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So, a player in my campaign has a Large awakened polar bear as his PC. Everyone else in the party has access to mounts either through animal companions or the use of a marvelous mount spell.

From the spell description it would seem only medium or smaller creatures can make use of the spell. Any suggestions on a mount for a Large creature ?

Marvelous Mount
You conjure a Large fantastical creature to serve as a mount for the target. The mount is the target's minion, has a Speed of 40 feet, and can bear the target with any carried possessions. It can't carry any other creature. The mount uses the target's AC and saves, but it's destroyed if it takes more than 10 damage at one time, ending the spell.

Heightened (3rd) The mount can walk on water, but it must end its turn on solid ground or sink.

Heightened (4th) The mount has a Speed of 60 feet and can walk on water.

Heightened (5th) The mount has a Speed of 60 feet and can walk on water. It also has a fly Speed of 60 feet, but it must end its turn on a surface or fall.

Heightened (6th) The mount has a Speed and fly Speed of 80 feet.


Anyone know when this will be added to Foundry VTT ?


thankyou, that makes sense :)


If a PC Thaumaturge is attacking a snow monster with fire weakness 10, the PC does his esoteric lore and pazow - his sword does +10 bonus damage due to flame peppers!

My question is if he has a flame brand sword that already does fire damage does the Thaumaturge weakness damage stack with the fire from his sword for +20 damage?


Really, so you can by the rules just drive your wagon through the equivalent of the amazon rain forest? That seems kind of silly! lol


What if any are the rules for vehicles and terrain difficulties? A wagon traveling down a road seems simple enough. Even moving across some grasslands like in the America's wild west would seem to be possible. However, how do you handle the PC's deciding they want to drive their wagon up a mountain or through a forest? I looked for some rules on this but did not find anything?

It would seem counter-intuitive for a wagon to be maneuverable up a mountain or through a forest?


Both of those are great ideas. Thanks :)


I am a little confused on the Counteract action. Please let me know if this is right or wrong?

Example 1) Caster 1 casts magic missile at caster 2. Caster 2 has the Counterspell feat but does NOT have magic missile prepared. They can use dispel magic to counterspell as a reaction? The DC is Caster 1's Spell DC, and the counteract roll is caster 2's spell attack roll?

Example 2) A Caster is fighting a big mean barbarian with a glowy magic sword. They can use dispel magic with a counteract check to suppress the swords magic for 10 minutes. The sword is level 12. The counteract rank is 6, the table lists a success 7 (13 to 14) - what does that mean? LOL

Counteract Critical
Rank Failure Success Success
0 — 1 (1 to 2) 3 (5 to 6)
1 0 (–1 to 0) 2 (3 to 4) 4 (7 to 8)
2 1 (1 to 2) 3 (5 to 6) 5 (9 to 10)
3 2 (3 to 4) 4 (7 to 8) 6 (11 to 12)
4 3 (5 to 6) 5 (9 to 10) 7 (13 to 14)
5 4 (7 to 8) 6 (11 to 12) 8 (15 to 16)
6 5 (9 to 10) 7 (13 to 14) 9 (17 to 18)
7 6 (11 to 12) 8 (15 to 16) 10 (19 to 20)
8 7 (13 to 14) 9 (17 to 18) 11 (21 to 22)
9 8 (15 to 16) 10 (19 to 20) 12 (23 to 24)
10 9 (17 to 18) 11 (21 to 22) 13 (25 to 26)


So I was wondering about the Chalice implement of the Thaumaturge. What happens if they are knocked prone or disarmed of their Chalice? Wouldn't the chalice's liquid splash out? How exactly do you swap your chalice implement as a free action to another? It clips to your belt? Wouldn't it just slosh everywhere? If you where taking it from a dimensional space i suppose that would make some sense as you could say it wouldn't spill from in there. It just seems like a bad interaction that makes little sense?
Or is this just one of those "ignore it because game rules says it so?".


A thaumaturge in my party wants a mirrored shield so he can use it as his "Mirror" implement. His reasoning is the old medusa lore and the mirrored shield idea. Any advice or thoughts on this would be appreciated.


Other than the Repair action, are there any spells or other ways to heal the companion ?

Would the mending spell work ?


My concern was if unarmored defence was considered an armor proficiency and would thus add to the metal carrapace armor modifer


Does the kineticist feat Metal Carapace stack with your unarmored defence proficiency?

Metal Carapace
Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 2; Group plate; Armor Traits noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it.

When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends.

Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.


So what exactly is a Thaumaturge's Esoterica ?

