Lord Raheem Pandisar

The Diplomat's page

Organized Play Member. 253 posts (255 including aliases). 3 reviews. No lists. 1 wishlist. 6 Organized Play characters.


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Gary Teter wrote:
What part of Pathfinder do you want to know more about?

Vudra! I love what you’ve done with Jalmeray, but I can hardly wait for a source book about old Vudra. Especially if there’s a forgotten Taldan kingdom or something snuck somewhere in there to tickle my Anglo-Indian heritage …

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Ravingdork wrote:
The Diplomat wrote:

Since it’s going to be quite a wait until the final draft of Player Core 2, and one of the stated goals of this Remastering project is to move away from OGL tropes, I do hope the Monk class will be renamed to “Cultivator”, to be more in keeping with modern Xianxia film and literature.

...the name “Monk” as a class is somewhat problematic.

Even more problematic is that no one knows what the heck a "cultivator" even is.

"Monk," or "martial artist," or some other more recognizable term will probably make for better sales.

I don't expect we will see much change in that regard as a result.

If they did rename it, you can be sure that "cultivator" would become mainstream outside Xianxia fandom within a year.

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What I’m reading is, for example, if I created a Dwarf Barbarian, I would typically add together the edicts and anathemas of both the Dwarf ancestry and the Barbarian instinct (assuming they don’t conflict) and use this combined set, plus a bit of tweaking, as the specific edicts and anathemas for my character.

I’m assuming that, in the case of a conflict, a non-ancestry edict/anathema would have priority over an ancestry-based edict/anathema?

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Since it’s going to be quite a wait until the final draft of Player Core 2, and one of the stated goals of this Remastering project is to move away from OGL tropes, I do hope the Monk class will be renamed to “Cultivator”, to be more in keeping with modern Xianxia film and literature.

Aesthetically, little about this class needs to change. I presume we can expect a greater variety of weaponry to become available via the Lost Omens: Tian Xia World Guide. I also understand that there will be some remastering of the Focus Point system, which I fully support. But the name “Monk” as a class is somewhat problematic.

Perhaps “Monk” could be redesigned as a new faction archetype that gels with both the Cultivator and Cleric classes?

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James Jacobs wrote:
And we'll continue to have them play roles in Golarion in remastered adventures...

Is Age of Ashes getting a remastering to showcase the new dragons?

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Aaron Shanks wrote:
Ezekieru wrote:
Valiance007 wrote:
OrionDrake wrote:
Is this coming to FoundryVTT at some point?
Yes, is it coming to Foundry?
No. Currently, Paizo is working with Sigil to do Gatewalkers (and likely, will continue to work with them on the future AP releases), and the Foundry volunteer team is currently working on Kingmaker. Once Foundry is done with Kingmaker, they'll need to figure out where the highest demand is. Could be Troubles in Otari, could be the new Fists of the Ruby Phoenix compilation. Could be something else entirely!
Yes, this. But let me say that converting as many adventures as possible to VTT is a win-win-win for you, Paizo and the VTT. It just takes time and money. That is the right problem to have.

Prioritising Troubles in Otari makes a lot of sense.

Firstly, Foundry appears to have become the most popular and well respected VTT platform for PF2E. The Pathfinder subreddit has been actively directing new GMs and players to Foundry ahead of all other VTTs.

Secondly, Troubles in Otari is being actively promoted as the next adventure after the Beginner Box. So, regardless of whatever feedback experienced GM may be providing, this will be the next product after the Beginner Box that new GMs to PF2E are likely to want. The sooner it becomes available, the better it will be for them.

Thirdly, this product provides a skill and thematic bridge between the Beginner Box and Abomination Vaults (which has already been developed). So beginner GMs can easily move onto an AP after running this adventure, consolidating their interest in our hobby.

And, finally, this is a much smaller project than any Adventure Path.

All other considerations aside, prioritising this project simply makes sense. It would be much appreciated if this feedback could be forwarded to the Foundry volunteer team.

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Are you after the PF2E Iconics Pregenerated Characters?

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This was one of the first PF1E games I ever GM'd. I ran it as the immediate sequel to Crypt of the Everflame.

I have to say it was lots of fun. The PCs really struggled with having to fight each other, etc. and it made them enjoy breaking cover and beating the Razmirans all the more.

