As a number of oozes have the split ability how does everyone view it when it splits if the first ooze was hit with a witches hex, or a rangers hunt prey.
Over all I think 1 is most likely to be the case, but I can see 2 being used at the table so no class is put at a disadvantage, and 3 I put in just to be more complete.
Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands. You can sustain yourself on dirt and ash instead of normal food and water.
So for the fun of it I have to ask. With the dustsoul not needing to eat or drink normally, would that mean they cannot have tears? Or even any liquid be able to normally leave the body. I am not talking about anything involving rules like bleed effects just flavor things. Does the dirt and ash come out the other side at all? or as a brick? Could they mine forever and just eat to make a tunnel?
Michael Sayre wrote:
Rocket fists are go.
I feel others missed that you need to have warriors muse to take Courageous advance, and you need mastros muse to take Lingering Composition. Which is possible if you take Multifarious Muse at level 2. And seeing as how the op mentioned getting warrior muse latter level that would make two feats to make it work as they are a different muse.
So I ran into an odd problem, How does the use of Aligned Oil (holy) work for the once per day ability the holy rune grants. Key part would be if more then one Aligned Oil (holy) were put on a weapon in the same day. I can see it playing out in two different ways at least.
1 The holy once per day ability will only trigger once no matter how many times you add oil to the given weapon.
2 Each new use of the Aligned Oil is treated as a different Holy rune for the day. And you are spending money to make it happen so why would you get less then what the Holy rune says it gives you.
I am thinking it is 2 over all. But I felt unsure and would like some feedback.
What is the level of detail you are looking for with the models? Also if you yourself have a 3d printer you can always scale up things to be the right size. Or if you are willing to make things yourself you can learn a 3d modeling program like blender or zbrush.
edit, I quickly looked through the list of gargantuan monsters and I could only find 6 of the 62 monsters that are gargantuan that dont have some kind of model for them or have something that could easily be scaled up or a proxy.
So this came up in my groups game. the set up, the paladin has two hands on his lance and he wanted to mount up on his horse. One person pointed out that how can he do that without using at least one hand to grab the saddle. Another person thought that they could mount up without using arms in just a few tries in real life. In the end the gm let the paladin do so to move the game along.
My question is what are your thoughts. Should you be able to mount up with no hands, or require one hand or even both hands? All of this also assumes that a character is at the same level as the mount, no step mounting block or something like it.
I know when i played my bard i was doing party buffs and healing when needed but only so much spell slots at level 2. Bards only have two real attack spells and Daze does have a longer range and with PF2 people dont know what spells do automatically it makes it that much more tempting to cast daze to hurt something vs teleknetic projectile as that spell is much easier to tell something is up.
As to bards with weapons that boewulf mentioned. bards are stuck with two handed instruments if they want to get any item bonuses so they cant truly have a weapon in hand.
True it would be nice if daze did more damage and or scaled its damage better.
Everstand Stance with Grasping Reach is a build for a leshy champion i am looking into. I feel it is not completely clear and would like to make sure it works together before I as the GM to make a ruling.
Everstand Stance makes the shield two handed or at least you are using it two handed and the die size goes up by 1, so shield bash goes from 1d4 to 1d6, boss and spikes go from 1d6 to 1d8.
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.
As shields do not require two hands but everstand stance lets you use shields with two hands do they work together. I guess same could be said for any weapon that lets you use two hands for higher damage dice.
So if it all does work together then total result is 1 action activate Everstand Stance, 1 action gain reach, last action free to do what ever for turn 1. getting a +2 hardness on shield, same damage die as normal, 10 foot reach.
I think the runes would be put on with hair ties or bows. like you would put ruins on hand wraps. got to look your best after all and have you eye brow hair all neat with a bow.
I had a silly thought with the playtest witch and swashbuckler. The thought was a swashbuckler taking witch multiclass and then taking living hair and fighting that way. You could also reverse this and have the Witch take swashbuckler multiclass and grab dizzying parry to make the hair get +1 more ac when using it to parry.