It states: "You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement."

So, first off. If a thaumaturge 'looses' his gear, they can no longer attempt to Exploit Vulnerabilities i assume until they replace their nick-nacks of supernatural power?

What if a thaumaturges supply of Esoterica is destroyed, say he fell into lava and they all melted. How would this "Esoterica" be replaced ? Do these items take up encumbrance ? How many of these items are there supposed to be ? Do they need to be tracked ? what if they don't have silver shavings, how would you know? Do they need to list their different items..ugh!

Mortal Weakness: After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

- This right here makes me go... Umm, really? So, does the class just assume that the thamaturge has basically an unlimited supply of weired shit they can apply to every situation they come across? It almost seems like they need a bag of holding for all the varities of supernatural gee-jaws that they would need to apply to every situation.

Anyone able to explain this for me, or it simply a situation where you turn your brain off and that it is just what happens, for because thats what happens?


With raging thrower does your Instinct rage bonus apply to any thrown weapon you hurl at something?

Raging ThrowerFeat 1
Barbarian
Source Core Rulebook pg. 88 2.0
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.


Is there any reason you couldn't use Twin takedown with Wild Morph claws ?


Can you wield a Large weapon (eg., greatsword) in each hand ?


If your raging can you use 'moment of clarity' to use hunters prey?


My Query is if a raging barbarian makes a long jump wearing boots of bounding that has the Raging Athlete feat...exactly how far can he jump in total and per action?
Are you limited to how fast you can jump by the distance of your movement speed? So if Mr Barb has Speed 30 can he jump only 30 feet per action, and if he rolls say a nat 20 and can potentially jump 40 feet in his first action does he jump the 40 feet in 1 action or complete the jump with his 2nd action.
Also, can you attack mid-jump?

Raging Athlete
Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet

BOOTS OF BOUNDING
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

LONG JUMP
You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed.


I have a query concerning the mechanics of Rage / Instincts & specialization
I assume to gain the specialization bonuses you need to be raging...
Also, does the INSTINCT replace the base ability, or do they add together?

Weapon Specialization LEVEL 7
Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.

INSTINCTS
Specialization Ability LEVEL 7
When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using spirit rage to 13.

Also...
Spirit Instinct
You resist negative damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.

Query- Would an arcane, divine..etc.. spell cast by an undead also be included in the resistance?


Say a Giant Snake grabs a Fighter in its coils. If the snake moves away with the fighter grabbed in its coils does it provoke an attack of opportunity ?


One thing I would definitely like to see for both classes are focus recharge feats, preferably on the same level as a Monk with the ability to recharge all 3 focus points. Considering they have such limited spellcasting, this would be nice to have.


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I have been trying for some time now to make a decent Magus. Love the idea. Just not happening tho. The requirement to make a 2nd attack roll for the spell to work is just sad. Spellcasters hardly ever hit anyway with their crappy proficiency, Magus is even worse.

Best I have come up with so far is Archer / Magus.
With haste, you can use Double Shot & Electric Arc.
+1 bow, you'll get 2d8 + 2d8 + ( 3d4+3 save 1/2 ) - possible at 5th level.

level 14 they get focus haste, which would help a lot - but they is a long way off.

Slide casting is really nice - just having trouble creating a decent build around it.


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Probably my biggest gripe is that they are consistently several levels behind the curve with their attacks rolls. When they are trained every other class is master for at least 2-3 levels. The wizard in my group has got to the point where he is considering re-rolling a fighter as he sometimes goes through an encounter without hitting anything ! and the cleric has turned into a healbot and just leaves the fighting to the barbarian and ranger.

My second gripe on casters is where martial classes get magic weapons to increase their hit chances and are doing significantly more damage than the poor wizard ever does. Even breaking out a fireball can be just plain embarressing. Last game he hurled a fireball for 14 damage, all the enemies saved but one ( because the DCs for casters suck LOL) so they took a whopping 7 dmg ! :( So much for the spellblaster, seems a thing of the past that's for sure.

Has anyone had any success or have some pointers for my wizard, because I can't see him playing the class much longer ? ...


My favorite cleric is Elven cleric with longbow and ranger dedication for hunted shot


I had assumed so, but my player who has a ranger thought differently. Good to see some additional opinions on the subject. Thanks :)


I assume you can only use Hunted Shot against a target you have chosen with Hunt Prey?


Ah.. I just came across this. It seems to pretty much answer my question as a big no then !

