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 :(
About Carol SilverstarCarol's Appearance
She also has a rather large dog by her side that she calls Thomas. It has masterwork studded leather barding upon it. It looks rather happy to be by Carol's side. Carol's Status:
Carol Silverstar Female agathion-blooded aasimar (idyllkin) oracle 5 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7) NG Medium outsider (human, native) Init +2; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) hp 33 (5d8+5) Fort +2, Ref +3, Will +4 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee mwk cold iron morningstar +6 (1d8+2) or . . unarmed strike +5 (1d3+2 nonlethal) Special Attacks channel positive energy 5/day (DC 16, 3d6) Spell-Like Abilities (CL 5th; concentration +9) . . 1/day—summon nature's ally II Oracle Spells Known (CL 5th; concentration +9) . . 2nd (5/day)—air step[ACG], burst of radiance (DC 16), cure moderate wounds, lesser restoration . . 1st (7/day)—bless, comprehend languages, cure light wounds, detect undead, divine favor, shield of faith . . 0 (at will)—create water, detect magic, enhanced diplomacy, light, resistance, stabilize . . Mystery Life -------------------- Statistics -------------------- Str 14, Dex 14, Con 12, Int 13, Wis 10, Cha 18 Base Atk +3; CMB +5; CMD 17 Feats Bless Equipment, Extra Channel, Selective Channeling Traits armor expert, dangerously curious Skills Diplomacy +10, Fly +2, Handle Animal +10, Heal +5, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +1, Profession (fortune-teller) +8, Sense Motive +5, Spellcraft +5, Survival +6 (+8 to avoid becoming lost), Use Magic Device +13; Racial Modifiers +2 Handle Animal, +2 Survival Languages Aklo, Celestial, Common, Elven SQ oracle's curse (tongues), revelations (channel, safe curing), scion of humanity Combat Gear potion of cure light wounds (2), scroll of inflict light wounds (9), wand of cure light wounds; Other Gear mithral agile breastplate[APG], heavy wooden shield, mwk cold iron morningstar, cracked dark blue rhomboid ioun stone, handy haversack, wayfinder[ISWG], bedroll, belt pouch, candle (5), flint and steel, grappling hook, masterwork backpack[APG], mess kit[UE], soap, spider's silk rope (50 ft.)[APG], waterskin, riding dog, mwk studded leather barding for riding dog, 2,270 gp, 4 sp, 6 cp -------------------- Tracked Resources -------------------- Extra Channel (2/day) - 0/2 Light (At will) - 0/0 Oracle/Oracle/Oracle Channel Positive Energy 3d6 (5/day, DC 16) (Su) - 0/5 Potion of cure light wounds - 0/2 Summon Nature's Ally II (1/day) - 0/1 Wand of cure light wounds - 1/50 -------------------- Special Abilities -------------------- Bless Equipment Std Act: Bless single item (see text) for 3 rounds. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Oracle/Oracle/Oracle Channel Positive Energy 3d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Safe Curing (Su) Casting healing spells does not provoke AoO Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise. Selective Channeling Exclude targets from the area of your Channel Energy. Tongues (Celestial, Aklo) You can only understand and speak two languages in combat. -------------------- -------------------- Thomas
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