Giorgo wrote: I have run three sessions so far, and I am still figuring out the encounter builder. My party of six Pre-Gen PCs (Valeros, Amiri, Feiya, Ezren + Kobold Twins) have gone through back-to-back "moderate" encounters without much effort and shrugged off a tough "severe" encounter like an annoyance. Might be a combination of all of us learning the rules, how things work, and the GM not deliberately trying to kill everyone. :) Have you noticed that base number of exp to build encounter assumes 4 characters in the party? There's a special table which gives increases for battle budget based on a number of characters over 4.
Arnim Thayer wrote:
Pdfs are always updated with reprints. They update pdfs in sync with actual books. Because it's (mostly) the same typography work. And this is very unlikely to change.
Yeah, whatever the ruling, one thing is certain now: no chance for avoiding any flat checks for Force Barrage due to 'automatically hit'.
Finoan wrote:
What about a spell like: Targets 1 creatureYou fire <something> toward a creature that you can see. ? :)
It's nice. Unless I forgot some corner cases new resistances/weaknesses rule looks rather clear.
ScooterScoots wrote: Additionally, it shouldn’t be able to place unwilling targets who can fly in the air either, simply because it feels like the spell was intentionally designed to not harm the enemy if so. It somehow knows the enemy has wings? And decides to only work if they do? Like who the hell put that in there, that doesn’t make any sense. Far better that unwilling teleports into air are just an unsolved arcane problem. Yeah... Magic being non-existent could be as wacky as you can imagine. And I can imagine some crazy ancient archwizard making such a spell or Netis having an odd joke. But probably not for this game.
Demonskunk wrote:
You say as if a wizard can cast any spell they know at any time. They do not. Spell substitution wizard can be like that a bit but not in combat or any other time sensitive situation. Which means it doesn't matter that much how many spells you know. What's important is what you can cast right now. And the less slots remains for wizard the less choice they have. Spontaneous casters have the same choice up to the last spell slot.And utility for spontaneous casters is mostly covered by wands, scrolls and staves. Demonskunk wrote: 5e's sorcerer has fewer spells known, but because 5e's spell pool is a lot smaller it doesn't feel as restrictive. Your way of thinking is strange. 5e spell pool is not at all small enough for this to matter even remotely. It absolutely feels terribly restrictive. Pf2e Sorcerer can have anything they want compared to 5e's. Demonskunk wrote:
I guess this means that you should define what 'cool and interesting' means for you. I don't understand. If it means "take only niche spells and be invulnerable main damage dealer" you won't get that. Anyway, the other guys here gave you a lot of great advice. You could listen to them.
The Raven Black wrote: What you can use while raging and wielding a 2-handed weapon are focus spells like Lay on Hands or Life boost. The Heal spell works too BTW. Those spells do not have the Concentrate trait. My unexpected discoveries: yes, they really don't have Concentrate! But there's a catch:2- and 3-action variants of Heal do have Concentrate.
Demonskunk wrote: Spontaneous casters have one MASSIVE problem compared to prepared casters in that their spell repertoirs are TINY. As a prepared caster I can theoretically have every spell in the game AND prep them at any level. Tiny compared to what? Have you seen 5e Sorcerers for example (old ones at least)? Because while repertoires are still constrained, in 2e you can get most of useful things for several categories of spells. Even if probably not for all of them. And your comparison to prepared casters is a bit ridiculous when you yourself write that you never know which spells you need for this day. Spontaneous can have a useful spell at any rank and spend all their slots on it. Prepared not only have to know which spell could be useful at this rank they also must know how many times or they would get dead slots. So in practice prepared casters do exactly the same as spontaneous, using mostly the best universal spells. Only they get dead slots when they inevitably guess the numbers wrong.Demonskunk wrote: And the game has hundreds of spells, many of which are extremely situational. Exactly. That's why you ignore all situational. Besides they are not that good most of time anyway. Or play with them just for fun from time to time. Demonskunk wrote: It's difficult to tell at a glance what saves an enemy might be weak against without metagaming. I don't THINK learning save strength is a function of Recall Knowledge? It's exactly one of its functions. You can ask the question "which is the monster's weakest save?" You won't get the number though. Demonskunk wrote: Casting implements only solve part of this because Wands can only be used once per day without risking breaking them and staves are not cheap. (Nor do I fully understand how they work, but that's a different issue). Staves to casters aren't like magic weapons to weapon users, but they can be very important. Especially if you want to widen the repertoire: this is their main purpose. Also use scrolls. Demonskunk wrote:
Cool! Do that! Demonskunk wrote: And I feel like PF2 hates us for that .... the system wants me to be a master planning min-maxxer who tactically assimilates with a hive mind called [party] to perfectly dominate every combat encounter? No, it does not any of those. Of course, a GM could make it so. Which is not the system's problem, but GM's. Demonskunk wrote: I don't enjoy carefully perusing options to build a character. So, don't. Demonskunk wrote: My party struggled to get through battles in Edgewatch with a 6 person team when the general opinions we could find online talked about how easy all the encounters were for many groups. I remember that this AP (older one btw) could be overtuned. So either GM didn't have enough experience to understand this, or it's fully GM's problem and they wanted to make a wringer. You can tell them that the game is too difficult. Thankfully tuning the difficulty is very easily done in PF2.
