@DeathQuaker: Your link is going to the shopping cart. (edit: Your link was going to the shopping cart when I first checked and double-checked. Now it is going to Paizo's home page. second edit: Your link goes to Paizo's homepage while I am in preview post mode, but to the shopping cart when I am not.)
note: I only quoted because this post is the first post of the next page of discussion tab.
Diligent Tangent wrote:
Alpha-47, just an FYI:
Quote:
I think based on this line "Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet and force enemies in the area that weren't yet affected to attempt another saving throw." Even if they have already saved once, if I sustain the spell they have to make another saving throw to avoid being affecting.
Nope. Once they've saved the one time, they don't have to make another save. This only applies to new enemies who enter the aura, or who are forced to make a save because the area expands.
SOURCE: Playing a lot of Divine casters
A target that makes an initial successful saving throw against the Bane spell is not affected by the spell, and is a creature that is "not yet affected" by the spell's effect.
"Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet and force enemies in the areathat weren't yet affected to attempt another saving throw."
As RAW is worded:
Enemies who were inside and saved againsts the effect, then moved outside of the area of effect, then become inside the area of effect again due to the caster sustaining the effect to expanding the effect must make another save against the effect again.
Foes that make the intial save, then move outside the area of effect, then become within the area of effect again because the caster moved (without sustaining the spell) do not make another saving throw.
It boils down to foes who successfully saved against the effect who leave the area of effect then are once again inside the area of effect: What action (movement or the caster sustaining the spell) caused a non-affected foe to become within the area of effect again.
i.e. A caster who casts Bane without sustaining it cannot force other foes who were not in the area when the spell was cast, simply by moving around so that other foes are within 10 feet of the caster.
note: I have not checked FAQ or my digital copy of the book yet.
"Any that already had one or both of these traits increase their weapon damage dice by one step."
Guess I'm just blind then. Thanks.
You would use whichever Deadly trait has the higher die size.
You would only increase the base weapon damage die of the weapon once, not twice for having Diamond Fists if the weapon/unarmed strike already has at least one of the two listed traits. ==> "Any that already had one or both of these traits increase their weapon damage dice by one step." ==> The weapon's base damage die increases only once if the weapon already has one/both of the listed weapon traits (Forceful & Deadly d10)
==> Under Increasing Die Size ( Player Core pg. 276) ==> "You can't increase your weapon damage die size more than once."
An example of a specific rule that makes an exception of the general rule of not being able to increase the size of a damage die more than once is one of the revolutionary modifications for a weapon innovation of an inventor.
==> Deadly Strike (Guns & Gears (Remastered) pg. 17) ==> " Through precise calculation, you’ve found the perfect way for your weapon to deal damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, increase the die by up to two die sizes (d6 to d10, d8 to d12), to a maximum of deadly d12"
"Maya Coleman" Community & Social Media Specialist wrote:
Whether you like post necromancy or not, it's not against the rules if clarification could be helpful.
"Maya Coleman" Community & Social Media Specialist wrote:
If you'd still like to discuss this matter in a civil and healthy way, make a new thread please!
Thank you, Maya, for clarifying to others that my initial posting on the only thread on the forums that discusses this rules debate was not against the rules.
My posts (that presented sound logical reasons why the Summoner Dedication feat includes the Share Senses action and the ability to telepathically communicate with their eidolon) are no longer on the original thread; this is why I created this new thread (which Maya suggested doing).
In addition to my posts that were removed, the original post by Tridus makes an excellent case for why the dedication feat includes giving the character the the Share Senses action and the ability to telepathically communicate with their eidolon.
If a multi-class dedication feat gives you a specific feature of a class, but does not include everything that a non-multi-class character of the same class gains from the feature, the multi-class dedication feat will explicitly state which features are not gained with the multi-class dedication feat.
Paizo has used such clear wording in their multi-class dedications feats from the very first book that has classes in it, the PF2E Core Rulebook, to the most recent rulebook that contains classes, which the Commander Dedication feat uses.
Paizo used such clear wording for nine of the sixteen classes that were already out before the Summoner class and Summoner Dedication feat, that are in the Secrets of Magic rulebook.
Paizo has continued to use such clear wording for nine of the multi-class dedication feats for classes that were introduced after the Summoner class was.
Nine of the sixteen multi-class dedication feats that came out before the Summoner class that grants a class feature but does not grant the entire benefits of the granted class feature that a non-multi-class character of the class gains.
The multi-class dedication feats from the Core Rulebook that Paizo used such wording for:
Barbarian Dedication "Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes, but you don’t gain any of the other abilities it grants. If that instinct has anathema, you’re bound by them."
The barbarian dedication feat uses the very clear wording of "you don't gain any other ability it grants", referring to the class feature, Instinct, the player chooses when taking the dedication feat. This is an example of Paizo making it specifically clear that you gain the type-up of the Instinct class feature you chose from the barbarian class, but do not gain any of the actual abilities that non-multi-classed barbarians gain for having that instinct (aside the anathema).
