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Right now, you can summon fiends using summon monster spells, which can be done via special grenades. So, maybe?


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PossibleCabbage wrote:

Here's what I understand Failing Forward to mean:

1) Failing should not stop the action
2) Failures have consequences.

We recontextualize the roll to succeed as "a roll to succeed without consequences" but that doesn't mean that a failure necessarily results in success with consequences, just that it results in some change in the game state that is meaningful to the PCs, but never "nothing."

Essentially there are five basic ways to do this:
1) Make success come at a cost- you get across the river, but you got dragged into some rapids and got scraped on some rocks, take 2d6 damage
2) Charge for success- you climbed the wall, but the rope has fallen to the ground, and you can't retrieve it without climbing back down.
3) Create a story complication - your faux pas has outraged the mayor who wants you out of his city.
4) Create a game complication - you create some cracks in the frozen river that make it harder for anyone else to get across safely, increase the DC for the next person.
5) Raise the stakes so future failures are more fraught with peril - the bureaucrat declines your bribe and calls for a guard.

Only thing you need to do as a GM here is to ensure that failing never means "nothing." Never say "no" as a GM, but "no, but" or "yes, and/but" are all fine. Remember that the "forward" is about advancing the experience for the players, not necessarily the plot.

I think I'd amend point 2 to be "Failures have interesting consequences. Otherwise, agreed.


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John Lynch 106 wrote:
That isn't failing forward under the definition I've provided. That's introducing consequences for failing to succeed in a skill check. I've in favor of that.

Except that's exactly what failing forward is. Introducing interesting consequences for failure instead of having the PCs roll the same skill check 10 times or take 20 or whatever.


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One of the little touches I like is that chirurgeon alchemists have to be trained in medicine before they can use their alchemical crafting skills for medical checks. You have to have at least a basic overview of medicine before you start messing around with the advanced stuff.


Quandary wrote:
Lanathar wrote:
Magic Warrior? Did that have a 1E equivalent?

Yes, a Magus Archetype in Inner Sea Intrigue tying into Jatembe mythos and Magaambyan arcane-druid fusion.

(Intrigue angle is because it's schtick is always wearing a mask which grants bonus vs scrying, nondetection, and animal aspect ability)

Which means that Magic Warrior is likely the Magaambya-linked archetype.


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John Lynch 106 wrote:
shadram wrote:
Fail forward is useful when you just want to keep the story moving or failure would be a roadblock.

Fail forward is when you allow the PCs to succeed with the same approach even though they failed to overcome the challenge with that approach. Often with a loss of resources or a minor obstacle that will take up table time but not meaningfully hinder their ability to reach the end goal.

If you don't agree with that definition we're not really discussing the same thing and therefore can't have a meaningful discussion on this topic.

Occasionally, failing forward means allowing catastrophic consequences that still move the story forward.

Going back to your tracking example. Sure, your party with no real expertise in the skill eventually tracks down the enemy scout. Unfortunately, he succeeded in his mission in getting critical information back to the villain, who now knows exactly what the fools who are interfering in his plan look like and what their abilities are.

Also, not sure what the dwarf story added to the discussion. That solution can occur in any game, fail forward rules or no.


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j b 200 wrote:

Its the difference between:

- You fail the check and the adventure is over and
- You fail the check, continue to step 2 but now X more difficult

The lock picking is a good example. Another one that comes to mind is "You have to defend the keep/castle/town/etc from overwhelming force." Since the PCs can't win every fight, you abstract it to "defense points" or "preparation bonus." Failure to collect enough "McGuffin fluffs" means that you "fail" to defend the location, but instead of just ending the adventure there you continue to the next phase (usually go kill the BBEG), just with less resources or more mooks in the fight, or the BBEG has better spells prepared etc.

There is a consequence for failure without being a TPK (not that those are always bad). It's the same idea as a GM fudging the TPK into, "you all wake up in the dungeon with out any of your gear." You failed, spectacularly, but is allows you to still finish the story.

Or the adventure changes to “escape the Big Bad’s victorious Army.”


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So, something that I’m actually finding confusing. People are claiming that fail forward eliminates player agency.

How? How does this method prevent the players from making choices?


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I will disagree and say that failing forward is good, because it means something interesting always happens when you roll dice. If the PCs roll low on a survival check to track an enemy down, it doesn’t necessarily mean that they’ve lost them. But perhaps the tracker was so focused on finding the enemy’s trail that they missed the signs that a vicious owlbear calls this territory home.

And so on and so forth.


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So, fun but confusing fact about Pathfinder 1: Race Traits and Racial Traits are two entirely separate things.

Race traits are a category of trait, like Faith Traits or Social Traits.

