Marco Massoudi wrote:
Thanks Marco. I hadn't realized that about the FC sales. I enjoy them because you can keep them clipped to your DM screen while players are talking to the NPC. I'll make my own I guess.
I enjoy the item cards too, but the players seem to lose interest after a few months. Extra things to keep track of, I guess.
At 15th level, a creature that fail its save is exhausted and stunned for 1 round.
Does the exhaustion last until resting/otherwise treated, or only 1 round? The stunned effect is obvious, but I am not sure on exhaustion. The fatigued effect at level 10 seems to be the usual (until rested) since no duration is mentioned.
The answer would be yes. The first part of your question is really about the eldritch scion, which has effective bloodrager levels.
The FAQ as pointed out says Blood of the dragon affects bloodrager levels. Therefore it applies to the eldritch scion who has "effective" bloodrager levels.
See other post here.
The Draconic bloodline arcana variant for Imperial dragons states: "Whenever you cast a spell that affects a creature with the shaken, frightened, or panicked condition, increase the spell’s save DC by 1."
I see 2 different ways this could work and not sure which is meant.
Option 1: Is the spell save DC increase meant to apply to all spells you cast as long as the target is already under a shaken, etc. effect?
Option 2: Does the spell save DC increase only applies to spells that cause shaken, etc.?
PRD Listing errors/Omission: In the Example Race section of the Reference Document, Kobolds have two omissions/mistakes. The +2 racial bonus to perception is missing, which should bring the total to 7 RP if Craft-Trapmaking and Profession-Miner are separate 2 RP abilities. Languages are Xenophobic, not standard.
Great guide and examples. Thanks for the hard work.
I was looking at your build for the Maneuver Magus Ilyara which is a great idea. I love Combat Maneuvers and it's always nice to see specialists outside of Monk or Fighter.
Since she's an elf, I was curious why you had her take FCB HP and 3 feats for Extra Arcana at 7th, 13th and 15th.
Wouldn't it make more sense to take FCB Extra Arcana for 18 levels and take Toughness for 1 feat? It gets you 3 Arcana, the same number of HP (+2 more potentially for the last 2 levels of FCB) and 2 extra feats to play with. Or was it chosen for the arcana you can get at specific levels?
Kurald Galain wrote:
That seems like such a cool spell, but it should really not be designed like that. I don't mean to be pedantic, but technically the spell consumes the armor that it is supposed to relocate to the targets' body since the armor is the material component.
"A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process."-CRB page 213 (magic chapter)
That's either a gross oversight on the spell designer's part, or it is only useful on mundane armor that you have to replace after each casting. Should be written with no material component or instead as a focus component.
if you want to improve your trip capability vs foes not immune, consider this trait:
Edit: I'm not sure that's pfs legal, so no help there.
Regardless, I don't think you need Mammoth Master unless you plan to "push" the mount a lot. You get that same bonus from it being an animal companion via "link". A few skill points and maybe a circlet of persuasion should take care of your Handle Animal needs.
I don't think you need phalanx formation. If you are in large or huge giant form (or animal form for that matter) your allies shouldn't be providing your enemies with cover unless they are also large+
Big Creatures and Cover:
Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you.
Even if they do provide cover, it will most likely be partial cover:
If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM‘s discretion.
Why would you do that? Fervent and patriotic weapons both require you to be a member of the religion and nation in question. Heretical/Treasonous only work against the religion and nation you belong to. If you wanted to betray your country, maybe useful for Hell's Rebels or something.
I would say that no, they don't stack. Smite Evil and Smite Chaos are 2 different abilities although exactly the same except in application of target. Like with Bane, these enhancements that you bring up would likely NOT be eligible to stack with Bane or each other.
Then again, Holy and Bane-Evil outsider stack, so who knows.
Oracle's can of course take Eldritch Heritage-Arcane to gain a familiar. I did it for my oracle in Skull and Shackles. Or A Spirit Guide Oracle whose spirit is a "visitor from Serenrae".
Also, if you are still thinking of Dex primary for combat, a one level dip into Bard (Dawnflower Dervish) gives you dex to attack and damage with scimitar, while also being a Serenrae archetype.
This gives you some baseline bard abilities, including a limited amount of battledance (+2 hit/Damage and a few saves to you only), wider class skill list, more skills at level 1 and a few others.
