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>Swipe double dipping the crit specialization of axes encourages degenerate play where it's better for the PC to have an enemy mook near the boss lol, I call people out for munchkin-like questions but Swiping two enemies - literally the only use-case for Swipe - is "degenerate play" now? >an allied caster summons a low level monster nearby so the axe wielder swipes the summoned minion and the boss Too bad the writers already thought of that Swipe, emphasis mine wrote: compare the attack roll result to the AC of up to two foes Yo OP, you should look up one of SwingRipper's wrestler guides for your next character. Your GM will love it, and it's ironclad - no fiddly "interpretations" ![]()
Finoan wrote:
No, it's been in since 1st printing of the CRB p.472 The line from GMC that Norr quoted is new to me though, and I can't find it in the GMG. They might have added that to address "on initiative" reactions and the like ![]()
Just FYI, it is the rule that it is situational whether you get your reaction before your first turn Reactions in Encounters, PC1 p.436 wrote: The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens. I agree with everything else said here so far. TTP, your GM should be making the call encounter by encounter and should be applying their reasoning to both sides of the table consistently ![]()
SuperParkourio wrote:
I would not require it unless my players found it more fun. As disappearance says, they count as Invisible no matter the sense used to detect them, and according to Invisible all they need to do is Sneak to become Undetected again once found. According to the examples in disappearance, it's not like they're being detected by something the target can or even needs to control about themselves (like their heartbeat or life aura), but by a telltale sign that they're near (like the disturbed dust) or a void in the surrounding stimuli. Normal Sneaking should be enough to shake the trail, but creative traps set to reveal an invisible foe might be a good use for it ![]()
Witch of Miracles wrote: "Relying on sight as their only precise sense" is a load-bearing clause that doesn't apply to disappearance, unfortunately. I don't think you can just strike it through and expect everything else to apply. The authors of disappearance didn't appear to think so. If we replace the struckthrough wording with the text in disappearance related to Invisible we get "A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures disappearance goes on to confirm that Seekers can still find the target using examples that are sight and sound based specifically, and ends by indicating those aren't the only methods that can be used, which is still compatible with the rest of Invisible's text re: detection and Sneaking Why not all senses?: Why didn't I replace it with "all senses?" Because vague senses are immaterial to the Invisible condition. The best detection they offer is "Undetected", which an Invisible creature is by default ![]()
That's an argument for not requiring a Sneak check until they reveal themselves or are found At the bottom of the Perception and Detection page in AoN it quotes Invisible from PC1 p434. If we strikethrough all the references to sight, we still end up with usable, non-inferred rules that should be followed for disappearance
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It's a lot easier to keep track of someone after you've found them, which is why the burden is on the invisible creature to Sneak after they're found. Once they succeed, the ball is back in the Seeker's court to discover their location, etc. ![]()
Witch of Miracles wrote:
Can you quote the rule that says sound is the reason an invisible creature reveals their location when they attack? According to invisible, if they're found, and thus hidden, they need to sneak to return to undetected. Even with disappearance, because their foes can follow the "disturbed dust, hearing gaps in the sound spectrum", etc. they used to find them in the first place. And sneak says when you fail, "A telltale sound or other sign gives your position away, though you still remain unseen." "or other sign" can be anything. Doesn't matter what senses you're invisible to. You don't need to make a sound when disturbances in the dust or an errant movement of the air can just as surely be used to track your movement especially when the spotter has already found you ![]()
Unicore wrote:
This is how I read it as well. Some folks are logicking their way into the farce that a victim is oblivious to the target's blows, but that's an overreach of the rules. Spells only do what they say they do. It says they count as Invisible, which only says they can't be Observed, not that they can't be located at all. If they can be found via the purely nonmagical, noncontact act of Seeking, then yes they can reveal their OWN location via attacks, and being grappled BY the target definitely counts as "some other way to discover the presence of an otherwise-undetectable creature." ![]()
