![]()
![]()
I’m not very experienced with PF2 but I was trying to build a thaumaturge with an undead eidolon from multiclassing when I noticed gaining the initial benefit requires a feat. This raised a few questions for me: Does the eidolon still have Negative Healing? Is the Eidolon still a living creature even if it doesn’t have the Negative Essence initial benefit? Rules-as-written, does this mean the eidolon has the normal undead immunities mentioned since not having them is part of the initial benefit? (I understand this is probably unintended if so. Though I also don’t see any immunities listed in the undead trait on the archives of Nethys, other than a description of effects that sound identical to Negative Healing) ![]()
As long as the outer planes exist, alignment makes sense as a thing that exists. My preference is for it to have as little mechanical difference as possible when applied to mortals until they die. This is mostly because if people are aware of alignment as a natural law, it feels weird. I prefer mortals should have no way of checking their own alignment. That said, I am mostly okay with how Pathfinder 2e does it except for two things: 1. I find basing Champion around it boring. I’d rather be a champion of Nature or of Freedom or of Civilization or Knowledge or Undead-slaying or Glory or Peace or any other value or ideal or “cause” a person could have. 2. The Divine Lance cantrip. Since it exists, and low-level divine spell casters are not super rare, it would make sense for at least rich and lawful cities to hire such casters of deities known to be good as sentries at city gates and make consenting to an alignment check a mandatory part of entering into the city. Or if the city decides evil people have money and tend to still not cause too much trouble, so it’s worth the risk, it would still make sense to have alignment checking as part of the procedure of arrest or of court cases to use as evidence or the appointment of public officials to keep corruption down if not eliminated. ![]()
I think that idea of one heritage per kind of dhampir is good, with a shared feat list among all of them. And an “ancestor-atavism” feat all of the “template” heritages can share to let you get a heritage from either the base ancestry or possibly even another template heritage, so you can have half-elf/half-human tiefling, an aasimar-dhampir or even a tiefling-aasimar. ![]()
Pastiche wrote:
Quick addendum: probably double the shield hp and bt for any shield wielded by a player with shield block as well. EDIT: and of course double focus points and probably reactions as well ![]()
Darksol the Painbringer wrote:
Thinking of action economy, another potential adjustment is just giving both of them two turns in the initiative order and doubling their HP and number of spell slots: effectively doubling the number of characters there are. ![]()
The Bestiary has weak and elite templates. The weak one effectively lowers the creature’s level by 1. You can look it up specifically, but generally you just decrease every number by 2 except for HP which gets adjusted depending on the creature’s level. For a published adventure, I wouldn’t change the XP granted. I think a helper NPC could be easy though. Just use a fighter (or maybe a ranger, paladin, or other easy-for-you class) but without any feats (especially skill feats) and with maybe only one or two skills. EDIT: alternatively you could give them an NPC animal companion or two. Like a guard dog from the Bestiary. Basically instead of it being a minion it’s just another full creature. ![]()
Maybe someone here can sell me on the idea of fantasy androids; they just don't fit my sensibilities. I don't know why. I like leshies and other colorful critters as PCs, I like the IDEA of Spelljammer (never had a chance to play), gonzo settings in general are one of the kinds of settings I have a strong affinity for, but for some reason, "androids" just feel wrong to me. I think it's the "soul in a machine" aspect. For some reason "nature spirit in a plant/fungus" works for me but not "soul in a machine." Or maybe it's that they look human. Or maybe it's because I just can't think of a proper macroscopic niche for 'em in my settings where I try to make exotic ancestries as common as possible (a goblin-kin/orc/gnoll confederacy, a fishfolk kingdom, birdfolk who live like air nomads from Avatar). Maybe extraplanar or from a moon/space? Maybe experiments performed by ancient alchemists? I just feel like I can't make them "common." But maybe if I can hear what people like about them, I can get a feel for how they should fit into my home-settings in such a way as to make players who are fans of them happy. ![]()
