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dynilath wrote:Only melee touch has a mechanism to replace it with an auto-hit for a willing target, so ranged touch you still have to try. Our group rules that a willing target can forgo Dex and dodge bonuses, though, in order to try to be hit. Deflection force fields, miss chances, and the like can still cause issues.There is a problem bothering me these weeks.
How does a Reach Cure Light Wounds work? Do I have to make ranged touch attack roll to heal my friend?
Reach Spell wrote:You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long....... Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.When cast CLW on my friend, there is no attack roll needed, so it seems that I don't need ranged touch attack to heal my friend with Reach CLW.
Though it is an auto-hit touch, i still have to touch my friend.The problem behind is that what an attack is.
Is it an offensive action that gives effect that opponent what to resist?
Is it simply a mechanic that determine whether or not it is hit?
Don't forget criticals!
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Mark Seifter Designer |
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Mark Seifter wrote:Don't forget criticals!dynilath wrote:Only melee touch has a mechanism to replace it with an auto-hit for a willing target, so ranged touch you still have to try. Our group rules that a willing target can forgo Dex and dodge bonuses, though, in order to try to be hit. Deflection force fields, miss chances, and the like can still cause issues.There is a problem bothering me these weeks.
How does a Reach Cure Light Wounds work? Do I have to make ranged touch attack roll to heal my friend?
Reach Spell wrote:You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long....... Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.When cast CLW on my friend, there is no attack roll needed, so it seems that I don't need ranged touch attack to heal my friend with Reach CLW.
Though it is an auto-hit touch, i still have to touch my friend.The problem behind is that what an attack is.
Is it an offensive action that gives effect that opponent what to resist?
Is it simply a mechanic that determine whether or not it is hit?
My group thought that critical reach healing might be a thing at one point when the APG just came out, but the magic chapter limits crits to spells that deal damage.
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TrinitysEnd wrote:If you mean in Paizo products, I'd have to say something like the masquerade reveler, which I've been toying with since the first time RPG Superstar had an archetype round. As to kinetic blade-focused kineticist, who's to say what the future might bring? I certainly seemed to be doing something similar in that Twitch livestream. ;)Thank you once again! Now one last final question (At least for today)!
Is there a class/archetype that you've always wanted to play that isn't in Pathfinder? Or maybe something that is a class feature of another, but would love to base an archetype around? (As an example, a Kinetic Blade Focused Kineticist)
Is that a Summoner similar to Synthesist? Or is more akin to a fighter with evolutions? Either way, that does sound pretty awesome!
And why do you tempt me so! My favorite class is Kineticist even though it gets a lot of hate, and I had a Void Kineticist Switch Hitter. It'd be great to see a more melee focused kineticist! (As of now, I have to use Mindblade Magus to kind of get the same feel, not quite what I want, but still a neat arche.)
How about.... What is you favorite existing Class? And Archetype?
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Rysky wrote:My group thought that critical reach healing might be a thing at one point when the APG just came out, but the magic chapter limits crits to spells that deal damage.Mark Seifter wrote:Don't forget criticals!dynilath wrote:Only melee touch has a mechanism to replace it with an auto-hit for a willing target, so ranged touch you still have to try. Our group rules that a willing target can forgo Dex and dodge bonuses, though, in order to try to be hit. Deflection force fields, miss chances, and the like can still cause issues.There is a problem bothering me these weeks.
How does a Reach Cure Light Wounds work? Do I have to make ranged touch attack roll to heal my friend?
Reach Spell wrote:You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long....... Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.When cast CLW on my friend, there is no attack roll needed, so it seems that I don't need ranged touch attack to heal my friend with Reach CLW.
Though it is an auto-hit touch, i still have to touch my friend.The problem behind is that what an attack is.
Is it an offensive action that gives effect that opponent what to resist?
Is it simply a mechanic that determine whether or not it is hit?
Wat.
Yeah, I'm gonna ignore that stipulation :3
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Mark Seifter wrote:TrinitysEnd wrote:If you mean in Paizo products, I'd have to say something like the masquerade reveler, which I've been toying with since the first time RPG Superstar had an archetype round. As to kinetic blade-focused kineticist, who's to say what the future might bring? I certainly seemed to be doing something similar in that Twitch livestream. ;)Thank you once again! Now one last final question (At least for today)!
