Release drops an item. I think it's taking liberties to assume one could aim the drop on another item or creature 5' or further away from where they're standing. I would have required at least an Interact action to drop something on a specific object in a different space, and more likely would have asked for a check of some kind, probably with the improvised tools penalty. They are technically attempting to Disarm the trap, even if it is by way of harmlessly setting it off. That should come with the risk of it going badly
Trip.H wrote:
Lol I don't need you to tell me how close I was. I know how Clear a Path works since we discussed that ability in the first pages. I was doing what we call giving you the benefit of the doubt that you'd read it and realize they could easily word an ability to meet your challenge, so you hadn't found an argument-ending point. 9_9 Thank God Claxon spelled it out for you. I guess I won't leave anything to chance in the future
Trip.H wrote:
Like, I'm on the more permissive side of this argument (as in I support backwards looking abilities seeing last subordinate actions) but you've painted yourself into a corner with this one Trip. Look at remastered gunslinger Clear a Path
shroudb wrote:
Yeah, that would be the rule I overlooked. I thought I'd read something like that somewhere, and I checked everything I could find on AoN under a search for "hazardous terrain", but didn't find it so decided I'd imagined it or conflated it with other movement rules. Thanks
Most of the load for hazardous terrain appears to be in the text of the specific hazardous terrain effects. The ones I skimmed through appeared to share some form of "creatures passing through the terrain take X damage for each square they enter." Unless I'm overlooking a rule that contradicts me here, I would apply that to mean if a larger-than-medium creature entered more than one square of such terrain during a single space of movement, they would take the sum of however many squares they entered worth of damage. And even when they begin exiting the hazardous terrain, they would still take damage for squares their trailing body spaces have to "enter" I would total the damage of all squares entered before applying IWR, not treat them as separate instances Edit: so to answer your specific examples; 1. I would give them two squares worth of damage as one, not two instances for the first space of movement, 2. Four squares worth of damage as one instance for entering fully, and 3. One square of damage for their trailing space that had to "enter" an affected square
The incorporeal trait doesn't confer immunity to the grabbed or restrained conditions at all. The spell is described as creating "snakes made of shadow" and causes its effects based on a reflex save, so doesn't run afoul of incorporeal's limitations on str based checks. The mechanics and the fiction both support it working. I see no reason or justification to deny it arbitrarily Take note that the specific incorporeal creature you use it on may affect the answer. If grabbed or restrained are on their immunity list, then that's final. They may also be resistant or immune to the damage, though that doesn't affect the condition effects
>You total the spell, etc,'s capped damage first This is what I mean by your "examples" being false equivalences. What is this spell you're referring to that caps its damage? Is this spell a subordinate action being capped by the activity it is a part of? If so, name the activity capping the spell's damage. Or are you referring to simply rolling a spell's damage before adding external bonuses? If so, there are no "caps" involved except the maximum result on the dice. These are not the same >even the placement of a sentence can genuinely change its meaning via that nasty issue of context. Context can change a sentence's meaning, but that is not the case here. It is a simple sentence with no referential text. It doesn't say "the result of your check before bonuses is limited to your speed" or anything else you'd like us to believe. It limits how far you can jump on a success, and that's it Any cases of being able to exploit bonuses to get a longer jump out of a Long Jump failure are arguments for Leap's text, Long Jump's failure text, or the text of other items and effects to be tightened up in errata. But there is NO ambiguity in Long Jump's current success text
The limit in Long Jump says nothing about it only referring to the distance override. It simply sets a limit Blast Boots do not support your argument. Its bonuses to Long Jump and High Jump do not refer to the Leap distance, or to a generic "jump", but specifically to Long Jump or High Jump. Thus they fit neatly into Specific Over General and work exactly as described and expected We are the ones fully considering the context. You are trying to bend it to your narrative
Trip, your various "examples" are straw men and false equivalences. The relevant rules here are the Long Jump action, its subordinate Leap action, and the Subordinate Action rule: "An action might allow you to use a simpler action—usually one of the Basic Actions—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but it's modified in any ways listed in the larger action." I agreed with you that the subordinate Leap could be modified by effects that modify Leap. But after those modifications, according to Subordinate Actions, it is still subject to the limit imposed by Long Jump, "You can't jump* farther than your land Speed." That is what those above me mean by "order of operations." You can alter the Leap, but in the end you are still performing a Long Jump and must adhere to its rules. The "illogical" nature of a failure potentially being more desirable than a success is also irrelevant, and something for a GM to address at their prerogative *I feel it is also worth noting that it says "jump" here instead of "Leap." It is referring to the final, practical result. Not the calculations and modifications of the Leap
I would allow Leap bonuses to be used for High Jump and Long Jump, but no, I would not allow them to break Long Jump's speed limit. Nothing in Long Jump says the limit is "pre bonuses." That rule is its final word on the distance jumped, and so I would rule it as final unless an effect specifically overruled it such as Cloud Jump does when you spend extra actions as it describes Could this result in a scenario where normal Leap is better than Long Jump if you stack every bonus you can find and have a speed of 15? Sure. So what. Edge cases don't define the rules So it could be a way to consistently get the max distance out of your Long Jumps, but not turn them into "Cloud Jump at home"
"If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level."
