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![]() Is there a dedicated thread for APG errata? I looked but couldn't find one. My erratum: create demiplane is an 8th-level ritual that costs 800 gp in precious materials. 800 gp seems awfully low for 8th level. Worse, heightened to 10th level it costs 20,000 gp. That's one hell of a jump. I suspect there was a typo and the cost for the base ritual was meant to be 8,000 gp of materials. ![]()
![]() Slings have a listed "hands" entry of "1" not "1+". So if I have a tower shield totally occupying one arm/hand and a sling in the other hand, I can use and reload the sling with just the hand I'm holding it with? I'm having trouble visualizing how this is supposed to work, making me uncertain that I understand correctly. ![]()
![]() Playing around with a backstory where the character first came to Absalom as a teenager to take the Test, then ended up becoming a Pathfinder. First I assumed they backed down from the Test, but then it occurred to me that maybe they took it, passed it, and got some minor wealth that they subsequently drank/gambled away. Other than needing a plausible way for them to cross the chasm, are there lore problems with this as backstory for a 1st-level character? The pathfinder wiki claims "The trials in the Test of the Starstone are set specifically for each individual that takes the Test, depending on their fears, strengths and weaknesses." I figure that means low-level characters can stand a chance too. (Ideas for something more interesting than 'minor wealth' that they can be given by the Starstone and then squander pregame are also solicited.) ![]()
![]() The APG introduced the Acrobatic Performer skill feat: APG p202 wrote:
At first I mistakenly thought you could make a living with this, since you can with Performance, but the Perform action is not the Earn an Income action, so you can't use Acrobatics with it. Which is a shame, if "performing" with Acrobatics is reasonable then making a living with it should be too. But the Bargain Hunter feat establishes that being able to Earn an Income with an unusual skill is worth a skill feat in its own right, so I understand why they couldn't just toss it in. So I propose a new skill feat building on it. PROFITABLE ACROBATIC PERFORMER [FEAT 1]
Are the thought and implementation there reasonable? If the Acrobat background is tweaked to allow the player to choose Acrobatic Performer instead of Steady Balance, a PC could make a living with it from level 2, or level 1 for a rogue. ![]()
![]() Some of the monk stances make reasonably clear that you need to be using your arms (crane) or legs (dragon). Others don't. Is there a default? Should you pick either "hands" or "feet" when you take the feat and stick to that thereafter? Particular case: say I'm in Mountain Stance and my hands are both occupied, one with a shield, one with a grabbed opponent whom I wish to Strike. Since I'm in Mountain Stance I can only Strike with "falling stone" attacks. Can I make those with my feet/knees? I'm pretty sure the answer is undefined and the question should go in the errata thread, but I thought I'd solicit others' thoughts first. ![]()
![]() The purpose of this thread is to collect likely errata (mistakes, typos, etc) in the recently released "Gamemastery Guide: Monster and Hazard Creation," a partial release and preview of the true, forthcoming GMG. The point of collecting them is to make life easier for the devs. Therefore, errata reports here should not be disputed here as that doesn't make life easier for the devs but does clutter the thread. If you can see that someone's report is somehow bogus, rest assured the devs will see that too, and leave be or dispute elsewhere. Thank you. ![]()
![]() Some or all of the Lost Omens World Guides archetypes are Uncommon, with Access like "You are from Absalom." Outside PFS, is there any decent definition of "where you're from"? Do I have to have been born in Absalom to be from there? Or to have lived there in recent years? Or both? If it's not by birth, can I be from more than one area? ![]()
![]() One of Pharasma's three edicts is "strive to understand ancient prophecies." Isn't this edict totally obsolete in the Age of Lost Omens, when prophecies are no longer valid? Are you supposed to study them anyway and figure out what should have happened / been going to happen? I don't see this as having any noticeable impact on game, I'm just wondering what lore I might be missing. ![]()
![]() When you use Survey Wildlife to Recall Knowledge about the creatures whose marks you've seen, what skill do you roll against? Does the GM use whichever of Arcana/Nature/Religion/Occultism the creatures fall under, or do you use Survival (making SW much more useful)? Or does only Nature ever apply and you'll just fail to identify non-Nature creatures? ![]()
![]() One, why does Shadow Hunter (feat 18) say
