Why would a manticore or a griffon or owlbear even want to use tools? Humans used hunting and gathering tools because we didn't have claws or fangs or great strength and speed, and we used shelter-building tools because we didn't have blubber or fur or a thick hide or the ability to hibernate to protect us from the elements.
When you have foot-long, razor sharp claws, you don't really get much benefit from a knife or spear.
Speaking of Adventure Paths: Anyone know of any modules or even non-Pathfinder Fiction set in underworld temples or locales that could be good inspiration?
For rpg books:D&Ds Ghosts of Salt marsh
PF1 Skull & Shackles
PF1 Ruins of Azlant
For fiction works;
Power is often hereditary - the level 5 noble knew and had relationships with all of the people who make up the apparatus of power from early childhood, on top of having the legal right to their position, they know all of the right people. Political power is all about having all of the people who hold the keys to power be familiar with you and on your side - you can be the most charismatic person on the planet, but the police chief and the general and the billionaire financier might still prefer to back the guy they went to boarding school with.
Give the players a way to drain a flooded section of the temple into another dry section, and add in parts of both sections that can only be easily accessed by swimming or when it is dry.
Have doors that are holding back water, so gaining access to an area floods previously visited areas.
Have some enemies that are at a bigger advantage in water in the drainable section - when the clever players figure out to sneak past and drain that section before fighting those enemies, they will feel really accomplished.
Conversely, you can drained water reveal hazards (hibernating foes disturbed by the draining of the water, pockets of gas, collapsing ceilings that where being held up by the buoyancy of the water, etc).
A sunken temple is a fantastic opportunity for a dungeon that players move through and interact with in interesting ways.
If you want to be particularly evil (this isn't for parties who are the faint of heart) have enemies who are clever enough to dispel the PCs water breathing at an opportune moment (have this happen just once or twice, having to repeatedly recast water breathing mid combat gets old after a while)
Given that a focus spell that was common and does aligned damage triggered a massive debate on these forums about the morality of zapping everyone you see with it to root out evil characters, protection being an indirect alignment check is absolutely worth making uncommon so that GMs can feel empowered to restrict it if they need to.
For spells, it is largely because certain kinds of spells can disrupt adventures - it harder to write a mystery or investigation adventure if the players can just ask the murder victim who killed them, and the ability to teleport vast distances or summon food and water takes a lot of the challenge out of a survival advenutre.
It is also useful to have some spells/items/feats be uncommon so as to give GMs a way to use them as treasure/rewards.
If one of your players who is a fighter treks into the mountains to seek out the ancient blademaster to learn from him, the player will be pretty disappointed if the "secret technique" is a combat feat they could have learned anyway.
Having uncommon/rare feats and spells gives you the option of them being secret things that can act as an additional form of treasure.
Last night in a 5e game I play in, we could all hear each others thoughts because we had been mind linked by an elder brain. That kind of unfiltered honesty created a lot of interesting drama, and it was pretty easy for the brain to cause us to almost come to blows.
To adapt that to a system neutral or pathfinder thing - some kind of magical statue that broadcasts a thought link throughout a section of the dungeon that causes everyone to be able to hear each others thoughts.
(The mechanical effect is that you tell the players they have to speak of whatever would come to mind, as it is practically impossible to not think about a thing that is related to something someone says).
A few other ideas (most of these probably belong in a tomb of horrors style dungeon wherein the players expect and accept that they will be messed with pretty brutally, I wouldn't spring most of these on a party that isn't prepared to be screwed around with)
A room with 5 pedestals - each pedestal manifests a magic item that would be ideal for one of the members of the party (one themed to each party member)- an inscription states that only one treasure may be taken - when an item is moved away from its pedestal, the others start to become insubstantial and fade away - the first item to leave the room causes the others to disappear completely.
A room that contains a puzzle, but a puzzle designed by a creature from outside of our reality, and hence follows a logic completely alien to our own, making it impossible to solve.
A library full of ancient knowledge, but with failing structural integrity so that opening the door causes it to start to slowly collapse - the heroes have 15 minutes before the ceiling will give way completely and all of the knowledge will be lost forever.
The Cavalier in 1st ed was actually a warlord/leader character masquerading as a mounted combatant - they had abilities about;
(This is why I would love to see the cavalier come back as a class instead of just an archtype)
I think the reasons the executioner has a special ability for executing things (instead of just narrating the execution) are;
1# it's an executioner statblock, people would complain if it didn't have an ability for what it does
And more importantly
2# when it is a PC on the chopping block, or a very important NPC the PCs are trying to rescue, it is useful to have mechanics that aren't just "instant death with no dice rolls" - the fort save at least gives the player or NPC a chance to survive the first swing, in which case the rest of the PCs have a round in which to save them before the executioner tries again.
If it isn't a situation where the PCs are trying to mount a dramatic rescue, then you absolutely should just skip the abilities and dice rolls and just narrate that their head gets chopped off.
I think that it is unlikely that spellcasters who can cast 4th level or higher spells are that common - your average war mage is probably equivalent to the mage for hire in the GMG, who is a level 3 creature who can cast 2nd level spells.