Is there a class/archetype that you've always wanted to play that isn't in Pathfinder? Or maybe something that is a class feature of another, but would love to base an archetype around? (As an example, a Kinetic Blade Focused Kineticist)
Is that a Summoner similar to Synthesist? Or is more akin to a fighter with evolutions? Either way, that does sound pretty awesome!
And why do you tempt me so! My favorite class is Kineticist even though it gets a lot of hate, and I had a Void Kineticist Switch Hitter. It'd be great to see a more melee focused kineticist! (As of now, I have to use Mindblade Magus to kind of get the same feel, not quite what I want, but still a neat arche.)
How about.... What is you favorite existing Class? And Archetype?
It's a barbarian similar in some ways to a synthesist summoner but focused on flexibility and fey themes (plus it has some other stuff like mega-powerful Tane masks that drain rage rounds really quickly).
Sometimes like/dislike of something can seem very different in one community than another, so I'm not surprised, especially since the earliest buzz tends to come, as I know from being both myself, from a little from subscribers (generally positive) and then a lot more from high-optimization groups (like my own), which can lead to interesting trends or momentum but generally don't notice rules that are going to cause trouble for average games for some time (for instance, the final APG summoner release led to a thread questioning some of the debuffs from the beta from high-op groups including my own, but ultimately over the years, the APG summoner proved problematic in many other games). Anyways, glad to tempt you (and it seems Isabelle has mentioned wanting to see one too); I'm guessing there might be something you will dig, and somehow guessing it's even more likely that Isabelle will...
There are too many cool classes out there, but I guess maybe the bard; it can do so many things and everyone underestimates how ridiculously it changes the party's power level (which also helps you contribute majorly without hogging spotlight). That rating might change from day to day though. In terms of archetypes, I can't pick a favorite because there are too many and so many of them are amazing. I'd say every archetype that doesn't stomp on the unarchetyped base class (examples of archetypes that don't meet this are pistolero and musket master) are my favorite together, since my optimizer side (and those of others) will push me to take those archetypes every time with those classes and it stifles creativity.
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Hi Mark, quick question for you, and thank you in advance!
If a character with the Animal Ally feat later took a level in druid and chose an animal not on the Animal Ally list as their animal companion, would that animal companion have its effective level be equal to the Druid level, or the Druid level and the Animal Ally effective level combined?
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Hi Mark, quick question for you, and thank you in advance!
If a character with the Animal Ally feat later took a level in druid and chose an animal not on the Animal Ally list as their animal companion, would that animal companion have its effective level be equal to the Druid level, or the Druid level and the Animal Ally effective level combined?
The feat doesn't seem to have a difference in that final section depending on if the new companion is on the list or not. That said, you can't double-count the same level for the same thing, so it would be druid level + non-druid-levels-combined - 3.
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Rysky wrote:My group thought that critical reach healing might be a thing at one point when the APG just came out, but the magic chapter limits crits to spells that deal damage.Mark Seifter wrote:Don't forget criticals!dynilath wrote:Only melee touch has a mechanism to replace it with an auto-hit for a willing target, so ranged touch you still have to try. Our group rules that a willing target can forgo Dex and dodge bonuses, though, in order to try to be hit. Deflection force fields, miss chances, and the like can still cause issues.There is a problem bothering me these weeks.
How does a Reach Cure Light Wounds work? Do I have to make ranged touch attack roll to heal my friend?
Reach Spell wrote:You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long....... Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.When cast CLW on my friend, there is no attack roll needed, so it seems that I don't need ranged touch attack to heal my friend with Reach CLW.
Though it is an auto-hit touch, i still have to touch my friend.The problem behind is that what an attack is.
Is it an offensive action that gives effect that opponent what to resist?
Is it simply a mechanic that determine whether or not it is hit?
Thank you very much. That helps me a lot.
There are two questions related to this:
1.Will I be damaged if I cast CLW on my friend who has a Fire Shield?
2.Can I activate my Spell Storing Armor if my friend cast CLW on me?