Flagbearer as a feat is a constant "bless" effect that's also a bit of inspire courage (bard or no bard). It also has the RP of a diplomat inspiring others through the authority of a benevolent kingdom.
Strength of the Sun as a Serenrae religion trait gives you a +1 trait bonus to ALL CHA based checks during the day time. This is probably more useful than a +1 or even a +2 trait bonus to "just" diplomacy.
Don't forget that the SG elemental, Dhabba, G. Slug, S. Lizard, F. Gecko, and Druid of the Hive also add their elemental traits if Mavarro takes that power feat.
Then again, who doesn't want to add the Dwarf trait to all of their checks for the turn. Your "Clinging Venom" is now Dwarfy!
My understanding is that you only get the physical limb, not the gland or whatever produces the acid, disease, spore, etc. I've never seen an actual clarification on the matter though, just a bunch of posts asking similar questions.
Although that calls into question eligible creatures whose natural attacks ONLY do elemental damage (rare), like Phycomid which are essentially worthless combatants.
My question is about Envy-Harm. Do the targets have to attempt to steal from THEIR enemies or YOUR enemies, i.e. are they covetous of what your party has or what their buddy has?
Usually when a power refers to an ally it is referring to your ally (any enemy strikes an ally, "x" happens). I would assume "an enemy" would also be referring to your enemy. Otherwise I would expect it to say the target must steal from its enemy, i.e. your ally.
The challenge I see is that either way could work, but your buddies might not think you are an ally anymore if you harm them and then show them all the loot you've been hoarding. "Hey gimme that you scoundrel." =)
I've had a few of these questions myself. We might be able to clear up a few of them ourselves.
General case first. My understanding is if you channel positive to harm you get the normal channel effect as a standard cleric. Same goes for Channeling Negative targeted on undead. It's like you don't have this alternate feature vs them. The exception to that would be the Undead variant which says undead healing is enhanced.
Remember that specific trumps general. Since that variant says it has an enhanced effect vs undead, it apparently does.
Farming-Harm: I'd assume they are fatigued until they eat. The Horseman Famine just touched them and they are famished despite eating lunch.
Magic-Heal: Caster level checks are rolls to overcome SR, activating scrolls above your caster level and dispelling (maybe one or two more). They do not affect duration of spells or other effcts.
Self Perfection-Heal: I'd say sure. confused doesn't take away your ability to make decisions/actions, it instead alters perception/clouds judgement. You think you are striking a foe, or a friend is suddenly a monster, etc. Unconscious might be stretching it, but adrenaline can overcome extreme exhaustion for limited periods of time (that's what I see this ability as).
Sun-Heal. I'd assume the light level increase lasts one minute just like the Darkness Harm does.
Weather-Harm half of your reduced damage would be sonic or electricity (so effectively 1/4 of a normal clerics channel damage would become elemental). If Positive channeling to harm you do normal Cleric damage as that isn't affected by variant channeling.
Penalties and ability damage do NOT actually reduce your ability score.
It's like tracking non-lethal damage. They don't reduce your score, but instead grant you a penalty to the relevant score AS IF your score had been reduced.
Only ability DRAIN actually reduces your score. Since Penalties cannot treat your score as below one, they probably shouldn't be able to do so even if combined with ability damage. In essence, ability damage should probably be treated as overlapping a penalty, not stacking with one.
In answer to your second question yes, but channel smite reduces the effects of channel energy to only that one target.
Why are people thinking Disable is an important skill? There is only 1 barrier up through AD2 that allows disable
I'd also vote for Enora. She seems like a great character for a small group if you are sticking at the same location.
There are 4 types of monsters that do energy damage usually before and/or after you act:
Salamander, Giant Maggot Swarm, Giant Amoeba, Mongrel Wizard;
5 henchmen that do energy damage:
Brimorak (seen many times), Wight (bury cards), Unique Henchmen: Ceustodaemon, Chorussina, Uziel;
4 Barriers that do energy damage:
Bilious Bottle (one of the worst I've seen), Telekinesis Trap, Explosive Runes, Baleful Shadows-Summons a Wight on failure;
Spoiler:and this is all just up to AD2. I've seen my group's Alain lose his whole hand to a pre-combat fire damage.
