This is a level 4 Trailgaunt I needed for my home game. I will try to post any other creatures I make/convert in the future for you lovely folks to use.
Trailgaunts are particularly feared in nomadic societies, and stories of how these undead creatures relentlessly stalk those who commit crimes are popular. The most common tales focus on a hunter who abandons a partner in the wild and then prospers on the profits of the hunt for a year before the betrayed partner finally catches up to the traitor and kills him as he sleeps. Many variations on this tale exist, but they inevitably revolve around themes of treachery and relentless pursuit.
TRAILGAUNT CREATURE 4
Are there any effects that affect creatures around corners in this edition? is there a difference between an Aura and an Emanation? they seem to be the same. The CRB only describes it as...
"aura An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment."
How about the Xulgath (Troglodyte)stench ability? It is an Aura and thus an Emanation but so long as I put a wall in between us I can't smell it?
The new PF2 Demo lists conditions and the entry for wounded may give insight to RAI.
"Wounded: You have been badly hurt. Wounded always includes a value. Whenever you fall unconscious, you add your wounded value to your dying value. Whenever you return from unconsciousness, add 1 to your wounded value."
He can completely sheath his sword and then attack another target and perform multiple iaijutsu strikes, at least how you have it written now (and I wouldn't change it, because only getting it once per combat makes it basically worthless and there's no good way to balance it IMO).
Actually it's intended to be once per combat and only against a single target.
Iaijutsu only against target of Challenge.
so, one target, once per combat.
The Sword Saint archetype in 1E was only able to be used against a single creature once a day and then could only Iaujutsu Strike 3 or so times a day total. It wasn't mechanically very good but it was cool. That's really what I'm shooting for.
My reasoning for starting at 2d6 is that Sneak attack starts at 1d6 and scales up the same but can be used many times throughout a combat. Iaijutsu can only be used once per combat so I thought it needed a little more oomph.
I was thinking the reroll was attack because you can only use it once and I wanted to help it avoid those pesky nat 1s. Rerolling damage is a neat concept though. I hadn't thought of that.
I went with Paralyze as a "Paralyzed in fear" sort of angle.
The status inflicted is the same as the Level 3 Paralyze copied exactly with the exception of adding the [Mental] and [Visual] traits. Having the [incapacitation] trait helps with big baddies ignoring the worst of it.
EDIT: I'll lower the roll to x2 instead of x3
Does it deal 1 acid damage to adjacent creatures?
ACID SPLASH CANTRIP 1
splash (trait): When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s weaknesses or resistances. You don’t multiply splash damage on a critical hit.
Also, does the 1 acid splash damage not double on a critical hit?
EDIT and does the target still take the 1 acid damage if you miss?
Are reactions like attack of opportunity meant to work like 1st edition?
Core Rulebook page 474 diagram ((emphasis mine))
"3. ...Because of its 10-foot reach, the troll could use its reaction when Seoni left either square.
This diagram is almost identical to the diagram in the 1E CRB on page 181 but with different text. It was my understanding that in 1E when you left a threatened square and provoked an AoO, you would effectively move back to the threatened square and resolve the attack, then carry on with your movement.
The text from the 2E CRB strongly suggests that you have already left the threatened square and are taking a hit as a result afterward. Is this how it is intended to be run?
Page 474 of the 2E CRB goes on to say... ((emphasis mine))
The second bolded bit is already a difference from first edition in regards to standing from prone. In 1E the AoO from standing would trigger while you were still lying on the ground and thus taking the -4 to AC. In 2E now it seems that you are now standing and are NOT flat-footed for the triggered reaction.
If this is a change from 1E and the way it is meant to be run then some other oddities come up, namely if the reaction knocks the creature unconscious. Do they fall unconscious in a square now out of reach of the creature who took the reaction? Seems odd at first but maybe the momentum of their movement carried them forward and they fell after losing consciousness?
Am I misunderstanding something here? Are reactions like Attack of opportunity meant to function like 1E or is this something new?
Slamy Mcbiteo wrote:
The cleric could break one 5x5 square and get out. A large or larger creature could not. Only a single square breaks at a time and with no burst DC and a lack of non-exploration-squeezing rules, it could take a looooong time to get out.
The Wall of Stone spell states that it doesn't need to stand vertically. This led to a player boxing in a Roc. As a GM I was a bit upset that this spell doesn't allow for a save or have verbage about trapping a creature inside as it did in PF1.
Against a large or larger creature this spell is incredibly effect and allows no save.
Any advice on how to handle this spell?
I'd hate to start this up again but...
While invisible, are spell manifestations you create visible and thus making you Hidden until you Sneak to become Undetected?
CASTING SPELLS p302
CONCEAL SPELL p210
That is definitely a valid interpretation. Though I am still unsure what the intended interpretation is, especially given the fact that the GM screen says to add the wounded condition to any increases to you dying value.
