Search Posts
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
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.
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?
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?
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
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?
Does the kineticist feat Metal Carapace stack with your unarmored defence proficiency? Metal Carapace
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
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?
Raging Athlete
BOOTS OF BOUNDING
LONG JUMP
I have a query concerning the mechanics of Rage / Instincts & specialization
Weapon Specialization LEVEL 7
INSTINCTS
Also...
Query- Would an arcane, divine..etc.. spell cast by an undead also be included in the resistance?
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 ? ...
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
My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
A player of mine has picked up the focus spell
My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
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 :)
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.
Source Core Rulebook pg. 210
How does this feat work for a Universalist Wizard?
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
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
When you Treat Wounds do you roll against a DC of your choice, or do you heal hp's based on the skill check you roll?
Assisted Recovery ... How does this work ? Say the person is on fire and someone throws a waterskin over him. Does this grant the burning PC ...
ASSISTED RECOVERY
So ... Treat Wounds. How do you play this ability in your games. As RAW or with some house rules attached. As written it would seem you can just Heal a PC every hour for 2d8 hps, or every 10 minutes with a feat. This seems slightly excessive. What's the point of healing magic if in 20 minutes my healers kit can restore someone that just took a sword through the chest. Some stitches & a bandage and you can do heart surgery and restore someone to full health. That's an impressive healer's kit ! Just wondering how everyone runs their games with this as a consideration, as from what I can see this has been incorporated as core rules for P2.
So, the PCs are about to encounter some minor air elementals soon and I noticed that elementals don't have any resistance to damage any longer ? Is that right ?
It made me do some browsing of the Monster Manual, and I notice that demons also lost their damage reduction. Normal weapons deal damage to them as well. It would seem that resistance is a very rare thing in P2. About the only creatures that seem to still have it are spectral undead and golems.
Not a huge fan of the arbitrary nature of hero points. Had a play and pinched some stuff dark heresy.
Basically each campaign a PC starts with 3 hero points. You get a hero point back at the start of each chapter of a campaign. If you use a hero point to save you from death your max points are reduced by 1. Hero Points Heroic characters are unusual individuals with abilities, backgrounds, and experiences well beyond those of ordinary citizens or creatures of their race. More than anything, the role of Fate in such an individual’s life is what separates them from the masses. All characters begin play in a campaign with 3 Hero Points (also known as Fate Points). For some, these Fate Points represent destiny, a sign that a higher power has marked them for greatness. For others, Hero Points may be the benefits of a powerful and magical bloodline, a faerie godmother, a dark pact or some other supernatural occurrence. Using Fate Points Fate Points allow an individual to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. Hero Pints have a limited pool, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.
Burning Fate Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a hero’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a disintegrate and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious. In more extreme circumstances, such as being trapped on a skyship during an arcane drive implosion, it is up to the player and the GM to work out just how the character survives. Gaining Additional Fate Points Heroes are awarded additional Fate Points as the main adventure reaches certain milestones. They can at the DMs discretion also be rewarded for particular acts of heroism.
My players are currently running through Plaguestone. They started the adventure at 2nd level as their 1st level adventure was "crypt of the everflame". We just had our 1st PC death. Our ranger died in the battle with the blood ooze and "the sculpter". Unfortunately he is not taking his PCs death very well. How do you as DMs handle the Death of your PCs in the early levels where resurrection is problematic? Also, how tough have you found the new Pathfinder 2 adventures. Some of the fights & traps have been pretty tough even for 2nd level characters. So far a crit on a spear thrower trap dropped a PC in a single hit. If he had been 1st level it would have killed him from mass damage. A couple of the monsters and encounters have also been tough fights. Just curious how everyone else's experiences are like?
PAGE 544 under SPLASH Damage .... For example, if you threw a lesser acid flask and hit your target, that creature would take 1d6 persistent acid damage and 1 acid splash damage. All other creatures within 5 feet of it would take 1 acid splash damage. On a critical hit, the target would take 2d6 persistent acid damage, but the splash damage would still be 1. If you missed, the target would take 1 splash damage. If you
So, does this mean that a critical hit with an acid flask would be 2d6 persistent damage per round unless you succeed on your DC 15 Flat check at the end of the round ?
ELEMENTAL WRATH FEAT 1
So., does " except the spell has only verbal components " mean the cantrip is 2 verbal actions, or is it just a single verbal action?
The Feat:
So, my Question is: If you cast a spell like magic missile or a similar spell that fires multiple bolts / missiles ... Does the damage apply to the spell once or per bolt / missile ?
|