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Usually, I'm very flexible with rules and like to modify etc.

In this instance, it was a question for a specific combo, the answer to which could probably also be applied to other instances of feats substituting skills for each other (for example, to stay in the same general region, the City Scavanger Goblin ancestry feat allowing to subsist on Society, or Acrobatic Performer with several of the Performance skill feats). That's why I asked.


Thanks for your opinions!

I tend to build my NPCs adhering to the rules so my PCs just have the security of "the GM doesn't cheat on us", and could build a PC just the same way. And while this specific combination might not be exploitable that much, it's an example of several other occasions feats that might interact with each other (or not) in a similar way.


Hi,

I'm building a recurring flavour NPC for my setting, which will be a male ratfolk witch with the Wandering Chef Dedication (guess the name). I imagine him wandering through the lands of Golarion together with his lanky human friend, taking what he can get, and then setting up a temporary restaurant and improvising cool new foods from what he has foraged.

Thus, I wanted him to have the Forager skill feat to be able to cook for many people.

Now, in the Wandering Chef dedication feat, it says:
"When using the Subsist downtime activity, you can use Crafting or Cooking Lore in place of Survival, and if you roll a failure, you get a success instead."

The Forager feat says:
"While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you're an expert in Survival, 16 if you're a master, and 32 if you're legendary."

How does this interact? Since I could use Crafting or Cooking Lore instead of Survival, does that mean I would get the enhanced benefits of being expert, master or legendary by being X in Crafting / Cooking Lore? Or do I still need to push Survival to get that?

Thanks,
Tali


A cool thought! Perhaps I will implement it (I was thinking into the same direction), but in the campaign, there will be a very real threat in the end.


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The Raven Black wrote:
Mythic rules for PF2 will come in one year :
Quote:
The animist and exemplar will appear in the upcoming sourcebook Pathfinder War of Immortals, scheduled for Winter 2024, which also brings new legendary creatures and character options for a wide variety of classes and characters, as well as bringing new mythic rules to Pathfinder!

Wohoo, that's great! thank you very much ^^


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Hi,

I'm just planning my first homebrew Pathfinder 2 campaign and need some help in finding the right resources.

Beforehand: I'm pretty familiar with Pathfinder 1 and thus, know most of the pre-4719 lore at least to some degree. I also had the idea for this campaign originally for Pathfinder 1, but I want to update my game, so I'll shift the whole campaign over. Thus, I want to update to the new bits of lore, too. I have a decent amount of mechanics-covering rulebooks for PF2, but I couldn't delve into the LO Lorebooks too much up to now.

The campaign is planned to uncover the secret of Murraseth, or better, to save the world from it. It should become pretty epic. In PF1, I'd have used Mythic rules, but I know there aren't any around for PF2 (yet). So, I have several questions:

1) Is there anything published in canon about the Secret within Murraseth, and if so, in which book? I have read the things in the Extinction Curse AP, but I unfortunately don't own the LO Mwangi book yet (it's on my WL for Xmas, though).
2) Which other resources on eastern Garundi catfolk cultures (and eastern Garundi prehistoric history altogether) are there?
3) Are there any rumours of mythic-type rules coming out? Because if so, I'll wait with playing the campaign with my group yet. I can waste time on entry levels; they're usually progressing very slowly.

Thank you all!

Have fun,
Thali


Thanks folks, that clears it up!
@Saethori: I stumbled across the Tyrant on the Duergar Race entry, didn't go to the Bestiary entry up 'til now. Thanks!

@all: we houseruled LA back in, since we do not have race restrictions - what's found on SRD race section is applicable (so yes, Tyrant would be a character option for now, too). But we have a harsher rule: Racepoints divided by 20. So Drow Noble is LA 2 in our group. There's a reason we don't have a party of noble dark elves running around.

@Green Smashomancer: Of course he will. It's a Sorcerer (crossblooded) 1 / Arcanist X multiclass and that short on spells that he has made himself kind of an construct army. Small but deadly. Oh, and a corresponding dungeon full of mechanical gear. Yes, our rogue just blinks at traps or locks to disable them, buuut with proper use of party splitups he won't be able to save all... *gniarrharr*


Hello folks,

a few questions concerning the Duergar Tyrant. I'm designing an antagonist for my 12th-Level LARGE group (6 PCs + 3 1/2 cohorts), so I will have to power him up, still. That aside, I have some ruling issues:

1) Level Adjustment. Drow Noble is far overpowerd, Duergar Tyrant is, too. Both at the same level? So, +1 LA for Duergar Tyrant?

2) The Tyrant gets some Kineticist abilities, but no other class features - including the ability to accept Burn. BUT he gets one ability that always has burn (Kinetic Form: 1 Burn). So, is he able to accept burn for his other abilities, too, or not?

Thanks,
Thali


Nothing for my Crossblooded Bloodrager (Arcane / Aberrant; Use: disrupt any spellcasting within my reach with keen falchion), but for sure for my catfolk slayer! *walks away to look what she can sell for the amulet*


Thalionmel wrote:

Hi folks,

I just noticed the Casting Time: 10 Minutes for Magnifying Chime. Is that really correct for a spell that has a duration of rounds/level? If it is, the spell seems useless - you mostly haven't got 100 rounds in a fight to cast a spell which has to deal damage over time!

Yours,
Thalionmel

After more than a month I hope this isn't considered pushing, but I'd rather like to know if this spell really is that buggy!


Cavall wrote:
Maxing out every perform skill before they can be utilized for versatile performance seems a waste. Better to use some skills here and there until you van pick it up.

I'll see it while playing; we're just preparing for the group and will start at level 1. At first level I want at least to "unlock" the four perform skills with a rank. Will be quite a change, switching from a mid-to-high-level group played for years to nearly nothing :D


Ascalaphus wrote:
It's a bit odd, but as a bard you've got enough skill points to cope with the "not untrained" thing.

There ist no such thing as "enough skill points", especially not for a bard or rogue! :D

No, it's more that I have INT 14, Base 6 = 8 skill points, 4 of which have to go to perform skills to max for versatile performance (dance, oratory, act, percussion - very fitting for a shaman-style bard I think). The others for spellcraft, perception, UMD and at least one knowledge (arcane)... Favored Class Option is the one from race (Aasimar - of course I will take it for the Thunder Call BP; just hoping my DM will scale it on after lvl 13). But so - no skills from there... no SP for HA. Okay, with those choices in perform skills, with versatile performance it's no prob for me, but it was a general question for ruling. Not everyone is a powergamer like me.


Cavall wrote:
That is very interesting. I'd see little harm in allowing HA to be used untrained. But as written, you're correct it's a small glitch.

Well, I hope my DM will rule it like this. I think the ability is pretty useless in general, especially without being able to use HA untrained, and you give up one really useful ability for it. Don't know how often BK saved our butts in our old group because the bard knew the weaknesses of the monsters.


Hi folks,

I've got a question concerning the "Bound to the Land" ability of the Bard Archetype "Thundercaller":

It gives half level bonus to Handle Animal, Survival, and Knowledge Nature and replaces bardic knowledge. But it doesn't say anything about class skills or untrained usage as BK does.

Looking at the character concept, which seems to me somewhat shamanistic, shouldn't it do one of both, either give the bard HA & Survival as class skills or let him use HA untrained?

Yours,
Thalionmel


Hi folks,

I just noticed the Casting Time: 10 Minutes for Magnifying Chime. Is that really correct for a spell that has a duration of rounds/level? If it is, the spell seems useless - you mostly haven't got 100 rounds in a fight to cast a spell which has to deal damage over time!

Yours,
Thalionmel