On the topic of “alchemists of a certain type are basically required to take certain feats,” I think that, in terms of future release material, one advantage of the alchemist is that in addition to feats, they can get new kinds of bombs, elixirs, mutagens, and potentially other alchemical items to get new toys that are different from “number goes up.” ![]()
Ten10 wrote:
When was the last time you saw a frail old man best a younger person in physical combat in real life (not a buff old man a frail old man)? That’s like saying assuming a character described as being buff and muscular to be good in melee is meta-gaming. Using information apparent to the character to make decisions is not meta-gaming but role-playing. (not that meta-gaming is some great crime in the first place.) ![]()
NemoNoName wrote:
If you're planning on continuing on with the same characters after running Fall of Plaguestone, I recommend just having them wait until they reach a larger settlement. It'll really help contrast the sleepy town of Etran's Folly with whatever larger settlement you come up with. Otherwise, having extra NPCs in the caravan would be your best bet I think. ![]()
N N 959 wrote:
Spoiler: Basically. Though obviously thinking of places where you’d need to cover tracks is a bit harder. How many modules have a stalker written into them? But if you want to sneak in and out of certain places without making your presence known it’s an activity that has the potential to make some impact depending on how your GM plays the villainous NPCs and how likely they are to let you sneak in effectively in the first place. I wouldn’t count on covering tracks to be a game changer. ![]()
N N 959 wrote:
I also have the book Spoiler: there's no point where a Tracking exploration activity is called for or covered explicitly, though a few places where a player could try to track and a reasonable GM could go along with it and ask for a check. ![]()
Ubertron_X wrote:
Sounds more like either the GM or adventure/monster designer (if it was a module or whatever) didn't do a good job of providing a physical description that could reasonably inform the players of that NPC's capabilities. ![]()
I'm a fan of obsidian black drow for thematic-aesthetic reasons. Though I think a highly saturated purple, blue, or red, or bleached white might work too -- anything to evoke night, poison, or death (whether it's blood or bones). Without Lloth who usually looks like a black widow spider, drow have less of a connection to the color black specifically anyway. I'm of the opinion that shadow = evil and light = good is not "unfortunate implications" but rather good thematic, archetypal stuff that resonates with most humans -- who are day-dwelling creatures prone to fear the hidden threats in the night. You don't have to have every instance of light be good and shadow be evil, but it is a good default that can then be played with. No matter what, I think we can all agree though that the "literally just the darker end of natural human skin-tone" drow that sometimes(?) existed back in the AD&D 1e days are the weakest design choice (mostly for "unfortunate implications," but also because of how mundane it looks). To the point that it makes me sad that it's the default for dark elves in anime. But overall, it's all whatever; I mean, in my head, kobolds will always look more like how they do in the Order of the Stick than in any official Pathfinder or D&D art just because that was my first introduction to them. It'll be the same for drow for me too: obsidian black with silver hair and brightly saturated eyes, with the occasional bleached-bone white drow or other variety. ![]()
zimmerwald1915 wrote:
As someone new to Golarion I thought you were talking about a literal virus and the impact it would have on hobgoblin society if introduced. ![]()
I like bulk for the same reasons. Easier to estimate (and remember without having to look it up) as a GM and easier to calculate as a player. Honestly though I wish the numbers were just “half Strength score” and “Strength score” instead of 5 + mod and 10 + mod just to make it even easier to remember the thresholds. ![]()
I’m trying to figure out how to make a fighter/alchemist after that hobgoblin preview. My assumption is that RAI is for your advanced alchemy level to be what you use to determine what level of items you can make at no cost during your daily preparations, but RAW it seems to only affect what items you can make two batches of from one batch of regents and what items you can make with quick alchemy. I’m just posting to make sure I’m not making it harder on myself/any potential multiclassed alchemist PCs I GM for. ![]()
Alenvire wrote:
It's useful if you have scores you don't care about or that you want to be bad at -- like a stereotypical barbarian; choose human or half-orc, put boosts in Strength, Dexterity, and Constitution, and two flaws in two of Intelligence, Wisdom, and Charisma. ![]()
