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Pathfinder Lost Omens, Rulebook Subscriber. 35 posts. No reviews. No lists. No wishlists.


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Pathfinder Lost Omens, Rulebook Subscriber
Chawmaster wrote:


Thanks, Redrazors. Once The Raven Black pointed out how I had missed some stuff, I went back and realized I wasn't using your software as effectively as I could be (the filters, for instance). The app is SO intuitive and easy to use. Thanks for putting it together!

Alright, good stuff. I'm glad you've found your way around it.


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Pathfinder Lost Omens, Rulebook Subscriber

With the exception of AP 163 and Abomination Vault Player's Guide all of the adventure path material is in Pathbuilder 2e. Some of the items are occasionally renamed to remove Golarion specific names, as it operates under the Open Game License.


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Pathfinder Lost Omens, Rulebook Subscriber
MunchkinBoomer wrote:


That's not what I'm saying, quite the opposite. If you have 2 actual ability points, plus Improved Familiar, and take Spellslime - you get 0 extra ability points to assign as you used your 2 (4 - 2discount) to buy the Spellslime package. Your familiar would be exactly what is stated in the Spellslime stat block without any modifications

Eh then we're in agreement then? That is exactly how it works in the app.

Nefreet wrote:
You will probably be waiting for some time....I would recommend just talking to your GM and going from there.

I'm the developer of the Pathbuilder 2e character builder, so it's not a talk to the GM issue. I have to make a ruling on it for the users of the app based on my interpretation of the rules. I'm content with how the app implements the rules at the moment, and I'd only change it if somebody official said it was wrong (or errata etc).


Pathfinder Lost Omens, Rulebook Subscriber
MunchkinBoomer wrote:

Thank you all for the answers!

This is how I read it as well but a debate started on reddit between the creator of Pathbuilder2e app and myself and it looks like they see it the other way around

As we disagree they wanted an official ruling in order to change the way the app works, which is very reasonable as changing it according to every whim of a random online would be ridiculous

I don't think that some of the posts above are necessarily agreeing with you. The example of Faerie Dragon isn't too useful here as it requires 6 abilities and grants 6 abilities so there is no discrepancy.

Instead look at Spellslime which required 4 abilities and only grants 3 abilities. For the record, how it works in the app at the moment is:
1) If you have 4 actual abilities and take spellslime, you get 3 abilities awarded from spellslime, and 1 ability to assign as you want (4-3=1).
2) If you have 2 actual abilities and the Improved Familiar feat, the requirement for spellslime is reduced to 2, so you can take it. You get the 3 spellslime abilities and no extras to assign as you only had 2 abilities in the first place. (2-3=-1)

MunchkinBoomer is arguing for the case that if you have 2 actual abilites, plus Improved Familiar, you take Spellslime and should have 4 abilities to assign in total. I can't see any text justifying this as Improved Familiar only reduces the entry requirement, it doesn't give actual abilities. The rules "If your familiar gains more abilities than are necessary for that specific familiar, you can use the remaining abilities to select familiar and master abilities as normal." doesn't apply here as the familiar hasn't actually gained 4 abilities, all that has happened is the entrance requirement has been reduced by 2.

I'll change it if a paizo rep weights in on the side of Munchkin Boomer.


Pathfinder Lost Omens, Rulebook Subscriber
Nyerkh wrote:

Can I ask which app that is ?

I'm looking for a good but lazy way to have summons on hand.

OP might be referring to something else, but there is this app.


Pathfinder Lost Omens, Rulebook Subscriber
Saedar wrote:
General curiosity: Do you accept pull requests somewhere if the community wanted to help with the project?

No, sorry, I just keep it as a solo project.


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Pathfinder Lost Omens, Rulebook Subscriber
MaxAstro wrote:

That's awesome. Definitely be keeping an eye on this. :)

Any chance for a Win10 version? Using my phone is nice, but I would love to be able to use my tablet for this.

I'd like to port to a web app at some point, but it's a long way off. I need to get pathbuilder 1 up to day, and if there is time before 2e launches its either a starbuilder app or a web app port of 2e.


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Pathfinder Lost Omens, Rulebook Subscriber

For anyone who hasn't found it already, Pathbuilder 2e for the 2e playtest is available on google play for android devices.

It's a character builder which can export a pdf character sheet, or act as a character sheet to use during play itself. There's still a lot of work to be done to it, and some things I'm putting off until 2e is released properly.

If you find bugs with it, you can report them here or use the link in the app (which leads to the same place). I've just updated it to reflect the changes in update 5. Also please note that I decided to leave the resonance test out since it isn't fully formally part of the wider playtest.

I hope you find it useful!


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Pathfinder Lost Omens, Rulebook Subscriber

If someone stuck to the Open Game License material, are they allowed to make money from their app/website, from advertising revenue or from charging for an app?

Is that how a site like D20pfsrd.com is able to have adverts on their site?

Thanks.


Pathfinder Lost Omens, Rulebook Subscriber
Markov Spiked Chain wrote:

Wandering Spirit doesn't give you a Hex, nad oyu don't get Wandering Hex.

Quote:
At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day.

