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Organized Play Member. 152 posts. 30 reviews. No lists. 1 wishlist. 1 Organized Play character.




Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn't prevent conditions from being removed by other means.

First of all, what is a negative condition. Note that the word Condition is not capitalized meaning that it does not necessarily reference conditions like Stupefied or Clumsy but could be applied on a much wider scale

"This prolongs only conditions with a timed duration" does the timer need to be on the condition itself or does it also apply to spells that inflict conditions that have a duration? What about Sustained spells? The core rules specifically lists Sustained spells as having a duration of 1 round https://2e.aonprd.com/Rules.aspx?ID=2242

If the extension only applies to conditions that have a specific duration and not to spells that inflict the condition for a given duration, what about https://2e.aonprd.com/Spells.aspx?ID=1500 ? The spell lists the condition duration right next to the condition, but the Duration says 1 or more rounds (see below)


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Looking at the rules text:

You can call upon the solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so when a Kingdom skill check is rolled, but before you learn the result. Immediately reroll that check with a +2 circumstance bonus; you must take the new result

Is this a more convoluted way of saying that the next check gains a +2 circumstance bonus and the fortune trait?

Because if you roll the check you immediately know the result based off the rules, so I don't think this applies as a re-roll like supernatural solution. Unless of course you need to throw your dice under the table and re-roll immediately without picking it up :)


Looking at https://downloads.paizo.com/Kingmaker+Players+Guide.pdf

Page 46: settlement level equal to the number of blocks on the settlement’s Urban Grid that are completely filled

Page 47: is always equal to the number of blocks that have at least one structure

So which is it? Completely filled or at least one structure?


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After a couple sessions using the camping rules, we gave up in frustration.

RAW camping is going to take up at least 15 minutes of your session and will eat up an entire encounter you could have had. I made the following adjustments to it and automated the hell out of it in Foundry:

Camping is optional. If you don't want to make camp, you:

* Can still subsist as usual with a -5 penalty
* Consume 1 day worth of rations or food gained from subsistence or spells
* Advance time by 12 hours (usually)
-> 2 hours for finding a camp
-> 9 hours for camping with 9 or more people (including companions)
-> 1 hour for Daily preps (or 30 minutes without gunslinger; cleaning more than 4 weapons incurs an additional hour per 4 guns as usual)

Otherwise:

* Prepare campsite does not allow performing any other activities nor can you perform any activities that do not have the Camping trait during camping rounds
* There is only one round of activities and no random encounter check is rolled, nor do you decrease the encounter DC.
* Rest and Relax and Tell Campfire Story are gone
* All other buffs (e.g. Linzi's Bolster Confidence) happen before the first round of combat
* Each companion can only be influenced or discovered once per camping session, but multiple companions can be influenced or discovered in the same round
* Performing a camping activity does not decrease the flat check (aka increase the likelihood of a random encounter)
* All camping activities take 2 hours and all buffs that last only 1 hour are extended to 2 hours
* Up to 3 companions perform their activities automatically

Watches:

* There is a single random encounter check per night, not one per 4 hours


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Ran one today:

* Party almost TPKed to a Wildfire (Hazard 4) at level 1 and the events technically go up to lv 5?!

* How does sheltering work? Does every player need to beat that Survival DC? Or just one. Because if everyone does, then it basically is going to kill PCs not speccing into Survival.

* If you don't manage to beat the DC, you suffer the effects for being unsheltered. On a continuous event, can you treat wounds in between rounds of damage? What happens when you drop to 0hp? Do you stabilize between rounds of damage? or does each additional round require that reflex save and accrue dying points? Can you retry to find shelter in between rounds?


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Can one distribute the Kingdom Event stat blocks (page 554 onwards in the Kingmaker Adventure Path) under the OGL/CUP?

The OGL seems to exclude plots and incidents, does the event description in an event fall under these?


