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Captain Morgan wrote:

uteml = Level -4/+0/+1/+2/+3. It will be changed pretty drastically for the final version but untrained was the only value changed.

Also, considering the final rulebook has gone off to the printers, there isn't much point in sweating playtesting properly. Just have fun with it; the playtest has a pretty strong rule set to use.

Good to know on both fronts! Was just getting paranoid (as I often do) about making sure I wasn't over or under modding my character.

Thanks for the help!

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Wacky


Greetings all!

Was going over my character sheet and checking to make sure I had all the updates right when I noticed that the untrained modifier for 1.6 had been changed to -4. I shrugged but then realized I couldn't find anything listing modifiers at all, only the reference to the 1.3 update which was taken down.

Does anyone have either a link or could post what the current ones are? I have a game coming up and we're all trying to playtest this thing right.

Thanks!

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Wacky


Loreguard wrote:
...the object is to make the game fun, so if it makes sense for them to be able to start tunneling, then let them. However, it isn't unreasonable to consider that things like support beams and such might be materials they might need to be able to make in the progress, so not all of the work may be 'digging'.

Fair point.

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Wacky


Great suggestions on both counts.

Darksol the Painbringer wrote:
Specialized tools (such as Adamantine Picks and Shovels) will certainly yield more results (at least double the original progress).

That I love. The idea that special materials have more use than just weapons is a great idea, and I can see a dwarven longing to have an Adamantine pick or shovel to cut hard stone and make their task easier.

I'll keep that one in mind.

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Wacky


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Not only do they not have resonance points, they don't have the ability to cast spells or the ability to take the Trick Magic Item skill feat, so no x 3.

While the description for familiars says nothing of them having resonance points, it also doesn't say that they don't have resonance points either.

If I were the GM I'd base it off the wand itself. Familiars roll skills at their master's level -2. I'd say that if the master had the right skill for the right wand they could pull it off (a familiar of a druid with nature could use a nature based spell, a wizard's familiar with Arcana, but not an Alchemist with Alchemical Familiar [sorry Glorp!]).

I'd probably also require that they familiar have the "Understands and Speaks one language you know" option to invoke the command word.

Makes the game more interested, but expect the occasionally dead familiar when it gets targeted by enemy casters and ranged weapon users.

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Wacky


Update on Glorp. Fought a ghoul tonight and HE SURVIVED!

My gnome used a mutagen to boost the little guy's hit points by five and give 'im a plus one to Fort saves.

The ghoul hit him once for five points of damage (taking the blow off the goblin sorcerer whom had been getting hit by undead all afternoon) and made one of two Fort saves on top of it...

...don't know what the second Fort save was about but we'll see...

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Wacky


Had a thought; my group is in a cavern right now on an island. We followed the path from the cave entrance through low-level undead infested caverns to a secret port that no one on the island knows about. (Island is about the size of Maui, so it's big enough to miss.)

Looking at what we've mapped so far, I noticed that it was solid stone from where we entered to where the cavern exited. Had the idea of tunneling past all the reoccurring undead and Rodents of Unusual Size (forgot to mention the giant rats).

Now, none of us were trained in Lore (Mining/Excavation/Stonemasonry). To make that tunnel, assuming we get someone who is trained to supervise us, how much progress can we "earn" per day of successful work?

Could I use my characters Craft trade with a formula for tunnel construction with a few extra hands if I direct them?

There's only a Trained listing for Craft and a Failure listing in Lore. Any ideas would be helpful.

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Wacky


Ah, missed that completely--thank you!

Also, thanks for the comments. If anything new with Glorp comes up, I'll post about it.

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Wacky


My friends and I have started a Pathfinder 2nd Edition playtest group online and have a few questions about familiars.

I am running an Alchemist whom has the Alchemical Familiar feat. His concoctions have called forth Glorp who is used not unlike a pokemon.

My gnome (did I mention he was a gnome? Of course he is, what else would think this is good idea?) throws the vial containing Glorp into battle, says "Glorp, I CHOOSE YOU!" and has his familiar attack...

...Glorp rarely survives battles...

...according to the rules, Glorp's unarmed attack deals 1d4 points of damage. My gnome's going to use Minor Bestial Mutagen as well as Minor Juggernaut Mutagen on the little pokemon of his to boost the fellow's hit points to 13 and give him 3d4 on damage (assuming he can hit).

But while in combat, Glorp might be hit by a fire ball, or some other attack that offers a saving throw. What are the saves for familiars? The rules say their AC is that of their master but what of saves?

Any insight or future rules clarification/changes would be most helpful...

...and don't worry about Glorp. My gnome has a turkey baster that he uses to suck up the diminished, black puddle and puts him in a jar until Glorp can be reconstituted.

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Wacky


Thanks for the notice on the skewed results we had. Still we were trounced with that first adventure. :p

I will relook at the stat blocks for the NPCs for the module I'm running and compare it to the rest of the group. I'll make any adjustments from there.

Thanks to all again for the prompt replies! :)

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Wacky


1 person marked this as a favorite.

