Furkas Xoud

Reebo Kesh's page

Goblin Squad Member. Organized Play Member. 403 posts (453 including aliases). No reviews. 1 list. 1 wishlist. 4 Organized Play characters. 1 alias.


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Scarab Sages

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Ezekieru wrote:
The recently announced Kingmaker 2E Foundry module will not come out in October of this year, but will likely come out either Q1 or Q2 of 2023.

Can you point to a source where you read this?

Scarab Sages

Unless I'm missing it completely but I cannot see the location of the Cradle of Quartz on the map on page 2 of Book 2: Cradle of Quartz?

Scarab Sages

Will this get a Foundry VTT release?

Scarab Sages

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Maybe it's just me but I cannot find where it mentions what is the maximum level Item the PCs can purchase in Alkenstar?

Anyone?

Scarab Sages

1 person marked this as a favorite.
keftiu wrote:
Reebo Kesh wrote:

Anyone know when the Foundry VTT version of this will be released?

Currently running Book 1 and having a frikken blast!

Presumably on or after the release date.

Looking forward to it. Thanks

Scarab Sages

Anyone know when the Foundry VTT version of this will be released?

Currently running Book 1 and having a frikken blast!

Scarab Sages

I'm doing the same. This is our first Foundry and Pathfinder 2e game ever! We're all former 5e players.

Party consist of:-
Human Gunslinger (Drifter)
Ratfolk Rogue (Thief)
Halfling Cleric (Cloistered)
Halfling Monk (Tiger Style)

Session 1 - they got the mission and did all the legwork before the heist even getting the bank tellers keys. They also learned that the Bank Manager worked late nights and sometimes slept in her office.

Session 2 - they decide to break in via back door at night and fight the outside Brokers. This alerted the bank manager who hid in her office.
They went inside, went to her office and the Rogue got shot but it was just a scratch. They killed the manager.

Session 3 - they open the vault and fight two more Brokers making quick work of them (the gunslinger's critical hits are crazy).
They flee to the scrapyard and meet the Goblins. They deal with the Cockroach Swarm but both it and the Rust Ooze cause problems and the Ooze almost kills the Rogue. They decide restock and rest with the goblins until morning.

Session 4 is this week. So far we're having a blast and can't imagine going back to 5e.

Scarab Sages

Onkonk wrote:

The first book says this at the end of it:

OoA1 wrote:


If you and your players are up for it, consider using the time between this adventure and the next to conduct a few side quests or minor missions around town before Dunsmith returns with her next lead.
Characters can also use the time until the next adventure to perform downtime activities or pursue their own private agendas throughout Alkenstar. [...] When the party has finished their individual tasks or your players seem ready to proceed with the story, the characters can continue their work for the grand duchess in the next Pathfinder Adventure Path volume, “Cradle of Quartz.”
As for now, the characters have a rare moment to rest before the next crisis. As Dunsmith suggested, they might as well sit back, take it easy, and enjoy the show.
So there is some downtime available for certain.

Thanks for that!

Scarab Sages

The Clockwork Handlers have an ability to Grab a target on a successful Strike with one Action then Hogtie them using two Actions.

So basically if it succeeds on the Strike it can basically tie up one character per round without them being able to resist the effect until they can Escape?

That seems OP, am I missing something?

Someone on Reddit mentioned you need to Restrain someone to tie them up. Since the Clockwork Handler auto succeeds the Grab it can't roll a Critical Success to Restrain the target. So how does it ever use the Hog-tie ability?

Scarab Sages

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Having read Age of Ashes I noticed it mentioned that "there will be Downtime for Crafting in this AP"

I'm curious if that is also the case for Outlaws of Alkenstar?

Perhaps the designers can chime in please?

Scarab Sages

HammerJack wrote:

On the one hand, there is no formally defined action for this.

On the other hand, the skills chapter of the CRB is explicit that formally defined uses of skills are not an exhaustive list of what can be done with thise skills.

On the gripping hand, Ago of Ashes is one of the APs that was being written before the core rules were finished, and you'll encounter other bits of weirdness over the course of it.

Oh I didn't know the last part. Thanks!

Scarab Sages

On page 15 of Ages of Ashes it suggests that PCs can use Command an Animal to change its attitude from Indifferent to Friendly.

No where under the Nature skill and Command an Animal does it say you can do this.