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It's a barbarian similar in some ways to a synthesist summoner but focused on flexibility and fey themes (plus it has some other stuff like mega-powerful Tane masks that drain rage rounds really quickly).Sometimes like/dislike of something can seem very different in one community than another, so I'm not surprised, especially since the earliest buzz tends to come, as I know from being both myself, from a little from subscribers (generally positive) and then a lot more from high-optimization groups (like my own), which can lead to interesting trends or momentum but generally don't notice rules that are going to cause trouble for average games for some time (for instance, the final APG summoner release led to a thread questioning some of the debuffs from the beta from high-op groups including my own, but ultimately over the years, the APG summoner proved problematic in many other games). Anyways, glad to tempt you (and it seems Isabelle has mentioned wanting to see one too); I'm guessing there might be something you will dig, and somehow guessing it's even more likely that Isabelle will...
There are too many cool classes out there, but I guess maybe the bard; it can do so many things and everyone underestimates how ridiculously it changes the party's power level (which also helps you contribute majorly without hogging spotlight). That rating might change from day to day though. In terms of archetypes, I can't pick a favorite because there are too many and so many of them are amazing. I'd say every archetype that doesn't stomp on the unarchetyped base class (examples of archetypes that don't meet this are pistolero and musket master) are my favorite together, since my optimizer side (and those of others) will push me to take those archetypes every time with those classes and it stifles creativity.
Huh, that seems interesting. Not a huge fan of barbarian, but that might make me play one should I ever have a chance. But I look very much forward to being delightfully happy for if something like a melee Kineticist does happen! :D
I love bards as well, but I hate the treatment a lot of them get. A lot of the groups and stuff I've been in treat them as walking heal and buff dispenser, which can work, but it makes the character feel valueless outside of that. Kind of like how a lot of people assume Cleric means Healer. But I love the class otherwise. Also, I really love that answer on archetypes! It really strikes with some of my own thoughts.
As for a question, once the craziest way one of your characters has died?
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Mark Seifter Designer |
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Mark Seifter wrote:Rysky wrote:My group thought that critical reach healing might be a thing at one point when the APG just came out, but the magic chapter limits crits to spells that deal damage.Mark Seifter wrote:Don't forget criticals!dynilath wrote:Only melee touch has a mechanism to replace it with an auto-hit for a willing target, so ranged touch you still have to try. Our group rules that a willing target can forgo Dex and dodge bonuses, though, in order to try to be hit. Deflection force fields, miss chances, and the like can still cause issues.There is a problem bothering me these weeks.
How does a Reach Cure Light Wounds work? Do I have to make ranged touch attack roll to heal my friend?
Reach Spell wrote:You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long....... Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.When cast CLW on my friend, there is no attack roll needed, so it seems that I don't need ranged touch attack to heal my friend with Reach CLW.
Though it is an auto-hit touch, i still have to touch my friend.The problem behind is that what an attack is.
Is it an offensive action that gives effect that opponent what to resist?
Is it simply a mechanic that determine whether or not it is hit?Thank you very much. That helps me a lot.
There are two questions related to this:
1.Will I be damaged if I cast CLW on my friend who has a Fire Shield?
2.Can I activate my Spell Storing Armor if my friend cast CLW on me?
1) One thing I've noticed about spells, especially taken from 3.5, is that they aren't very precise in wording about what they affect. For instance, many spells say that they damage all creatures in the area but don't mention objects, but then later talk about objects, or things like that. Similarly, fire shield is worded in a way that it assumes that you're taking damage when they touch you with their body or a handheld weapon, but some touch effects cause status ailments or other things like that. Spells like that make it fairly up in the air; you are completely surrounded in flames, so there's no gap where a Reflex save could avoid them in favor of all touches taking damage, and then there's also the situation where someone pretends they'll heal you but actually uses a damaging touch attack, which could cause a paradox in that regard. I'd say rule the way that makes sense to your group.
2) This one is more precise; it triggers on a hit with a melee attack or melee touch attack. Since it's more precise, I'll try a close reading. Now, unlike ranged, melee touch beneficial spells have a line in the Magic chapter where you can just auto-touch without rolling the attack, so if you choose to exercise that line, clearly the spell storing armor can't trigger since you never made a melee touch attack. However, if you decided to force the ally to roll the attack roll and they hit, that would seem to be a hit with a melee touch attack.
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Mark Seifter wrote:Huh, that seems interesting. Not a huge fan of barbarian, but that might make me play one should I ever have a chance. But I look very much forward to being delightfully happy...
