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
> But why is Blazing Bolt a doomed case? All the rays are part of the same spell and aren't subordinate actions. I just meant that you might have gotten more initial agreement with your reading if you'd started with blazing bolt as your spell example, since it resembles Vine Lash more than fireball does. But yes, it is one spell effect with no sub actions so that's why I said it would still be doomed
The argument hinges on applying the last paragraph of Subordinate Actions in reverse
Quote: Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action They believe that restriction should be applied backwards as well as forwards, despite there being no instruction nor precedent to do so. While those like Claxon are inclined to deny backwards-looking abilities from working with the last action of an activity out of caution from some unforeseen exploit, I prefer to allow it because denying it has very definitely seen negative consequences for some class and archetype kits even without coming up with weird combinations. For instance, bog-standard rogues have Twist the Knife and many activities that can end with a Strike. I don't buy that Paizo intended that Twist the Knife can't be used unless the rogue forgoes them and only makes basic Strikes
SuperParkourio wrote:
I don't know what nonsense you're trying to claim with this false equivalency regarding haste. Haste gives the quickened condition with a use restriction. The Stride or Strike made with the action gained from that quickened is not subordinate to haste. They are not the same As for your last question, Subordinates Actions says, "This subordinate action still has its normal traits and effects, but it's modified in any ways listed in the larger action." The subordinate action has ITS normal traits and EFFECTS. Those effects aren't attributed to the larger action, and the rule goes on to say that the sub action doesn't inherit any traits from the larger action unless specified. Note that Vine Lash also doesn't have the attack trait. Because Vine Lash is not the action you're making the attacks with. Those are from the sub Strikes, and the only effect Vine Lash has besides enabling those Strikes is that MAP doesn't kick in until all the Strikes are done You would have made a better case, albeit still a doomed one, if you had brought up blazing bolt instead of sticking with the summoner's example fireball
You've been answered already, with examples. A fireball is one effect. Vine Lash's effect is not the damage of the Strikes. Its effect is to enable the shambler to do the Strikes in the way it describes. Vine Lash's Strikes are subordinate actions and each is a separate effect. They are not "the same effect"
PMSchulz wrote: This is a bit old of a post, but it is relevant. Shield Block now says that you and the shield each take the remaining damage. So, does that mean that both of you take the full remaining damage, which makes it far less useful, or do you still split the damage between you, half and half? Shield Block has said, "You and the shield each take any remaining damage," since the 1st printing of 2e. It has never been half and half
No worries. And using Google instead of your book or AoN explains it. I just looked in my copy, and the playset version of Digital Ambassador does mention translator apps instead of comms and datapads. Now that AoN has a proper drop-down option to switch to Starfinder 2e rules it should be easier to find things there
MurphMan wrote:
Are these questions for 1st or 2nd edition Starfinder? Both of these feats exist in 2nd edition, which is what I'm familiar with and will refer to, but are not described in the book exactly the way you're summarizing them here Digital Ambassador, SFPC p.218 wrote: As long as you’re using a comm unit, datapad, or computer to communicate, when you attempt to use a skill action with the linguistic trait on a creature that doesn’t understand the language you’re using, roll a DC 15 flat check. On a success, the effect works as if the creature understood the language you’re using. If you’re Legendary in Society, the DC is 10. Comm units and datapads are personal equipment and are described in Adventuring Gear, beginning on SFPC p.238. "Computers" are more general and can cover pretty much anything else used for the purpose. The rules for building a computer are in GM Core, here on AoN. And you are correct. An example of the penalty this feat negates would be the one for attempting to Demoralize a target who doesn't understand your language Face in the Crowd, SFPC p.220 wrote: You know how to get lost in a crowd. You can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus to your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus to your Stealth checks when in a crowd of at least 100 creatures. Hidden creatures don't count as members of a crowd. If you're a master in Deception you only need 5 creatures to get these bonuses. "Crowds" are described in GM Core under Urban Environments, here on AoN. They are considered difficult terrain but as described probably would not stand still if combat broke out so I doubt you'd get much benefit from it during a fight. You could use this feat in a crowd for its Stealth bonus to get close to your target and to begin combat hidden using the Avoid Notice exploration activity
Areas are 3-dimensional. A 30' burst placed 30' above the ground would only reach the ground squares directly under the burst's center. You can place the burst closer to the ground to increase the area gravity well reaches but of course that will reduce the potential fall damage. And that's assuming you have a GM who runs gravity well in a way that allows it to move creatures into the air even if they lack flight "If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy." Most GMs will probably deny you. Ask yours to be sure