Bard Dedication feat: "Choose a muse as you would if you were a bard. You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants, with the exception of being able to take feats that require having the chosen muse."
The bard dedication feat specifically states, like the barbarian dedication class, that you choose a muse, but do not gain the abilities for having that muse that non-multi-classed bards have for having that muse. This wording does suggest that other multi-class dedication feats have the ability to take feats that require the chosen class feature option to take certain feats, such as a multi-classed barbarian who chose the dragon instinct being able to take the Draconic Arrogance barbarian feat.
Champion Dedication feat: "Choose a cause as you would if you were a champion, with the same options a champion must abide by. You gain its edicts and anathema but don’t gain the other abilities."
The champion dedication feat makes it quite clear that you gain the edicts and anathema for the chosen cause and that the character nothing else the cause grants a non-multi-class champion.
Cleric Dedication feat: "Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema and can receive that deity’s divine sanctification. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity."
The wording in the cleric dedication feat clearly states you gain training in two skills and are bound by the edicts and anathem, and that you do not gain any of the other abilities for the chosen deity that a non-multi-classed cleric gains for choosing the same deity.
Druid Dedication feat: "Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order."
The wording of the druid dedication feat clearly states that the multi-class druid gains the edicts and anathema of the chosen order and trained proficiency in two skills, but none of the additional benefits a non-multi-classed druid gains for choosing the same order.
Sorcerer Dedication feat: "Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.
You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline."
The wording of the sorcerer dedication feat clearly states you do not gain any other abilities from the chosen bloodline that was not already stated in the dedication feat that is granted by the bloodline chosen.
Wizard Dedication feat: "Select a school; you don’t gain any abilities from your choice of school, but qualify for feats as a member."
The wizard dedication feat clearly states that none of the abilities of the chosen school gives a non-multi-classed wizard who chooses the same school. The Remaster change was replacing 'choose an arcane school' with 'choose a school'.
As can be seen so far, Paizo has used the words "you don't gain any other abilities from your choice of (class feature dedication feat grants)" or the words "but you don’t gain any of the other abilities it grants" for class features that a multi-class dedication feat gives the character. In the very first rule book that contains character classes, Paizo used such wording for 7 of the 12 multic-class feats. The reason they did not use the wording for the other five classes from the Core Rulebook (alchemist, fighter, monk, ranger, rogue) is because:
The alchemist dedication feat grants the Quick Alchemy class feature fully. The only difference is the amount of versatile vials in a day they can create compared to a non-multi-classed alchemist.
The fighter dedication feat does not grant a class feature.
The monk dedication feat does not grant a class feature.
The ranger dedication feat grants the Hunt Prey action, without reducing its effectiveness for the character being a multi-classed ranger instead of a non-multi-classed ranger.
The rogue dedication feat grants the Surprise Attack class feature, without reducing its effectiveness for the character being a mult-classed rogue instead of a non-multi-classed rogue.
Paizo has continued to use their 'text template' for dedication feats to the current day, as is demonstrated by Paizo using the wording within the Commander dedication feat:
Swashbuckler Dedication feat: "Choose a swashbuckler's style. You gain the panache and stylish combatant class features, and you apply the bravado trait to Tumble Through and any actions indicated in your swashbuckler style, allowing you to gain panache. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style."
Witch Dedication feat: "Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets."
Commander Dedication feat: "You gain a commander's banner that grants you a 30-foot aura for the purposes of using your tactics, but the banner does not grant the commander's banner bonus to Will saves and DCs against fear effects."
Gunslinger Dedication feat: "Choose a gunslinger way. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way."
Inventor Dedication feat: "Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode."
Kineticist Dedication feat: "You gain a kinetic aura and the Channel Elements action, though you don't get to use an Elemental Blast or stance impulse when you take that action." & "Your Elemental Blast does not automatically gain additional damage dice every four levels, instead requiring you to take the Improved Elemental Blast feat."
Psychic Dedication feat: "Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits for this psi cantrip, but not any other benefits from the conscious mind."
Thaumaturge Dedication feat: "Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits."
For 15 of the 27 current classes, all that have multi-class dedication feats, which grant a class feature which does not grant the full benefits of the granted class feature taht non-multi-classed characters gain from the same class feature, Paizo has used the wording" but you don’t gain any of the other abilities it grants" or a customized version of that wording to make it clear the granted class feature does not grant all the benefits that a non-multi-classed character of the same class gains from the class feature.
To clarify, of the other 12 multi-class dedication feats that do not use the 'text template' Paizo has used from the beginning to present for wording multi-class dedication feats, the Summoner class is the only one of those 12 classes that gains a class feature that does not grant the entirety of the class feature.
