page of the Skills chapter also appears to speak of it in context of a level 1 character in regards to Backgrounds. I have yet to find anything that clearly states that this, as a general rule, applies past level 1. Is it somewhere else then? Also, when I take Additional Lore in an existing Lore skill, neither Pathbuilder nor Hero Lab grant me an extra Lore skill.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
NEW CHARACTER REMASTER UPDATES! In honor of Valentine's Day tomorrow, today I'm bringing back three of my personal favorite characters, updated to the new Remaster rule set! Whether it's the passionate love of a man for his wife, the paternal love a father holds for his daughter, or the obsession of a sick mind for his beloved victims, it's all here on full display this weekend. Enjoy! Trigger Warning: This content includes potential triggers for child abuse, cults, kidnapping, and imprisonment in confined spaces. Dolgrin Tombguard, Kuthite high priest (male death warden dwarf shadow haunted cleric 13) A descendant from a long line of Pahmet tomb guardians of Osirion, the once proud magistrate, Dolgrin, slowly devolved into insanity after seeing far too many criminal atrocities in his line of work. He has long since given up on the world, and now serves the Midnight Lord as a living atrocity himself. Empty of pity and empathy, utterly amoral and merciless, there is nothing he won't do to sate his masochistic and sadistic fetishes. The only thing that keeps his mind orderly is his unbreakable devotion to his Prince of Pain. At his core, Dolgrin Tombguard lives to deliver pain unto others. Therefore, he relies heavily on high damage blast spells that allow him to better maim and murder his enemies, crippling debuff spells with which to torment and capture his targets, and a handful of battlefield control spells that deter pursuit while drawing blood. Craving pain himself, he chiefly relies on short range spells so as to always be in the thick of things, relying on his high hit points to endure any incoming trauma he might take. Dolgrin generally opens up combat with a Battle Cry and harries his foes from a short distance, biding his time for when they close, allowing him to use his domain powers and focus pool to deliver powerful one-two punches. For example, he might cast a single action harm to deal 7d10 negative damage to a single target followed by cry of destruction for an additional 7d12 sonic damage to the target and anyone standing next to him. Should his enemies attempt to heal themselves or their allies, Dolgrin can punish them with anathematic reprisal (dealing another 4d6 damage and stupefy 1 to the healer). Should his enemies live long enough to get past Dolrgin's allies, walls, and other deterrents, he can punish his attackers with retributive pain sending half of the incoming damage back at his foes (especially useful should they crit for high damage). Should a foe prove especially resistant, Dolgrin can cast destructive aura to reduce their resistances, allowing his damaging spells to have more of an impact before following up with spells like phantom pain or savor the sting to prolong their agony and hasten their defeat with persistent damage. Out of combat, Dolgrin is a bully who coerces others into doing his bidding. Though he is not the most clever villain and generally prefers a more straight-forward approach, he is no fool; subtlety is not beyond him. For example, though he might simply use his magic and minions to abruptly kidnap someone, he still sees the value in and might execute a subtler approach, such as befriending the target and offering them a drink laced with slumber wine. Generally, this depends on his level of control over the situation. When on his own turf surrounded by his own allies, or when he is otherwise certain to get away with it, he is more likely to use brute force. When there is a possibility of drawing unwanted attention, or becoming captured himself, he will generally opt for the more subtle approach. When praying to Zon-Kuthon, Dolgrin relies on his marvelous medicines, stabilize spell, and Continual Recovery feat to ensure his torture victims do not perish (or lose consciousness) before his own desires have been sated. Should Dolgrin ever kill someone too soon (in or out of combat) he uses breath of life to prolong their miserable lives. If forced into melee combat, he might use his poisoned spiked chain to deliver excruciating scorpion venom before following up with cry of destruction. A critical hit might also allow him to use his Battle Cry feat to debuff his foe for a time. Before bringing a horrible fiend such as Dolgrin Tombguard into your games (as a PC or NPC), I encourage you to first speak to your group about their comfort levels when it comes to playing out evil acts at the table. Jaha, seer of ill repute (male ancient elf acolyte and gambler oracle 7) Unlike the other two characters, which were simply adapted to the Remaster, Jaha--being a diviner wizard--has been completely overhauled out of necessity to maintain his status as a seer. He is now a Lore oracle with the Knowledge domain and a wizard of the Mentalism school. A former priest of Abadar, Jaha was excommunicated from the church due to a great many accusations of cheating and theft laid against him. In truth, Jaha is a talented