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Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Pawns, Rulebook Subscriber. Organized Play Member. 66 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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What are yours?


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ofMars wrote:
Are you REALLY stuck, though? You can still get treasure. If your group isn't into crafting, just use the stuff you find. If your GM is just throwing out runestones to a party that doesn't have anyone trained in crafting, he's just being mean.

I don't think the GM needs to reward a group with already upgraded items if they didn't have the foresight to have someone in the group able to do this. By your line of thinking, a GM who does damage to a party with no healers, no one trained in medicine and who didn't buy healing potions is just being mean.


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Maelorn7 wrote:
Enlarge made ****** for my group. He casted it on himself for +4 dmg and 15 ft. reach and it was just horror-incarnate for my group. Largely due to Enlarge. So IDK about players but NPCs like it ).

We have spoiler tags for a reason. Tons of people are playing through this AP and aren't to this point yet.


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The-Magic-Sword wrote:


Sexual orientation isn't political, or at the very least, making it political is something done by people who want to make non-heterosexuality taboo.

If you honestly believe that it was only made political by the political right, you should open your eyes. It's a big world out there.


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I've got a player who wants to become a lich (sigh. there's always one). Please give me your opinion if the rules I've created (many of these are amalgamated from various sources) are too tough or too easy.

Thanks.

1) Each lich must create its own phylactery by using the Craft Wondrous Item feat.
2) The character must be able to cast spells and have a caster level of 11th or higher.
3) The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.
4) In order to create the Phylactery, you must cast reincarnation on the soul of a loved one killed by your own hand, funneling the soul into the Phylactery rather than into a new body.
5) Creating the Phylactery will take 960 hours of work.
6) The full price of the materials (120,000 gp) must be paid at the beginning of the work.
7) The soul must be cast into the Phylactery once the work is complete.
8) The DC to create the Phylactery is 5+caster level (currently 18). Failing means the materials (including the soul of the loved one) and time are wasted. Failing by 5 or more is considered a critical failure and results in the creator’s soul being drawn into the Phylactery and his body destroyed. You cannot take 10 on this roll. A natural 1 will always result in a critical failure.
9) The process of creating the Phylactery is an act of the utmost evil and merely beginning the process will blacken your soul to the point that any paladin in your presence would have to make a fortitude saving throw equal to your caster level or fight you to the death.


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OK, so even though the spell is on both lists, an arcane caster can only learn spells from either a scroll, an arcane spell book, or another arcane caster. I guess that makes sense, but I was hoping it wasn't the case.


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If a Wizard is in a party with a Druid and assuming the Druid is willing to discuss her spells with the wizard, can the wizard attempt to add primal spells up to their current spell level to his spell book? According to the rules for learning a spell, all you need to do is spend an hour per spell level in conversation with a person who knows the spell, so I believe this would work.


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As a Wizard at level 1, and I expect up to about level 4, I keep Magic Weapon memorized daily and usually use my Drain to cast it again. It is hands down the highest damage potential of any 1st level spell on the list.


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It doesn't have to be complicated. If the GM says "Goblin 4 hits you with an attack", you can say "I wanted to use Nimble Dodge". He should let you use it this time and the next time it's his job to say "Goblin 4 attacks you with his wakizashi" at which point you can say "I use Nimble Dodge". You just have to train your GM :)


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shroudb wrote:

"hide behind the mountain of dead bards": no seriously, if you are a small character, the ancestry feats for sneaking are exceptionally good and with a bit of mobility they easily allow one to hide even mid combat if he needs a breather.

Next one is concelment/dazzled: there are plenty of ways to gain some concealment or inflicting dazzled, and it's a flat 25% miss chance.

mobility class feats: Stuff like "strike and step/stride" and etc basically make enemies not wanting to pursue you simply because you keep denying them "actions".

Teach your frontline how to grapple: Grapple quite streamlines in this edition and it's more than worthwhile. Keeping the bad guys into place means kleeping them away from your backline as well.

and even if they break the grapple, the Escape action is an Attack action. So: escape, move, attack means that at most your backline suffers only 1 attack at -5.

Concealment is a 20% miss chance. It's a DC5 flat check.


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I don't get why everyone is ignoring everything except the plus to ranged attacks. It's also giving you plus to 3 skills and a saving throw as well as plus to your speed. I haven't played this edition yet, but I'm pretty sure there's more to it than pointing your weapon at something and rolling an attack roll. It sounds like a pretty good trade-off to me.


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Something I didn't see mentioned here is that Double Slice has the "Press" trait. This means it can't be used until you've already done an attack this turn. This means that both attacks will be at -5 (or -4 for agile).


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It's not 2nd edition, but you could try Larian's Divinity Original Sin and Divinity Original Sin 2.


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If you're on a tight budget, buy the Core Rulebook and use SRD for everything else.


