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![]() I'd love both an errata to the price of the Amphibious Chair and the introduction of a chair with the functionality that a chair-bound character can swim using the athletics skill. (It might be true that the Traveler's Chair already allows the functionality, if you consider "water" to be "common adventuring terrain". Which I suppose it might, but BOY would I have appreciated the devs specifically calling that out because there's a mighty difference between uneven terrain and liquid) I think it'd be an ideal half-measure between "person in chair cannot function in water" and "person in chair has superior water mobility with no skills/feat investment". ![]()
![]() Whirlwind Strike is definitely not considered an area attack; it's a series of individual strikes. But you can, in theory, attack every square in your reach if you knew it had an enemy in it. So why couldn't you attack every square in your reach if you suspected an unseen foe? I'd probably allow that as GM. If a player were using WS in this way, Just make sure you (the gm) is rolling both the attack rolls and flat checks, as is the norm for targeting unseen foes with strikes. And frankly, I don't even think it's OP.
WS lets you attack for 3 actions:
If you wouldn't have to move in the case of seek + strike, you're rolling 3x to try and hit once for 2 actions.
For WS, you're rolling 2x to try and hit 'n' number of times for 3 actions.
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![]() I think the best sort of fix for this new chair-based optimization might be to add "An ally can use an Interact action to help right you, allowing you to Stand as a free action triggered by their Interact action." to the Stand action.
It removes the incentive for PCs to use a traveler's chair who don't require one, while fully preserving the functionality and giving it to ALL PCs. ![]()
![]() Themetricsystem wrote: Perhaps for non-disabled PCs it would be best to assume that if they were to buy and use them for their own needs out of a desire for better mobility in place of their own working anatomy that they should pay 2x the price, which from my quick napkin math seems to be about correct based on the ongoing permanent benefits it provides. The crazy part is that this isn't even true. 2x the cost of the Amphibious Chair is 1,150gp, which is still cheaper than the ring of swimming. And the chair provides a faster swim speed. And the chair provides water breathing. Plus, one thing I forgot before: Amphibious Chair isn't invested, so it's an even better option.Porridge wrote:
afaik, the magic item creation rules are a little less fleshed out than their 1e version, but I'll give it a shot: Starting with Ring of Swimming as a baseline= 1,750gp
Done another way: A level 4 water breathing lasts 24 hours. So you're effectively getting a 4th level spell for that effect, with would require a 7th level caster. A 1/day spell effect has a general item level +2 from that baseline caster level, so a 9th level item. Which checks out, that's one below the level of the Elemental Wayfinder, but doesn't have an additional activated effect. As far as I know, there isn't just a "swim speed equal to land speed" spell. But a potion of swimming (greater) has that effect for an hour.
Taking the average cost of items of levels 9 and 15 (since water breathing and swim speed are both what I consider to be secondary effects) totals: 6,537.5 (637.5gp + 5900gp). Probably drop that to 6,500 for round numbers. Gotta say I'm pretty pleased at how close those numbers came out. ^_^ Small disclaimer: this still don't account for the potential effect of bundling. So while I think this is a good estimate for the cost of JUST the effects, getting the effect of 2 invested items in one item probably should bump the cost more. But afaik, there is no guidance for how MUCH more. ![]()
![]() keftiu wrote:
I'd be totally fine with a dirt cheap "athletic wheel chair" that let you do all the skill actions that are based around your land speed with the chair: jumping, swimming, climbing, ect. (probably you can do that last one without ANY modifications since they come standard with adjustable seat belts). It IS a fantasy game, after all. Self-ramping wheelchair actually sounds dope. But even with the amphibious chair, those problems you mentioned still exist. There ISN'T a way for mobility impared characters to readily overcome those kinds obstacles, up until the midlevels. They'd have to rely on cooporation from allies. Thankfully, the vast majority of groups would likely be willing to provide that kind of assistance. ![]()
![]() From a verisimilitude perspective, I think so yes. Mostly because you still have both hands available to do stuff. And that's fine but it's also a common item, so it's not exactly presented as an item from a specialty shop. But even totally ignoring the fact that it's a mobility device: it's still a magic item that totally outclasses existing options to the point of making them obsolete. It's really this point I take issue with, not that it's a Mobility Device. Just that, to me, it seems like so clearly the best option for underwater adventuring as to obviate other item choices. ![]()