I think from memory that level 12 has been mentioned as roughly the level from which npcs of that level are very rare and always are significant characters that are comparable to PCs, so I doubt that most armies will have even a single 12th level spellcaster (so even a single 7th level spell is unlikely to happen in most battles)
In most cases, fireball is probably the big gun of spells being deployed on the battlefield, with stronger spells only turning during particularly epic battles.
An extraordinarily high level wizard (12+) probably can't make a huge enough difference on the battlefield to justify the risk of losing what might be the only wizard of that level in your kingdom - all of the spells that exist are impressive when deployed in an encounter with a dozen enemies, but aren't really designed RAW to actually do a lot to an army - the 10th level spell Cataclysm for example, only affects a 60 foot radius - anything in that area is almost guaranteed to die, but that is probably only somewhere between 20-60 soldiers (depending on how tight their formation is).
I think a if an army has access to a high level wizard, they are probably using them to scry and gather strategic information, and holding them in reserve to deal with really serious problems that crop up (for example, if the enemy bring a dragon to the battlefield, that wizard might be deployed because she is the only one who can deal with it). They are simply too valuable to risk just to throw big area of effect spells at rank and file soldiers - basically, the 14th level wizard is only called in if the enemy seriously escalates things to the point where she is needed.
There is also the issue of how people perceive and react to the use of excessive force. If you ride into battle on the back of a bound dragon and start throwing meteor swarms around, you are inviting a pretty severe escalation of hostilities, and many will probably consider you to be a war criminal - most of your warrior types will probably at least feel that this vaporising 30 people with a spell thing is a pretty dishonorable.
Well, non-secret checks have that problem on top of also giving away the information of whether you failed at the check (if you roll low, you are less likely to trust the information that there isn't anything there).
I guess the ultimate way to make it least obvious is to roll 10d20 for each player before the game, and write down the results beforehand so you can just look at your list of results and check them off instead of rolling in front of the players.
Exactly - a person's presentation does not determine their gender. I could get a crew cut and wear a suit and tie and still be a woman.
I think the newer art is more just reflecting that just because a character is a woman, it doesn't mean they have to wear makeup and be super curvy. Iomedae is a goddess of valour and righteousness, not a goddess of styling her hair and wearing makeup.
The rules do not by any stretch of the imagination classify microorganisms as creatures.
Dire Elf wrote:
5e is a bit more widespread, and is much older than PF2. I hope to see people working on PF2 variant character sheets soon, especially now that the optional rules for stamina in the GMG make it so that we need variant character sheets that have a place to track that.
Glad to hear you are all ok. The real question is do you have enough toilet paper? (For reference for some reason many of my fellow Australians has decided the thing to do during an outbreak is bilk buy toilet paper so all the stores have run out).
Yeah, I don't know why but that has been going on here in Western Australia too. We have a shortage of toilet paper because of people panic buying toilet paper.
Dimension door doesn't force you to do anything.
Without dimension door, your options are
With it, your options are
You still have options 1# and 2#, so you are not being forced to leave your familiar to die.
(Additionally, unless your familiar has the spell delivery ability, there is little reason for it to be in the combat area in the first place, unless you got ambushed or forgot to tell them to hang back)
But, in response to the more constructive version of the question "Should dimension door be changed to allow a familiar to be brought with you" I would say yes, as it seems pretty harmless to allow a familiar you travel with the character.
Additionally, I would propose an action that repositions your familiar to your side as a free addition to the familiar rules (with the proviso that anything the familiar is carrying is left behind). I think that spending an action to avoid a week of downtime is a pretty fair trade.
It does have a hidden action economy benefit, in that things stored in a bandolier are not stored in your backpack
"3 Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action."
The 8 items of light bulk you can store in a bandolier can be retrieved with a single interact action, while items stored in your backpack require two interact actions to retrieve (one to remove your backpack, the other to rifle through it).
I got the impression from the starfinder pact worlds book that most of Eox's sentient population are ghouls, supplemented by vampires and wights and other intelligent undead, and served by a huge numbers of nonsentient undead, and of course all ruled by the bone sages.
I suspect that this is probably the case before the Gap as well.
The only currently published rules for 2e concerning eating dragon eggs are the alignment and anathema complications of eating the babies of a sentient species, the rules for divine intercessions if a draconic deity decides to curse you for your crimes, and the statblock of the dragon that will hunt you to the ends of the earth for eating its young.
There are many examples in real life where a position that is technically open to everyone has only been filled by people of one kind due to privilege - maybe humans just have the right combination of;
1# Numerous enough in the vicinity of Abasalom that many have tried to take the test
For example, there would be less elves attempting the test due to 1# and 2#, and less goblins attempting due to 3# and 4#
That's not to say that a person from a population who doesn't meet those criteria can't or won't succeed at the starstone test, just that less people from those populations will make attempts, and less will have the resources to make good attempts, and that it takes many thousands of attempts for a population to get one person through who succeeds, so humans have a pretty good leg-up on everyone else due to the setting having them as the "default" ancestry.
