Hamitup wrote:
Well, the spell (Talking Corpse) is already 10 min cast normally. Also, speaking/diplomacy with actual creatures is the easy one, yes. There are examples and the impact is rather limited. But speaking to corpses is really different, it has much bigger narrative impact and harder on GMs (which is why it's a slotted spell and uncommon).
1 yes
Hamitup wrote: Being able to use more spells as rituals looks like it could help the class feel less restricted by the limited spell slots. Only having 2 per rank makes it hard to not just pick the greatest hits at each rank. Giving more access to rituals, especially necro spells missing from the occult list, could really flesh out necromancers casting. Funny reading this as authors of the mod converting BG3 to PF2 are approaching converting spells and one the the biggest differences with dnd comes into the light: there's no mechanics in PF2 to cast slotted spells without limit. Either they should become a cantrip or a focus spell and both should be written individually anew. And in BG3 a some very important spells became rituals which aren't this in the actual rules. Like Speak with Dead. And I'm not sure that general PF2 needs this even for just Necromancer. Maybe just give access to it for Necromancer (it's uncommon) and make a feat or feature to use this 1/day for example. But not unlimited times per day.
Ravingdork wrote:
Ah, in this case have fun! :)
Ravingdork wrote:
Good thing it's an AP feat and so extremely easy to never even allow. Not that it would be always disruptive for a high-level play (maybe actually not...), but it could I suppose.
JiCi wrote: Let me ask you guys this: Back in P1E, has "Automatic Racial Weapon Proficiency" broken games and rules? This is just so extravagant on several levels: you ask in a PF2 topic for comparison with PF1, and it seems even with some variant rule. There shouldn't be many people who know. Of those almost nobody would care. Also, yes, it's bad. For PF2 at least. Already was written above why by Tridus and Easl.
Baarogue wrote: If it was used on a normal (non-Quick Capture) leaf Strike w/Improved Grab, the damage and Improved Grab Grapple would be separate triggers. If Liberating Step is triggered off the damage in that scenario, the Grapple would not have yet taken place; and if Liberating Step was held until the Grapple, the resistance could not be applied because the Strike's damage would have already been resolved. They would only get the Escape attempt BTW what if the Strike&Grab target made a Step after champ reaction triggered by damage and turned out out of reach of Grab/Strike? Grab formally doesn't have requirement of being in reach (probably because normally such thing can't happen due to its trigger). Or does it?
Daelarid wrote:
It means nothing. Only that you can use the item freely and don't need any additional actions for healing. Re-gripping a weapon takes another action still.
Tried to but couldn't find any mention that such auras could be turned off generally. Which could be absurd in some cases, Frightful Presence isn't magic even. Though I suppose if it was it would be hypothetically easier to turn off. But at least FP is temporary, 1-2 turns only, gives immunity and there is specific mention as an example of auras which allies could be immune to. There could be worse cases I suppose.
Finoan wrote:
Why do you cut the first part of the sentence? "You can prepare an additional cantrip or, if you have a repertoire, designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it." I absolutely see the second clause referring to the cantrip in general, not spontaneous only, so including "You can prepare an additional cantrip ...; you can retrain it but can’t otherwise change it." Especially when the second clause is in the same sentence after semicolon, not after comma or in a separate sentence. It looks like they put extra effort to make this reference the previous clause in full, not only its second part.
NorrKnekten wrote:
Yeah... This is wobbly too, as it speaks about effects and things you could be affected by. Feats and pet abilities aren't that at all. They are not effects and you (or familiar) aren't affected by having their abilities. Frankly simply referring to common sense seems more valid to me than pretending this rule works here.
NorrKnekten wrote: Common understanding is not a concept to rely on... In this game it is. Probably for the worse. It's not written tightly/precisely enough. Of course there's also that thing that perfect rules are impossible. NorrKnekten wrote: And times where the reading of the rules goes against the intent such as with the discussion of Dhampirs being the target of Heal/Harm And this is exactly the case where we have to use common sense/understanding for now (and where clarification really needed though because it's not that straightforward like here): like vitality damage probably have to do something, that void healing property should be symmetrical to vitality healing and so on. NorrKnekten wrote: I am still of the mind that the Game Convention is the general rule in this case, And that it applies to everything unless otherwise stated. If you are about Special entry in the rules element format - it's kind of wobbly, pet/familiar abilities aren't full selectable rules elements, they are part of ones (twos?).
