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Has anyone rated the types of Accursed Companions? https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Companion%20Accursed%20C ompanion


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My kids LOVE Leshys. Please work them into the official miniatures, it can be really hard to find minis for characters like Leshys, Gathians, Gorhans, and Wrywood that are somewhat exclusive to Pathfinder.


I really hope there isn't any licensing issues with this content getting into the Archives of Nethys or Hero Lab. I would love to see this content out there. It looks like it is all in the d20pfsrd already.


Skin-walkers can take the feat Human Guise to qualify for Martial Versatility. It is one extra eat but seems worth it for the scaling natural attacks via Feral Champion.


First, I am able to find the stats for all of the leshys except Vine Leshys. The race entries say that you can grow them and lists the requirements and costs, but they don't have a stat block. Do you use an NPC array of some sort? When you add extra hit dice to them or any other grown Leshy can they take class levels?

Second, when growing them the math isn't entirely clear to me. It sounds like all Leshys have a base cost + 2250 per additional HD but then immediately says (4500 to the overall cost)? That reads like a typo that is missing part of the example perhaps? I am unable to find any good examples of the crafting costs.


If you are using an improvised weapon, in the example a Sledge, do feat you have taken that affect Earthbreakers also affect the Sledge? The feat I am curious about is

https://www.d20pfsrd.com/feats/combat-feats/thunder-and-fang-combat/

With this feat would a character be able to wield a Sledge one handed, as they can wield an Earthbreakers? Or is the Sledge not an Earthbreaker as feats would be applied to?

I am inclined to believe they are treated as distinct, but I don know how that works generals and can't find an FAQ explaining the generics. Do feats that work on specific weapons apply to improvised versions of those weapons?


If someone could find an official ruling on that phrasing I would be grateful. Construct Rider was the first place I really looked at that closely, in part because I found it in Hero Lab and they have it implemented as a mount, with none of the Animal Companion features working. And I couldn't find anything to support it being an Animal Companion. I even tried submitting a Bug Report when I noticed it, and they rejected it.


My understanding was that the phrase "acts in most ways as a druid animal companion" meant that they were similar, but do not "count as" the Animal Companion class feature, and therefore do not qualify for most feats/abilities/archetypes that specifically affect Animal Companions.


Does the Improvisation Traininng override additional damage on certain improvised weapons?

Improvisation Training:
A hinyasi is skilled at fighting with improvised weapons. She deals damage equal to her unarmed strike damage while fighting with an improvised weapon. A hinyasi treats improvised weapons as weapons from the close fighter weapon group.

Items that might have the fire damage overwritten

Torch:
A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in Combat, treat it as a one-handed improvised weapon that deals bludgeoning Damage equal to that of a Gauntlet of its size, plus 1 point of fire Damage.

Founderflame torch:
One end of this short length of petrified wood burns with a flame of ever-changing hue, a tiny portion of the fires of the Founder’s Flame (Pathfinder Campaign Setting: Magnimar, City of Monuments 32). It provides light as per a normal torch but is not consumed, and its fire cannot be extinguished by mundane means (though total immersion temporarily quenches the flame). The torch can be wielded as an improvised light mace that deals an additional 1d2 points of fire damage; in addition, a creature damaged by the torch’s fire takes a –1 penalty on saving throws for 1 round against effects that deal fire damage.

Branding iron
If the branding iron is heated in an open fire for 10 minutes or more, it becomes red hot. If it is pressed against wood, leather, skin, or another surface capable of being scorched, it deals 1 point of fire damage, leaving behind a burn mark that becomes a mundane scar of the branding iron’s symbol. A willing or helpless creature can be marked with a hot branding iron. If employed as an improvised weapon in combat, a hot branding iron deals damage and leaves behind its symbol on any creature struck. If the wielder is trying to mark a particular spot on a target creature, she takes a –4 penalty on her attack roll (in addition to any penalties from using improvised weapons). Creatures immune or resistant to fire damage cannot be marked by a branding iron. A hot branding iron loses its heat quickly. It can mark only one creature within 5 minutes of being removed from a fire before it needs to be reheated.

