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breithauptclan wrote:

The way I read it, a Black Powder round (usable as ammunition), dose, or dose with fuse are all mechanically equivalent. They could be converted from one to the other during exploration with negligible time and no skill check.

You could flavor that to be a crafting task to make it look better and make more story sense.

------

Is part of your character that they make their own ammo? Is that needed for plot or story reasons? Most games with firearms the characters just buy their ammo - if mundane ammo is being tracked at all.

It almost feels like you are wanting something that the GM doesn't and need to find a way to force your plans through.

And that isn't something that can really be fixed with game rules and mechanics.

No, nothing that bad. The whole group is trying out PF2 for the first time and I'm trying to figure out how everything works. (I just like knowing my class so that I'm not wasting everyone elses time trying to look stuff up)

Although, your questions do make me think it's a good idea to check with the gm and see how easy/hard it will be to purchase ammo. (They're fine with the class, I'm just not sure where the game will be headed - we still haven't had session 0 yet)

Thank you for all your help. ^_^


breithauptclan wrote:

This question actually has some rules developer input on it. here

My current understanding is that you need Alchemical Crafting in order to craft black powder items including the firearm ammunition - which is the same as the Black Powder round (or dose). Munitions Crafter also works (it creates the same items), but is more specific. Much like there are other feats from archetypes that let you craft a subset of alchemical or magical items.

That does make everything surrounding Munitions Crafter a lot clearer. Thank you. Although I do have additional questions for if you don't have that feat...

Let's say that you don't have Munitions Crafter. How much ammunition can you craft from a single dose of black powder? I would guess one, but I'm not sure.
Also, do you have to pay extra for the bullet/pellet or is that somehow included free of charge?

Basically, can someone tell me all the steps for turning (purchased) black powder into ammunition? I'm guessing there's a Crafting check involved, but I'm not sure. (I would like to not have to take Munitions Crafter, but if it's going to be a pain to make ammo, then I might just have to)


1. What is the difference between regular firearm ammo, a dose of black powder, and the black powder charges/doses that you can make with the Munitions Crafter class feat, if anything?

2. What do you need (if you don't have Munitions Crafter) to turn a dose of black powder into firearm ammo?

Trying to wrap my head around this, so any explanations would be appreciated.


2 people marked this as a favorite.

CRITTER wants to learn GUARD but CRITTER already knows 4 tricks! Should a trick be forgotten to make space for GUARD?'


I vote for (1) both and (2) the $8 option. ^_^


Tiercis wrote:
I would love to see Pathfinder art card sleeves. :)

That would be nice, but it wouldn't work for the character or build cards which are double-sided.


What kind (size and brand, that is) of card sleeves would everyone recommend to use with the cards? And, more importantly, will the cards still fit in the tray while in sleeves?

Thanks


Would there be any chance that something like this would be included with the card game subscription (when they're in stock, that is) or do I need to watch the site and grab them when they appear for sale?


Ok - so here's the list for small characters (sorry that it's in decimal instead of fraction like the medium-sized list)

Alchemist
Kit: 40g; 18 lb.
PM: 41g, 8s, 1c; 69.625 lb.

Barbarian
Kit: 9g; 19.5 lb.
PM: 8g, 9s, 1c; 18.125 lb.

Bard
Kit: 41g; 25.125 lb.
PM: 41g, 8s, 1c; 21.875 lb.

Cavalier
Kit: 23g; 84 lb.
PM: 25g, 9s, 6c; 113.625 lb.

Cleric
Kit: 16g; 24 lb.
PM: 16g, 8s, 1c; 32.125 lb.

Druid
Kit: 14g; 33 lb.
PM: 14g, 3s, 6c; 70.625 lb.

Fighter
Kit: 9g; 21.75 lb.
PM: 9g, 7s, 1c; 29.625 lb.

Gunslinger
Kit: 26g; 23.25 lb.
PM: 27g, 7s; 32.125 lb.

Inquisitor
Kit: 30g; 25.5 lb.
PM: 31g, 8s, 1c; 34.125 lb.

Magus
Kit: 22g; 23.25 lb.
PM: 22g, 8s, 1c; 31.125 lb.

Monk
Kit: 8g; 16.5 lb.
PM: 8g, 1s, 1c; 24.125 lb.

