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Anyone here use pathbuilder and know how to update character speed as a result of custom feats?

Some background here I have purchased the 3rd aprty product from the paizo store "Exotic Ancestries: Centaur" by "Necromancer of the Northwest". I wanted to build some Centaur characters in pathbuidler 2e (paid web version), so I used the "custom pack" options to add the ancestry, its heritiges, and all of its feats (basically everythign in the book). For the most part it works great, and the ancestry lets me select its starting speed (30ft) and that works correctly when I select it for a character. The feats show up in the proper order and I can select them, but if I select the "swift strider" feat, for example, which should increase speed by 5ft,of course it does not. Of course it also doesn't give me the extra skills when I select the "Centaur lore" feat, but there is a mechanism where I can add 3 custom skill increases at level 1 and handle that. There is no where I can see in the custom pack to add effects to the feats themselves, and the ancestry specials lets you change a bunch of different peramters at different levels based on the ancestry itself, but speed is not one of them. Is there anywhere I can add in this speed bonus, even if I ahve to do it manually? If I choose the fleet general feat it correctly increases the speed so somewhere in the background this is calcualted, but is there anywhere I can override this calcualtion or add a bonus to it?


Could one of the designers pelase anwser my question I posted here?

https://paizo.com/threads/rzs43spq?alchemical-ammunition-and-activation#1

I flagged the thread to be moved here days ago but I think its faster just to link it. I got lots of interesting perspectives from forum users on both sides of the argument but would like to hear from an actual designer. Mainly I would like to know design intent. Was alchemical ammunition intended to require seperate activation actions like magic ammunition, or since its not magical, was the intent for it to activate on load or strike (load makes sense as that is an interact action)? Was it intended that activated alchemical ammo only reamin activated for the round same as magical, or can you just activate a bunch ahead of time and just use actions in combat loading and firing as you can with other non-magical ammo? This has a big impact on how useful alchemical ammo is for gunslingers, as they are already at an action handicap, so hitting them further with requiring activation for these ammos seems unecessiraly harsh.


Does anyone have an offical link or ruling on activating alchemical ammunition?

Magic ammunition you need to activate before firign to get its effect, and if you do, it must be fired by end of turn or it deactivates. This is clearly stated here:

https://2e.aonprd.com/Rules.aspx?ID=716

I have scoured Archives of Neyths, the core rulebook, guns and gears, and treasure vault, and I cannot find anywhere saying that non-magical, alchemical ammunition works the same way. By RAW, it seems, this type of ammunition should deliver its effects without activation. Why the activation entry for them though? Well regualr blackpowder entry ahs an activate entry too, but I think we can all agree regular bulelts don't need to be activated to do damage. Someone told me that entry was in case you wanted to blow up the black powder, not to use it as ammo. Presumably the other ammos also contain black powder so could also be destroyed by "Activating" them, or maybe since the entry is there for blackpowder they jsut kept it. This is the argument one memebr of my play group (but not the gorup I am playing in, as its split into two gorups with 2 GMS, he GMs the other group) is saying. I don't believe my GM has ruled on it either way.

This if nothing else is horribly worded. Maybe they didn't know alchemical ammo was going to be a thing when core rules hit, but guns and gears introduced them, and treasure vault gave many more examples of them. Either of these books could ahve stated in the rules that they work like magic ammo if they were intended to, but neither does.

As my character is the only gunslinger in the too groups, having some sort of offical anwser from Pazio one way or the other would be very helpful on this, as if alchemical ammo doesn't need actions to activate, it is much more viable to use. If it requires actions, it conflicts with all the good shots I have (sniper's aim, alchemical shot, later vital shot or called shot) as reloading takes an action too, making them much less useful. I would probably even retrain out of alchemical shot if I could sue the ammo (as funny as having the ammo for one damage type and alchemical shot for another on the same shot would be, I'd rather jsut use sniper's aim to ensure the special ammo hits). If it is intended that these require activate actions, I can let my GM know and continue with alchemical shot (and maybe buy a couple healing shots for emergencies but not bother with any other special ammo). If it is not intended that they require alchemical activation, however, I can let my GM know and he usually agrees with RAW unelss he ahs a strong reaosn not to. If we can't find conclusive evidence either way, I will present my case and use the other GM as help, maybe he will side with me, maybe he won't, but conclusive evidence would really be appreciated.


Do you think they will ever print a skald for 2e? It seemed like one of the more interesting PF1E classes. I know you can take a bard with a barbarian dedication or the other way around, but the fact that you can't cast spells while raging hurts that, and there is no way to share the rage like 1e skalds could.

I think the mechanics are there that this calss could be built. You would make ragesong a focus spell with the rage keyword (so it can be done while raging). This would take possibly 2 actions but would allow allies in range to accept your rage and gain the benefits and penalties of being under it. You would gain access to the same spell lsit as bards (I think its occult) but at a reduced rate (1/2 level maybe), and you would gain an ability that would let you use a certain number of spells/day while raging (they gain the rage trait), possibly by using an action before casting them. An ability that gives you unique rage abilities (maybe even some unique to skald that barb can't get) would also be neat, especially since you could share the rage. In a game system about teamwork, a teamwork class like skald would shine.

Thoughts?


Early this morning I ordered a subscription starting with treasure vault. The order went through and I got an email confirmation for the subscription, but isntead of shipping treasure vault it got put into a side cart. I tried calling the customer support number but nobody anwsers and it goes to a full mailbox so I can't even leave a message. I sent an email but ahve not heard back. I would like the book to ship immediatly so I can get the free PDF, which is why I ordered it as a subscription in the first place. Can someone please fix this?


In pathfinder I have only found two abilities that allow moving through spaces that are too small without taking penalties. One is the squeeze spell; the other is the compression ability which some monsters have and can be granted by belt of the weasel:

"The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing."

Both of those abilities mention "moving through", but not stopping in, smaller spaces. We are playing skulls and shackles and I am a wild shape druid that loves giant octopus form, and recently got the ability to be a huge octopus. I also happen to have the highest profession sailor so I've been voluntold to be the helmsman. I recently got wild speech so I can still communicate in animal form. I like to be in octopus form already with ice armor up while I'm piloting so if we are attacked I don't need to waste actions transforming and so I can have a good AC. The GM recently ruled that I can't be huge without penalty because there are only 4 squares around the wheel and I'd take up 9. I can be down on the deck and steer backwards, but would take a penalty. I'd like to eventually solve this problem, preferably with a belt of the weasel as that would solve a lot for dungeon crawling issues too.

My question is would that work? Is standing in a square and not moving work with either compression or squeeze spell?

My thinking is it should, because both those abilities get rid of attack and AC penalties. Why would they bother with an attack penalty if you can't end your turn squeezed? These abilities would be decidedly less useful if they they only got rid of the penalties while moving (as you can't usually attack in the middle of movement). One of the other players I'm having a discussion with seems to think it doesn't because of the wording "moving through". Counter point to that is, what if I am moving through a very long tight tunnel for hours? Does this remove the penalty? If it does then, standing still for hours it should as well, or that would be rather silly.