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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

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

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

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

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

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

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

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

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.