I know the multiclass feats for these classes dont exist in the playtest. But just following the pattern of level 4 you pick one class feat, and level 6 pick one class feat equal to half your level.
I would like to hear peoples thoughts on what some good Illusory Creature uses would be for creatures that would be large size and larger still. Something that would not clearly give a save because too little damage was done. like in the example a large dragon only doing 5 damage the gm might give a free action perception to save vs Illusory Creature.
Those are the ones i can see doing the right amount of damage and being large. Feel free to suggest monsters from pathfinder first ed as those monsters are still around even if they don't have stats right now. In the end I would like this used as a reference for anyone wanting to use this spell but they don't know or have the time to select a creature that would do the same amount of damage that Illusory Creature would do for its level.
The fact that even if a few people can read it and get put out 4 snares at a time is a problem. a problem that can be addressed with a few lines.
To cut off the crafting in batches problem add in
To stop the stacking snares problem.
As an extra thing to stop crazy base defenses for ranger snares in the ranger feat "snare specialist" add in.
And a last line that bugs me in snare specialist that can be read different ways. make it more clear when/ if you gain more formulas as you increase in proficiency in crafting, as you could pick the feat up when you are a master or legendary and get a different number of formulas total depending on how it is read.
It might not be the best way to phrase things but it would hopefully stop anyone having to have a talk like this one with the gm.
I feel it is good to talk about this before the first errata comes out so it gives the devs a good chance of addressing this in the first errata. Most of us will agree to no stacking traps and the like. But there are always people that will see something like this and interpret it to be in there favor regardless of how it is intended, and sometimes those people steam roll the gm to get there way.
Did this sea serpent fight with my group and i know we did a fair amount of things wrong so bare that in mind. party was a wizard me, druid, paladin, and cleric. because of a joke the cleric made he had water breathing precast on all of us as a 4th level spell so it lasts 24 hours. we got to the lake and without ever taking to anything in the forest we went in and walked along the bottom of the lake.
it was a crazy fight and if ran right then we would have had almost no way of winning. also funny to me that the dino druid at huge got swallowed. it was also 1 am on Wednesday and people had to work the next day so it got a little hand waved.
I would like to get the thoughts on dwarf ancients blood. I understand that getting +2 to saves vs magic is very good, but is the cost of -2 Resonance Points worth it. It would make a dwarf that has put nothing into charisma get the first resonance point at level 4. The other side is does that even matter, will magic items not have much effect before level 4.
My party had a hard time with the akata, and from the way they interpreted the logs on the ship, they think the drift rock might have over 100 akatas on it. So they thought of calling backup. now as it was hard to deny them that, i did the best i could in the moment. letting them contact who hired them Eox’s ambassador and had him tell them back up was on its way but will take some time to get there, and to go down to the drift rock and if things get too bad down there to get on the ship and wait for backup to arrive. thus making me skip the part where the ship leaves them stranded.
players have seen enough scifi horror to know not to explore more when they can call for back up.
It all depends on how often those conditions come up for your game like all things it is relative. i can see it being over powered on a psychic caster but that is it. talk with your dm and find out how often those conditions would pop up, at the least some thought should be given to how often it would actually be useful. On the other hand i can see it being banned for a different reason. it is from a module and is made for use in that module.
More of a seed, a planet devoid of life, after an experiment taping into the plane of positive energy goes too well. all the plants grew too fast and sucked out all the nutrients from the soil. all those that were living in the area died from being too healthy. a few survivors are left but they have to keep hurting themselves to stay alive and not pop with positive energy. the positive energy keeps them sustained without food or water. play with it as you want.
My group took the rails off the track then put them together once more and had them hooking up to another track so that two trains would hit each other.