A dev weigh-in of course would be nice.
That's too bad. I hope the anti-magic trope is explored some point in the future. It could be a neat universal archetype.
I knew the hardest part about converting Return of the Runelords(1e) over to Pathfinder Second Edition was going to be money and loot, an now with seeing the final Wealth By Level chart in the 2e book I am worried!
The WBL of second edition is quite a bit lower than I thought it would be. I had originally intended to just log all of the loot gained then divide the values by 10 (since silver is now the new standard as opposed to gold in 1e) but this still would put 2e players way way over WBL. 1e APs have always given more wealth than the WBL chart, sometimes even doubling it or more (Return of the Runelords follows this trend) but conversion in this way puts players at 8-9 times over the listed WBL.
am I doomed to just wipe the loot all together and hand pick everything that drops for my players? I was hoping there was a slightly easier way to do this.
LEVEL-----PF1 WBL------PF2 WBL
Any thoughts? I know the GM guide is coming out later this year and will hopefully give some guidance on this matter but I was hoping for something now!
Chapter 8: The Age of Lost Omens
Trade and travel rule the pathways of the so-called Golden Road, known for its shining sands and economic strength. Much of this region consists of sprawling desert wilderness , but this does not mean that the Golden Road is sparse in population. Coastlines and Rivers serve as the lifeblood of this region, and some caravans brave the heat and dangers of the desert to trade across northern Garund. Some of the oldest nations in the Inner Sea region command this region, and ancient lore and valuable treasures can be found amid the shifting sands and storied cities.
The largest of these cities is the cosmopolitan Katapesh, where mercantilism is overseen by a strange group known as the Pactmasters. Much of the trade in Katapesh in in goods that can be freely exported or imported from throughout the Inner Sea region, but the city does just as much business in avenues normally regulated in the black market of other societies.
Qadira's cities may not be as individually large as Katapesh but the nation's economy is perhaps the strongest. It's certainly the oldest in the region, with support from the long-established Padishah Empire of Kelesh to the east. This, coupled with the church of Serenrae - Perhaps the nation's most successful cultural export to the rest of the Inner Sea region - has secured Qadira's status as one of the most important centers of influence on the Golden Road.
To the west, the five city-states of Thuvia control a legendary artifact called the sun orchid elixir, which grants near-immortality to those who consume it. This treasured commodity is the keystone of Thuvia's place in the Golden Road. Further west, the nation of Rahadoum is perhaps the weakest mercantile link, but the fact that this society has eschewed the worship of gods to place its faith in industry talent of mortals alone gives the nation its own compelling draw.
At the center of the Golden Road lies mighty Osirion, one of the oldest nations of the Inner Sea region. While Osirion was for a time ruled by Qadira, the legacies and monuments of its early days still stand tall and are an indisputable and iconic source of pride and identity to its people. The influence of Osirion's artisans, philosophers, and spellcasters has spread far and wide, particularly via the Esoteric Order of the Palatine Eye, far to the north in Ustalav, and the faith of Nethys, whose not-so-humble beginnings as a mortal wizard can be traced to the very beginning of Orision's history during the ancient Age of Destiny.
ah, I knew it must have already been posted somewhere but I wasn't sure where. Danke. Did you already transcribe the Golden Road somewhere?
The heart of Avistan has rotted.
This Region is dominated by Lake Encarthan, a large inland sea that was - until recently - a well-traveled hub for trade. To the southwest stands the militaristic nation of Molthune, which had long engaged in an intermittent war against its northern neighbor, Nirmathas, a wooded nation populated by folk who take their freedom seriously. An uprising of hobgoblins took advantage of this conflict, and while hostilities have abated, the two nations now share their borders with a third: the newborn hobgoblin nation of Oprak.
North of these war-torn nations lie two other lands equally forged in the crucible of conflict. Until recently, the paladins and protectors of the small but strong nation of Lastwall stood fast against invasions from orcs, undead, and the like. The wild and rugged Hold of Belkzen, meanwhile, has long been held by those orcs, ever since they were driven up from the Darklands below by the dwarves during their Quest for Sky thousands of years ago,
Still farther to the south is the nation of Ustalav, a collection of counties each beset with its own manifestation of horror and fear, ranging from the nightmarishly cosmic to the dreadfully infernal.
It was from Ustalav that one of the greatest threats to the Inner Sea region emerged. the ancient lich Tar-Baphon - Known as the Whispering Tyrant - has been defeated twice in the distant past- once by Aroden and once by the heroes of the Shining Crusade, but he has never been truly destroyed. When the magical seals that kept him imprisoned below the ominous tower of Gallowspire were finally sundered in 4719AR, Tar-Baphon emerged, bringing with him devastation on such a scale that the one-time nation of Lastwall, which bore the brunt of his return to the world, has been utterly scoured. It exists now only as the Gravelands - the nation that once stood watch over uprisings now consigned to an undeath of its own. While heroes temporarily thwarted the Whispering Tyrants's immediate plans shortly after he emerged, the lich remains an active menace.