Yeah, that first sentence is what I just quoted. The second sentence is not how it does what it does in the sense that people here have been theorycrafting (as in, deleting from observers minds, preventing observers from sensing the target, or stopping the target's stimuli at the source), it's the game mechanics of the effect. Of those three examples I listed, the third is the most like the description of, "You shroud a creature from others' senses," but it's still not certain that's what's happening. All we can say for certain is that ~it's magic!~ The reason why "The target becomes undetected" is not redundant with saying they "count as invisible" and they didn't just say "the target becomes invisible" is probably because of a rule in the invisible condition "If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected." So disappearance has an advantage in that it skips straight to undetected instead of hidden. The "count as invisible" is not a "clause" but a reference to how the spell works after that initial undetected because undetected by itself doesn't do what invisible does (allow the invisible creature to return to undetected by Sneaking, for instance) but more importantly it is an indication of how to counter it by way of other effects that interact with invisible Paizo is not wordshy about saying when an effect "counts as" something in only specific cases, like "for calculating MAP," "for purposes of weapon proficiency," "when calculating resistances, weaknesses, and immunity," etc. They didn't limit this spell's "count as invisible" for any purposes. They widened its scope to include all senses, but did not cripple it from being detected by invisible-foiling methods. People on this board are in all the other threads chanting "natural language! natural language!" but here they're all "oh uh well ackchually no now the words don't really mean what they say" and that's just silly ![]()
>I think this would just downgrade undetected to concealed
Revealing mist's true value lies in its low level and common, alchemical nature. Any alchemist can make it, and should Everyone describing how disappearance works are just speculating and sharing their own headcanon*. We don't know whether it deletes the target's presence from everyone's mind, "blocks light, casts a shadow and such," or what. The spell did not exist in editions prior to 2e so we don't know which subschool of illusion it would have been. Dust of disappearance existed, a 7th level magic item which in true olD&D fashion was only counterable by dust of appearance. But there has never been any description of how our disappearance accomplishes its effect in 2e aside from the brief, "You shroud a creature from others' senses." It just works, almost as if it's magic! >so concluding that the creature is undetectable is just BS.
*I'm not saying that's bad, but it's not rules discussion. Personally I like how The Silence in Doctor Who were portrayed ![]()
1. Counterspell: Trigger A creature Casts a Spell that you have prepared
Nothing in Counterspell says you need to perceive the creature casting the spell and nothing in disappearance says it hides spell manifestations, so I would not disallow Counterspell from working 2. They could write in the dust or dirt, or steam (say from their own breath) on a reflective surface, etc. It is a challenging scenario but doable 3. "The target becomes undetected, not just to sight but to all senses, allowing the target to count as invisible no matter what precise and imprecise senses an observer might have." The "count as" wording means it CAN be countered and detected by effects that counter or detect invisibility. It's that simple. Anyone arguing otherwise has to torture the language to justify that "count as invisibility" doesn't count as invisibility this time because of reasons. Mostly they just don't like a low rank specialty spell being able to shut down an an 8th rank spell but that's what specialty spells are for. And that addresses your concern that it's a mean spell for a foe to have. A well prepared party should have stocked some (if not many) ways to counter the many ways monsters can get the jump on them by that level of play. Saying "no it doesn't do exactly what it says on the tin" because of a rank difference is lame. There are many ways to counter invisibility because it is such a disruptive effect. Saying see the unseen doesn't work but truesight does... Why? How about dust of appearance, or revealing light? Why? The answer is they all work ![]()
SuperBidi wrote:
right on. Thanks SB ![]()
The players at my Beginner Box table asked me something similar to this the other day. I think it was if they could open a door with their hands occupied by a weapon and a shield. I told them it would depend on the situation. If they weren't in combat and in no danger I wasn't going to be a stickler about needing hands free for simple stuff like that when they could easily release their shield (which is strapped to their arm so not dropped), open the door, and wield it again before any potential enemies beyond could react. But if we were counting actions under the duress of encounter mode or a trap attacked them in that moment it might be relevant ![]()
