Sargavan Pathfinder

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Shadow Lodge

We're moving slowly, so they're pretty much where I had them before. They stopped to sleep just outside the E8 antechamber and were worn up by a demon raiding party. The idea here is to make sure they know that there are demon reinforcements coming from inside Artrosa, and that they will get stronger as long as they dally.

I still haven't figured out any of the details for the fiendish frost giant skald...

Shadow Lodge

graystone wrote:
QuidEst wrote:
PF2 doesn't have the same sort of summoning/calling distinctions.

It's a bit of false advertising IMO, as it gets none of the benefits or penalties of being summoned: If someone multiclasses into wizard and picks up Augment Summoning to use on the "one big permanent summons" they are going to be disapointed to find out it does nothing. Or you meet an NPC Summoner and try to Banish the Eildon only to be told it's not summoned: It wouldn't be odd for them to say 'you said it was a summoned so why doesn't it work?'

I see nothing good by pretending the Eildon is summoned if you aren't intentionally muddying the waters. It's not a debate on semantics once it has actual mechanical ramifications.

Just a small note, banishment affects Eidolons who have non-Material home planes. Are there other summon-specific banish spells?

Shadow Lodge

James Jacobs wrote:
Serum wrote:

I have up to this point, understood summoning spells to draw the material from a specific plane to form the "platonic ideal" of the creature that's been summoned. I never quite understood where the summon nature's ally spells drew the material to create the creatures available to them, though. Even the animals from summon monster were flavoured as animals that would exist in the outer planes.

Is my understanding of how summoning magic works in any way correct? In addition to elementals and creatures from the outer planes, the second edition spells let you summon regular animals, fey, giants, and plants (which I guess were originally part of summon nature's ally), and also aberrations and constructs. Where do these summoned creatures come from?

It's all stuff that is summoned from raw potential of the multiverse, wether you're summoning a dog or a fire elemental or a satyr or a hill giant or a gibbering mouther or a demon. They don't "come" from anywhere. They didn't exist before the summon effect brought them into being, and they don't exist after that effect expires (or they're slain, whichever comes first). Summoned creatures don't have souls, nor do they have free will. They're magical conjurations, not real creatures.

As such, you can be a lawful good spellcaster, summon an agathion to fight for you, and not feel guilty if it dies. Likewise, a druid who summons a bear doesn't have to feel like they yanked an animal out of its den on some other world just to have it get killed in a fight.

Feel free to adjust things in your game, if you want, but this way you sidestep a lot of potential concern trolling and guilt among players who want to play someone who summons things to help in a fight.

Is the "raw potential" in this case the magic essence associated with the given spell (eg. spirit/life for summon fiend, material for summon animal, life for summon fey)?

Shadow Lodge

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An eidolon can telepathically communicate with you at all times, even when it isn't manifested. Can it perceive the world around you as the summoner, or is it purely a mental connection?

Of the four types of eidolon presented in the playtest, the Angel is considered an actual angel, and the Dragon is an echo from the Astral Plane. I would think that they would exist in Nirvana / Astral Plane when they're not manifested. Based on the 1E Spritualist, the Phantom comes from the Ethereal plane and exists there when it isn't manifested. The Beast seems to have come from "nature", which doesn't give me much idea where they would exist aside from the first world, or maybe as some disembodied form on the material plane.

Has there been any treatment to this in the past, with, for example where Sarkorian God-Caller Eidolons exist when they're not with their summoner? I thought there was a series of stories that included a god-caller with a brilliant coloured bear eidolon, but I can't find it anymore.

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James Jacobs wrote:
Serum wrote:
In what ways do Shelyn's and Nocticula's Areas of Concern over Art differ? Is this portion of Nocticula's portfolio a subset of Shelyn's?

Nocticula's concerns are more over artists, not art. She's more concerned with artists who aren't allowed to express themselves, and prefers art that challenges the viewer.

