Elohim

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Alternative title: Are Alchemical Bombs thrown?

Shadow Sheath wrote:


Usage a holster or sheath shaped for a one-handed thrown weapon of light Bulk or less

So a item in a shadow sheath needs 4 things to work.

It must be a weapon.
It must be one-handed.
It must be light bulk or less.
And it must be thrown.

An Alchemical Bomb is a weapon (unlike say a Shield bash or Fist)
It is one-handed.
It is light bulk.

But it doesn't have the thrown trait. It says it is thrown in it's description and it has a range of 20 feet but no trait.

The only reason I think this could go either way on table variation is because the Shadow Sheath doesn't actually ask for the thrown trait, just a "thrown weapon".

What do you all think?


If you missed it, Pointed Question from the Interrogation methodology of the Investigator can now be used in combat as of Player Core 2. It couldn't before because of the "have been conversing with" clause, but that's gone now and it even gives the off-guard penalty on your next devise a stratagem against the target if you succeed.

That's cute, but you know what's better...

Player core 1 wrote:

Lie

Auditory Concentrate Linguistic Mental Secret
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.

At the GM's discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements.

Success The target believes your lie.
Failure The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.

So, if you succeed on Pointed Question they are forced to directly answer your question. If the goon you're wailing on wants to truthfully answer your question about the whereabouts of the kidnapped little girl, Great! That's a free action. However if they try to lie to you they lose their turn to do so.


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Here's a crazy, innovative idea. The Commander should have a Stance feat at level 4 that adds a +1 to them and their allies attack and mental saves in their aura and another stance feat at level 4 that adds to damage.

...

Yeah, I know, but if were going to be seeing thousands of Commander/Marshals anyways, it would be nice to burn the word count on reprinting what everyone's going for into the class itself, so that way you can take other archetypes without being locked in.

And it's not like Paizo is any stranger to ripping feats and dedications out of archetypes and giving them to base classes before. They did it Three times With the Thaumaturge!


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Although oddly not on Archives yet.

That's all.


Basically the title. A lot of animal companions have Support Benefits that trigger when YOU hit and deal damage to an enemy they are threatening. Does this apply to a Summoners Eidolon?

Birds support benefit for convenience.
Support Benefit The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.


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Should probably wait till everyone has SoM but I want to get this off my chest. I think we need a proper name to separate Staff (weapon) and Staff (Magic Item).

I mention this because, there are a few effects now that combine Staff (Magic Item) with other things, and other effects which only work on Staff (Weapon), and thus would only work on a Staff (Magic Item) while it was in the form of a Staff (Weapon).

Now, I have the deductive reasoning to understand that the Twisting Tree (pg. 40) Hybrid Study is referring to Staff (weapon) and that Fused Staff (pg. 46) is referring to Staff (Magic Item), but I know someone is going to try to combine them and tell their GM that this means their Greatsword has Parry, Reach, and Trip.


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So Expert at 1st, Master at 5th, Legendary at 13th.
There would be nobody better at what you do best but Rogues and Investigators are still the kings of skills.

Probably not going to happen but thought I'd throw it out as a suggestion.


From the playtest: "Because the construct isn’t a
living creature, effects that heal living creatures can’t help
it recover Hit Points. Restoring Hit Points to it requires
using the Repair action or other means that can restore
Hit Points to objects and nonliving creatures."

From the Repair action: "You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place."

I'm pretty sure I missed it somewhere but what would the DC be?
Is it equal to the Hard DC needed to rebuild it from scratch if destroyed or something else?


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20th level feat. Most of the gunslinger reactions require a loaded gun. (Except for Instant Return and Hit the dirt! both of which are pretty situational.) Unless I missed something terribly important, you still can't reload a gun except on your turn.

Am I reading this right?


Pretty much the title. Sorry if someone else already suggested this.

Playtest wrote:
While your eidolon can’t wear or use magic items except for companion items that specifically mention that they work for eidolons, their connection to you means they benefit from certain items once you invest in those items.

Now we haven't seen any of these (obviously), but I'll presume we'll be getting some in the book.

One of the complaints I've seen when comparing the Eidolon to other martials is that the Eidolon can't use Apex Items, so it falls (further) behind at the highest levels.
What if there was just a set of Apex Items but for companions?
At those levels I don't think it would be unbalancing for ACs or Eidolons (for those that want to spend the gold), and let's be honest, our current selection of companion items is pretty sparse.


I don't know if this idea is a little too out there, but I figured I'd see what everyone thinks.

Since the question of what exactly the Summoner Multiclass Archetype will look like is a bit of an open question, and nearly every playtest that I've seen on these forums have had at least one archetype, why not run with it?

Idea: There won't be a Summoner Archetype (the first class to do so) and instead the Summoner gets a free dedication feat they can put into a specific selection of archetypes (like the eldritch trickster but expanded to include more than just Multiclass Archetypes). And then let them choose if they want it on themselves or their eidolon as others have proposed.


Assuming that the current unchained-esque eidolon types aren't going anywhere (sorry Verzen), what would you guys like to see for potential types and any theoretical traditions and abilities tied to it?

I'll start; I'd like to see a Shadow eidolon (ala Johnny 13 from Danny Phantom or the PF1 Shadowdancer). Most likely Occult tradition with abilities that focus on stealth and/or staying close to it's summoner.

Tethered By Shadows 1st
While manifested and adjacent to its summoner both the eidolon and summoner receive a +1 status bonus to stealth. If the summoner uses Act Together while adjacent and both actions are to Sneak or Hide, both the summoner and eidolon use whichever result is greater.


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This is my familiar, a powerful creation sent by my patron to grant cosmic powers and impart eldritch knowledge man was not meant to know. Behold! Pulls out a hand grenade.

Just a fun silly build.
(Disclaimer:This is illegal in PFS, most homebrews, and every state except for Texas.)
The Baba Yaga patron allows you to choose an inanimate object as a familiar.

Archives of Nethys wrote:
Baba Yaga teaches you how to transfer spirits into objects and freeze your foes. A witch with Baba Yaga as their patron can choose an inanimate object as a familiar. If they do, they still can gain master abilities and some familiar abilities that don’t require movement. The object familiar has no Speeds and must select a Speed familiar ability before it can move, coming to life in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day.

It notably lacks any restriction on what that object is, and a witch's familiar auto-resurrects each day.

Archives of Nethys wrote:
If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

So you pick an Alchemist's Fire (or other bomb) and prep Final Sacrifice in your highest slot possible. One action to yeet the bomb and two actions to detonate.

(Sorry if the formattings bad, this is my first time posting.)

Thoughts?