So the question is, "Why did Paizo not use such a clear 'text template' for the Summoner Dedication feat if Paizo's intent was for the dedication feat to not grant multi-classed summoners the Share Senses action and the ability to telepathically communicate with their eidolons?"
If Paizo's intent with the Summoner Dedication feat was that multi-class summoners do not gain the Share Senses action nor the ability to telepathically communicate with their eidolons, Paizo could have used the 'text template' they use to make the following wording, "You gain the eidolon class feature (page 52). You gain the Manifest Eidolon activity, but do not gain any other benefits of the class eidolon class feature. You cannot use or gain tandem actions. As Act Together has the tandem trait, you cannot use Act Together." Such a editing of the 'text template' Paizo uses (since the Core Rulbeook of PF2E to the present day) would have made it clear that multi-classed summoners do not gain the Share Senses action nor the ability to telepathically communicate with their eidolons. This use of editing their 'text template' has been in their 'arsenal' for all the rulebooks that contain character classes (and their relevant multi-class dedication feats) from the start of Pathfinder Second Edition to the current (Patherfinder Remaster). It is a very useful and 'clear and concise' 'text template' that seems weird that Paizo did not use it for the Summoner Dedication feat, if they never intended for multi-classed summoners to gain the Share Senses action and the ability to telepathically communicate with their eidolons.
Does anyone know if any of the PF2E liveplay streams that Paizo has on this website, that includes members of the Paizo team who play/run the campaigns that have had a campaign that includes one of the players playing as a multi-classed summoner?
The probability is probably higher than lower that at least one of the Paizo Team members have played in a campaign that includes a multi-classed summoner, and if that has occured, it would mean that if any of the Paizo Team members interpreted the wording of the Summoner Dedication feat was with the intention that multi-classed summoners do not gain the Share Senses action or ability to telepathically communicate with their eidolons, the Paizo Team probably would have addressed that particular 'rules deciphering variance amongst players' in the FAQ and/or errata at some point in the past (nearly full) five years since Secrets of Magic was first released (on Sept 1, 2021).
If Paizo's intent was for multi-classed summoners to not gain the Share Senses action and the ability to telepathically communicate with their eidolons, then that means multi-classed summoners would have to verbally communicate (or visually communicate) with their eidolons. That means multi-classed summoners would have to shout out to their eidolons to coordinate with them (as they still share the same actions per turn economy and share the same pool of hit points). That would mean that if a multi-classed summoner is silence or thier eidolon is blinded/deafened, then they can not coordinate as well as a non-multi-classed summoner can with their eidolon (even if the non-multi-classed summoner and their eidolon are not using Act Together nor any tandem actions).
Some potential confusion regarding the Summoner Dedication feat could be because Archives of Nethys removes the page number reference (page 52) and the link that AoN has in the Summoner Dedication feat takes the user to the wrong section dealing with eidolons.
Page 52 of Secrets of Magic is where the summoner's eidolon class feature begins. Later in Secrets of Magic (page 58) is where the more detailed specifics of eidolons (including the different types of eidolons are detailed).
The link that AoN uses for eidolon takes you to what is detailed in Secrets of Magic that begin on page 58, not page 52 (which is the actual class feature the dedication feat grants the character).
PF2E does not include the aging modifiers from D&D 3.5/PF 1E, but if they kept them as, say circumstance (age) penalties, they could be more noticeable in PF2E than PF1E.
"everybody has a 5% chance to crit fail even the simplest task" is inaccurate, though with a few tweaks it can become accurate.
"Everybody" replaced with "Most 1st level characters".
"even the simplest task" replaced with "some of the simplest tasks".
An example of the reason that it is not 'all 1st level characters'
There are 16 non-lore skills.
ancestry that has a level 1 (ancestry) Lore ancestry feat: 2/16 non-lore skills trained in
class: rogue
==> trained in Stealth ==> 3/16 non-lore skills trained in
==> mastermind racket (trained in Society and one of the four skills associated with a magic tradition) ==> 5/16 non-lore skills trained in
==> plus 7 skills of player's choice for being rogue ==> 12/16 non-lore skills trained in
+4 Int modifier ==> 4 more non-lore trained skills ==> 16/16 non-lore skills trained in.
So it is mechanically possible to begin with a 1st level character that is trained in all non-lore skills.
As only one attribute can start at +4, which was used for Int. Of the remaining 5 (net) ability boosts for a 1st level character,
ancestry: Int & Str
background: Int & Dex
class: Int
4 free boosts: Int, Wis, Cha, (Con to +1 or bump Str or Dex to +2)
Such a 1st level character has a minimum of +4 in all non-lore skills (and +7 in at least two lore skills, if a common background was taken), and can not (under normal circumstances) critically fail a DC 5 simple skill check.
Hence, using 'everybody' instead of 'most 1st level characters' can be misleading. To be clear, I am in no way suggesting you were trying to mislead anyone, nor that you have such an intent, nor do I think you have such an intent.