Shelyn, on the other hand is a goddess of art, not artists. She enjoys all art except art that has an agenda to spread pain and misery and suffering. Note, this is not the same as art that is ABOUT pain and misery and suffering.

An artist would pray to Shelyn in the hope that their art would be protected, while the artist would pray to Nocticula in the hope that they themself would be protected?

Shadow Lodge

I have up to this point, understood summoning spells to draw the material from a specific plane to form the "platonic ideal" of the creature that's been summoned. I never quite understood where the summon nature's ally spells drew the material to create the creatures available to them, though. Even the animals from summon monster were flavoured as animals that would exist in the outer planes.

Is my understanding of how summoning magic works in any way correct? In addition to elementals and creatures from the outer planes, the second edition spells let you summon regular animals, fey, giants, and plants (which I guess were originally part of summon nature's ally), and also aberrations and constructs. Where do these summoned creatures come from?

Shadow Lodge

In what ways do Shelyn's and Nocticula's Areas of Concern over Art differ? Is this portion of Nocticula's portfolio a subset of Shelyn's?

Shadow Lodge

Selvårv Stigård wrote:
I'm a little sad that my description of the extreme Triaxus year is fairly off: it would be more accurate to say that it spends a century (or more, depending on the orbit) where daylight is as ephemeral as it is in Fairbanks or Stockholm in December... you don't have "daytime" so much as those hours when the sky lightens up a bit and you occasionally catch a glimpse of the Sun. If you have the angle of the planet providing "summer" during the orbital "winter" this could easily last for 60-65% of the day at more common latitudes, but it would still be minimal light the entire time. Having experienced both Alaska and Scandinavia, this idea is a bit much, even for someone who avoids sunlight for medical reasons. At least the people who live on the moons of Liavara and Bretheda have a gas giant providing a more direct light source than the Sun itself... while most of the residents of Eox aren't actually living.

You may have moved on from the subject at this point, but Pathfinder AP #70 has a large amount of information on Triaxus. In one section, it talks about lighting conditions for the PCS:

The Frozen Stars wrote:
During the day, the sun is much smaller than it should be-it's not much more than a pinprick of light, though still blindingly bright to look at-and stars are visible in the sky. The sun never provides illumination equal to bright light; even direct sunshine at high noon is only normal light, and dim light prevails for much of the morning and afternoon.

In Pathfinder 1E, dim light can be the equivalent of a moon-lit night, so it doesn't look like it's too far off what you've described here. The book also suggests that the planet is within a generation or two of spring beginning, so even these lighting conditions could be for a planet fairly far from the aphelion of its orbit.

Summer lasts as long as winter, and spring/fall only last for 20-30 years each (the book says that Transitional Ryphorians only exist for a generation, but Winter/Summer-born could start appearing at the end of fall/spring), so there has to be some serious planet speed changes over the course of its orbit.

Shadow Lodge

I STILL haven't managed to move my PCs through this dungeon, mostly due to delays cause by massive rewrites, including reorganizing the layout of the dungeons and the features in the rooms, one of which is turning the E8 antechamber into a massive 260 ft. x 280 ft. hall filled with a meandering line of female statues snaking around stalagmites and columns. In this room are the majority of Vsevolod's infiltration party: 4 Frost Giants and a Frost Giant Skald 3 (? 5? I haven't decided yet), all turned fiendish after sacrificing two centaurs. They have set up defensive positions in the room, ready to throw broken statue pieces (with Powerful Throw and Quick Draw replacing Improved Overrun and Improved Sunder) at any who try to enter from one of the three entrances. The dungeon has been reorganized such that a waterfall in the Maiden Stone room hides a passage way here, and a locked door in the Mother Stones room leads here as well. The room is so massive that only one giant can cover each entrance with the other two in reserve and it takes time for everyone to move in to join the fight.

