How it's Played did a segment on this as well. I agree with his analysis, but I find it a bit lacking in that he doesn't really give a basis for how he identifies instances or pools of damage.
Full disclosure, this is Dave from "How It's Played", and that's exactly what I'm trying to clarify in my next video. ("FunkamusPrime" has been my nerdy internet name since long before I made the YouTube Channel, and I don't see a way to change my user name here... and didn't want to risk breaking a rule by making 2 accounts, so I've kept using this one).
Anyway, the way I define it to myself has been that each damage type is its own "Instance" or "Pool" of damage, regardless of what effect generates it. See my example at the top that illustrates why it's important that the damage types be a pool separate from the effects that cause them.
Just wanted to check with the community and make sure I was correct about that before posting my next video.
Just want to make sure I have this correct. I haven't been able to find a strict definition for "Instance of Damage". Would it be fair and correct to say that each Type of damage applied by an attack is its own instance?
For example, a Red Dragon Instinct Barbarian is raging and strikes an enemy (which has Weakness 5 to fire) with a +1 Flaming Battle Axe. So this does 1d8 Slashing+2 Fire (Rage)+1d6 Fire (Flaming Rune). By my understanding, there are two "instances" of damage here... Instance 1 is 1d8 slashing damage and Instance 2 is 1d6+2 fire damage. The fire damage would be added together into its own instance even though it comes from two different sources. And therefore, the weakness to fire would only be triggered once for +5 damage instead of twice for +10.
Do I have that correct? Thank you all for your help!
Just want to make sure I understand this before I embarrass myself. Please see the examples below, all of which deal with attacking a Shadow Demon (Invidiak). Below are its weaknesses and resistances:
Weaknesses: Cold Iron 5, Good 5
Resistances: All 5 (except force, ghost touch, or positive; double resistance vs. non-magical)
EXAMPLE 1: Cold Iron Longsword: rolls 9 points of slashing damage. +5 due to Cold Iron weakness = 14. -10 for non-magical. Final damage = 4.
EXAMPLE 2: +1 Cold Iron Longsword: rolls 9 points of slashing damage. +5 due to Cold Iron weakness = 14. -5 for resist all. Final damage = 9.
EXAMPLE 3: +1 Shock Cold Iron Longsword: rolls 9 points of slashing damage. +5 due to Cold Iron Weakness (applies to the physical/slashing damage). -5 for resistance to slashing. Total Physical Damage = 9. Rolls 6 points of electricity damage. -5 for resistance to electricity. Final Electricity Damage = 1. 9 Physical Damage + 1 Electricity Damage = 10 final damage.
EXAMPLE 4: +2 Striking Ghost Touch Shock Longsword: rolls 13 points of slashing damage. No slashing resistance thanks to Ghost Touch. Rolls 4 points of electricity damage. No electricity resistance thanks to Ghost Touch. Final damage = 17.
Examples 3 and 4 are the ones that I'm a bit unsure about. Especially with not applying resistance to the electricity damage in example 4. Not sure if Ghost Touch applies to both instances of damage or just the physical.
Just wanting to make sure the 8-square version of the troop can fit through an area that is 3 squares wide and isn't still treated as gargantuan in that respect.
Also, would I treat that 8-square version as taking the 3x3 area, or would I need to keep track of which of its squares is not occupied while moving? In case the terrain is such that it can skirt difficult terrain by allowing only the unoccupied square to pass over it. Or would I say, "This troop moves as if it was one huge-size creature and if any of its 9 squares hits difficult terrain it is slowed..." And it doesn't matter that one of those squares is technically unoccupied.
Troop Movement for a City Guard Squadron says: "Whenever the city guards Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the guards enters difficult terrain, the extra movement cost applies to all the guards."
When the squad is reduced to 25 HP it only takes up 8 squares. At that point, since it is smaller than a 3x3 area, does it now move as if it was a Huge-sized creature? Or does the squadron still move like it was Gargantuan?
Need help pricing uncommon rarity formulas. The Grand Bazaar includes stores that sell Snare Formulas (Bellwether Lodge, for example). The book has the statblocks for the snares, including the price used when crafting the snare, but not a price for the snare's formula. And all of them are uncommon rarity, which (I think) means the table on page 293 of the core rules does not apply.
