Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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My understanding is that Champions and Clerics whose patron deity's favored weapon is a simple weapon can use that weapon with a damage increase (bring it in line with martial weapons), so they can use the weapon without feeling hampered by their choice of patron.

Is there a similar ability, but non-religious, fighters get or can take, so you could make a fighter with a spear that's on par with one with a sword or an axe?


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nick1wasd wrote:
Are they any Monk stances beyond the playtest ones and Ironblood? (Mountain stance was in the playtest, but it was a level 8 feat then and had a different functionality). Also, are they any Monk Weapon support feats beyond picking up proficiency/access?

Spoiler:

For stances:
No; basically Ironblood took the slot that Mountain Root left at level 8. There's a 20th level feat Fuse Stance to combine two stances.

For weapons:
No, other than the proficiency/access and that they're generally going to work with all the other feats/abilities that aren't super specifically restrictive, like Crane Stance.


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Voss wrote:
RicoTheBold wrote:
Voss wrote:

Huh. Just common for humans annoys me. Given how insular some ethnicities are in Golarion, the idea that you could come out of your farm/village/nomadic band not knowing Shoanti or Hallit (for example) is just bizarre.

Especially since Common -is- Taldane, and a lot of Golarion countries are real world expies. Unless they devote character resources to it, the not!Egyptian monk, not!Romanian priest and not!French firebrand all only speak English. :(

Doesn't help characterization or authenticity at all.

I think it's a nod to how fundamentally broken it would be to have a character not speak Common as a baseline. This is something that would be perfectly fine to houserule if it bugs you, but it's not like it's hard to get more languages.

I get that. But Common and regional already covered that, and I doubt anyone thought of that as game breaking, especially since multiple languages is the default for nonhumans.

And while it is easy to get more languages (too easy, somewhat), at level 1, starting out from home, the only option is largely 'bump int,' which can be completely incompatible with the character created.

Its just strikes me as an unnecessary restriction that creates a problem, rather than solves one.

The first rule of Pathfinder addresses this - i.e., if you don't like any of the rules, change them. It's your game and if your table finds it more fun to modify the languages available, then by all means make it so. This is a perfect house rule candidate since you can't possibly break the game no matter what you do.


Pathfinder Rulebook Subscriber
Seisho wrote:
RicoTheBold wrote:
Seisho wrote:

What are the bracers if armor like? Can they ge runes?

And Cloudstep(cloudjump) sounds cool, what does it do (vague discription is enough :P)

** spoiler omitted **

Cloud jump is cool but I am disappointed by bracers, I would have thought they are there to be competetive without armor - and not beeing able to have runs seems like a really big drawback for everyone who wants to go without armor

Would have liked them as a blank item that can get the enhancements and a regular number of runes without drawbacks tbh

Bracers of Magic Armor are essentially Mage Armor as an passive item. They are essentially just the rune. That does presumably mean that you need to find their schematic separately, but I'm not aware of other downsides?


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HidaOWin wrote:
How is alchemist bomb damage? Will bombers focus on chucking bombs when the free bombs show up or are they better waxing people with crossbows?

Spoiler:
Should bombers use free bombs?

Free bombs show up at level 7. By this point, people should mostly have +1 striking weapons for an extra die of damage, so technically your free bombs are lagging behind (your non-free bombs won't be, and you'll get 3 per prepared batch and have more batches just for being higher level). Free bombs will also be a bit behind your typical cantrip on a 1:1 basis.

However! I'm still bombing. Not just because that's why I became a bomber, dang it. Not just because I don't want to spend gold on a magic weapon when I have bombs.

Free bombs benefit heavily from all your other bombing class feats.
- Quick Bomber at level 1 means 3 bombs per round is easy peasy, so a 1:1 ratio vs. cantrips no longer is a fair comparison.
- Calculated Splash at level 4 means your splash damage will equal your intelligence modifier (instead of the original splash damage).

Don't sleep on splash damage. Damaging multiple foes is outside the purview of your alternatives, and doing damage on a miss adds up. Don't forget that you should also be swapping up your bomb types to target weaknesses where appropriate.

