Yep, that's pretty much it.That wording is just to make clear that whatever level you learn the spell at, you can cast it at any level
OK, I can see that and Diego's post as counters to my argument, and will go away and think whether I should change my mind about how I'd run it.I'm not sure I've ever seen this come up in cases other than a normal full attack, so I'm not sure how much difference it makes.
(as an aside, Spell Combat is a Full Round Action, not a Full Attack, so it's a slightly different situation where you can't change your mind & move anyway)
I disagree, there's nothing in Shield of Swings that says it changes the general rule or that you can't move. You gain the AC bonus, make an attack with reduced damage, and can then move off. Any other attacks you make before your next turn (AoO), also has the reduced damage.
I'm not sure there are any abilities that do change it (there are a few that apply bonuses & penalties to attack or AC, and those apply as soon as you say you're making the full attack with the ability, even if you then don't take multiple attacks.
That's the wording of Monastic Weaponry, which hasn't changed since the playtest.The Monk weapon trait has changed from the playtest (which had people asking about whether it applied to shuriken because of Monastic Weaponry saying 'melee weapons'):
PF2 playtest wrote:
Monks can use these weapons with their abilities that normally require unarmed attacks.
to the CRB, which doesn't really tell you anything:
Many monks learn to use these weapons
Discounting shuriken from Monastic Weaponry does rather take away a ranged option from Monks
As far as I understand it:
Prepared caster (Wizard):
Cantrips are always cast at a level equal to half your character level (i.e. the same as the highest level of spell you can cast)
One thing that's been clear all the way through the playtest is that the 4 levels of success (crit fail/fail/success/crit success) is supposed to work the same way across the whole system.
Page 278 looks like it's left over from the playtest "20 always succeeds" rule, while page 445/446 is the "20 makes things a step better" rule which is actually a bit simpler.
p. 496 “Exploration Activities” While players usually hew close to these default activities,… Really not sure what the word 'hew' was supposed to be.
From dictionary.com:to uphold, follow closely, or conform (usually followed by to):
to hew to the tenets of one's political party.
Anyone know what's going to happen to this guild guide once PF2 kicks in?
Over in the PFS forums, it has been said that PFS1 will continue to use the rules in V10 of this Guide.
I'd guess that the only way that would change is if it turns out somebody finds a massive loophole that can't be sorted by one other means.
Jurassic Pratt wrote:
The movement rules explicitly state that allies don't provide cover when moving through their square.As far as I know there's nothing in the rules saying they don't provide cover if if you're standing behind them, so the normal cover rules apply.
Andy Brown wrote:
Ignore all that, I'd missed the Sacred Huntsmaster giving you effective Druid level equal to Inquisitor level.That being said, I'd say that the Domain power isn't giving you anything. Your effective Druid level is coming from your Inquisitor levels, therefore it'd overlap with the Huntsmaster levels, not stack.
Not sure that it can be any clearer than that.Fascinate continues, and making a Suggestion takes a standard action
I think the argument is that Inspire Courage doesn't increase the minimum damage, which remains at 2d6 + INT, it adds to the final damage, making it 2d6 + INT + 1. Basically, the bomb's minimum damage always remains at the value you get from the ability, and you never get any additional bonuses on splash damage.This argument is based on the ability not defining whether 'minimum damage' includes or excludes bonus static damage from things like Point Blank Shot and Inspire Courage.
I've just been rereading previous threads on this, and come to the conclusion that the answers is "don't know, ask your GM".
The only thing that people seem to agree on is that you can't use a bonus twice (splash = increased minimum + same bonus again).
GM Captain Placeholder wrote:
@Andy Brown - that's exactly the sort of IC snippet I was expecting, bravo, sir. No problems there, only think I can spot is the fact that I like speech bolded in-character, but I noticed you do that in your games, you probably just skipped it in copying the story. No issue there.
Thanks. Yeah, totally forgot about bolding speech when I copied the text in (got the italics for thoughts, because I use them when writing)Making a couple of minor adjustments to the mechanics (skill tweaks) so it all hangs together, but I think I'm pretty much ready to go.
Sunday Morning, 7 am. No respectable person would be up at this hour. Not that any respectable person would be in this part of Redmond at any time.
Glass approached his morning's target carefully. Last night there had been a small skirmish between two minor gangs; he'd watched it from the safe side of a broken window. With a bit of luck there'd still be some pieces to pick up.
Looking through the same window, he scanned the street for movement; nothing. Maybe the gangs were having a lie in after a late night. Up the street was a broken fence, with the back wheel of a bike still poking through. Glass had hoped the sudden overfly of copters had scared the gangers deeper into the barrens without picking up all the pieces, but he'd been too busy keeping his head down to get a good look at the remaining gear when it happened.
A quick scurry across the street and through the fence took him out of sight of any casual traffic, and he began to examine the mangled wheels and bent metal; the bike had hit the fence hard and there was a lot of blood. Crouching, he spotted something in a piece of wood.
Troll teeth? he thought. Might be useful for somebody.
He swung his pack to the ground and placed the teeth in one of the smaller pockets. As he was opening the pack for some tools his commlink beeped.
"Hey, Chris." Glass greeted his brother. "Up early."
"Up late." came the reply. "A friend of yours came into the shop last night. Said he'd have something you might be interested in on Tuesday, and can you get any more of the stuff you got last month? Do I want to know?"
Glass thought of the teeth he'd picked up. "Probably not. Hey, you still get that guy coming in that's building his own bike?"
"Sometimes, yeah. Think he's finished now though."