That should apply to all of the additional minor spirit hexes at 4th, 8th, etc.

So as I read it, you get a hex at 1, 4, 8, 12,16, 20 and can choose from Witch, Generic Shaman, or any of your Wandering Spirits.

It says "replaces spirit and hex" so I think in principle you can't take Extra Hex. :( Most GMs would let you though, I would think.

Thanks, good to see I am mostly right about it.

I think since the ACG errata it now says "This ability replaces spirit and alters hex." so you should be able to take Extra Hex.


Pathfinder Lost Omens, Rulebook Subscriber

Hello,

EDIT: Noticed that Wandering Hex is replaced, so changed this.

I'm thinking of making an Unsworn Shaman, but I'm a bit confused as to how it works out in practice.

As far as I can tell the specials granted go like this:

1) Minor Spirit Hex: Witch or Shaman (or Wandering if 2nd level of higher)
2) 1st Wandering Spirit Ability; Minor Spirit hexes can be from Wandering Spirit, no extra hex granted.
3)
4) Minor Spirit Hex: Witch, Shaman or Wandering
5)
6) 2nd Wandering Spirit Ability;
7)
8) Minor Spirit Hex: Witch, Shaman or Wandering
9)
10) 1st Wandering Spirit Greater Ability
11)
12) Minor Spirit Hex: Witch, Shaman or Wandering
13)
14) 2nd Wandering Spirit Greater Ability;
15)
16) Minor Spirit Hex: Witch, Shaman or Wandering
17)
18) 1st Wandering Spirit True Ability
19)
20) 2nd Wandering Spirit True Ability; Minor Spirit Hex: Witch, Shaman or Wandering

I'm think that the minor spirit every 4 levels is a shaman or witch hex due to this text: "At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing....She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter."

I'm also assuming that as Hex is now altered rather than replaced, the Unsworn Shaman qualifies for Extra Hex feat.

After 2nd level the Unsworn Shaman can choose for his Minor Spirit Hexes to be from witch, shaman or wandering spirit hex lists.

Have I got it right?

Thanks.


Pathfinder Lost Omens, Rulebook Subscriber

Ok thanks. Looks like our group has been doing that wrong then.


Pathfinder Lost Omens, Rulebook Subscriber

I just re-read the Channel Energy description that says: "Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric."

Does this mean that if someone channels positive energy it can't heal players and damage undead in the same burst?

Thanks.


Pathfinder Lost Omens, Rulebook Subscriber

Thank you. I had only read the ones posted here.


Pathfinder Lost Omens, Rulebook Subscriber

I noticed that the life link text for shaman on d20pgsrd has been changed, but I can't find any official faq or errata on it. Can anyone point me to it please?


Pathfinder Lost Omens, Rulebook Subscriber

It occurs to me that a lot of focus here is on the strain that continuous cackling will put on the witch. The shaman class can achieve the same through chanting, and people can chant for a very long time.

I think the other PCs getting annoyed and punching the Shaman in the face point still stands though.


Pathfinder Lost Omens, Rulebook Subscriber
Rub-Eta wrote:
Redrazors wrote:
OK so the solution lies with not cackling beyond one combat. I'll just do that.

Or your DM could, you know, do his job and stop you? You're running around shouting and laughing in his dungeon none-stop, how can he allow this?

It's not the abilities, it's the DM who doesn't do anything.

To be honest, I don't think the half-orc fighter or dwarven barbarian next to me are that quiet either. Quite a lot of roaring and shouting going on there.

Anyway, my DM did spring an ambush on us (I think planned anyway, rather than responding to the cackling, but the effect is the same). The extra fortune skill roll on perception was the one that helped us spot it, and the extra climb skill roll was the one that let the fighter climb out of the pit and let loose on the kobolds, making good use of the extra attack rerolls. My witch had good reason to laugh, really. All just a bit too much.


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Pathfinder Lost Omens, Rulebook Subscriber

Some good solutions here from Errant Epoch and Melkiador. I've pretty much decided to rebuild and ditch Fortune though. Problem solved.


Pathfinder Lost Omens, Rulebook Subscriber
Rogar Stonebow wrote:
In fact you can cackle twice in a round,

I think this, at least, did get prevented by an errata ruling: http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9qoy


Pathfinder Lost Omens, Rulebook Subscriber
LazarX wrote:
Following the rules as they were originally written pretty much eliminates the problems you created for your game.

I get the idea of limiting cackle to one combat for all the roleplay/skill check/alerting reasons given above, they make sense. Can you elaborate on the rules as written stopping extended cackling?


Pathfinder Lost Omens, Rulebook Subscriber
Snowblind wrote:


I should note that none of your suggestions stop a witch from keeping Fortune up for 10 minutes as the party clears a building/dungeon. It hinders infini-cackle, but that is only the most extreme case of cackle usage.

This is essentially the situation I was in. Overall, not a really long period of in-game time: thirty seconds or so per encounter, a minute or two in between.


Pathfinder Lost Omens, Rulebook Subscriber

OK so the solution lies with not cackling beyond one combat. I'll just do that.