And the additives are where things get really interesting with free bombs.
- Debilitating Bomb at level 6 is a free action once per round that requires you to be crafting a bomb that's at least 2 levels below your level. Your free bombs are perfect for that. Now you have your choice of adding dazzled, deafened, flat-footed, or a -5 foot speed penalty if the target fails a save.
- Sticky bomb at level 8 adds persistent damage to any bomb, or increases the amount on ones that already have it.
- Expanded splash at level 10 increases the splash damage even more (int + the bomb's original splash instead) , means you can deal that extra splash damage to a 10' range

So at level 7, with my free bombs, I'm throwing at least one debilitating bomb a round just to try to keep some debuffs up.
At level 8, I'm probably trying to keep the persistent damage going alongside the debuffs. Maybe just the first bomb a round, when I have the best chance to hit, is going to come from my limited stock of prepped bombs.

Anyway, I don't think I'd play an alchemist if I wasn't there to bomb things, and every level before 7 when I couldn't bomb endlessly would be a painful reminder that I am not yet the reckless bomber I long to be.


Doesnt it take action to make the bombs so you only be able to fire off two then need to remake them.


Do bombs and other alchemical splash weapons target AC or reflex saves? How common would you say martials targeting non-AC defenses is in general, at least in comparison to how often casters target saves?

Thanks for the answer on unarmored by the way, sounds like it will be viable.


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How does Downtime work for earning money? It was a bit complicated in Playtest and I am hoping it is more straightforward now.

Have they made the character creation Backgrounds more flexible / less specific? Is there a good one for an investigator?


Pathfinder Rulebook Subscriber
Reziburno25 wrote:
Doesnt it take action to make the bombs so you only be able to fire off two then need to remake them.

If you are making your free bombs with Quick Alchemy, yes. 1 action to make, then 1 to throw. However, at level 9 you get Double Brew, so you can make 2 bombs and then throw them.


What are the Bard focus spells, and what do they do?


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Who is your daddy, and what does he do?

(Anyone else? Just me? I'll see myself out...)

EDIT: for reference


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Pathfinder Roleplaying Game Superscriber

I understood that reference.


Is there any way to draw two weapons at once as a fighter?


Abotu bracers: well fair enough, but still, runes in bracers would've been nice

@

Bardic Dave wrote:

Who is your daddy, and what does he do?

(Anyone else? Just me? I'll see myself out...)

EDIT: for reference

Ask again with music


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Arachnofiend wrote:

Do bombs and other alchemical splash weapons target AC or reflex saves? How common would you say martials targeting non-AC defenses is in general, at least in comparison to how often casters target saves?

Thanks for the answer on unarmored by the way, sounds like it will be viable.

Spoiler:

Bombs target regular ol' AC. Higher level bombs get item bonuses and extra damage dice on part with comparable weapons, so it's not a big deal. There aren't as many different levels of bombs, though, as a result, so the extra additives and the like are generally good ideas whenever your level is a little ahead of your top-tier bombs, but they can't be applied to prepared bombs, so there's still some trade-offs there hence the fun of free bombs as mentioned in my previous bomb post.

Martials targeting non-AC defenses with basic abilities seems primarily done with maneuvers, and seems like it can be pretty common if you're going heavy with maneuvers. This is a kind of limited answer, because there's so many weird things you could also mention like Certain Strike for dealing damage on a miss or Demoralize with Intimdation, or Champion reactions...


How has shillelagh changed since the playtest? How well can animal order druids fight in melee using a manufactured weapon (club or staff or quarterstaff specifically, using shillelagh or a proper magic weapon)?


Symbol of Death, and other traps: how do they work?


What exactly is the trigger for the shield block reaction? Do you choose to use it before or after the damage is rolled?


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Hmm, not really sure exactly what motivated the Language approach, it seems like it tends to water down any Ethnicity into a "Half-Ethnicity" raised solely with Common/Taldane language unless you dedicate INT to learning another language. Which implicitly gets away from Language-as-Ethnicity into more "racial" territory. In fact it sounds like unless their Ethnic language is on "Common" list, if PC is from Nation/Region which also doesn't have their Ethnic language on the list, they may be unable to easily know their own Ethnic language even with INT?

