It should be updated on AoN that you only need to be in possession of a chunk/item made of the metal to use it for Needle Darts, no need to be holding the item. Rage of Elements Character Options wrote: [UPDATED] Any spells which require metal to function (such as needle darts [page 144]) require the PC to be in possession of at least one chunk of that metal or an item made of that metal.
The levitation is not caused by wind, it's caused by magic (the venom has the primal trait). It's basically the Levitate spell, only you keep going up until you recover, which can be an issue if you have no way to break the fall. Glider Form wouldn't do anything while levitating, but it can help when you fall (assuming you use the action in the turn prior to recovery). A Wall of Wind would do nothing as Finoan mentioned, as it has to be vertical not horizontal. The only way to move through this wall while levitating would be by climbing along a solid wall that the wind wall is perpendicular to.
Worn Items give a +1 item bonus to checks only (example, the Shadow Rune), so you're saying RAW they don't apply yo skill DCs?
Elf Atavism says: "For example, you couldn’t take the Ancient Elf heritage unless your non-elf ancestry also has a lifespan measured in multiple centuries", so any ancestry that can typically live 200 years or longer should be fine. On top of that, an Ancient Elf should be at least 100 years old. Out of all the Player Core ancestries: Dwarves typically live around 350 years, so an Ancient Elf Dwarf would be only 1/3 through their life. Gnomes can live forever if they can avoid Bleaching, but most make it to 400 years. Halflings typically live to around 150, so in my opinion not long enough. Goblins can only really live up to 50 years, assuming they don't blow themselves up, so there's no way they could live 100 years, let alone 200. While not impossible, it's extremely rare that a Human can live that long, they typically live to their 90s. Orcs only live to their 60s, 2/3 the lifespan of Humans. Leshies don't age, but also they are a created creature and technically can't have "elven blood" in them. I know it's not restricted via the rules, but it just doesn't make sense to me. However, RAW they can get the heritage.
Foxfire Inferno wrote: Thread Necromancy, engage. Apologies if it's bad form. We do have Organized Play forums for questions specifically about Organized Play, but it's fine to bring back a thread that's only a few months old if you want to continue the conversation. Foxfire Inferno wrote: The GM of my PFS group, as well as his mentor, is absolutely positively convinced that you can 'attack' someone with the Kineticist's Wood Elemental Blast and heal them with it. I know this doesn't work, if for no other reason that it's RIDICULOUSLY stupidly overpowered. Is the "mentor" the Venture Agent of the lodge? It's not required to have an official volunteer to run PFS, but it's likely. Check with the local Venture Agent, and if they refuse to do anything (or are also making an incorrect ruling) go to their Venture Lieutenant. Table Variation exists, but that's for rules that aren't quite clear, not for things that are 100% incorrect per the rules. Foxfire Inferno wrote: I understand 'healing doesn't damage and damage doesn't heal', but I am apparently incapable of explaining that to someone else. Could I pretty please get some specific rule quotes, or something from the devs, that *absolutely* dispels this misconception? The closest rule I can find is in the Hit Points rules. Hit Points, PC pg.410 wrote:
The rule makes a clear delineation between taking damage and being healed, and spells like Heal and Harm make it clear that the spell does both damage and healing. If damage healed like it did in 1e, these spells would not have to be written in such a way.
Braggart Swashbucklers can end Demoralize Immunity early starting at level 9, it's a pivotal part of their Style. It will not, however, remove immunity to Dazzling Display. I would say they are separate timers, and in most cases the enemies would still be immune for 10 minutes. If you can remove or reduce it, as mentioned above, you wouldn't be able to use Dazzling Display on the same enemies for at least 1 minute.
Please note that the guide was updated a couple months ago (Specifically, Feb 28th) to say "permanent curses" aren't removed. This was probably because the Animate Dream's curse was causing too many players to have to pay for curse removal, even thought it would eventually end on its own. A permanent curse or effect is typically not something that has stages. If there are stages and nothing explicitly says it's permanent, it can go away on its own; it would be something that doesn't have a duration, or explicitly says is permanent. For example, a Curse of Nightmares is a permanent curse. Here's the curses you mentioned in your original post: Mariner's Curse spell - Permanent if you Fail or Crit Fail
Mummy Rot counts as a permanent curse, as the stage portion of the ability is actually the disease. You would only need curse removal however, as diseases are automatically removed for free, since no disease I know of is permanent without a Curse rider.