Pathfinder Lost Omens, Rulebook Subscriber
Apraham Lincoln wrote:
Isn't this a buff as it affects ALL allies within 30 feet now instead of just 1? Its still 5-15 re-rolls for each ally per day

Before I could use soothsayer to buff them all up before combat, then cackle once combat started to keep it applied.


Pathfinder Lost Omens, Rulebook Subscriber

I can see your points, and I'm aware how ridiculous it is, but in a way there was no reason for me to not cackle in between combats. No diplomacy checks, no riding, no stealth checks, just walking down corridors.


Pathfinder Lost Omens, Rulebook Subscriber
Rogar Stonebow wrote:
Yeah, not really a nerf. You removed her need to cackle. Your gm can find ways to negate the cackle, or remove you from 30 feet. Also. Yu just made it multi use per day. Originally its good for a single encounter. Which the dm could throw multiple ones at you.

No I'd still need to cackle to extend the duration. I don't see how it is good for a single encounter originally as you can continue cackling between encounters.


Pathfinder Lost Omens, Rulebook Subscriber

Last week I played one session in a group of 6 as a level 2 Witch. I'd built as party support with Soothsayer, Fortune and Cackle hexes. I was able to keep Fortune going through a series of encounters by continuously cackling. Afterwards, both the DM and myself agreed that the impact of long lasting fortune was too great. He is reluctant to impose a nerf, but I don't want him to feel that he needs to add in zones of silence or other 'tricks' to overcome cackle every session.

With that in mind I came up with the following proposed changes to Fortune:

Fortune (Su)
Old Description

Spoiler:
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

New Description
Spoiler:
Effect: The witch can grant all allies within 30 feet, including the witch, a bit of good luck for 1 round. The targets can call upon this good luck once per round, allowing them to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. They must decide to use this ability before the first roll is made. A creature can benefit from this hex each day for a maximum number of rounds equal to 5 plus half the witches level, although these rounds do not need to occur consecutively.

Effectively this would mean that the Fortune could affect 1-2 encounters at low level, 2-3 at mid level, then 3-4 at high level, depending on the sort of enounter. Also changed it to daily to avoid the complication of exact 24 hour time measurements and as a slight counterweight to its reduction in power. Soothsayer would also be removed from the game, so it would take a standard action in combat to cast it.

Any thoughts on this?


Pathfinder Lost Omens, Rulebook Subscriber

Thanks for the clarification.


Pathfinder Lost Omens, Rulebook Subscriber

Can a Shaman still use hexes while polymorphed with the Shapeshift hex? Is it the same answer for the Alter Self and Beast Shape stages of the Shapeshift hex?

Thanks.


Pathfinder Lost Omens, Rulebook Subscriber

Excellent, thanks.


Pathfinder Lost Omens, Rulebook Subscriber

I've been looking at Sap Master combined with Sniper Goggles.

If I used blunt arrows with the Bludgeoner feat with a level 8 scout rogue, I would get 8d6 non-lethal sneak. Would the sniper goggles then give +2 on each of those 8d6 for a +16 circumstantial damage? It seems pretty good, maybe I am missing something?


Pathfinder Lost Omens, Rulebook Subscriber

Alright fair enough. Thanks.


Pathfinder Lost Omens, Rulebook Subscriber

Would a potion of Fiery Shuriken be legal? I have been thinking about the benefits of this as a Vivisectionist using Alchemical Allocation to reuse the potion. A shuriken could be released as a swift action each round for an extra ranged sneak attack.


Pathfinder Lost Omens, Rulebook Subscriber
Archaeik wrote:

Keep in mind that you exit stealth after your first attack even if the ability allows you to make multiple simultaneous attacks. (SA only once)

It's a bit unclear (to me) how it functions if you have an ability like Greater Invisibility whether it's intended to apply SA to all attacks, the way the FAQ's are written never seem to address this directly.

I was planning to use Greater Feint, since general consensus on that seems to be that it does remove dex bonus for all and can be used at range as a move action.

The errata change completely nukes this build idea though, as I'd be better taking extra bard levels for extra Weird Words than trying to add sneak dice.


Pathfinder Lost Omens, Rulebook Subscriber

Thanks for the answers. Could you do me a favour and link to the errata page?

It is much better with this change, powerful as it seemed before, the idea of 10 attacks with saves and sneak dice did seem overly onerous.


Pathfinder Lost Omens, Rulebook Subscriber

I'm messing about with high skill arcane trickster builds to replace my particularly dumb barbarian in a party of particularly unskilled dumb melee types. Sound Striker Bard - Rogue Swindler - Arcane Trickster is looking particularly attractive, especially when combined with Greater Feint.

I know Weird Words is an ambiguously worded ability, but:

1) Can anyone confirm that sneak attacks do work with it, as each word is a ranged touch attack?

2) Enemies get a save for half from the 1D8+Cha Bonus. Would that save also half the sneak damage too? I noticed in the FAQ for Surprise Spells that the save for a spell like fireball also halves the sneak damage.

I know I'll have to clear it with my DM, I just want to know what the general consensus is, as that is what we generally go by anyway.

Thanks for any clarity on this.