seer whose greed and ability to see the immediate future caused him to develop a gambling addiction. Even as he preached the steadfast tenants of Abadar, he would use his powers of foresight to gain every edge he could in gambling games. To this day, Jaha adamantly defends his actions, claiming (truthfully) that he never (technically) broke any rules, committed any crimes, or took anything that was not due to him by the initial agreements of all who chose to participate in the games. Most tend not to see it that way, however, and much of his life has been dedicated to redeeming himself in the eyes of society. As an intelligent and perceptive character with lots of skills, Jaha makes for a pretty good sage or detective. There's nothing he doesn't know a little something about and his astute observations of the world around him give him an edge when it comes to finding clues or ousting hidden criminals--to say nothing of his formidable divinatory powers! Not one to take chances, Jaha is also a master of divine magic. His ability to cover wide areas in combat with deadly blasts, cast spells discreetly, or apply beneficial spells from a distance grant him a wide range of versatility in and out of combat. Jensen, battle oracle (female aiuvarin acolyte fighter 11) Jensen is a bastard-sword wielding town guardswoman who, between her wizard spell slots and staff of the unblinking eye, is capable of casting sure strike several times per day. This unique capability grants her unparalleled accuracy on many of her most important attacks and allows for frequent use of her Bespell Strikes feat for even more damage. She also excels at disrupting opponents' actions and has a variety of additional tricks up her sleeve such as being able to boost her speed all day long, fly, turn invisible, use divine scrolls, and more! It's not all build though! She comes with an exciting backstory detailing her terrible history as a former cultist of Zon-Kuthon, her unusual social rehabilitation and the ongoing threat to the future that it still represents, and her striving to be a defender of the weak despite having only one arm and a head full of dark knowledge. Unbeknownst to her the Prince of Pain's sinister agents are closing in, and it is only a matter of time before they catch up to their prized acolyte. NEW CHARACTER AUDIO! Don't have the time to read the backgrounds of the three new characters? Then give this condensed audio file a listen! (5 min. 50 sec.) I call it "Shadows of the Midnight Lord". Or perhaps "The Seer's Ward". I haven't decided which I like better! It covers all three characters and their backgrounds in one tidy little narration. It is different than the written backgrounds too, so it's worth hearing even if you're already familiar with the three characters. Audio Transcript: Shadows of the Midnight Lord / The Seer's Ward
Born to an affluent elven sorceress and a talented human wizard in a bustling Inner Sea community, Allania Jensen inherited neither her mother's innate magic nor her father's scholarly arcane mastery. Instead, she gravitated toward martial prowess, excelling with the blade through sheer determination. Her limited magical talents—gleaned from a guardian of dubious repute—manifest as battle intuition, allowing her to foresee enemies' strikes and respond with devastating precision. Jensen's life began in tragedy. Abducted at birth by a Zon-Kuthon cultist disguised as a midwife, her parents were deceived into believing she was stillborn. Raised in the cult's shadowy clutches from infancy, she endured years of indoctrination into the Midnight Lord's doctrines of pain, pleasure, and eternal shadow. The cult, led by the depraved dwarf cleric Master Dolgrin—a former Osirian magistrate twisted by madness and sadism—saw her as a prophesied acolyte destined for a "terrible, unknowable purpose." Under Dolgrin's influence, young Jensen was molded into a vessel of corruption, her innocence despoiled through ritualistic torment and isolation. The cult's beliefs, including the envious "Joyful Thing" transformation (where devotees are reduced to limbless torsos to amplify sensation), loomed as her potential fate, a "gift" from the Dark Prince. Dolgrin's operation infiltrated society like a cancer, recruiting broken souls and kidnapping children to expand its ranks. His "practice sessions" of poetic torture—such as affixing red-hot iron shoes to rivals or hatching larvae in their eyes—elevated him to "Master" among Kuthites. After a decade of unchecked depravity, the cult was exposed by Jaha, an elven seer and former Abadar priest exiled for his gambling addiction and foresight-enabled "cheating." Jaha, once a recluse haunted by his sullied reputation, had rebuilt his life through marriage to a kind human woman named Jensen, whom he met while supplying her exotic flowers from his indoor gardens. Their union brought him purpose, but it ended in horror when Dolgrin, in retaliation for Jaha's divinations uprooting the cult, invaded their home and brutally tortured and murdered Jaha's wife, sculpting her corpse into a grotesque shrine. Devastated, Jaha joined law enforcement raids as a deputized arcane consultant, wielding his divination magic to dismantle the cult root and branch. In one final safehouse, authorities discovered the half-elf child—brutalized, brainwashed, and