It's a barbarian similar in some ways to a synthesist summoner but focused on flexibility and fey themes (plus it has some other stuff like mega-powerful Tane masks that drain rage rounds really quickly).Sometimes like/dislike of something can seem very different in one community than another, so I'm not surprised, especially since the earliest buzz tends to come, as I know from being both myself, from a little from subscribers (generally positive) and then a lot more from high-optimization groups (like my own), which can lead to interesting trends or momentum but generally don't notice rules that are going to cause trouble for average games for some time (for instance, the final APG summoner release led to a thread questioning some of the debuffs from the beta from high-op groups including my own, but ultimately over the years, the APG summoner proved problematic in many other games). Anyways, glad to tempt you (and it seems Isabelle has mentioned wanting to see one too); I'm guessing there might be something you will dig, and somehow guessing it's even more likely that Isabelle will...
There are too many cool classes out there, but I guess maybe the bard; it can do so many things and everyone underestimates how ridiculously it changes the party's power level (which also helps you contribute majorly without hogging spotlight). That rating might change from day to day though. In terms of archetypes, I can't pick a favorite because there are too many and so many of them are amazing. I'd say every archetype that doesn't stomp on the unarchetyped base class (examples of archetypes that don't meet this are pistolero and musket master) are my favorite together, since my optimizer side (and those of others) will push me to take those archetypes every time with those classes and it stifles creativity.
Yeah, the masquerade reveler doesn't play that much like a barbarian. Especially since you can easily have masks that make you better at skills, or investigations, instead of just combat. As to kineticists, check out Psychic Anthology for some cool stuff. 4 pages of neat new wild talents, and 2 pages of awesome other kineticist content from someone who's playing coy in this thread so I won't mention who she is.
Bards can do so many things, but their buffs (not their healing though) are really impossible to ignore. Having played a Kingmaker bard who was heavily focused on buffs, I ran the math, and the level 7 inspire courage + good hope/haste first bard turn is just shockingly powerful, and even more so the larger your group is.
I actually haven't gotten to play all that much over the years compared to GM (except in Pathfinder Society, but PFS can't have GMs increase the challenge so dying is rarer), so I haven't really had a crazy character death. I've played in three APs long-term (plus some short-lived work games), but none of my characters has died yet. My alchemist has come damn close in (an upgraded by the GM version of) Curse of the Crimson Throne Part VI and probably shouldn't have survived our most recent encounter, an ambush aimed squarely at him, except that he managed to pull off the perfect round of actions (invisibility and flying) in order to split the ambushers' ability to attack him (few of them were able to deal with both of those in one round and still attack me, and then the other party members who were hiding underground could come up and start beating on them. They still killed our ranger though and almost got away with his body and gear). There are several previous encounters that he probably shouldn't have survived either, especially at low level, but Dex alchemist AC is unbeatably high at those levels.
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...
Then I would love that. I don't like how locked Barbarian is to combat, and would love one that allows me to play it out of Combat. Also to quote my thoughts on Psychic Anthology "ARGH GIVE ME NOW! OASIDNJSIOGJNSIDGNMISKFMG! I HAVE TO WAIT UNTIL MARCH! MARCH! IS SO FAR AWAY!" So I think I am looking forward to it (And yes, that is an actual quote from when I read that). I love hearing about some Kineticist love!
Also reminds me of a question I had! Does the Kineticist Diadem work for all Kineticist Elements, or only the ones listed? (Wood and Void are left out on it if I remember correctly, and make them more suboptimal because of it.)
And then another question(s) that was(were) brought to my attention, and it's a bit of a long one, so I apologize in advance.
The Defiant weapon enchantment allows a character that possesses the Improved Iron Will/Great Fortitude/Lightning Reflexes feats to use those feats an additional number of times per day equal to the weapon's enhancement bonus. How does this work with the Fighter's Weapon Spirit Advanced Weapon Training and the Occultist's Legacy Weapon focus power?
Both abilities let you apply weapon enchantments to a weapon. Does this operate in the same vein as Martial Flexibility where "If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit."?
What if I have two Defiant weapons? Can I use one, then use the other when my rerolls 'expire' with the first?