NoxiousMiasma wrote:
Hey, who's to say there can't be big metal poppets? There already are big sprites, why poppets are worse?
Until you've used it for the ability. Nagaji drink it for the ability, not eat whole bottles/boxes with it.
FlayeSFS wrote:
APs are entirely out of PFS. They are always free-play. GMs (and players) do what they like. So it doesn't matter if the Ring can be found in an AP. What does matter though is that most APs allow GMs to grant players 'chronicles' which players can apply to their normal PFS characters. PFS and AP characters aren't connected mechanically at all (but players can recreate PFS char in AP and vice versa of course, only narratively though, they still are different versions). So if in one such chronicle the Ring would appear, it could be given to a PFS char. But I don't think this has ever happened.
You are trying to break the game again.
Dr. Frank Funkelstein wrote:
This is only relevant if Holy trait and Spirit damage are processed together. If they are not, as it were in the removed errata, then what happens with Spirit damage basically doesn't even matter. ____I am also not sure how to rule in this case. But I'm inclined to account for them separately and allow taking damage from Holy weakness. Spell worked and hit at least. Also, are there such creatures at all, or the question is purely theoretical?
Kitusser wrote:
Yes, yes, exactly! You understand now! And I did that analysis. Well, apart from lore feat, it can be used. Kitusser wrote: But like, to be real. The mechanised nature is so much easier to replicate in another ancestry. Magical prosthetics already exist in the game, this is basically a sidestep from that, even less so because the feat doesn't actually specify anything mechanical in it. Let's get real. Have you actually read Adopted ancestry feat? It's about social things only. No prosthetics, no surgery, no weird science, no even magic apart from learning it maybe. So any argument "but you can change your body!" is absolutely irrelevant. Kitusser wrote: Also wasn't this originally about custom mixed heritage anyway? It was. I just mentioned the feat as an example that Automaton is a very special ancestry. But ScooterScoots couldn't avoid telling me how wrong I am about it. And btw, the start of the thread was about fully cosmetic thing. And I am still ok about allowing cosmetic things. Both mixed heritage and adopted ancestry are very much mechanical issues. They are totally different cases.
ScooterScoots wrote:
I do. ScooterScoots wrote:
You pretend that this feat is some general feat. It is not. It's a feat for a fully (magical-) mechanical ancestry with a very specific lore. So, yes, it's very definite that this eye is because of their magical-mechanical nature. It's just as true as you can't get any of elven adaptability feats (if they exist) or some feats which depend on elven life span through Adopted ancestry. Besides, I didn't include the text "as determined by the GM" for nothing. I, as a GM, desided so, there's nothing to argue about.
ScooterScoots wrote: Automaton mixed ancestry makes plenty of sense. You were i.e. a human soul shoved into an automaton body. That’s literally the lore behind their creation. Makes sense that would sometimes result in the soul retaining some aspects of the ancestry it was before. It's another way around: this is a versatile heritage to Automaton ancestry. And... even that is mostly discouraged right in the ancestry. ScooterScoots wrote: And there are plenty of adopted ancestry feats that make sense, why couldn’t a poppet have an integrated armament? Why couldn’t an elf sorcerer have an arcane eye? None of those make sense because "as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM". And all Automaton feats apart from lore are fully based on their mechanical body. You say, you can get some similar effects from somewhere else? Good, get them from somewhere else. From an elf or a sorcerer in this case.