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That's not really true about the alchemist. You only need the infusion discovery if you want others to be able to the alchemist's job for them. A cure light wounds extract does not heal you for 1d8+level. It allows you to touch someone and heal THEM for that amount.


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Focus powers aren't designed to be something you save up and use in emergencies. They're designed to be a reliable resource that can be used every encounter.


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The Glass Cannon Podcast will be running Emerald Spire converted to 2e starting in Q4 of this year.


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N.
Name: Undy Termind
ABC: Gnome/Worked in the back room of a mage shop for 30 years/Wizard
Catchphrase: Did I tell you about my kids?
Weapon of Choice: Magic

(Worked in the back room of a mage shop for 30 years is a custom background. Skill Feat: Quick Identify, Skill: Diplomacy, Stat increase: INT or CHA, Lore: Merchant Lore)


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My first (of many) character will be a Gnome Wizard. He grew up wanting to be an adventurer, but he got his future wife pregnant and ended up dropping out of the Wizard Academy to raise his child. He got a job in the back room of a magic shop identifying magic items brought in by adventurers. Being married and raising his children staved off the bleaching for a while, but now that the kids are grown and the wife (gods rest her soul) has succumbed to a wasting sickness, the bleaching is calling him to get out their and pursue the dream of his youth.


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If you only buy one PF2 product other than the Core Rulebook, make it the Condition Cards. Your players will thank you if they don't have to search through the Rulebook every time a condition is applied to them.


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If it's available to be taken multiple times, it will be called out specifically in the description. If it doesn't say it, then you can't.


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I'd like to see an advantages/disadvantages system where you could do something like my character has only one eye, so he has a -2 to perception checks based on seeing. His empty eye socket unnerves people so that they are anxious to be rid of him. He gets a +2 to Diplomacy attempts involving haggling.


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I'm currently playing a cleric going through Carrion Crown using Playtest rules, so I suppose I'll just convert him to 2e when it goes live.


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Garfaulk Sharpstone wrote:
ClanPsi wrote:
I haven't heard anything, but I sure hope so. Proficiency is more than enough. Just have UTEML at 0-2-4-6-8 and leave it at that. It'd be so clean and nice.
Then a level 20 fighter with a strength of 24 and a +5 weapon in Pathfinder 2 would have a +20 to hit, where as in PF1 the same fighter would have a 31.

Comparing the number in PF1 to the number in PF2 is meaningless because they're different systems.


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An Adventure Path is long. Let them get through book 2 quickly. There's still plenty to look forward to.

You can always make up the experience they may have gotten on the way to Turtleback Ferry.


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Elorebaen wrote:

Interesting! Sounds exciting for the witch!

The CR could've been tweaked a bit to challenge them more, methinks. But if your players dug it, then great!

Curious what point-buy are the characters?

They're 25 points. If I had it to do over, they'd be 15. Also, I later found out that there is no line of effect to someone in an ice block, so he couldn't have drained his levels. As it stands now, he thinks he did. They moved on to Teraktinus, so I'm going to have them see Longtooth flying away in the distance.


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For the hags, I used three female wizard figures from the introductory box set since I had them disguised. I had the Annis Hag figures from Bestiary 3 ready to go, but the PCs failed their sense motives and left before their alter self spells ran out.


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I ran the Raid on Sandpoint for my party this weekend and their witch singlehandedly destroyed Longtooth.

The witch (Garp) was flying over the town so he could keep an eye on everything happening. When Longtooth got close to the Lighthouse (where they assumed he was heading), Garp teleported the party there. He then proceeded to feeblemind him, turning his methodical destruction of the town into a mindless rampage. He let him rampage for a few rounds. Then, he used the Ice Tomb hex to drop him to the ground. Since Longtooth is a red dragon, I decided the hex would last 10 rounds instead of 10 minutes. He only needed 4 rounds (with the help of his flying scorpion familiar) to use the wand of enervation supplied at the end of Book 3 to drain all 13 levels from Longtooth.

In the meantime, their Paladin (Johann) was providing taxi service to their Swashbuckler (Reghar) who Parried and Riposted every swing the giants made at him and their Fighter (Kalik) cut through whatever was left.

The only thing the giants managed was to raid Scarnetti manor and get away. Teraktinus was captured (another victim of the Ice Tomb) and only 2 buildings were set on fire. Looks like I have some work ahead of me if Jorgenfist is going to pose any challenge to this party.


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I know, but there's nothing that prevents someone from using it. You'd still get the benefit of the armor (it's +2 full plate) even though you wouldn't get the Hellknight benefits. Plus it has the benefit that it will gradually change you into a graveknight. :)


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My party decided they wanted to try different characters, so they rolled up a new party and ran into Barl's cave on the way from Riddleport to Fort Rannick. Things didn't go well for them and they ended up fleeing, leaving a Hellknight behind to stall the Ogres on the entry stairs.

