Skull

retrogmray's page

24 posts. No reviews. No lists. No wishlists.


RSS


Hey Paizo,

Any plans to produce some Treasure Vault cards similar to the Alchemy Cards and other sets? That would really help to better organize and include all the awesome goodies for PC's in game for us GM's!!

Thnx


Any comments on when we might get to see some more playtest stuff for SF2?


breithauptclan wrote:

Well, check the action requirements. There isn't a blanket rule that you don't need a feat in order to use an action or that tools replace other listed requirements.

Identifying alchemy doesn't require a feat, but crafting alchemy does.

Treat Wounds is a general action - you don't need a special feat - just the tools.

But Battle Medicine is not a general action. It requires having both the skill feat and having tools available.

Tumble Through is a general action and it does not require tools. No tools are needed (but there are some magic items that will give a bonus to the check for it).

And Bon Mot is not a general action and it doesn't require tools. Tools are not needed, and there aren't any tools that will let you use the action if you don't have the feat.

Thnx again for the help and all the added info here... very nice!


Cordell Kintner wrote:
You only need tools if the action/activity says you need them. Treat Wounds, Pick a Lock, and Repair say you need tools to perform those activities. Recall Knowledge and Identify Alchemy don't say you need tools, so you don't need them.

Thnx!


breithauptclan wrote:
No, you don't need to be able to craft the items in order to identify them. That isn't listed as a requirement for the action.

Thnx a lot! So then, it works the same for the other tools as well...depending? Not needing the associated skill/feat to use them?


Do you need to be Trained in Alchemical Crafting, or just Crafting, to be able to use these tools to then take the Identify Alchemy action?
If not, then that's great. If so, then how would we otherwise Identity them short of finding someone who is, and making that transaction accordingly?
Could you use alternative skills to do it?
I guess the same might go for Identify Magic as well, but not the tools question part of course. Thnx!


Hilary Moon Murphy wrote:

There is an article in the Starfinder Adventure Path Horizons of the Vast on Aiudara or 'elf-gates'.

The article is called the "Elven Diaspora", and it's in Volume 3, Starfinder AP #42 Horizons of the Vast: Whispers of the Eclipse.

Known locations of portals in the Pact Worlds

  • All over Castrovel. The elves used the portals to port themselves and save transportation time between continents. There is one portal in the elvish continent of Sovyrian that has been controlled by a Green Dragon who restricts access to it. Sometimes he charges vast fortunes, but sometimes he'll let a party of adventurers through on a whim.

  • Akiton -- though the elvish population there died out.

  • Golarian

  • Triaxus

  • Moons of Liavara

  • Moons of Bretheda

    Known Portals in Near Space

    There have also been portals to worlds that are not in the Pact Worlds System.

  • Marixah Republic (located in Near Space) alongside a large number of half-elves.

  • Daimalko - a world teeming with kaiju monsters

  • The uninhabited eden world of New Harmony

    Basically, there is no one set list. You can put portals wherever the plot takes you.

  • WOW! A veritable treasure Trove of information here... so appreciative! Thank you!


    xcmt wrote:

    Here's some limited information.

    There's also a cool chapter in Age of Ashes Book 5 (Against the Scarlet Triad) titled Lost Aiudara that has some information about elf gates which aren't actively used (to my knowledge) by existing content, the red links in the above page with missing content. It includes specifics about their activation keys.

    Gatewalkers book 1 has some information about a cluster of aiudara in the River Kingdoms. I imagine books 2-3 might have further data, but I haven't bought those yet. We're only one game in to that AP.

    Thanks very much... great help here!


    Could anyone please list all the Elf Gate portal keys and where you got that info please? I've searched for so long and found nothing for my "mythic" level campaign and need it really really fast please. Thank you guys so much!


    Could anyone please list all the Elf Gate portal keys and where you got that info please? I've searched for so long and found nothing for my "mythic" level campaign and need it really really fast please. Thank you guys so much!


    Aaron Shanks wrote:
    Invictus Fatum wrote:
    You may want to change the date you list for availability. You've announced it was delayed to September 1st.
    Indeed, that's one the dangers of writing our blogs earlier that we used to. Thanks for the sanity check.

    Great job on your Paizo YouTube stuff, by the way! What I'd like to know though is, in strength of thousands it mentions a starting stipend for players, but gives that monetary total nowhere that I've seen. Please help or pass this onto someone who would.

    Thanks and keep up the great vids!!


    1 person marked this as a favorite.
    Nefreet wrote:

    The Homebrew Forum would be a better place to discuss this.

    I found THIS over there by searching for "PF2".

    Thnx! I'll check it out.


    Has anyone seen anything or heard of anyone who's tried to integrate PF2E's 3-action economy into Starfinder?
    I've looked at the Owen K.C. Stevens interview where he suggested maybe just using Pathfinder 1E Unchained rules and adapting it into the mix to get some of this. And yes, I've gone through Reddit pretty crazily too, but nothing useful really.
    Thoughts? Thnx!!