SuperParkourio wrote: Yes, it can disrupt because it says so, but that doesn't affect the timing of the reaction, does it? We know this reaction doesn't happen after the trigger, because there's no point in disrupting something that already resolved. But the ability to disrupt isn't actually changing the timing, right? You need to just eject Trip's concept of "reaction timing" and move past Trip's attempt to guide the narrative into his fictional rules. Stick to the printed content Actions with Triggers says trigger happens, then reactions to it <- this is the general rule for "reaction timing"
Disrupting Actions wrote:
It doesn't say the disrupting action has to be "timed" to resolve before the action it's disrupting. The disrupted action is still spent, but "the action's effects don't occur." This is well illustrated in how Counterspell works. The enemy caster fully Casts their Spell, and you can see their spell manifestations (which is what allows you to auto-ID it), and only then do you attempt to disrupt it with your Counterspell - because Counterspell says so. There's no MtG-style timing to track. They work because they say they work
I only checked 50 of the 322 results for a search for "affliction" on AoN and only in Kingmaker, a 3rd party product converted from 1e, was it used to refer to a variety of conditions that an army could suffer from Someone want to check the rest? I'm p confident any current book using the word "affliction" MEANS Affliction
SuperParkourio wrote:
>The Simultaneous Actions section seems to indicate that this is the case. Yes. You can use actions with triggers in the middle of another action if their trigger occurs in the middle of another action. Significantly, even in the middle of YOUR OWN actions >And is Reactive Strike actually creating an exception here? No, Reactive Strike is not making any exceptions. Some might rule for the narrative that if you drop someone with Reactive Strike while they're doing something, what they were doing is interrupted but it's perfectly valid to also allow it to complete -also for the narrative- if it wasn't disrupted since Reactive Strike's trigger is "does the thing", not "begins to do the thing." The only exception to waiting until the thing is done before Reactive Strike can be used is in the case of movement; but that's because Reactions to Movement says you can react "throughout the course of the distance traveled." So as soon as they exit the square you can use Reactive Strike, or a Readied Strike, or Stand Still, and if you crit with Stand Still you prevent them from moving AT ALL because it "disrupts that action." Reactive Strike's ability to disrupt does not arise from any unwritten rule that time pauses when a reaction is used. It comes from its own text -its specific rules- SAYING it disrupts. It's that simple
Trip, this "reaction pause!" thing is nonsense of your own creation, and does not exist in the books in any form. There is no universal reaction time freeze or whatever you want to call it. Stop it. Get some help Actions With Triggers sets the general rule to: trigger happens, then reaction. Any reactions which interrupt or have a retroactive effect work because they say they do; they are specific rules. The Reaction to Movement exception makes it so movement triggers reactions at any time during the movement, as opposed to the general rule of Actions With Triggers; which would put the trigger after the triggering move action entirely. That is what makes Reactive Strike and all other reactions to movement work, including a Readied Strike. Reactions to Movement doesn't move the trigger to after the 5'. It moves it to "throughout the course of the distance traveled." Any time you exit a square you trigger reactions to movement. They then return the trigger to the status quo for Stand and other move actions where you don't leave your square, possibly because they found PCs getting off-guard clobbered while trying to stand was demoralizing >This is universal, even a Stand Still crit disrupt results in 5ft of movement. Got a source for this claim?
SuperParkourio wrote:
yes, Trip is wrong about that just as he's been wrong about everything else since he's starting from his desired exploit and working backwards, bending everything he quotes to support that instead of starting with the rules. The Reactions to Movement exception he began this thread to highlight is what makes Reactive Strike work, not any specific text in Reactive Strike. And it would make a Readied Strike triggered by movement work too
SuperParkourio wrote:
Because that's not a general rule for reactions. There is no general rule for how reactions work aside from Actions with Triggers, which is then informed and modified in Limitations on Triggers and Reactions to Movement. Any other "observed" or "discovered" rules based on compiling how the plethora of vastly different reactions work aren't worth the paper they're written on. What we have to adjudicate Ready is its text and the guidance in GMC. Rules that are specific to Ready
Trip.H wrote:
I'm not misquoting anything, "dude." Two creatures reacting to the same trigger is an immediate example of the order of actions being unclear, but clearly it's not the only situation that final sentence can apply to. There is no "generally" about reactions pausing their triggers to resolve. The general rule is trigger happens, then reaction; as I have accurately quoted repeatedly
Trip.H wrote:
There's no nonsense involved. The rules cover your scenario, and every other hyperbolic scenario you describe, quite handily in Limitations on Triggers "This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger. If multiple actions would be occurring at the same time, and it's unclear in what order they happen, the GM determines the order based on the narrative." I wouldn't even say it's unclear what order the attack and Readied Leap happen in. Since the attack started first it's perfectly logical for it to resolve first since Ready doesn't say it interrupts or occurs retroactively. Or would you resolve multiple creatures' reactions to the same trigger in reverse order, since according to you they each freeze time and MUST resolve immediately upon being announced?
