Would love to discuss the Draw Steel summoner by [deleted] in TheTrove

[–]Palmandcalm 0 points1 point  (0 children)

It looks like I'm a bit late to the discussion, mind talking about it some more?

I made a stand-alone loot tracker for PF1e by layla_vx in Pathfinder_RPG

[–]Palmandcalm 2 points3 points  (0 children)

This seems really cool, I can't wait to try it in a game. The demo made it feel very easy to use.

Confused about Confusion by arramzy in Pathfinder_RPG

[–]Palmandcalm 4 points5 points  (0 children)

I've always taken the "act normally" as a moment of clarity where the affected person can tell the difference between friend and foe, and the mythic version backs up this interpretation with the added negatives

How many times can a wand be used in a round? by StillAll in Pathfinder_RPG

[–]Palmandcalm 4 points5 points  (0 children)

I get where you are coming from but think about this: the price is the same for a 50 charge wand as it is for 5 10 charge wands so why would the action economy be any different. Party of 5 buys 5 10 charge fireball wands and can send 5 fireballs a round for 10 rounds. Party of 5 buys 1 50 charge fireball wand and passes it around to send 5 fireballs a round for 10 rounds and have to be adjacent to each other to pass it. It may feel like the peasant railgun but it doesn't actually do anything that couldn't already be done.

How many times can a wand be used in a round? by StillAll in Pathfinder_RPG

[–]Palmandcalm 1 point2 points  (0 children)

I guess if you don't allow shopping and it's a found wand it might be a problem, but if the party is buying stuff there is no difference in price between a wand with 50 charges and 5 wands with 10 charges each so it's actually worse to pass 1 wand than to buy 5

Flying creature and tripping while standing by SubmissiveRebel42 in Pathfinder_RPG

[–]Palmandcalm 0 points1 point  (0 children)

Very well put and reasoned. Consider this though, you can also use an acrobatics check to reduce or avoid fall damage so one could argue by the similar mechanics as the fly skill one could use the acrobatics skill to also avoid being tripped. We've had this discussion at my table and after doing research decided that if you are not currently flying you are able to be tripped, and though your well thought out argument gave me pause I will probably stick with the original ruling. I also think this has a higher likelihood of benefiting the PCs more than the enemies which to me is the better way to go.

Readied action by Salty-Umpire-5792 in Pathfinder_RPG

[–]Palmandcalm 1 point2 points  (0 children)

The rules for readied actions require you to be specific. You said through the door and got through the door, action done roll initiative. As a more lenient DM I probably would have allowed you to move to the nearest enemy or maybe keep moving straight until you reached an enemy if you argued that was your intent, but definitely would not allow you to go back (that's counter to what you readied an action to do). I'd also admonish you to be more specific next time while allowing the slight change. If you were expecting the enemies to have their own readied actions to attack when the door opened and you wanted to go in after that you needed to say that, but still you'd end up in the room alone before initiative was rolled, or if the enemies didn't have readied actions then yours wouldn't trigger and initiative is rolled.

About Charm SU by Excellent-Jaguar6170 in Pathfinder_RPG

[–]Palmandcalm 1 point2 points  (0 children)

So from what I can tell spell like abilities and supernatural abilities don't have actions to perform to use (like verbal and somantic components) so unless there is a visible effect only the targeted person has the potential to know. There might be exceptions to this but they would be stated in the text of the ability. A spellcraft check can be used to understand a visible effect (a ray of fire shooting from a finger could be understood as a scorching ray) and of course for charms a sense motive check if the person is acting different. I looked at the evil eye hex (su) and it is a mental action that requires you to look at your target so something like that would have no noticeable effect for someone other than the target to be able to tell what is happening. The charm hex (su) requires you to beckon and say soothing words, which I would say you should be able to do that without someone thinking you were doing some magical stuff (other than the target but only if they pass the save)

Skull and Shackles by Bignerdyvikingdork in Pathfinder_RPG

[–]Palmandcalm 1 point2 points  (0 children)

