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egindar wrote:

1 - Yes. "The target also takes persistent bleed damage equal to your precise strike finisher damage." Finishers don't mention that you add the precise strike damage to the base Strike by default, because it's covered by the base precise strike feature (and because, in theory, you can use finishers with attacks that don't qualify for precise strike, although bleeding finisher and confident finisher specify that you must).

2 - Yes. This is less obvious, but was clarified in the FAQs/errata relatively recently. Open the CRB errata (3rd printing) section and ctrl+f for "bleed."

Thank for clarifying. It almost seems too good to be true, but then again my character is spending a lot of actions in order to gain panache where a different class (fighter/barbarian) could just stand and whack multiple times getting out consistent damage instead of incidental peaks.

Bleeding Finisher:
"Your blow inflicts profuse bleeding. Make a slashing or piercing Strike with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage."

Two questions:
1 - Am I correct in thinking that the persistent bleed damage is in addition to the precision damage from precise strike class feature? For example: [when weapon damage]+ 4d6 [precision damage from finisher]+ 4d6 [persistent bleed from feat]

2 - Is the persistent bleed damage doubled on a critical hit?

I'm sorry if this topic has been asked before, tried to search it in the forum, could not find it.

Thanks for your thoughts!

As I read it, you will indeed be detected more often than before. However, you will remain 'Hidded'.

The DC 11 flat check is to see if the attack would affect you at all (like the 50% mis chance from the olden days) and would be in addition to any attack roll.

Remember that scrolls are magical items. They have spells locked within them, ready to be used. So a scroll is actually a spell wich has been cast already, it just needs a trigger to release the spell. If you look at scrolls that way, it doesn't really matter if they are arcane or divine. It only matters if someone has the knowhow to trigger them (use the correct gestures/intonation etc; hence only spellcasters can use them and clever rogues or other UMD users.

Same is true for a potion of cure light wounds. The energy of the spell is already used and the spell has been cast, it just needs an specific action to trigger it.

I would imgine that Archons progress in a very orderly and Lawful way. Azata, being completely the opposite, might be created randomly or promoted to another Azata by virtue of the good deed they have accomplished

In my experience, most of the time player should (and most often can) answer the question "why am I here and why should I stay with them (the party)?" for themselves. If they can not doe that, they should invest a little effort and come up with something. After all, if a player has no reason for staying, it would be bad roleplaying to do so...

As an experienced DM, I try to promote active player-participaion and involvement in order to unburden the DM a little. Of course, the story and plotlines can help, but even without, players should come up with something.

I would think having hooves and not be able to wear traditional footwear is a disadvantage for most player (magic items) and therefore should not have a positive RP modifier.

Good question! I think it would also depend on the context. Some creatures might be natural to one environment while unnatural in the other. This might especially be true for other planes.

I would go for a case to case call and ask the question if the creature has an ecological niche or role in the ecosystem. Although I admit this could get tricky, and perhaps some standard ruling would be easier.

Would a rust monster living in an abandoned mine be unnatural because it is an aberration? (I would say no)

Keep in mind that the spell detect the presence of a "powerful" unnatural creature. So a skeletal rat might no be detected, unless you would interpret the skeletal rat as being powerful in its 'unnaturalness'...hehe the plot thickens...

I don't recall are any rules covering this, nor do I think there sould be any rurels about it imho. This is more a question about the flavour of your campaign.

A familiar of a (not so) powerful spellcaster could go search for a new master in order to take revenge on the killers of his former master.

It is up to you to rule if any of it's abilities would remain. Although I like the idea of familiars keeping something special after their master has died, keep in mind any balance issues if another spellcaster would take that familiar as his own.

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It somehow feels more natural and logical to stick with a ruling that all creatures, mount or not, are not allowed to fly while carrying medium or heavy load (or wearing medium or heavy armor).

Just imagine this:
An eagle (Str 10, weighs 8-15 pounds) takes off while carrying a 100 pound deer?

A pegasus could fly at his maximum load (Str 18: 300 lbs.) but not when it carries medium load (101 lbs.) while a halfling (30 lbs.) is using it as a mount?