Typed/written communication that lacks visual cues (facial expressions and audio cues (voice tone and inflection) has resulted in many people becoming offended due to misinterpretations of the intent of others' typed words). My goal is to educate (which is a positive intent), not to demean (which is a negative intent), though I have been known to scold others who have demeaned others when there was no call to be mean to anyone (to be clear, there is no scolding intent in this message).
"Everybody" (in the game universe) does not have +3 or lower Athletics modifier.
A natural 1 can result in a failure (that is not a critical failure) or a success. The only result a natural 1 cannot result in is a critical success.
All these years later, in D&D a natural 1 might still result in everyone always having a 5$ chance of failing a roll, but not in Pathfinder 2E
examples:
Lv 1 character trained in Athletics with a +1 Str modifier (giving a +4 Athletics modifier) who rolls a natural 1 gets a failure, not a critical failure on a DC 5 Climb check. 1 + 4 = 5 (success by the total result, then adjusted one degeree of success worse for rolling a natural 1, resulting in a failure (not a critical failure).
Lv 1 character who is untrained in Athletics with a +4 Str modifier (giving a +4 Athletics modifier) who rolls a natural 1 gets a failure, not a critical failure on a DC 5 climb check. 1 +4 = 5 (success by the total result, then adjusted one degree of success worse for rolling a natural 1, resulting in a failure (not a critical failure).
Lv 3 character who is an expert in Athletics with a +4 Str modiier (giving a 11 modifier) who rolls a natural 1 gets a failure, not a critical failure on a DC 5 Climb check. 1 + 11 = 12 (success by the total result, then adjusted one degree of success worse for rolling a natural 1, resulting in a failure (not a critical failure).
Lv 7 charcater who is a master in Athletics and has a +4 Str modifier (giving a +17 Athletics modifier) who rolls a natural 1 gets a success (not a critical failure). 1 + 17 = 18 (a critical success by the total result, then adjusted one degree of success worse for rolling a natural 1, resulting in a success (not a ctitical failure).
A lv 15 character who is legendary in Athletics and has a +5 Str modifier (giving a +28 Athletics modifier) who rolls a natural 1 gets a success (not a citical failure). 1 + 28 = 29 (a critical success by the total result, adjusted one degree of success worse for rolling a natural 1, resulting in a success (not a ctitical failure).
A natural 20 is also not an automatic criitcal success. Many natural 20's result in critical successes, but some natural 20's can result in successes (that are not critical successes) or failures. The only result a natural 20 cannot result in is a critical failure.
Rainzax is correct in stating that what you stated was not quite right.
For (future) players who came to the forum searching for clarity if the Summoner Dedication feat includes Shares Senses, here is a link the the logical answer to the question.
EDITED TO REMOVE BAITING AND SPAM OF THE SAME LINK [MEC 6/22/2026]
Paizo’s content boundaries require the following approach to maintain this rating (if Google AI response is accurate):
If you hit refresh for the web address for the link before the spoiler, you will get usually get a different result than the previous one you got.
My first google query:
Paizo does not use official TV or movie ratings for their play-by-post forums. Instead, their baseline expectation for all community spaces and campaigns aligns with a PG-13 rating. They require all gameplay to adhere to their strict Community Standards and Expectations guidelines.
Paizo’s content boundaries require the following approach to maintain this rating:
Violence: Bloodshed and injuries are allowed, but excessive gore and cruelty should be avoided.
Romance/Sex: Relationships are permitted, but "sex always happens off-screen" and must never be overly suggestive or explicit.
Taboo Topics: The policy strictly prohibits torture, nonconsensual sexual contact, harm to children, and slavery in all its forms.
My second google query:
For play-by-post and standard campaigns on Paizo.com, the company expects games to remain within the boundaries of a PG-13 equivalent film rating.
Paizo outlines the following boundaries for community and organized play to maintain this standard:
Romantic content: Romance is acceptable, but it must be kept "off-screen" and avoid being overly explicit or functioning as erotica.
Violence: While bloodshed and injuries can be described, excessive gore and cruelty should be avoided.
Forbidden acts: Certain reprehensible actions should never be performed by player characters or "on-screen." This includes torture, nonconsensual sexual contact, harm to children, and reprehensible uses of mind control.
My third google query:
Paizo expects Play-by-Post (PbP) campaigns hosted on their message boards to adhere to an equivalent of a PG or "Parental Guidance" TV rating. Campaigns must remain family-friendly, suitable for a general audience, and respectful of the diverse ages and sensibilities within the community.
While Paizo does not explicitly assign a specific TV or MPA rating to forum campaigns, their official community guidelines and Organized Play standards clearly outline this PG-level expectation:
Violence & Gore: Mild to moderate violence is expected in a fantasy combat game. However, excessive, graphic, or brutal descriptions of gore and cruelty must be avoided.
