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Pathfinder Lost Omens, Rulebook Subscriber
MunchkinBoomer wrote:
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:
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:
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:
OP might be referring to something else, but there is this app. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
MaxAstro wrote:
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. ![]()
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! ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Markov Spiked Chain wrote:
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)
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
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
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:
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. ![]()
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:
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
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
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)
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
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
Archaeik wrote:
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
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. |