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Twiggies's page
Organized Play Member. 196 posts. 1 review. No lists. 1 wishlist. 2 Organized Play characters.
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So one of my players has brought up complaints after literally every single session of how awful it feels to play as a caster, particularly when it comes to using spells that have a spell attack roll, given his current awkward staggered slower proficiency from the other martials and the lack of a potency rune. Given we're now about a year into this, it's clearly not something he's grown into the concept of. In fact, it's only gotten worse as levels have gone up and the ugly slow scaling rears its ugly head.
I'm already planning on dropping in a free shadow signet into his loot to try to ease that but I always felt like Shadow Signet was a bandaid myself. I'm wondering if I should alternatively or also drop in a house rule to just, make his spell attacks be just as accurate as martials attack rolls. Like as if they had the same scaling and potency runes [possibly give him a customiseable staff that he can etch potency runes into or something].
Has anyone done this? Has it particularly affected things to become too good for casters? Did it make things feel better for the casters, make the martials unhappy, or not that much of a difference?
I'm not interested in the usual caster weak bad etc arguments. I've read those back and forth hundred page long threads before. I'm in the camp casters are fine. I only just want to know what people think or have experience of how this might affect stuff, I want to make sure he has fun but not muck up any particular balance I didn't take note of. His caster gripes is something I've discussed with him a lot, but he still brings this up as a massive pain point that's hindering his enjoyment. (and honestly, I agree that the spell attack specifically is an annoyance and a grievance I also had to the point I felt very stupid having to advise him not to use a whole subset of spells available in the game).
A fellow player made me realise today when they were trying to use Battle Medicine while wielding a 2 handed sword that in the updated Player Core, they removed the part of the Battle Medicine requirements that you need to have a hand free.
Core Rulebook wrote: Requirements You are holding healer's tools, or you are wearing them and have a hand free Player Core wrote: Requirements You’re holding or wearing a healer’s toolkit (page 288) Do you guys think that was intentional? Definitely feels like it isn't, but figured I'd make a thread. Just to bring it to attention in case that needs an errata or not.
If an Eidolon gets the Doomed condition, does the Summoner get affected/die?
The Eidolon and Summoner share HP pools. However the Doomed condition, which only adds Dying stacks and doesn't cut HP. I know that Eidolon are their own entity for taking conditions, but due to the nature of the hp sharing the Eidolon never goes into a Dying state as far as I know, only the Summoner. So I'm unsure if the Eidolon getting Doomed affects the Summoner, or if it does effectively nothing.
I am making/modifying a Google sheet to be a semi automated character sheet, and since I'd like to be able to share it with others if they're weird like me I want to make sure I'm not going to get into any trouble. Part of the automation is I plan to have a little database of the spells and feats for the sheet to pull from so it can fill in descriptions, actions etc automatically... Am I allowed to have this data in my sheet? Is there any kind of pre filled data I should avoid having?
Note: Yes, I know Pathbuilder and Wanderer's Guide exists. I prefer something with a little more customisation plus this is a hobby for me to make these and practice new skills.

Hi folks. I'm having some confusion on kineticists elemental familiar and what exactly it does.
Elemental Familiar wrote: A small creature made of elemental matter springs forth from your kinetic gate. This elemental familiar appears to be made of one of your kinetic elements, though it might have unusual or distinguishing aspects. Like other familiars, your elemental familiar can assist you in various tasks and on adventures. You gain an elemental familiar with the trait of one of your kinetic elements. If you have more than one kinetic element, you can change the element you've selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its Perception, Acrobatics, and Stealth modifiers. On both my pdf copy of RoE and on aonprd, it refers to specific familiars, of which none of the Elemental ones would be valid because of the number of abilities required.
However after digging around the book, I found the Elemental ability, which notes it requires resistance unless its a specific familiar.
Elemental wrote: Elemental (Rage of Elements pg. 42): Your familiar has the elemental trait instead of the animal trait. Choose air, earth, fire, metal, water, or wood. Your familiar gains that trait. The familiar is immune to bleed, paralyzed, poison, sleep, and the element matching its trait. Your familiar must have the resistance familiar ability to select this, unless it's a specific familiar. You can't select this ability if your familiar has a trait other than animal (such as a leshy familiar or an undead familiar). Does this mean that what the kineticist Elemental familiar feat does is it gives you a familiar but the familiar abilities are locked into Resistance and Elemental? So you can't give them anything else outside of picking up familiar master archetype?

Hi there!
Are there any rules about how to go about picking up, carrying, and then maybe throwing other willing characters?
It came up a couple of times during my Beginner Box GMing session, and my players tried to do this with one of their smaller characters, picking her up to move her and then throwing her to a safer spot. I wasn't sure the rules for it, so I let them pick her up but not throw her, and I think they caught on that I wasn't sure about it so they decided not to do it again since they know I'm new to GMing and nervous so they wanted to give me an easy time.
However I am now running Blood Lords, and looking at the group set up, I see this obviously coming up at *some* point again given there are a few small characters again, and wanted to see if there were any rules in Pathfinder 2e for this, OR if anyone has houserules that I could follow.
Breaking it down, I'm asking for guidance on the following:
(assume that these characters are all willing allies, I use grapple rules for unwilling)
1. Picking up another character.
2. Letting that character ride on you like on your shoulders.
3. Throwing that character (whether out of or into the fray).
Thank you!

