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Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. *** Venture-Lieutenant, Oregon—Portland 818 posts. 2 reviews. No lists. 1 wishlist. 35 Organized Play characters.


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Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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To add to the thread for anyone running this in the future: I ran this yesterday and we had to cut it off at 6 hours. They climbed the tower and triggered the midges, which meant there were 5 combat encounters throughout the scenario.

I tried the 1 gp per NPC approach and likely won't do it again. A few issues:

- They went through all the gold and were consuming a lot of their own.
- They frequently had to hire no one, or hire less than 3. There's no allowance for that in the results for their downtime rolls. I pro-rated the results based on how many people work engaged on a given activity but it seemed overly complicated. (You earn 1/2 day progress!)
- The tight gold led to a lot of lengthy conversations about who works on what and how many NPCs they should hire for each activity.

While they seemed to enjoy it, it took a long time. I know others will disagree but I can't believe "accounting challenge" was intended to be a fun part of this scenario. I'm going to go with 3 gp/day for as many NPCs as they need in the future. That ensures there's gold left over for their last 3 treasure bundles and makes this more a standard series of skill checks.

I think that will also move it along faster. This is important because at low tier it's very unlikely anyone is an expert in Crafting. Multiple activities that unlock other activities require the stonemason, so there will be bottlenecks when only some of the PCs will be able to work on anything.

I missed the line "The PCs cannot participate in downtime activities that aren’t directly related to repairing the fort during this time (such as Craft or Earn Income)." Does that include the Whispering Lilies and Talking to the Locals? I had one PC that spent most of the time Talking to the Locals and so that also slowed down progress on the repairs. I'm not sure if the intent there was to keep people working on the fort and then move to the other downtime activities once they're finished.

They also spent a little too long on what traps to place where. Given that these only have a narrative impact and no mechanical effect, it's probably worth it to tell them if affects the overall battle but that they don't need to micro-manage the placement of their traps. And be prepared to describe how the enemies get to them. The players are going to want to strategically position themselves and will be behind the gates, so I had them scaling the walls in the first wave and then battering at the gate while the PCs treated wounds.

Anyway, people had fun but I suspect I could never get this into a 4 hour slot without really pushing the group from place to place. FWIW, I typically complete scenarios within our 4 hour slot, so I'm not particularly slow, but this would have taken 6 1/2 to 7. If we cut the midges and the geckos and just repaired the fort, I think we could have had a pretty epic final battle across the 3 waves of enemies.

Lastly, for our 5 player, 16 challenge point group, the skeletons were BRUTAL. A couple people were taken out by all the exploding skeletons, and one nearly died when they were downed by a corporal and then the skeleton soldiers were fought over/next to their unconscious body. If a couple people hadn't bought an expensive game or two at the store they might have all died. They were saved by the Heroic tier of the Retail Incentive Program.

I do love this scenario as the finale does feel like it's happening in the midst of a huge battle.

Scarab Sages

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MithraMax wrote:
Do they have an image of the color cover on the inside (as an extra, not just the ghosted-out image on the title page)?

I haven't received my Core books yet but none of the previous special editions had a reproduction of the full color cover inside. Early special editions had no image, and recent special editions had the ghost image on the title page.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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This scenario has an encounter with "Goldmongers" but there's no description or art. The traits tell me they're medium humanoids. Are they just a collection of foes of any medium humanoid ancestry?

Scarab Sages

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They're not going to release a book with no license. The OGL will be replaced by the ORC license. The final version of the ORC license wasn't announced until the end of last month, long after this book went to print.

Scarab Sages

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7 will be difficult. I'd find ways to add minions.

Spoiler:
Some of the final chapter combats, like the blood ooze, are really tough. Applying elite will boost AC and be frustrating and possibly deadly. Hallod is really the only completely solo encounter. It wouldn't be particularly weird to add some minions there.

And every time I've run this, the party has charged Hallod and someone has gotten downed, or nearly so, by that trap. I'd add extra combatants in almost every case.

Scarab Sages

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I used the Arena Flip-Mat, along with some desert themed flip-mats, tiles, and map packs.

Scarab Sages

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DeathQuaker wrote:
I'd chalk any other lack of mention up to Hasbro shenanigans.