I've recently acquired a stash of 1e campaign settings but sadly none exist for the Realm of the Mammoth Lords. The best I can find are the 4 pages in the Inner Sea World guide.

Since this will be a hexploration AP I suspect that there are many empty hexes for the GM to fill in. What kind of materials are there?


Since Paizo isn't interested in making money by selling JPEG/PNG maps for VTTs, is there anyone interested in running it and creating maps in DungeonDraft/Wonderdraft, maybe even banding together?


I'm not really looking for an answer, I just want to bring it to the developers' attention:

After taking a good look at https://2e.aonprd.com/Rules.aspx?ID=257 and https://2e.aonprd.com/Rules.aspx?ID=258 which lists conversion rules for items of different sizes I think the RAI meaning is:

"Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature."

So if creature size and equipment size is the same, it has the listed bulk for items in the CRB.

Looking at table 6-20 makes me conclude the following. If the creature does not change in size but you change the size of an item that it is holding:

* each time you increase the size of an item by one step, you double the bulk
* each time you decrease the size of an item by one step, you halve the bulk
* doubling L bulk makes it 1 bulk, halving 1 bulk makes it L bulk
* doubling negligible bulk makes it L bulk, halving L bulk makes it negligible bulk
* halving negligible bulk makes it negligible bulk

Looking at table 6-19 in https://2e.aonprd.com/Rules.aspx?ID=257 and reading the text makes me conclude that the rules are talking about normal sized item bulk.

"A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on." seems to confirm the "bulk halving/doubling" rules listed above.

However the following sentence seems to contradict the above statements:

* "A Tiny creature doesn’t treat any items as having negligible Bulk."

seem to be in direct conflict with

"Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature."

Meaning that tiny creatures could never carry anything in their size that has negligible bulk.

PS: I know, boring topic but I need to get this in code to automate bulk calculation so I'm hit with the edge cases
PPS: If you agree with my rule interpretation, let me know :)


Hi, so I'm looking to get a few things for my 2e campaign and a lot of interesting books like Book of the Damned and (I guess) popular ones like the Advanced Class Guide and Bestiary 2 are out of print. I prefer the hard covers because they are easier to read.

Is there any official answer if there will be hard cover reprints at all?


Let's say you've got fire weakness 10 and would take 5 piercing and 5 fire damage. You use shield block to reduce the damage by its hardness (5) so 5 damage remain for you and the shield. Is it fire damage, piercing damage or both?


https://2e.aonprd.com/Feats.aspx?ID=652 and https://2e.aonprd.com/Feats.aspx?ID=1580 are both created as temporary items during your daily preparations. They have no value. Are they free to craft?


Dear Paizo Customer Service,

I need to present an invoice to local customs but I haven't received one. Would you be so kind as to send me one.


Hello, I'm currently converting Fall of Plaguestone stat blocks for a community VTT project. Some stat blocks are on AoN such as the Blood Ooze.

Can the statblocks in the back (and how they occur on AoN) be redistributed as is?

Can I convert and distribute stat blocks such as the Drunken Farmer, that aren't available in the back of the adventure and not on AoN?

Can I convert, distribute stat blocks after changing the name for the following NPCs?

* Vilree -> renamed as "Main Villain"
* The Amalgam -> renamed as "Amalgam" (well, it's an amalgation right?)
* The Behemoth -> renamed as "Behemoth" (hebraic/sumerian origin right?)
* The Sculptor -> renamed as "Orc Alchemist Chief"
* Graytusk -> renamed as "Orc Ranger"
* Hallod -> renamed as "Town Bully"

I suppose the rest isn't super relevant with regards to naming. Bee Swarm and Alchemical Drudge don't appear as special names to me.

PS: the project is not commercial, no money involved whatsoever.


Currently holding out until one is available because the errata changes seem quite massive and as a new player I'll be struggling with cross referencing.

I know that there will be more erratas in the future, these just seem like the most impactful issues.

My FLGSs don't have any copies left so I was wondering if the 2nd printing was already well under way.