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T'Challa's page
Pathfinder Society GM. 121 posts. 2 reviews. No lists. No wishlists. 16 Organized Play characters.
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Kobold's Grovel Ancestry Feat still does (almost) nothing as written. It allows you to feint a target that is up to 30 feet away, but doesn't change feint to make your target off-guard to ranged attacks.
Quote: GROVEL [one-action] FEAT 5
AUDITORY CONCENTRATE EMOTION KOBOLD MENTAL
Prerequisites trained in Deception
You convince your foe you’re less of a threat. You attempt to
Feint against a creature. Unlike a normal Feint, the creature can
be within 30 feet instead of in your melee reach, and you make
your check against its Will DC instead of its Perception DC.
Quote: Feint
Requirements You are within melee reach of the target you attempt to Feint. With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.
Critical Success You throw your enemy's defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn.
Success Your foe is fooled, but only momentarily. The target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.
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The Snare Setter ancestry feat for Kobold copied over the same issue as from the APG.You have to be trained to qualify, but gain training when you take the feat.
Quote: Prerequisites trained in Crafting
You are adept at the time-honored kobold art of making traps.
You gain the trained proficiency in Crafting. If you were already
trained in Crafting, you instead become trained in a skill of
your choice...
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Storm Giant has an obscenely high attack modifier for rock throwing. It's +10 over their melee attack and 10 higher than other creatures of their level. It's on par with level 20 creatures to hit modifier, even though they are level 13 creatures. I'm sure it's a typo, but in the mean time they will likely hit/crit above level foes on their 3rd attack, and almost always critically hit on the first or second attack when throwing rocks.
While mentioned several years ago in the Typos/Mistakes of 2nd edition thread, there was never an errata for the Bestiary 1 which would address this first printing mistake. I hope this has been addressed in the Monster Core book, but in the mean time can this be added to FAQ so Archives of Nethys can be updated?
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The short answer is lots of people have firm stances on both sides of the issue, yet Paizo doesn't think it's FAQ worthy. That could suggest they don't care about the matter, or they think the answer should be obvious (which it isn't to some people clearly).
My own personal suggestion is don't setup situations where taking feats in different orders gives you a different total amount. Just give the PC the same number of points, because they can retrain it (wasting their time) if you decide to fall on the side of Healing Hands doesn't give you a FP if you already have a pool.
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They were probably referring to the How It's Played ask a designer video on shoving or tripping while prone. The point made by Mark Seifter was that the attack penalty from being prone doesn't apply to maneuver checks that are skill checks because penalties to attack rolls only apply to attack rolls, not skill actions with the attack trait.

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masda_gib wrote: No, even the strikes deal negative energy damage they don't heal undead. It's just that: damage.
If an effect can heal it will say so. ...Otherwise a Spirit Barbarian could also punch you to full health. :)
Despite not wanting it to work that way, Masda and Gentleman have both come to the opposite conclusion of the RAW. They heal each other.
CRB pg 451:
When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its flaming rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage.
CRB page 634: Negative
Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Planes with this trait are vast, empty reaches that suck the life from the living.
CRB pg 637:
...Undead creatures are damaged by positive energy, are healed by negative energy, and don’t benefit from healing effects.

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There is a core assumption about TTRPGs and randomness. Randomness/chance favors the adversaries if they are disposable. The more randomness you add to a game (like critical hit decks paizo offered early on), the more it benefits an NPC as they are unlikely to continue interacting with the party/living after meeting them. If you do horrible things to them, they don't have to worry about healing up afterward. They have no other encounters to prepare for. They have no resources to manage.
Taking randomness away favors the PCs. This means when you strip away basic boundaries about fighting capability (like AC and HP targets), you are making things easier for your players. Each side may make equally tactical decisions, but only one team has true consequences to their actions.
This also minimizes or negates any benefit to scouting in the classical sense of observing your prey. The same applies to divination rituals and effects.
Again as others have said, play whatever style you like. It is in fact the First Rule of P2. There are still consequences to the choices, even if you don't see all of them.
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MaxAstro wrote:
And yet apps like this often don't even have a way to manually override your heritage and put in something like that... This was my favorite aspect of the Character Builder (CBLoader) for 4ed D&D. It was pretty darn easy to edit the files and make custom arrangements.
Herolab does a decent job of allowing custom content/input. My big issue with them is paying the licensing fee when I own the books. I prefer books for general perusal and content absorption, but apps/spreadsheets for character organization and building.
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In my personal experience, groups that don't meet religiously every week with few interruptions take 2-3 years per AP anyway. This isn't an unusual situation. If your groups cohesion doesn't hold together well thanks to scheduling problems, I'd recommend sticking to Modules or your own adventures. AP are NEVER finished quickly without some serious dedication.

