Errenor wrote:
Yeah, not really an issue with my home game as much as the Foundry Team will not implement RAI unless it's confirmed by Paizo directly.
Andrew White wrote:
What module is that?
Teridax wrote:
I went to AoN to see those that did. I'd probably go with some held ones instead of worn since I'm already capped on my invested items :P
Lia Wynn wrote:
The same issue was true for Mithral pre-remaster. It specifies it's treated as silver for creatures weakness, but doesn't specify that it's not just weakness but also bypassing physical resistances.
Hello hello. The description for Dawnsilver in GM Core page 253 states: GM Core Page 253 wrote: Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. As you may notice, it mentions weakness and devils. But Devils are not weak to Silver. Instead they have a Physical Damage resistance to anything but silver. So by RAW, Dawnsilver does not bypass a Devil's Physical Resistance in the same way Silver does.But since Devils are specifically mentioned in the effectiveness of Dawnsilver, I assume the Rules as Intended is that it should be bypassing that Physical resistance. The problem is that the Foundry Team operate strictly by RAW and not by RAI, so currently Dawnsilver does not bypass a Devil's Resistance in Foundry. This will only change if Paizo clarifies that it does. I was hoping this was the place to get that clarification. Thank you!
Luis Loza wrote:
Can't wait to play "Hitler must die" for PF3 or PF4.
Kittyburger wrote:
I actually still think Iomedae will be the one to bite the dust.
The Raven Black wrote:
This is a good way to go about it. Specially when dealing with stuff that ends up being contradictory, like Apsu + Tiamat being the creators of the Universe, which has basically bee phased out. It goes hand in hand with Myths and legends being unreliable.
I figure this is as good place as any to post my now obsolete findings a few months ago on "Can there be other non-human half heritages". "I did some detective work to find out the exact reasons of the existence of Human-Elf and Human-Orc Hybrids, but Hybrids of other Ancestries. It’s worth noting that when I’m talking about Hybrids, I mean mixed races born by conventional mundane means, and not creatures who come more from Outsider/Supernatural influence such as Aasimar, Tieflings, Changelings, Oreads and many others. These could be more easily compared to Vampirism, which can affect most Ancestries. Lord of the Rings had Half-Elves, and to a lesser degree Half-Orcs (albeit produced by magical means similar to how Uruk-Hai were made).
Now, if we start looking at in-universe reasons we know the following.
The main theory on why Humans are able to breed comes with Aboleths.
With all that said, it’s still entirely the prerogative of any GM to modify the lore of their world as they see fit. Thank you for coming to my TED talk." From Bastards of Golarion:
Really like the change to changes, it will enable a much more fluid and adaptable system. Specially for you're also making changes to APs and Lost Omens, which earlier ones had many errors that needed fixing. I'm sure some people will not be happy with the ability score changes to ancestries, but you can still just say that's not how it works at your table and problem solved.
This is the second pre written adventure I see where the spellcasters aren't given Read Aura to identify magical items. The other being the Beginner Box, which I guess may get a pass for simplicity (still ignoring a core mechanic though). Is it assumed when a character already owns an item with a +1 rune, it's easy for them to tell other what other +1 items are by just noticing the runes look the same?
(Read aura is in Dinner at Lionlodge. So I'm assuming not)
H2Osw wrote:
Yup. For PC.
CaffeinatedNinja wrote:
But in that same vein, why would I want to repurchase the same PC I've already paid for on Playstation?
The interface looks fantastic. But I see them having an uphill battle. The fact is D&D Beyond works because there's no other free options. There's a lot of great options available for PF2 already, and we have all the actual content available for free on AoN. For character building we have Pathbuilder and Wanderer's Guide.
Speaking of which, HeroLab Online already does many of the things Nexus does, at probably a very similar price, and it's one of the least used Character managers due to its hefty entry price point.
Then you have Foundry, Which for $50 one time buy (often on discount) you can access everything freely and have a really great character manager. Albeit without the ease of accessing it on a tablet or phone. With that said, it does look awesome. And I wish it had an easier entry point.
I am obsessed, so I made some Invoices for the repair of Citadel Altaerein in Book 2. It helps me keep track of repairs and payments but mostly made them for fun. Maybe they'll be useful to someone else. https://docs.google.com/document/d/11UOWGVf01m2IneECw__EKnJ39LrIKqGZ/edit?u sp=drivesdk&ouid=103092972014883318551&rtpof=true&sd=true
generaltwig wrote: I posted this in the GM Reference thread, but here again: Here is a quote from Tuskhead Stoneworking for the renovation of the Citadel. My party didn't want to do any of the work themselves, so this contains all the costs if outsourced 100%. The special requests were things they specifically wanted added to the Citadel. Link to PDF is on dropbox over HERE! Seems the file has been corrupted :(
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I know no one cares about what I think about anything but this annoyed me 10 minutes ago when I cast Howling Agony and everything made their saving throws and my whole turn ended up being pointless. It really pushes you towards damage spells. Cast a fireball spell and you at least get to do half damage. I'm talking about spells mind you, not picking good or bad targets. All these save or nothing spells just feel bad. Spells should be like save or be affected for a round almost always past 1st level. We should invent a time machine and add this to the list of things to fix after doing all the important stuff you'd have to do with a time machine.
