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is there any unequivocal answer to this question?


thank you gentlemen for the discussion so far - as a GM I would be inclined that Double Brew & perpetual infusions can be used together. However, I wonder if you can create two additive items with "doublebrew" and both have a trigger. e.g. smoke bombs for one bomb and sticky bombs for the other.


HI; I have a question about Double Brew. Can this be combined with perpetual infusions?


The alchemist should be able to perform a few alchemy items during exploration mode (after passing the skill check - similar to medicine.


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as we know the alchemist has 2 basic problems -resource and hitting an opponent here I see the following solution without much class change: to choose int / dex bomber or int / str mutagenist / you can give a similar choice to other reserch. - additionally, you should give exploration activity - once per hour - quick craft (lasts 10 minutes - make batches of alchemical items that remain potent until you make the next preparation. Craft DC equals item level. fail - 1 batches succes 2 batches criticall sucess 3 batches +2 circumstance for a proper reaserch field - thus craft is very important and it gives the alchemist considerable choice and usefulness.


before the fight - no problem. But there is a problem in the fight.
The poison is applied using two hands - with a one-handed weapon it will work somehow - but a bow and arrows or a two-handed weapon?
You have to hold the bow in one hand and that hand is no longer free - the toxicologist can't get around this rule - unless I'm wrong.


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since we're talking about poisons, how to use injury poison during a fight? It requires 2 hands to use - so applying poison to an arrow or crossbow bolt or even a sword is very difficult during an encoutner.

Moreover, comparing the poison to a bomb - if you miss with a bow, you have nothing - the bomb will deal at least a minimal damage


when I think about it, I find that the toxicologist has such an advantage over a bomber that he needs fewer feats than a bomber, therefore he is better suited for taking archetypes.


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HumbleGamer wrote:


Imo, Toxicologist is the way.
You are not required to supply your own team, but it might be useful to share some of your alchemical stuff with them ( as any other spellcaster does with their support/healing and even debuff spells, which doesn't deal physical harm to an enemy, but allow the party to better deal with him ).

Due to how poison works, you are able to plan in advance ( coating either weapons and ammunitions ), to enhance your combat style.

You will be more or less 2 points behind a combatant ( providing ranged attack / finesse weapons and quicksilver mutagen ), but note that it's not that much if you consider the damage you will deal with a single attack.

Consider also that you will be also able to make a good use of perpetual poisons ( 1 action to create, 1 to apply, 1 to strike ), if you want to save up high lvl poisons.

The fact you can apply poisons with just 1 interact action is excellent, and the fact you apply your alchemist DC to all poison DC ( if higher ) makes even the lvl 1 poisons viable in different situations.

You will suffer from enemies with poison immunity, but overall...

I have the following problems with the toxicologist:

1) the poison doesn't affect many creatures, and if it does, there's a save anyway
2) warriors in your party will hit the opponent better with your poison anyway
3) even if the poison would work for several rounds, the opponent is already dead.


Interesting discussion - I just wanted to make myself an hobgoblin alchemist
what this character can do better than any other is to create a lot of smoke that does not bother him.:) Nobody makes more smoke than an alchemist:) And no one will identify items better than an alchemist thanks to Crafter's Appraisal (for an alchemist, this is the most natural choice)
The question is whether these 2 reasons are sufficient.
To write a little more seriously, I have the impression that the main weapon of the alchemists has been weakened too much. - I don't get the argument that the alchemist has to prepare a bomb to throw for someone else. Additionally, bombs are practically worse than in playtests:
it was easier to hit the target (TAC) and the alchemists deal bonus damage with bombs. There is even too much disproportion between bombs and magic cantrips these days.


I have a question about the speed of sailing ships -
as I understand , their daily speed should be multiplied by 3 because they sail continuously.
So 32 miles for 8 hours, that's 96 miles for 24 hours. Am I right ?


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Currently, I think NPCs built according to the rules of the "game master's guide" are more powerful than the monsters from the bestiary and PC. They're even probably a little too strong


At this point, at least for me, it's easier to build an NPC from PC thanks to the charater buider. For example, the enemy team of adventurers is made of PC - it gives me the opportunity to see how different classes work and compare different builds. I give items lower levels and additionally less useful for the team of e.g. exotic weapons - so they would rather sell them for 50 percent of the price. Of course, you will find better ones (e.g. one per team). this NPC team is rather team level -1 and is a medium / hard challenge.