![]() Supposing, of course, you need to underwater for more than an hour, an Aquatic Chair seems to me to be the most economical and effective strategy. As Mobility Device, your land speed continues to be equal to your speed. As far as I can tell, there's no detriment to handedness especially true if you also acquire Impulse Control, a common and cheap upgrade. Other items meant to facilitate underwater adventuring: Bottled air (level 7, 320gp) Requires actions to breathe. Doesn't grant swim speed. Potion of Swimming, Greater (level 11, 250gp) Lasts an hour. Doesn't grant water breathing. Ring of Swimming (level 12, 1750gp) Swim speed 1/2 land speed. Doesn't grant water breathing. Elemental Wayfinder, Water (level 10, 900gp) Uncommon. Doesn't grant swim speed. Compared to: Amphibious Chair (level 9, 575gp). Common. 20ft land speed, unless yours is better. 20ft swim speed, unless yours is better. Unlimited water breathing (or air breathing if you normally breathe water). I'm on board with Mobility Devices being 100% non-detrimental. But, to me, it sorta breaks verisimilitude when a wheel chair is by far and away the most effective means of underwater traversal. There's very likely an angle to this that I'm missing, and I look forward to reading it ^_^ ![]()
![]() Mechanically speaking. As far as I can tell, there are almost no differences to not being in a wheel chair, save that someone else can spend an action to help you stand, whereby you can stand as a free action triggered by your ally's help, and that you can be immobilized by having your hands bound, prior to Impulse Control. ![]()
![]() I play in a 5e game, I play in a PF2 game, and I GM a PF2 game. The first is every Friday, the second is every other Saturday, and the third is every Sunday. I only really play 5e because I have some friends online that I play with. I haven't caught them at a time where they'd be up to learning a new (albeit not TOO dissimilar) system yet. Personally, it takes almost no energy to go between systems regularly. The only real wires I get crossed is that I'll sometimes call a Dexterity, Constitution, or Wisdom save a Reflex, Fort, or Will save. But only in that direction. If I were also GMing a 5e game, I imagine I'd mess up a bit more. Probably mostly in trying to remember the skills between games. ![]()
![]() On the other hand, it locks you out of a versatile heritage, most of which are quite good and allow more feat flexibility, and into a pair of specific ancestries. With as strong as the versatile heritages are, I don't hate non-versatile heritages getting a few strong options to compensate.
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![]() Super Zero wrote:
"Just don't make bad choices" isn't a super helpful response. I don't think that it's unrealistic for a player to read this heritage and think it's a great way to give their monk or wizard a better unarmored defense, only to be disappointed later to find out it doesn't work like that.Also, you can't really undo those choices legally: you can't retrain heritage Finally, it's just kind of weird. A whole heritage more or less prevented from taking a particular bucket of classes because of immutable physical characteristics beyond their control.
Edited because I misread the feat: you can train OUT of them, but not in to them. Still can't retrain heritage, tho. ![]()
![]() Huh, that's really interesting.
Usually I just tell my players that a wall of force has been erected in the appropriate area.
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![]() Gortle wrote: The list of Lore feats is not restrictive. Human Lore should exist in the right context. It is just not a printed option. The list of lore SKILLS is not an exhaustive list. But the simplified ancestries optional system has all players select their ancestry's Lore FEAT at first level instead of selecting an ancestry feat.These Lore Feats generally grant trained proficiency in two skills plus a Lore skill related to that ancestry. But not every ancestry has a level 1 ancestry feat that fits this template or naming scheme. Edit: big fan of your guides, btw <3 ![]()
![]() Relevant rules text from AoN: "Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales." The way I read it, nothing suggests you should be. But having a heritage that makes you incapable of wearing armor while not guaranteeing that you can use the Scales armor feels wrong to me. If I were GMing for a PC with this ancestry who was not proficient in medium armor, I'd at least make them automatically trained in the Scales armor, specificity.
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![]() Reading the stat blocks on Nethys, the Necrohulk Flailer had the following feature: Alchemical Cartridge (alchemical) Critical hits rupture the necrohulk's alchemical cartridge. The first time the necrohulk takes a critical hit, it loses its regeneration. The second time it takes a critical hit, it takes 15 persistent acid damage that it can't heal unless the cartridge is stitched back into place. Problem is, the stat block doesn't have regeneration.
Edit- the necrohulk smasher has a similar situation. ![]()
![]() rainzax wrote:
In effect, if the regular check is a normal DC for a given level, the Aid check would be an easy or very easy check of the same level. I like this idea since it does away with the weirdness of a completely non-scaling DC.
I think using the Easy modification is probably better than the Very Easy one, lest the checks become TOO easy to succeed on by virtual consistent aid checks. ![]()
![]() Yeah, the solid majority of races have "Ancestry" Lore as a feat. Even a bunch of versatile heritages have something quite similar; Celestial Lore as opposed to Aasimar lore, but that's easy enough to figure out imo. And ALMOST every single one of them grants trained in two predetermined skills as well as training in Lore (Ancestry).
ALSO also, in my haste earlier I appear to have missed that Gnomes don't have a Gnome Lore feat, either, and there's not a particularly great replacement IMO.