Here are some questions about feats which is almost everything in this game. Class Feats
Example for people who can't solve for X: Willy the Wizard gets to level 2. He wishes to take a level 1 Wizard feat. Is that allowed by the rules as written? Where in the rules does it say yay or nay? Can Willy gain a Familiar, or is he forced for pick from level 2 feats? Skills Feats
Rules wrote: The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite. So that seems to imply that number on the skill feats isn't a prerequisite, but there's this other rule someplace that I'm pretty sure said that when you read all these feats that big number on the right is absolutely a level needed to have the feat. So is that wrong? The level isn't in the prerequisite field but it seems like it normally is a prerequisite, but then something contradicts that for skill feats which seems like specific beating general... Can a character just take any skill feat they meet the prerequisites for then by the rules and ignore the normal level restrictions?
So I've been looking to play some PFS adventures to get more experience playing 2nd edition and I've noticed a lot of games listed on Warhorn that aren't linked to a convention. Does anyone play in these games and know the etiquette for joining them? Do you just sign up and go for it? Also if you do play PFS adventures online how do tracking of certs and like usually get handled online? Or character sheets? Do people tend to just act on trust or do they expect people to have character sheets loaded into roll20 or the like?
Hey folks, I know it's a first edition society question but does anyone know why the Healer's Hands feat got banned? Conduit feats aren't blanked banned, others are allowed. It doesn't have any evil connotations, strange role-playing prerequisites or the like. So what the heck is the reasoning for it?
Hey all. I'm having some issues coming up with anything I particularly want to play in a campaign my friend is trying to start up. The things that are allowed and disallowed and the goals in the game are kind of all over the place. It's a semi-pvp gladiator/challenge focused campaign that starts at 12th level in a world where fifth level and higher spells don't exist at all. No items with them as prerequisites (yet 200k to spend with a 50k max per item) and the higher level slots are mostly just for meta magic, though if a supernatural ability emulates something that's higher it's fine. Our allowed books are:
Everything related to summoning isn't allowed for us. All hit points are maxed. Immunities are just resist 30 or save +8. No guns, companions or familiars are replaced with a bonus feat. It uses the revised action economy. People can come back to life with in game items. We have access to several of the CR+1 templates that exist like advanced, celestial, etc but we're on a 15 point buy. Any race with an actual page of information in the race Guide is open game. So you can see it's kind of all over the place. I could make a merfolk dragon disciple bloodrager but I can't buy a broom of flying. The only traits are those from the APG. I'm just not having much luck coming up with ideas that are appealing. With everyone having maxed out hit points it feels like just dealing damage won't be that great. At the moment I'm leaning towards a hexcrafter magus since curses and other debuffs sound more effective, or maybe a mystic thurge randomly. I don't know what anyone else is making either. Anyone have any suggestions or ideas? Please, I could really use a hand.
How much do we know of spaceships so far? I haven’t read every post on the forum. I’m just worried because they always seem to be either priced outside of any PC’s possible ability to buy, require some kind of extreme number of crew members that it removes some/all the ships out of most games or even without thousands of crew you need to have 4-6 PC’s specialized in just running it. It can really throw a wrench into things especially when players start to just steal them. I’m just hoping that people are thinking about and looking at that. It’s hard enough to rope 4-6 people together as a unit without them needing to know how to use sensors or things after all.
Hey Gang, I've got an elven caster cleric (Divine Strategist) of Shelyn. Like 8 Strength, 16 Dex, 18 Wisdom, 8 Charisma and so forth. The idea is to then slide into Pathfinder Savant because I like the prestige class and want to play it. Issue is I've been wracking my head trying to come up with good Esoteric Magic choices for Cleric. I found a few other threads but they were all wizard focused and also a bit dated. I know summoner haste is a key one to nab. I want Ill Omen and Good Hope too just because...well awesome. What else though? I can actually get a total of 6 here and am curious if anyone has ideas.