unnamed. Too young for prosecution and too volatile for an orphanage, she was placed in Jaha's care. Honoring his late wife, he named her Jensen and vowed to redeem her from Zon-Kuthon's grasp. Rehabilitation proved harrowing. Jensen's skewed reality made her antisocial, self-destructive, and violent; she refused food, harmed herself in secret to "please her Prince of Pain," and lashed out when questioned. Near the end of their first year, she nearly bled out from self-inflicted wounds to her left arm. Jaha intervened, amputating the limb to save her life. Desperate to prevent further harm, he performed a rare ritual to suppress her traumatic memories, freeing her from the cult's influence. The magic's intensity caused Jaha a micro-stroke, leaving him comatose for days and stripping him of some memories, power, and ritual knowledge. In a poignant twist, the confused young Jensen tended to him, revealing her innate benevolence. With her past erased, Jensen adapted to a semblance of normalcy. Jaha wove a protective web of lies: she was rescued from an abusive family, and a "terrible illness" clouded their early memories. He never contacted her birth parents, deeming their dangerous lives unsuitable for her safety. Unaware of her origins, Jensen attended school, defended herself against bullies despite her scars, and pursued a basic education. Though academics bored her, she channeled her protective instincts into joining the local watch, extending her guardianship from playground to community. Decades later, Jensen lives an ordinary life, her divine echoes manifesting as oracle-like battle prescience. Yet shadows linger: concealed scars, unexplained Zon-Kuthon lore, and memory gaps spark quiet curiosity. Zon-Kuthon remembers her "despoiled innocence" and resents her purification, dispatching remnants of the cult—including the escaped Dolgrin—to reclaim her. Driven by visions from his oubliette imprisonment, Dolgrin seeks to fulfill the prophecy, rewarding himself with Joyful Thing conversion. Jaha, ever vigilant, shields her from this encroaching darkness, knowing one revelation could shatter the fragile peace.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I love that Paizo finally puts words to clarifying "instances of damage" though I do with they had ALSO stated that you combine those instances of like damage when dealing with resistances and weaknesses. I feel that would be a good compromise between old and new rules.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Zoken44 wrote:
*Stares wide-eyed*
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Reworking an old diviner. How might I build out a "Seer" concept in Pathfinder 2e? That is, someone with the gift of foresight and/or the ability to accurately predict outcomes. I'd prefer an arcane caster, such as a wizard, but I'm not dead set on that if something fits the concept particularly well. Anyone have any good suggestions for mechanical options that might work to that end?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
If I have a caster standing in a dispelling globe and an enemy tosses a fireball or ignition against him, it is likely to get dispelled. But what if the caster inside the globe steps outside of it, while keeping it in between him and his foe. Does his foe have line of effect? Does he still need to contend with the counterspell effect? Does fireball simply work since, unlike previous editions, there is no magical bead streaking across the intervening space? What if the enemy attempted something like stupefy? Do spells that simply emerge or target directly still need to contend with obstacles, barriers, and line of effect / line of sight?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
25speedforseaweedleshy wrote:
Ooh! Thanks! Think I'll use that. Now if I could just find something to replace anathematic reprisal the character will be totally Remaster aligned.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
25speedforseaweedleshy wrote:
That's why you get two. One for offense and one for defense. XD
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Can clerics and other divine casters of Zon-Kuthon cast the heal spell? One of Zon-Kuthon's anathemas is "provide comfort to those who suffer" which gives me pause. I was hoping to prepare the spell on a Kuthite character for use in prolonging the suffering of torture victims that would otherwise die, but I'm not sure if that would really fly. What do you guys think? Can Kuthite priests cast heal and/or use other restoratives during the course of their grisly work? Are they not allowed to use Battle Medicine even on themselves?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Errenor wrote:
That works just fine for me, but half my characters are made for use by others, and not everyone's table has such freedom.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Claxon wrote:
So no free composite longbows at your table? Not like they needed another nerf, no matter how minor.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