Language: Excessive or pervasive foul language is explicitly prohibited.
Sexual Content: Romance can exist, but it must be kept "fade-to-black" and off-screen. Overtly sexual, suggestive, or explicit content is strictly banned.
Forbidden Themes: Certain sensitive themes are strictly forbidden at Paizo tables, including non-consensual sexual contact (rape/torture), harm to children, and slavery.
For organized play run on their servers, such as the Pathfinder Society or Starfinder Society, players and Game Masters are expected to enforce these boundaries and stop any problematic behavior immediately.
Key thing to look at is the font size of the headers in Secrets of Magic.
Eidolon entry (larger font than everything in the section beneath the 'Eidolon' header (and smaller font than the 'Class Features' header.
Everything underneath the 'Eidolon' header BEFORE the 'Summoner Spellcasting' header (which has the same larger font as the 'Eidolon' header) applies to having an eidolon.
The Summoner Dedication feat specifically calls out which part of the 'Eidolon' entry that is not gained. If the dedication feat did not grant Share Senses, it would have been specifically called out like 'Act Together' was called out.
Hopefully that clears it up concisely for everyone who was unsure.
When in doubt, look at and compare the size of the headers contained within a class type-up.
I think I have Squanch sorted except for skills. They are just kicking my butt. I think I shortchanged Squanch at first level
Someone see if I have this right, please :
First Level
2 skills trained from Ikeshti Lore (Crafting, Survival)
1 skill from Ikeshti Lore - Additional Lore (Junker Lore)
2 skills trained from Tech support Background (Computers, Business Lore)
1 skill from Class Leadership "Through desperate times" (Medicine)
1 Skill from Class Choice (Diplomacy)
6 skills from Class (Acrobatics, Athletics, Stealth, Thievery) (Piloting, Society)
3 skills from Intelligence (Nature, Intimidation, Deception)
16 total trained skills at First level
Second Level -- I don't get 6 skills for class and 3 from intelligence. All trained skills effectively are 1 better because I leveled up. AND - I get 1 skill increase from Envoy second level. (Computers)
17 total skill boxes filled in
I made a Starbuilder (Pathbuilder) character sheet for Squanch for you.
For Ikeshti Lore you do not choose a Lore skill of choice for the Additional Lore skill feat, it is specifically for Ikeshti Lore.
We are using Free Archetype...when you said you wanted to keep it simple I took it you were going to choose a SF2E archetype and not one of the PF2E archetypes I suggested. Which archetype did you decide on for your free archetype? At 2nd level (and every even-numbered level) we get bonus class feats that can only be used for archetype feats (beginning with an archetype dedication feat at 2nd level).
Abadarcorp travel suit costs 10 credits, not 20 (and does not include life support). It has 2 upgrade slots. It costs
Second Skin costs 20 credits, and environmental protections and also has the comfort and flexible traits.
Working with the 20 credits is what you paid for armor, putting second skin as Squanch's armor on the PB sheet (will adjust armor on sheet later if you want the Abadarcorp travel suit).
It is 6 credits left over after purchasing your gear.
* *
Unlike PF1E you do not get additional skill 'ranks' ('slots') every level and instead we gain skill increases (odd-numbered levels and skill feats (even-numbered levels). Envoys of SF2E, like rogues of PF2E gain extra skill increases (at even-numbered levels as well).
Here is copy of Starbuilder (Pathbuilder) character sheet for Squanch (without most of the level 2 stuff filled out ==> class feat, skill feat, free archetype feat (archetype dedication feat). It already includes the skill increase for computers at 2nd level.
Jayne's witchwarper paradox: "Your existence is an anomaly that defies the normal parameters of your current reality. You might have encountered something that disrupted your core existence, or you crossed the veil from an alternate reality or twisted timeline." That is typically the normal paremeters of probabililty and gravity. :)
Jayne burps as she looks around.
@GM: You have my permission to use the following on non-combat rounds with Jayne for the fun of the story.
◆ Conceal Spell
followed by one of the following:
◆◆ Teleknietic Projectile (an unattended light object within 30 feet of Jayne flies at a creture within 30 feet of Jayne).
◆◆ Injury Echo (a creture within 60 feet of Jayne)
◆◆ Stumble (a creature within 100 feet of Jayne)
◆◆ Stabilize (a dying creature within 30 feet of Jayne)
◆ Reorient (one creature Jayne makes physical contact with (range touch), be it a cough, a hiccup, Jayne being tipsy and putting a hand out to use someone to prevent herself from falling, etc.)
I forgot to include the significant part...that Jayne is not consciously choosing to do what happens, and typically has no idea she is the cause of however you decide to use the above.
