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You might need to be more specific in what you are looking for.
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Theaitetos wrote:
Thanks, and yes, I know it is an old thread, but it was the only one that search showed up as mentioning Carryall so figured I'd jump on that rather than start a new thread. Good points on the difference between movement and "move" action.
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Cellion wrote: The new floating disk replacement - Carryall - seems neat. Not sure if its been discussed elsewhere. Mechanics are a little different (and demand Sustains from the caster) but it can heighten to carry other people and fly up into the air! Any rules on whether a caster can ride their own heightened carryall? Could make it easier to cross difficult terrain, get a 30' movement speed (good for small casters), and undetectable to tremorsense.
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You know your players best.
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I ended up ruling that it was 250 metres instead of 250' below the surface as that allowed much more topographical variance and for more of a dome than a dinner plate covering, though still flattened so that the top of the dome is about 250' below the surface (so the dome rises about 570' instead of 1000').
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OK, I'm confused again. Talasantri is 250' below the surface, but is a couple of thousand feet across. It is covered by a hemisphere of coral.
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Haldrick wrote:
Thanks Haldrick. I had heard about the ambush but not the symbol.
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following up on my own post - 250 feet = ~76m so not complete darkness and still in the euphotic (sunlight) zone. Very much not in the sweet spot for Mesophotic coral (less than 60m but can go down as far as 150m in tropical and subtropical areas) or Ahermatypic (deep-sea coral) (can be as high as 50m but usually below 150m) - depending on water conditions.
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ITCampbell wrote:
very late to this but just starting the book myself. Light is almost gone at 200m.Deep sea coral (ahermatypic) exists growing in lightless conditions from 150-6,000m - https://ocean.si.edu/ecosystems/coral-reefs/deep-sea-corals
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wyld wrote:
looks like it kept flatlining :-( I'm just starting this book so am also interested in other problems people had and any suggested improvements.
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Mathmuse wrote:
It was handwaved on p8 "At this point, the PCs likely have access to magical means of transportation, such as greater teleport or overland flight." Expectation IMHO is that if the party didn't have access to that sort of magical transportation, that Karburtin could play Uber-driver for them.
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I'm almost done but am struggling to get my head around D2.
How did others handle this mess?
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Arglüe Coppertongüe wrote:
It's probably because of all the errors in the book. The editing to find and correct mistakes definitely took a turn for the worse after book 3. On p58 he is definitely CR16 and has 40 more HP than the entry on p58.It could be due to the effects of the mindslaver mold damage and being dominated, but I'd defer to the p58 stats.
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Claxon wrote:
you could do it within the Archetype. Use feats to flavour the archetype as either a* caravan master * trader * tinker * artisan Say 4 or 5 feats for each option - gives heaps of flexibility and allows someone to go full merchant (invest in 2 or 3 options), lean into one, or just flavour their base class. Earn an income could be based on logistics (survival, nature), arbitrage (society, diplomacy, deception), repairing items (crafting, thievery?), or solid crafting (crafting, speciality crafting)
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cavernshark wrote: There are definitely spoilers in the book; there's discussion about the troubles Talmandor's Bounty experienced during it's early years and the state of the town itself is a bit of a spoiler to that premise. I don't think anything I've seen hits the heaviest parts of the plot, but I'm also not the best to evaluate since I haven't played RoA. But reading SoB definitely builds on the region and the impacts of RoA are noted as relevant so I'd be careful here. thanks - hoping that someone else who has played RoA can chime in as well. Some of the troubles from RoA are easy enough to lift from the AP descriptions, so I wouldn't count them too spoilery if that is all that is mentioned in SoB. The SoB players guide definitely has spoilers for the first 2 books of RoA, but after that it seems mostly OK.
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Wondering if there are any spoilers for Ruins of Azlant that are contained in Shades of Blood.