"If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties"


If the character is wearing +1 handwraps of striking and turned into a Cat, would that mean they would get +1 Atk and +2d6 damage for +10 Atk & 4d6 dmg ?


A lot of interesting bits in there. Some things that leapt out for me; Aasimar seem like they will be a popular choice, witches look interesting, some very nice Archetypes, and clerics get a new feat called magic hands that is pretty awesome :)

MAGIC HANDS FEAT 6
CLERIC
Prerequisites Healing Hands
The blessing of your deity heightens your healing ability,making your mundane healing work as if by magic. When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.


If the character is wearing +1 handwraps of striking and turned into a Cat, would that mean they would get +10 Atk and 4d6 damage ?


So ... a magical bow means that any normal arrow fired from the bow is considered magical for the purposes of damage reduction ?


So ... Say you have a +1 Bow. Are the arrows it fires considered 'magic weapons' for the purpose of damage resistance or do you need actual magic arrows ?


So.. My pcs just encountered their first rust monster and I had to totally wing part of it as I could not find any definitive rules during my quick search (or search after the game) regarding solids rules for item gamage and magical items in particular.

I ended up using the rules for cold iron and gave the 2-handed sword 40 hps. It took 14 hp dmg, so I said they could get it repaired back in town and that it was still usable.

Any pointers to where there are guidelines for this?


A player of mine has picked up the focus spell
"Draconic Barrage"
You shape energy into one incorporeal tiny dragon (or
serpentine creature) that flits around you. The specific dragon
is random; roll 1d6 on the table below for each dragon evoked
to determine which type of dragon you create. While the spell
persists, you can command one of your dragons to spit a missile
of energy at a creature within 60 feet by using a single action,
which has the concentrate trait. This is a ranged Strike that
uses your spell attack bonus and deals 1d6 damage plus your
spellcasting ability modifier, with the damage type depending
on the dragon. A dragon’s breath Strike uses and contributes to
your multiple attack penalty. Once a dragon has used its breath
Strike, it winks out of existence; when you have no dragons
remaining, the spell ends.
Heightened (+1) You shape 1 additional dragon, and the Strike
damage increases by 1d6.

My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
It says it is a Ranged Strike so I am assuming it it -5 ?


A player of mine has picked up the focus spell
"Draconic Barrage"
You shape energy into one incorporeal tiny dragon (or
serpentine creature) that flits around you. The specific dragon
is random; roll 1d6 on the table below for each dragon evoked
to determine which type of dragon you create. While the spell
persists, you can command one of your dragons to spit a missile
of energy at a creature within 60 feet by using a single action,
which has the concentrate trait. This is a ranged Strike that
uses your spell attack bonus and deals 1d6 damage plus your
spellcasting ability modifier, with the damage type depending
on the dragon. A dragon’s breath Strike uses and contributes to
your multiple attack penalty. Once a dragon has used its breath
Strike, it winks out of existence; when you have no dragons
remaining, the spell ends.
Heightened (+1) You shape 1 additional dragon, and the Strike
damage increases by 1d6.

My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
It says it is a Ranged Strike so I am assuming it it -5 ?


So... Relics ...

At first glance the idea seems very cool. Looking over the abilities provided some are not bad. The damage of the varies abilities tho are even worse than cantrips.
Ex .. Flare bolt = 1d6 / 2 lvls. So at 10th lvl your doing 5d6 dmg once per round. Why bother ?


I just finished browsing the GameMaster Guide. Some really nice content in there.

I am definitely going to have some fun with RELICS :)

The additional HAZARDS look good and the magical item QUIRKS look like a lot of fun.

Deck of Many Things - I have this really ornate & cool looking metal d20 - it has a very eldritch demonic look to it :)
Thinking of introducing it as a DoMT's minus the Void & Throne cards. Roll the dice get a card. Could be fun !

STAMINA - This looks interesting. I am definitely going to give this a trial run and see how it plays out. I like the feel of it. How only a core % of your hp's represent physical damage.


doh :(


Source Core Rulebook pg. 210
Frequency once per day
Prerequisites arcane bond, arcane school
You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.

How does this feat work for a Universalist Wizard?


Anathema
Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.

So ... Ted the barbarian finds a corpse with all manner of cool loot. Is taking the dead guys stuff considered "Disrespecting corpses" ?


Given what I know of the Hellnights now, they remind me a bit of the knights from the Elenium series. Sparhawk and his fellow knights were a bit of a rough bunch lol

From my first read I figured being a knighthood that follows Asmodeous they must have been a bunch of evil bastards. Not so much the case now that I have done some more research into them. A very grey bunch. Reminds me of the Clergy of Helm from some of the Realms novels. Some of those characters could be righteous bastards !