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I suppose you could always run it on fast track (800XP/level) if you want give your players a fighting change of hitting 4th level before the final encounter.

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Look, it's not that hard.

For cheep items, like daggers and arrows, just use the mechanics of the "earn an income" rules, and role play as if that the character had created (an) item(s) up to the value of the income earned.

If a character would take four or more days to earn sufficient income for the item they want to craft then switch to the crafting rules.

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My copy is still on pre-order. Can I assume this is called the "Lost Omens World Guide" instead of the "Inner Sea World Guide" because it will also be exploring Golarion beyond the Inner Sea region?

Does the inclusion of lizardfolk as a playable Ancestry in LOWG imply that we will be getting more information about the southern parts of the continent of Garund?

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It does prevent weird things happened. Like your wizard wearing heavy armour rolls a Natural 20 and is able to climb a sheer wall with no handholds.

In the new rules, if your wizard has STR 0 and is untrained in Athletics his climb would be 0. His heavy armour gives him a check penalty of -3 so his best possible result, on a Natural 20, is 17.

A sheer smooth and slippery surface would be of legendary difficulty, so as GM I’d set the DC at 40.

So the wizard would critically fail and probably injure himself on any roll except a Natural 20. On a Natural 20 he gets lucky and doesn’t totally humiliate himself by his failure. He does not, however, have a 5% chance of miraculous scrambling up the surface like some kind of super monkey.

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Elorebaen wrote:
I am a Paizo fan. But, in this day and age, every PDF should have bookmarks. I hope this error is corrected in the future.

Seconded

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Can we expect class specific sheets for the four new classes announced for the APG?

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In one of the early Pathfinder comics (I cannot remember which issue) there was a one-shot story about a wizard in Korvosa who conducted experiments on goblins and created a highly intelligent strain of them. The goblins ended up escaping the lab and began integrating into upper echelons of Korvosa, wearing top hats and monocles, etc.

Maybe some of them moved to other cities and integrated into the gentry there, also.

It’s highly probable that a goblin PC might be one of these or their descendants, particularly if you made a goblin wizard or alchemist.

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I'm going to be running Plaguestone.

Firstly, from the reviews I've read and listed to, it sounds like it's going to be a good exploration of all the new rules.

Secondly, because it's a self-contained adventure, it's a good opportunity for players to experiment with building their first character without then being tied to their first (experimental) character for two or more years.

Once a player has played it, they can choose to play that character again in future adventures or they can tear it up if they didn't like it. Either way, they can build on their experiences from Plaguestone when creating their first Adventure Path character.

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Can you please give a good explanation of the new earning income and crafting rules?
Especially, as a GM, how to I set the DCs? Why can't we just have a simple table that relates DC to task level?

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Can we expect WizKids to produce a set of Battles miniatures for the Age of Ashes AP?

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Colette Brunel wrote:
Excaliburproxy wrote:
How long does it take history's greatest craftman to make a suit of full plate?

History's greatest craftsman definitely is not a 20th-level PC.

If you are using an example of "regular full plate," as opposed to full plate of enough quality to gain actual, mechanical benefits, I would expect the rate to be faster than a minimum of four days, which is more comparable to a 2nd-level, non-expert crafter.

Historically, when metal was considerably more expensive (before the invention of open cut mining and industrial smelting), I don't think you'd find anyone who had sufficient materials to make a suit of full plate would have been willing to make something cheep and nasty.

A single set of full plate armour was something that the workshops of several masters of the craft were involved in, each workshop specialising in a different part of the armour.

Full plate armour was also something that was typically custom made for the client. You generally couldn't usually buy a pre-made set off the shelf.

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Natan Linggod 327 wrote:

Roll how much you would have earned, if it's enough to have bought the item you want to make, then you make it.

I'd recommend limiting this method to items that could conceivably be made in less than a day.

And it gives you the option of making multiples of the same item. If you roll high enough to buy more than one, you make more than one.

Brilliant!

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BishopMcQ wrote:
What if I own a shop in town, can I sell it higher then? There were abilities that came along later to improve crafting and to improve what percentage we could sell loot for.

I presume this is supposed to account for your shop overheads. You need to pay staff, land rates, operating expenses, etc. so to simplify all these calculations you effectively just sell the item at half price.