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![]() Relevant rules blurb for context: Archives of Nethys wrote: When choosing an ancestry for a simplified ancestry character, you gain the ancestry’s normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat (Dwarven Lore for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats. The problem lies in the fact that not every race has a _____ Lore feat. Most of these are rare races, so it's not too big of an issue: Fleshwarp, Poppet, Skeleton, Sprite. There may be others that I overlooked. The big HOWEVER, though, is that there is no Human Lore feat. Humans are one of the big core races and one of the most common races in the game.
For those wondering: this problem is partially, though not wholly, ameliorated by versatile heritages. Only Beastkin and Ganzi VHs don't have an associated Lore skill feat. Natural Skill seems like a nice replacement compromise. You get trained proficiency in any two skills you like at the trade-off of not getting a lore skill. ![]()
![]() A house rule like this would certainly reduce the efficacy of the Quick Unlock feat. Though, I think there's some merit in it. Namely, if nothing else exciting is coinciding with the unlocking.
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![]() The 'unconscious' condition says "You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't." None of those effects, of the effects of the nested conditions, affects the fortitude DC, which is what athletics to grapple goes against. Kinda silly. It's the kind of thing every GM I know would probably house rule in some way on the spot. ![]()
![]() Porridge wrote:
This is hinted at in the Lost Omens World Guide: "Eastgate’s verdant Green Ridge neighborhood is home to the Grand Holt, the oldest and largest tree on the Isle of Kortos. This multi-trunked fig tree spans several city blocks, with buildings demolished or modified to account for its increasingly fecund growth (especially in the last decade). Even as blights like the Tyrant’s Grasp and the Welt seem to rob Kortos of its vitality, the Grand Holt grows stronger year after year. A fanatic cult called the Circle of Stones cares for the tree, as well as for Iolanthe, the immortal dryad queen who dwells within."The bit in parentheses are particularly relevant, since the Empty Stones mention that the Circle of Stones stole the Aeon Orb approximately 10 years ago and they think the orb was relocated to Absalom.
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![]() "Your fly sped no longer restricts the height you can fly." -Sentence 2 of Unlimited Ghost Flight. However, nothing I can see in either Floating or the Ghost Flight feat indicate this to have been the case previously.
I suppose it's somewhat implied in Floating, since you can high jump up to your fly speed? However, it kinda reads like an earlier version of the Ghost archetype or maybe the Ghost Flight feat used to previously allow unlimited flight up to a height capped by your fly speed. ![]()
![]() With a lack of direction, I defaulted to the 3.5 idea that a large creature takes up roughly 4x the space as a medium one. So when something could swallow one large creature, it could instead swallow 4 medium ones.
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![]() Total Party Kill Name of PCs: Ravillia Alurith Nikoslava, Uuki OohAahAahTingTangWallaWallaBingBang, Sokkit Decko, and Darmak Kegshield
Having recently saved the Densirt family from certain death, the humble performers were asked to look in on the folks at Fortune's Hall. Upon arrival, the party had decided to check building exterior and surrounding structures before entering the Hall. Ravi and Darmak went to scout the stable, while Uuki and Sokkit checked the main building and the area around the pond, respectively. Darmak mistakenly awoke the Starved Staff, who swallowed the dwarven fighter after mere moments. Ravi began blasting while the other two arrived on-scene. After another few moments, Ravi, too was consumed. As both were specialized into heavier weapons, neither were able to deal sufficient piercing/slashing damage to rupture the undead's leathery innards. The only potential saving grace was the Air Bubble granted to Ravi by Drecko as she was consumed.
Drecko's faithful companion was able to escape and make the long journey back to town. It's only a matter of time before The Professor becomes worried at the disappearance of the circus's star performers and sends out a search party... ![]()
![]() While true, at least ice and stone can be broken somewhat reliably.