You can put the free boost in the score with the flaw. You can also take two separate flaws in exchange for an extra free boost. You can't put two boosts in the same score unless the score also has a flaw. Likewise, you can't put two flaws in the same score unless the score also has boost: https://2e.aonprd.com/Rules.aspx?ID=66 (see the side bar near step 7 for voluntary flaws.) So you can apply the two voluntary flaws to the two scores with natural boosts, and put the two free boosts in the score with a natural flaw. This way, a goblin can start with an 18 in Wisdom. Indeed, any character can start with an 18 in any stat. ![]()
Avoid Notice can let you be unnoticed — it’s even in the name. If you’re not noticed you’re unnoticed. The problem is you’re assuming that if encounter mode is being used everyone must have noticed everyone else or at least something and/or that if two parties are near each other that you need to use encounter mode. You need to check if either side notices the other first. ![]()
Consider that there are no other downsides to Avert Gaze. This means you’re doing your best to keep aware of your surroundings while keeping the threat only in your peripheral vision or at the edge of your vision. If you want more protection, you could probably spend one action or perhaps a free action to close your eyes to blind yourself. (one action to reopen your eyes and reorient yourself.) ![]()
Bastress wrote:
"Trained, Expert, Master, Legendary." Instead of writing the proficiency bonus next to each skill and having to update them individually, I just update the proficiency bonus once for each rank at level up and write the rank's first letter next to each skill. (exceptions being made for perception and saves for no reason other than they feel special.) If untrained ever becomes different from the raw modifier, there's enough room in the box for the modifier for both. I designed the sheet this way because I prefer handwritten sheets, but I made this one electronic just for practice. ![]()
Teine is a human wizard specializing in evocation magic. Assisted by her rabbit familiar, her dream is to become the greatest stage magician. She also adventures because it pays the bills, helps her hone her magic, and often earns her the adoration and fame she desires. It's only a level one build, but I just love how magician-y she can get at just level 1, between her rabbit familiar, the ability to hold her breath, use her performance skills mid-combat, and her equipment (including manacles to use underwater along with her ability to hold her breath for 150 rounds!). I made her for 5e, but she feels like even more of a stage magician in PF2. ![]()
"Printable Single Calculation Sheet" List skills you have with their proficiency rank in the skills box, refer to the corresponding proficiency calculation listed in the ability score section. (If untrained is different from raw modifier, there's enough room in the modifier box to list both.) non-fillable pdf version: https://drive.google.com/open?id=1N8ng-yTDHXPfu0LX1QZGpmY-AJz9AHCg ![]()
The Gleeful Grognard wrote:
For on level foes it would be the same chance of a critical success or failure. The main difference would be for checks against simple DCs.Which, I feel that if you want to run a “bounded accuracy” game, there’s probably half a chance that you want things to be a bit less fantastic anyway. (Like there being very little chance, if any, of anyone climbing across a ceiling without handholds or up a sheer wall even at high levels.) ![]()
I think that whenever “you” appears alone in the rules it generally means just you and not your allies. However, for gameplay reasons and verisimilitude reasons I’d allow it, even if the name “trackless step” implies that you’re not covering tracks but not making them in the first place. But I would personally rule that in order to cover the whole party you need to be in the back of the group. ![]()
I like rarity but don’t like how there are feats related to gaining access to items. I understand those feats also usually do something else too, but IMO if you want GMs to be in charge of rarity, let them be in charge of rarity. Have the default rarities in the book sure. But don’t make the weapon familiarity feats tie into it. As a GM, it makes me feel like I can’t give an elf PC access to elf weapons for free. ![]()
graystone wrote:
That's 999 coins isn't it? Since they're all negligible until you add the 1,000th coin. Or even 999 coins and 40 crossbow bolts. ![]()
Xenocrat wrote:
The sidebar from the Cast a Spell rules says bards casting occult spells while holding a musical instrument can replace “any” verbal component with a focus component. (And, when you do, the focus component gains the auditory trait and you can’t retrieve or stow the instrument.) The “usually” isn’t quite contradicted since if you don’t cast a spell from the occult tradition or don’t have a musical instrument in hand, you can’t replace the components. I don’t think playing an instrument as a focus component is an instance of the Performance action because there’s no mention of the Perform action being used, and there’s no Performance check or Performance DC involved. My understanding is that it’s its own and completely separate action (and why then mention that the focus component gains the auditory trait without mention of the concentrate trait?) To be clear, I’m not arguing it’s intended, just that’s it’s RAW as far as I can tell and pointing it out so that the designers can see and other users can either use this exploit or argue their own points as well. Thank you for your comments by the way. EDIT: in regards to number of hands for an instrument that depends on whether it’s Heavy or one-handed. The bard entry also says that replacing the component requires that playing the instrument uses at least one of your hands. So a flute or a tambourine or maybe a small drum works one-handed. A two-handed instrument could potentially work with jaws attacks from the animal instinct. ![]()
Colette Brunel wrote: I believe Relentless Stalker (ranger feat 2nd) from Fall of Plaguestone can accomplish this as well, no multiclass needed, right at 4th level. And this actually works because the initial move triggers Relentless Stalker while Disrupt Prey triggers on every square after the first (possibly even the first depending on interpretation). I believe Disrupt Prey is a free action because it otherwise is weaker than Attack of Opportunity despite being a 4th level feat (it only works on your prey). ![]()
Thebazilly wrote:
I had missed that! Thanks for pointing that out! (my problem was just hitting control f and searching for “demoralize” on the barbarian feat list page) ![]()
So when you Rage as a barbarian, you can't use any actions with the Concentrate trait (Moment of Clarity feat notwithstanding). This means a barbarian can't Command an Animal or Demoralize (even with the Intimidating Glare feat) in a single action. However, the Cast a Spell activity doesn't have the concentrate trait unless a verbal component is used. This means a barbarian is fully capable of casting as long as the actions needed to cast those spells don't have verbal components. Enter the Bardbarian. If you're a bard, you can replace verbal components with focus components (which don't have the concentrate trait) by playing your instrument. As far as I can tell, this works whether you're a bard multiclassing into barbarian or a barbarian multiclassing into bard, because the bard dedication feat says "you cast spells like a bard." I haven't dove into the occult spell list or higher level barbarian abilities deep enough to see if there's anything particularly great about this besides how cheesy it feels. But I just thought everyone should know that this exists and I'm not sure how I feel about it. (Mostly just because I think it's a shame that it takes more effort for a raging barbarian to Demoralize someone than a flimsier but more charismatic character.) ![]()
I'm using Archives of Nethys and can't find how to use an animal companion's Support Benefit. There's one line where it calls it a Support action but I can't find the description for that action. Is the process: Command an Animal -> grants the companion 2 Actions, the companion uses 1 action to Support and I gain the benefit? Are there any other requirements (besides the "you can't be mounted unless it has the mount trait" restriction)? Also, under the horse entry it says: "Your horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of damage dice. If your weapon already has the jousting weapon trait, increase the trait’s damage bonus by 2 per die instead." (By the way, I find it weird that it doesn't say I have to be mounted.) Does this mean I can do this as a ranger using a shortbow while mounted on a horse companion with the hunted shot feat?: Spend 1st action to Hunt Prey, Spend 2nd action to Command an Animal, spend horse's 1st action to Support me, spend horse's 2nd action to Stride at least 10 feet, spend 3rd action to Hunted Shot, potentially dealing 2d6+4 damage? ![]()
Crexis wrote:
The math is correct but the action economy isn't quite right. You need to use 1 Action on your turn to Raise a Shield. This enables you to use your Reaction in response to getting hit by a physical attack to use a Shield Block (assuming you have the feat). The Raise a Shield action is also what grants the Circumstance Bonus -- you can't just hold your shield to get the bonus. ![]()
The section under "targets" here says that if you, for example, target a vampire that you erroneously thought was a living creature and the spell requires a living creature, it fails to target the creature. But what does that mean? Is the spell slot used? Is the action spent? |