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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!!


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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!!


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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!