So how do you determine the cost for these formulas?
The core rulebook says, "Your reactions let you respond immediately to what’s happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens."
Let's say the GM allows you to use a Reaction before your first turn in combat. Do you then get another reaction provided to you at the start of your turn... or did you just get access to that Reaction sooner than normal when acting before your first turn in combat, and spent it... so you would have to wait until the start of your turn in the second round before you get another Reaction?
1) When a Wizard is first rolled and selects spells for their spellbook it says, "You choose these from the common spells on the arcane spell list from this book (page 307) or from other arcane spells you gain access to."
Specifically, "from this book". I assume they can choose any level 1 common-rarity spell regardless of its source... provided it is listed as being the Arcane tradition.
2) It later says, "Each time you gain a level, you add two arcane spells to your spellbook, of any level for which you have spell slots."
No mention of rarity. So, when a wizard levels up and adds 2 more spells to their spell book, can they be of any rarity and from any source? I assume this is not the case and it follows the same rules as when first creating the spellbook, but would like to confirm.
I have two credit cards associated with this account -- one of which is used for all of my Paizo subscriptions. I would like to move all of those subscriptions to the other card. I could not figure out how to do this on my own... can you please assist?
I am interested in purchasing the Mengkare Premium Miniature, but want to confirm the shipping costs are accurate. It appears that if I order the miniature by itself, the cheapest shipping option is $33.72 and if I combine it with my next existing order (#36291770) it's $72.93?
I live in Virginia... that shipping cost for one miniature (although a large one) seems excessive. Can you please confirm it is accurate?
Why do cantrips have levels listed in their descriptions? For example, Guidance is listed as "Cantrip 1". I get that you heighten them automatically, but this listing in the description seems to indicate a minimum level, which I've never seen for a cantrip. Are there any cantrips that aren't 1st level?
Is there anything in RAW that says a spell effect must be within range to sustain it? For example, if I cast False Vision... do I need to stay within touch range of the original effect to Sustain it? Or a Light spell... say I cast it on an ally's shield and the party splits. Can I extend the duration as part of my next daily preparations if that ally is no longer in range?
My players will begin repairing the Citadel soon. Does there exist a "clean" map of the fortress that they can fill in? Like, "we'll put this room here and that room there?"
"No one remembers Watchmen was delayed a year. They only remember it was awesome." Don't know who originally said that, but it's fitting. Take the time you need to do it right, Paizo.
I feel like there must be something about this in the adventure that I'm just overlooking... but once the players take ownership of the citadel, what is to become of its current inhabitants?
Spoiler:
I expect they'll give a portion of the stronghold to the goblins.
They befriended the "Mitey Dragons" Pib and Zarf... and I expect they will not take well to being told to leave their lair.
And the bugbear on the ground floor... my players came to a peaceful truce with her. I doubt it'll stay peaceful when they move in.
What thoughts do you all have regarding the goblins, kobolds and the bugbear? I expect the players will want to keep good relations with the three groups, but taking ownership of the Citadel may get in the way of it. I can even see a scenario where they say they don't want the fortress and hand the deed over to the goblins.
As the title says... how does mail work in the campaign setting? Are there "Ravens" carrying mail like GoT? Or some other fantastical method of getting a letter from point A to point B? Or is it all couriers on horseback?
How does initiative change when an animal companion is reduced to zero hit points? Typically, when a PC, companion or significant NPC is reduced to zero HP, their place in initiative is moved to immediately before the turn in which they were hit.
I assume this means when an animal companion is reduced to zero HP, the player controlling them moves their initiative as a result of their companion being knocked out.
Is that correct? Is there text I'm missing that would suggest Animal Companions do not have their initiative changed... because doing so would impact the player too?
Suppose I have a flaming longsword that deals 1d8 slashing damage and 1d6 fire damage. If the bard in my party casts Inspire Courage, which grants a +1 status bonus to damage rolls, do I add that to both the 1d8 slashing and 1d6 fire... for a total of plus 2? Or is the weapon damage of 1d8 slashing the only "Damage Roll" here?
Thanks! Just out of curiosity, where are you pulling that quote from? Every source I can find for Inspire Courage says, "You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects."