It was probably one of those things that doesn't make sense of paper, but then in playtesting monster spellcasters just weren't getting enough hits in with their spells.
Most spells are 2 action activities, while melee strikes are single actions, so a spell attack roll is higher stakes, but on the player side that is mitigated somewhat by the monsters usually being weaker than the players, and by players having creative ways to make it easier to hit things (I feel like one of the base assumptions of this edition is that players will often (when they don't need to move) use their 1st action on using a skill debuff or similar effect on the enemy before casting a spell or striking twice, such as demoralize or feint or grapple or trip)
We don't have the ceremony spell in 2e yet, so I don't think maritals have been expanded much yet.
I would say that Leshies can only reproduce by using the normal means of creating more Leshies - they are nature spirits that have been summoned into bodies of vegetable matter - an animate pile of sticks with an orange for a head and hair made out of flowers isn't a complete unified plant, its several plants and bits of plant put together.
Additionally, I think reproduction via druidic ritual is a lot more interesting from a narrative standpoint than doing it the same way as everyone else.
Heck, if I could light a bunch of candles around a ritual circle and create life by chanting it into existence, that would be way cooler than the normal process.
I honestly prefer combats where the GM plays the monsters as ruthless, cunning and tactically devious enemies (when appropriate for the creatures in question). I enjoy being intellectually challenged by the game, so I regularly ask my GM not to pull his punches (because I certainly won't).
If I where to start using a familiar to gain a tactical advantage in combat, I wouldn't hold it against my GM if a hobgoblin archer decided to take a few potshots at the familiar.
There is a difference between being a dick "the dungeon is covered in an anti-magic field because I didn't talk to my players about expectations surrounding spells that bypass challenges" (the anti-magic field thing is almost always a result of GM frustration with players turning into ethereal ghosts or flying to bypass the entire dungeon by just flying into the treasure room.) and playing the creatures in a challenging manner "Hobgoblins are cunning, devious and underhanded, they will eliminate the weak first".
A good way to go about it is to have characters with those identities, but have the stories you tell about them be about something other than their identity.
As an Asexual Autistic Trans person, I would much rather people focus on my accomplishments as an artist and a gm and a writer and a student than "oh look how brave I am for being trans" or "you are so smart and functional for an autistic person!". There is more to me than my identity.
What I would most like to see in fiction is characters that are trans or autistic or asexual in stories that aren't primarily about their identity. We have a lot of movies now about trans people finding acceptance and going through struggles and all of the things about being trans, but we don't really have any movies where the main character is a jedi or pirate or superhero who just happens to be trans.
I wish I had learned these three things before I first started GMing;
The rules are a tool that exist to help you resolve interactions. They are not something that you as the GM are bound by.
If there is no meaningful consequence for failure, dice roll is meaningless.
Time pressures are essential to maintaining dramatic tension - if the party has all of the time in the world, then there is often no consequence for failure.
The other option is to (after a while of using Earn Income) to present them with commissions to use with their craft skill. Their patron explicitly wants x art piece at y value. You can then use the crafting rules to do this, where the more time your player takes the better return they get.
That tracks well with how art was created historically - generally a wealthy person hired an artist to paint a fresco or portrait, and the artist was often seen more like a contractor and was often not credited.
Lost In Limbo wrote:
Exactly this. The game isn't designed with the intent that you take a simulationist approach towards making money from any kind of crafting activity - the design intent is that you use the earn an income activity for anything of that kind.
Additionally.... and I say this as a visual artist - pricing and valuing art is very difficult. Generally, if you aren't well known, selling art is difficult (except to friends and family and people you know).
A common method that I have seen a lot of people use or suggest when trying to sell their art is time (I would go with slightly above minimum wage here if you aren't well known) + materials + 15%.
To get the prices you see sometimes where people are getting thousands (or tens of thousands) for an artwork, part of what is being paid there is for owning a unique work created by a specific (famous) artist. For those pieces, I don't think a calculation can really be made (which is why those works are often auctioned, as they are worth whatever people decide to pay for them). Some people spend their entire career being paid to essentially make educated guesses as to what those pieces are worth.
Darrell Impey UK wrote:
I am happy to see that vomit swarm is making it into 2nd edition!
Now we just need Beguiling Gift, Compelling Rant, Deathclutch, Lipstitch & Skinsend and I will have all of my favourite spells with which to torment my players.
Those are probably exceptions for PFS rather than something they will errata into the LOWG (as those are changes needed for PFS, but not for home games as the GM will probably give you access when you meet a sphinx and learn their language, or if your backstory contains that).
That was my thought too - you have to be a real believer in a deities philosophy to gain champion or cleric class features from them, and they likely won't give you blessings or intercessions or anything like that either.
You could appear to be a worshipper and be manipulating/furthering the goals of a deities church for your own reasons, but you won't have any of those blessings or class features (though you could probably fake it through other sources of power).
I like to think that Cayden just got so blackout drunk that he woke up on the other side.