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Temperans wrote:
They mean that Flying Blade only works with finishers that specifically mention Precise Strike in their text.
Precise Strike
... If the strike is part of a finisher, the additional damage is 2d6 precision damage instead...

All Finishers "can benefit from your precise strike," but not all Finishers require precise strike.

The difference is that the Finisher Trait does not require Agile or Finesse weapons. Some specific finishers, however, do require (e.g. Confident Finisher: "Make a Strike with a weapon or unarmed attack that would apply your precise strike damage") Agile or Finesse weapons.

Therefore, Dual Finisher, even without any language in the feat specifically mentioning Precise Strike, meets the "any other finisher that includes a Strike that can benefit from your precise strike" qualifier for Flying Blades.

I have a Flurry Ranger dual-wielding Kukris at my table and her preferred tactic against her Hunted Prey is:

In our last session she tried to trip a Basilisk (described as an "eight-legged reptile") and, later, a Gibbering Mouther (amorphous blob). It seems like neither should be trip-able, but nothing indicates that they are immune to Trip. Ultimately, I compromised and allowed her successful trip action to make the creatures Flat-footed but not Prone.

Is there a General Rule that I'm missing somewhere regarding the limitations of Trip with certain creatures or creature physiology?

As a follow-up, what is the order of operations when her Prone target uses the Stand Action and she reacts with Disrupt Prey? Is the target still considered Prone, and thus still Flat-footed, when she makes her Strike?

Indiana Jones ~ style delver run...

Objective: Retrieve the MacGuffin; steal the treasure; end a curse . . .

Location: Some ancient, nearly forgotten catacombs / top-secret government storage facility / tomb / vault . . .

- General/generic environmental challenges (e.g.: collapsed ceiling requires rerouting or digging out, seeming dead-end requires climbing, flooded passage requires swimming, etc.)

- Booby traps (e.g.: pick the correct route through the passage where stepping on the wrong tile triggers a cave-in/poisoned dart barrage, solve a riddle to open a door or deactivate an active deterrent like a swinging blade; etc.)

Nothing says that a Ranger's animal companion cannot also be his mount when he takes the Cavalier Dedication.

Guntermench wrote:
Red Metal wrote:
If infused items had an item level equal to your level, you would never be able to use additives.
Don't most/all additive feats require you to use Quick Alchemy?

Yes. Additives can only be applied when using Quick Alchemy.

Since cutlas is not actually a weapon currently defined, just use a rapier and "reskin" it to a cutlas.

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Feral Child background, if your GM will approve a rare background, grants darkvision.

Kelseus wrote:
That sentence only states that the bonus from potency runes are item bonuses to AC. (This is necessary b/c potency only "increases" the item bonus to AC, but explorer's cloths don't have one). It says nothing about not allowing other runes.

That's what I was missing. Thanks!!

Kelseus wrote:
That sentence only states that the bonus from potency runes are item bonuses to AC. (This is necessary b/c potency only "increases" the item bonus to AC, but explorer's cloths don't have one). It says nothing about not allowing other runes.

That's what I was missing. Thanks!#

Kyrone wrote:
Technically yes, it's usually better to be using Mage Armor until lvl 7/8 when you would get Resilient rune, then you will want to change to Explorer Clothes and at that point it begins to appear property runes of armor. . .QUOTE]Explorer's Clothing
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.

Unless I'm missing something, Explorer's Clothing does not allow either Resilient or Armor Property runes.

Another suggestion is to take an Archetype Dedication into either Fighter or Mauler to gain access to Martial weapons with Reach. Then you can add some melee offense from behind your Champion or Fighter. Something like the Faulchard would also allow you to trip foes with your reach weapon, setting up AoO's from your Fighter.

Deriven Firelion wrote:

. . . Make an elf or half-elf to gain access to Elven Curve Blade as an ancestry feat.

So your build should look like this:

Lvl 1: Twin Feint. . .

Twin Feint requires weilding two melee weapons. Elven Curve Blade is two-handed. The two cannot be used together.

yarrchives wrote:
I did think the disparity between the Battledancer and the other styles was because. . .

I think the disparity is that successfully fascinating a target with Fascinating Dance requires a Critical Success whereas successfully grappling/shoving/tripping a foe, or stymying a foe with Bon Mot requires only a Success, not a critical success.