Edit: Also, yeah, I know how potent a Bard can be in the right group, especially with all the right buffs! I just hate seeing them abused as a tool by the group and not actually a character.
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Dragon78 wrote:Can a kineticist with the void element use draining infusion to harm undead and negative energy based creatures?
Fire's fury says you add your elemental overflow bonus to damage, does that mean it only adds the bonus when you have taken the right amount of burn or does it add the bonus based on what overflow bonus you can get regardless of burn? Also why is the ability a level 1 ability when you do not get elemental overflow until 3rd level.
You can drain negative energy creatures.
It adds the current bonus, and it shows up as a level 1 ability so you can take it at level 2 and have it at level 3 if you want to, or take it at 6+ with Extra Wild Talent.
Also, pulling this one back from a bit ago, but what exists as a Negative Energy Creature? Is that Undead? Is that creatures like "Sceaduinar"? Would love some clarification on this.
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Something that was brought to my attention, but can Skalds take/grant the Renewed Vigor Rage Power through Raging Song despite that it is a Standard Action to use?
Here's the thread that spawned the question.
And the text from the Skald that spawns the question:
At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
Since it says "such as" the writer may not have meant that Skalds' can take it but merely to use it as an example to point out the per day clause... but they probably should have picked a per day Rage Power that the Skald can legally take, if such was the case.
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Mark Seifter Designer |
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Mark Seifter wrote:...Then I would love that. I don't like how locked Barbarian is to combat, and would love one that allows me to play it out of Combat. Also to quote my thoughts on Psychic Anthology "ARGH GIVE ME NOW! OASIDNJSIOGJNSIDGNMISKFMG! I HAVE TO WAIT UNTIL MARCH! MARCH! IS SO FAR AWAY!" So I think I am looking forward to it (And yes, that is an actual quote from when I read that). I love hearing about some Kineticist love!
Also reminds me of a question I had! Does the Kineticist Diadem work for all Kineticist Elements, or only the ones listed? (Wood and Void are left out on it if I remember correctly, and make them more suboptimal because of it.)
And then another question(s) that was(were) brought to my attention, and it's a bit of a long one, so I apologize in advance.
The Defiant weapon enchantment allows a character that possesses the Improved Iron Will/Great Fortitude/Lightning Reflexes feats to use those feats an additional number of times per day equal to the weapon's enhancement bonus. How does this work with the Fighter's Weapon Spirit Advanced Weapon Training and the Occultist's Legacy Weapon focus power?
Both abilities let you apply weapon enchantments to a weapon. Does this operate in the same vein as Martial Flexibility where "If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit."?
What if I have two Defiant weapons? Can I use one, then use the other when my rerolls 'expire' with the first?
Edit: Also, yeah, I know how potent a Bard can be in the right group, especially with all the right buffs! I just hate seeing them abused as a tool by the group and not actually a character.
If you literally said that out loud, I want a phonetic pronunciation of the word "OASIDNJSIOGJNSIDGNMISKFMG" :P
Diadems should be fine for every element; the text just wasn't future-proofed enough for that.
When you temporarily gain limited use abilities multiple, the FAQ on that situation says that you still count the uses toward the limit across those times. I'd say that having more than one of them wouldn't stack, as they would be multiple copies of the same effect, but you'd use the number of extra resaves from the highest weapon.
As to using other characters as a tool and not a character, yeah, that's always annoying, whether it's for buffs, heals, damage output, control effects, or more.
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Mark Seifter wrote:Also, pulling this one back from a bit ago, but what exists as a Negative Energy Creature? Is that Undead? Is that creatures like "Sceaduinar"? Would love some clarification on this.Dragon78 wrote:Can a kineticist with the void element use draining infusion to harm undead and negative energy based creatures?
Fire's fury says you add your elemental overflow bonus to damage, does that mean it only adds the bonus when you have taken the right amount of burn or does it add the bonus based on what overflow bonus you can get regardless of burn? Also why is the ability a level 1 ability when you do not get elemental overflow until 3rd level.
You can drain negative energy creatures.
It adds the current bonus, and it shows up as a level 1 ability so you can take it at level 2 and have it at level 3 if you want to, or take it at 6+ with Extra Wild Talent.