SuperParkourio wrote:
SP, that "even if the trigger occurs in the middle of another action" exception does do what you say re: allowing reactions to be used during other reactions, but its primary purpose is to allow a creature to use one of their reactions even in the middle of their OWN action, since the general rule is that you may only take one action at a time. For instance, Reactive Strike to attack someone attempting to Leap away while you try to Strike them But that doesn't mean the reaction RESOLVES immediately upon being triggered unless its text says so. Actions with Triggers only says, "When its trigger is satisfied—and only when it is satisfied—you can use the reaction or free action," but it doesn't say reactions interrupt, or occur retroactively, or anything Trip is attempting to use OTHER REACTIONS' specific rules to prove re: the secret rules for reactions that he thinks Paizo monks hid in the books with invisible ink. All the book says re: reaction timing is "if trigger occurs, then reaction can be used." There's no time freeze to resolve the reaction in the general rules, nor is there one mentioned in Ready There is no in-world observable tell that can be used to act BEFORE an incoming attack is initiated except movement by assuming since they're making a beeline for you they're going to attack. If you Leap when they approach you can get away. But Trip wants to game the system and wait until they've committed their action to the attack to rob them of an action and MAP. It does not matter at which point during the incoming attack you place your Ready trigger. Every action is its own different package of specific rules. Some reactions interrupt. Some rewind a moment to occur retroactively. The existence of reactions that interrupt or resolve retroactively does not establish any precedent for Ready. IT does not say it does either of those things, so it doesn't It WAS discussed early in the thread that if you use Ready: Leap when approached by someone using Sudden Charge or another movement+attack activity you could thwart the final attack if they couldn't reach you. This is not the same as Leaping away from an attack IN PROGRESS. Trip is making a false equivalency when he makes such claims
SuperParkourio wrote:
these aren't "general negative effects"; they're spell effects, and fall under the final bullet point in Step 3, "Resolve anything else specified to happen at the end of your turn." So you could resolve it before spider venom since you can do each of the bullet points in any order you choose. But not if you chose to reduce frightened condition, since that occurs in the same bullet point as afflictions so if you're suffering from frightened and spider venom AND paralyze; you could save vs paralyze, then vs spider venom, then count down your frightened OR save vs spider venom, then lower frightened, then save vs paralyze, but not drop frightened first, then save vs spider venom and paralyze
SuperParkourio wrote:
SuperParkourio wrote:
I think you're confusing yourself, SP Step 3: End Your Turn wrote: If you have a persistent damage condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the persistent damage. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the frightened condition decreasing in severity. These take place after you've taken any persistent damage, attempted flat checks to end the persistent damage, and attempted saves against any afflictions. So aside from conditions like frightened, and persistent damage, what "general negative effects" do you save for at the end of your turn? No, they're quite clearly referring to the family of effects that are named "afflictions", not carelessly using it as a catch-all term for any bad effects you're suffering from
Durations counting down don't require a whole round to pass. They count down when mandated in the turn structure. For instance, say you cast delay consequences when your ally got mortally hit during a foe's turn. Theoretically you'd have a whole round to heal him up and prevent the impending effects of the hit from dropping him. But if your turn was next, your spell's duration would count down and end without anyone else having a chance to act Poisons with short stages are dangerous because after application the saves switch to the end of the victim's turn, but remember a victim might also save and shake it off just as fast or apply countermeasures during their turn. So it's not as guaranteed as your ally's fate in my example
FlyJonat wrote:
the errata for the book removes the single action cost from Memory of Mastery on the same page. Perhaps since they're the official prd, AoN were told to do so for Water to Water as well and the others haven't gotten the memo
It's #1. You declare that you're going to make an area attack to trigger primary target's trigger, but you make the primary target attack first. This is in the language of primary target where it says, "Before you make an area attack..., you can make a ranged Strike as a free action" Yes, this could lead to situations where you might forgo the primary target Strike to get more damage on the area attack. I'd say it'll come down to whether you're just facing a bunch of fodder or if a tougher target as well. Don't forget that if you hit your primary target their save vs your area attack is worsened if they roll a success so that could swing the math if you're only facing a couple foes