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The Raven Black wrote:
Yes. To deal damage, you had to hit them.

That is patently false.

Failing on a roll to Strike equals a miss. Simple.

There are two things, that I know of, that still deal damage when a Strike fails to hit (i.e. misses): Splash ( ?"On a failure (but not a critical failure), the target of the attack still takes the splash damage.") and Confident Finisher ("Failure You deal half your precise strike damage to the target."). In both cases, damage is applied even if the strikes miss.

So, no, to deal damage you didn't have to hit them necessarily.

graystone wrote:

You could always be a sprite and be a corgi trainer!

You just need a tiny chair and whip... ;)


Okay this made me giggle awful muchly hard!

Bubbleblower wrote:
. . . but I like the idea of the Cawng build going all out into the concept :D

Go for it!!!

I'd love to hear how it works out.

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An Alchemist underwater isn't necessarily, totally sidelined. . .

He can make Sea Touched Elixirs and Water Breathing from a Spell or Potion is relatively easily obtainable. Breath Control and Underwater Marauder feats also help and are both 1st level.

Just. . . don't try to rely on bombs underwater. They aren't the end-all-be-all of Alchemists, not even for Bombers.

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So, you're query, without more specifics, is a bit layered. So far I have Extinction: Curse AP and Animal (Monkey) Trainer.

If you're only concerned about roleplaying, then simply tell your GM that your character is the monkey handler for the circus. Heck, you can even have a barrel of monkeys as pets. There is nothing in the system that prevents you from having pets. You just can't get any system or mechanical benefit from them like you can with Animal Companions or Familiars. Note, Command an Animal is an Untrained Skill Action (Nature).

If you don't care about having an animal companion or a familiar, but you want to be able to actually Train Animals, then you'll need to be trained in Nature and take the Skill Feat.

There are also a couple things that can flesh out the Monkey Trainer basic concept, the https://2e.aonprd.com/Backgrounds.aspx]Backgrounds Animal Whisperer and Animal Wrangler from the Extinction Curse AP, or an Orc with the ancestry feat Beast Trainer.

Now, if you want an Animal Companion that you can do more with, then you'll need to play a Animal Order Druid or a Ranger and take the Animal Companion Feat. Alternatively, play any Class and Archetype into either Animal Trainer from the AP or Beastmaster. You cannot take either until level 2, but you can start with a barrel of monkeys and make one a companion when you archetype.

Familiars, specifically monkeys, on the other hand, can do other, different stuff than companions and are available to Sorcerers and Wizards with a Feat, Witches without a feat, or, if you don't want to play a caster, with the Familiar Master archetype. (A Champion with a tiny Capuchin monkey familiar riding his shoulder would be... a sight.)

Sadly, though... while the word "monkey" pops up in numerous places on the Archives of Nethys there are no actual monkeys available.


ASIDE: Writing that gave me an amusing (to me) character concept: Beastkin (Gorilla) Orc, Animal Wrangler (choosing Nature), Animal Instinct (Ape) Barbarian, with the Beastmaster Archetype named Cawng.

A half-gorilla orc in a breastplate training monkeys amuses me. . .

Or. . .

A Tailed Goblin (aka a "monkey goblin") Warpriest Cleric of Sun Wukong (The Monkey King), with Animal Whisper background and Animal Trainer Archetype. . . with a staff. . .

Gary Bush wrote:
Yes. It is found in the Player Guide in the side bar "Special Rules for this Campaign" on page 5.


You posted while I was editing. Thanks!!!

Dr A Gon wrote:
It's a special rule for Agents of Edgewatch that all attacks can be made non-lethal at no penalty.

[strike]What rule is this??


Found it in the Player's Guide!