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There is actually a gp cost to maintain a healer's kit. It's part of "cost of living" just like a spell component pouch. You can't replenish your supplies (which all characters are assumed to be doing during down time) on a subsistence standard of living unless supplementing with survival and a feat. We don't make spellcasters track their reagents, nor expect them to directly pay for each bit of bat guano. Alchemists don't have to pay for their charcoal and baking soda individually. They moved healer's kits to that same idea.
As others have said, treating wounds is more than bandages. It's disinfecting and stitching up cuts, pain killers and poultices to reduce swelling and bruising.
Natural healing is ridiculously unhelpful in a game. An intentional cut with a kitchen knife isn't closing up on it's own just by sleeping. You need liquid skin, bandages, or stitches to keep that from reopening. Even a pulled muscle from swinging your mace too hard might take days or weeks to recover without medical intervention.
If you want your game to have more realisim, just keep those things in mind. You are either relying on magic or weeks of bed rest. Neither of which is fun for most people.

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I'm curious what folks who want their wizards to have expert all armors and/or expert all weapons are willing to give up for it?
The Cleric is a good outline of design expectation. Warpriest gives up legendary spell casting (which can't be recovered with any feats), and delays spell proficiency by 4 levels each rank. They also have to wait until level 2 to allocate a class feat for a focus pool.
This grants them light and medium armor at level 1, which encourages more stat arrangements, but offers no direct defensive increase (General feats can duplicate). They later gain light and medium expert at 13 (MC Champion can duplicate).
Then they are Trained in Martial (can duplicate with 1 general feat, never improving without MC-Fighter), Expert in one weapon, and Mastery of Fortitude saves (duplicate with 1 general feat).
It seems like a lot of stuff that Warpriests gain by giving up some spell casting proficiency and delaying it on all levels. However, everything that a warpriest gains can be duplicated with 1 general feat, 2 or 5 class feats (MC devotions), and one extra class feat for a domain spell.
That being said, it's probably too big of a difference for anything that doesn't have a core expectation around that class. Cleric has always been assumed martially/defensively capable since D&D's origins and only recently seen caster only/clothy specialties in 4ed, 5ed and to a lesser degree a few archetypes in P1.
I would fully expect it to cost more than general feats (likely costing spell casting prowess) to acquire martial weapon expertise and/or armor expertise. Only Class/Ancestry feats allow this, likely due to deeply rooted cultural reasons of the ancestry or frequent class imagery/focus.
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SuperBidi wrote: I've already played many characters with not a bit of investment into AC, and never felt they were having issues. If your character is not supposed to be in frontline, it should be fine. Invest in initiative, as most quick death of unarmored characters happen before they have the chance to play. And, luckily, Clerics are good in initiative, now. So you are saying the forums complaints about wizards losing effectiveness in plate armor at level 13 have nothing to worry about? Who would have guessed?
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Apparently, since wolf jaw strikes also have finesse, it's meant to allow dexterity for the Athletics to trip. No confirmation on that, so take it or leave it.

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Snagging strike clearly states making a strike (with a weapon/unarmed attack) as part of the action. With your second hand that wasn't involved in the strike you grab the opponent. They remain flat-footed (held) until your next turn or they are out of reach of your hand (that grabbed them, not that you used the strike action with) because they were knocked away or broke free.
That's not that ambiguous. If you let go of them to hold onto/initiate something else with that hand, you have ended that grappling hold and they are free.It might help if you rename the feat "Hair pull" in your mind. If you let got of their hair, your hand is free, but they are too.
Combat Grab works exactly the same but lasts until the end of your next turn.
The corner case of making both applicable is if you attacked with both hands free. Each separate hand could Snag (punch and collar hold) or Grab (punch and headlock) 1 target ending with 2 separate folks held or 1 folk grabbed and flatfooted.
They would not work with Dueling parry nor Guardian Deflection.
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Spontaneous casting is Laterally spontaneous, not Vertically spontaneous. It doesn't hold up in multiclassing, but the assumption is in versatility of the moment. If it's not a signature spell or you don't have that feature, like from multiclassing into sorcerer, are you really going to have Acid Arrow as a 2nd, 3rd, 4th, etc spell in your repertoire? You only get 1 choice per spell level.
While you could do that, it means no other options for your 3rd or higher slots until you can take Breadth. That deprives you of any versatility for the sake of repetition.
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Personally, I had never heard of Game on Tabletop until this campaign was announced in the Blog post. The element about the campaign on GoT that bothers me is it is only open for 2 weeks? Why not run through at LEAST Paizocon, if not Origins and Gencon?
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What are the chances of NPC face cards being added as a stretch goal? They were never made for the original AP that I know of, so would be useful in lots of groups. This goes double with the added Companion characters from the Crpg.
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Thank you for maintaining one of the few guides (excellent as it already was upon release). So few are updated.

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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.
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