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This information will be in the new Gamemastery Guide, coming in January.

In the interim just begin character creation selecting an ancestry and background but stop before selecting a class, and maybe give them a few extra skills. There was a lot of mention of "Level 0" characters in the panels at GenCon.

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I’m starting a PF-2E game shortly. Most of the players have previously played 1E. However, one of the players will have had no previous 1E experience but is familiar with DnD 5E, a system with which I have no familiarity. He is also relatively younger than the others.

I’d like for his transition into our Pathfinder family to be as pleasant as possible and I was just after some tips on helping someone from a DnD background learn PF-2E as painlessly and enjoyably as possible.

E.g. what sort of things will he be familiar with? What will be new? Etc.

To clarify, I know nothing about DnD 5E

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It sounds to me like RAW you cannot use Mountain Stance while in Animal Form. You might have to ask your GM to house rule it.

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Frogliacci wrote:
Where did Jason Bulmahn hint at using animal companions to build Eidolons?

At GenCon. I believe, from memory, at the Rules Q&A or one of the other panels he said something like:

Jason Bulmahn wrote:
... [it's] basically an animal companion with tentacles and four arses.

I think it was implied that a small amount of rules tinkering by the GM might be required.

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I have a player in my group who is really disappointed at not being able to create a Summoner. And, it seems from the recent announcements, we won't be seeing the Summoner as a class within the next 12 months.

It is possible to create something like a Summoner using the Core Rules? Jason Bulmahn hinted that the animal companion mechanics might work as an eidolon. Any suggestions?

Might we reasonably expect that one of the many upcoming archetypes in APG-2E might support the creation of a Summoner?

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RangerWickett wrote:
... and you can even intimidate people into a surrender, ...

Intimidating people into surrender is just a different variety of conflict prevention. The Gorumite relishes the fight itself, not the outcome. If an enemy looked like it was going to surrender, a Gorumite would do whatever they could to prevent that so the fight could proceed.

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Bump.

Is there any other opinions on this question? We having this argument in our group.

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Is there going to be an update to leadership and cohorts that will keep the game moving?
It was mentioned somewhere else that it would take an action to command an animal companion and the companion would only get two actions. Will there be a similar rule for cohorts?

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Are PF2E dinosaurs, such as the Tyrannosaurus Rex, going to have their artwork updated to reflect newer research, such as sporting coloured ridges and feathers?

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I'm having the same problem with IE 11

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Paladinosaur wrote:
I wonder if you'll have to raise you shield every round or just once

The play test makes clear that you need to do it every round if you want the shield bonus.

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Awesome. In the event of the spell failure, would the material components be consumed? (The characters either didn't know or were unsure that he was incorporeal undead).

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So, my players are very skittish. They hate taking risks and do anything they can to take the safest possible route to the end.

In the cabin encounter (The Spires of Xin-Shalast), they had stuffed all the dwarf bones from the larder into a portable hole. Once the "Canibal Fury" haunt had been triggered, they hung around for six rounds after I told the cleric that his Knowledge (Religion) check was giving him the feeling that they hadn't finished here yet. However, during the seventh round their skittishly got the better of them and they teleported away rather than hanging around until the haunt played out.

Once away, they took the bones to Janderhoff, where they ended up spending 10,000gp to cast Ressurection on the remains of Silas Vekker. At this point I ended the session. A few things I'm unsure how to deal with next season:

  • Should Silas reveal the route to Xin-Shalast? The resurrected Silas probably has no memory of anything that happened after death, therefore is unlikely to know the fate of his brother. Should there be a condition for giving this information or just a solid Diplomacy check?
  • My players think they are very cleaver in circumventing the remaining encounters of the chapter, but I don't want to reward unadventurous behaviour (their motivation in teleporting away was because they felt the encounters were too risky, even though their characters were considerably overpowered for them). Not sure how to proceed XP-wise (if the now-living Silas reveals the map, they will miss the encounter with Karivek and the wendigo).
  • If they decide to return to the cabin for any reason, not sure how to play the haunts. Will the Silas haunts still work, now that Silas isn't dead anymore? If the "Canibal Fury" haunt triggers again, how will it end without Silas to chase the ghosts away?

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Bump
Also, how well does this stack up with the Huntmaster (Cavalier Archetype)?