That's fine, though. Vsevolod is well on his way to corrupting the magic of the Eon Pit to make his mini-Worldwound permanent. Already, demons have started flowing out of the portal. First, only dretches were able to make it through, but as the PCs have dallied, fiendish ice mephits, andrazkus and babaus have come through to help bolster the defensive position. Even a nabasu was birthed in the room to act as a lieutenant to direct the demon contingent.

The PCs' initial clash with Vsevolod's invaders is a quick ramp of more and more foes, but are able to flee since the invaders are content to keep their defensive position.

This is an impossible fight for the PCs to take on alone, so they have to rally the Artrosa defenders, each has been compromised by Caigreal's coven in some way. The majority of Artrosa's defenders are not hostile: Jadrenka has, over the 200 years, fostered a woman's pilgrimage to the Stones and the PCs are assumed to just be the latest group. With Caigreal's meddling, the defenders don't even recognize that Artrosa is under attack, much to Jadrenka's frustration. The only rooms of Artrosa defenders completely hostile to the PCs are C6 (gorgon), E1 (the shadows), E7 (undead ravens), and the two tests (C7 and C9), as Jadrenka has managed to activate those defenses. The denizens in E2 (mihstu), E3 (Ungrist), E4 (bastards) are all hostile initially due to some combination of influence from Caigreal's coven, and their proximity to the encroaching demons, but can be talked down (and all will try to flee when they find out they're outmatched).

Rooms with frost giants/andrazkus are, of course, still fights, but they've all been rearranged so that they branch out from the direct route that Vsevolod took to get to the Eon Pit. I could not, for the life of me, figure out how the Giant in D3 ended up there: He had to go through C4 (tendrilocus and possibly Poryphanes), C7 (wind blades trap) and D2 (Marislova, the doors are locked)! In fact, how does Caigreal bring Vsevolod and his 4 (at the time) frost giants from D5 to E9? Either they have to pass Ranisukalapadi and Nostafa, or they have all endure the immediately resetting Croning Ritual traps...for this reason, I made it so that the traps have a 1 round reset so that Vsevolod could force a centaur to endure everything for them.

The only remaining thing for me to decide is how I want to stat Vsevolod himself, and who I want to have accompany him. Do I want to keep him as a cleric and just change out his spells so that they're not so alignment focused, or do I want to turn him into a warpriest?

I am also seriously considering replacing the svathurim with two vrocks, who are on theme and work perfectly in the room. They can be spending their time smashing stalagmites and stalactites so they can get convenient boulders to use with telekinesis. I do lose the ability to show the beautiful artwork on page 53 of Valeros and Imrijka fighting the svathurim, though...

Shadow Lodge

It's weird; the AP book that the Svathurim is introduced in (RoW 3) uses stats for a 1-handed Large lance, which is 2d6+9. However, when it was introduced again in the Monster Codex, it used stats for a 2-handed Large lance (3d6+13). The same thing happens with the mwk composite longbow (2d6+9 vs 3d6+9).

The Svathurim in the Monster Codex also lost its two Large slams for use when it's not equipped with lance/shield.

Personally, I'm using the stats of the Svathurim in RoW 3, since it's more complete and using the correct size weapons.

Shadow Lodge

My party found her again in the Endless Forest, and convinced her to join them to restore the "good old days" before Elvanna declared martial law.

She's now a PC after the player's first character died to Nazhena.

Shadow Lodge

Corrik wrote:
Serum wrote:
Corrik wrote:
Quote:
And if they were "just" raw materials, there would be zero need for this sentence:
And if they weren't raw materials, and you couldn't craft with them, there would be zero need to use the term "raw materials". You would merely state an item's dissembled parts are worth half it's price. However, they are specifically called out as raw materials and then are given no specific rules to differentiate them from other raw materials.
Why does the final sentence exist? Why is it giving the reader special permission to do something that the reader is already allowed to do?
It's merely specifying that rebuilding the item works the same as crafting it, and that you can't merely put it back together. It is in no way granting special permission. Under your ruling why are they called out as raw materials if they do not count as raw materials?