Simultaneously specifying Elven Dwarven etc languages as ALWAYS being known by members of that race seems a bit odd (especially since there is no accouting for possibility of them being raised since infancy by Humans or other race with no chance to learn Racial language), if they think it's OK for Osirioni Humans to not know Osirioni, why isn't it OK for some Elf and Dwarf PCs to not know Elven/Dwarven?

Not sure how much this was motivated by not wanting to "penalize" Chelaxo-Taldane characters with horrible penalty of not knowing additional language but only being able to communicate with those who know Common, i.e. everybody. Seems like they applied that logic to every Human being forced into lowest Common denominator. (ahem)

Rico did mention the Regional Tables in Setting Specific chapter, I'd be interested if you could share more there, since it seems important to over-all dynamic. We've been told the LOWG "super-regions" are entirely ignorable, but maybe they're not and do play role here? Anyhow, I'm curious of the details there, is each region offering multiple languages (beyond core "Common" list) now? Can you give some specific examples? Actually, could you also specify what is on core "Common" list? (being important context to over-all dynamic) Where do Celestial/Infernal and Draconic fit in things? I'm a bit disappointed they aren't enabled by Class/Deity choice. (for that matter, Fey seems reasonable for Druids and Rangers to have speccial easy access to)


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Blave wrote:
What exactly is the trigger for the shield block reaction? Do you choose to use it before or after the damage is rolled?

Spoiler:
Mark has said that you know the damage amount before you decide whether or not to block

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What 18th level Bard feats are competing with Impossible Polymath (lets you add Arcane/Divine/Primal spells to your 1/day prep spellbook)?


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Are there tailismans a character can wear on their body for a single use benefit? Sorta like the ones in Occult Adventures? The weren't very powerful, I just found them cool.


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Xenocrat wrote:
What 18th level Bard feats are competing with Impossible Polymath (lets you add Arcane/Divine/Primal spells to your 1/day prep spellbook)?

Wait there is a Bard Feat that lets you add other traditions to your spell book. That's awesome.


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Siro wrote:
Xenocrat wrote:
What 18th level Bard feats are competing with Impossible Polymath (lets you add Arcane/Divine/Primal spells to your 1/day prep spellbook)?
Wait there is a Bard Feat that lets you add other traditions to your spell book. That's awesome.

I saw it on the Discord, basically improved Spell Kenning. Other than being 18th level the restriction is that you have to be trained in the underlying spellcasting skill, which isn't a big deal.


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Can someone with the book clear up the confusion in the Cloistered Cleric thread?

What is the Cloistered Cleric's unarmored proficiency?


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Pathfinder Roleplaying Game Superscriber
tqomins wrote:

Can someone with the book clear up the confusion in the Cloistered Cleric thread?

What is the Cloistered Cleric's unarmored proficiency?

Spoiler:
Cloistered Cleric is Trained in unarmored, and gains Expert at 13th level.

.
Unasked for spoiler of the day:

Spoiler:
At 20th level, a two-weapon fighter can make up to six attacks, following the progression -0/-0/-3/-6/-6/-6 (although you do give up the ability to make reactions for a turn to pull this off).


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MaxAstro wrote:
tqomins wrote:

Can someone with the book clear up the confusion in the Cloistered Cleric thread?

What is the Cloistered Cleric's unarmored proficiency?

** spoiler omitted **

.
Unasked for spoiler of the day:
** spoiler omitted **

Spoiler:
Does Brutal Finish allow you to use a second flourish? And does Double Slice only count as one attack for MAP? Or am I wrong in my guess of the routine? (Double Slice, Two Weapon Flurry, Brutal Finisher for Two Weapon Flurry again)

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Pathfinder Roleplaying Game Superscriber
Edge93 wrote:
MaxAstro wrote:
tqomins wrote:

Can someone with the book clear up the confusion in the Cloistered Cleric thread?

What is the Cloistered Cleric's unarmored proficiency?

** spoiler omitted **

.
Unasked for spoiler of the day:
** spoiler omitted **

** spoiler omitted **

Spoiler:
Brutal Finish does not allow an extra flourish, but you are close. There is a feat that allows Double Slice to only count as one attack for MAP. Combine that with the permanent-quickened from 20th level and you get:

Double Slice (-0/-0) -> any single action Strike (-3) -> free Strike from quickened (-6) -> Brutal Finish for Two-Weapon Flurry (-6/-6)

Liberty's Edge

Shisumo wrote:
How does one acquire hero points?