Did they even mention WotC? I noticed in the main end credits, the film was "Based on Hasbro's Dungeons & Dragons."

Scarab Sages

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That's deeply weird. Someone wanted to train Diplomacy or Deception so no one can have a Charisma-based character? Only one character can wear heavy armor?

"You're using a sword?! But I'm using a sword! My character concept is ruined!"

Scarab Sages

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I saw an announcement today that Paizo has partnered with KublaCon to hold a "PaizoCon at KublaCon" event parallel to the online PaizoCon. So it looks like there will be online and in-person options this year. And it gives me an excuse to visit San Francisco!

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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I added March of the Dead and recent PFS and SFS scenarios.

Scarab Sages

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I really enjoyed it. It didn't go overboard on the humor, for me, and I loved the depictions of so many classic monsters. A lot of Forgotten Realms references probably went over my head but I recognized some of them from just being around the hobby.

Scarab Sages

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These skeletons are also using one of the variant abilities at the start of the skeleton section. For Foundry, you'll need to select the skeleton guard, select the elite button, and then find and add the "screaming skull" action to the creature.

Scarab Sages

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That's on page 298 of the 2nd edition Bestiary, with the elite adjustment from page 6. That's a longtime convention for creatures with elite. If you look closely, you'll see that the "6" is not italicized as it would be if part of the book title, indicating that it's a page reference.

Another clue is that there's never a comma between the book name and the page reference, only between multiple page references.

Scarab Sages

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nephandys wrote:
Probably a dumb question. But why is FAQ split by printings anyway

I'm just guessing but my assumption is that it reduces how much one has to sort through based on the volume they own. A cumulative errata might be easier for me, as I have a 1st printing, but more of a pain for someone who owns a 3rd printing and only needs to see the changes from 3rd to 4th.

IMO it would be easiest to have a cumulative errata that is filterable, so I could just enter my edition and see only the errata subsequent to that.

Scarab Sages

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Mine, downloaded yesterday afternoon, shows the 4th printing. If it's still showing as ready to download (like after you click and it's done watermarking), click the "problems downloading this file" link. That seems to reset the process and watermark a fresh copy.

Scarab Sages

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It's a moderate 14 encounter, which is 80 XP budget. Magma guardian is level 12. Party level minus 2 is worth 20 XP. So it looks like the correct number should be 4 magma guardians for a 4-person party.

Scarab Sages

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This is unfortunate. As mentioned above, the conditions now are likely the conditions going forward. I thought the hybrid con was great, since it opened it up to so many more people.

But online-only indefinitely? Personally, I am burnt out on online play. I loved getting to return this year, even if it was toned down from prior years. 2023 may be the first PaizoCon I miss in 9 or 10 years.

Scarab Sages

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I'm a Mac user. Here's what I do. I'm sure there's a similar workflow for Windows users.

I open the maps in Adobe Reader, select the map, copy, switch to the Preview app, and create a new file from the clipboard. This only copies the image layer and not the labels.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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Davor Firetusk wrote:
...The Starfinder Four vs. Hardlight Harlequin was a free RPG release just like the Skitter series, so it would seem to make sense to also put under modules. And the season 5 Starfinder scenarios aren't listed in numerical order. I think looking at the titles that all the scenarios 10+ look like they have a space added after the dash, which might be the cause of them sorting in a weird way.

I've moved the free RPG module to modules.

Half the S5 SFS scenarios dropped a leading 0 for the numbers. They've been corrected.

Scarab Sages

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Yes, I read it. You can run it however you want. But there is no way I'd consider looking over a few hundred books in a library and trying to trace information from one to another, evaluating indexes, reconstructing missing passages, etc. as "a single problem, issue, or memory."

In the grand scheme of things, it's not important. They're supposed to research everything. If you let them do it faster it doesn't really affect things. But it's not how I'd run it. I only allowed them to use abilities that can be active the entire duration of the research.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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For the time being, I've put the PFS and SFS bounties under "Other." They should be reportable.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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The Bounties are strange because they're a new thing. Maglok explained to me that the site's UI is hand-coded to display the structure you see. So bounties need more than just being added to the database. One of the updates he has planned is to rewrite things to dynamically build the sorts, searches and navigation.

I'll see if we can't come up with something temporary, like putting them under Quests.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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PFS and SFS should now be current, including Outlaws of Alkenstar. As always, give a shout here if something is missing.