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Mistwalker wrote:
The adamantine golem that Mathmuse mentioned. No there aren't too many others. I think only the beds in H33 and H16 are that big. The rest I would peg as 10' long but 6' wide or so. Much more comfortable than 5' long and 3' wide.
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They need to be 10' for the golems, minotaurs, and trolls among others. It also provides a degree of grandeur for the citadel. If they were 5' squares it would feel cramped.
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Kelseus wrote: Only thing on my subscriptions is the rerelease of Gatewalkers that I don't want. Had this happen too and only just realized it as I don't check that email address all that often. How come AP material is coming out on the Adventure subscription?
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Ironmook2 wrote:
One started raising the level but it didn't last long. The rusalkas were killed before the party moved further in. My campaign details are in the "How are your APs doing thread" and the rusalka encounter is in this post.
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DM_aka_Dudemeister wrote: Could use the grid and building resources from Kingmaker, it won't be an exact map but would at least be representational of what exists in the town? Didn't have Kingmaker until the recent Humble Bundle (which still has 18 days to go), so will have a look thanks.
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Dragonchess Player wrote:
The Player's Guide calls this out explicitly. "... it’s in your interest to future-proof your character into being good at dealing with some of the restrictions of fighting underwater."There is heaps of time and lots of ways to have land-lubber characters get prepared for underwater combat, but knowing that a ranged combat character is going to be at more of a disadvantage than melee is definitely worth knowing straight up. There is time for retraining, but expectations set early and covered off in Session 0 are a must.
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Old_Man_Robot wrote:
True. That has been my experience. But if you skimp on the actual preparation of spells (i.e. optimize a generic spell list) then imho you're playing to weakness rather than strength. Quote:
The nerfing of schools for spells for the specialist slot showcased that. Give the wizard access to more spells (expand their repertoire) - though items, opportunities to learn, ways to cast without expending default slots, and leverage their intelligence - and I won't really care about the other tricks that others can do.
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SuperBidi wrote:
I'm calling b%!~@*!@ on this. You're entitled to your opinion but I will never subscribe to this PoV.I've been gaming since 1980 and the wizard has always been about doing whatever they can to make an unforeseeable future foreseeable. Anyone who wants to just optimize their spell list for the average adventuring day should play a sorcerer. I'm currently playing my first 2e wizard and resonate with most of the comments made in this thread, but to be a better wizard I need to play intelligently. That means expanding my options (spells known or available) as much as possible, finding out as much as possible about what is likely the next day before preparing spells, know as much as possible about my fellow party members to synergize rather than compete, and as much as possible force encounters into my terms rather than reacting to strings being pulled by someone else. It might be more complex, but I don't want my wizard to be "simple".
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Not neglecting all the other interesting things about the class that have been mentioned I just want to focus on arcane school - the problem (if my summation is correct) is the nerfing of the school slot from a large swathe of spells related by how the spells are made, to a very narrow slice of spells related by their resultant effects. And the reason why this has been done is to remove an artificial construct of magical theory (and distance PF2e from the OGL) and replace it with more exhibited flavour (and allow for new spells that don't fit one of the legacy traditions).
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Hork, the Raving Hitchhiker wrote: The only sticking point I've encountered so far is that the spell can only be cast on a target that already happens to be flying. XD Leaving aside that you aren't really "throwing yourself at the ground" (and yes I get and love the reference) it does give another tick to using air walk over fly as air walk doesn't qualify as flying. Earthbind does give a quicker way of getting to the ground safely than Gentle Landing (Feather Fall) if you have a slow fly speed and are within 120'. It's also unclear whether Unfettered Movement (Freedom of Movement) would neutralize Earthbind, as it calls out specific conditions. I'd probably rule that it does neutralize it in the spirit of the game and being a higher level spell if I was making the call. Earthbind uses the "weight of the earth" against a flying creature, so if it was up to me I'd probably have it pull a creature 5' underwater, but then stop as the creature is no longer flying but swimming/sinking instead. Could still be damaging if it was a pool of acid. If it was lava then I'd have them on the surface of the lava as it is technically "earth" (just very very hot and molten earth).