Oracle
Kit: 9g; 21.75 lb.
PM: 9g, 7s, 1c; 29.625 lb.

Paladin
Kit: 11g; 22.5 lb.
PM: 11g, 7s, 1c; 30.625 lb.

Ranger
Kit: 9g; 21 lb.
PM: 9g, 7s, 1c; 29.625 lb.

Rogue
Kit: 50g; 27.75 lb.
PM: 52g, 8s, 1c; 42.125 lb.

Sorcerer
Kit: 8g; 14.25 lb.
PM: 7g, 7s, 1c; 19.625 lb.

Summoner
Kit: 8g; 14.25 lb.
PM: 7g, 7s, 1c; 19.625 lb.

Witch
Kit: 21g; 15.75 lb.
PM: 22g, 1c; 21.125 lb.

Wizard
Kit: 21g; 15.75 lb.
PM: 21g, 8s, 1c; 21.125 lb.


Sean K Reynolds wrote:
imthedci wrote:
I thought it said somewhere that the Adventurer's Kits for small characters were 3/4 the weight & cost (of the medium ones). I'm guessing that's not the way it is.
I don't recall any text that says that—probably because some of the items in a kit use the "Small = 1/4 weight" rule and some don't, so you can't universally apply that rule to the entire kit.

Do the items for small characters that count as 1/4 weight of a medium item cost any differently or are they the same price as the medium ones? I don't see anything saying that the prices are different, just the weights.


I thought it said somewhere that the Adventurer's Kits for small characters were 3/4 the weight & cost (of the medium ones). I'm guessing that's not the way it is.


2 people marked this as a favorite.

I know this is a touchy subject for some (try to be respectful you post please). I wanted to see what all the fuss was about and made a chart comparing the two. Most of them aren't actually that far off; others have a bit of a difference. (And for those wondering, PM is short for piecemeal.)

Alchemist
Kit: 40g; 24 lb.
PM: 41g, 8s, 1c; 82 lb.

Barbarian
Kit: 9g; 26 lb.
PM: 8g, 9s, 1c; 29 lb.

Bard
Kit: 41g; 33-1/2 lb.
PM: 41g, 8s, 1c; 36-1/2 lb.

Cavalier
Kit: 23g; 112 lb.
PM: 25g, 9s, 6c; 126 lb.

Cleric
Kit: 16g; 32 lb.
PM: 16g, 8s, 1c; 46 lb.

Druid
Kit: 14g; 44 lb.
PM: 14g, 3s, 6c; 83 lb.

Fighter
Kit: 9g; 29 lb.
PM: 9g, 7s, 1c; 42 lb.

Gunslinger
Kit: 26g; 31 lb.
PM: 27g, 7s; 44-1/2 lb.

Inquisitor
Kit: 30g; 34 lb.
PM: 31g, 8s, 1c; 48 lb.

Magus
Kit: 22g; 31 lb.
PM: 22g, 8s, 1c; 45 lb.

Monk
Kit: 8g; 22 lb.
PM: 8g, 1s, 1c; 35 lb.

Oracle
Kit: 9g; 29 lb.
PM: 9g, 7s, 1c; 42 lb.

Paladin
Kit: 11g; 30 lb.
PM: 11g, 7s, 1c; 43 lb.

Ranger
Kit: 9g; 28 lb.
PM: 9g, 7s, 1c; 42 lb.

Rogue
Kit: 50g; 37 lb.
PM: 52g, 8s, 1c; 54-1/2 lb.

Sorcerer
Kit: 8g; 19 lb.
PM: 7g, 7s, 1c; 32 lb.

Summoner
Kit: 8g; 19 lb.
PM: 7g, 7s, 1c; 32 lb.

Witch
Kit: 21g; 21 lb.
PM: 22g, 1c; 35 lb.

Wizard
Kit: 21g; 21 lb.
PM: 21g, 8s, 1c; 35 lb.

As you can see, the Alchemist and the Druid have the biggest discrepancies in weight (58 lb and 39 lb more if you get the stuff piecemeal respectively).

Another oddity is that the Barbarian's Kit is the only kit where you lose money by taking the kit over buying the stuff piecemeal (9c more expensive). Not really enough to count for anything, but it's still odd.

The only other odd thing that I found while making this chart is that the Gunslinger's Kit is the only one that doesn't come with soap. This doesn't really make any sense. Is there a reason for that?

