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On a critical hit you don't double the dice, you double the roll. So you roll the regular damage, add any bonuses, then you double the result. You don't double the damage added specifically by the crit, such as from the Deadly or Fatal traits.

The full rules are on page 451 of the CRB under Doubling And Halving Damage.


Disperse only lasts until the end of that Turn, not the end of the Round, so the other PCs wouldn't have the opportunity to Ready their actions, unless they did so before the Elemental Dispersed, which is silly.


Mark Seifter wrote:
PS on Fury Totem's Resistance: It might not be as much better as has been mentioned in this thread. Check the definition of Unarmed on Glossary page 419. We are trying to not have that 'weapon' ambiguity like we did with that famously convoluted FAQ necessary to untangle some of the usages for PF1.

Limiting the Fury Totem's Resistance to damage from weapons doesn't make much sense. It would mean that an average person would do more damage to a raging Barbarian by punching them, than they would by stabbing them with a dagger. Admittedly it would only be non lethal damage, but that can still knock you unconscious.


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Hastur! Hastur! Hastur! wrote:

My goblin alchemist has an 18 int and 5 resonance. During daily preparation she prepares 4 batches (of two potions if I understood this correctly) of alchemist fire. I now have 8 alchemist fires I can throw and have burned 4 of my resonance.

Do my bombs take resonance to use?
Can I hand my bombs off to other group members?
Does it cost them resonance to use them?

What if I prepared one more batch of healing potions? I am now out of resonance. Can i use my own potion to heal myself or do I need to use the rules for overspending resonance to use one?

Alchemical items created by an alchemist during daily preperations have the Infused trait.

Infused: An alchemical item with the
infused trait doesn’t cost its crafter any
Resonance Points to activate (whether
using Operate Activation or any other
relevant action), though anyone
else must spend Resonance Points
to activate it normally. An infused
item is potent for only 24 hours,
after which it becomes inert.


Vic Wertz wrote:
yeahgday wrote:
P.S. is there any eta on Australia?
The earliest I see, 23 hours ago, is going to WA via IPARCEL with a delivery estimate of August 22. The latest, from 2 hours ago, is going to Queensland via IMEX with a delivery estimate of September 6. I also searched for one going to NSW—the first I found shipped yesterday afternoon via DHL with a delivery estimate of August 9.

As a resident of NSW, this gives me hope :)

August 9 is not so bad, compared to some of the other possible dates I've seen. I'll join the chorus of people thanking Vic and Paizo for their handling of this unfortunate situation.


Thank you for keeping us informed, I really didn't want to miss out on the Playtest.


I received an email stating I would be charged for my order on monday, July 9. It is now tuesday, July 10, and I have not yet been charged.
I just want to make sure my order goes through.


Hi everyone,

I'm starting Rise of the Runelords soon and while I've played plenty of D&D (including 3.5) I've never played Pathfinder (aside from a one shot convention game). I've decided to play a Half-Orc Brawler with a background of arena fighting. I like the idea of making frequent use of improvised weapons but I'm not sure if that's a viable option.

I'm not looking to optimise the character, I'd just like some advice on how to not suck.

I'm asking for two things:
First, any potential pitfalls to avoid or shortcomings to be aware of?

Second, any must have feats, traits, equipment etc?

Thanks in advance.

Race

Gnome

Classes/Levels

Magus