Hey everyone, Just wanted to make sure everyone had a heads up on this as I often miss out on cool stuff myself. Tomorrow is Turkey Day! Starting at 11am US Central Time on November 27th the Mystery Science Theater 3000 Turkey Day marathon will be starting on Youtube found here: https://www.youtube.com/watch?v=5p56igk63es It should be good for hours of football alternative entertainment this year! If you haven't watched MST3k before you are missing out. It even includes some new stuff so it should be quite a lot of fun. As an added bonus they're streaming Manos: The Hands of Fat on a loop until the new marathon starts up! Torgo-ahoy!
So given from the Nightly Roundup on Equestria Daily it looks like someone actually has been working at the conversion for Ponyfinder! Huzzah! I know that just makes everyone's day, now that we can have more equine adventures. I'm mostly just re-posting things here. I. Race Guide
So far it doesn't look too bad. I think it could use a bit of touching up and re-balancing. Particularly I don't know why someone with a particular special talent could have a worse failure then someone with no training at all. Still a good effort!
So I have been thinking about this for a while now and got bored enough to toss up a post to see what some of the community at large thinks.
Did anyone else get this yet? I've got mine and it's freaking cool, but I might be viewing it with Nostalgia-Vision (TM). It'd be good to get another opinion. I did really like to see a stapled magazine with all that glorious old time layout. The miniatures in the articles look nicer then they used to. Some of the articles were nice reminiscence of days past. Seems really well put together. Plus more What’s New with Phil & Dixie is never bad in my book. I was particularly interested in the Pathfinder Scaling feats. Think we'll start using those...
So for some reason I've got it in my head that I want to be more of a pacifist for my wizard coming up in a Rise of the Runelords campaign. I'm going to try and not be too distracting to my friends in the game but I am pondering good ways to have a character who doesn't solve every problem through some amount of violence. Not looking to subvert free will either since that's kind of a cop-out on the idea. Anyone else tried to do something like this? Someone else done this to you and you hated it? Pitfalls?
So I'm reading through Ultimate Equipment and I stumble upon the interesting weapon called the Tekko-Kagi. It's cheap, it's exotic and it appears to be a light weapon, a shield and almost a bonus feat all at once. Some questions might come up curiously as to how it operates as all this, how it can be enchanted and so forth but that's less fun to discuss. Yes the damage is absolutely pathetic but it would make a very lovely off-hand weapon for some kind of two weapon fighting build. I'm trying to puzzle out where it would do the most good. A Half-Elf Lore Warden seems like a natural choice for the weapon as it gets a large focus on combat maneuvers. It would be an odd weapon to a Kensai but it might work given the bonus feats you'd pick up for it and the spells you'd have access too. A Maneuver Master Monk would be really enjoy something like this, though having a buckler would be a shield so there goes some of your monk bonuses. So has anyone actually found this weapon to be useful?
I personally have been waiting a long time to see a Pathfinder focused adventure path. I know it likely won't be all pathfinder all the time, but the Pathfinder Society is one of my favorite parts of Golarion and they have some of the most interesting chronicle books as well. The PFS is fun, but an AP with an assumption for playing Pathfinders is something I've actually been waiting for since the Kingmaker AP fed one of my other desires. :)
Heyo all. It's 3am and I woke up and started writing things down on note cards, and then got up and started typing and this is the mess I came up with. 3am Campaign Ideas:
Underground campaign set in a semi fantasy/sci-fi world like those books I used to read back in Middle school. The one where it was a fallen civilization that exists in place of something more powerful and relevant.
Exploration of the underground will us a hex grid, allowing to track the travel of the PC's as they go through caverns, tunnels and so forth. Finding new things, forming new paths, etc. City of Glowthorn, most prosperous of the present towns that are left underground. Connected to Gaslight, a violet lit den of sin and temptation, and like three other towns with some theme to them. Glowthron is light b a massive crystal called the sunstone. It glows and has a day/night cycle. Actually a large focusing lens that goes up to surface. There are 5 districts in the town, each one focusing on an elemental stone that also is housed there. One of the few places with trees, apples a large export. Lights are usually small glowing rocks or fire beetles supplied by the Lamp Guild. Beetles are smaller more docile versions of larger monsters the Lamp Guild is proud of developing. Many other guilds exists, some in town, others larger organizations. The PC's are members of The Delvers Guild! "The Delvers Delve Deeply." Most other guild crafting or political, goldsmiths, forge workers, etc. PC's members of the guild, but not a job they always need to attend to. Presently have access to 3 dorms in Glowthorn. Simple furnishings. There are guns, easy to use but not terrifically reliable due to ammo shortages. No one there makes bullets.