I was going over Inventor Dedication and noticed it lacks language common to every other MC Dedication that grants a skill (aside from Animist, whose "granted" skills are gained from which spirit they're bonded to each day - they don't gain a permanently trained skill like other MC Dedications which grant skills) "You become trained in [x skill(s)]; if you were already trained in [x skill(s)], you become trained in a skill(or skills) of your choice." Instead Inventor simply states, "You become trained in Crafting and inventor class DC." and then continues on to the Inventor skill feat and the rest of the Dedication's features. The legacy printing had this same omission and I don't recall it getting errata'd, so perhaps it IS intended or maybe simply overlooked this entire time Due to the precedent of literally all the other MCDs with granted skills giving "a skill of your choice" I plan to run it the same as them, but thought I'd report this here in case it has gone unnoticed by the editors. If this has already been noted please forgive me for repeating it, but I did not find a thread about this topic with a search for "inventor dedication crafting" ![]()
>For example, may I ask how the party gets into position to benefit from cover unnoticed before the encounter starts? I've literally never had a whole party be unnoticed at the beginning of combat and you don't need to be unnoticed to sneak anyway. If they're traveling long-distance I don't typically put figs on the table until the encounter starts. When it does, I tell them which area of the map they're in and the spaces they can place the party, including where any cover or concealment might be. If their foes didn't ambush them the party knows where they are too. If we were already on a map, such as between encounters in a dungeon, I allow them to place themselves near the encounter when initiative is rolled as long as they weren't explicitly splitting the party doing something in another area. I'm not some stickler for exact movement between encounters unless warranted by hazards or other surprises so I usually allow them to reposition themselves w/i reason using the information available to them when an encounter begins, which includes shifting to take advantage of cover or concealment so their Avoid Notice doesn't feel useless >And a roll for perception is more likely to have them act earlier than if they had kept their roll I'm not sure where you're getting this from. Maybe non-thief racket rogues will have a higher Wis than Dex and not max Stealth but the typical rogue at my tables has been thief racket, and properly pumped their Dex and Stealth to max. Stealth has always been their better bonus for initiative. If it wasn't, they always have the option to roll Perception once I ask the party to roll initiative, as I said But again, I'm not here to convince you. I'm not arguing that you're wrong - I understand why you read it the way you do and would not argue with a GM who ran it that way -, only that I don't read it the same way and I've found my way to be perfectly serviceable and abuse-proof ![]()
@Witch, I'm not here to argue for you to use my way, and none of the "it's two rolls" arguments have compelled me to reconsider. I'm just sharing that how I read it and how I run it jives with Ravingdork's initial understanding If the player wants to use a different skill for initiative they can do so when I ask them, "are you using your Avoid Notice roll for initiative," which I ask when I tell the party to roll initiative. AFAIR the answer has been invariably "yes" because most of the players using Avoid Notice have played rogues and hoped to take advantage of their Surprise Attack class feature, which doesn't even care if they're hidden at all. I'm not hiding their initiative order. They can see that after I get all the results sorted so they can strategize with the party. They're usually able to surmise that their late entry compared to other players probably means they rolled low but unless they placed their character out in the open they still begin hidden as a consolation prize, "as normal for Sneak." I do remind newer players that they need cover relative to their foes or concealment to gain that benefit. I try to run a strictly no-gotchas table ![]()
I only do one roll when the player declares they're Avoiding Notice which is used for both the "moving around" and for initiative at the onset of combat, but it is a secret one. It will gain a bonus upon combat if the player places their character in cover, "as normal for Sneak." You all should know by now that I hate unnecessary secret rolls but I feel this is an appropriate case for the GM fiat to declare a roll be secret This way the players don't need to do repeated rolls with the risk of rolling great for the "moving around" and badly upon initiative (or vice versa), and I don't get the players fabricating ways to justify fishing for better rolls when they saw they rolled badly the first time The way I read Avoid Notice is that the first sentence summarizes the benefits and cost of the activity, and then it goes into detail about what that entails mechanically when an encounter begins, not unlike several of the other exploration activities detailed there I would not argue with a GM who chose to make it separate rolls though, unless they were inconsistent to the point I began to suspect their goal was to create a worse situation for the party ![]()