1)I think so, especially since, for example, Orka is not aquatic but has a rule that it holds its breath for up to 2 hours. So is the dolphin. Anyway, I found that the 1 ed sea serpent was aquatic.

2)
I wonder if this attack works underwater

3)I'll look in the rules - maybe the ship can't move and takes water


I'm preparing some interesting sea adventures (I hope so of course) for players and I want to use SEA Serpent. We generally play as much as possible using RAW. From here I have questions about sea serpent:
1)Shouldn't this monster be aquatic or Amphibius? If not, how much can it withstand underwater. (especially if the lair is under water as described)
2)How exactly does sea serpent algae work? ( action, aura)

3)finally, is there a description for capsize somewhere? (what is happening with the ship, how much time is sinking)
I will be grateful for your help :)


if I understand correctly, you can use battle medicine on dying PC. He is then automatically conscious and has as much hp as Battle Medicine gave him.
Am I right?


Gary Bush wrote:

Usually items created by Quick Alchemy last, or remain potent, until the start of the alchemist's next turn. There are feats that can extend this however.

Once used, the effects last for the amount of time listed in their descriptions.

1: A smokestick is 1 minute.
2: Sunrod provides light for 6 hours.
3: Persistent damage remains until cleared, the save is made to stop the persistent damage, or generally 1 minute.
4: I was going to say No, you can't make an alchemical crossbow but it does have the Alchemical trait. So I guess yes. It would only be usable on the characters turn and stop working at the start of their next turn.

thanks - I would also be inclined to such an interpretation, but in the definition of infuset (p. 75) it says that every non pernament effect from your infused alchemical ends (with the exception of affilictions such as slow acting poisons end when you make your daily preparations again


I know that there have already been similar discussions but it seems to me that some inaccuracies have not been cleared up. Suppose everything below was done with quick alchemy:
1: How long does the smoke from the smokestick last?
2: How long does sunroad lighting work?
3: How long is persistent damage from bombs made with this method?
4: perhaps an abstract question, but still: is it possible to make an alchemical crossbow with quick alchemy?
thanks for help :)


Probably in the first edition it was so that hags cannot give birth because they are outsiders. anyway they can. How long does pregnancy last and how long does the childhood period of chaneling take?


How is it with Changeling? Do hags give birth to them and eat their fathers? I've seen 2 versions and I don't know which one is right - I'm still waiting for APG


I have a question what are the possibilities to move to the Ethereal plan at level 7. (I'm looking for some interesting ideas but so that they comply with the rules)


Is it possible to voluntarily fail the save and go to stage 2 or 3 perfectly? In addition, it is described in MM that you must survive without the use of magic. Does the remove course spell remove licanthropy? Victim of werewolf is 6 level barbarian


How to use wolfsbane to remove curse of the werecreature? in players handbook p. 553 and MM p. 330 there are two different descriptions. I understand that you can survive with alchemy?


Unfortunately, knowledge check gave a natural 1 and we didn't know it and the time has passed since 2 days we are looking for a wizard


ok I have a question, the player is turned into a stone by the basilisk - is there any way other than fleash to stone?


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a gnome ranger with a heavy crossbow and an ammo hamster sounds interesting


do they have new feats? did i miss something?


you compare animal totem to giant totem and how do you compare fury totem to giant totem?


power attack is good as a second attack with minus 5 to hit then statistically better than an additional hit with -10 to hit


thank you very much for your comments. of course I plan to give up the shield on higher levles. reach weapon is a very interesting solution. the dwarf's only drawback is his poor charisma but on the other hand the amount of hp and high save make him a very good choice.


as I wrote I will play at hardcore level and it seems to me that there is not much difference between shield and ax 14.5 dmg for giant barbarian and 16.5 dmg for great ax. but the difference in survival is colossal


Human has the advantage that at the first level he can have shield block and raging intomidiation before he takes the remaining feat, which significantly increases his offensive and defensive abilities


thanks for the comments so far but I wonder why you think that half orc is better than human after all human can have two feats at the start


the problem i have with the dwarf is that i want to use intimidate quite often. I am also bothered by the lower speed


of course I also want to have fun but the team is highly optimized and the game master likes to be merciless :)
what do you think about goblins? goblin turning into a "troll" can also be cool. In addition, I think about using intimidate quite often


hello maybe I won't be original but I'd like to create a barbarian for the new campaign. (giant instinct) what race would you recommend and what stats?