If Telekinetic Projectile did not have '1 creature' as the target, I would have used it to make one of the pieces of ore move (and smash into the wall) while Tatch was looking at it while wondering if there was anything special about the ore.
edit: Just thought I could have done that by simply having the rock hit a normal typical tiny bug that was climbing on the wall (like a centipede or fly).
Might PF2-ify Ananet if we're already talking a Bastet worshipper with Alkenstari ties. WIll probably depend on what classes are allowed though?
Based on the GM opening up character creation options to include a single uncommon option for each character build, and looking over your character alias...
Spoiler:
Ananet's ancestry (catfolk) would use up your one uncommon option) for character creation.
Tekko-kagi is uncommon so she would probably not have one from the get-go. Taking the Clawed Catfolk heritage would give her natural claws could be an option, so naturally has what many wielders of tekko-kagi use to emulate having natural claws.
Taking the Catfolk Weapon Familiarity ancestry feat as your 1st level ancestry feat would grant you access to the uncommon Claw Blade (though make sure that gaining access to an uncommon option via a common ancestry feat does not count against the single uncommon option at character creation the GM has for character creation), which has many of the same traits as the tekko-kagi, with the similarities and differenences as follows:
Both weapons have the following traits: Agile, Disarm, Finesse
Claw Blade has the following traits, which the tekko-kagi doe not: Catfolk, Deadly d8, Versatile P
Tekko-kagi has the following traits, which the claw bade does not: Free-Hand, Monk, Parry
As there are no common rarity firearms, maybe she had a firearm before that she no longer has at campaign start.
Alchemist class is common, so starting as an alchemist with the chirurgeon field does not require an uncommon option.
Black powder formula is uncommon, so with the single uncommon option at 1st level being used for her ancestry, she would not know the formula for black powder...though with her backstory, she learned enough of the process to make bombs (via alchemist class features).
In order of initial posts in recruitment (be it as player or PC alias):
[Crisischild] ?? - tripkee?? ?? (Crisischild posted, but can not deduce from the post if the player is interested in this campaign or was only showing excitement that another playing was choosing to play a tripkee.)
[Phntm888] ?? - ?? sorcerer (uncommon option: ??)
[Violant] thinking about converting Ananet to PF2E - catfolk alchemist (uncommon option: ancestry (catfolk)
@GM: Do you already have a cut-off date in mind for character applicants?
I agree 100% with Pathbuilder making it easier.
If you have not decided on a VTT yet, I suggest owlbear.rodeo (which the free version is more than ample enough to cover all the maps required for a six book AP).
Linguist ... What could you get someone who loves to read as much as they can...the ability to read books in languages they were unable to read before. :)
Blessed One
... Squanch always felt and knew he was meant to be a legend...and the gods have revealed he is worthy of their gifts.
Captain ... this archetype only works if everyone is okay with it...storyline-wise it could be Squanch's destiny is to rebuild the partially destroyed and scattered remains of the Skyfire Legion brood.
Draconic Acolyte ... possibly a real dragon that Squanch knew while part of the Skyfire Legion perished (or did not perish but has a significant link to Squanch)...maybe he was somehow involved in how the dragon died (if it did die)...and now the dragon aids Squanch as part of that particular mysterious past of Squanch's time serving in the Skyfire Legion.
Dragon Disciple ... similar, though different than the storyline for Draconic Acolyte above.
Drake Rider ...maybe part of why Squanch parted ways with the Skyfire Legion was him breaking protocol and he did not follow the normal procudures for bonding with a dragon...and the dragon that he bonded with has made its way to Akiton...
Pistol Phenom... does Squanch like to 'perform' for an audience to showcase why he is 'the best' (or used to and is regaining his confidence after whatever happened that caused him to no longer be part of the Skyfire Legion?)
==>As a player character, when you're reduced to 0 Hit Points, you're knocked out with the following effects:
Move your initiative position to directly before the turn in which you were reduced to 0 HP.
Gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you're instead unconscious with 0 Hit Points.
@GM: Since there currently are not that many SF2E archetypes and the design for SF2E was so that it is completely compatible with PF2E, can the others choose a PF2E archetype (that you approve of) for their free archetype?
'Kala' (Akitonian for 'calamity') is the reputation descriptor Jayne has acquired.
I remembered to check for buff from bard this time. No buff currently.
I've noticed this group tends to read the GM posts, but not the posts of their fellow players, and have adjusted accordingly.
=)
I read all the posts sans spoilers that are are not for my character/the group/etc.
In some of the PBPs I am in I have gotten the impression some players do not read all the player posts.
If a relevant post is part of the most recent batch of 'new' posts I read just before I make my post, I will usually account for it (possible exceptions if something comes up on my end, and I step away from typing up my post and might not continue typing it up for a while, which is sometimes an hour or more). When a relevant post is part of a batch of 'new posts' (that is not the most recent batch) there is a chance I might forget to scroll up and re-read those posts which could lead to me forgetting to include modifiers from relevant posts, like I did earlier during this scenario.