It's generally understood that if you fail a check to Recall Knowledge, you can't keep making checks to learn more information with that skill (sorry I couldn't find the source to quote it). But what if you have multiple related lore skills, such as Giant Lore and the more specific Troll Lore? Can you make new checks using the other lore skill after you've failed the other?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Automatic Knowledge wrote: You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check. Does anyone actually take, much less use the above feat? It's nice to be able to get a free RK check when your lore comes up, but um, how often will it really matter the round after that, or the round after that? The primary benefit of being able to use it every round as a free action seems, well, like it wouldn't come up very often. As written it just doesn't seem like it's likely to be applied practically. Say I have Zon-Kuthon lore on my total edgelord character. Does he just not shut up ever about his dark lord? XD
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Claxon wrote:
Yep.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Trip.H wrote: Each damage chunk can only ever exist as a single *type* of damage. It's not possible for 5d6 to be both fire and cold, that chunk has to be one type or the other. In practice damage often only has one type, for the sake of simplicity, but because of the trait system, and the ability to apply traits to literally anything, it's VERY possible (at least in theory) to have a single chunk of damage be both "fire" and "cold" and "dragon." Anything triggered by those traits would trigger. That kind of game mechanic versatility is literally why the developers created the trait system in the first place. The Raven Black wrote:
LOL. I recall in older editions of D&D that I would cast redundant spells on myself so that when they got dispelled, nothing appreciably changed for me. Confounded many a GM and enemy wizard. I'm glad to see it's been addressed in Pathfinder. The Raven Black wrote: What I am left wondering, since Holy and the spirit damage come from the same holy rune, is what if the monster had weakness to both holy and spirit? That sounds like a single source to me. Use the higher of the two weaknesses.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The Raven Black wrote: Assurance with Athletics for that 3rd attack is quite good IME. IME that only seems to work well against lower leveled enemies, making it something of a waste of an action (since they tend not to last long enough for the maneuver to really matter much anyways).
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The Raven Black wrote: I wonder how many monsters have multiple weaknesses. And if their defenses and HP total take the official definition of damage instance into account. Arboreals and awakened trees come immediately to mind, as do many zombies.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ScooterScoots wrote: My thirdhand foundry dev team sources tell me weapon spec doesn’t count because it doesn’t say it has a damage type or something. Supposedly it’s only a separate instance if it specifics that it does “x type of damage” That extra damage definitely counts if you're at least a 7th-level exemplar with Spirit Striking. Energized Spark helps you diversify it even.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
DA Errata wrote:
Does this mean psychics can cast freely underwater without having to give up all their held breath?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xenocrat wrote: ...are people really complaining that Stunned now only takes away the number of actions listed on their condition value in all circumstances instead of potentially getting 4 actions for the price of 1? Just goes to show that you can't please everyone I guess. *shrugs*
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Trip.H wrote: The whole point is that they are contradicting themselves. Except they're not. Trip.H wrote: You cannot have something both be a distinct and separate instance from other instances, but also have those instances be connected inside a Strike bucket at the same time. Why not? I can see how it might cause issues coding it out in machine language, but thankfully, we're not machines. People are capable of parsing the meaning in a way that makes sense AND falls in line with the new clarifications. People cleverer than I can probably even find a simple solution to make it work in machine language I'd imagine. Trip.H wrote: If you've got resistance to "damage from demons," and get hit by some multi-type damage, wtf happens? It's been a while since I've read the Resistance rules, so I might be wrong here, but following the same logic established by the Weakness example, I would imagine you would figure out the total damage (including adjustments for more traditional weaknesses/resistances), then deduct that resistance value from the total one time LAST. In any case, I don't see why an example about Weaknesses would have any impact on Resistances.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
PC1 errata wrote:
How can we best take advantage of the above clarification to ensure many, many automatic critical successes (or positive shifts) with our characters? Let's brainstorm some fun combos!
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Trip.H wrote:
Seems like a dishonest reading of the new errata to me. They're clearly talking about adding the bonus damage from Holy weakness only once to the whole attack, not once per instance of damage within said attack. |