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I really appreciate the discussion and that I'm not missing anything in the rules already.
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pH unbalanced wrote:
Not knowing what is being referenced I'll bow to superior knowledge. If it was 100% foreseeable then I'll argue that the wizard should still not be required to rely on martial tools. Their best weapon should be their mind/intelligence and ability to prepare appropriately.To me a wizard is the magical equivalent to the fighter. A fighter will tend to specialise and favour some weapons but should also have enough tools in their bag to deal with things that are weapon resistant or immune. Same with a wizard. If an encounter nerfs spellcasting there should still be other options for "winning" or surviving that do not depend on a character relying on someone else's schtick. Allowing other classes to shine - sure - but for some wizards asking them to take up arms would be akin to asking some fighters to cast a spell or rely on diplomacy alone. For whether an archetype can fix the wizard? No - if one exists then it becomes the only valid option imho further restricting what one can do with the class.
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If earthbind is cast on a creature flying over water, does the falling stop when it hits the water (assuming it is within 120')? Or does it continue to sink towards the "earth" / "ground"?
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pH unbalanced wrote: So, I'm going to be vague to avoid spoilers, but even as a full caster, you should *always* have a weapon you can use. Just got through a section in an AP that was utterly designed to shut down spellcasting -- the thing that got us through it was that my Wizard had a Returning Spear she could throw. Sounds like bad AP encounter design. It happens. Yes, a spellcaster should have a weapon or two (ranged and melee) they can use, but IMHO it is last resort (leaving aside archetypes and other myriad options to vary the character). In a 1e AP I was running the wizard PC used his dagger once in 20 levels, and that was only because he was out of relevant spells (none of the cantrips learned that day were suitable for this specific instance - ambush attack - hard to prepare for). Given that 2e is more about teamwork and relying on a diverse party mix (or so I've constantly been told), I'd be worried if a vanilla wizard needed to use a mundane weapon more than a handful of times.
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Some of the benefits from the Remaster are things that I doubt I would ever use. Do I care that Wizards can now use all simple weapons? Not really. Why would I use a weapon when I have cantrips that do more damage, especially now that Needle Darts is available?
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Arcane Bond is nice as a pull a rabbit out of the hat - but you have to have worn the right hat earlier in the day (to horribly mangle the metaphor).
What would I do?
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The new schools seriously limit the value of the extra school spell slot. While I haven't played much 2e yet, I have an illusionist at the moment and except for a few spells improving in the remaster, overall it feels like I'm going backwards.
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Cavall wrote:
The mindslaver mold is blighted. It is mentioned on pages 43, 44, and 45. So yes it would work on the mindslaver mold as it is a plant and therefore a creature.The rings can give immunity to Darkblight, but not the mindslaver mold's normal attacks/effects.
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I haven't done many APs but I would suggest that for a new GM that Ironfang Invasion is pretty good. The Ironfang Invasion channel here contains lots of recaps from a few of us. There is also a podcast (This Golarion Life) I used to listen to that went through II (and had other stuff which I ignored) which was good for GM prep.
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Belryan wrote:
yeah - pretty much. I created a battle tracker spreadsheet.Send me a PM and I'll give you the OneDrive link to it if you want.
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late, but for the Shellcracker caves I handwaved it as the bottom of the passage being rock filled rather than just sand. Wasn't 100% believable but reckon I succeeded my bluff check. Fortunately, I got to the quicksand rescue map and managed to edit that before it had to be used.
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I had a replacement occur in Ristin as well.
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Belryan wrote:
Can't access your maps, but yes it is supposed to be sloping down on both sides rather than the left side being higher than the camp. "This camp, which sits atop a rocky ridge that runs along the eastern edge of the Hollow Hills""The camp is visible from afar" and the sentry towers are keeping an eye out on both sides.
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