    Thank you everyone for clarifying this! Ya'll are great!!


    Hey gang,
    So, the latest errata says maneuvers from Athletics like shove, trip, etc... DO NOT add to MAP because although they have the attack trait, they are not strikes. Is that the right interpretation there? That even though I trip for my first action, my follow up strike, if a successful trip occurred, would be at +2 without any MAP?
    THNX!


    Kasoh wrote:
    retrogmray wrote:
    Are there any new updates on the 10th Anniversary hardcover for this by chance please? Thnx!!

    From the April update email:

    1st Edition Bestiary completed.
    Legendary Games delivered the second and final round of 5e bestiary. which James has been formatting to match Paizo style.
    Drafts of accessories (Kingdom sheets, urban grid sheets, etc.)
    More art ordered.
    Final round of Development changes in the AP and Companion guide.
    Designing Kingdom management screen and Kingdom Tracker folio.
    Feedback on the "tsunami of sketches."

    So, things progress.

    Thnx!! More wait and see. :/


    Are there any new updates on the 10th Anniversary hardcover for this by chance please? Thnx!!


    1 person marked this as a favorite.

    I'd like to cancel my Lost Omens Ancestry Guide order please! Thank you


    Cordell Kintner wrote:

    This isn't relevant to the initial question of the thread, but it sounds like you're asking about the Hunted Shot action. If so, yes you can do that, but it is two attack rolls at the same multi-attack penalty so it would be -0/-5/-5. Best to just use the special action first for -0/-0/-5.

    The Flurry edge only lowers your multi-attack penalty against your prey, from -5/-10 to -3/-6 (-2/-4 for agile weapons)

    Yes, sorry. I couldn't even remember how to make a whole new post about this, but I really appreciate your response! That's cleared me up well now.


    Can someone also explain the Ranger's Flurry? So, it's 1 attack with no penalty (1 attack roll that if it hits is 2 hits worth of arrow damage) if its the first attack in the round and a -5 if its the second? Then could the character move as well if they did this as an action sequence (1st attack as normal, Flurry with -5 for 2 shots, then move)?
    Thnx


    breithauptclan wrote:
    retrogmray wrote:

    so Acid Arrow, a 2nd lvl Spell which says Heightened 2, means that if it's a signature spell at my level 3, it won't be any good to even do. I should choose Heal instead and wait until I get 4th lvl spells to make Acid Arrow a signature spell.

    Which I likely wouldn't do since their are spells by then more worthy of that.

    Correct.

    You couldn't lower the Acid Arrow to 1st level and cast it with a 1st level spell slot, because Acid Arrow doesn't exist at that low of a level. At character level 3, you couldn't heighten the spell any higher than level 2 because you can't cast anything higher than that.

    Now, once you can cast level 3 spells, you could heighten Acid Arrow to level 3 and cast it at that level, but it wouldn't get the added damage - that doesn't kick in until spell level 4. It would be harder to counterspell as a 3rd level spell - for whatever that is worth.

    Thnx a lot! I think I get it now.

    Ya'll have been great!


    breithauptclan wrote:

    Signature Spell allows you to heighten (or lower, technically) a spell. The amount of damage, or other stats of a spell, is based off of the level the spell slot used to cast it with.

    So taking Hydraulic Push as signature allows the character to cast it as either a 1st level spell or a 2nd level spell (at character level 3). So when the player decides to cast Hydraulic Push, spending a 1st level spell slot to do it will make it a 1st level spell still. Spending a 2nd level spell slot will make it a 2nd level spell and it will do the heightened damage.

    Got it now, thnx a lot!


    Albatoonoe wrote:

    The second answer is correct. Spell level is the important factor in what power a spell has, and that increase every other level.

    Acid Arrow would be the default as it does not gain an increase until it is 4th level spell, which is a ways off.

    For all heightening, it refers exclusively to spell level, rather than character level.

    So I do not understand, fully, the end of your first paragraph...sorry.

    Also, so Acid Arrow, a 2nd lvl Spell which says Heightened 2, means that if it's a signature spell at my level 3, it won't be any good to even do. I should choose Heal instead and wait until I get 4th lvl spells to make Acid Arrow a signature spell.
    Which I likely wouldn't do since their are spells by then more worthy of that. Right? Wrong? Wow this is kinda confusing to say the least.
    Thanks a lot by the for sticking with this for me.


    Okay, so if I took Hydraulic Push as my Signature Spell and now I'm level 3, would that make that spell doing 7d6 and 9d6 on a crit, or 5d6 and 7d6, or something else?
    If I take Acid Arrow as my 2nd level Signature Spell what would it do?
    Please explain well here for me as I'm a new GM to PF2E that came from all the way back in Basic D&D, through until 5th Ed.
    Thanks!