I'm confused how the trip would be +13, would it just not be +7 (Your athletics proficiency)? Nonetheless 17 would trip anywho.
You did one of the common PF1E to PF2E player/GM mistakes, which was thinking Assurance works the same as PF1E's 'take 10', which it does not, as Brask pointed out (he also pointed out that he put the '+' symbol when it should not have been included).
Nothing can adjust the d20 'non-roll roll' result when Assurance is used instead of rolling the check - but the DC of the check can still be adjusted.
The roll results when using Assurance are always (when not using the Proficiency without level variant rule) equal to character level plus the tier of proficiency (+2, +4, +6 or +8).
Things that apply directly to the roll are ignored (abililty modifiers, item bonuses, circumstance modifiers, and status modifidiers, including ones that come from conditions (i.e. Clumsy, Enfeebled, Frightened, etc.)
Things that adjust the DC directly still adjusts the DC as normal.
i.e. Adjusting the difficulty of Recall Knowledge creature identification check to identify a rare monster would still adjust the DC by +5 even if a player uses Assurance for the skill check.
i.e.
Using Assurance (Medicine) for Treat Wounds results in a failure at 1st level and 2nd level (unless the proficiency rank is Expert at 2nd level), and at 3rd level using Assurance (Medicine) automatically succeeds at the DC 15 Medicine check to heal 2d8 hit points (provided nothing has directly increased the DC of the Medicine check).
The Multiple Attack Penalty (MAP) for Athletics (attack trait) maneuvers is ignored when using Assurance for Athletics checks when using it when the character has a MAP, which is great for iterative actions on a round. ==> Assurance (Athletics) is strongly weighted to give either a success or failure result as opposed to a critical success or critical failure result for the 'combat maneuver'.
Here is one of the best youtubers for explaining games rule of PF2E (who talks with the game developers directly who clarify rules that might be misunderstood by some players).
Also, I wonder whether its not so much time that changes the rng, but rather posting order. Now that ive posted, the next DC test might change. Apologies - i posted this before i realised that might cause a problem with your test!
No, you did not. The test was concluded (thanks to Batpony's musing about if another person posting might 'clear' the 'saved data' - which it does.
The other way I was talking about exploiting the RNG is what you mentioned in your post. Someone could generate multiple RNG results in a preview post, then choose to 'decide' which order to put things in their post, with some players potentially creating 'reasons' for making a roll they might not otherwise have typed up if their first RNG result is a low result. i.e. "Bob is suspicious of the shadows in the corner of his eye" and the player 'rolls' a Perception check for the natural '3' that is the first result of his d20 RNG results for the preview post, then attacks with his weapon so the second RNG result of his preview post, an 18, gets applied to his attack roll instead of the '3' it would have been for the first RNG that a cheating player would have got if they were being honest with their RNG rolls.
One of the things I tend to do, is establish patterns where I can so it is clear I am keeping the same order for all my posts. i.e. In this scenario I am rolling Gidget's rolls before Gadget's when they both have to make a Perception or saving throw roll.
Double-testing RNG script 'memory'.... (posting from my * _ Drake _ * alias)
first roll:1d20 ⇒ 12
second roll:1d20 ⇒ 16
first result is a 20 (on original post preview)
second result is a 1 (on original post previw)
Is there a gremlin (or goblin) inside Paizo RNG trying to mess with my testing? :P
Now to copy this preview post, then close the tab before posting, reopen the discussion tab in a new browswer tab, paste the copy and add it to the discussion tab...
After seeing our GM's idea about another player's post....testing it elsewhere...and it changed the RNG!
Spoiler:
First delete tab and paste (with barely any time between orignal preview and second preview: numbers are the same)....going to set 15 minute timer and do same thing (without adding second preview to discussion tab - I do not recall how long it took me to retype up my gameplay post).
Waited 15 minutes...without making any RNG rolls on any of my other games...still same numbers in preview above...going to post an RNG on another board than try previewing this post again.
Deleting tabe again and waiting 60 minutes (which is the edit post time window) before the next preview test...
1 hour time delay RNG is same...going to test 4+ hours...
Potency Runes are 30 gp, it's handwraps, which come with a potency rune that are 35.
Ah, you're right about needing the Magical Crafting feat. Maybe an NPC can do it. I'll just hang onto the spear for now, I guess.
Not sure where you got 30 gold for a potency rune. They are 35 gold, and striking runes are 65 gold, which together is a 100 gp cost for runes to make a weapon into a +1 striking weapon. This was one of the things I noticed when PF2E first came out - making it a flat 100 gp to turn a weapon into a +1 striking weapon.
The way I read it, we have 3 hero points per level. I don't think you can gain any more than 3 hero points RAW.