I would use the creature's level to calculate the DC and rank of the effect if it doesn't list a DC
Ascalaphus wrote:
That's why I'm glad they gave this new spell a different name than the two spells it 'replaced' in the book. If you prefer the old ones, keep using them
I don't agree with your take on Untamed Form feats. In fact I would say you're plain wrong about them. Very FEW Untamed Form feats are prerequisites for higher level ones, so I see no need to keep them besides as a choice. The narrative of retraining them is that you've learned a new form that you prefer so you forget the old ones in favor of other, useful feats at their level. You're not erasing your past. You're growing. Or you can keep the old forms if you have a use for them or just enjoy them I can't comment on Helpful Halfling except to point out that it's from one of the first 2e books released. Paizo design has come a long way since, and your observations about it might be related to why it hasn't been reprinted in 2r books. Or maybe they like it as it is. Either way, one bard feat making an ancestry feat redundant is irrelevant to its design I do agree that it feels good to have feats be usable your entire career, but finding a new favorite feat and retraining out of something you're unlikely to use again is a good option to have. They have addressed some cases of a feat becoming nothing but a "feat tax" in the past, so they appear to agree with some of your sentiments
And animists are a caster with multiple ways to better their attack rolls. Such as the apparition you mentioned, which is one that qualifies you for Grudge Strike - Witness to Ancient Battle. So I would say Grudge Strike could be usable by an animist built like a striker. Might not be better in melee than a real striker, but won't be useless But IMO there are more effective ways to build an animist As for your struggles to find a satisfying caster, I get it. They can be challenging if you don't vibe with the one you pick. I like the lore of wizards but I had trouble finding a purpose for mine until I rebuilt him with the spell substitution thesis so I could have ready access to a number of niche utility spells when we need them. I memorize your standard blasting spells for combat along with a few contingencies like air bubble, gentle landing, and revealing light. Since then I've felt quite useful, but next time I set out to build a blaster I'll probably try sorcerer instead What was it you liked so much about your monk? That'd be a clue about what role you click with. Maybe you can build another character like that
Demonskunk wrote:
I've always pegged striker options in caster classes as being for striker classes dabbling in the MC AT, not for the pure caster to take for themselves unless they also have means to better their attack rolls like druids do through their form spells Demonskunk wrote: Pretty much all of my characters to date have felt very useless at all times except the time I built a Monk. He felt great. That will depend heavily on your subjective opinion of what is fun and useful, and which roles you enjoy. I've played many different classes that were great, but I enjoy playing many different roles
Teridax, what you quoted on page 27 does not say that all class abilities use class DC, nor does it say that it is the default. It says "certain" abilities. The definition for class DC in the glossary says "some" abilities, so since you're claiming it is the default it is your responsibility to show us where it actually says so I would not substitute spellcasting DC for something that actually called for class DC, as you appear to be claiming I said. I said in this case of an oversight where a psychic's or other spellcasting class's magical ability did not specify class or spellcasting DC, it makes more sense for it to use spellcasting DC. The precedent I refer to is in other spellcasting classes using spellcasting DC more often than class DC for their magical class abilities. Add to that the fact that pre-remaster the psychic class was not trained in class DC, and the claim that they would intend for those abilities to use an untrained DC becomes even less credible
Holy crap adjectives and context are not 30+ posts complicated guys Strikes use "melee attack rolls" and "ranged attack rolls", depending on the weapon or unarmed attack used, PC p.402 first fing sentence. So if you're not making a STRIKE, you're probably not making a "melee attack roll" or a "ranged attack roll" is described on that page Spells may use "spell attack rolls", which may further be described as melee or ranged for purposes of flanking and other rules and abilities that interact with melee and ranged. Spells are they're own special little PITAs of specific rules though so some might break format. Just do what they say in the spell description and no more. Don't OVERTHINK it and pull "unwritten rules" out of your butt based on how one spell works Impulses may use "impulse attack rolls" (defined on RoE p.16), which may further be described as melee or ranged for purposes yadda ditto etc. They're less likely to have weird unique rules like some spells do but don't get complacent
Finoan wrote:
Void Healing wrote: A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by healing vitality effects. It does not take void damage, and it is healed by void effects that heal undead.