Maybe to give the reader slightly more flavour on what they're selling, maybe to reinforce that the parts are still useful and can be reassembled to remake the item.

On the other hand, there's no need to talk about rebuilding the item at all if it can just be created from scratch using the same "raw materials" and the standard Crafting process. This is introducing new terminology for zero purpose.

Shadow Lodge

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Corrik wrote:
Quote:
And if they were "just" raw materials, there would be zero need for this sentence:
And if they weren't raw materials, and you couldn't craft with them, there would be zero need to use the term "raw materials". You would merely state an item's dissembled parts are worth half it's price. However, they are specifically called out as raw materials and then are given no specific rules to differentiate them from other raw materials.

Why does the final sentence exist? Why is it giving the reader specific permission to do something that the reader is already allowed to do in general?

Shadow Lodge

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Corrik wrote:
Quote:

No, it does not say that. It says "The item’s disassembled parts are worth half its Price in raw materials and can’t be reassembled unless you successfully reverse‑engineer the formula or acquire the formula another way."

Not "an item" or "any item", but the specific item you previously disassembled for the purpose of reverse-engineering its formula.

Again, the rule states the disassembled parts are raw materials. It does not state that the disassembled parts are worth half the items GP.

They are raw materials, therefor the rules for raw materials apply for them unless as specific rule calls out that they don't. Please point to the rule that states raw materials gained from disassembling parts works differently than other raw materials.

If the rules simply stated the disassembled parts are worth half the value of the item, you would be right. They don't.

And if they were "just" raw materials, there would be zero need for this sentence:

Quote:
Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials.

If the reader has a formula and raw materials worth half the price of the item, just tell the reader to use standard crafting rules instead of this sentence that says similar but much more specific.

Shadow Lodge

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It's a permissive system.

It does seem like the authors intended that these disassembled parts can either be reassembled by either reverse-engineering it or through a formula....OR, as a consolation prize, you can sell them, obstensibly so that someone can else can use them to make that same item (although once sold the PC generally doesn't care about what happens to them).

It's telling that the only place turning items into raw materials is mentioned is in the Reverse Engineering section and nowhere else.

Shadow Lodge

It's pretty awkward that disassembling into raw materials is only mentioned in the reverse-engineering section.

Shadow Lodge

It's kind of funny that the Balor expects to always be in a situation where it is favoured to win...When this is actually almost always the case for PCs.

Shadow Lodge

How about:
If you use two hands on a weapon, your hands can't do anything else that round.
If you spend an action that uses one hand, then you can't spend an action using two hands that round.

Cast a spell with one hand? Then you can't use that hand to also swing a weapon.

Shadow Lodge

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If the proficiency feats were meant to be gating for archetypes, then they should have been released with the archetypes.

Shadow Lodge

Why did the Chelaxians decide to dump mine tailings on merfolk city?

Shadow Lodge

I've decided to give the Frost Giants in the Crone the fiendish template. Before Vsevolod secluded himself he sacrificed another centaur to turn the rest of them demonic. This gives the giants the darkvision that gives such an advantage and now they no longer need to rely on torches (and the boosted defenses don't hurt either).

Centaurs are getting a raw deal in this dungeon.

Shadow Lodge

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Add more hero points. You still lose them all to stop yourself from dying, so the Charisma character is just encouraged to use them more frequently and on rolls that aren't life-or-death.

Shadow Lodge

Especially since NPC classes don't exist anymore (?).

Shadow Lodge

Flairs are slotless, but only because "occupies a hand" has never been considered a slot. They've obstensibly been balanced with a single one-handed weapon in mind.

The attack in Opportune Parry and Riposte is an immediate action.

Surprising Strategy is a level 11 feat for a prestige class that you're saying should be available to Swashbucklers at level 1. Chronicle of Legends was released this year. If it was meant to be available to swashbucklers, then it would be.