So how do you accomplish such a task? I can't find an official ruling anywhere.

Scarab Sages

1 person marked this as a favorite.

Lot of people online are salty about this but it's smart business. Now they just have to convert EVERY Adventure Path to 5e rules and rake in those WOTC $$$ for a fraction of the work.

I'll still play PF2e (not going back to 5e) but I'd love to see Paizo make more money.

Scarab Sages

Onkonk wrote:
Reebo Kesh wrote:
So if the Preorder of Book 1 is expected mid April 2022, when is it actually released?
Below the description you can see "Product Availability" where it says it is expected to be released 27th of April.

So on 27th April I can click, buy the PDF and download it. Sweet!

Scarab Sages

So if the Preorder of Book 1 is expected mid April 2022, when is it actually released?

Scarab Sages

Paizo have added a "CONTENT WARNING AND PLAYER CONSENT" on page 2 of the Agents of Edgwatch Players Guide. Take note of the last paragraph.

One could always just post a warning like that at the start of every episode of their Live Play of this Adventure Path.

Ultimately, it's the listener/viewer's personal choice to listen/watch Live Play of this Adventure Path.

Scarab Sages

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JiaYou wrote:
Divine Hunter Paladin might fit the bill, but I'd also second Warpriest. Healing means the party took damage; a volley of arrows launched on round 1 significantly lowers the need for it. A Half-Orc WP with Sacred Tattoo and Fate's Favored is a beast in terms of damage and even saving throws.

Most suggestions here and elsewhere are saying "Warpriest of Erastil" so I think that's locked in my choice for now.

Thanks, everyone!

Scarab Sages

Heather 540 wrote:
Reebo Kesh wrote:
Any suggestions on Races? Are there any Dex & Wis bonus races?
Oh, and here's a decent feat for healing at range. Link

I like that feat! Thanks!

Scarab Sages

PossibleCabbage wrote:

Are you limited to what books you can have?

If not, I strongly recommend Erastil's Blessing for an archer cleric dedicated to Erastil. It's almost too good.

Pretty sure we can use any official Paizo book. Thanks!

Scarab Sages

Heather 540 wrote:
You could try using the Warpriest class. They are proficient with whatever favored weapon their deity has, bonus combat feats every 3 levels (which use the warpriest levels as fighter levels and BAB to qualify), has an ability that works like spontaneously casting Cure Light Wounds, and can channel energy.

Ok I'll have a look at that class. Any suggestions on Races? Are there any Dex & Wis bonus races?

Scarab Sages

Ventnor wrote:
Well, I’d recommend starting out by looking at Erastil as a deity, since his favored weapon is the longbow.

Will definitely be doing that, thanks.

Scarab Sages

I used to DM Pathfinder when the only rulebook was the Core one. Now I'm Playing more and about to roll a character for the updated Rise of the Runelords AP.

I would like to create a Healer character who is an Archer.

I am open to any suggestions regarding Class, Deities, Races, Feats, Traits, etc.

Thanks in advance.

Scarab Sages

So yesterday I played a session of Mummy's Mask book 5. I haven't played in a year and I made a 14th Mesmerist. The GM asked that all players play Occult classes which I was not familiar with and the Mesmerist was the only one not taken so I went with that.

In the final room of the Slave Temple(?) we encountered the Black Genie(?).

Round 1:
I win initiative, stare at Black Genie and cast Mind Fog.
Black Genie fails saving throw.
Rest of party do nothing.

Round 2:
I cast Confusion. Black Genie fails saving throw.
Black Genie creates a cloud of obscuring lightning mist (?)
Monk Spiritualist runs in and starts fighting.
Rest of party do nothing.

Round 3: I cast Possession. Black Genie fails saving throw.
Game over.

Am I/did we miss something? Am I able to shut a major encounter down that quickly?

Scarab Sages

I am a long time Pathfinder player but this year my group has switched to D&D 5e. I still see Paizo as the best source of adventure modules and hence my question.

The Party works for a faction called The Emerald Enclave.

THEIR BELIEFS ARE:
The natural order must be respected and preserved.
Forces that seek to upset the natural balance must be destroyed.
The wilderness can be harsh. Not everyone can survive in it without assistance.

THEIR GOALS ARE:
To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.