Hi everyone.
I have a question about Area of Effect damage and items that came up as a player was looking for ways to defend his familiar.
I recall in Pathfinder First Edition, attended items basically aren't damaged unless the spell specifically calls for it.
In Pathfinder Second Edition, it states that:
Item Damage wrote: Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn’t normally damage your armor or other gear, even if it hits you. With that would I be correct in assuming that as such, a backpack that a player is wearing would not take damage in the event they are in a fireball radius?
If that is correct, to follow up...
What is the point of a familiar satchel when it specifically calls itself out to be damaged by AoE effects?
Familiar Satchel wrote: This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an Interact action to open the satchel and a single action with the move trait to enter or exit. The bolded text makes it seem like this item is an exception to the normal 'an item must be specifically targeted' and overwrites that with 'this item will take aoe damage', which if true makes it worse than putting your familiar in your backpack. Was this an oversight, or am I reading this wrong, or do I have to roll damage against my players' backpacks, or is it just stating the HP just in case an AoE specifically states it damages items?
Thank you
So I'm looking for an AP as my first attempt into a full campaign after I finish beginner box (if my players decide they want more pathfinder afterwards, hopefully they do!)
Gatewalkers caught my eye, the premise sounds cool and ohh, deviant abilities! Everyone gets one? A weird mutation? Man, there must be lots of really cool choices for themes--
Three.
There's three different deviant classifications.
I'm wondering if anyone has made homebrew deviant classifications that I can stare at and get ideas from to add even just a couple more choice options.
Hi,
I know uncommon ancestries are less uncommon because of balance, and more because of lore stuff.
Is it the same with weapons? Would I break anything in a server (friends are trying out a living world server to see how it goes with the 2e system) if we just, let everyone take uncommon weapons without having to fitz around with being from certain areas (not set in golarion) or taking specific ancestry feats? Crossed my mind when I found the fighting fan which is literally a worse War Razor while still being Uncommon.
Tldr; Would giving Flames Oracles and Tempest Oracles the Primal tradition instead of Divine make anything weird/too strong/too weak?
Was looking at how sad it was for Flames Oracle and Tempest Oracle where they have so few spells within the divine spell list for their mystery and overall theme. Considering that some other classes have options for different spell traditions I thought it was lame for these two in particular who basically need to feat tax the deific spells to actually get stuff (well more than like 4 spells spread out) that works with their mystery.
So I thought to houserule it so that these two get given the Primal spell list instead of the Divine spell list. Just wanted some opinions. Do you guys think that'd cause any major or minor issues or should it be fine?

Hey folks! So I really wanted to do something with the Cartomancer Witch Archetype, because cards are hella cool. I think my current idea for a basic backstory would be a fairly young human who does fake harrowed readings, because I was thinking about how some people really charge for irl tarot readings that are defo scams. I think from my skimming (and do correct me if I'm wrong), is that to do actual Harrows with actual effects you'd need some kind of spell or innate magic stuff. Since witches get their magic from their patron I was thinking to play on that idea. Or that Cartomancers don't really have built in stuff with the Harrow readings/card effects specifically, so that even he doesn't really know the 'proper' way to do it and is just making it up (he just came up with his own system similar to how there are many different tarot spreads).
So for some reason or another he's finding himself living out alone, perhaps to prove himself. Except he can't, he's stuck. And, desperate for money so he can actually survive, he decides to get this little thing set up to do fake readings for good luck and fortune and whatever for a little bit of money, because they're harmless enough and it makes people happy and intrigued. this probably goes on for some years. but eventually for some reason I have yet to figure out a patron/deity notices him and it starts actually having legit effects (Fortune or misfortune hex, soothsayer, etc) to which he's like "oh s#$& that's really freaking weird but also that's kinda cool because now I can legit help people and actually do something with my life" and all that.
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That was my idea for my Cartomancer Witch character, which I wanted to use joining a group. I got thrown off course though when I learned that they were using the gestalt system, which was a whole thing of explaining to me how that worked.
So I've been thinking about what to Gestalt my Cartomancer Witch with, but have been absolutely stumped between flavour and like, actually being useful. Doesn't help I'm new to Pathfinder, so I don't know all of the classes, archetypes and little effects that might pair well. I would love some ideas.
It's a 25 point buy system, "Elephant in the Room" feat tax changes, and some 3PP stuff is allowed.
Bard might be fun because it would tie in with how he 'Performed' fake readings, he'd have a decent charisma to bluff and diplomacy people from all of it. I also like the support aspects of a bard's abilities. I'd probably choose one of the subclasses that lets me use Perform (Act) for some of the bardic performances, though the idea of doing acting to give buffs is kinda of something I can't imagine seriously. And there's the issue of having to up Charisma as a stat as well for bard spells, competing with Int for my Witch, Dex for card tossing and Con for survivability.
Another idea is simply Fighter. All the bonus feats seems awesome so I can grab more hexes and buff my card's throwing abilities, I think I could get Focused Weapon to even make my cards do more damage if I'm not casting. And I won't have to worry about a different stat. Armor Master seems a bit wasted though if I'll be going Light Armor. It's not a particularly charismatic kind of class that adds a ton of flavour though, and I'd miss not having some class skills like Bluff.
I know Card Caster Magus is the obvious one, but something about it is like not quite clicking with me. I think I'm a bit scared of managing two separate spell lists with separate class feature effects since Magus has a lot of stuff that is for their spells specifically and stuff to throw in for attacks and, and I guess I'm just confused.
Again, I'd love any ideas on what might be fun. Thanks!
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