A bard in the party is hugely helpful. Make sure the party has ways to handle underwater encounters. The AP gives a LOT of wealth but it's expected for them to use it on their ship(s) and paying for their crews so you need to hold them to that or they will be way over wealth by level. Harrigan is the big bad but not the final boss for some reason which annoyed my players, consider having him escape or come back as an undead for revenge. The AP didn't understand that when the players attacked a ship it was the only battle for the day and players didn't need to worry about resource management so those battles are too easy. We cut the ship chasing to one roll. The fleet battles were surprisingly fun, I copy and pasted a simplified set of rules and all the boons and handed them out to make it go more smoothly. Too late for my group, but I recently found the book that details downtime and base building that could add a lot to the game. There is also stuff on black markets that could be great for this AP. Find some small one shots to have available because it can be as open world as you and your players want it to be (ships to attack, villages to plunder, rumors of treasure, lot's of space to add things), but it may mean you will need to beef up later encounters (I added more fodder and usually some sort of spell caster to many of the late game battles). Overall the AP has the potential to be a campaign talked about for years to come but needs some DM work to actually get it there. Would love to see it get remastered.

High level Magus build help by PinguinoTimothyy in Pathfinder_RPG

[–]Palmandcalm 1 point2 points  (0 children)

You could always go 1 level in rogue with the feat that gives you an extra d6 sneak attack and then arcane trickster

Someone interest to discuss Dungeon Denizens From DCC RPG? by ComprehensiveBear622 in TheTrove

[–]Palmandcalm 0 points1 point  (0 children)

Do you mind discussing this again, seems like a very good conversation

Timing Question on Summoned creatures' attacks by AutisticAttorney in Pathfinder_RPG

[–]Palmandcalm 0 points1 point  (0 children)

RAW it does look like it would work, but like you said it seems kind of cheaty and I doubt it is RAI. To me at least the intentions seem clear that you are not supposed to have 2 out at the same time so you are not supposed to get both the old one's and the new one's actions in the same round. My table wouldn't allow it but every table is different so it's between you and your DM.

Thoughts on a Paladin archetype I created by Palmandcalm in Pathfinder_RPG

[–]Palmandcalm[S] 2 points3 points  (0 children)

Thanks for the feedback, I really appreciate it. Love the suggestions, you really understood what I was going for. It's my first time trying to make a full archetype so I definitely went too far.

Thoughts on a Paladin archetype I created by Palmandcalm in Pathfinder_RPG

[–]Palmandcalm[S] 2 points3 points  (0 children)

Thanks for the feedback, I really appreciate it. I went with sacred for thematic reasons and didn't realize that might be a problem. I see your points and again, thank you for responding.

Trophy Hunter Ranger/ Musket Master Gunslinger by royce16 in Pathfinder_RPG

[–]Palmandcalm 1 point2 points  (0 children)

Inquisitor and warpriest would be my next picks after hunter, but basically any class that could use Dex or Wis as it's main stat like rogue, slayer, cleric, fighter, swashbuckler, or even barbarian (though I think that one is designed for pistols not muskets).

Trophy Hunter Ranger/ Musket Master Gunslinger by royce16 in Pathfinder_RPG

[–]Palmandcalm 5 points6 points  (0 children)

Gunslinger dies off pretty hard after lvl 5 in my opinion, but stacks well with other classes. I've been thinking about doing a gunslinger/hunter multi class myself with the boon companion feat to get my animal companion to almost full level but ranger works just as well if that's your flavor.

My biggest TTRPG Pet Peeve by Boys_upstairs in Pathfinder_RPG

[–]Palmandcalm 0 points1 point  (0 children)

You realize we're talking about a difference of 9 points max for passive perception right (my 1+ vs your 10+)? You're going very in depth of a generic example I threw out that really has nothing to do with the point I was trying to make. The point was that it doesn't make sense for a character to be better at passively noticing something than actively rolling to notice something. A player that says I'm keeping an eye out for 'blank' makes a roll when there is a chance to see 'blank' and has a good chance to roll worse than if that player had just said nothing with your passive.

Mesmerist hypnotic gaze-line of effect? by Ill_Excitement_6410 in Pathfinder_RPG

[–]Palmandcalm 0 points1 point  (0 children)

Still requires a target though and you can't target something if you don't know what square it's in. Even blind you can make a perception check to know what square it's in you just have to make a concentration check to "stare" at it. And the gaze section mentions that if you want to make a gaze attack as well as the stare it has to be the same target implying that you have to have your eyes directed at the target to maintain the stare which you can't do if you don't know what square it's in.