My group has a fiendish vessel cleric who has a free imp familiar, they made this plan up after killing the monk. they told Oppian that the wizard was conducting foul rituals in his home, they were on friendly enough terms with him so he took 6 guards some of them named and went with them to the wizards manor, just before they got there, the imp with a bag of holding went in the window of the second story manor and put dead body's in a ritual configuration. they arrive with Oppian and get the wizard to come out he is confused as to what is going on, Oppian sends up one of his men to look for confirmation that some dark ritual is being done. the man comes back down says yes it is. party is behind oppian and his guard and has the imp act once more using the discord bottle, all but the wizard and Oppian failed, the party bard casts glitter dust on the wizard and two guards they all fail, the fiendish vessel casts lesser confusion. in short order the party wins by much trickery. with that i ended the book, the town lost its GR leadership in two days. they never had to storm the fort. But i was the one running the game, and we don't get that much play time a session for reasons.
My group just got done with this book, but some things i took away from it.
2 you never know what the party will try at the orphanage, mine has a witch that used its prehensile hair hex to kidnap one of them, his name is joey and he has to go around following the party or die...
3 because of the big battle/siege near the end, if you want the party to have easy sacrifices to get a hold of the portal just let them find some knights that are stable at negative hp.
4 if you have necromancers a good place to purge the number of undead they have is at that siege.
just what i have seen from my groups play of the book.
My party has only 3 players so gm gave us a npc that we made together. It is a witch and as we were looking at familiar we picked monkey and then the archetype sage, the rest of the party is not that smart so likely we will be following the monkeys advice. So we picked the name monkeys paw. I hope things won't go badly for us.
my party never got to fight him. our gm was too frustrated with how powerful we were even at just the end of book 5. he saw each of the 4 of us as being able to take him down in one turn. party had a aether kenitisist, archer magus, fighter, and me the summoning archanist. after 5 sessions in a row of use taking no damage and killing everything on the first turn that kind of broke him.
fast bomb allows you to make more then one bomb attack a round. but does not itself give you a bomb attack. you treat your bombs now like a normal thrown weapon for how many attacks you can get out of it
so because you have 3/4 base you get
I am currently playing one in rise of the runelords and i dont find the need to summon more then twice a day even rushing through things with no breaks. I suggest getting the feat summon good monster and get some archons and keep using the aid spell they have at will. for the the errata has not mattered at all and at this point going on book 4.
so umm. has anyone had to deal with a group that was very clever with dealing with the gray garrison.
seeing how the building is made of stone, a character that had a pet earth elemental from some source be it a companion or a summon, then putting invisibility on it some how, could just go up to the top floor using earth glide invisibly then go inside the building and use the rod of cancellation to touch the wardstone. effectively making the only one in the room or even building, while the players are across the street waiting. then what does Areelu do, does she just see a small earth elemental with the wardstone shattered. do the players still get mythic some how. this has not happened yet in my game but how to handle this corner case.
This more or less has the players out think themselves from getting mythic.
Everyone picked there class without knowing what others picked so we have a odd group of being all ranged. No base healer as well
Elf eldritch archer magus
Infernal healing will have to do for low level healing. And summoned monsters or mount for tanks/targets to go without a standard front line. Worked out well so far.
All winnable crew gotten. As the party got more ships they got promoted to Captain. I tried to get my group to build a fleet early that way. So book 5 does not hit them so hard. Only person left from starting crew was fishguts by the time we finished book 6. Even made friends with pepper from how they saw it and invited her to a party in book 4. Thus in a round about way leading them to skip all fleet battles.....
Something that can go differently then as written as it did for me.