Stirgecats, helpful felines that are useful of warning of roaming monsters and keeping rats out of food supplies. Bit bigger then a house cat. Moles of unusual size used for pack animals and food like cattle. Tasty. May need a new name. Seloms? Too obvious. First missions is to maintain the tunnel leading to Gaslight. Tunnel is mostly in tact, should be about 5 days to get there and back while working. Need to bring supplies with, only so much being allowed. 1 pack mole will be supplied. Water and food cost electrium from the other towns. It's freely supplies within reason for official delver missions from Glowthorn. Things that happen on first adventure. Goblin gang run into at least twice. First time abroad and 2nd time in their den. Den contains enough supplies for 2 days and a few nice trinkets. Goblins are the Snivvelslicers, rough and rag-tag, good opponents for brand new PC's. Not too bright and very cowardly. Cave in and strange metal door. The door opens to reveal a high class automaton that greets the party and invites them to partake of the food and watch the movie. It's The Ghost and Mrs. Muir, staring Gene Tierney and Rex Harrison. It's in black and white and about 1/2 done when they show up. Most of the rest of the theater has caved in and once the film is over the systems will rest and start playing the movie again and the half-way point. The systems could be very valuable if recovered properly but will take at least 3-5 days to properly dig out and sift through. This may make the Pc's short on food and water. Recovery will also allow for viewing of the full film and possible discovery of other movies. Can be used to increase tourism to Glowthorn, or inspire a director who wants to film something new. At higher levels:
While on the surface the players run into a piece of paper bearing one of the most dreadful things one could imagine seeing. A flyer that reads, "Robot Carnival, Coming Soon." So how do I make sense of this mess, and anyone have any suggestions, feedback, useful comments or the like? I could use more lower level adventure/encounter ideas. Or perhaps I should have just gone back to bed?
Heyo all. I'm going to be starting up a new campaign after the new year and it is going to take place entirely underground. Anyone know of anything that I might not be thinking about for a whole underground setting? Anyone done something like this before and have some advice on the matter they could give?
Just wanted to let everyone know whose might be a member of SCSU that we're jump starting the Games Club on campus and that we'd like you to show up and help! We're the club that covers every game on campus, be it miniatures, role-playing, card, chess, or even LARPing. Come, be with your fellow students and take part of the grand adventure! We an really use people willing to show up, sign up and take part in the hobby we all love.
Hey there all. Seems to be a bit of a lack of gaming up here now that I'm in school and I'm looking to fix that if at all possible. I'm up for almost any game at the moment. Dungeons and Dragons of any edition, Pathfinder, Shadowrun 3rd edition, Savage Worlds, or something new. Anyone help me out at all? The Games Club seems...kind of lethargic.
Hey all. Not sure I'm reading this correctly, but the rules for potion seem to be suddenly standing out as really different then what I thought they were before. Maybe it's a case of I was just mislead about the old rules, or maybe I'm too used to things having to be worded perfectly but it could be intentional changed too. I didn't see anyone else addressing this so far. Quote: A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures. The price of a potion is equal to the level of the spell × the creator's caster level × 50 gp. If the potion has a material component cost, it is added to the base price and cost to create. The bolding is the part I'm curious is correct or not. No more weapon oils (magic weapon, bless weapon, shillelagh, etc) seems to immediately spring to mind here, since I can't think up any possible way to consider a weapon a creature in a reasonable manner. Perhaps this is intentional, I'm a bit curious about it since a little vial of magic weapon oil always seemed like a good idea to keep on hand at lower levels. Now my next question is a bit more rules lawyerish, but my reading of it is what it is. The spell you wish to make a potion out of would be required, as I'm reading it, to have a target line similar to Target: One Creature. Something along the lines of Target: Creature Touched wouldn't qualify for a proper potion or oil. Is that wrong? Is it Correct? Is it Intentional? Did potions of Cure Light Wounds just disappear?
Heyo Paizo. I've got modestly large order, but I believe a lot of it is the clearance stuff that was on the site for this past month here, so I'm curious if there is any update on the status of my order #1008312? It's been pending for over a week now so I'm getting a little antsy to get some kind of status update or something about it as I'm hoping that things are in stock. I'm sure you guys are busy with the RPG and Gencon and all sorts of summer stuff, but can I get an update? Thanks,
So I'm getting ideas fro my campaign building up here, going to make a small island based world that the PCs will wonder around in and deal with Grell and Gricks and Kobolds and the like, and at some point I'd like for them to be able to get more involved in the economics and political dealings of society. One of the things I'd like to do would to allow them a chance to get some property to either build with or deal with. I'm not sure if I'm thinking small keep or moderate sized inn or what, but I'm curious if anyone has tried this with Pathfinder yet, if there are considerations for rules and the like, general information as such. I know 3rd edition kind of keep away from that kind of scale, but the leadership feat still exists and those followers need something to do. Anyone have any advice for Strongholds in the PathfinderRPG? |