Bardarok wrote:
scoutmaster wrote:
lay on hands should trigger an attack of opportunity. The game is getting too easy.
lay on hands didn't trigger AoO's in PF1 or DnD 3.5e

this is not a good starting point, both systems did not have a three action system. now you can strike 2 times and heal.


lay on hands should trigger an attack of opportunity. The game is getting too easy.


level for everything is much more important for martial classes than spellcaster s. For some time I was an opponent of level for everything but it has a lot of justification. In the current system, experience points are added for completing the +4 to -4 team level challenge. if we take the level to everything, the fight against low-level characters is considerably prolonged due to the lower chance of hitting 2 and subsequent attacks. The chance of a critical hit of opponents of lower levels is also much lower. However, in the vast majority of spellcasters it does not make a difference, because they will cast 1 offensive spell per round. And this will significantly slow down the challenges. In the current combat system, they run very quickly and efficiently. My players (mostly I'm MG) think that this is a great system. The player playing fighter said that this is the most interesting mechanics.In a different game (5 ed d & d) he just get bored. I agree that +1 can not speak to all but to me it speeds up the game and suits the players to feel special. Players like to have a potent magical weapons and the new system is great.


if it does, the voices will rise, why the barbarian is getting harder and harder from level to level (higher dc) to keep the rage.


Gaterie wrote:

Every DC is scaled by the level of the PCs, this makes every roll a flat check. There are flat check with ability modifier (like treat wound, or any skill check) and flat check without ability modifier (the ones named "flat" in the rules).

This is not a shift in philosophy, this has been like this since the beginning of the playtest. If people weren't complaining about treat wound, I'm sure the rage check would be a Con check with a DC determined by your level.

unnecessary complication. 3 rounds of duration is fine, flat check is ok too but you have to remember that the dc changes.


rayous brightblade wrote:

removing a hand is a free action but material says if you hold a holy symbol. Holding would require an interact action. Changing from hold to wear allows you to have symbol on surcoat, armor, or hanging from necklace/etc which solves the issue.

if we change hold to wear it should also apply to spell components and if so, you can virtually remove the material casting from the game.


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Since I'm mainly GM, not a player, I care about the balance between the characters, so that everyone has something to say. Of course, a lot depends on the players themselves but to the point: quick preparation for the wizard is necessary for the wizard to be competent in the game . As the only character he must gain spells, pay for them and therefore must be able to actively react to the changing situation. This is understandable and makes sense, and gives the player the motivation to look for rare spells. I am aware of the cry that this change will cause in players who play sorcerers, but let's face it, the sorcerer is now more popular and stronger. Charisma is a better trait than intelligence (better skills and resonance) That a wizard can replace one spell for 10 minutes does not make the sorcerer worse. Sorcerer can always carry several scrolls and it will be easier to use them because of the resonance points.
Have you watched spoilers of playtests? See how many people played sorceres and how many wizards. There are definitely more sorcerers.


if we weaken demoralize, what does the barbarian do with the third action? attack on -10?


Take away a Wizard's spellbook and what's left


for me, there is no problem that the higher DCs the more you need additional bonuses in the form of items. Imagine a cyclist starting in the Tour de France on a cheap bike. I do not think he would have gone far.


The style of fighting with two weapons has a certain advantage that you do not seem to notice. It is much better for build based on agility, especially for ranger and rouge. by building such a character, you can almost ignore your strength and invest everything in dexterity, constitution and wisdom.


there is a dead attribute for each profession. But a small condicional skill bonus resulting from high intelligence would be a good solution.


intelligence can add a condicional bonus to some skills equal to half the modifier rounding up


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I think similarly, this table is needed. It made playing the game easier for me.

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