You can only do some combat maneuvers in place of attacks without abilities that allow you to do otherwise. Dirty trick is not one of these.

Waveblades are piercing or slashing, so you either get to use swashbuckler's finesse or Blade of Mercy+Enforcer, not both. You need a piercing and slashing weapon to utilize both. I think the broken back seax is the only weapon that does this, and it's an exotic one-handed 19-20/x2 weapon.

You keep coming up with reasons why certain abilities and items "should" work with your character (when they were written to not work in those ways). You've convinced your GM to let everything work the way you think it should, but I don't think it's Attacks of Opportunity in general that are the problem.

Shadow Lodge

Tangent101 wrote:
Okay. It's the first time I've had a druid in my group, so shapeshifting hasn't come into it before. Though given that the group would be pushing level 10 when they hit the Eon Pit, that once again raises the question on if an elemental-shaped Druid would age in the pit.

None of the elemental body spells give the ability to prevent the need to eat/drink/sleep, so the caster doesn't get those abilities. Elemental body III and IV explicitly give immunity to precision damage and critical hits. The spells do not change the caster's type or subtype.

Quote:
Given the group is likely to roleplay through encounters if possible, they will hopefully learn enough about the Pit ahead of time not to just rush right in. There's other methods of getting the Key - including summoning an Air Elemental to retrieve it.

Summons that they can communicate with are probably the easiest thing they can do to retrieve it.

Shadow Lodge

Tangent101 wrote:
Serum wrote:
Tangent101 wrote:
Here's a question. If a Druid shapeshifts into an Elemental, does the Druid suffer the aging effects of the Ebon Pit? After all, Elementals don't have biology or age.

Polymorph effects don't change type or subtype. The druid is essentially just wearing an elemental costume.

That is, yes, the druid still ages.

So then, does the Druid suffer from the effects of precision damage if a rogue sneak attacks them?

Because this is where it gets iffy.

Yes. Again, the immunity from precision damage is a function of the subtype, which Polymorph effects do not grant. See this stack exchange question. The elemental body spells (like all polymorph effects) only grant what they say they grant. It requires elemental body III (druid level 10) before the spell description changes and states that the caster gains immunity to precision damage.

Contrast with the Oracle revelation Energy Body from the Life Mystery, which does explicitly change subtype.

Shadow Lodge

Tangent101 wrote:
Here's a question. If a Druid shapeshifts into an Elemental, does the Druid suffer the aging effects of the Ebon Pit? After all, Elementals don't have biology or age.

Polymorph effects don't change type or subtype. The druid is essentially just wearing an elemental costume.

That is, yes, the druid still ages.

Shadow Lodge

I just realized that frost giants don't have darkvision, which is awkward in many places throughout Artrosa. Most rooms outside of the Maiden lack light sources, and the frost giants spread throughout the dungeon find themselves in those rooms without noting anywhere that they brought their own. They are blind in the Crone passages, and I had assumed that the rooms themselves are also under a permanent darkness effect unless specified otherwise. The largest example of this is E8, where two frost giants are guarding the entrance to the Eon Pit. They seem to be ... blind?

This leads me back to the PCs. How have you expected the PCs to traverse the Crone given the darkness effect (in the passages, at least)? Did you also assume that the rooms were under the darkness effect, or were the rooms just naturally dark?

Edit from earlier in the thread:

Robert G. McCreary wrote:
Passages means just the hallways; the rooms are naturally dark (unless the description specifically mentions a light source). The Eon Pit is naturally dark, like other chambers within the Crone.

Ah...so I guess the frost giants just need torches, although exploring the Crone will be awful for them.

Shadow Lodge

Tangent101 wrote:
Serum wrote:
If it doesn't benefit her to turn the world to a winter wonderland, then what is Rasputin going to say to convince her to do it?