Agents of Edgewatch Player's Guide, Page 5 Sidebar 'Special Rules for this Campaign' wrote:

First, as city guards, your party’s player characters are

all assumed to be trained in nonlethal conflict resolution.
This means that, during combat encounters, your character
is always dealing nonlethal damage; you are never allowed
to deal lethal damage. You take no penalty to attack rolls
for dealing nonlethal damage, and all types of damage
you deal (whether from weapon attacks, spells, or even
poisons) are nonlethal unless you're attacking a creature
immune to nonlethal damage. You gain no bonuses or
added benefits for making attacks using weapons with
the nonlethal weapon trait. As usual for nonlethal damage,
when you reduce a creature to 0 Hit Points using nonlethal
damage, the creature falls unconscious instead of dying.

graystone wrote:
iNickedYerKnickers wrote:
However, a Chirurgeon can get tremendous mileage out of Battle Medicine. . .
But he doesn't do any better than other classes. . .

Strawman fallacy.

Nothing in the OP's post suggested Chirurgeon's should be doing as well or any better than other classes for healing.

graystone wrote:
So I don't think those feats really bring anything to the table on who heals more or better.

Doubling down on that strawman, huh?

The original complaint isn't that Chirurgeon doesn't "heal more or better than" [than other classes]. The complaint is that their in-class-only healing is lackluster. Correctly pointed out two avenues to supplement their class abilities for healing is perfectly valid.

graystone wrote:
replace Chirurgeon with literally any other class and your quote reads the same.

So? The original complaint isn't Chirurgeon should be a super duper second-to-Cleric healer on class abilities alone.

Your "contributions" to this thread are irrelevant; Strawmen neither refute nor support any arguments.

Christopher Mathieu wrote:
But for most characters, when they need some healing they're in bad shape, and getting out that elixir requires four actions -- stowing their weapon, getting out the elixir, drinking it, then readying their weapon again.

The action economy is no different from healing potions. . .

Christopher Mathieu wrote:
By RAW, they only have three formulas on their list, so they'll always have the same signature items.

Alchemist's Formula Book:
Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas...

Alchemists are only restricted to common formulas for their level-up freebies. Otherwise, nothing prevents a Chirurgeon from automatically learning formulas other than Anitplague, Antitoxin, or Elixir of Life.

It is true that a Chirurgeon relying on Elixir's of Life, alone, doesn't scale up very well for healing. However, a Chirurgeon can get tremendous mileage out of Battle Medicine, Continual Recovery, and Ward Medic, and fares even better adding the Medic Dedication with Doctor's Visitation, Treat Condition, and Holistic Care. Treat Condition and Holistic care are both skill feats, so the Chirurgeon is only gives up two class feats for the Archetype.

I do believe that Healing Bomb should have splash that should also interact with Calculated Splash, Directional Bomb, and Expanded Splash. Since making and using a Healing Bomb is three actions, this would actually make Healing Bomb worth considering.

I play a bomber in my group's Age of Ashes AP. While my bombs rarely make the huge damage numbers on a hit that our Barbarian knocks out, the persistent damage adds up.

At 12th level:
- Alchemical Familiar (for an additional reagent and other utility)
- Far Lobber
- Quick Bomber
- Calculated Splash (splash damage equal to Int. modifier)
- Sticky Bomb (add Splash + Int. modifier to persistent damage)
- Expanded Splash (add Int. modifier to splash damage)
- Uncanny Bombs (range is now 60')

Perpetual Potency:
- Moderate Acid Flask (for 2d6 persistent acid damage)
- Moderate Blight Bomb (for 2d6 persistent poison damage)

17 Infused Reagents per day.

Daily Prep: 2 Infused Reagents = 6 Bombs; 1 Infused Reagent = 2 Mutagens
- 3 Greater Acid Flask (3d6 persistent acid)
- 3 Greater Blight Bomb (3d6 persistent poison)
- 2 Greater Quicksilver Mutagens

So, unlimited Moderate Acid Flask and Blight Bomb and Double Brew Sticky bombs up to 7 times if I don't quick alchemy any other elixirs, mutagens, or tools.

Garulo wrote:
If I have both a 1d6 and 1d4 I would roll both dice and take the single die that had the highest damage. In other words. You are taking the highest of all the possible instead of combining. Thus, if the d4 gave a result of 4 and the d6 gave a result of 2 you would take the 4 result

To roll both 1d6 and 1d4 would necessitate that the target be under 1d6 persistent X damage and 1d4 persistent X damage. RAW, that is not possible. It is either one or the other.

Gisher wrote:
Finesse and Grapple is a good combo for Investigators, though. They can use Int for both attacks and grapples with such weapons.