"Think he'd be interested in a couple of nearly-new ceramic brake discs?" Glass pulled a wrench out of his pack and began working on the front wheel hub.
"I'll ask him when he comes in. Catch you later, bro'."
Pulling the brake discs off took longer than Glass would have liked; he was just beginning to examine the rest of the bike for salvageable parts when he heard a noise behind him.
Alex 'Glass' Scott:
Alex was born in Renton, to Human parents. The family lived in the North of the district, close to Redmond, and both of his parents worked menial jobs as and when they could.
Growing up was hard on Alex and his older brother Chris; both boys getting into fights thanks to Alex's noticable eyes and ears and Chris protecting him. Things could have been even worse when Alex started to develop the ability to move things around with magic, and to direct the same power into his attackers, if Chris hadn't gone out of his way to convince everybody that his brother was normal, and any tales of magic were just more attempts to cause trouble.
As Alex got older he began to explore various parts of north Renton and south Redmond, collecting various mechanical and organic items he found interesting; he also began to develop the ability to not be where trouble was, or to fade into the background in a way that left people unable to describe him any better than "some Elf kid". This earned him the nickname of "glass" because "he's there, you just look right through him", as one of his few friends once said.
When Alex was 16, Chris set up a small pawn-broking business, which Alex found useful for selling off some of the more useful things he found, sometimes after a bit of repair. Through Chris's business Alex also made contact with some direct buyers of the things he was scavenging, both mechanical bits and organics useful to magical practitioners; all of these he would trade for things he wanted for his own use.
By the time he was 18, Alex had moved to a squat in the south of Redmond, and had developed more magical abilities, gaining the notice of a Rat mentor spirit that seemed to help him move through the Barrens without attracting too much attention.
Now 20, Alex still visits Chris, sometimes with things to sell, sometimes just to stay in touch with the family. His magical abilities have made him occasionally useful to other inhabitants of the Redmond/Renton border, and his aility to find useful plants and mechanical bits & pieces keeps him afloat.
Just recently he's been looking at making more use of his abilities to improve his living conditions - there's only so much dirt you can live with...
== Personal Data ==
Name: Alex Scott Alias: Glass
Movement: 8/16 (2m/hit)
Swim: 3 (1m/hit)
160 lb (72,6 Kg), 6'2" (188 cm) Composure: 12
Street Cred: 0 Judge Intentions: 9
Notoriety: 1 Lift/Carry: 4 (30 kg/20 kg)
Public Awareness: 0 Memory: 7
Karma: 0 Nuyen: 465¥
Age: 20 Skin: dirty
Eyes: brown Hair: brown
Primary Arm: Right
== Priorities ==
== Attributes ==
== Derived Attributes
== Active Skills ==
== Knowledge Skills ==
== Qualities ==
== Tradition ==
== Spells ==
== Lifestyle ==
== Armor ==
== Weapons ==
== Commlink ==
== Gear: Equipped ==
== Concept ==
== Contacts ==
(Street Vendor), (Connection: 3, Loyalty: 1)
(Fixer), (Connection: 4, Loyalty: 3)
Chris Scott (Pawn Broker), Renton (Connection: 3, Loyalty: 4)
Over on the other thread I said something about not going for anything too complicated, but I'm actually now thinking about a (street) shaman. I've got a few ideas I need to knock into shape, and to reread the magic rules, and get my head round the character generation.
I'll also mention that I'm away at a convention from the 21st to 27th, but should have some sort of web access.
since if it can't be used with Spell Combat, it can't be used with Spellstrike.
Not true.Spell combat lets you cast a spell and make attacks using the same full round action.
Spell Strike let's you attack with your weapon instead of making a touch attack.
They can be used together, but they don't have to be.
I don't understand how this wasn't clear.
Playtest rulebook pdf wrote:
We’re attempting bold strides in this new edition of the game, but it’s far from finalized. This is where you come in—this book is only a playtest of the final version of the game, which we’ll release in August 2019. Over the next few months, we hope you’ll help us refine the game to make it even better.
That bit I highlighted. Easy to read that as "this is very close to what we'll release next year, but we'll listen to your input for some minor tweaks" and not realise that the "far from finalized" part means they're actually OK with making major changes to stuff.
The Rogue talent says "this works like evasion except..." so it should (RAW, at least) work fine without having Evasion.
So whether you get the ability without needing the lesser version or not depends on how the ability is worded.
There's something somewhere (which I can't find right now, but I'm fairly sure the example was Fighter Weapon Training or Armour Training) that talks about getting delayed versions of class abilities if an earlier one is replaced, which would give the Monk Evasion instead of Improved Evasion
I'd go with yes, the AC and yes.
The spell has a target of 'You', so is eligible for Share Spells, assuming you've got the spell on your class's list.
Because the AC is the target of the spell, it will need to take the Immediate action
That seems like something an AC wouldn't normally be intelligent enough to do (not sure even an Int 3+ AC would), so you'll need Receive Spell
(Where's Receive Spell from?)
Possibly interested. I've been trying to build a decent spear user based on various martial arts movies for ages, and the Spear Fighter archetype looks like it might fill a couple of gaps in what I want to do (and the Dragonfly Style feats look interesting, but Spear Dancing Style would be the main focus)
As for PbP, I've been in two games, one folded very quickly, and the other took a bit longer before dying. The latter game possibly gives a bit of a look at my writing style, but I didn't get to sort it out properly: game posts also shows a couple of horrible newbie errors :/
Building an 11th level fighter (Vudrani human probably, with the emphasis on spears) should be OK, even including the new martial arts stuff that's not in hero lab