NorrKnekten wrote: The problem as said is how does one confirm/convince someone that said text does not only apply to feats when its specifically feats that are stated,or rather it doesn't tell us what cannot be picked more than once just that feats will typically have a section stating that if they can. It's easy: GMs must have some common sense. And tell the players it's bullshit when it's bullshit. And players shouldn't do this stupid rules-lawyering. "Choose n from a list" doesn't include "choose one thing several times" in common understanding. Of course, saying it outright in the rules would do no harm.But thinking you can take Tough several times for example is bs.
Baarogue wrote:
Yeah. Though Wish is rare, takes 1 day itself, is risky with side effects and 100000 gold is almost enough to buy a new maxed-out magic item :)
Waldham wrote: Hello, is it possible to take several times the manifold modification ? Feats can only be taken several times if it's written in them. In this one I don't see it. Waldham wrote: Are there a feat to take other breakthrough or revolutionary modification ? You tell me. It's done like this: you open the feat list and read them one by one. Or search them. As you like. Waldham wrote: Thanks for your future answer. You are very welcome.
Finoan wrote: Spells that have a duration, have discrete effects such as damage, and can cause their effects to repeat more than once should specify when and how many times the effect can be repeated. In addition to what others said: "whenever". (Talking about Alarm, but you most probably follow :) ) Finoan wrote: I was going to list Contingency, but it also appears to be ambiguous. And probably like Glyph of Warding it would be too good to be true to have it repeatable for the entire duration. But it doesn't appear to say that - if it does, feel free to quote the rules text like you did for Glyph of Warding. Why has this appeared? I haven't said anything about it to 'feel free' to quote about it. Ok. Well, it doesn't say 'once', it's true, but it does say "a spell that will trigger later", "a trigger under which the spell will be cast" and "the companion spell to come into effect as a reaction with that trigger". And we know that one specific instance of a spell can be cast once and has an effect once (even if the effect itself is complex and has repeatable parts). I hope that's enough.
Finoan wrote:
It's not actually ambiguous. There are general rules on duration, they work, this spell would work normally with them ("whenever"). And in this case we could be very satisfied with the result (and not in a TGtBT way). So it's just some expectation from you. Don't know from where, dnd ans pf1 spells don't end on triggering either. Finoan wrote:
Yes, this is a good summary I think.
Finoan wrote: Edit: I think Glyph of Warding and Alarm also both fall into this ambiguous category. They don't specify if they can be triggered multiple times during the duration of the spell. "Glyph of warding's duration ends when the glyph is triggered." I think arguing that the stored spell somehow wasn't spent would be too much. And for Alarm it's firstly not as consequential and secondly looks like intended actually. Why would this spell stop functioning after its first mostly narrative action? It's like if an illusion stopped working after first affected creature. 10 dmg per rank is normal scaling. More so 10+10/rank. 2d6 is 7.
Does the Rogue feat "Minor Magic" grant the user access to the entire chosen Tradition's Spell list?
NorrKnekten wrote:
Nope. Yes, ET gives dedication, but all magic classes (almost?) have Cantrip Expansion feat which already does the same thing MM does but is connected to the archetype spellcasting normally. Well, Cantrip Expansion would be 4th level feat in this case but I'm not sure that's very important. There are probably some situations where you just MUST get two more cantrips when you already have 2 strictly at 2nd level, but this is rather a rare case I suppose.
Does the Rogue feat "Minor Magic" grant the user access to the entire chosen Tradition's Spell list?
NorrKnekten wrote: Minor Magic does need a reprint though. It probably won't get it as remaster is here (and PC2 even; though at least two very 'magical' books are coming, so who knows). But yes, we also should somehow take into account that this is a legacy feat and that when it was published "You gain the Cast a Spell activity" absolutely wasn't enough to use magic items. And now it just got even muddier. ____BTW, it was always* a bad feat (*there are nuances). Why wouldn't the player take any magical dedication instead?
Driftbourne wrote: All my casters have a knife, so they can flank for a melee character if needed. You don't need that btw. "Fist" is enough for flanking and you have it even if your hands are full (kicking and so on). So you just have to stand in the right place (well, and be able to Strike). Also, magical staves are weapon staves. So you probably have a 'normal' weapon on casters anyway.