Squiggit wrote:
In this you are right. I am myself not happy about it. For example I didn't even know/remember at some time that persistent damage was doubled at crits 'like normal damage'. And I still don't like it. It's a tricky rule for just a condition. But we are discussing several things here. There's no question that damage bonuses don't add to no damage effects. And no question that at least most bonuses which adding to Strikes and hits can't add to persistent damage because it is not a Strike or a hit. There may be some that are simply 'damage bonuses', without clarification to what. Those could be more problematic.But still, persistent damage is not normal damage, it's its own new thing. And it was never written that any normal damage bonuses apply to it. When talking about it, rules say: "is a condition", "you don’t take it right away", "you take the specified damage" (not "specified plus relevant bonuses" for example), "This appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type". There's no sign that taken amount (maybe doubled) could be anything else than is directly written. Persistent damage is not part of any 3 standard damage rolls (melee, ranged or spell) and so is not a part of an equation with bonuses. You really need to invent bonuses to it yourself. And when you want it, that's very easy.
KlampK wrote:
They can't give clarifications in the format "yes, the text means what the text reads" for any little and even big thing. They very rarely do confirm obvious things, but they don't like it it seems. Which is understandable because it means just restating the books. And that is a rather senseless action. They've already wrote the books. And people can get confused about anything. Especially when their reading gives them huge mechanical advantages.P.S. Also they most probably won't change Acid Flask because the format 'common effect is in the general desription' was chosen deliberately and most likely to save space in the book and to not repeat the same thing 4 times. Again, I don't think they would give this up.
KlampK wrote:
You asked for a clarification in another topic, but I really don't think any is needed. If a thing doesn't do damage, it doesn't do damage. It doesn't matter that a character has bonuses to damage, because it doesn't do damage. And while Acid flask actually does, I maybe found at least one bomb which deals persistent damage, but not normal one. The result is the same: it doesn't deal normal damage. So bonuses to normal damage don't matter. And btw all bonuses mentioned above are to the Strike or 'hit'. Neither of which is persistent damage.
moosher12 wrote: For example, treating an automaton as a cyborg or a golem could be considered reasonable. Once let a player be a kobold with the automaton mixed heritage to be a clockwork cyborg, for example. Ok, this here looks extremely questionable. I wrote what PFS guide doesn't specify, but what it specifies very well is mechanics. And Mixed heritages is mechanics of character and it's a homebrew by definition (apart from available Versatile heritages). There's no Automaton Versatile heritage. Moreover, Mixed Heritages are explicitly Limited (which almost means forbidden) with this explanation (very understandable): "LimitedCustom Mixed Heritages (page 82) - this requires too much GM overhead to make broadly accessible. The Organized Play team will look to create opportunities to create additional mixed heritages in the future." Is there PFS Boon for Automaton Mixed Heritage? Did the player have it? I can't find anything like this. Another thing, there are a lot of already existing clockwork cyborgs in the system: rare backgrounds Mechanical Symbiosis, Saved by Clockwork (which aren't in PFS) and Sterling Dynamo dedication (which is available in PFS). There are probably more. Also, I admit that there are limits to mine understanding and permissiveness too :) For example, treating a mechanical automaton as a narrative 'cyborg' is ok for me. 'Golems' is more questionable: they are a specific thing in the lore now. On the other hand, if a home campaign uses official lore, I don't think I would allow (homebrew) Automaton mixed ancestry heritage itself: it makes almost no sense. And the only thing Adopted Ancestry feat could give you from Automaton is Automaton Lore feat.
ScooterScoots wrote: I mean it still almost may as well not exist because closing your eyes and just tanking the blinded is usually better vs enemies with serious glare attacks. Especially if you have cat eye elixirs to reduce the flat check. Oh, no. Here I would be a restrictive GM and would give a choice: either you want Cat's eye bonus or close your eyes and be blind. Cat's eye improves vision, no vision - no bonus.
moosher12 wrote:
There's a guide for PFS. And as it maybe expected it says basically nothing about reflavoring (expect for GMs to remove potentionally problematic elements of scenarios like spiders). The most close thing is general phrases like: "we intend that all participants may enjoy gaming in a fun and safe environment. Participants are expected to respect their fellow players and work together to create positive and memorable experiences." So, PC's cosmetic reflavoring definitely isn't forbidden by the campaign rules. GMs which forbid that basically violate at least the spirit of the PFS guide. Players can adress "Venture-Officers" about such problems. Whether this would help or even be considered serious I don't know. They weren't helpful at all when some Oracle characters were or could become basically broken because of Remaster implementation in PFS.