Did this question get overlooked?


Does the Mount trait still exist? If so, what are the disadvantages in mounting a companion without it?
Is there anything to allow goblins to mount dogs/goblin dogs/wolves?

Thanks!


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Pathfinder Roleplaying Game Superscriber
Blueskier wrote:

Does the Mount trait still exist? If so, what are the disadvantages in mounting a companion without it?

Is there anything to allow goblins to mount dogs/goblin dogs/wolves?

Thanks!

Spoiler:
I haven't gotten to the mount rules yet but I can confirm that the trait does still exist, and that Goblins have an ancestry feat that allows them to replace their animal companion with a goblin dog or wolf. Goblin dog-mounted goblin paladins are officially in. :)

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Is there a way for characters who multiclass into Sorcerer to get bloodline focus spells? Like if, for example, we have a dragon-instinct barbarian who wants to go the whole nine yards with his theme and tear his enemies to shreds with dragon claws.


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Apologies everyone, but it seems that the heat wave hitting much of the United States has also made its way to the liminal space between the material and astral planes. Curiously, magical orbs are as affected by extreme heat as mere mortals, which is why question answering has been sluggish and the promised preview post has gone unseen.

Rest assured, it should be here tonight.

Also, much thanks to the other Sighted who are answering questions in this thread. You have far exceeded what a single Occult Apparatus would be capable of.


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Ventnor wrote:
Is there a way for characters who multiclass into Sorcerer to get bloodline focus spells? Like if, for example, we have a dragon-instinct barbarian who wants to go the whole nine yards with his theme and tear his enemies to shreds with dragon claws.

tqomins did a multiclass thread here on the forum.

Spoiler:

And yes it's possible, it's the Feat 4 of the Sorcerer multiclass to get the first bloodline spell.


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Pathfinder Starfinder Society Subscriber
Shisumo wrote:
Shisumo wrote:
How does one acquire hero points?
Did this question get overlooked?

You start each session with one hero point. Additional hero points are basically awarded in accordance with GM discretion.


Dunno if anyone has asked this yet or not...
Do you only add CON bonus to HP at first level?


What's the highest damaging cantrip? The one I know about starts 1d6+MOD and scales a d6 up from there. Is that as high as the go, or is it above or below average?


How does dying work in Pathfinder 2nd Edition?


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Kryzbyn wrote:

Dunno if anyone has asked this yet or not...

Do you only add CON bonus to HP at first level?

I'm not sighted, but this one was in a blog.

Quote:
Each time you gain a new level, there're a few things you're going to want to do first. First, you're going to increase your level by one and subtract 1,000 Experience Points (XP) for your XP total. ]Then you're going to increase your Hit Points by the amount determined by class and then add your Constitution modifier.

So your HP is going to be AncestryMod + Level*(ClassMod+ConMod).


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re: Dragon Totem Barbarian MC'ing with Sorceror... That really gets to my discomfort with the Barbarian Totems, they just feel too much like Bloodrager even without MC'ing into Sorceror, there is no stretch in seeing them as extensions of Sorceror Bloodlines (like Bloodrager was). And ignoring them would be fine (for non-Bloodrager concepts) except that they effectively "took over" the social/psychological theme of Totems and Anathema, with Fury basically reduced to catch-all "no Anathema, general Feat access".

Constructively, I hope in the future they can create Totems that partake of Anathema and offer compelling unique mechanics, but which can avoid overtly flashy magical abilities. Basing off of humble animals (Horse, Turtler) or forces of nature (wind, volcanos, rivers) but in more allegorical way than direct supernatural mimicry. Absolutely avoiding any magical ability isn't even my desire, something like talking with spirits would make sense, because it doesn't demand imagining character as magical superhero like Bloodrager, it just engages with world that includes magic.

Anyhow, I can only pray for the Orb (and Sheep) to guide us.


