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Goblin Squad Member. Organized Play Member. 35 posts. 2 reviews. No lists. 1 wishlist.




So I know playtest is playtest but I feel like the wording on the level 1 fire impulse "Flame Eruption" is a typo. It says the area is a 5 foot diameter, not a radius or a burst. Yet, it also says "sqaures (plural) in the area" even though nothing I can see ever increases the size of this impulse beyond a single square.


The first page of the Witch says you are trained in a skill determined by your first lesson, but I dont see any skills listed on said lessons. Are they listed somewhere else or did this feature just slip through the cracks?


So, I haven't run into this problem in game just yet, but it was a thought that crossed my mind while doing some adventure planning. As far as I understand, Starfinder androids are most similar to bladerunner replicants in that they are at least effectively organic, still requiring basic human needs except for oxygen. I assume, given they have souls they can become any incorporeal undead such as a ghost or wraith, but I don't know if they're bodies necessarily facilitate rising as a zombie, ghoul or most importantly, a marooned. I realize a psychotic android and a malicious undead would share a lot of similar traits and I feel like I need to find a certain line to distinguish them from each other.


So, if I'm a non-marital class and I want to branch out into martial proficiency, is there any reason to not take fighter dedication? I could take up to 5 seperate general feats to get the same light, medium, and heavy armor training plus full martial weapon proficiency. Yeah, it's a "class" feat to take the fighter archetype, but still it saves 2-5 feats. There also doesn't seem to be arcane armor training/spell failure anymore, so as a level 2 wizard, I could be fully equipped with arcane spells and heavy armor with no draw backs?

Basically, as someone that enjoy the mixed magic/martial mastery I've been looking to figure out the best path to magus/eldritch knight in pf2 and it seems like that's all it takes, start as a sorceror/wizard and take fighter dedication then you're basically done until level 12 to take weapon expert.


So, I noticed that familiars can be used to deliver touch spells. According to the rules, it sounds like the familiar just runs to the target to deliver the spell. But, the ability's wording isn't totally clear on what this means. One might assume that the word "command" means I have to spend an action to ensure the familiar delivers the spell, but even so, I should be able to at least cast a single action spell and deliver it, command my familiar, then throw send it on a hail mary trajectory to my foe, yes?


I've been playing Warhammer Vermintide a lot and as my current campaign of Strange Aeons is slowly approaching its end, it's inspired me to start making a few basic preparations for a new adventure themed around the impending downfall of Golarion (or some other setting). I'm curious if anyone has any advice for this type of setting or good references. Perhaps Second Darkness and the Ironfang Invasion?
Some things I'm looking for is ways to handle cities being wiped out and how that would impact the world at large and the players, some interesting foes themed around the aboleth outside of just skum, and some appropriate magic items for the players to earn and others to remove whole cloth.
Some things I'm already considering,
Removing "normal" elves as a player race for this campaign to be replaced with drow, as I recall the elves abandoned Golarion during the original Starfall events.
Adding (extra) material components on healing magic.

That's about all I have for now, but if anyone has some good advice for an apocolyptic adventure, I'd love to hear them. Thanks


I just started thumbing through Bestiary 6 and I was quickly interested in the troop entry since it seems like a quick and dirty way to handle large groups of weaker enemies. However, I couldn't seem to find an exact answer of how to handle "Studying" against troops such as with the Slayer and Investigator (particularly the slayer). It says the troops are immune to abilities that target a single creature but are susceptible to critical attacks and sneak attacks which I take to mean that if someone scores a critical or sneak attack against a troop, they simply take down several creatures at once as one can assume that the single higher level character can deal enough damage to an individual in the troop to kill it one blow. So, while something like magic missle would be so ineffective as barely hinder the group, could a slayer use his Study target ability on a troop? The study ability says the slayer has to be able pick out a weak spot and the studied strike is treated like sneak attack damage but only affects one target per use but slayers can use the ability multiple times eventually.
So, can a Slayer study a troop and use his studied strike on it, effectively studying the entire group and assessing them for weaknesses he can exploit? Would he have to take a feat or Slayer talent to do this?


Literally just finished this chapter before realizing this was a thing but this whole sound board sounds amazing still. I hope I get see chapter 3 in time.


So I've been running my group through the Strange Aeon's campaign recently and I guess I've been doing my job as GM right because my player's are so unsettled by the horrors of Briarstone they have made a pact to come back to Briarstone once the sorcerer gains access to his 9th level spells so they can level the asylum with a meteor and wipe out the haunted asylum for good. Now, honestly, I've never been apart of or GMed for a group that's made it that far and I'm just a tad worried about how to handle them once they reach that level of power.
Now, I believe in letting them do what they want. I've played with GM's that were too restrictive on stuff like this and it's not fun but I know literally letting the player's go nuts isn't exactly ideal either. My first thought is that razing Briarstone is likely to unleash the bhole they still don't know about and I'm wondering if that should be a suitable little life lesson as to why you can't just blow up buildings even if you are a super powerful sorcerer in a made up world or if maybe it'd be better to just let them have their moment and trust they'll only use their powers for good.


Looking at the gunslinger makes me think that dexterity isn't really the best stat you use for a firearm. I've shot a bow and I've shot rifles plenty and they are just worlds apart in my mind. Pulling a bow is much more phsyical in drawing the bow and holding it steady where as firing a gun is very mental in managing your breathing and preparing to take the recoil. I suppose the same argument could be made for bows, especially crossbows. At the least it seems like there could be a feat to use Wisdom instead.

The main idea that brought this up was the grit system but my own ramblings make me concerned that having grit tied to your core stat rather than an extra one would make it too easy to superpower yourself. In addition, several of the deeds that say "apply your dexterity modifier" didnt make sense when i read them because it made it sound (to me) like your character is putting some ridiculous spin on the bullet by flicking their wrist rather than making a calm and level headed shot precisely where they want it.