Scarab Sages

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graystone wrote:
That and a foe can get rid of the Bon Mot debuff with a Bon Mot of their own. [though strangely not a demoralize]

Bon Mot can be removed with "an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action."

I would allow Demoralize to qualify if they spoke the same language. Demoralize doesn't have the linguistic trait because you can use it without sharing a language, albeit at a penalty. As long as they met the linguistic requirement I'd allow it and I feel like that's within the wiggle room provided by the use of "typically."

I imagine it to be something along the lines of "We'll see how funny you are after I rip your arms off."

Scarab Sages

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I personally think it's fantastic if the party has abilities that can target Will. The status penalty is greater than many others, and the target doesn't become immune to it like Demoralize.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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I’ve added season 4 and season 5 of SFS, although S5 won’t be visible until Maglok makes some additional updates.

If something else is missing that someone needs, let us know.

Scarab Sages

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With no Bakrakhan around, I feel like people would just roll their eyes and say, "Yes, of course you are." Like if I declared myself King of Marshmallow-land.

Scarab Sages

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Gisher wrote:
I could have sworn that Paizo had the positions that "undead are evil" and "creating undead is evil," but I'm glad to hear that they don't.

Undead can be non-evil. Creating undead is evil — the spells and rituals have the "evil" descriptor in both editions of Pathfinder.

Scarab Sages

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Subscribers get their PDF when the order ships. So some variable amount of time after you get your authorization email. When shipments are processed, credit card transactions are finalized, you'll get an email, and it'll note that the order has shipped and digital copies are available.

Scarab Sages

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Mimski wrote:
Out of curiosity, how quickly did your stuck orders ship after being "nudged"? Wrote CS and got a reply that it is ready to ship. Though, it hasn't shipped yet after a work day/me going to sleep. Getting a bit restless for SoT6 haha.

For me, CS replied that they fixed my order yesterday. I got the notice that payment was processed at the same time. I got the shipping notice today.

Scarab Sages

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I really wish this or Guns & Gears had been paired with one of the premium Pathfinder Battles sets. It's impossible to find decent miniatures for gunslingers, especially once you go beyond human ancestry. Give me a ZakZak miniature!

(Or a partnership with Hero Forge, with some race options that match Pathfinder 2 ancestry art, and some of the more unique guns.)

Scarab Sages

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The rule doesn't say you can't wait until someone helps you out of grab. It's a free action that has specific exceptions to the normal flow of play. Your turn begins. You take a free action to delay.

Delay wrote:
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.

Grab doesn't impose any kind of persistent damage. If the creature had some ability that caused you to take damage at the start or end of your turn while grabbed, you'd take that damage immediately. But just being grabbed is neither a negative effect that would occur at the start or end of your turn, nor is it a beneficial effect that would end.

Most players I've seen just attack the grabbed creature. But delaying until someone kills it is a viable tactic.

Scarab Sages

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There's nothing in the Identify Magic downtime activity that implies that one needs to know the aura or the school as you did in first edition. You just need to know an item is magical. I tend to be pretty lenient—with a few minutes downtime, a PC could find a non-magical 30' area and then move a suspected item into it and cast Detect Magic again. So I don't require Read Aura as a prerequisite to identifying.

For what it's worth, I've seen it run the same way in PFS where they tend to stick to RAW interpretations.

Scarab Sages

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Wallemest wrote:

I need my colleague GMs’ opinions:

Towards the end, the PCs find Uri’s notes about his sister, Mengkare, etc.

However, I dislike this part because it doesn’t explicitly say what you should or shouldn’t reveal. I believe - I might be wrong - that it’s the first time Mengkare’s name is mentioned to the PCs, and I don’t know how much knowledge I should give to my players about the whole Scarlet Triad operations, Mengkare’s story, etc.

What are your thoughts? Any suggestions? I’m currently doing the prep for that book and its the only part I have left to do.

My players are longtime PF1 players, so they expected Mengkare to be involved at some point once the Orb of Gold Dragonkind was known to be in play.

Hermea is an isolationist place that shuns outsiders except as necessary for trade, so little is common knowledge—it's run by a gold dragon and there's rumors of some sort of eugenics or selective breeding among its populace.