Without clarification, it allows you to make as many wands as you have knives during a single daily prep period. The clarification says you can only make one knife a day. The intent of the feat is that you can only have one knife at a time, ever. It definitely should be added to either the clarification or the feat itself that enchanting another knife ends any existing enchantment, which is better than having it last until your next prep just in case you forget about it for some reason. But it's also clear that the intent of the feat and clarification is that you get only one free wand knife at a time.
Ravingdork wrote: To be clear, it was not my intent to try and get around anything. I already have the appropriate boon for the weapon. Since I DO have access to it, I should be able to invent the formula, right? That way, if I lose my weapon, I can more quickly craft a new one, using only one day of downtime rather than two. Three points: - With access, you can just buy the weapon. No need to waste downtime.- Also with access to an uncommon item, you can just buy the formula for it. PFS Formula Rule here. - How would you even permanently lose your weapon in PFS?
Pre-Remaster, bards were able to replace Verbal Components with playing an instrument. As Perpdepog quoted, post-remaster rules say Bards use music for spellcasting. There are a lot of creatures who can't speak but are able to cast spells. Speaking isn't necessary for spellcasting, you just need to be able to produce a sound to fulfill the incantation of the spell, whether it be speech, growling, music, or tapping the floor with a staff. You 100% are able to use music as a replacement for speech when spellcasting.
Why are you saying it's -1 at 17? Thaumaturges get Apex items too you know. At level 2, when you get Loremaster Dedication, you would have a +8 while Thaumaturges have a +6 for general RK. This is the only time you're ever better than a Thaumaturge. At levels 3-6, a Loremaster would be equal to a Thaumaturge. At level 7, the Thaumaturge becomes a Master, making them +15 while a Loremaster is only +13. From here on out, the Thaumaturge is always better than the Loremaster at general RK. They also will likely be increasing their Cha at the same rate as the Loremaster's Int, so ability modifiers are irrelevant. Yes, the Loremaster gets a couple feats that increase action economy, but remember that Diverse Lore also allows them to use the result of their Exploit check as a RK check, which also saves them on action economy. Not to mention, since they're using RK on a creature, they have +4 over a Loremaster. Plus, action economy means nothing outside an Encounter. The only Loremaster feat that matters outside an Encounter is Loremaster's Etude, which for a focus point gives you advantage on one check. This can help for very important checks, but can't be done constantly. The Thaumaturge still has a +10% chance over the Loremaster for general purpose checks. The point I am trying to make here is that we shouldn't have to dump multiple class feats and tons of money into magical items just to be on par with a single class feat from an overtuned class.
Archetype feats are class feats, plus Loremaster still requires investment in a skill that can Decipher Writing, meaning you're spending a class feat and 4 of your skill boosts (including your first Legendary boost) just to be 10% worse than a Thaumaturge who took a single class feat. I agree with Robot above, the Int based classes need more feats that interact with Recall Knowledge. Currently, Investigators are the only class that gets a bunch of them, even though we also have Alchemist, Inventor, Rogue, Witch and Wizard all having Int as a key stat.
shroudb wrote: I mean, any Intelligence caster can pick up Loremaster at level 2 and he will be just -2 (or even just -1 in later levels) compared to a Thaum. Plus the ability to reroll knowledge checks as free action, making them as free actions, or even make 5 of them on later levels if needed. Loremaster Lore reaches Expert at level 15, assuming you become Legendary in Society or something. At the same time, Esoteric Lore becomes Legendary automatically, and from then on you're at -4 when Recalling on a creature, and -2 when recalling anything else. Unless you use Assurance, then you're -4, since Assurance ignores the penalty Diverse Lore gives. You also need to invest additional feats to get those extra actions you mentioned, while Thaumaturges only have to invest the single feat.
ElementalofCuteness wrote: Is there a real purpose not to take the Diverse Lore as a feat? It's overpowered and makes the game not fun when you can just know everything. It's also annoying as a GM when a player wants to use Esoteric Lore in place of a different lore skill when I didn't say it was a Recall Knowledge check.