Rasputin is incredibly charismatic. Don't forget, the RL version of the man basically charmed his way into the royal family through the force of his personality alone, and was convincing the royals to do things that he wanted them to.

That said, he probably played onto Elvanna's ego. First, he tells her about Baba Yaga's attempt to devour his essence and how this is what Baba Yaga has in store for Elvanna and her children. Second, he says that by working together, they can overthrow Baba Yaga and that they will be able to "share" Baba Yaga's power but only if certain things get done - a lot of death is needed to empower his magitech to strip away Baba Yaga's near-divinity. He may even express it as "intellectual curiosity" as to if it could be done. Finally, he points out "Baba Yaga could have frozen the entire world if she wanted... but she gave up." In short, by expanding winter across all of Golarion Elvanna is able to do what Baba Yaga "couldn't" do - freeze the entire world.

Also, it doesn't matter if it benefits her or not. What matters is this: does she believe it will benefit her? If so... if she drinks her brother's Koolaid, then that can explain what's going on here.

And again, Rasputin was a far far more interesting and intriguing antagonist for the group than Elvanna. All she is is an end-boss that you never actually run into until the end. Compare that to Karzoug in Runelords or other truly memorial villains... including Rasputin himself in Book 5 of RoW, who is a constant threat for the PCs.

The idea is decent, . I'm just throwing it questions to develop the idea.

How do the souls of people dying of cold, starvation, and war on Golarion get to Rasputin? Is he doing something similar on Earth?

Are you keeping Rasputin as an oracle or changing him to one of the psychic classes similar to the contest? I really want to switch him over, but the loss of miracle is pretty devastating. He relies on that spell quite a bit in setting up the events of Book 5.

Shadow Lodge

Anguish wrote:

With heal, I see pretty much the same logic; that spell removes the originally applied condition entirely, putting the creature into the same state as a creature who made the initial save. The condition is removed, and while the confusion spell's duration continues, the target of heal doesn't get re-confused for the same reason a creature making their initial save doesn't.

The calm emotions spell works different, explicitly only suppressing the condition.

How can you say that calm emotions explicitly suppresses the confused condition when it explicitly uses the word "removes", implying that it is handled differently from fear effects which are associated with the word "suppresses"? If they were supposed to be handled in the same way, there would be no need to use two different words.

Shadow Lodge

blahpers wrote:

Eh?

Heal wrote:
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Calm Emotions wrote:
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Those are very different to me. The former "wipe[s] away"/"immediately ends" injury, afflictions, and conditions. The latter suppresses them. The confused condition is removed, but the spell affecting the creature is not--the last sentence states explicitly that once calm emotions wears off, the original spell comes back into effect.
Heal ends the confused condition, not the confusion spell. Calm emotions removes the confused condition. Suppressed conditions and spells take hold again after calm emotions ends. Suppressed is not the same as removed, otherwise the sentence would read:
Quote:
It also suppresses any fear effects and the confused condition from all targets.

There is zero reason for removed to be included in the sentence if it is supposed to be treated the same as suppressed.

Shadow Lodge

blahpers wrote:
Ehh, rereading the confusion spell, I think Cevah's right on this. The spell doesn't just make the target confused when it comes into effect; the confused condition is the effect of the spell, and the spell (not the condition) has a duration of 1 round per level. If you suppress the spell or the condition, the character is fine, but once neither is suppressed, the character is once again confused.

Then heal also does not do anything to deal with confusion. Both heal and calm emotions have the same wording when it comes to removing the confused condition.

Shadow Lodge

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If it doesn't benefit her to turn the world to a winter wonderland, then what is Rasputin going to say to convince her to do it?

Shadow Lodge

No full attack. Travel on the disk isn't instant.

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LordKailas wrote:
Full Round Action: Casting a Spell wrote:
A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

This is misquoted. You are quoting a section of text that refers to a spell that takes a full round to cast, which takes longer than a spell that takes a full round [b]action[/]. They both require a full-round action to cast, but one takes effect at the beginning of your next turn (eg enlarge person), and the other one takes effect immediately after your action is complete (eg sleep.