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Necrotoxins (Black Markets Player Companion) are worth a look into, as are the Injecting and Toxic weapon special abilities (Agents of Evil Player Companion). Black Markets also has an Eldritch Poisoner (Alchemist Archetype).

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As it is suggested here, is the inclusion of Spring Attack as a bonus feat for the Gendarme a typo (since none of the prerequisites for this feat are bonus feats)?

If not, and a character doesn't meet the prerequisites, and has no other bonus feats to choose from, what happens?

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Just to clarify, a confirmed crit with a lance during a spirited charge would be x3 + x3 = x5?

Are the bonuses from the Cavalier's Challenge added before or after multiplying?

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Bestiary p178 wrote:
Heavy Horse: A heavy horse gains the advanced simple template. In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill.

Since the animal companion template already has these bite and hoof attacks recorded, it would seem that's it's already a heavy horse from level 1.

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A number of questions in this thread, all related to using the acrobatics skill to "dismount"

1. A fast dismount is only possible of the character has a move action remaining. If the character doesn't have a move action (e.g. has just completed a charge), could he dismount acrobatically (i.e. intentionally "fall" off the horse) and make a DC 15 acrobatics check to avoid falling damage?

2. Can she utilise the added height afforded to her by the horse to long jump (e.g. over an opponent)? If the horse has just completed a move action, can she utilise the momentum to gain the benefits of a running jump?

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Gauss wrote:

@The Diplomat,

You have not dismounted, you must dismount before you can mount.
CRB p104 wrote:
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round.

Since fast mount/dismount is a free action (not a swift action), does this mean that, if he's hanging from the side of the horse, he could fast dismount and then fast mount (2x DC 20 checks) in the same round?

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If a rider takes cover alongside his mount as an immediate action (DC 15), the rule says that on his turn he can spend a move action to recover from the cover position. Can he, instead, attempt a fast mount check (DC 20) to avoid spending the move action?

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Just to clarify, can a character wearing the eye patch and possessing this feat attempt to demoralise all foes within 60"?

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If I take cover as an immediate action, can I then make a fast mount check (DC 20) to avoid spending a move action to recover?

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Am I correct in understanding that the Evangelist gains both spells and other class abilities of the aligned class?

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Does the Swift Poison rogue talent stack with the Poison Expertise Sentinel Boon?

APG 131 wrote:

Swift Poison (Ex): A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action.

ISG 338 wrote:
Poison Expertise (Ex): Long practice has taught you how to deftly apply poison during combat. You can apply poison to a weapon or a single piece of ammunition as a move action. You never risk exposing yourself to the effects of the poison when applying it to the weapon, nor do you run the risk of poisoning yourself if you roll a natural 1 on an attack roll with a poisoned weapon.

By having both these class features, would it reduce poison application to a weapon to a swift action?

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On the PRD spell lists, when I click the "Cantrips/Orisons" link, it toggles 1st level spells instead of Cantrips/Orisons (I'm using an iPad).

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Tempestorm wrote:
My reasoning for saying that 400gp sounds more appropriate was simply based on the fact that it is, mechanicaly, masterwork banded mail. 1,200gp for masterwork banded mail is silly.

The description that it is "like masterwork banded mail" comes from Hero Lab, which isn't an official source. ISWG says it is a cut down version of full plate.

Read the CRB description of banded mail.

Now read the CRB description of full plate.

Do they sound similar? Not really. And ISWG compares field plate to full plate, not to banded mail, so if you're arguing mechanics, your base template should be full plate.

Your reasoning is based on a false premise.

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I only started using it because all the players I GM for use it. Just about every time I've used it I've found a bug (and reported it).

But my main contribution to this thread is the argument over price. The argument is that field plate should cost 400gp because it is "like masterwork banded mail", but it really is nothing like masterwork banded mail (unless you treat Hero Lab as Gospel - which I don't), therefore another justification for price needs to be given.

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I'd like to know where Hero Lab got the "like masterwork banded mail" description from. The description in ISWG says it's a cut down version for Full Plate, so, nothing like banded mail (apart for them both being made of metal and heavy armour).
Banded mail is bands of metal attacked to a leather backing, while full plate is effectively a heavy metal breastplate with arms protectors. Field plate is full plate without the arm protectors, so why the comparison to banded mail?

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