Just last week my group decided to play Starfinder for the first time.

The GM ran the adventure, rules as written, but we--the players--were trounced. Thoroughly trounced!

All the NPCs had Attack Modifiers that were near double digits (the lowest at +8, most at +9). The best PC in the group was at a +6.

We paused and did the math and it seemed unlikely that all of the opposition had max starting attributes, specialization, and took solider as their class...and maybe a morale bonus, 'cause even all of that should be under the bonuses they all posed.

Now, it was only our first game. So I'm not going to accuse the module of doing something unfair for all NPCs involved. But did we miss something in the rules to this? I double check then, and even now right before posting, and it only says that the base attack is relevant Ability Modifier plus Attack Bonus for Class and Level.

I'm suppose to run Yesterday's Truth tomorrow and I'm already noticing that the first robot I came across has a slam attack for +6 base to hit and a ranged laser at +9. Its Strength offers only a +2 and Dex a +4. For a CR 1 creature it should be that good at hitting PCs.

Any advice would be much appreciated, especially if it can come before 4pm EST tomorrow, September 19th 2017.

Thanks!

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Wacky


Alright, everything went well but I have four pages of notes typed up and will need a couple of days to write them into a cohesive story.

Will post again when that's done for everyone to read.

Thanks for all the help!

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Wacky


Secret Wizard wrote:
Sorrowsoul Bard! It's thematic.

Hmmm, that's not a bad idea--the bonuses it offers are good, and what the Archeologist archetype can do would only be useful at later levels (with us starting, and only being at 1st, that doesn't matter as much).

I think that it's a good idea...

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Wacky


So far I'm leaning towards the Archaeologist (Bard); it'd let me get some stealth in there so I could hide from undead creatures and maybe some magic for protection. (Still not married to the idea so don't stop with suggestions!)

The Summoner suggestions have been great and I'll probably use those for my next gnome character :)

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Wacky


The best advice, in my experience with high-level casters, is to make it so they cannot speak.

Few casters remove themselves from opponents (say with a fly spell) so they're at the same level you are (good tip for GMs, keep the casters inaccessible from the PCs; not just at the back of the opposition's party).

Once, when starting a 1st-level campaign, the GM decided to have the most powerful wizard with a 100kgp bounty on his head attack the group( he's 20th level). Not to kill, just to intimidate us.

We manage to avoid the wall of fire he cast around us and the man was getting ready for another spell. Rather than go with conventional attacks we all bump rush him and tackle him to the ground except one guy. That player simple covered the wizard's mouth with one hand and pummeled him with the other!

Once he was unconscious, we gagged his mouth and broke all his fingers. Trotted the evil-doer to the country's capital and collected the reward.

I used the money to open a franchise of inns (the Dragon's Rest) and made a fortune before I was level two. :)

Guess what I'm really tring to say is the best way to take down a magic-user is creativity. ;)

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Wacky


Steel Refrain wrote:

Key question: what level, and what sort of wealth will he/she have?

Can we assume the character will not level up during the one-shot?

I did mention average starting funds, but the GM changed it to 150gp. Level 1 (just to make it super hard). Sorry I should had mention that before hand.

No, the character will not level up.

G-unit wrote:

As a fellow gnome aficionado he is my 2 coppers.

Here, here!

Quote:

Now a lot depends on the level you are starting at but, in general, with a 15 point buy you want to:

1. Avoid classed that are MAD.

Level 1 and whatever class you feel would work best. Like I said go wild with it! :)

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2. Decide with Stat is going to be your attack stat, (STR or Dex), and dump the other.

<nod, nod>

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So with that said I like classes that will use your CHA,

1. Dawnflower dervish (Bard) S8, D16, C14, I10, W10, CH15, good skills, spells and self buffing.

Interesting choice.

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2. Archaeologist (Bard) same as above but you get trap-finding and rogue abilities.

Also good.

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3. Urban (bloodrager) S8, D16, C14, I10, W10, CH15, with the different bloodlines you can have great variation. Or you can dump dex and go with a str build.

I'd lend towards Dex, but that's just me. Not in any means a deal breaker.

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4. Paladin take advantage of your CHA

Wouldn't have thought of that.

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5. Swashbuckler take advantage of your CHA

Swashbucklers are fun, but I don't think they'd be a poor choice for survival in a horror genre, but then again it's been a long time since I've played in one in so long.

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If you give more info I'll be able to give you more specific advice.

Don't have any more info to give; all I know is that it'll be mysterious and involve Cthulu-esque horror. That's part of the fun! ;)

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Wacky


Here's the scenario; my buddy and Pathfinder GM is going to run a horror game for this Saturday. He's warned us it's brutal and about survival. The good news is that we can bring a custom, home-made character to the event (but should we die we'll be limited to running one of the left-over pre-gens).

I agreed to this challenge a little to fast as I then realized I hadn't run in a Gothic horror setting in years! So I've come here for advice.