Finoan wrote: Specifically in this case, anyone can buy shield runes for increasing the stats of a tower shield (shield runes are added in Gamemaster Core). Dwarven Reinforcement is not needed. Shield Runes have a cap, and this feat allows one to exceed that cap. Finoan wrote: So if a player wants their character that happens to have Dwarven Reinforcement to enhance a tower shield, I would probably allow that as a houserule (I don't think the feat actually allows this because it requires either too much adjudication, or introduces power creep - shields that are more powerful than are normally possible). The details of the houserule being that you can only increase the tower shield up to the limits of a fully runed up version of the shield that the character could get for their level. No house rule is necessary. The stats of a Tower Shield, which is made of wood, puts it solidly in the "normal" category of items, so reinforcing a tower shield is well withing rules as written. A good example use case would be with the Limestone Shield, which costs 350g and has a hardness of 7, which meets the standard of a non-thin stone object. Adding a level appropriate lesser reinforcing rune to the shield would increase the hardness to 10. This is on par with a Sturdy Shield of the same level, but costs a total of 650g as opposed to a Sturdy Shield's 360g. It is vastly more expensive, but this would allow a player to exceed the guideline put in place that shield hardness should not exceed the hardness of a Sturdy Shield. You're not paying to use a feat, you're paying to bypass a guideline that the developers have put in place.
WWHsmackdown wrote: I wish the different kinds of companions had been balanced by things other than AC. They are, Str based companions hit much harder. Lets take an Ape for example. Start at 1d8+3 damageMature for 2d8+4 Savage for 2d8+9 Specialized x2 for 3d8+14 Meanwhile for a Dex based Cat
That's essentially a -1 to hit for +7 damage.
I initially thought this was about the vehicle "tank", not a tank for liquid. This is just a flavor item, in case you wanted to carry large amounts of liquid with you and needed an explanation on how you're transporting it. It would have little to no relevance in society play. If you want to purchase a tank and bring a ton of beer with you on society adventures, go ahead, but I wouldn't expect any mechanical benefits from it.
Pirate Rob wrote: What happens to characters that have the Runelord boon purchased but no slots reported by Nov 15th? If you don't have a reported game before then, you would be unable to us the original Wizard chassis, thus the archetype would be unusable. You could either get one game reported before then or request a refund for the boon.
Why are you necroing a two year old thread when the question you are replying to was already answered? Also, the Remaster comes out in like, two weeks. Can we wait until then to resurrect old issues?
According to Logan Bonner, the intent is that you can only adjust the degree of success by only one step. I don't know why this was never added to the FAQ, so they might have changed their mind.
Vehicles provide cover, as explained in the Vehicles in Combat rules. This means the passengers would get bonuses to their reflex saves, or be entirely excluded from AoEs originating outside the vehicle. I would also further infer that passengers are still in only a single square of a vehicle, so all emanations only come from a single square. Otherwise, Gargantuan vehicles would get weird. So, depending on the construction of the vehicle, the aura may be completely negated. This is 100% up to the GM. The Vehicle Statistics rule also states "If a vehicle needs to attempt a saving throw that isn’t listed, the pilot attempts a piloting check at the same DC instead."
RAW, you would have to Restrain the PC before feeding them the elixir, which could be difficult if you don't have someone good at Athletics in the party. You could just make the PC make an Athletics check against their Fort DC to force them to drink it as part of the activate action. The confused PC would be struggling and attempting to not drink it, so imposing some sort of check makes sense.
It says you move, not that you Stride. I was suggesting it work like Tumble Through, where you Stride, and if at any point during that Stride you go through Uneven Ground or a Narrow surface, you make the check then. suggesting you can simply Stride across a 20ft long tight rope just because you have a 30ft move speed is obviously not the intent of the Balance action. RAI is just as important, if not more important, than RAW. Especially if it is fundamentally broken as written.