Pronate11 wrote:
This started with magical wikipedia :)
moosher12 wrote:
Things that pf characters want to know about in the game almost always aren't comparable with advanced science. You can look up an elephant on wiki and you just get a trove of information about it: size, some anatomy, some biology, some behaviour - anything pf character would want to know about a creature and much more. And you don't need to be a biologist for this. Moreover you could know nothing at all about elepants before this - and now you know enough. Yes, identifying would be a bit harder, but there are identification guides.
moosher12 wrote: Actually, having access to a magical wikipedia is a Level 1 spell. Pocket Library. As if. It actively refuses to give any answers. +1 to a skill you already have can't represent encyclopedias. They should give a skill you don't have at least. I know, I know you are joking and I'm picking on trifles.
Claxon wrote:
Yeah, depending on what they ask. So, I think always answering the question 'what is this?' and giving some general info is very advisable even if player's question was specific and not about that. But more specific details need some nudge like in your example.
Claxon wrote:
Well, you probably can keep your ruling on Shove and allow these things above for Aggressive Block because it explicitly allows some choice of direction. Or yes, make them uniform.
Claxon wrote: However, it also means that aside from trying to free themselves it makes sense for the party to recall knowledge against the thing. As a player, I'd say knowing that it is visual blind and only has tremorsense would be the top thing I'd want to recall about it. The question is though whether they would ask the right question. Its senses shouldn't be given for free unless this question was asked I think.
Finoan wrote: It is a bit strange because Shove doesn't let you pick a direction. So Aggressive Block saying that the blocker uses Shove for a 5 foot distance, but gets to pick a direction doesn't make a lot of sense. This would all make a lot more sense if Aggressive Block itself chooses the direction and moves the attacker directly away from the blocker the way that Shove does. Bluemagetim wrote:
I could also very well see these directions for diagonal shoving (more so than for straight shoving even): ⬜⬜⬜⬜⭕⭕⬜⬜⬜⬜⬜🎱⭕⬜ ⬜⬜⬜Ⓜ️️️️️️️️️️️️️️️️️️️️️️⬜⬜⬜ ⬜⬜⬜⬜⬜⬜⬜
Claxon wrote:
Unless chars Stealth, no need to Seek. Especially if the creature was already attacked. As contrary wasn't stated the creature still has hearing (besides it's logical for tremorsensing one too), which is enough. Of course at 19th level advanced stealthing and a lot of concealing spells are already in action, which would make the fight trivial if PCs would want to make it so.
JiCi wrote:
Do they need to? Constructs themselves are already almost all magical. New golem replacements don't seem needing additional categorization.
Tridus wrote: The flipside is that a feat like Mythic Strike has text saying it counts as mythic for overcoming resistance, which almost never does anything if mythic characters already count as mythic since you need to be mythic to take it. "This text does what is already true in almost all cases" doesn't mean its wrong, but it does create doubt. On the other hand, if it really does something, you have 3 attacks per session without resistance. If you don't spend MP on something else. Isn't this too bad to be true actually? MP are restored only by considerable quests ("mythic deeds") otherwise. Yes, I know not all enemies are required to be mythic. But we could allow for at least two mythic enemies per session in a mythic campaign, could we?I strongly suspect melee characters don't want to (almost) always hit resistance on their attacks either. Well, unless they have mythic weapons. Which aren't that numerous? Ennan Seldon wrote: I noticed that the Mythic rules use 'characters' and 'creatures' in a way that makes them seem like different things - is this distinction made anywhere in the core rules? No. Or depending on what you mean: characters are always creatures, but not all creatures are (player) characters.
Castilliano wrote:
It is phrased "additional damage of the chosen type" so the damage of the spell itself is not a status bonus at least. Besides, if the other status bonus is to Strike and of different damage type they absolutely add up. I'm not sure only if the damage types are the same.
Claxon wrote: To clarify my previous post, because the Struztomer has no regular vision only tremorsense, it is effectively blind to anything not touching the ground. Therefore, it is unable to target anything not touching the ground. Well, you
NorrKnekten wrote:
Please show where is the difference. I don't see it at all, nothing has changed. What's here to make erratum for?