Even the most "strict RAW" ruling would not work that way. The most technically correct reading is that you may not cast heal on a dhampir unless they were willing, and that you could cast harm on them even if they were unwilling; in which case they would take the void damage because they're a living creature, which in this pedantic scenario would be converted to vitality damage by Mastery of Life and Death, and then they would be healed by the void healing because "If the target is a willing undead creature, you restore that amount of Hit Points." is clearly a "void effect that heals undead."
The point I'm trying to make, Finoan, is that you should think critically about how changing what you call something in the name of "logic" and simplification might confuse how you and others think about it. If you did not call them "focus cantrips" in your head or to other people, you and they might not be confused about how they don't cost focus points Simplification is only productive when it doesn't cause confusion and delay. "Logic" is not a good reason for it. It is a bad excuse
Shrekovitz wrote:
no worries. It's done that to a lot of players. I just wanted to mention it before you got too deep into that thinking because I remember from when I was considering an unarmed attack swashbuckler that there are several feats which require a weapon
Search, Archives of Nethys: "focus cantrip"
So, I know they're introduced in the composition spells and hex spells sections of bard and witch, which are focus spells, and they're described in the focus spells section of the spells chapter of the book, but they're not called "focus cantrips" anywhere I could find. I feel like calling them that instead of what they're called in the books has the potential to cause more confusion and delay rather than relieve it. Just sayin'
First thing anyone here is going to do is umm actually you on the use of the phrase, "natural weapons." They are unarmed attacks, and specifically NOT weapons of any sort. So they won't count for various swashbuckler feats that require you to be welding a weapon, for instance. As for your question re: the deadly trait, as you already said, the bestial mutagen answered that already
SuperParkourio wrote: I decided to post this thread after a situation came up in PFS. I wanted the enemy to be off-guard before my eidolon used Furious Strike, so I contemplated having the eidolon Feint. But that inflicts off-guard on a crit fail, so I instead went with Create a Diversion. Then as I was about to have the eidolon Furious Strike, I realized it wasn't actually a Strike, and I questioned whether the eidolon would immediately reveal itself before the attempt. I even wondered if this was an intentional limitation of Create a Diversion to make Feint more appealing. tch. So you did the stick in your own bike wheel meme. How much of the table's time did you waste on this thing? Unless you're shouting "Furious Strike!" when you do it, what is it about starting an activity that would break hidden? The GM can determine that other actions don't break hidden, and I have never encountered a GM who would make such a troll ruling that just starting an activity breaks hidden. That breaks practically everything a rogue can do and also cripples way of the sniper gunslingers so it is surely not the intended reading
Area Fire weapons can't normally be fired as a Strike. But as with the Primary Target soldier class feature, I would rule that this feat allows it as a case of Specific Overrides General. Even in the playset, the unwieldy trait only forbids Strikes as part of a reaction - not altogether. So I doubt it was misunderstood for this feat
Perses13 wrote:
My guess it's they just copy/pasted the wording from the mystic class feature but nobody checked the math
You gain a vitality network with 10 HP and can transfer up to 10 HP
So at 5th level you have a max network of 10 HP and can transfer up to 15 HP at once? Am I missing a way to raise your network max?
Dracomicron wrote:
where has Boost been clarified as single Strike only? As for area melee attacks, I would allow the Str bonus. Nothing says it's a ranged attack, and the rules for damage rolls only differentiate between melee, ranged, and spells, grenades, and similar items
Purple Dragon Knight wrote:
until it's used to Shield Block. The stone's text doesn't say it overrides that limit
GMC p.262, Magic Scroll item table in the physical and pdf copies has a Frequency entry of "once per day, plus overcharge;" which I assume is a copy/paste leftover from the Magic Wands table, since scrolls are one-use consumables and did not appear in a table like this in the legacy Core Rulebook. This error is not duplicated in the magic scrolls entry on AoN but I could not find it corrected in the errata
Deathsworn wrote:
I read the change as allowing Clear a Path to work after activities that included but didn't end with a ranged Strike since so many gunslinger feats are "Strike and then do something else." I don't see it as proof that backwards looking abilities only see basic actions
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