Either of these two things should be changed to make Balance work: 1. Include a Stride in the Balance action, similar to Tumble Through. This allows you to move as part of the action, and adjust the degrees of success to mention Stride rather than just moving. 2. Make Balance a free action that is (by default) triggered by entering uneven ground or a narrow surface. The degrees of success should be adjusted to treat the ground as difficult terrain, or falling if you fail too hard. This will allow you to Stride into uneven ground without having to stop your movement first. This can then further be triggered by Spells and other effects, like Grease, by specifying in the spell or ability that it triggers a Balance check. I much prefer the second option, it makes the game much smoother. Also, I want to mention that anything in this thread won't make it into the initial Player Core printing. Paizo typically sends the finished book to the printers months in advance, since they need a LOT of books. It's a good outlet to let out frustrations but don't take it personally if the printed rules aren't what you wanted.
It's entirely up to the GM, and since it appears you are the GM, you can decide. You can probably consider the three pelts as the required raw materials assuming they didn't gain any other treasures from defeating the wolves. Just make sure you aren't inflating your PCs treasures too much by giving raw materials too much value.
Disclaimer since I know people will argue about this. This is my personal take on an unclear rule. If you don't like it, don't use it, but please don't ask me for a source because I don't have one. It's just how I would handle it. If an Eidolon is killed via a death effect, like a double crit fail against Phantasmal Killer, I think it is reasonable to have the Eidolon un-manifest and the summoner go straight to 0 HP and dying. The Eidolon is only a manifestation of a creature, and if un-summoned doesn't actually exist anywhere. The trauma of the Eidolon dying instantly makes the summoner almost die, but they are still clinging to life barely. This is still taking them out of the fight for the most part, but they don't instantly lose their PC for making some bad rolls. They likely won't re-summon their Eidolon while they're at low HP and Wounded 1, so they would probably resort to their spells for the rest of the fight. And if they DO re-summon, they would probably go down again, unless they have a very strong healer in the party.
Let's look at the flip side instead. The Demonic Bloodline says "Either a target takes a –1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round." If one were allowed to target anyone with their blood magic effect, then could I cast Enlarge on an ally, and then make an enemy take a -1 penalty to AC? Of course not, that makes no sense and is indeed too good to be true. If it's true for allies, it would be true for enemies, since all it says is "one target" and not "one ally/enemy".
There is a feat for what you want, Sympathetic Vulnerabilities. You can only apply a Mortal Weakness bonus to your attacks if they have a weakness. If they have no weakness, you can only use a Personal Antithesis, which only applies to that specific target.
SuperBidi wrote: You are combining things that should and shouldn't be combined. It was a hypothetical maximum damage assuming all that damage did apply to Splash, which is the entire topic of this thread... I made it clear in my first post that it should NOT apply to splash as it would be too powerful, and that post is my proof that it is.
breithauptclan wrote:
Raging thrower doesn't mention the thrown trait, only that it's a thrown weapon, the trait is irrelevant. And the whole point of that post is the hypothetical max damage on a single attack IF all those bonuses applied to splash damage.
breithauptclan wrote:
Themetricsystem wrote:
No, but a full Alchemist with Gravity Weapon and applying their weapon spec damage to every bomb strike they make, which has absolutely no limit, would be, especially against groups of enemies. Sure a fireball can wipe out a huge chunk of an army but an alchemist can sustain the damage constantly. It would also mean that even on a miss they can do 20ish damage to a target, which is more than a Fighter using Certain Strike (8 weapon spec + 7 Str).
Themetricsystem wrote: I'm not the number-crunching type but I'm really curious what the best possible scenario for this would look like even if you're applying Gravity Weapon to a fully cooked Infused maximum available at-level Bomb pulled from a Property Runed Throwser Bandolier that then has Gravity Weapon, Inspire Courage, and Weapon Spec (plus whatever else) applied to it would look like. Human Dragon Barbarian with Alchemist/Ranger Dedication, max INT including apex item. Raging Thrower to apply rage to bombsRage for a +16 untyped bonus to damage Weapon Spec for a +6 untyped bonus to damage Gravity Weapon for +2 per weapon damage die, so a +8 Status bonus to damage Expanded Splash for a +6 untyped bonus to splash damage Use Furious Finish in the same round as Rage for a +10 Circumstance bonus to damage. Make sure the bomb is already in hand. Total bonus damage: 46, with the bomb's 4 base damage that's 50 splash damage. Needed Feats:
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