UnforcedError wrote:
Well, say to new players 'No'. It's already extremely strained reading to allow several icons in one item. I absolutely won't allow it. But then extending that to make multiple icons active at one time can't be argued in good faith at all. Icons are distinct features in a list, "Each ikon has both a passive immanence effect and an active transcendence effect. Both of these effects require your divine spark to be in the item. ... You shift your power, filling one of your ikons with your divine spark. ... granting you that ikon’s immanence effects for as long as your divine spark is empowering it." If players are confused you just explain what 'singular' means. And the game still doesn't really need to say 'one icon - one item', those are enough in my opinion: "You can focus this divine power through special items known as ikons. Ikons are items or bodily features intrinsically linked to you—sacred vessels forged from your divinity that are capable of conducting its power. Select three ikons from the list" and "Weapon and worn ikons are tied to items of power. When you select one, you gain a non-magical, level-0 item of your choice that matches its usage entry." Again, icons are unambiguously distinct features in a list, you can't blend them together (unless there's a feat explicitly for that...)
25speedforseaweedleshy wrote: update to disallow alchemist archetype to take efficient alchemy. it is just better than advanced alchemy feat No, it's not because it simply doesn't work on its own for the archetype (well, normal crafting part does work): the archetype doesn't have Advanced alchemy feature by default so you can't "increase the number of items you can create each day with advanced alchemy" when you don't have the feature at all. But you can take Efficient alchemy after you've took Advanced alchemy archetype feat which gives you the feature of the same name (with 4 items per day). So either Efficient alchemy should have an errata which gives it "Requirement: Advanced alchemy feature" or some mention for clarity that the first part of the feat doesn't work without it.
Finoan wrote: From the rule: "The multiple attack penalty applies only during your turn" I would say that if you have multiple reactions that you can use to make attacks with or if your reaction lets you make multiple attacks (aside from Readied actions because of the override of the general rule), then MAP does not apply to any of the attacks. Yeah, this is explicit and clear. It's just they used 'a single turn' earlier and only after that wrote 'your turn'. But this is determinate.
Finoan wrote:
Btw what about MAP of several attacks during one someone else's turn? Like Flurry of Blows? Or several reactions on one turn (is it possible? maybe for fighter?)
Ascalaphus wrote:
I'd add to that the question of several different sources of the same damage type, like fire rune, fire kineticist buff, some fire buff spell on a magic weapon in the same Strike. One instance or not? How do weaknesses and resistances work?
YuriP wrote: Occult representing the unknown magic, supernatural forces and the most obscure and less know parts of the magic where you don´t fully knows or control where it comes, why it comes and what fully dangerous and wondrous are their sources. It's not that. I'd even say it's misconception and mischaracterization. In the current lore occult is about stories, thoughts, ideas, world of Ideas, imagination, collective subconsciousness, emotions, beliefs, intentions, dreams and so on. Occult is basically is the primary mental tradition. That's why bards are occult. And psychics. That's why the Dirge, I suppose. Yes, it's a bit vague, and for some things it's a bit strained. But stories should be the focus, not 'unknown' and 'obscure'.
pauljathome wrote:
You are right, I don't believe that. Because I genuinely don't know in this case. But I do believe that it absolutely could be. Otherwise Finoan said exactly the things I wanted to say. Though I feel even more strongly negative against giving one subclass from 5(?) as an argument.Blue_frog wrote:
Yep. Absolutely. Though I do have to add that it does provoke reactions on Concentrate. Though those are much more rare.
pauljathome wrote: I agree that the words CAN be taken to mean that but the simplest quickest reading of the words (IMO) is that the temp hit points occur once when the spell is cast. You have to really read the words very carefully to even see that there is an ambiguity. Admittedly, the words were written when sustaining the spell wasn't an issue. I don't know, it's extremely easy to read "When you transform into a form granted by a spell, you gain all the effects of the form you chose", then read in Animal Form "You gain specific abilities based on the animal you choose: <...> 5 temporary Hit Points. <...>" in the list like any other effect and so apply temp HP every time. There's nothing wrong in this reading rule-wise. You can get temp hp repeatedly, there's nothing wrong with that (they just don't stack). And given that I'm rather irritated with these form spells becoming sustained I'm very much inclined just designate this as a compensation. And it also could very well be the intent.
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