Also, though a DC isn't given, I can't think of a reason why you couldn't climb a wall of stone. But to be fair, those are 2 and 3 spell levels higher than water, which means by the time it's expected a party encounters them, they'll have much more resources to deal with them. ![]()
![]() breithauptclan wrote:
Every character IS trained or better in all saves as well as perception. Escape lets your use your choice of: athletics modifier, acrobatics modifier, or unarmed attack modifier. The lattermost all characters are trained or better, and Escape gives options for other modifiers if those are better.Every other spell I can think of has SOME option for EVERY character to use a modifier that receives your level-based scaling without requiring any additional investment, because they're things that always receive level-based scaling at at least trained level. Being saving throws or perception. Given that, from a dice-roll perspective, wall of water can ONLY be defeated via athletics, which not all characters have, I'm positing that it should have a basic DC, not a level-based one. ![]()
![]() Ectar wrote: 2.) Every spell I can think of that has a secondary check/save uses something that automatically progresses. thenobledrake wrote: Those also inflict an effect upon a character. Wall of water, being a wall, can't be thrown onto a character so the character must be choosing to attempt to swim through it before the DC comes up, making the comparison not really 1:1 - it's not unfair of the game to expect that someone choosing to attempt to swim has put a resource into being more capable of doing it. Nothing in Wall of Water indicates that it cannot be placed in the same space as a creature, nor do the general rules on Walls. Plenty of walls DO specific that they edges cannot go through the same space as a creature (Wall of Force, Wall of Ice, Wall of Flesh), but there are other walls that don't (Wall of Fire, Wall of Wind, Chromatic Wall).So it seems to me like you absolutely can drop a wall of water onto the same square as a creature. Ectar wrote: 3.) Because nothing in the spell says that that's what the DC is. thenobledrake wrote: On this point, you're confusing helpful reminders for mandatory mentions. The general rules for setting DCs tell us a check/save against a spell uses the spell's DC as a default, it isn't actually required that every spell specify that detail. The general rules for setting spell DCs tell us for a saving throw against a spell, you use the caster's spell DC. Nothing is mentioned as a general rule for setting skill DCs. Unless perhaps it's somewhere in Secrets of Magic, itself. I haven't had the opportunity to read the full text of that book yet.![]()
![]() thenobledrake wrote:
Couple of reasons why I don't personally think it should be vs spell DC: 1.) Swim DCs are typically simple DCs, not level-based ones.Granted, I think this is the weakest argument because it's a spell generated effect. 2.) Every spell I can think of that has a secondary check/save uses something that automatically progresses.
3.) Because nothing in the spell says that that's what the DC is.
In other spells I've looked at, if the spell gives the victim a kind of skill check to escape/reduce the effects, the wording of the spell specifies that the check DC is the same as the spell DC.
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![]() The answer to this question significantly impacts how good of a spell it is.
Looking at the art in the blog post looks kinda "swiftly flowing river" to me, but I'm really grasping at straws when I'm trying to discern rules from art. ![]()
![]() Hmmmmm. Looking through the bestiaries 1 and 2, there is only one stat block with reach 5ft listed, and that's the gorilla, a large creature.
But it also means that every single large-long creature has no reach listed because it's assumed, and every large-tall creatures has its reach specified. I'm not sure what set of assumptions I like better. For games that I run, I'll probably be going with: if a reach isn't listed, it's 5ft. ps- The tiny trait doesn't actually give a "typical reach" the way that the other size traits do. It merely mentions that if a creature has reach 0ft it must enter another creature's square to attack it. ![]()
![]() If that were the intent, it'd be nice if it were explicitly said so. The Demilich is actually specified to have reach 0ft with its jaws attack. As far as I can tell, it's the only tiny creature that specifies a reach, but it specifies the reach you would expect a tiny creature to have.
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![]() Seems really odd when it's a huge creature, and a full size category over the regular nightmare which also has 5ft reach.
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![]() Name of PC: Tolius Viben
Tolius will be remembered by the town of Abberton this Sunday, and is survived by his fellow circus performers, and especially Bardolph who had begun performing again with the charismatic gnome. ![]()
![]() Yeah. From the list of 2e APs, Extinction Curse also has the Agents of Edgewatch stuff on it.
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![]() Castilliano wrote:
It does. It has the same "independent brain" ability that Ettins have. It's displaying improperly on the Archives of Nethys, but the PDF has it.![]()
![]() Additional errors I noticed: Two-Headed Trolls have an action called "Reactive Chomp", but it seems like it should be a reaction based on the wording. Jotund Troll have a reaction called "Fast Swallow" that allows them to use Swallow Whole on a creature it grabbed with its jaws, but the Jaw strikes lack Grab. ![]()
![]() When performing high jump and long jumps, the wording of the actions states that you perform a stride of at least 10 feet, then make either a vertical or horizontal Leap. Make an athletics check.
So a feat like Raging Athlete:
Obviously it reduces the DC for high and long jumps. But does the last bit about Leap distances also apply to high and long jumps, since the high and long jumps still use the Leap action? Secondly, how high can you jump with Sudden Leap? Specifically this line:
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![]() The patron in PF1 was pretty bland and uninteresting. The patron in PF2 is non-existent. It's a two paragraph blurb in the class mechanics section that doesn't have any associated mechanics. If every instance of the word "patron" were removed and the class copy/edited, it'd play exactly the same. From the Patron section: "You weren’t born with the power to cast spells, nor have you spent years in devotion to tomes or specific entities unlocking mystical secrets. Your power instead comes through an unknown being that has chosen you as its vessel to carry forth some equally unstated plan in the world. " It's a cool write-up, genuinely. It's just a shame that it doesn't translate into anything mechanically. I think it'd be fine if there were a standard list of patrons that lay out lesson plans, with a "You can work with your GM to determine a different patron with their own lessons" or something if there's a patron you'd like that isn't represented.
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