Captain Zoom wrote:
Good point. My brain shirt-circuited i guess. I was thinking that the reach would be gravy on top of the reach of the bo staff. Obviously i was wrong! :)
Captain Zoom wrote:
Good point. My brain shirt-circuited i guess. I was thinking that the reach would be gravy ob top of the reach of the bo staff. Obviously i was wrong! :)
So I really want to create a leshy monk for Pathfinder Society play. Tangled Forest Stance at 8th level, obviously. But 8th level is a long time away in PFS play. So here is what i have so far: a pine leshy (yes i spent the ACP), ancestry feat of grasping reach and monk, the TFS at 8th, what would y'all suggest?
Have there been any guidelines mentioned/released/made up after the Remaster? So far it seems to have a general guide of 4 cantrips, three 1st rank spells, 2 spells for each rank after 1st but before 9th, and 1 9th ranks spell. Then there are two school spells, one at 1st and 1 at 4th rank.
Has anyone seen something different? Or can offer guidance?
So here's a quandary. There is a creature called a tallow ooze (Creature 11). It has this ability: Quote: Greasy Seepage (aura) 10 feet. Any creature that starts its turn in or enters a square in the area must attempt a DC 30 Acrobatics check to Balance. A creature that takes a Step doesn’t need to roll this check. So if a character is in the aura he must make a Acrobatics check to Balance. Does that take the character's first action, or is it an action that happens automatically at the start of the character's turn? Since it is "Acrobatics check to Balance," do we apply the critical success/success/failure/critical failure conditions from the Acrobatics check to Balance? If the answer is yes, then does a failure/critical failure end the turn for the character? It would be greatly appreciated if someone could shed some light on interaction.
Has anyone added any custom info for the shoonys? Especially for Ferny. My players are suffering from exhaustion and want to spend a day there. Its easy enough to hand wave the day, but i was looking for something that would liven things up. The PCs are
Some maps for you all...
Are wind-able watches available in Golarion? I don't think I have every seen reference to such a thing, but there are clockwork mechanisms of all kinds, from guardsmen to mages. Seems like a logical thing to find, but on the other hand I could see definitely understand that watches haven't been "invented" yet.
I'm thinking of a champion of Pharasma, ardent over the destruction of undead, one a noble son and acolyte of the temple, but drummed or did to his expressing his opinions. Now starting over in the guard figuring that he can start at the bottom and work his way up. Also considering a chiriogen alchemist who specializes in undercover work. Lastly a goblin witch who continual gets into trouble. He was once a lamp lighter. Then became a guard at the post gate, now transferred to Edgewater. I'm really having trouble coming up with a solid character concept... Any suggestions or ideas?
Fuzzy-Wuzzy wrote:
There isn't one, but I have seem GMs rule this way at tables. Basically the RAW says: This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. Reversing that logically would say: This frenzy lasts for 1 minute, while there are enemies you can perceive, and you stay conscious. You can’t voluntarily stop raging. Still the choice to rage or not (after all a barbarian doesn't have to rage every combat) remains in the player's hand IMO. So his point is moot as far as I am concerned. BTW, I did go with option/reaction 3 and that is how I will play /rule it in the future.
So an interesting occurrence happened in my Friday night game. There is a barbarian that just picked up the Acute Scent (which gives him scent as an imprecise sense when he rages). In the game (Extinction Curse if it matters), they entered a large room that was cut in half by bars (like an animal cage). On one side of the bars are the bad guys hiding in the foliage. The Players are on a different side, so the bars keep the sides from one another. Can the barbarian rage and use his Acute Scent to detect if there are bad guys around? Reaction 1: No, nothing seems to be an enemy so he can't rage.
I'm not sure how I should have run this. Especially since i am hesitant to take player agency away from them (e.g. not allowing them to rage when they want to rage.) At the time I went with the third action. But thinking back on it, I am not even sure the RAW is, much less what the RAI. Can anyone comment, explain, or offer a different explanation?
Whatever serves your game best, is the correct answer. I believe the designers left the Recall Knowledge action vague so that individuals could decide just how much info to dole out with each success check or critical failure, rather than calling out what the exact DCs are as well as what kind of information can be sought. But i also think they left it *too* vague. YMMV.
So a flurry of blows is one action where you swing twice with one action, each strike taking the appropriate multiple attack penalty. So tonight my monk flurried and struck down the adjacent creature on the first strike. He then moved to the next enemy... The question is did the second strike in the flurry happen? Did my monk swing at thin air? Or not? Basically, can the monk move (an action) and strike (with the third action and a -8 penalty)? Or is the 3rd action (a strike) at a -4 penalty (since logically the monk wouldn't swing at empty air). I can see both sides of the coin here. Anyone else want to chime in?
Xenocrat wrote: There's a special use of Arcana skill to prepare from another wizard's book. If you want to prepare without making and passing that check every day you have to spend the money and time to scribe the spell from the other wizard's book to your own. Presumably this is because formula are somewhat personalized. So you use Arcana to copy the spell (spending the money) and its in your book. But if the spell is personalized, how do you overcome those personifications? Maybe it just doesn't matter... So to calculate the "value" or a spell book, i should calculate the cost to copy every spell, add it all up, and then halve it for the market value?
Pepor wrote: What do you mean by "unknown"? A PC kills the wizard and finds that bad guy's spell book. That's an unknown spell book. The PC could have easily found a spell book or stolen it, but until she (or he) knows what is in it, its an "unknown" book. But if I am understanding the CRB (and what posters have stated), then as long as i know the tradition (arcane, occult, divine, etc.) then i can read and understand the spells within that book.