If I got any of the numbers wrong, please let me know.


It appears to me that the RAW make a Pseudodragon familiar have a lower INT and base Will save than one that isn't a familiar, so I decided to ask on here and get your opinions.

What is the starting Int & base Will save of a Pseudodragon familiar? Would it be the same as a normal Pseudodragon (Int 10; base Will +2) or the same as a 1st level familiar (Int 6; base Will +0)?

It seems stupid that it would be lower, but I don't see anything in the RAW saying that if the familiar's original stats are higher that you would use them instead of the normal familiar ones....


Dungeon ring rules:
A jailer's dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner's dungeon rings. When the wearer of a jailer's ring places a prisoner's ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer's ring can also remove a linked prisoner's ring at any time.

The jailer is aware of any wearer of a linked prisoner's ring like a constant status spell. Additionally, all wearers of linked prisoner's rings count as familiar to the jailer for purposes of spells such as scrying and teleport.

I just wanted to verify that you can't remove a prisoner's dungeon ring by chopping off your finger. Would that be correct?


Hello.

I found this homebrew template on the Giants in the Playground forum that lets you downgrade a Psuedodragon so that it can be taken by a 1st level wizard. Unfortunately, it's for 3.5, not PF. I was hoping that maybe if I posted it here, you all could help me adapt this to PF rules.

IMMATURE PSEUDODRAGON
Size/Type: Tiny Dragon
Hit Dice: 1d12+1 (7 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Bite +5 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Qualities: cannot speak, low-light vision
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 6, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Skills: Hide +18*, Listen +5, Search +4, Sense Motive +5, Spot +5
Feats: Weapon Finesse
Alignment: neutral good

At 2nd level: gains darkvision and fly 60 ft (good)
At 3rd level: gains immunity to paralysis and +1 natural armor
At 4th level: gains +2 Int (add 2 ranks in Diplomacy and 2 ranks in Survival) and immunity to sleep
At 5th level: gains telepathy and +1 natural armor
At 6th level: gains spell resistance and poison sting (poison DC is 13)
At 7th level: gains blindsense and advances to 2 HD (add +1 base attack, +1 to all saves, +1 to poison save DC, increase hit points to 15, and +1 rank in Diplomacy, Hide, Listen, Search, Sense Motive, and Spot). Gain +2 natural armor. Also, Weapon Finesse becomes a bonus feat. Gain Alertness in its place (for an additional +2 to Listen and Spot)

I know that the natural armor and SR are lower on the PF pseudodragon, the strength is 1 higher, it doesn't get the alertness feat anymore, and the skills are all different. It's mostly the skills that I'm having problems with.

Any help you can give would be appreciated.


Hello.

I found this homebrew template on the Giants in the Playground forum that lets you downgrade a Psuedodragon so that it can be taken by a 1st level wizard. Unfortunately, it's for 3.5, not PF. I was hoping that maybe if I posted it here, you all could help me adapt this to PF rules.

IMMATURE PSEUDODRAGON
Size/Type: Tiny Dragon
Hit Dice: 1d12+1 (7 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Bite +5 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Qualities: cannot speak, low-light vision
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 6, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Skills: Hide +18*, Listen +5, Search +4, Sense Motive +5, Spot +5
Feats: Weapon Finesse
Alignment: neutral good

At 2nd level: gains darkvision and fly 60 ft (good)
At 3rd level: gains immunity to paralysis and +1 natural armor
At 4th level: gains +2 Int (add 2 ranks in Diplomacy and 2 ranks in Survival) and immunity to sleep
At 5th level: gains telepathy and +1 natural armor
At 6th level: gains spell resistance and poison sting (poison DC is 13)
At 7th level: gains blindsense and advances to 2 HD (add +1 base attack, +1 to all saves, +1 to poison save DC, increase hit points to 15, and +1 rank in Diplomacy, Hide, Listen, Search, Sense Motive, and Spot). Gain +2 natural armor. Also, Weapon Finesse becomes a bonus feat. Gain Alertness in its place (for an additional +2 to Listen and Spot)

I know that the natural armor and SR are lower on the PF pseudodragon, the strength is 1 higher, it doesn't get the alertness feat anymore, and the skills are all different. It's mostly the skills that I'm having problems with.

Any help you can give would be appreciated.