Now it's time for the original party (and some of the survivors, Shalelu and Jakardros) to attack the cave again. Barl is raising the Hellknight as a Graveknight and dumping him in the shrine with Lamatar, giving Lamatar more of a chance to use his bow.

The funny thing is that one of the original party wanted to be a Hellnight and even tried (and failed) to be initiated. I just know he's going to want to take the Graveknight's armor for his own. Mwahahahaha


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Mudfoot wrote:
This is the problem with the rule about PCs and NPCs being built differently rears its ugly head again. There's no explanation for the 4d12, except 'because'. Same problem about the boss gnoll's scimitar in Pale Mountain. Why does it do 2d6? Is it magic? Dunno.

As a GM, I treated that weapon as a +1 magic scimitar and gave it to my players as such after they beat the gnoll boss.


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Enemies get all the penalties as players. If they're a 9th level wizard and get enervated 3, they can't cast 4th and 5th level spells.


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That's like asking if you can use channel energy to cast bless. Drawing a weapon is drawing a weapon. Loading a weapon is loading a weapon.


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I like this, but Sharp Blade is a bit too powerful. It should probably only apply to the next hit with that weapon, not the whole next combat. (On a miss, it wouldn't be expended as you haven't done anything to dull it.)


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sherlock1701 wrote:
I really don't like the lack of AoOs. It makes combats ridiculous. To follow up on your metaphor, it's as if the offensive line are unable to block for the quarterback.

At this level, the lack of Attacks of Opportunity is not the fault of the game system but the players. They've all had ample opportunity, regardless of what class they are, to acquire this. If they don't have it, then they've just prioritized other feats ahead of this.


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On the blocking terrain blocking movement, I don't believe I read anywhere in the rules that when something is submerged in water it gets what. That doesn't mean it doesn't. Some things just don't need to be quantified in the rules.


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Ok. Thanks for the input. I didn't realize Press meant it couldn't be your first action. I think a good solution is to either make it once per round, make it take 2 actions, or make it occupy your free hand until your next turn.

It seems like an easy way to power your friend's rogue. If he holds his action until after the fighter's turn, he will always have a flat-footed foe to attack.


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My friend came up with a killer combo that you can accomplish at level 1. Gnome gets Gnome Flickmace which is a one handed reach weapon. At level 1, he takes the Combat Grab feat which makes something flat footed whether he hits or not. Can't he just wade into the combat and then grab 3 enemies per round and keep them flat-footed? With the Flickmace, you keep them from stepping away because they'd still be in your reach and flat-footed. If they stride away, you get your opportunity attack.

This seems like something that needs to be errata-ed.


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Did anybody try to use the "punch the dying character to stabilize them" trick?


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Is there a way that the forums can be split, one set of forums for people who have actually played, and another set for therory-crafters? It would be nice if I'm looking for what people think of certain classes or ancestries if I could limit my searches only to people who actually have played them or seen them in action.


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The verbiage in the shield spell says "This counts as using the Raise a Shield action". Then in the sidebar it says , "You can use these actions while shield is active". One of these actions is Raise a Shield. This would seem to imply that you need to cast Shield, then use an action to raise a shield, but I don't think that's the case.

My question, which of these is "more specific" and so overrides the other?


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If you as the GM call it a +1 sword and you complain about that, it's on you. If you call it "Zelazny's sword" and give the description "this sword helps you focus your mind on fighting, allowing you to strike truer, giving you a +1 item bonus on attacks. It is also sharper than any blade you've ever encountered, doing an extra d8 (or whatever) of damage when it strikes true.", you're essentially saying it's a +1 weapon, but making it more interesting.


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The stats should actually equal 78, but more simply, your stat modifiers should add up to 9 for a first level character (net 2 from ancestry, 2 from background, 4 from "free" and 1 from class).


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PF2 isn't out yet. Only the Playtest is. I guarantee when the actual game is released, more "half" racial options will be available.


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DFAnton wrote:

I guess I should be less harsh about it. You can, but it will almost necessarily always take the form of "I know all this but neglected it so now I have to actually spend time on it."

"You can't" is better suited to the biological feats, which simply should not exist.

Biological feats make sense if you must take them at level 1. Otherwise, I agree that they don't make sense.


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Seriously? How about this. If you're in a place where you think you might fall, save your reaction for feather fall. If you're a balor and you're adjacent to a spellcaster, don't use your kill reaction and save it for spellcasting. It's all about economizing your actions.


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There's no feat tax. You get all the abilities of a human except the extra chosen ability. Instead, you get 2 abilities from the other race. If anything, you're getting 2 things for the cost of one.


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I want to make a sorceror whose body transforms to deliver his spells (e.g. - his arm becomes a canon to launch a fireball, fingers become lockpicks to cast knock, etc...)

What bloodline would you suggest for this? I was thinking Arcane as it seems the most generalized. Can anyone think of a better one for what I'm trying to do?


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I think divorce may be the only way to handle this. I can't think of any other way around it.

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