The limits are that it must be Pathfinder Society compatible, average starting gold, the character must have a back story with a little flexibility for the GM to play with, and you're limited to only 15 points for stats. It is a survival game after all. :)

Gnomes are my go-to race to play so that is the only other stipulation that I'll add. I enjoy spell-casters and the like but I'm not so engrossed that I won't play anything else. Be creative and go with what you like to design best.

I'll review the submissions Saturday morning and play the winning designer's character with a summary of how the event went afterward. Have fun with this and go wild!

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Wacky


James Risner wrote:
Walk me through the logic, because honestly I don't get it. I don't understand your sentence and how it relates to our current discussion. Unless you are now arguing our side now?

Nah, it's the "Transitive Property" from Mathematical Reasoning. Basically, if A=B and B=C then A=C.

If a failed save means the target takes the full effect of the spell, and no saving throw takes the full effect of the spell, then no saving throw is tantamount to automatically failing.

Zhayne wrote:
There's a huge difference. You can't fail to do something unless you tried to do it. You can't fail at climbing a ladder if there's no ladder around to climb. You can't fail a class unless you're actually enrolled in that class.

This seems only to support my statement.

You can't climb a ladder if there is no ladder? Then that individual automatically failed at it, because they can't possibly succeed...you're right about the class though.


Zhayne wrote:
Not to any logical thought process, no.

Actually it's quite logical; if you take the full effect from failing a save and you have a spell that automatically causes the full effect then it's the same as automatically failing. There's no difference.

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Wacky


PrinceDogWaterIII wrote:
How can you fail a save that doesn't exist?
Zhayne wrote:
What he said. If the spell doesn't allow a save, he can't fail it, so no dazzling.

Well if there was no save for the spell, wouldn't that mean he automatically failed?

Zwordsman wrote:

huh.I always thought it added a save at the usual class ability save (10+1/2 class+casting ability). but it doesn't say that..

Makes magic missle and such less useful. though makes fireball amusing.

That's what I proposed to my GM too, but he said no. It makes a more powerful spell, weaker for my character, and a weaker spell more powerful...but only if the target fails its check. Hoping I can get a developer to take a look at this.

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Wacky


For the Bloodline Arcana for the Starsoul Sorcerer, they can cast an evocation spells where if a target fails their save then they suffer from dazzling stars in the target's eyes.

My GM said that if an evocation spell doesn't have a save (Magic Missile) then this effect doesn't count.

I didn't see anything in the errata about this, but is it correct? I went with his ruling so as not to hold up the game but want to know for sure.

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Wacky


VRMH wrote:

Wield them? Yes.

Use one? No.

What if you made the command word, "Ook"?

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Wacky


Mobile Spellcasting? Sweet, thanks!


Thatnks!!! I'll give that a look.


If you used Ed Greenwood as a human shield of course he'd stop a brilliant energy weapon!!!. But why would you want to do that to Mr. Greenwood?!?

I've met the man--he's a great guy...

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Wacky


Hey, for the life of me I thought there was a feat that functioned like the Spring Attack to let casters move part way, cast a spell as a standard action, then finish moving their full allotment.

Does anyone know what and where this feat can be found?...assuming it even exists...

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Wacky


Thanks for the advice all. I'll crunch some numbers and see how it all works with what I want to do.

Thanks again.


Quote:

If roleplaying and family history are very important, I have always wanted to try an Imperious Bloodline from the Advanced Race Guide. Gots to have some ego on the character for that one, though.

This is a good place for looking up spells.

Kewl! I'll give it a look!

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Oh and what level will you be starting at? (Out of curiosity)

Oh, I'm sorry--we're starting at 7th level.

I'd want to have a bloodline that favored either illusion or evocation, but not snub one for the other.

Personality-wise, he'd move between setting things up (Illusion stagecraft) then doing something flashy (evocation finish).

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Wacky


Greetings all and well met!

This is my first time posting here, and anywhere asking for help on a build.

I'm starting up in a new game where most of the characters are quite munchkin-like, but the GM does a great job at keeping everything balanced.

I've always leaned towards the Role-play aspect of RPGs and am not that good at making an uber-strong character. So I ask those of you here who can tweak the builds to offer advice on how to make a nicely powerful human sorcerer.

First, the concept I'm going for (like I said, I focus on the Role of roleplaying and it has already been approved by the GM. Please don't ask me to change it).

My character will be a human sorcerer, trying to redeem his family honor. He didn't become a wizard as his aunt had failed in a great task. He favors both illusion and evocation spells so he can perform with them in traveling shows. (There as a cantrip that functioned as a firework spell somewhere; if anyone can tell me what book that was in, it'd be great.)

I'm thinking of him crafting magic items later on, but that doesn't have to be right away.

I get 25 points to build his stats. While Charisma is the obvious choice, I'm going to have him favor Intelligence (to reflect his fail attempt at wizardry), and at least a bit above average in Strength and Con (to reflect his hearty life-style moving from town to town).

His bonus feat is going to go into Performance (magic shows) as well as a few skill ranks each level. Other skills would include Stealth as well as knowledge (arcana) and spellcraft...maybe Craft (some magic item?)...

Any suggestions?

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Wacky