They aren't really tagged, so you'd have to find them on a case-by-case basis. Most likely beings literally born of the void, of which I can recall sceaduinar and nightshades off the top of my head.
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I got a problem that a lucky firearm have its own grit poll, as a gunslinger, can I restore this grit point by kill a monster?
The firearm doesn't have a way in itself to restore it without waiting for the next day, and the gunslinger ability only recovers the gunslinger's grit pool, so it looks like you can't.
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Diadems should be fine for every element; the text just wasn't future-proofed enough for that.
At some point, it would be nice if we could get them in print; Hero Lab doesn't recognize the existence of wood or void diadems. And there might be pushback in PFS too.
If you can just tell Lone Wolf to fix it up, that might solve the first problem. And Campaign Clarifications would take care of the second easily. ^_^
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Something that was brought to my attention, but can Skalds take/grant the Renewed Vigor Rage Power through Raging Song despite that it is a Standard Action to use?
Here's the thread that spawned the question.
And the text from the Skald that spawns the question:
Rage Powers (Ex) wrote:...At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities
Wow, I hadn't noticed that example. Renewed vigor clearly doesn't work due to activation, and while it's a good example of a rage power with daily uses (of which there really aren't that many), that makes it a bad example to use for a skald who can't share it anyway; better no example, in my opinion.
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Mark Seifter wrote:Diadems should be fine for every element; the text just wasn't future-proofed enough for that.At some point, it would be nice if we could get them in print; Hero Lab doesn't recognize the existence of wood or void diadems. And there might be pushback in PFS too.
If you can just tell Lone Wolf to fix it up, that might solve the first problem. And Campaign Clarifications would take care of the second easily. ^_^
This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.
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Kalindlara wrote:This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.Mark Seifter wrote:Diadems should be fine for every element; the text just wasn't future-proofed enough for that.At some point, it would be nice if we could get them in print; Hero Lab doesn't recognize the existence of wood or void diadems. And there might be pushback in PFS too.
If you can just tell Lone Wolf to fix it up, that might solve the first problem. And Campaign Clarifications would take care of the second easily. ^_^
If it didn't specify five, it could have been an open-ended list. Alas. What colors correspond to Wood and Void?
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Mark Seifter wrote:If it didn't specify five, it could have been an open-ended list. Alas. What colors correspond to Wood and Void?Kalindlara wrote:This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.Mark Seifter wrote:Diadems should be fine for every element; the text just wasn't future-proofed enough for that.At some point, it would be nice if we could get them in print; Hero Lab doesn't recognize the existence of wood or void diadems. And there might be pushback in PFS too.
If you can just tell Lone Wolf to fix it up, that might solve the first problem. And Campaign Clarifications would take care of the second easily. ^_^
I'm conflicted between a few choices for wood, but void is definitely black, like black onyx.
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This one caused some havoc in a recent game, so I thought it best to seek some clarification on how this works.
It appears to be a CON-based-DC poison that is usable CON-mod times per day. The name says it is a "sleep poison" and the description says it puts enemies to sleep. However, actual effects instead appear to knock the enemy "unconscious" for a minute, so they cannot be woken up the way a sleeping person can usually be woken, effectively making it a save-or-die since there are very limited ways to wake an unconscious person.
Questions:
1. Was this supposed to be a sleep effect or are the name of the feat and its description to be ignored?
2. In terms of applying the poison, the feat says that you spend a swift action to change the nature of the venom, and you apply it (another swift action). Do you need to spend a swift action to change the venom each time you apply it, or is it a toggle so that you can change your venom to sleep knockout venom at the start of the day and then apply it anytime later that day as a swift action as often as you wish (until you run out for the day)?
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This one caused some havoc in a recent game, so I thought it best to seek some clarification on how this works.
It appears to be a CON-based-DC poison that is usable CON-mod times per day. The name says it is a "sleep poison" and the description says it puts enemies to sleep. However, actual effects instead appear to knock the enemy "unconscious" for a minute, so they cannot be woken up the way a sleeping person can usually be woken, effectively making it a save-or-die since there are very limited ways to wake an unconscious person.