The upshot is that you quoted something that's irrelevant to how full-round actions work in general. Unless otherwise specified, a full-round action works exactly like any other action, and actions take effect at the end of the action.

Shadow Lodge

Lyoto Machida wrote:
blahpers wrote:
Arachnofiend wrote:
Lyoto Machida wrote:

I'd rule charisma affects physical appearance simply to dissuade the "beautiful woman who justifies low charisma by being a knob to everyone" character from showing up.

I don't want to play with that character and I don't want to run a game for that character. If you insist on being the beautiful jerkass, I will make you spend the charisma to do so.

Have you considered having an adult conversation about why you don't like to play with this type of character rather than being passive aggressive about it and reaching to tie game mechanics to your personal pet peeves
At the least, if a GM doesn't want a player playing that kind of character, it seems more sensible to ban it rather than introduce restrictions. If the player grudgingly accepts those restrictions, then both GM and player are unhappy, and that's worse than the original problem.

First off, I don't I'm twisting the rules since in the book it says charisma affects appearance.

Anyway, the thing that always happens (in my own experience admittedly) is once the player with the pretty character has charisma, that player doesn't feel the need to be a jerk to justify the avatar beauty and lack of charisma. They just start playing their character like they have, well, charisma.

Yes, I could just ban people from having excessively pretty avatars which always snuffs that archetype. But I guess I prefer trying work out a compromise rather than going for the sledgehammer approach.

Or, because they think that beauty is tied to Charisma, they think they have to be unbearable in order to keep their Charisma as low as they want it to be.

If you decouple Charisma from beauty completely, the player shouldn't feel like they have to pay for their beauty with an awful personality.

Shadow Lodge

When making Cha be useful outside of social situations, it would also be nice to let the other 5 stats be naturally useful in some way to social situations, or at least WIS and Int. Not such that they can replace Cha entirely, but in allowing characters with different stats to approach social encounters differently.

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Gloom wrote:

I think that there's a fundamental issue that people are glossing over here. Just because you're at a disadvantage in social situations doesn't mean that you shouldn't participate.

Maybe you made a bad impression to the local shopkeep and he's irritated at you. That sucks. Doesn't mean that he's not going to make a deal with you.

Attempting to gather information around town and not able to convince people to share what they know? That sucks but you can still go around town and listen in on conversations or just enjoy yourself and roleplay the attempt.

I'm not talking about characters that are stumbling over their words to the point that conversation is impossible here.

Just because someone can try to participate using the one stat (and related skills) they're allowed to participate with and fail doesn't mean that people have fun doing so.

When only one person needs to have the ability to do... essentially all of your examples, there is a great deal of inherent pressure to let the one character do everything in order to get the best results.

"Players will optimize the fun out of anything" and all that. This optimization is incredibly easy to come across.

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Gloom wrote:
MaxAstro wrote:
Gloom, I think the counterpoint some people are trying to make is that in many cases, because of how integral roleplaying is to the experience, punishing the roleplaying of the low-Charisma character ends up punishing the player in a way that other stats don't. Stat penalties should punish the character; they shouldn't make the game less fun for the player.

In what way do you think a punishment for the character isn't less fun for the player?

Having a low intelligence and few lore skills means that your character is unlikely to participate in research or lore checks.

Having a low constitution means you're going to be knocked out of a fight sooner with lower health, and you'll be more susceptible to fatigue, poison, and disease.

Having a low strength means you're going to be doing less melee and ranged damage, and you're going to be less athletic. You'll also not be able to lift or carry as much.

Having a low dexterity means you're more likely to be clumsy and less likely to evade something.

Having a low wisdom means you're more likely to be fooled and you're more susceptible to mind affecting magics.

All of those seem like in some way they're going to cause the game to be less fun for the player. That's why you're given a choice as to how you want to build your character.