Racial traits are the features that your race starts with, in the case of Aasimar things like their spell-like abilities and celestial resistances.

Peri-blooded Aasimar can, in fact, take the Scion of Humanity alternate racial traits because none of the racial traits they swap out affect the Celestial language and native subtype racial traits and all aasimar start with.


I believe this alternate racial trait from the Advanced Race Guide should solve you worries nicely.

Advanced Race Guide pg. 85 wrote:


Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.


Another interesting fact is that a Monk who specializes in using the Mountain Stance can, in fact, dump Dexterity if they want to and still have a decent AC.


Pretty sure Razmiran would have the Kazakhstan Anthem from Borat with all of the mentions of Kazakhstan replaced with Razmiran.


Lelomenia wrote:
Ventnor wrote:
You can take Sarenrae's Diverse Obedience feat if you have the Gray Paladin archetype. Of course, you are weakening a lot of your other Paladin abilities if you do so.
one way it weakens is by replacing channel energy, so such a Paladin would be getting the +4 to heal version of the boon.

Huh. Somehow I missed that it replaced Channel Energy.

Nevermind. Carry on.


You can take Sarenrae's Diverse Obedience feat if you have the Gray Paladin archetype. Of course, you are weakening a lot of your other Paladin abilities if you do so.


Stone Golems are made out of stone.

Flesh Golems are made out of flesh.

Adamantine Golems are made out of adamantine.

Therefore, it stands to reason that Quantium Golems are made out of Quantium. I could easily see Nex pulling a version of his capital city out of another dimension with the express purpose of turning it into a golem.


Melkiador wrote:
ShroudedInLight wrote:


Capable of tearing apart demons of any size with his bare hands
Can dent/destroy solid metal with his bare hands
His hands actually never seem to be "bare". He's always wearing gloves or gauntlets of some kind. Just give him some adamantine gauntlets or cestus.

As well as all 3 feats in the Shield Gauntlet Style tree.


So, here's an idea that might work. We know the Doom Slayer will work with people he has issues with as long as they don't get in the way of his crusade against demons, right?

This leads me to believe that the Insinuator Antipaladin archetype might actually work pretty well for this kind of character.


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So what happens if the PCs in Tyrant's Grasp do manage to permanently end Tar-Baphon forever?

How does that old saying go? "If you give it stats, the PCs will find a way to kill it?"


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Or poisoner might have been folded into the chirurgeon specialization.

Too much medicine being basically poison and all that.


I'm kind of surprised that no one has mentioned voomblades yet.

That is, fighters that combine the gloomblade and venomblade archetypes. The combination is limited to nagaji fighters, since the venomblade archetype is restricted to nagaji, but you get a character with a rather interesting set of abilities.

Your nagaji fighter can conjure weapons out of pure shadow (weapons that are all enchanted already, so you can choose a weapon to fit an encounter), they can spit globs of venom that can blind enemies as a swift action, and they still get access to all of the fighter advanced weapon training goodies since neither archetype trades out that feature.


Darigaaz the Igniter wrote:
Ventnor wrote:
Darigaaz the Igniter wrote:
The 9 tailed heir kitsune sorcerer archetype is fun, letting you grab extra tails faster.
You can combine this archetype with the kitsune universal favored class bonus that nets them 1/6 of a magical tail feat, and quite quickly have a lot of spell-like abilities to throw around.
Throw in the 9 tailed scion trait and you can have all 9 tails by level 7.

And then you take more magical tails feats for a whole lot more magical tails spell-like ability uses.


Darigaaz the Igniter wrote:
The 9 tailed heir kitsune sorcerer archetype is fun, letting you grab extra tails faster.

You can combine this archetype with the kitsune universal favored class bonus that nets them 1/6 of a magical tail feat, and quite quickly have a lot of spell-like abilities to throw around.


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I always that that the Drow's Cavern Sniper archetype looked pretty cool. Especially if you also took the Drow Nobility feat line that lets you use the Drow spell-like abilities at-will; you basically have a guy whose dropping big globes of darkness to disrupt the enemy front lines while also shooting the sneaking guys with faerie fire to mark them out to his front-line allies.


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An Arcanist, eh? Your friend might find this Arcane Exploit from the Disciple's Doctrine player companion useful.

Armored Mask (Su) wrote:
By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor. She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.


Maybe on one of the tables is a half-eaten sandwich and a half-filled mug of tea, indicating that the wizard had to pause in his studies for a bit to address something but will be back soon?


The giant solifugid might be a good pick for you. It ticks the boxes you want in a companion (namely, darkvision and a climb speed). It's also fast, starts out with 3 attacks, and gets pounce and rend at level 4, which means that it's gonna be doing a lot of damage from round 1.