Basically, I'm looking for any Pathfinder modules that would fit into the themes the faction represents. Open to Adventure Path as well.

Currently, the group is 5th level and it's even enough for me to convert from PF to 5e.

Hopefully, someone with knowledge of all if not most of the published modules can offer some suggestions.

Thanks in advance.
Reebo

Scarab Sages

So the four lights have to remain within 10 feet of each other because any that move away from the others wink out.

Does this mean the lights can be in a line 10 feet apart from each other or must they travel in a square so that each light is within 10 feet of the other?

Basically it's a Light spell with a slightly bigger radius than can be sent 120 feet away. A Light spell on an arrow has a greater range so the bigger radius is the only positive of this spell.

Paizo how about allow the four lights to be independent of each other so the caster can send them off in four directions?

Just a thought.

Scarab Sages

Grimcleaver wrote:
There doesn't seem to be. I'd be inclined to be lenient since P1's insistence that all ammunition was destroyed when fired rubbed me wrong. But if there are going to be official rules on that, they look to be forthcoming.

Agreed. What concerns me is the 3 attacks per round with a bow may lead to archers carrying 120 arrows just to be sure...

Scarab Sages

I can't find any ruling regarding what happens to non magical ammunition eg arrows, sling bullets etc after you fire them?

Are they destroyed on impact?

Can you retrieve the ammunition that missed the target?

A page reference would be nice if the rule exists.

Scarab Sages

Basically the Heal/Poison bomb would work the same way as the Cleric's Channel Heal - heal PCs/damage enemies. Maybe reduced dice than a standard bomb?

Looks like I have some designing to do.

Scarab Sages

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I was really hoping the Alchemists bombs would be more versatile and at least have a Healing Bomb, like Ana's Healing/Poison Grenade from Overwatch.

Am I missing something or is there no way to do this with the Alchemist class unless you homebrew it?

Scarab Sages

Thanks guys!

Scarab Sages

Let's say a take an Elf which gives me an Ability Flaw in Constitution.

If I take a Background that gives me an Ability Boost in Constitution does that mean it cancels out the Ability Flaw giving me an Ability Score of 10?

I can't find anywhere in the rules that cover this specific situation.

Scarab Sages

James Jacobs wrote:
No pregens at all...

That sucks to hear. I have a 5e D&D group I was hoping to run the playtest with and it would have been nice to be able to just hand characters to them to play so they can get a feel of the rules as we learn.

Since I'm the only one buying the books, having them create characters themselves is not an option.

Any chance paizo will post pregnerated characters for each of the levels required to play Doomsday Dawn?

Scarab Sages

My final survey feedback was that Paizo start another Dungeon Magazine.

Scarab Sages

Warhawk7 wrote:
Reebo Kesh wrote:

"If we don't destroy the Black Star, all is lost!"

"If we don't destroy the Stellar Degenerator, all is lost!"

See the difference?

But the Black Star was already destroyed by Commander John J. Sheridan of the EAS Lexington....

lol. Never watched a single episode.

Scarab Sages

CrankyRWMage wrote:
Entropy's Arrow

SOLD! Thank you!

Scarab Sages

Jimbles the Mediocre wrote:

The attacking vessel(s), as the party will find out in the next chapter, is/are part of the exiled Eoxian Corpse Fleet. Learning more about them (and the Drift Rock) drives the plot in the second chapter, according to the adventure overview in the frontmatter.

If you go by XP, the PCs will hit 3rd level at some point in the Drift Rock. If you level up by milestones, I suggest leveling the party either right before or right after the final combat, depending on how kind you are.

Ok cool, man they are not going to like being left hanging like that.

Scarab Sages

Can this creature do this?:
Can the Garaggakal use its Phase Through ability to become incorporeal for one round to trick the PCs into wasting attacks on it?

Scarab Sages

Ok can someone clarify at the end of the Incident at Absalom Station

what happens?:
The PCs leave the Drift Rock aboard the Sunrise Maiden and are attacked by a ship but we don't find out what happens until Volume 2?.

Also do the PCs level to 3rd or are they still 2nd at the end of Incident at Absalom Station?

Scarab Sages

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

It seems to imply that when you decide to dismiss it as a reaction the damage you just took gets reflected back at the target who needs to make a Reflex save for half.

It neither says you take or not take the damage in the description. So
how does it work?