That is correct, but also by RAW, PCs do not start fully-stocked with 3 hero points either, which is why I asked our GM for clarification regarding if we have a Hero Point cap (and if we do, is it the standard 3 or a different one he came up for the campaign).
Question regaring Hero Points. I think I asked it a while back but do not think you gave a clear reply:
- Each player receives 3 hero points per level
The above is clear.
My question covers the unclear part: For this campaign do we have a maximum hero point cap of 3 hero points, a different hero point max cap or no max cap?
i.e. For PCs who used 0 hero points during 1st level, and have not used one during 2nd level yet, do they currently have 3, 4, 5 or 6 hero points?
Gidget is technically doing the following each round of exploration:
◆ Command Gadget (Gadget gets 2 actions when Gidget uses one action to command him, or Gadget gets 3 actions when Gidget uses two actions to command him).
◆ Stride
◆ Recall Knowledge (as part of the Investigate exploration activity)
Gadget uses his two actions to
◆ Stride
◆ Seek (as part of the Search exploration activity)
You can do something else as your main exploration activity.
Many exploration activities (and some spells/impulses durations) use '10 minutes' as the time required to do them (or are how long they last).
Also, exploration activities tend to work with a one or two action activity you are doing while also using one of your three actions (per round) to Stride. As you only need to 'sustain' your armor impulse every 10 minutes (and could refresh the 10 minute duration at any point before the 10 minutes expires using a single round), that is not enough to make you lose out on 99 out of 100 rounds worth of typical exploration activitives.
I made tokens for everyone (except for Nestor & Zero-one, who already had tokens on the slide). I adjusted size of tokens to represent size of character:
Aurora & Ragnar: medium
Gadget, Gidget, Nari & Nestor: small
Zero-one: tiny
Please check slide to see if you like marching order I put us.
If we only have one front line character I could do a earth/water mix who is tanky and creates difficult terrain.
Otherwise I could go fire or air as a ranged blaster.
Open to any feedback or suggestions.
First advice is always play what will be fun for you to play.
As for suggestions, working with kineticist tank character, potentially a single-gate metal kineticist.
Being a single-gate metal kineticist, you would gain the following metal impulse junction benefit each time you use an impulse that takes at least 2 actions:
Metal impulse junction: Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or non-reach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage). (So while tanking, foes who damage you are also being damaged as well).
As for the two metal impulses you gain for being a single-gate metal kineticist, I suggest the following metal impulse, which provides the tank aspect of the character:
Outside of combat you could dismiss the impulse so you are not taking a penalty to your speed (or play a dwarf with the unburdened iron ancestry feat to keep it up without affecting your speed). Unlike the earth armor impulse, this one also gives you a shield as well which you can use to take the shield block action.
Choose which other metal impulse you like, or if you do not want the single-gate metal impulse junction ability above, you could go dual-gate with an element of your choice. water or wood for a bit of healing impulse (Fresh Produce or Ocean's Balm; both of which can be used once per 10 minutes to heal each member of the group, including yourself, during combat or post-combat).
As for the 1st-level kineticist feat that is not gained directly via choosing dual- or single- gate, you could go with
so you can create an appropriate type of weapon depending on which type of foes you are facing. (such as making a bludgeoning weapon if fighting skeletons instead of the default piercing or slashing damage metal elemental blast does) as well as making ranged weapons on the fly while closing the distance to get into melee.
Thanks for the invite! I'm actually quite excited for this. I'll work on a character today. Any thoughts as to the kind of character we need?
Pending our GM (or the player of the daredevil PC) confirming if the daredevil is part of our group, that is two martial characters (with Carly's monk), so which would you prefer to play? A healer-type character, a trapsmith/skill-heavy character, a blaster/controller/caster type character or wildcard* character?
I will wait to see which class route/role you go and then make something to help round out the party.
*I use wildcard for a character that might provide secondary role to various party roles but is not the main-focused character for a specific role. A jack-of-all trades, but master of none type character (which does not have to be a bard).
Aliases
Ada Babbage
Female Wizard 7 | HP 71(66)/58(53) Lethal 43 Non-lethal 9 neg-lvl 1| PAC 18, BAC 12 | Fort +7, Ref +5, Will +7 | CMB +4, CMD 15 | Perc +13 | Init +1
(101
posts)
Elspeth
STATUE:?? BODY: 16/20 HP HP Per +11
(70
posts)
Erix Thorn
HP 20/31 Stamina 5/5 (DR 1/Cold Iron) AC 18(19)/12(13)T/14FF Fort +5 Ref +5 Will +1 BAB +3 CMB +9(10) CMD 21(22) Init +2(4) Per +6
(381
posts)
Hob Smith
Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent
(407
posts)
The Oldest One
HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6
(288
posts)
Ormiz
M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)
(158
posts)
Oscar Hartwell
Noble Scion Arcanist. Spells 0/3 1st HP 6/7 AC 15
(162
posts)