Also, if you google image search them, you will see that regular solifugae are super creepy. Which means that expanding them to the size of a large dog would make them even creepier. Not sure if that's a roleplaying plus for your druid, but I thought I'd throw that out there.


The examplar brawler archetype has already been mentioned, but to expand upon it further, multiclass into cavalier so that you can qualify to be a [/url=https://www.aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Battle%20Herald]battle herald[/url].


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Deadmanwalking wrote:

This is the first PF2 Iconic art I legitimately just like less than the PF1 version.

I think it's mostly some of the color choices (I'm not a huge fan of the shape of his shield, but it's not the end of the world). The really bright yellow/gold of his armor (too bright, IMO) just goes really badly with the red and white shield, for me.

Having listened to Wayne's reasoning for why he designed Valeros the way he did (specifically, that Valeros picks up and uses equipment from all over the world on his travels), I'm actually kind of digging the fact that his armor and shield clash a bit. It certainly feels like he picked them up from two entirely different locations.


If you’re having trouble with high-AC enemies, I’d recommend looking at the mobile blast infusion. You deal less damage, but it’s basically an auto-hit ability for any kineticist who takes it.


avr wrote:
Unfortunately spell cartridges has a prereq of being able to cast arcane spells, and the dragonheir doesn't qualify.

Aah. And I suppose spell-like abilities no longer count as well.


Maybe the Dragonheir Scion Fighter archetype would be a good user of this fest? This is, of course, assuming that the Arcane Strike fear that the archetype grants is supposed to scale with fighter level.


A Cavalier who is a member of the Order of the Staff makes enemies more vulnerable to spells when he challenges them. Pair this with a character like a Sorcerer whose bloodline arcana makes them good at casting curses or compulsions, and you’ve got a team that specializes in shutting down particularly strong enemies.


So, just throwing this out there, but a giant tortoise companion that is as old as your venerable ranger/druid/whatever might be pretty cool. Perhaps not the most optimal choice, though. If you want an AC that eats faces, tiger or velociraptor are pretty much your best options.


blahpers wrote:

How about cursed cursed items? Picture a flubbed bag of devouring that just noisily tastes whoever reaches into it (making it a standard action to retrieve an item from it), briefly glomping their arm with a toothless "mouth", making "mmm-MMM!" sounds and leaving the arm covered in extradimensional slobber. Or a robe of vermin that is supposed to cause concentration-affecting bites but instead causes the wearer to attract any nearby mindless vermin to simply hang about as if fascinated, with the expected social ramifications.

doomman47 wrote:
Elaborating a bit more for our campaigns something like a vicious weapon would be a cursed item getting a boon at the cost of a drawback.
Indeed, the very best cursed items are the ones that have a unique benefit.

Just be careful when putting on the Helm of Opposite-Opposite-Opposite-Opposite Alignment.


I'd say that a vine leshy kineticist with the leshykineticist[/b] archetype is about as close to Groot as you can get it Pathfinder.


So, blood hexes are special feats that give you special hex-like abilities printed in the Magic Tactics Toolbox. Said feats are especially effective when used by witches or shamans, as one might expect. The general idea is that they require you to have damaged the enemy before using them.

Now, most blood hex feats are not really worth using. There are two, however, which have some effects which I think are pretty strong. They are the following:

Abeyance wrote:

You can disrupt your opponent’s connection to its own magical power.

Prerequisites: Int 13, Spellcraft 5 ranks, Use Magic Device 1 rank.

Benefit: As a standard action, you can drain the innate magical ability of a creature you’ve dealt damage to with a metal weapon since the beginning of your last turn. That creature must succeed at a Will save or be unable to access any spell-like abilities it can use more than once per day, until it is healed of all hit point damage, or up to a maximum duration of 1 minute.

Special: If a shaman or witch uses this blood hex, the target is unable to use any of its spell-like abilities for the hex’s duration.

Hinder wrote:

You curse a bleeding opponent with uncertainty.

Prerequisites: Int 13, Use Magic Device 5 ranks.

Benefit: As a standard action, you can curse an enemy you’ve damaged with a melee attack in the last minute to become hesitant. The target must succeed at a Reflex save or take a –10 penalty on any initiative check it makes in the next minute.

Special: If a shaman or witch uses this blood hex, the target is unable to take a full-attack action for 1 round. This effect can be extended with the cackle hex.

Preventing enemies from using any of their spell-like abilities and making it impossible for them to full attack seems pretty strong to me. Am I wrong?


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Bardarok wrote:

Fast Track experience is 800 xp per level up.