Questions:
1. Was this supposed to be a sleep effect or are the name of the feat and its description to be ignored?
2. In terms of applying the poison, the feat says that you spend a swift action to change the nature of the venom, and you apply it (another swift action). Do you need to spend a swift action to change the venom each time you apply it, or is it a toggle so that you can change your venom tosleepknockout venom at the start of the day and then apply it anytime later that day as a swift action as often as you wish (until you run out for the day)?
Seems like unconscious to me, but there's never been a completely solid condition-level distinction made between sleeping and unconscious. Even so, the term used matches the can't be woken perspective. Also, looks like a swift action before applying it, every time, if you want the sleep venom.
All that said, I'm not surprised it wreaked havoc in your game, and I would recommend to most groups not to use it in play. Having seen it on both sides of the table and a little bit as a designer during Villain Codex (though I didn't develop the character who has it), it isn't a fun experience no matter who uses the ability, particularly with a vishkanya that uses some particular tricks to raise Con really high.
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FiddlersGreen wrote:This one caused some havoc in a recent game, so I thought it best to seek some clarification on how this works.
It appears to be a CON-based-DC poison that is usable CON-mod times per day. The name says it is a "sleep poison" and the description says it puts enemies to sleep. However, actual effects instead appear to knock the enemy "unconscious" for a minute, so they cannot be woken up the way a sleeping person can usually be woken, effectively making it a save-or-die since there are very limited ways to wake an unconscious person.
Questions:
1. Was this supposed to be a sleep effect or are the name of the feat and its description to be ignored?
2. In terms of applying the poison, the feat says that you spend a swift action to change the nature of the venom, and you apply it (another swift action). Do you need to spend a swift action to change the venom each time you apply it, or is it a toggle so that you can change your venom tosleepknockout venom at the start of the day and then apply it anytime later that day as a swift action as often as you wish (until you run out for the day)?Seems like unconscious to me, but there's never been a completely solid condition-level distinction made between sleeping and unconscious. Even so, the term used matches the can't be woken perspective. Also, looks like a swift action before applying it, every time, if you want the sleep venom.
All that said, I'm not surprised it wreaked havoc in your game, and I would recommend to most groups not to use it in play. Having seen it on both sides of the table and a little bit as a designer during Villain Codex (though I didn't develop the character who has it), it isn't a fun experience no matter who uses the ability, particularly with a vishkanya that uses some particular tricks to raise Con really high.
Thanks Mark. I'll use that ruling in PFS.
The BBEG in the game in question fell to that poison from a [redacted]. The DC was... unpleasant.
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Mark Seifter wrote:Thanks Mark. I'll...FiddlersGreen wrote:This one caused some havoc in a recent game, so I thought it best to seek some clarification on how this works.
It appears to be a CON-based-DC poison that is usable CON-mod times per day. The name says it is a "sleep poison" and the description says it puts enemies to sleep. However, actual effects instead appear to knock the enemy "unconscious" for a minute, so they cannot be woken up the way a sleeping person can usually be woken, effectively making it a save-or-die since there are very limited ways to wake an unconscious person.
Questions:
1. Was this supposed to be a sleep effect or are the name of the feat and its description to be ignored?
2. In terms of applying the poison, the feat says that you spend a swift action to change the nature of the venom, and you apply it (another swift action). Do you need to spend a swift action to change the venom each time you apply it, or is it a toggle so that you can change your venom tosleepknockout venom at the start of the day and then apply it anytime later that day as a swift action as often as you wish (until you run out for the day)?Seems like unconscious to me, but there's never been a completely solid condition-level distinction made between sleeping and unconscious. Even so, the term used matches the can't be woken perspective. Also, looks like a swift action before applying it, every time, if you want the sleep venom.
All that said, I'm not surprised it wreaked havoc in your game, and I would recommend to most groups not to use it in play. Having seen it on both sides of the table and a little bit as a designer during Villain Codex (though I didn't develop the character who has it), it isn't a fun experience no matter who uses the ability, particularly with a vishkanya that uses some particular tricks to raise Con really high.
Yep, those were the most common of the "particular tricks".
One weird "saving grace" if you know your enemy is the equally problematic effectiveness of the seemingly-humble delay poison, which makes you effectively immune to poison (taking it hours later in a controlled environment rarely matters).
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Yup, mostly useful if you're a PC going up against an enemy with that ability, or an NPC in a sandboxier game. I know my PCs in Jade Regent kept up delay poison at all times once they could afford the level 2 slots. To be fair...ninjas. But they did comment that the level of protection they were getting for the slots seemed too complete.