Errenor wrote:
Ah, my bad. I still maintain that the feats are a scam and should be reworked so that the earlier feats don't just end up as vestigial feat taxes to gain the later ones But Paul's suggestion is a decent one if we get nothing else ![]()
Wield both at the same time in the same hand? No. Read the Free-Hand trait for specifics. Can you wield a short bow in the same hand you're wearing a gauntlet bow? Yes If you want to count as wielding both at the same time, wear the gauntlet bow on your other hand. Since short bows are 1+ hand weapons the hand you're not holding the short bow with is considered free until you're actually firing the short bow. The only catch is you would not be able to reload the gauntlet bow unless you drop or stow the short bow. Since they're capacity 4 weapons I doubt that'd actually become a problem in one fight though ![]()
A key point for combination weapons when asking "can I do X with it" is whether the ability requires that you be "wielding" instead of only "holding" the weapon type or mode in question. Wield is clarified in its definition as being ready to use, not just being held. So if you're wielding a combination weapon in one way, you're not wielding it in its other way ![]()
Mangaholic13 wrote: Considering Channel Smite didn't include that wording in the Premaster... How much you all want to bet that Remastered Spellstrike might also include a "the spell doesn't have the manipulate trait when cast this way" in the text? Channel Smite didn't have that wording premaster because you didn't "cast" the spell as part of Channel Smite at the time. The cost was "expend a harm or heal spell", which wasn't casting but was an awkward way to do it and still led to some arguments. It was probably changed to being cast so it would synergize with abilities that altered or rode along with casting a heal or harm spell, which then necessitated the further changes But it would be nice if Spellstrike gained such wording ![]()
I'm not jumping boards just to argue with someone. Rules cover how everything works, not only character abilities. If a monster has been reprinted in remaster, everything in its stat block are its new "rules" But at the end of the day as the GM you're the one who makes the call about running the adventure, not us. You're directed to use remastered rules "where possible". Figure out for yourself where it's "possible" and just do it. If you don't like an adventure because it's boring af like Crocodile's Smile or it has unusable or broken monsters or hazards due to the author not knowing how things work like a boss who is supposed to cast silence on the "nearest caster PC" at range (a touch spell that requires a willing target) then don't run the adventure ![]()
SuperParkourio wrote:
Whoever is telling you that is wrong, but more importantly- if they insist and you don't want to, tell them to GM it themselves here's my citation: Pathfinder 2e Remaster Guidance
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So since harpies have been reprinted, and you "must use the remastered rules of the game immediately where possible," you must use the remastered harpy stat block ![]()
First comes the trigger for your Martyr's Shield's Shield Block which is "...you would take physical damage..." except for an ally instead of yourself and is resolved before the damage is taken Then the trigger for Retributive Strike is "An enemy damages your ally..." which would only trigger if any of the remaining damage gets through after the Shield Block. It would not reduce any of the damage your shield took. That is already resolved Whether the shield counts as a different entity than yourself is a little too pedantic for me to say for sure but I as aGM would not allow you, if you had one, to use a theoretical reaction that would allow YOU to also Shield Block for an ally just like your Martyr's Shield does ![]()
I faved it above but I wanted to call out Easl's note about the box on PC1 p.231 again here because I think it's quite significant. Having the untrained improvisation bonus might help a player succeed at the check but there's only so much they can get from it. It's not going to let a dabbler overshadow someone who's actually trained or better in a lore Oh and Finoan, I'm not sure why it's not in the AoN page you linked but the description for Lore on PC1 p.240-241 ends with the line, "Even if you're untrained in Lore, you can use it to Recall Knowledge." ![]()
I believe it was intended, because of legacy Holy Castigation and abilities like it
legacy Holy Castigation wrote: You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead. Holy Castigation has a different effect now PF2r Holy Castigation wrote: Your deity’s grace doesn’t extend to your sworn enemies. When you cast a harm or heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn’t normally damage them. The spell deals spirit damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal spirit damage to a fiend that has the unholy trait.