Other than that I didn't catch any new mechanics in this weeks episode. Confirmation of the 10 min focus regen for champions and the 1 hour bolstered for treat wounds.

One other thing that was confirmed is that Champions can regen their focus multiple times between rests.


112.) Those Crazy Pact-Worlders! The most popular TV show on Vesk a Prime!


FamiliarMask wrote:
Chyrone wrote:

I've to build a supportive PC. Race is kitsune, who shall remain in fox form as much as possible.

Lvl: 6.

The only casters compatible with fox form, that i am aware of, are the psychic casters and a sorcerer with psychic bloodline.

Are there ways to make other casters switch to psychic casting?

Thanks in advance.

An Arcanist with the Blood Arcanist archetype and the Psychic bloodline is a 9-level Int-based Psychic prepared caster...

Unfortunately, the 9th-Level bloodline power is useless to Arcanists because they can’t learn bloodline spells. But otherwise, it works out well for a “prepared” Psychic caster.


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Legowarrior wrote:

Cool.

Wait, would that mean the fallen heroes are just figments of the Fractured Mind's mind?

As it turns out, the Hero was in you all along!


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The Ecclesitheurge archetype lets you swap out domain spell lists whenever you prepare spells for the day, so that might kinda work?


I mean, it’s not really original in any way, but you could populate your Taurus tower with Minotaurs.


Well, I’d recommend starting out by looking at Erastil as a deity, since his favored weapon is the longbow.


Fuzzy-Wuzzy wrote:

I'm curious; if the character has the artifact and the lords of Hell need them to hand it over freely, why are they offering bogus bribes instead of real ones? I don't think devils are incapable of giving gifts that don't have strings attached, should they have a reason to (like acquisition of a powerful artifact).

They’re not incapable, certainly. However, if you have the opportunity to double-dip on acquiring souls for your circle of Hell, why not?

Devils are, if nothing else, ambitious.


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Well, Mephistopheles is the demon most associating with making deals and contracts, right? Perhaps his curse is all about the ability to read people? Insight into how they act and think would allow the PC with his curse to not only outmaneuver foes in negotiations, but also on the battlefield by allowing them to read the enemy's body language to anticipate how they move.

Mechanics-wise, the curse would provide a bonus to social skills like Sense Motive, Diplomacy, Bluff, and Intimidate, as well as bonuses to AC and Attack rolls. But of course, Mephistopheles' gift never comes without strings. Whenever a PC completes a negotiation or kills an enemy while relying on Mephistopheles' insights, the poor fool on the other end is consigned to the Archdevil's realm of Cania.

So by actively using these abilities that make them better at what they do, the PC is strengthening Mephistopheles' position in the Infernal Civil War. A reveal suited for the middle or end of the campaign, I'd say.


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Here's another good one: the Animist Shaman has a really unique and flavorful way of helping their allies out of tough spots.

Is there any other class or archetype in the game that lets you go up to a nauseous ally, tell that ally "Hey. Nausea. I know you're in there. Stop it!", and then make the ally better?

That's what I thought.


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I know that the Shaman Druid archetypes were mentioned above, but can I emphasize that the Dragon Shaman is the worst at fulfilling the fantasy it's trying to go for?

The flavor text indicates that your totem is the dragon, but it really should be called the lizard shaman, because that's what most of the archetype is really about; you turn into lizards, you can speak to lizards, etc. The only dragon-related benefit you get from it is that at 8th level you get to deal a bit of extra energy damage with your bite attacks. That's it. No breath weapon, no fearsome presence, no flight, nothing like that. Just a bit of extra damage on one of your natural attacks.

The Draconic Druid archetype might be one of the maligned drake archetypes mentioned above, but at least it lets you wildshape into a dragon! I mean, come on!


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If we're going with archetypes that change things up for a class, I'd say both the Gloomblade and Venomblade fighter archetypes fit the bill. The Gloomblade because holy crap, you can just make a weapon out of nothing and it's actually good. The Venomblade because it actually works with the other Nagaji venom feats to make it feel like you can actually play a character whose poison spit actually feels kinda useful.

And of course, you can stack both.


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If we're continuing to list archetypes where the mechanics don't really make the concept viable, I'd say that another good (read: bad) contender would be the Eldritch Scrapper.

The description of the archetype indicates that an eldritch scrapper "has a thick skin and a fighting style that blends weapons with spells."

And yet, all you get from it is trading a bunch of possibly useful bloodline powers for Martial Flexibility. As a sorcerer, you possess neither the HP nor the BAB to be mixing it up on the front lines. You also don't get anything like Spell Combat, an actual ability that lets you blend weapons with spells, nor do you get any bonus weapon proficiencies, which makes the whole description feel kinda untrue.

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