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
> 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?
|