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Trip.H wrote:
No, my argument has always been a rules one stated in agreement with SB at the beginning of the thread. I just wanted to get a little dig in at how ridiculously OP the hex is if exploited your way Errenor wrote:
If not constrained by evil eye's duration, the sickened condition does not expire on its own like frightened does. It is not even an auto-removal, and its save is subject to its penalty. A witch gets one guaranteed full round sickened target from the first casting, then if, as you say, the sickened sticks after not sustaining it, they can cast it on a different target the next turn without even sustaining the first. The first target is still sickened, and must use an action to *try* to shake it. Meanwhile the second target now can't reduce it below 1 until the witch's next turn. Turn 3, maybe target 1 has, maybe they haven't lost sickened. If they have, the witch just switches back to victim 1 and they've still got 2 sickened targets at 1 action per turn while still casting big spells. Or target 1 might *still* be sickened, in which case the witch sickens a third victim, etc. ORRRR, they combo it with Cackle at the cost of a few focus points over multiple turns to eventually get as many targets sickened as they can, and drop it when they run out of focus points to sicken a 4th, then refresh it on a victim who shakes it each turn. I'm not partial to this strategy though Still a rules argument though, and as I said at the start I'm with "spells with durations that don't state their effects linger, don't" ![]()
The usual options for Exploit Vulnerability are Mortal Weakness or Personal Antithesis
Mortal Weakness wrote: After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver. Personal Antithesis wrote: You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level. Breached Defenses gives you a third option aside from Mortal Weakness and Personal Antithesis when you succeed at Exploit Vulnerability Breached Defenses wrote: You can choose this benefit only if you succeeded at Exploit Vulnerability and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon Strikes bypass the chosen resistance. As you say, by RAW, it is not mentioned in Sympathetic Vulnerabilities so does not function with SV How your GM rules on it is their prerogative of course. I don't think it would be unreasonable to allow it to work like the Personal Antithesis option of Sympathetic Vulnerabilities, since it would make sense that bypassing the example creature's resistance to physical damage except silver would work against other creatures "of the exact same kind." I would not give you any miscellaneous enhancements that might exist for Personal Antithesis in such a ruling though ![]()
YuriP wrote:
I welcome agreement, but I think if you reread my post you might see that I believe it should be allowed. I would rule that the "permanent" in the sentence I quoted refers to its object permanence vs. an item that is conjured or otherwise short-lived like one created with daily resources ![]()
You cannot etch a Returning rune onto a non-thrown weapon, and attempting to transfer it to one auto crit-fails. However, from what I can find, immanence effects are passive and "While your spark dwells within an ikon, you get that ikon's immanence effect continually." If there's no limit to how long an ikon can be empowered during downtime, then I can't see anything preventing an ikon imbued with Hurl at the Horizon from having the Returning rune etched or transferred onto it* Hurl at the Horizon wrote:
As a reminder, the thrown trait does not make the greatsword (or any melee weapon) a ranged weapon until thrown, so no ranged weapon combo shenanigans thrown trait wrote: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. *The only pedantic sticking point I can anticipate is in the entry on GMC p.222 under Etched, "Runes must be etched onto permanent items, such as armor, shields, weapons, or runestones (found on page 269) to grant their benefit." A greatsword is a permanent item, and while imbued with Hurl at the Horizon it is a thrown weapon. But it is not permanently a thrown weapon. It is up to the reader (i.e., the GM) to determine where the burden of permanence lies in the context of the sentence unrelated(?) non-committal speculation: But should it lose its spark DURING a thrown Strike, I believe it would fall to the ground after hitting because the Returning rune would cease to function due to being etched on a non-qualifying weapon. It would not reactivate until the ikon was imbued again ![]()
Qaianna wrote: While trying to sort out how a ‘wheelman’ style character can fit a party, I looked over the driving rules. Badly explained, each action spent on Drive gets you the vehicle’s speed in movement, but greater risk for the twox and three-action versions. So what would stop someone from just using three single-action Drive actions? I didn’t see a once a turn limit on AoN. >I didn’t see a once a turn limit on AoN. Because it's not written in the Drive action GMG p.175 and GMC p.212, Piloting a Vehicle Quote: In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.
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