Sovereign Glue in her boots (or gloves) is a classic...


5 people marked this as FAQ candidate. Answered in the errata.

Pg. 171 - Summoner's Call (feat)

The descriptive text states "You have the power to call your eidolon one additional time per day", but the feat benefit gives your eidolon a stat bonus for 10min after it's summoned. Descriptive text needs to be changed...


I'm not totally sure how an eidolon's evolution points work (when you gain a level).

Ex. You have a level 1 eidolon that has spent its 3 evo points. When you become level 2, what happens?

If you choose to keep all the upgrades you bought at level 1, do you get 4 more evo points to work with, or do you only get 1 point (4-3=1)?

Also, with the evolutions that allow additional evolution points to be spent to have an increased effect (ex. large ability - you can pay 6 points extra to make the eidolon huge instead), can you spend the additional evo points at a later date or do you have to pay for the whole thing at once? (i.e. your eidolon has the large ability. does it cost 6 points (just the extra points) or 10 points (full cost) to make it huge?)


Sara Marie wrote:


I've got a replacement set up and it will be shipping out soon.

thanks,
sara marie

You rock! (Get it? Gems... Rock... Ahhh, forget it...)

Thanks alot.


I got in the package that had all of the non-pdf items from my order, but after checking and rechecking, the Gem Cards (http://paizo.com/store/byCompany/t/tangentGames/v5748btpy8885) were not in the package (even though you have them listed as being set out with the other items). Please let me know what I need to do to get them set to me.

Thanks,

Greg


Some of the (Barbarian) Rage Powers require the player to be a certain level. Is that the minimum levels of Barbarian that the player must be, or is that the minimum level total (i.e. for a rage power that requires you to be 8th level, do you have to be a Bar8, or can you have other classes [Bar2/Drd6])?


The Wraith wrote:

page 144:

"A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way"

There is a contradiction with the rules on page 141:

"The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon — only one end of the weapon can be used in any given round"

The reference to 'creatures wielding a double weapon in one hand' is obviously for larger creatures who can wield (albeit with a -2 penalty) a smaller Double weapon as a One-handed weapon - and in this case, since they are not using the second head of the weapon, they cannot benefit from wielding it for Two-Weapon fighting. However, the first part ('a character can choose to wield it two-handed') falls in contradiction with the rule on page 144 - unless that rule has a typo and should read 'A double weapon can be wielded as a two-handed weapon' (etc.)

Actually, there isn't anything wrong with the way that is worded (on page 144). It agrees with the second sentence of the example you gave from page 141 (A creature wielding a double weapon in one hand can’t use it as a double weapon — only one end of the weapon can be used in any given round).


Purple Dragon Knight wrote:
I think the concept of swinging a 10+ pounds object in one hand is ridiculous, let alone *two* of these!

I think it was the one of the dragons, or maybe the elf casting magic missile who told me that real world logic has no place in D&D... ^_^


I just want a copy of my 'The Great Modron March' that I paid for... :( (My sympathy for those of you who had bought more than one or two pdfs)


Here's my adaptation of the idea -

1. Create a Feat that gives the character an animal companion/familiar/mount with advancement = to 1/2 the character's HD.

2. Create a 2nd Feat (Prereq. = class druid, paladin, or wizard, & the above listed feat) that improves the animals' advancement to equal to the character's HD.

3. Where the druid, paladin, and wizard currently have the choice between the animal companion/mount/familiar and other feature, they now choose between gaining both feats or the other feature. Where the ranger has a choice between the animal companion and the other feature, they now choose between gaining the base companion feat and ther other feature.

4. If wanted, you could create a 3rd feat that requires the base companion feat which would give you more animals to choose from as your companion/mount/familiar. You could also make certain creatures exclusive to the druid, paladin, ranger, or wizard class.

So, basically, everything would be the same as it currently is, except that any character could take a feat to get a companion/mount/familiar with advancement = to 1/2 the character's HD.

(Hope that's not too confusing...)


ellegua wrote:


Jason,

Any hint at what the replacement skill will be (for those of us working with Abyssal sorcerers in our playtests)? I'm currently working with Knowledge: Planes as the replacement, since the Skill Focus offered on the list of the bonus feats seems to line up with this -- but I'd love to get the official word! :)

Thanks,
Ellegua

I second this inquiry. ^_^