The explicit history and link between Mengkare and the Triad can be uncovered in the next book.

So I'd say they might have heard of Hermea, and if they have they've also heard of Mengkare as one of the most well-known dragons on Golarion. The notes in book 5 make it known that Mengkare is a target of the Triad, but not (IMO) that he was an original funder and that they'd been formed to find candidates for Hermean citizenship. The name of Uri's sister is unrevealed, just that she's working on the scheme from within Hermea.

(My players immediately assumed Emaliza was Uri's sister, although they didn't engage in combat in Mengkare's lair. Blond lady hanging out by the portal while they were on the lookout for recently deceased blond dude's sister was too obvious for them. You might consider having them meet Inizra first, come up with a couple red herring council members she might suspect, and then have Emaliza contact them as high councilor and express suspicions about Inizra.

Although there's nothing wrong with running it as written. I just don't think many parties are going to entertain Emaliza's plan for a second.)

Scarab Sages

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apllaw21 wrote:
Pib and Zarf tagged along for half a level

My group let Pib and Zarf move into the citadel. They've been "helping" with the reconstruction and the PCs really like them. I had them manning one of the ballista in the defense of Citadel Altaerein in the final book.

Scarab Sages

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AlastarOG wrote:
30 months of delay is simply not understandable to me, considering the project. I just want some damn army and kingdom rules rather than having to make them up myself !

The Kingmaker project I backed said delivery would be late 2020. That's 12 to 14 months behind right now, not 30. And this project was never just a rules update.

Whether it was crowdfunded or not, this is how long this is going to take. I'd buy it regardless. So I don't really care that I paid when it crowdfunded and have to wait. The alternative is that Paizo kept it super secret and I would have paid next year when it comes out.

The point of crowdfunding is that you're part of the process, which can be bumpy and painful. And sometimes you get nothing—I've crowdfunded about 135 projects and have had a handful that utterly failed. If you just want your thing, and you don't want to deal with delays, don't crowdfund things. You'll still have to wait but you can hang onto your money until then. I'd rather be along for the ride.

Scarab Sages

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Voomer wrote:
Thanks. The "cave mouth" leads to the passages where the guard barracks and ancient chambers are, but the main path is straight ahead and open to where the quarry is.

Maybe that's what it's referring to. It's not very clear. Especially since it's discussing the approach to the entrance and the guard's bodies propped up outside. But the maps and the text are often written separately, so it could just be a disconnect.

Quote:
Did you run this campaign? Any tips from the quarry portion? Next session the party is going to explore it with a prying eye, so they will be able to get a lot of information!

Yes, we're halfway through book 6.

Keep in mind that Prying Eye lasts only 1 minute, only moves 10' if they want to see in all directions, and is a sustained spell that only moves once a round. It has to start with sight of the caster. So they probably can't explore that much of the enormous quarry and chambers—the eye can't even make it from J1 to J5-J7 even just looking ahead and moving 30' per round.

My party entered through the tunnels to J3. I had J4 aid J3 and they were defeated before they could get to the bars to J2 and shout an alarm.

J5 to J7 fights were fairly individual—Jaggaki isn't interested in being disturbed, and the bears are specifically ordered to keep things out of J7. Once they're losing, the J5 giants might retreat to J6. When they fought in J6, the giants in J7 went to help but Jaggaki continued his work for a bit until he became irritated at the failure of his minions. So they ended up fighting about half the bears/giants in J6-J7 and Jaggaki together.

They worked their way around and dealt with the giant last.

Scarab Sages

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"Cave mouth" is in the box text for J1. It definitely seems to be an open air quarry. I'm not sure their descriptions make a lot of sense, given how quarries are actually dug out. J1 probably makes more sense as an open air path that was dug out as the quarry was mined deeper.

The chambers were ancient chambers found by the miners. I don't think they have any direct relation to the pit depth. Whatever depth you feel is appropriate for the quarry to have been mostly mined out works—it was already producing less granite when the chambers were discovered and the quarry abandoned.

Scarab Sages

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Norade wrote:
Isn't Electric Arc or Scatter Scree something you can only get on a Wizard via an Ancestry Feat?

No.

Scarab Sages

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Marco Massoudi wrote:
The Pleroma Aeon (#41) is a huge mini on a large base.