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KingOfAnything wrote:I'm conflicted between a few choices for wood, but void is definitely black, like black onyx.Mark Seifter wrote:If it didn't specify five, it could have been an open-ended list. Alas. What colors correspond to Wood and Void?Kalindlara wrote:This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.Mark Seifter wrote:Diadems should be fine for every element; the text just wasn't future-proofed enough for that.At some point, it would be nice if we could get them in print; Hero Lab doesn't recognize the existence of wood or void diadems. And there might be pushback in PFS too.
If you can just tell Lone Wolf to fix it up, that might solve the first problem. And Campaign Clarifications would take care of the second easily. ^_^
Maybe tiger's eye for wood?
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This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.
Yup, looks like I failed ya, boss.
*Commits Sudoku*
Oh look! I got all the numbers to line up! ;)
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Mark Seifter wrote:Maybe tiger's eye for wood?KingOfAnything wrote:I'm conflicted between a few choices for wood, but void is definitely black, like black onyx.Mark Seifter wrote:If it didn't specify five, it could have been an open-ended list. Alas. What colors correspond to Wood and Void?Kalindlara wrote:This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.Mark Seifter wrote:Diadems should be fine for every element; the text just wasn't future-proofed enough for that.At some point, it would be nice if we could get them in print; Hero Lab doesn't recognize the existence of wood or void diadems. And there might be pushback in PFS too.
If you can just tell Lone Wolf to fix it up, that might solve the first problem. And Campaign Clarifications would take care of the second easily. ^_^
Yeah, considering either something in that shade or something in a color to represent floral bloom or life. Really, whatever you pick for your game can't go wrong!
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Last I heard the kineticist has 4 pages of wild talents in the psychic anthology player companion book, correct?
I think last anyone heard was probably earlier on this same page of my AMA. I tend to trust that post as a source, so sure! :)
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Mark Seifter wrote:This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.Yup, looks like I failed ya, boss.
*Commits Sudoku*
Oh look! I got all the numbers to line up! ;)
It went past my desk and that is absolutely something I should have noticed if anyone did, even though wood and void weren't in the works yet at the time. We can't catch 'em all. Following my own weird design principles when I do a dev pass is on me, not you! ;)
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I'm back for more sage advice.
Shining Star (Su): At 8th level, the celebrity has learned how to focus attention on himself so thoroughly that even the presence of danger does not distract his adoring crowd. When using fascinate, a target making a save to break the effect because of a potential threat takes a –4 penalty on that save, and even obvious threats require a save rather than automatically breaking the effect. Creatures affected by the bard’s fascinate ability ignore the shaken condition. The ability replaces dirge of doom.
[spoiler=Fascinate]Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
A couple of questions.
1. Per Fascinate, is Shining Star still blocked if combat has already broken out?
2. If the Bard is first to act after Initiative is rolled, can a bard use Fascinate or does the rolling of Init preclude the use of Fascinate/Shining Star?
3. Do "obvious" threats incur the -4 penalty, or only potential threats?
4. Are the new saving throw rolls from "potential" or "obvious" threats allowed as soon as they occur or only once per round on the fascinated creature's turn? So if four enemies draw their swords after you've been fascinated, do you get four ST's immediately, or only one on your turn.
As always, I thank you for providing us with this service.
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Mark Seifter Designer |
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Shield Master: When Shield Master says “You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon” it seems like in context it means you don’t take the penalty for Two-Weapon Fighting, but it just says “any penalties” so it isn’t clear. Which penalties does the feat let a character ignore?
Shield Master allows a character to ignore the Two-Weapon Fighting penalties on attack rolls with a shield while wielding another weapon, but not any other penalties.
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Renkosuke |
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Thanks for the Purist help, that information is definitely useful to have as I'm sure my next 3 characters will probably be purists :X
Random question about Phytokineticists -- I feel like this was probably addressed somewhere but I can't find it with my (admittingly poor) google-fu. The list of Wood Wild Talents on page 8 of Occult Origins lists Woodland Step as a level 2 utility, whereas the wild talent itself on page 9 lists it as a level 1 utility. Which one is correct?
Thanks!