I am unsure on the order of operations on these these, and the last one in particular. The first two torches either do XdX+Fire damage and that is replaced by the Hinyasi's damage, or the fire damage is an additional after the fact. I lean towards the first. But the last one, the branding iron only deals the fire damage when it is heated. Would it add the one fire damage onto the Hinyasi's unarmed strike damage? I am mostly focused on the damage but in the case of the effect on the Founderflame torch, it definitely seems like the saving throw penalty would still stay. If the fire damage stays that opens up building for a few Goblin feats involving fire weapons that never seems quite worth it to me.


I first posted this in the General Discussion area, but I think that was the wrong place to post. I am still learning the forums and am unsure how to remove the post over there.

1. I recently purchased the Pathfinder Player Companion: Cohorts & Companions content for Hero Lab. I am trying to figure out how to work with the Construct Mount. Has it ever been clarified that it is or is not an Animal companion? The phrase is "This construct mount acts in most ways as a druid animal companion, using the character’s alchemist level as his effective druid level." Which apparently means that it functions like, but is not really, an animal companion? Hero Lab treats it as "not an animal companion, and therefore not counting as the animal companion class feature for feat or traits." It looks as though the archetype is not allowed in PFS, so there doesn't appear to be any luck finding out more about it there. I was hoping for some kind of official ruling or clarification I could link the HL developers to.

2. Mimic Fibers are the only non-magical means I have found to repair the Construct Mount before qualifying for the Craft Construct feat and pouring cash into it. It is not clearly stated what material the Construct Mount is made from. If it is not plainly stated as being wooden, is it okay to use an item like Mimic Fibers to repair it? The Construct creature type says they are a type of Animated Object, and the Animated Objects entry says "Unless an animated object uses a Construction Point to be made of another material, all animated objects are made of wood or material of equivalent hardness." But I am unsure if that line of rules is inherited by all constructs.

3. There is also an item called Mending Kit, but I think that it too might require the Craft Construct feat to make use of. If it would even work with the Construct Mount. Would you be using Craft(Alchemy) to use the kit, and would you need to have the Craft Construct feat?


Totally, I am just trying to find if there has been anything official clarifying that. So that I can link them to it if that is the case. I figured there might be some Pathfinder Society ruling that I wouldn't know how to find. I have dug through the forums but only really find people saying that the archetype was in need of clarifications, Which is something I worry is unlikely, seeing as I am about three years late to finding it's release and Second Edition is a thing now.


I recently purchased the Pathfinder Player Companion: Cohorts & Companions content for Hero Lab. I am trying to figure out how to work with the Construct Mount. Has it ever been clarified that it is or is not an Animal companion? The phrase is "This construct mount acts in most ways as a druid animal companion, using the character’s alchemist level as his effective druid level." Which apparently means that it functions like, but is not really, an animal companion? Hero Lab treats is as "not an animal companion, and therefore not counting as the animal companion class feature for feat or traits." Has anyone ever played this in Pathfinder Society? Do they have a ruling on it?
Secondary thing. it is not clearly stated what material the construct is made from. If it is not plainly stated as being wooden, is it okay to use an item like Mimic Fibers to repair it? This is the only non-magical means I have found to repair it before qualifying for the Craft Construct feat and pouring cash into it.


Do we have any idea about alignment for this AP? This sounds a little like the Serpents Skull adventure path, except with less native or indigenous people you might have to be fighting. The more I have read about Serpent's Skull the less like a Good campaign it sounds. The colonizing parts of Serpent's Skull are going to be what my group has to write around, otherwise with the way we play it will derail the whole thing. This is the first new AP we are getting as a group and I am a bit worried it might turn out the same way.