If social scenarios are important to you as a player then you may want to have a higher charisma and invest in social skills. If you don't and you invest your potential in other areas then you'll be more likely to excel in those areas instead of social ones.

In general, five stats are used in combat and exploration activities. Variations in those five stats change how a character approaches those activities, but everyone still participates.

One stat governs social activities. Variations in that one stat changes how much a character gets to participate in the activity, period.

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Just because Ghoul 1 provided a cover bonus to AC to Ghoul 2 doesn't mean you damage Ghoul 1 if you miss Ghoul 2 due to the cover. Ghoul 1 has its own AC, and you're not specifically aiming at it. The arrow might have deflected obliquely off of Ghoul 1, or Ghoul 1's movement distracted you enough that you couldn't get a good shot.

If you replace Ghoul 1 with a monster with 40 AC, and you miss Ghoul 2, then you shouldn't automatically hit the monster. You could barely hit the monster if you were aiming at it, much less incidentally. If you add a Ghoul 3 in front of Ghoul 1, and you miss Ghoul 2, how do you decide which of the first two ghouls you hit? Etc.

The exceptions and rulings you'll be making if you go through with this is going to end up quite time consuming.

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Cover doesn't stack; only apply the strongest version.

Ghoul 2 only has a +4 bonus to AC against your attacks. No, you don't hit Ghoul 1 if you miss Ghoul 2 by 4 or less, just like you don't hit the fighter if you miss Ghoul 1.

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The consequence for failing a check by 4 or less is having to move without performing whatever you were trying to do. Generally that means moving forward at half speed or greater, possibly making an acute angle turn.

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I just hope the price scaling formula is more forgiving. When was the last time anyone paid for a 5th level pearl of power or page of spell knowledge?

Magic item DCs need to scale properly and affordably too. So many (especially mid-high level) cool items are wasted in PF1 because the DCs are calculated at the minimum.

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Aenigma wrote:
I'm also sad because it seems I can no longer add class levels to monsters because they are not designed like PC races and thus I cannot make an orc, an ogre, a troll, a serpentfolk, a dragon, or any other monstrous races as a PC(not that I have actually played them in a game, but still...).

This is more something that GMs do, anyway. Is it easy to add PC class levels to monsters in PF2?

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When I ran wild magic, I chose to have it happen In addition to the spell effects. That way the PCs' spells at least have the desired effect.

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Matthew Downie wrote:

Are you saying that "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed" is in addition to the rule about Poor Visibility doubling the movement cost of squares? I.e., without the Acrobatics check or Blind-Fight feat you would effectively move at quarter speed?

(My feeling is, the people writing the rules were not consistent in their use of 'half speed' and 'double movement cost', since for most purposes they are the same thing.)

Yes, I am. A blind creature moves quarter the distance it would if it weren't blind. If it succeeds at the acrobatics check, then it moves half the distance.

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Even spell-like abilities don't ever have components.

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Squares costing double is the exact effect of hampered movement, which comes in a minimum of three flavours (obstacles, difficult terrain and poor visibility). You would be hard-pressed to argue against darkness being considered poor visibility, even with Blindfight. You can't make a five-foot step when the square you're trying to move into costs 10 feet of movement, effects like Nimble Moves notwithstanding. Blindfight canceling out the half-movment limitation doesn't remove the costs of moving around in those squares.

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Being forced to half movement isn't what prevents the 5ft. step, the squares costing double is.

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Either: make natural attacks into iteratives, or make a creature only allowed to have one natural attack that is primary.

Instead of creatures gaining natural armor as HD increases, give them a mix of natural and deflection, so that touch ACs scale. Lower the number of spells that require both a touch attack and a save.

Reflex, Fortitude, Will saves stay more in line with each other so the discrepancy isn't "auto-fail" vs "auto-pass" at higher levels.

Funnily enough, this was all done in PF2 (the results of not the method)!

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