>I assume while its being sustained each round you can force new saves each round so if someone may have successfully saved on round 1, you could force another one on round 2 and subsequent rounds? You can't force a save aside from at its initial casting unless you can actively prevent them from leaving the cloud on their turn. All the other save conditions aside from on cast depend on their actions "A creature must attempt a Will save if it is inside the cloud when you cast it, enters the cloud, ends its turn within the cloud, or uses a Seek or Interact action on the cloud. A creature currently affected by the cloud doesn't need to attempt new saves." So if they're in the 20' burst upon its casting, they roll to save. After that, if they fulfil ANY of the other conditions and are not already currently suffering from the affects of a failed or crit failed save, they roll to save. It's out of your hands >On the failure effect when the enemy is confused are they confused with a new save each round to free themselves or are they confused for the duration (1D4 rounds)? They don't make new saves while confused on a failure. "A creature currently affected by the cloud doesn't need to attempt new saves." They DO make a flat check upon taking damage from an attack or spell because of the confused condition rules. "Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition." So they're confused for the 1d4 rounds or until someone (including themself if they have no other targets) breaks their confusion with damage from an attack or spell. Once the confusion ends or is broken, they're susceptible to a new save if they're foolish enough to do one of the triggers >And are you allowed to move the cloud each round? Nothing in the spell description suggests you may move the cloud, so no
Perses13 wrote: Fwiw, the rank 3 version of Protection is pretty clearly the Remastered equivalent of Circle of Protection, which also didn't have the aura trait. Oh neat. I hadn't made that connection yet
>some written reactions also have compound triggers (they do) Some reactions have multiple triggers. I would not call them "compound" triggers, and can't find such a phrase on AoN. Is it used somewhere in the books? >or whether the case is explicitly mentioned in the guidance on adjudication of Ready (it's not). Ready says, "designate a trigger." That is the only reason I would reject such a "compound" trigger other than that, I am in agreement
Ravingdork wrote:
I imagine it probably doesn't come up in proper combat all that much, but might be of use for determining the DC for spells, skills, and other abilities used on them
Paizo are not consistent about using "aura" when appropriate, which led to table variation on the bane and bless spells until they finally fixed them in the remaster errata But unless and until they add it to protection's heightened entry, technically it is just a fixed emanation from your target's square when they were targeted. I would allow your allies to enter and leave as they wish, but only benefit while in the emanation's area If you're the GM, of course you're free to run it like an aura or appeal to your GM to do so
That's a tough one. They really do specify melee quite emphatically. So I guess it falls down to, are they trained in the weapon or the method of use? I think I would allow them to use their expert prof in the weapon even for throws but I would not argue with any GM ruling the other way and could potentially be convinced to do so myself if an exploit were presented
Trip.H wrote:
Disarming Interception SAYS it disrupts the attack. That's why it disrupts the attack. Ready does not. And I would object to Ready: Shove causing an auto-miss for the same reason I object to Ready: Leap or any other cheesy combo you envision. The attack is already happening, and as the RULES state: reactions can only be used in RESPONSE to their trigger. They do not disrupt, preempt, or interrupt their trigger unless their effect says they do. It doesn't matter how cleverly you believe you're wording your trigger, once the attack is incoming it cannot be avoided unless the ability you use says so. Neither Ready nor Leap say so You keep trying to draw everyone into your narrative with comparisons to other reactions. Other reactions are irrelevant to this discussion. They are their own rules. There are no "reaction timing" laws to be unearthed and deciphered. There are only the rules for Actions with Triggers, which I quoted upthread and also linked in this post
Trip.H wrote:
"A round is a period of time during an encounter in which all participants get a chance to act. A round represents approximately 6 seconds in game time." So, in the split-instant - not even a split-second - between them targeting you and rolling, your character can Leap all the way out of their reach to avoid the attack altogether. Even though, according to your original premise in the OP and your reverse-engineered "reaction timing" nonsense, Reactions to Movement was implying movement where you leave your square is slower than movement where you don't because a reaction to movement cannot trigger until the end of the latter. Nevermind if that same foe had Reactive Strike they could - in the middle of their OWN initial attack, during that split-split-instant that you're supposedly able to Leap ALL THE WAY away - they could target AND Strike you in reaction to your Leap Uh huh
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