So my players and I got together last weekend to talk about Pathfinder 2e and create their characters. My plan was basically a Session 0, then start them through Plaguestone. Then they created three goblins, a hobgoblin (based off the goblin rules), and a gnoll (repackaged half-orc) as PCs. Anyone have any idea how to run this group? or suggestions?
So let me preface this with the fact that i know it isn't a rules question nor is there a tried answer for the dilemma that i find myself in. So I'm running a Strange Aeons campaign. And i made up complete backstories for each of the PCs. One PC is a paladin/warpriest of Erastil who is very naive and innocent. However, in the backstory I made up (as the GM) she was a summoner who hated everyone, especially loving relationships, and used her eidolon to cause havoc, death, and heartbreak. The character recently found a page of spell knowledge (summon eidelon) and is planning to use it to summon the eidolon and attempt to redeem the eidolon. Regardless of whether the PC can do this or not, its a perfect opportunity for some role-play. But i am having trouble coming up with scenarios that would have resolutions. I think its a great idea and i would like reward the player/PC somehow. ANyone have any ideas?
If you are looking for a full-sized version of the image, try here https://paizo.com/image/content/PathfinderBattles/20190121-HalfPage.jpg
As a side note, identifying potion with perception is based on the caster level of the potion, not the spell level. Not much of a difference, granted, but it does make it marginally harder to identify a potion with Perception. Example:
So, recently the bad guys attacked the PCs and one of the bad guys was a bard. Being a bard, it started off with inspire courage helping all the enemies of the players. Then one of the PCs, an enchanter, charmed one of the attackers, turning it against the bad guy bard. Is the bad guy still an ally of the bard? Does it require an action on the bard's part to drop the charmed fighter from the list of allies? What does the hivemind think?
So i recently introduced the concept of time travel into my home campaign (Yes, yes, i know it wasn't smart but it is making a good story!). But somewhere in my head i have an echo of an inevitable that is tasked with keeping time travel from happening. Did i dream this? If not, where did i see it? Of course, if you have a suggestion for what that inevitable should look like/behave/be like, please feel free to make it. It should be a challenge for a group of 5-6 12-13th level PCs. Thanks! I hope the group mind can point me in the right direction...
So i have a great group of players. they generally let the story go and they don't mind "bumps" when the rules require modifications. And then Clymes Prett happened.... The problem that was pointed out is you can't use corrupting touch with Spring Attack. Spring Attack is a full round action and corrupting touch is a special attack, which requires a standard action. So you can't combine the two. We house ruled it and moved on, but a spring attacking ghost that can fade into the walls doing 7d6 with a touch attack will kill people. How did anyone else handle this encounter?
Malkier1023 wrote: /snip/ If you want to handle any and all Knowledge checks for the party you can fill that role masterfully especially as an Elf. Take Breadth of Experience and Live, Learn, Love the 1st level Transmutation spell Tears to Wine. Purify whatever liquid you cast it on making it safe to drink and when you drink it gain a SCALING bonus to Int and Wis checks for 10 mins/level. Keep close to max ranks in the five major Knowledges and with your Int, feat, and spell enjoy smashing even some of the absurdly high DCs later in the path BY YOURSELF. Laughing maniacally is optional, but suggested. /snip/ I found Breath of Experience and Tears to Wine but could hide nor hair of "Live, Learn, Love...." Care to point me in the right direction?
James Jacobs wrote:
Well, you have a person ready to buy the dreamed-about book. I would love too see it in print/electrons.
Thanks 'Sani. Here they are again, with links... Beyond the Wall of Sleep- Zandalus, In Search of Sanity.
At the Mountains of Madness - Elder Things, The Thrushmoore Terror - Shoggoth, The Whisper Out of Time.
The Dream-Quest of Unknown Kadath - Gugs, Ghouls, Zoogs and the Enchanted Woods, The Bloodwind, Denizens of Leng, Moon-Beasts - Dreams of The Yellow King - Pretty much everything in Dreams of The Yellow King.
The Dunwich Horror - Spawn of Yog-Sothoth, The Whisper Out of Time.
Those are all the definite references, though there are many more throughout other Lovecraft stories, such as more references to the Necronomicron and the Mad Poet, references to Shub-Niggurath, possibly the origins of Xhamen-Dor, plus more asylums than you can shake a stick at. Then there are the Lovecraftian stories that weren't written by Lovecraft himself, but by his friends and contemporaries. These are marked with the author in parenthesis.
gustavo iglesias wrote:
I think i would not neatly divide things up, requiring a user to have to study the entire book at one time. IOW, the first time they study it (and make the save) they get an idea of what the book can accomplish, or perhaps some of what it can accomplish (for every five points they make the DC by, they get an additional possibility past the first). And i would require the save each time they crack the book... And here is an idea, treat study of the book as an addiction... they have to make a fort save or go back and read the book else suffer a point of Wisdom drain/damage as they continue to obsess over the book. Or perhaps the first touch causes an obsession insanity.... IMO, the Necronomicon should be dangerous, sanity threatening, addictive, and obsessive.
Something came over me and I created this document. I tried to include every item other than gold or gems. And some of the items may not look how you imagine them, so feel free to modify as your see fit for your game. Each card is a 4x6 card for easy handing out to the players. I hope somebody likes it. :). I know my players did.
Name: Mina Harker
What happened...: So battle ensues between Ratch Mamby and his dire rats. Ratch was in the corner using the desk for cover. Mina decided to go into the room, jump on the desk and use jolt from above on Ratch. Ratch spider climbs up the desk and grabs her ankle wth a shocking grasp. Mina drops from 3 to -12 and Mina has a 12 Constitution (house rule, you don't die until you drop below your constitution). The paladin drops her bow, charges into the room, and lays hands on the stricken sorcerer to no avail. Next round Mina is dies and the paladin is upset. Even the player was upset because he didn't want to be the cause of Mina's death.
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