Suppose I have a flaming longsword that deals 1d8 slashing damage and 1d6 fire damage. If the bard in my party casts Inspire Courage, which grants a +1 status bonus to damage rolls, do I add that to both the 1d8 slashing and 1d6 fire... for a total of plus 2? Or is the weapon damage of 1d8 slashing the only "Damage Roll" here?
So, my last session ended with every player unconscious (but stable) in Altaerein's Vaults (Chapter 3 of Hellknight Hill... they aggroed more than intended and were ultimately defeated by the boggards and charau-kas from areas B6 and B7).
The decision was made to roll an all-new team that would be contacted by Helba, Warbal and Greta to go investigate the missing first party. The idea was that eventually the second party would rescue the first and then each player would pick between the surviving pool of PCs to make a new party.
But the question is... what happened to the first party after they were defeated? I don't want them just killed off, nor do I want them to be found bound and gagged right where they were defeated. That's too easy.
Where would you all recommend the second party find the first?
Actually I'm looking for non actual play discussions. Only know direction really fits. There was also a great pathfinder Academy show but they seem to be on a hiatus.
Shameless Plug -- I have a YouTube Channel that covers Pathfinder.
The listing for Crafting Scrolls says, "You have to either Cast that Spell during the crafting process, or someone else must do so in your presence... The caster has to provide any cost of the spell."
And the listing for Crafting Wands says, "You have to either cast that spell during the process, or someone else must do so in your presence... The caster doesn’t need to pay any cost of the spell."
Okay... so if you're making a scroll you need to pay any associated costs with the spell being cast. And if you're making a wand, you cast the spell without needing to pay the cost of the associated spell. Seems odd, but at least that's clear to understand.
But what if the item you are crafting calls for a spell to be cast, but isn't a scroll or wand? Does the caster need to provide the cost of the spell or not?
I appreciate everyone chiming in, and think this is a fine example of why we need an official answer. 4 people have 3 different answers to the same question, and all of them seem completely reasonable in their own rights.
That said, I did notice that in Hero Lab (which is quasi-official?), you can purchase Scroll Forumulas, but they're strictly named by level. "Scroll Formula (1st)", "Scroll Formula (2nd)", etc. In its system you do not specify the spell's name... only what level it is. Which gives some tiny credibility to answer A.
Under Avoid Notice it says, "If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you."
So you roll a Stealth Check and compare it to the Perception DCs of creatures you pass while Avoiding Notice. With regard to "and to see
if the enemies notice you", does this mean that when an encounter begins you do not roll an Initiative Check and instead use the Stealth Check you already rolled for your initiative? Or does it mean you roll Stealth again and use it both for initiative and to see if anyone detects you after the encounter begins?
I've seen a lot of comments from the player-base about this (on both sides of the fence), but would really love to hear from an official source how it is intended to work. Thanks.
If I want to scribe a 5th level fireball scroll, which of these is correct?
A) I need a formula called "Level 5 Magic Scroll" (can be used for any 5th level spell)
B) I need a formula called "5th Level Fireball Scroll"
C) I need a formula called "Fireball Scroll" (used for level 3+)
If an animal is not combat-trained, it becomes panicked at the start of combat (Frightened 4 and Fleeing). The core rulebook says, "If you successfully Command your Animal using Nature (page 249), you can keep it from fleeing, though this doesn’t remove its frightened condition."
Does this mean if the player uses Command an Animal for any reason with the animal, it stops fleeing?
For example, a player has a frightened dog and wants to command it to stride to a certain location. Do they spend one action and use Command an Animal once and the dog stops fleeing and strides as commanded... or does the player need to use one action to Command the dog to not flee, and then a second action to Command the dog to stride to the desired location?
And how long does the animal not flee? It says, "keep it from fleeing", not "removes the fleeing condition", so would the animal then try and flee on the next round if not Commanded again?
You could also start Encounter mode before the players enter the area to keep track of the round by round actions.
This all makes sense, and is simple to follow. But I just want to make sure I understand the rules by RAW.
Avoid Notice says "You attempt a Stealth check to avoid notice while traveling at half speed," which would mean one Stealth check when "traveling", or in this case when the PCs enter observation range of the goblins. And then the text for Avoid Notice goes on to say, "If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you."
And the entry for initiative states, "Rolling initiative marks the start of an encounter."