She can prevent most of that nonsense with two power feats (or one feat and the Manual of War occasionally) by discarding one spell which she will recharge after casting any spell.
Knowledge is also a lot more useful than in previous sets. Enora or Shardra are the best options for this.
If not playing with Adowyn, I feel like Shardra is necessary as one of the only other opportunities for examining decks.
Imrijka becomes more useful as your group size gets larger.
When redeeming a corrupted boon (as from the Corruption Forge location) can you redeem a corrupted blessing that is in someone's hand? They aren't on the redemption support card.
If you can, is just the corrupted trait removed from the cards traits, or is the card text "if the top card of the blessings discard pile has the corrupted trait,..." removed as well?
Other boons say "If this card has the corrupted trait...", so it makes me assume blessings would work differently or not able to be redeemed.
Keep in mind that there are a good number of items, monsters and some locations/barriers that will want knowledge checks. CD kyra can't do that to save her life. Unfortunately, the cards in YOUR deck from the cleric CD box won't be as compatible with WoTR Kyra (fewer attack spell upgrades, few books/knowledge items and allies). I'd still rather play WotR Kyra myself since she'll fit the scenarios better (outsider focused monsters/barriers).
I really like the Mastiff Ally (C deck) and Mist Horn (1) for Shardra. The mastiff, being similar to Imp from S&S lets her refill her hand if she's played many of her spells/blessings off turn. The Mist Horn at a monster heavy location (or predicted henchman/villain fight) prevents a LOT of the pre/post-combat damage which can really exhaust your resources.
Have her play the horn at a location on her turn, it lasts until the start of her next turn and an entire pass around the table sighs with relief if Arboreal blight/fiendish tree, pitborn scoundrel, mongrel monster, etc come up while you are all at that location. It's saved us from a few hand wipes.
How does the Fortune-Teller post-Bard CD/WotR work?
Since it is only usable at the end of your move step, doesn't the potential exploration it can generate conflict with the "Free initial exploration" which must be taken first?
My understanding is that any bonus exploration gained while you haven't taken your current one is lost, i.e. you can't accumulate extra explorations.
Is this an exception to the "...must be your first exploration for the turn. You may NEVER explore outside of your explore step" rule?
Not just for Balazar, Frencois, but arcane casters in general need to find Mirror Image as soon as possible. This makes dealing with before you act/combat/after you act damage a lot more manageable (at least for that turn you have the spell active). It's saved my bacon for Enora more than once with the Arboreal blights and mongrel monsters.
Balazar has a better time than any other caster at dealing with Carrion golems (hunt them down for your friends). They have beaten the snot out of my Enora and Shardra. On occasion, with those characters, I've had to beat them up with a d6 for strength, no weapons and a few blessings. He probably needs less help from other people on combat checks than anyone since his spoils (monsters) can give him a stacking bonus.
It's wacky, but you could give Balazar one cure spell. You can discard spells for monsters in hand, cure (banish) to get those spells back into your deck then roll from there.
My understanding is that Padrig is never in your hand after you first get him. He's displayed for the entire scenario and therefore can never be taken as damage/forced to bury, etc. This is a neat advantage where you almost always have a source of combat/strength boosting available as long as you have spells/monsters.
Consider Sagacity instead of Agility/Brilliance if you don't have a dex/int based character in your group. Wisdom boosting is useful for recharging cures, divine attack spells and many potential wis-survive/perception checks for locations/situations. It also guarantees anyone with the divine skill(imrijka/Adowyn/Seelah in particular) will auto succeed at acquiring ALL blessings for a turn.
Edit: Also any character using a d4 for divine (untrained) has a 75% chance of acquiring all blessings for one turn with sagacity on them.
Honestly there are only 6 individual cards beyond the starter box that have the healing keyword. 1 he'll never use (crystal of healing hands), 1 is the kukri (better for characters that can't reliably heal like seltyiel, ranzak, etc) and one can't be recharged (holy feast). The others (ring of regeneration and ring of rat fangs) aren't going to be discarded for his "bomb" power as they are too good to just keep in your hand. This leaves Safe Harbor as the only healing keyword card beyond basic Cure that isn't alchemical (primary use great, but in limited situations) and therefor a prime target for the bomb "healing" power feat).