Devise a Stratagem only works, "for the first Strike you make against the creature this round". Grapple has the Attack trait but it is an Athletics check not a Strike.

Maybe use the Weak Adjustment, and swap Hardness for AC in the first bullet: "Decrease the creature’s AC, attack modifiers, DCs, saving throws, and skill modifiers by 2."

Because the parry trait of the Spellguard Blade (a +1 striking main-gauche) triggers the additional +1 to the circumstance bonus to AC from Twin Parry, the wielder is, in effect, "benefiting from the +1 circumstance bonus to AC from this weapon's parry trait," thereby meeting the criteria for the bonus to saving throws against spells.

Alchemists' variety of damage types is less about capitalizing on weaknesses and more about circumventing resistances, IMHO.

Having a Witch using Elemental Betrayal helps...

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A. Explorer's Clothing (emphasis and hyperlinks added) CRB Page 275


. . .

Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes. . .
B. Robe of the Archmagi (emphasis and hyperlinks added) CRB Page 616

Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment . . .

The robes are [Armor Potency] +2 greater resilient explorer’s clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.

Activate Reaction command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell . . .

C. Specific Magic Armor CRB Page 557
These suits of armor have abilities far different from what can be gained by etching runes. A specific magic armor lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can’t etch any property runes onto a specific armor that it doesn’t already have.

CONCLUSION: Robes of the Archmagi are not Specific Magic Armor, but still may not be etched with Armor Property Runes.

It is self evident that the Robes of the Archmagi are not armor and, therefore, do not fall under the Specific Magic Armor umbrella. They are enchanted Explorer's Clothing which is explicitly not armor.

However, while the Specific Magic Armor proscription against adding additional Property runes does not apply, the nature of Explorer's Clothing does. Explorer's Clothing are specifically able to receive Armor Potency runes but have no such allowance for Resilient or Property Runes. Ergo, they may be etched with Potency runes only.

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Also, Oil of Unlife is a thing . . .

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[Bad Guy] Attacks the party's healer.

[Champion] Sees the attack coming and ShoulderChecks/Shoves/KicksALeg/DeflectsTheBlowWithHisSword/Etcetera causing the blow to glance off the target, preventing the party healer from taking the full force of the attack.

Cordell Kintner wrote:
Their next post is them pointing out they were wrong and they now realize what the infused trait means, and where it comes from.

Oops. Missed that.

Mea culpa.

Claxon wrote:
Also persistent mutagen requires the infused tag, which is not present on the energy mutagen. So you don't have to worry about this, energy mutagen doesn't qualify.

There is nothing in the Energy Mutagen description that precludes giving them the Infused trait. So, Energy Mutagens that are made during daily preparation with Advanced Alchemy or on the fly with Quick Alchemy are given the Infused trait.

Core Rulebook pg. 66 2.0 wrote:

Advanced Alchemy

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

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This sounds like it may be stupidly fun!

Charhide Heritage and the Goblin Feats, "Burn It!" and "Torch Goblin," are must-haves, in my opinion. Additionally, the Goblin Feat, "Chosen of Lamashtu," allows Goblins to have two heritages. So, both Charhide and Unbreakable Goblin Heritages can be accomplished.

This begins to come online at Level 5 when "Torch Goblin" is available. This Goblin wants to be on fire (suffering Persistent Fire Damage), because she then deals additional fire damage with her attacks and when attacked. It may also server as a deterrent to being attacked when the bad guys learn that attack her burnses.

She does trade four Class Feats, in this build, for Archetypes: Alchemist Multiclass and Sentinel Archetypes.

Alchemist Dedication allows for (Level x 2) Lesser Alchemist's Fire Bombs per day mainly for setting herself on fire. Wade into Alchemist a bit more with "Basic Concoction" to learn "Quick Bomber" and she draw a bomb and set herself on fire in one action.

Combined with the General Feat "Armor Proficiency", this Sentinel Oracle may take full advantage of Heavy Armor. Additional Feats can be selected to maximize her abilities with Full Plate. With "Adopted Ancestry," for instance, she could take Dwarven "Unburdened Iron" and igore the speed penalty of full plate.