Scarab Sages

Alundrell wrote:
And an added turret with light Toledo launcher.

You should add Holy to that Toledo launcher. LOL

I'm sorry, typos make me laugh.

Scarab Sages

Ventnor wrote:
Starfinder Core Rulebook page 167 wrote:
Rather than meticulously track every arms dealer, contact, guild, and license a character has access to, the game assumes that in typical settlements you can find and purchase anything with an item level no greater than your character level + 1, and at major settlements items up to your character level + 2. The GM can restrict access to some items (even those of an appropriate level) or make items of a higher level available for purchase (possibly at a greatly increased price or in return for a favor done for the seller).

Ok that makes no sense, so if the PCs basically hang around Absalom Station higher level items appear for purchase as they level?

Scarab Sages

Can a starting character purchase a Flame pistol (level 2 Small Arms) if they somehow had the funds to do so?

Scarab Sages

jcheung wrote:
Quote:

Signal Jammer

This handheld device, originally designed by the Stewards for military uses, is used by corporations and criminals alike. Signal jammers are available at any item level from 1 to 20 and can be purchased for a price equal to 100 credits × the square of the item level of the jammer. When activated, a signal jammer interrupts broadcast signals within 4 miles. If attached to a larger broadcasting station (such as those found aboard a Starship), the range increases to 12 miles. A signal jammer blocks all communication devices from sending and receiving broadcasts. Each signal jammer is designed to affect one specific broadcasting medium (such as radio or wireless). You can attempt a Computers or Engineering check to bypass a signal jammer’s effects or to determine the location of the jammer. The DC to bypass a signal jammer is 15 + the signal jammer’s level, and attempting this check takes 1 minute.

under technological equipment

Thanks but how does that apply to Starship combat? Specifically if you're trying to jam a ship from sending a distress beacon? How many miles is a hex in starship combat?

Scarab Sages

Claxon wrote:

I imagine it's a lot like the Pathfinder Society was on Golarion.

Some people and places liked and respected them. Some were annoyed by them. Some out right hated them.

But no, they aren't law enforcement. That's the Sentinels. Citizens aren't compelled by law to answer questions, anymore so than they are by any other person. They can arrest someone in the same way the other citizens can arrest people (citizens arrest is a thing).

They definitely don't get paid by the government. The society might give them a stipend for expenses but no real pay as such.

I wouldn't even liken them to PIs.

They're adventurers, explorers, and nosy busybodies who stick their nose in where they're not wanted ;)

Thanks Claxon, never had much reason to use the Pathfinder Society in my own games, only the Pathfinder rules. Now I know why I didn't, they organisation isn't a very original in concept.

Scarab Sages

I'm running Dead Suns at the moment and just curious to know how much power/recognition/responsibities will the PCs have once they are accepted in the Starfinder Society?

Are they like law enforcement?

Do citizen have to answer questions?

Can they arrest suspects?

Do they have a salary?

Or

Are they more like Private Investigators?

Scarab Sages

If so, where can the rules be found for that action?

Scarab Sages

My players decided to stop and loot the three in the storeroom at which point Nadaz opened the door and Hatchbuster tossed a grenade into the room.

Then we rolled for initiative, Hatchbuster went first and tossed his other grenade in the room.

They barely survived that fight.

Scarab Sages

I can see a lot of people picking "safe choices" like Sea Witch and Aquatic Druid etc and personally I don't want to do that.

I'm not really familiar with the classes beyond the Core Rulebook so I was wondering if there are any classes that will be poor/bad choices for this AP?

If so why?

Scarab Sages

Joseph Wilson wrote:
Reebo Kesh wrote:
Robert G. McCreary wrote:
The Drift Rock interferes with sensor readings (as mentioned on page 30), and the inability of sensors "to get a good reading" on the Acreon was meant to reflect that fact.

So can ship sensors detect life signs or not?

On page 325, under scanning, the first item listed that sensors are capable of is "basic information," including "living crew complement."

Thanks for that!

Scarab Sages

Robert G. McCreary wrote:
The Drift Rock interferes with sensor readings (as mentioned on page 30), and the inability of sensors "to get a good reading" on the Acreon was meant to reflect that fact.

So can ship sensors detect life signs or not?

Would it be advisable to tell the PCs "something is affecting your sensors" when they scan the Acreon?

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