That makes the bomb "healing" power feat of the chirurgeon almost worthless. Likewise of those 6 individual healing keyword cards, none of them are easy for him to acquire except Safe Harbor (requiring Wis/divine or con/fort to acquire), minimizing his explore again power upgrade. Similarly the "or poison/fire" upgrade is limited to ranged weapons that he can acquire reliably and explore again.
That makes 3 chirurgeon power feats right out of the box that aren't really useful choices, in my opinion. Maybe the bomb "or healing" power is useful if you keep several cure/safe harbor/holy feast spells in your deck on top of potions of healing.
Lastly, don't kill yourself by drawing too big of a hand size. Off turn damage isn't as uncommon as in RotR. An unfortunately timed Manticore or bar room brawl/PE means that hand size (up to 16) is a potential liability if you can't prevent it all with armor.
I don't know that it particularly matters much, but you resolve the potion first I believe. You banish it. Then the Tankard says don't banish it, recharge the potion instead. Recharge the tankard as a cost of saving the potion.
That's how I would interpret the order of operations since you can't "play" the tankard for that power until you have used a potion (first action, resolve what happens to that card first).
At higher levels at least, my ROTR group played Lem almost exclusively off turn. By the time his turn came around he could explore maybe once beyond his free exploration, if he ran into something bad he usually only had one/maybe 2 cards in his hand to lose. It also almost guaranteed that people had good odds of succeeding on their own checks. If you play him like this, you do need at least one other person who can do lots of exploring on their turn.
Sometimes it's a good idea to have Sajan (or whomever) to explore a lot (3-5 times in a turn) if there is a support character like Lem to cure them soon after.
Weapon based characters can also get hung up with not cycling their decks. If you keep your same hand of cards (displaying the same weapon each encounter) for merisiel/seelah without using their powers that recharge on use, then they rarely get to explore more than once or twice since they don't draw their blessings/allies.
As Jason said, if you are playing with Lem as your "primary healer", he should have 2 cure spells. Since seelah is limited to only one, the chances are too great that you won't have a cure spell when you need it otherwise.
Choosing not to recharge Lem's spells is often a good idea to keep the ones you want to reuse (cure or a strong attack/support spell available for his hand). Kyra really is the only divine character that doesn't "need" 2 cures in her deck since her class feature lets her use divine cards to heal instead of exploring.
1. Also, remember that you can play most spells (all blessings and some character powers/allies) when it isn't that character's turn. If Sajan finishes an encounter and is low on cards, Lem or Seelah can cast cure on him (if at his location) before he explores again or ends his turn.
This can save someone from dying at the end of their turn if you use a cure spell or potion of healing before they reset their hand.
I mention those things because my group originally didn't realize that you can play cards besides blessings when it isn't your turn if the card doesn't forbid it (Allies often only benefit YOUR checks. Weapons and Attack Spells can only be used on your combat checks, etc.)
2. Characters that favor a particular card type (Sajan for blessings) may not be good at acquiring them. Have Lem/Seelah acquire blessings (Divine skill) and pass them to Sajan during the game or after your sessions to allow Sajan to upgrade. Lem will also be good at acquiring allies (CHARISMA) and can pass those to other players during or after the game.
3. Make sure that you are rebuilding your decks after each scenario. I've heard of some groups that never knew they could add cards to replace the banished items when rebuilding at the end, etc and are down several cards the next scenario. This also includes passing around allies, weapons, etc when they aren't the most useful for one character.
4. The only major downside I see to the characters that you chose is that Lem is the only character that will be able to acquire/use arcane spells. The game is slanted toward arcane magic (for the magic types) and he often can't fit more than one attack spell in his deck as well as the divine/support spells he really wants to include.
5. Try to acquire every ally/blessing that you can. Unless it's a special one that someone wants (Sajan/Merisiel want Blessings of Erastil), it's probably not worth discarding more than one card to help acquire them. Any recharge bonuses (like lem's 1d4, or potentially Seelah's) should be used in almost all cases to acquire these card types. This will help fix the "running out of time" dilemma. Running out of time really means that you don't have enough bonus exploration (which is a common issue for everyone for the first few scenarios/adventures).