Squark wrote: Yeah, provided you're not trying to finangle some sort of mechanical advantage, PFS is reasonably tolerant of reflavoring in my experience. Tridus wrote:
Thank you, I thought so. And of course I meant complying with mechanics, not trying to change something mechanical because of reflavoring. The thing with stickler GMs I don't understand. PFS scenarios mostly don't even care what and who PCs are. They are Pathfinders, that's all. If you are describing your char as a metal humanoid, who is even going to try to elicit more? Who even has time for this in a PFS game?Well, though I can imagine some scenario concerning automatons having some additions in case a PC is an automaton. And if a PC is not considered automaton by its player and the GM doesn't know, it maybe could cause some disconnect. But still it's not a big problem. Well, shouldn't be.
moosher12 wrote:
Does PFS really restrict reflavoring like that? I don't remember this. Who and what cares how you describe your mechanically automaton character? Crazy players or GMs? "No, I looked into your character list, your PC is an automaton, you got the lore all wrong, change it right now or else!!!" Like this? Because you have to be completely obsessed to try to meddle with someone else's character like this.
Giorgo wrote: I do want to keep my Owlbears though, and I relied heavily on the 1E Bestiary entries on ‘terrain/climate” for populating my encounters, so I need to figure out a 2ER equivalent eventually. Among all the great and useful posts I didn't see the answer to this. I present to you the Owlbear! It's considered legacy content now but it doesn't prevent you from using it. Also you can search for anything else there, there's high probability that it exists in PF2. When it doesn't you can search the same categories (like 'demon') and look for creatures of close levels, maybe it's there by a different name. Or there's some analogue.
Claxon wrote:
But you do have the evidence that spellcasting doesn't require free hands.
Yeah, even if GM for some reason doesn't allow a player to choose sequence of events, they can't cut in the process of starting a turn exactly after a PC ends their Averting Gaze. It must be the first thing to happen, then.
daion_anri wrote:
No. Psychic spellcasting does not remove any traits of any spells. It does not remove any traits from an action of casting a spell either - if the spell had manipulate and concentrate traits it still has both of them. Needing to say incantantions is outside of the trait system. So there's no narrative issue whatsover. You can cast Bullhorn or Wails of the Damned in Silence zone using Psychic spellcasting (or Subtle spell feats I guess). But both of these spells just won't work after that because of the Auditory trait:"Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. "
Tridus wrote:
1. I don't see any connection whatsoever between 'your unarmed attack bonus' and any form attacks. It doesn't exist. But whatever, it was already discussed before I think. 2. Why is this the point though? Why not 'make forms good for all casters and better for more specialized'?
Tridus wrote:
Why STR though? "Your" unarmed attack is finesse and can use DEX.
pauljathome wrote: It also applies if you downcast. Which is generally a really bad idea admittedly but at least you get the +2 status. If by downcasting you mean casting obsolete form spell (even of the same spell rank) then yes. I suspect it was the actual idea behind this rule - to make using old forms not completely terrible but just very bad. Not making Fighter a better shapeshiter than Druid.
Finoan wrote:
Mutagenist's "If you have more than one drawback due to Combine Elixirs or a similar ability, drinking the vial suppresses one drawback of your choice." means that it's possible to have "more than one drawback due to Combine Elixirs". No, it's not only about Mutagenists because the feat is general, for everyone, even for dedicated alchemists. There's nothing to state that it's working differently just for Mutagenists. It's rather silly to argue that mentioned drawbacks aren't about drawbacks of mutagens when probably the only elixirs that have drawbacks are mutagens.I think that the ability does what it says it does: it combines two elixirs which can be mutagens. It's a very specific rule btw. Also Mutagenist discovery at 13th level doesn't require the feat and works when just drinking mutagens sequentially. No, I don't think it prevents the feat from working as written.
Claxon wrote: I don't think it's unreasonable if a GM rules you need to be able to touch them with your hand. But you can touch them with your hands. They are just holding a weapon at the same time. Not really a big problem even if a bit awkward. Nothing says you need to touch them with an open palm :)
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