I can understand having a larger base on some for stability. Why on Earth would they use a smaller base?

Scarab Sages

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It's the latter. It has the full HP. 80 points is just what is necessary for a success.

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Snipper wrote:
Does Mobility work only with Stride as an single action, or, if you Stride as part of activity (for example Sudden charge) it will work too?

The former. It specifies the Stride action. Sudden Charge is its own activity. This is covered under subordinate actions.

Core Rulebook, page 462 sidebar wrote:
Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn’t use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that speci!ed, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.

Scarab Sages

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Khybersghost wrote:
Did they decide not to make the PDF available as soon as your book ships this time around? Sad :(

Nope. I downloaded mine the moment I got the shipping notice. Some people might be mistaking their authorization notice for the shipping notice.

Scarab Sages

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Temperans wrote:
In any case Signature spell is not giving you the ability to "downcast". Its letting you heighten spells freely. Its effectively "you know all levels of this spell, similar to prepared casters". Because, a prepared caster can prepare spells at any level, regardless of when they learn the spell.

It absolutely does. I quoted the CRB text in my reply. "If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately." It allows you to heighten freely, "de-heighten" freely.

There's no point in making a 3rd level spell your 3rd-level signature spell if that's the highest spell level you can cast. But you could choose to know a 1st level spell heightened to 3rd, take that as your signature spell, and cast it at 1st, 2nd and 3rd. And it frees up another 1st level slot that you wouldn't normally heighten.

Scarab Sages

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Temperans wrote:

Nah the benefit of Signature spells is that you only need to learn it once. Not that you can downcast it.

Also downcasting implies using a lower spell level.

I'm not sure if you're saying that you can't cast lower level versions, but yes, you can downcast signature spells.

Signature Spells wrote:
If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately.

If you couldn't, your highest level signature spell would always be useless.

Quote:
But the situation is "casting a spell" "heightened to max level for whatever reason, usually cause cantrip/focus spell do automatically" "but wanting a lower level effect".

Yes, and as I said, there's nothing in RAW that supports casting a spell of a given level and having the effect be something other than the effect for that heightened level. If there's text somewhere that covers "level effect" as something other than "heightened level," please share it.

Scarab Sages

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Off the top of my head, I wouldn't allow it. It basically allows INT based characters to reskin any mental skills to their best stat. I don't think Lore skills should be able to replace a broad, general skill. They're narrow, and that's why the Recall Knowledge DC is lower.

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Wheldrake wrote:
So any decision to allow the undercasting of spells is a pure houserule subject to DM fiat. It's an entirely reasonable houserule, for many of the reasons brought up in this thread. But the RAW make no allowances for it.

I'd agree with this. The rules state they're heightened to half your level, rounded up, and spells state what happens when they are "heightened." There's nothing rules-wise that mentions a "level effect" separate from heightening.

Just because some spells don't change what they do at certain heightened levels, that doesn't support this notion of casting x-level but treating what the spell does as something less than x.

Scarab Sages

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Ched Greyfell wrote:
I wonder if I did back it, then?

Your list of backed projects is here.

Scarab Sages

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HumbleGamer wrote:

I am not referring to the base DR, but to the feat

Claws of the Dragon

Quote:

Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are agile, finesse unarmed attacks that deal 1d6 slashing damage and are in the brawling weapon group.

If you're a draconic sorcerer, when you cast dragon claws, increase the spell's slashing damage die from d4 to d6 and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level.

Sorry, your original post only mentioned the spell and Dragon Disciple, not Claws of the Dragon. So you're saying they could take Dragon Disciple and then they'd have to take the Claws of the Dragon feat, and if they're a draconic sorcerer they get some increased resistance when using Dragon Claws?

I don't feel spending two feats for a sorcerer to get some extra resistance to a single damage type is very OP.

Scarab Sages

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Demonknight wrote:

So each strike MUST be against a different target, the first form was not corrected and received errata.

http://2e.aonprd.com/Monsters.aspx?ID=1089

Oh, geez. AoN has different pages for the Bestiary and the AP versions of the Calikang, and the AP version comes up first in google searches for me. Thanks! You may have saved a life. ;-)

That does change everything, as you said. So it can make six attacks if it has six targets at the same MAP.

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