6. Remember to have Sajan recharge multiple blessings on his own combat check, rather than have someone else use a blessing on him which sits in their discard.
Those are suggestions though. Not hard and fast rules. Play in a way that you have fun.
Enervating Pistol is designed to be most effective for Seltiyel with his Marauder Role (ranged skill power). He can use the pistol's enervation power to modify his own combat check, if he uses a spell for his combat check and recharges a different weapon for extra d6s.
It's also useful for anyone that is weapon (co)primary to be able to assist in other combat checks.
Back to Seltyiel, I've been playing him with Alahazra (my BF is running her) and it's been a great team. She focuses on support, healing and scouting and "directs" him to take out targets that she can't or doesn't want to.
All you have to do to shore up his non-combat skill checks is give him Blessing of Cayden maybe a Blessing of Sivannah, and an Abadar. Once you get to the 4th scenario in AP1, you give him Besmara's Tricorne and you say "yes sir, may I have another". Most survival/fortitude checks just became reliable for you. I had that hat for a while and loved every minute of it.
Every character is designed to do one or two things really well. Seltyiel fits VERY well with characters that like to explore a lot, but can't always defend themselves. I'll have him clear out the monsters for Alahazra and then let her go to town on the rest of the deck while he's working on something else.
Ranzak if you have him runs so perfectly with Seltyiel that it's not even funny. Ran has all the skills that Seltyiel doesn't, can make him fight for the goblin and can explore like no one's business. If you run those 3 together, I don't see anything stopping you.
Barring that, it's mostly a matter of enjoying his play style. Yes, he's not great with barriers until you get a few decent blessings or the tricorne. Well guess what, no one is unless they have the thieves tools/mwtt early on. Slap a find traps or 2 on a divine caster that's going along with Selt, and you rarely have to worry.
Unlike most other weapon wielders, he only has 1 armor. You keep the best, and the others never clog up your deck.
By the way, don't forget that upgraded armors are getting lots of nice reveal and recharge benefits, so that they are useful for things other than preventing damage.
Buckler gun (also a weapon), Blackcloth Armor (+1 to all combat checks that you don't need to prevent damage on), Besmaran Vestments (upgrade to Blackcloth for divine casters),Fortified Shell Armor (+2 Con/fort), Wilderness Studded Leather (+2 Non-Combat Wis/Survival), Sniper's Studded Leather (+2 Ranged Combat or perception), Stanching Buckler (very good for turning crap in your hand/cards you've acquired into cards from your deck that you want), and more.
Yes, they aren't the most exciting card type ever, but having a few in your deck will no longer by the end of days like it was in RotR.
There is nothing the requires an entire sword is made out of one material. The Tang and Ricasso wouldn't need to be Cold Iron as well. Heck, it probably wouldn't need more than what is folded into the edge. The rest of the blade could be steel. Don't read too much into it.
It was cleared up in one of the last printings: "Weapons made of cold iron cost twice as much to make as their normal counterparts (not counting masterwork costs). (emphasis mine)
I have to agree with Artoo. The point isn't that Weapons and natural attacks can't hurt the creatures. Obviously, you could smash a bug with a hammer. The point is that it's moot with a swarm.
Ok, good for you, you smash 5 bugs (out of 1,500) with your hammer. That did just about nothing to the overall integrity of the swarm. Same with waving your torch (flame blade) at it. You burn a few, but thousands take the place of those you singed.
You need blast effects (and they are more effective) because you are burning hundreds of them at a time, which IS effective and thins down the number of critters left alive. This is why the swarm disperses at 0 HP. There are still critters left alive, but they are no longer a danger.
First off, I wanted to say that demoing S&S at Origins was a delight. I love the new skill focused encounters, the new elements and new classes. I got a chance to play with the gunslinger. Lirianne had some great art and was fun to play. I'm very much looking forward to OP and S&S in general.
Secondly, it was awesome to meet Tanis O'Connor in person and she even demo'ed the game for us. It was obvious that she and everyone working at the Paizo booth loved what they are doing.
I got the opportunity to help out and even teach some brand new players how to play which was very cool. They seemed really excited to learn and looked forward to purchasing their own game.
I'm looking forward to the OP guilds and look forward to running some of the events.
Thanks again and I wish everyone lots of luck waiting for the great new products.