The Whispering Tyrant now rules a kingdom of the undead on the aptly named Isle of Terror in the center of Lake Encarthan. The nations lining Lake Encarthan's shores have all suffered to varying degrees under the Whispering Tyrant's renewed influence, and some are pursuing alliances to resist him. The lich is gathering his resources on the Isle of Terror, and none can say where or when he will strike next.
James Jacobs wrote:
Thank you Mr. Directorsaur!
Are Reactions available to a creature before their first turn in combat?
Page 305, the last point under Step 1: Start Your turn says...
"Regain your 3 actions and 1 reaction. If you have not spent your actions or your reaction from your last turn, you lose them. You can’t hold over actions or reactions from one turn to another turn. Some abilities or conditions (such as the quick and slowed conditions) can change how many actions you regain and whether you regain your reaction. If a condition prevents you from being able to act, you
Perhaps the word "regain" is throwing me off. I can't quite tell if you begin combat with reactions available.
1) Can the trigger for a Readied action be "when someone within range does an activity with the manipulate trait"?
I figure this is one of those rules where the specifics are up to your GM but I thought I would ask regardless.
Isaac Zephyr wrote:
Just to clarify, I don't want the background lore to auto-scale. I want to know if the intention of the feat is to allow the option of selecting the Background skill.
David knott 242 wrote:
My question has nothing to do with signature skills. Additional Lore feat says...
Additional Lore wrote:
My question is is it intended for these new skill increases to be able to be applied to your background Lore skill and not just the new Lore skill gained from selecting this feat?
If I really want Lore Mercantile for my character should I not select a background that grants it so that I may instead select it with this feat so it auto-increases?
it seems bizarre to me that to improve the Lore skill granted by your background (that must have been a big part of your upbringing?) you have to sacrifice your other skills whereas if you take Additional Lore to pick up Lore: Cheese, you will automatically be a Legendary connoisseur of cheddar one day.
Can you select the background skill you already possess for use with this feat? I'd think not :(
Edit: Unless it is purposefully missing the "that" from the sentence to allow you to increase your background Lore in place of the new lore gained?
Perhaps it was already mentioned, but Assurance is useful if you are suffering from a number of penalties, right?
Despite the blacksmith...
Can you apply the skill increases to whatever Lore you choose and not just the new lore gained from this feat? The "Special" section suggests it is only applied to the new lore gained, which imo would be lame.
I am bit confused on what is an "Action" vs an "Activity" and if there is even a distinction between the two.
A refund to the original payment method is preferred.
One other thing, though. I see that War for the Crown book 6 of 6 is listed in My Downloads. I don't want to download it seeing as I will be refunded for the purchase! Is it possible for you to remove it from the list?
Eliandra Giltessan wrote:
Dying is very different. No negative hit points. Instead you get the dying condition at 0 hp. If you reach dying 4, you are dead. Even if you are healed to positive hp, you need to make a save to get back up, and you maintain the dying condition.
and another important distinction!
Hit Points and Healing wrote:
When you're reduced to 0 Hit Points, you get knocked out...You immediately move your initiative position to directly before the creature or effect that reduced you to 0 HP.
so even if brought to dying 3 (somehow) your party gets a full turn to get to you to help! This avoids those rare, but crummy situations in PF1 where someone brought you to one point away from negative and your turn was up next. with how high the DCs were, it often became a "roll a Nat 20 or you're dead".
As I read it, and I believe was mentioned on the prerelease forum...
I believe you are referring to the exchange below, found in the Sorcerer Class Preview blog.
Captain Morgan wrote:
I hope blasting damage is looking all right. I've been optimistic, but those feats leave me a little underwhelmed at first glance. (Though, if Dangerous Sorcery works off each seperate "hit" for a spell, Heightened Magic Missile is gonna be awesome.)
Logan Bonner wrote:
That's definitely one we're planning to keep a close eye on!
Captain Morgan wrote:
Mark Seifter wrote:
Yeah, the wording right now is technically ambiguous on multi-"particle" effects in general, since the entire spell gets the bonus damage. It certainly should not apply to every particle, and I think the best close reading doesn't cause it to do so (though still leaves you questioning exactly where it goes), but I imagine some people are going to be running it the problematic way, which will provide a useful test of both unless we want to just errata it to avoid that variation. This is not just something for the sorcerer feat, it's an issue with any +damage or -damage source (since -3 to all damage is definitely something that can happen and would pretty much render magic missile useless if you applied per missile), as well as resistances and weaknesses. I think it will be clear to most that if a spell 52.5 damage and a feat seems to increase that by 135 damage, something is not working properly.