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Can a gnome use the ancestry feat for a familiar to qualify for further class feats that improve a familiar, or do they need the class feat "familiar"?


PossibleCabbage wrote:
Kryzbyn wrote:

Dunno if anyone has asked this yet or not...

Do you only add CON bonus to HP at first level?

I'm not sighted, but this one was in a blog.

Quote:
Each time you gain a new level, there're a few things you're going to want to do first. First, you're going to increase your level by one and subtract 1,000 Experience Points (XP) for your XP total. ]Then you're going to increase your Hit Points by the amount determined by class and then add your Constitution modifier.
So your HP is going to be AncestryMod + Level*(ClassMod+ConMod).

Thanks. I’m reading the book and while I could see it for 1st level, the checklist says just add class hp.


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Pathfinder Rulebook Subscriber
Kryzbyn wrote:
PossibleCabbage wrote:
Kryzbyn wrote:

Dunno if anyone has asked this yet or not...

Do you only add CON bonus to HP at first level?

I'm not sighted, but this one was in a blog.

Quote:
Each time you gain a new level, there're a few things you're going to want to do first. First, you're going to increase your level by one and subtract 1,000 Experience Points (XP) for your XP total. ]Then you're going to increase your Hit Points by the amount determined by class and then add your Constitution modifier.
So your HP is going to be AncestryMod + Level*(ClassMod+ConMod).
Thanks. I’m reading the book and while I could see it for 1st level, the checklist says just add class hp.

Technically your class page says "X + Con HP". So that's correct, if misleading.


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Quandary wrote:

re: Dragon Totem Barbarian MC'ing with Sorceror... That really gets to my discomfort with the Barbarian Totems, they just feel too much like Bloodrager even without MC'ing into Sorceror, there is no stretch in seeing them as extensions of Sorceror Bloodlines (like Bloodrager was). And ignoring them would be fine (for non-Bloodrager concepts) except that they effectively "took over" the social/psychological theme of Totems and Anathema, with Fury basically reduced to catch-all "no Anathema, general Feat access".

Constructively, I hope in the future they can create Totems that partake of Anathema and offer compelling unique mechanics, but which can avoid overtly flashy magical abilities. Basing off of humble animals (Horse, Turtler) or forces of nature (wind, volcanos, rivers) but in more allegorical way than direct supernatural mimicry. Absolutely avoiding any magical ability isn't even my desire, something like talking with spirits would make sense, because it doesn't demand imagining character as magical superhero like Bloodrager, it just engages with world that includes magic.

Anyhow, I can only pray for the Orb (and Sheep) to guide us.

It should be noted that Barbarian Instincts don't grant much in the way of supernatural abilities by themselves. Most of the flashy supernatural powers are feats, which are of course entirely optional. It's more than possible to create a spirit instinct Barbarian who can't manage any magic greater than a few points of positive energy damage.


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The All-Seeing Orb wrote:
It should be noted that Barbarian Instincts don't grant much in the way of supernatural abilities by themselves. Most of the flashy supernatural powers are feats, which are of course entirely optional. It's more than possible to create a spirit instinct Barbarian who can't manage any magic greater than a few points of positive energy damage.

Well if there is subtler allegorical Instinct Feat options that could be one solution that leaves choice in players' hands. But simply not taking Instict Feats (avoiding deeper engagement with the Totem) isn't solution, because that specific thematic space is still hedged out by the supernatural stuff: any Barbarian of any Totem can take general Barbarian Feats. I would probably say I am most content with Spirit since it is more amenable to 'social' role of 'talking with ancestors' and the like, compared to Dragon or Giant supernatural growth or breathweapons etc. Dragon feels like it might have allegorical promise, Giant less so IMHO. "Animal" is just super vague, Lion or Horse or Dog all have different allegorical role, which doesn't solely or even primarily hinge on combat. Totem-prequisite General and Skill Feats could also be venue for less combat-specific, more social/psychological aspects.