So it seems strictly by RAW, the "start of an encounter" is when initiative is rolled. Therefore, it would be one Stealth check for the Goblins to see if the PCs notice them when they enter the general area. And then another Stealth Check is rolled for initiative when the GM calls for initiative to be rolled. Which could be with the PCs being at the edge of observation range if one of the Goblins failed their initial Stealth check or, if they all succeeded, it could be much closer depending on wherever the goblins decide to spring their trap.
One thing I would like to see is that I noticed on occasion you re-upload videos to fix a specific error, but don't specify what the error was. Would you be able to add in the description of the new video what was changed?
I may have missed one, but I thought I did exactly this. I place three asterisks in the description of the new video followed by what was updated.
I'll have to go back and see if I missed one and correct. Thanks!
If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
Based on this, the goblins should have rolled against the PC's Perception DCs to determine whether they are noticed. Then, if they are noticed, the party rolls initiative, but the goblins do not reroll. If they aren't noticed, the goblins keep the high roll they got and the PCs roll initiative, and presumably the goblins start in a more advantageous position. The passage suggests the roll to sneak up on the party is used as their initiative either way.
Just for clarification... is "the start of an encounter" determined by when initiative is rolled? As in, the transition from Exploration Mode to Encounter Mode? If so, then it sounds like the goblins using Avoid Notice would roll Stealth again and use that total both as initiative and again compared to the players' Perception DCs to determine if the players notice them after initiative has been rolled.
If that's correct, then it would be goblins roll Stealth vs. Perception DCs when the players enter their general area, they win those checks and wait for the players to walk closer, and then spring their trap. This would be "the start of the encounter" and the transition from Exploration Mode to Encounter Mode.
The goblins would then roll Stealth again and those totals would be both ranked with the players' Perception Rolls to determine the initiative order and would also be compared again to the players' Perception DCs to determine if the goblins are still Undetected after initiative (at the start of the encounter).
Thanks for all the responses, everyone. This has been very helpful.
Just to make sure I'm wrapping my head around this correctly, here are a couple more example/questions:
1) Goblins win Stealth vs. the players' Perception DCs. For initiative, one of the players Rolls Perception higher than the goblins' Stealth Checks. That PC acts first. Can he attack the Goblins because he won initiative, which was his Perception being higher than their Stealth? Or Does he get to act first, but cannot do anything in relation to the Goblins because they beat his Perception DC and therefore are still Unnoticed and Undetected by him? If that's the case, I imagine he couldn't even take the Seek Action to find the Goblins as they are still Unnoticed.
2) Goblins win Stealth vs. the players' Perception DCs. They players then roll initiative. One of them is able to roll Survival instead of Perception and beats all of the goblins' Stealth Checks. That player gets to act first. Unlike in the example above, succeeding on the Survival Check means the player saw tracks that alert them there are Goblins in the area. That makes the Goblins Undetected but NOT Unnoticed, and this player would be allowed to take the Seek Action on their turn to try and spot the goblins before the goblins get to act. Is that all accurate?
Players are traveling down the road and goblins are hiding ready to ambush them. They PCs have made it clear that they are suspicious, alert and keeping a watchful eye for danger.
When they enter the general area where the goblins are hiding, the GM rolls Perception Checks in secret challenged by the goblins' Stealth DC +2 for cover.
Let's say one of the PCs succeeds and spots the Goblins. Combat begins and the GM calls for Initiative.
Do the PCs roll Perception for their Initiative, or does the GM use the Perception Checks rolled to spot the goblins as their initiative scores?
Do the goblins still roll their Stealth for Initiative? Or do they lose that option when they are spotted?
Does it make any difference that only 1 of the players spotted the goblins? In other systems the rest of the party would still be surprised, but here I'm not 100% sure how things should unfold.
Now that I'm actually thinking about it, there is no requirement that a skill check be made to understand how to disable a mechanical trap. Instead, that's included in the Thievery Check. If you fail or critically fail the check it could be because you thought you understood how to disarm it, but were wrong.
The same could apply to the Counteract Check that is rolled with Dispel Magic, which is "more powerful magic".
And some magic traps might allow Identify Magic or Recall Knowledge to be used to disarm them, but that would be noted in their stat blocks.
Perhaps they're just reinforcing how little information is provided by Detect Magic.