Still, I would hate to live in a realm governed by Hellknights. Argh. Cheliax seems like a pretty shitty place to live. Great to be at the top of the pyramid, sucks to be everyone else...


Shisumo wrote:
FedoraFerret wrote:
Order of the Nail are pretty much colonialists most than anything, and that's something I tried to play up. One of my parties actively decided to bring him along to try and redeem him. They're failing to do so, but they at least made friends with him and have given him some perspective on "not murdering goblins and warg puppies."

My Alak wasn't especially interested in murdering the goblins, but when he learned that Breachill had a goblin ambassador, his response was, "Oh, you're civilizing the goblins? I wouldn't have thought it was possible, but very good work!"

My players were all trying not to shudder at his, ah, "praise."

Absolutely love that LOL.

So going to use it in my campaign. Thanks :)
Huh SO Hellknights are more LN that evil Asmodeous worshipers. Have to do some background research on the order. Only a recent convert to Pathfinder ...


That seems like a more likely way forward for my group that's for sure. Good to know there aren't any dramas created by killing him though, because knowing my group that seems highly probable :)


Now that my group has survived Plaguestone, they are moving onto Age of Ashes. Been doing a read through & I have a query regarding the NPC Alek. He is a LN Armiger (I gather that is kind of like a novice knight) of the Order of the Nail. A Hellknight of Asmodeus.

I know the module paints him as LN and that he doesn't specifically 'worship' Asmodeus. He is however a member of the Order of Hellknights, a military organisation dedicated to the tenets of Asmodeus "the Great Lord of Hell".

How the heck do you get a group of "good" sane PCs to trust a character or want to deal with him when that person is the equivalent of a freaking Nazi?

I just don't see how this is supposed to work. Personally, I would just cut his head off and move on. LOL


How do you'all respond to the hourly hero point progression ?

I find that to be the worst game-mechanic regarding Hero Points.
PC's might not actually accomplish anything of note in a given hour of play. To arbitrarily award a HP at the end of every hour seems rather Silly ...


I actually ran the PCs through "Crypt of the Everflame" as their introductory 1st lvl Pathfinder 2 module.

I converted it to P2 (not that difficult) because none of the PCs had run the adventure and I thought the module was had a cool way of introducing a bunch of fresh new PCs together.

As such, they started Plaguestone with enough Loot (I was perhaps little generous with the rewards LOL) - but it was enough for them to pool resources and buy the runes for 3 +1 striking weapons.

I had pre-read Plaguestone and was tad apprehensive concerning some of the encounters. I figured if the weapons become a concern and made them OP for Plaguestone I could address it later.

Given the encounters in Plaguestone, I ended up thinking it was a good call as the added dps let them survive encounters I think that without they likely would have died.

Given how much trouble they still had, and that most groups going into Plaguestone wouldn't have had their resources, I was curious how other groups preformed in the adventure Path. From the responses it seems Plaguestone is a bit of a bloodbath ... LOL


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I think the thing my grp (or at least the ranger anyways LOL) disliked the most was persistent acid damage. He kept melting :)


My grp was level 3 at the start and for the finale of the final chapter. Barbarian (lvl 3): +1 striking Greatsword
Ranger (lvl 3): +1 striking bastard sword
Cleric (lvl3): +1 striking Greataxe
Wizard Universalist (lvl 3)

In the finale fight the ranger went to dying 4 twice. If he didn't have Diehard he would have died a couple of times.

Both the cleric & wizard had cast all their spells and the cleric had used all his bonus heals.

If it wasn't for the Ranger & Cleric having 10 minute Treat Wounds they would have been in big trouble by the end of the fight.

They spent an hour healing up. Went back upstairs and ran into the orcs which they had previously sneaked past. Battle ensued and after the fight they spent another hour healing up.

They found tracks of 3 orcs and a construct heading to town and pursued (forced march).

They failed to kill the golem in the 2 rounds it needed to reach the town square and self destruct.

Most of the villages fled to safety from the PCs yelling to flee, but a few perished.


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My group just finished plaguestone, and they were "mostly" successful.

In general, we found the adventure to pretty darn challenging and it got me curious as to how many groups actually successfully completed the adventure and saved the town.

For example, my group managed to defeat the end boss but it was an extremely close fight.

By the time they eventually chased down the construct, they failed to stop it from reaching the well before it detonated. So, mostly successful except for a bunch of gassed villagers LOL