Alternatively, I think the build would be fun even if she didn't dual heritage or take Archetypes.

Unbreakable Charhide Goblin Flames Oracle (Starting as Charhide and a Worshipper of Lamashtu):

Ancestry Feats:
1st Level: Burn It! - Buff fire damage.
5th Level: Torch Goblin - Set yourself on fire...
9th Level: Chose of Lamashtu - Pick a second Goblin Heritage: Unbreakable.

Class Feats:
2nd Level: Sentinel Dedication - Wear Medium Armor, or Heavy Armor if the Armor Proficiency General Feat is taken.
4th Level: Steel Skin (Sentinel) - Any armor you wear effectively gains the Comfort trait.
6th Level: Armor Specialist - Gain Armor Specialization effects and meets the condition to allow a second Archetype Dedication.
At 8th or 10th Level: Alchemist Dedication - This is mainly to make [Character Level] x 2 Lesser Alchemist's Fire Bombs at daily prep for an additional source of fire damage.
beyond that: [url=https://2e.aonprd.com/Feats.aspx?ID=1492]Advanced Revelation, 6th
and Greater Revelation, 12th...
otherwise: I'dun'no... More Sentinel Feats? Dig deeper into Alchemist Archetype? Take some more Oracle Feats?? Profit?

General Feats:
1st Level: Adopted Ancestry:
Dwarf: Undburdened Iron - Ignore armor speed reduction.
Halfling: Distracting Shadows - Hide behind larger allies to approach the bad guys.
Kobold: Scamper - Reposition with 5-foot speed boost.
Orc: Orc Ferocity - Become harder to knockout. [However, this one might be considered an innate ancestry feat and invalid for Adopted Ancestr.]
Shoony: Scamper Underfoot - Bonuses to Tumble Through bad guys' squares.

1st Level: Armor Proficiency - Wear Medium Armor.
1st Level: Diehard - Be harder to kill
1st Level: Fleet - Move faster.
1st Level: Toughness - Be more harder to kill.
3rd Level: Ancestral Paragon - Convert a General Feat into a 1st Level Ancestry Feat:
Goblin: Bouncy Goblin - Bonuses to Acrobatics and Tumble Through, and sets up for Unbreakable-er Goblin
Goblin: Twitchy - Bonuses versus hazards and to Initative Rolls.
Goblin: Very Sneaky - Bonuses to Stealth and pairs well with halflings' Distracting Shadows, and her sets up for Very Very Sneaky.

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- the item is stored in a bandolier, belt pouch, or some other easily accessible

- it takes 1 interact action to move a worn item to a hand item

- the item is stored in a backpack or knapsack or similarly worn container. they
are not so easily accessible.

- it takes 2 interact actions to move the item from stowed to held: 1 interact action to take the stowing container off and 1 interact action to retrieve the item from the container.

Bastion Archetype, Nimble Shield Hand

You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). . .

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MaxAstro wrote:
The monster design. OMG the monster design is so good. I love that some monsters can just totally mess with the action economy to make them viable solo encounters. . .


Running an adventure and my party encountered an Ether Spider.

Ether step to material plane. Bite or shoot web. Ether step to ethereal.

The party is like, "oh fu... uhm... Fudge!!" After a couple of rounds, they learned to ready actions for the spider to materialize.

It turned out to be a very fun encounter to run, and, by all reports, participate in as well.

MegaRyozaki wrote:
So Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them." This is all good, but it still doesn`t change the fact that this item, if it is a bomb, only remains potent until the start of your next turn. So for bomber still useless.

Actually, all alchemical items made with quick alchemy suffer that limit on potency unless the alchemist also has the Enduring Alchemy Feat (that does not apply to bombs :( ).


Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two.

So, is that a signature item at each level for a total of four signature items?

Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."

Uh, how about identifying which items are possible signature items, please.

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From Pathfinder Core Rulebook Errata (Part 2):

Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."


From CRB Alchemist Features (emphasis added):

Alchemical Alacrity . . .
Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.
... and ...
Quick Alchemy . . .
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

While the errata addresses what happens with the odd item out, it does not address the fact that the third item goes piff! at the start of the Alchemist's next turn. So, Alchemical Alacrity requires the fourth level Class Feat, Enduring Alchemy, to actually be useful.