I guess I really was surprised by direction they went, because it really literally felt like they were Bloodrager abilities. And if they want to do that (which I don't oppose at all), why not explicitly frame them as Bloodragers? I actually proposed (in context of 'value of CHA' debate) offering a "lower cost" (General Feat with CHA prereq) Eldritch Heritage route to gain Sorceror BL without Sorceror Multiclass Dedication (Class Feat). With difference VS Multiclass being not qualifying for general spellcasting or any Sorceror Feat besides BL Abilities, and you would still spend Class Feats for the individual BL Feats, you just would avoid Class Feat "Tax" of MC Dedication. Making that Barbarian specific on premise of Bloodragers would also have been reasonable, but with the gonzo supernatural Totem abilities so thematically close to Bloodlines, there seems little point in carving out Bloodrager niche at this point: Totems are already there and if you want generic Sorceror spell slots you should MC.


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Quote:
guess I really was surprised by direction they went

I mean, why? Supernatural effects tied to totem powers are something Barbarians have had for most of the life of PF1 too.

Pathfinder is also a world fundamentally entrenched in the supernatural. The whole premise of trying to divest yourself completely from it seems at odds with the basic assumptions about the game itself.


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From when tqomin transcribed the pages shown on the UK Expo stream:

tqomin wrote:

MASTER ALCHEMY (Feat 12)

[Archetype]
Prerequisites Expert Alchemy, master in Crafting
¶ Your advanced alchemy level increases to (??). For every level you gain beyond 12th, your advanced alchemy level increases by 1

Can you please fill in the ??

Also I take it multi-classing into alchemist wouldn't give you those free bombs spoken about earlier would they? Just limited to the 1 regnant per level?

Dark Archive

Vlorax wrote:
Is there any way to draw two weapons at once as a fighter?

I asked about this a few pages back. Here is the response:

Spoiler:

Xenocrat wrote:
Narxiso wrote:
Rek Rollington wrote:
Narxiso wrote:
Rek Rollington wrote:
The quick draw feat is to draw and strike as a single action. So even if there isn’t one to draw two at once you can still draw 2 and attack twice and still have action to spare.
That’s disheartening; it looks like using single weapons will be better. Thanks for the info though.

What’s disheartening about it? It’s almost like drawing them for free.

Then you still have the rest of combat to use things like twin feint.

If I’m not mistaken, AoO trigger from drawing weapons, and in the case where something had more than one AoO, using quick draw would trigger twice while dual wielding.

I just don’t think it interacts well with a dual wielded, which includes fighters unless they can also quick draw without multi-classing. I think quick draw just interacts better with single weapons, like bows, which are fully capable of interacting with other feats for that style of play on the first round. Of course, this is how it felt with the play test.

Very few enemies have AoO, and none have more than one.

The answer seems to be no, but you can get quick draw to pull out each weapon with an action for each weapon as well as an attack, so it’s not a problem.


Blueskier wrote:

Does the Mount trait still exist? If so, what are the disadvantages in mounting a companion without it?

Is there anything to allow goblins to mount dogs/goblin dogs/wolves?

Thanks!

I don't have the book but I have 1 concern from the playtest I hope someone can answer...

Spoiler:
in the playtest, they changed it so a Gobbo with Rough Rider could get a wolf when other folks would have to pick an animal companion with the mount trait. That makes Gobbo Champs with wolves a thing.

BUT...Rough Rider did not confer the mount trait to the Gobbo wolf buddy in the playtest. Without the mount trait, the Gobbo cant ride his Wolf buddy if it gets the ability to fly from the level 20 Champ feat.

So, that kinda sucks for Gobbo Champs with flying Wolf buddies. All that build up to get to 20 and you can't use the capstone feat effectively.

Did they alter Rough Rider to give Wolf buddies the mount trait?


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Rek Rollington wrote:

From when tqomin transcribed the pages shown on the UK Expo stream:

tqomin wrote:

MASTER ALCHEMY (Feat 12)

[Archetype]
Prerequisites Expert Alchemy, master in Crafting
¶ Your advanced alchemy level increases to (??). For every level you gain beyond 12th, your advanced alchemy level increases by 1

Can you please fill in the ??

Also I take it multi-classing into alchemist wouldn't give you those free bombs spoken about earlier would they? Just limited to the 1 regnant per level?

Spoiler:
You advanced alchemy level increases to 7.

The free bombs are not available to those multi-classing into alchemist. Just alchemist's with the bomber specialization.

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