2 scry and die on the fleet. if you let the party know the name fo the admiral leading it and/or the name of her bodyguard it is a simple thing scry and find out when she sleeps, go invisible teleport and kill bodyguard then her. using cloak of dreams to make bodyguard fall asleep. then go around with overland flight with inadvisability and grabbing something from the other captains to scry on them for next time. while also planting as many castings of fire seeds using holly berry's inside of the ship at night. thus killing a fair amount of the non combat crew and setting the ship on fire from the inside. thus a party of 4 can take on a armada of 50 or so ships and win.( well a high level caster can do this by themselves to any military force not prepared for it. ie scry, fly, greater invisibility, teleport, evocations of some kind, teleport out, do that a few days and watch common military forces die)
thus the last book can turn into one short session with no need for a fleet battle. in fairness yes i know that devil has see invisibility but there are only 4 of them and i missed that in there stat block. You can take this as a warning of how to avoid this or as a easy way to resolve the book as you will.
another idea/warning only the hurricane king has a Amulet of Proof against Detection and Location in the book, so scry and die is something you can do on his first officer who the party has seen before. risk would be things could attack from behind.
well Errant Mercenary. they were level 11 and i ran the encounters as written but they jumped past a few of them with short ranged teleports of different types. the party started out as just 3 people so gave them 25 points, a few books latter let them have a npc heal bot. the wealth by level got a little screwy because two of them turned into item crafters, with a familiar that had the valet archetype so could quick craft 4,000 gold in one day. With that and seeing how they are on a ship with a fair amount of down time for travel, well it changes things. Even with me only giving them magic items and loot that was written in the book, even then they missed out on a fair amount.
Even stranger part was the next session when i went to wrap up the book with just having the pirate counsel meet. they voted on things like what was expected. then at the end they presented the information they got from the end of the book. so i took the interaction the hurricane king has for that from book six. as well as a expected personality of the party is new and knows nothing and are pathetic. the party did not like that and the shaman used its teleport hex with split hex to move the cutlass magus and the two weapon fighting kukri using slayer to both side of the hurricane king, so they are flanking. as the surprise round they got out there weapons. rolled for initiative slayer went first then hurricane king. slayer does a few crits and sneak attack doing massive damage, and yes i rolled as appropriate for the hurricane kings gear just got unlucky, the kings turn, move action stand up. provokes attack of opportunity. they slayer and magus hit him and he dies. he only got to stand up. I had two people from book six with him at the meeting, they both only got one action then went down. the slayer picked up the crown and asked if there were any objections, one pirate lord had one. then the shaman did baleful polymorph and asks if there was any more. no one said anything.
so my party now has a newly crowned hurricane king.... at technical the start of book 5... to make matters funnier in book three with the race the slayer made a bet with tessa fairwind and if they win she would marry him for one year. they win the race with a score of 55 where the scale only goes up to 11. I then had tessa walk around the table to the slayer ie the new hurricane king and had her say "so what do you want to do now husband?" my group loved that part, i also thought it worked as she does not want to be the king but wants a fair amount of say in what goes on.
They then use the time after that to do scry and die method on the major plot point of book six. thus ending my run of this adventure path. the party finishing the last two books with one session per book. i did skip some things along the way but all the major plot points were covered. I leveled them up at the speed of plot, meaning when the book says they should be level x for this part i leveled them up for it, mostly this happened with the at the end of book they should be level x.
I also say this as a kind of warning that can mess up the last two books. ie party goes to harrigan's island early killing him thus negating most of book 5, and no need to build a fleet. also party decides to kill hurricane king at meeting making them the new king, and scry and die on the plot point of book six.
Gming had my party send out invites for the party in the last book. The sent some to Harrigan pepper and others. Had those two refuse peppers refusal in his hand writing. They scryed her and saw her condition. The party was a few days away, so after it they scryed her and found Harrigan talking to her. So they used find ship with some wood from the wormwood they got earlyer. Got to the island to rescue pepper. Changed the plan and killed 5 different encounters within one turn the foes not getting a single action, then did in Harrigan with him not able to act.
So they basically jumped to the end of the book took out the threat before they even saw it as one. That is all before the pirate counsel meets. Taking the party one day of travel.
I know a far amount of that is on me for allowing it. But I wanted to share, and show how far things can go off with this book.
Found something strange with the d20 site for mythic feats. It tosses in 3rd party stuff without saying that it is 3rd party. If you click on the feat and scroll down a little you can see what book it came from. Just a reminder for everyone to double check to make sure what they picked out is legal.