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When our group transitioned from 1e to 2e we had similar troubles early on. The malfunction, we belatedly realized, was that we were treating combat encounters more like higher level 1e encounters: get in the BG's face and trade full-attack actions.

We took a break for a bit to analyze our issues. It turns out that we basically behaved as though we're still playing Pathfinder. It's easy mistake to make since the game is called "Pathfinder" and many of its aspects still use the same nouns (with slightly different underlying rules and mechanics).

We realized that we had to stop playing Pathfinder, "forget" everything we know, (mechanics and rules) about 1e, and approach the 2e game as a completely new and separate game ("Trail Blazer").

Reevaluating 2e in that context, we changed our encounter tactics to minimize or reduce in-face time. Forcing opponents to burn actions -- standing back up, picking up or drawing a weapon, stepping or striding, attempting to remove persistent damage, etc. -- instead of Strike three time, changed the experience dramatically for us.


I don't know how close these are to Shoony, but Hero Forge has arthro-canines to customize. . .

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shroudb wrote:
. . . and quick bombs is a once per round ability and etc. . .

I assume you mean the alchemist feat Quick Bomber.

Source Core Rulebook pg. 76 1.1 wrote:


You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.

Quick Bomber makes drawing and throwing a single action, just like Quick Draw for weapons. Nothing in the feat or in the Alchemist limits it to once per round. It is perfectly within the rules, as far as I can tell, to Quick Bomb with all three actions.

. . . As a limited resource you can't be chucking them at -5 and -10, especially with the crappy proficiency you have . . .

My table is currently alternating between Age of Ashes and Extinction Curse. There is a bomber in each campaign and, so far, they've not been too shy about throwing twice. When they do bomb twice, it is usually a Bottled Lightning for a bit of damage and to impose the flat-footed condition. Then the follow-up bomb is at an effective -3 rather than -5.

It is true, though, that they never attempt a third bomb, but, then again, almost no one at the table bothers for a third action strike. The MAP at -10 (-8 for Agile) is pretty punishing. A third-action strike is rarely attempted [at our table] unless the situation is such low risk that there's no real harm in fishing for 19's or 20's to land a third action strike instead of, say, taking an action to Aid, Recall Knowledge, move, Raise Shield, Take Cover, or whatnot.

. . . and perpetual makes them always a 2 action activity due to the action cost of creating them. . .

This is a gross mischaracterization.

Perpetual Infusions give the alchemists the option to choose between one and two (or four with Perpetual Breadth from the APG) different bombs that they can make without expending a resource. They are the alchemists' cantrips (that they don't get until level 7), and they're great when the situation doesn't call for bigger bombs or other activities. They're also pretty nifty for sticking some persistent damage with Calculated Splash and Sticky Bomb.

There is nothing, however, that requires bombers to only use their perpetual infusions instead of higher level bombs.


One of the players at my table wants to take the Dragon Disciple ability Breath of the Dragon, but we're unsure how that works.

Breath of the Dragon, Feat 8, grants the Dragon Breath Sorcerer Bloodline spell and a focus pool of 1.

The bloodline spell is Focus 3 and is "Heightened (+1) The damage increases by 2d6". The spell deals 5d6 (energy type by dragon).

(a.) Does that mean that at 8th level, using Breath of the Dragon, would deal 7d6 damage (5d6 at focus 3, heightened to 4th [level / 2] for plus 2d6)?

(b.) What is the DC for the basic reflex save?


beowulf99 wrote:
SuperBidi wrote:
Drawing a weapon provokes AoO anyway.

Which is exactly what I said. The question was if the "interact" in quick bomb would provoke, even though Quick Bomb itself does not have the Manipulate trait.

The answer was yes.

The Interact action has the Manipulate trait and, thus, may provoke an AoO.

Also, Serenrae allows for redeeming evil doers. A Cleric of Sarenrae could drop a dude to Dying 1, heal him a bit, and then say, "Okay. Are ready to repent and give up your evil ways?"

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On one hand, a level 5 challenge should be trivial at level 15.

On the other, why would climbing a wall as a 5th level challenge be trivial 10 levels later if I have not improved Climb and/or Str?

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