Shadow Hunter wrote: While in natural terrain, you're always concealed from all foes if you choose to be, except for your hunted prey. Shouldn't you be better at hiding from your hunted prey, if anything? Two, To The Ends of the Earth (feat 20) reads like you would might use it to track your prey for weeks or years. But it relies on the creature remaining your prey, and
page 168, Hunt Prey wrote: You can only have one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. So if you try to follow your prey to the ends of the earth and it takes more than a day, you have to refrain from conducting daily preparations until you catch and take down your prey. According to the definitiion on page 480, daily prep includes regaining spell slots, regaining focus points, donning armor and equipping weapons and other gear, and investing your magic items. I guess it's a good thing rangers get the ability to sleep in their armor at 19th level.... But all their items will have de-invested and they can't re-invest them. That's going to be totally hosing. So am I misreading or miscalculating somewhere, or are you supposed to go to the ends of the earth in a single day, or does the feat really need a line about how your prey remains designated throughout your hunt now? (Actually I'm not sure why your hunted prey designation should expire at daily prep in the first place. How does this contribute to the game?) ![]()
![]() Is the Ride feat necessary, helpful, or useless outside encounter mode? Without it do you have to roll to Command your horse to keep going every once in a while in exploration mode? I'm trying to figure out whether a character who'll dismount to fight ought ever to take it. EDIT: I'm thinking of a normal riding horse or warhorse here, not an animal companion, if it matters. ![]()
![]() If you have a high proficiency in some (non-Lore) skill, can you Earn Income by teaching it to NPCs who are less proficient? The CRB makes it a big deal to use a non-Lore/Craft/Performance skill this way;
CRB page 236, Earn Income wrote: In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pick pockets. If you’re using a skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher. But it seems to me that using a skill to teach that skill should always work, and moreover in a decent-sized settlement you should find potential students for many/most non-Lore skills. So, can I use Athletics to teach athletics, or would I need Athletics Lore? Or maybe I need Teaching Lore and Athletics? Realistically I should be able to teach it with just Athletics but get lower DCs with Athletics Lore or Teaching Lore. ![]()
![]() human feat Unconventional Weaponry wrote:
Say a human monk wants a long-range option. If they want the halfling sling staff (uncommon martial weapon with the halfling trait), they can use Unconventional Weaponry to gain access to it and treat it like a simple weapon for proficiency purposes, which means they'll get to expert at 5th and master at 13th. OTOH, if they want a longbow then Unconventional Weaponry can't help them, because it's a common martial weapon and U.W. only lets you choose uncommon weapons. Does this seem wacky and maybe even unintended to anyone else? Being able to select uncommon but not common options strikes me as like being proficient in martial weapons but not simple weapons---it shouldn't happen. But maybe I'm biased by my desire to build a monk with a bow who gets past trained reasonably quickly (elven weapon familiarity + elven weapon expertise will do it, but not til 13th). ![]()
![]() In PF1 there were a lot of threads in the General Discussion forum. In PF2 90+% of them (really! look!) are being moved to other forums, often to my surprise. So, like, what's up with that? It seems like either the posters or the moderators are basically doing something wrong now. Unless General Discussion is no longer really meant for actual discussions to take place there and is just where you start a thread when you're not sure where it belongs and want that decided for you.... ![]()
![]() Within the past week or so I've had this issue a few times: I submit a post and am shown the same trailing posts as before (i.e. without mine). I can go to an overview page and it shows Last Post by Fuzzy-Wuzzy correctly, but going to the thread still doesn't show the new post until a minute or two after I posted. Previously my submissions always showed up immediately. ![]()
![]() For a week or two now I've been noticing that some threads are shown (in flattened mode, if it matters) as having one less post than they actually do. For instance, as of this moment this thread has 3 posts but the Posts column claims 2 posts for it, while this thread has 2 but claims only 1. I haven't noticed any errors that weren't off-by-one or were in the other direction. Just something to think about in your copious spare time! :-) ![]()
![]() I habitually browse the forums in flattened mode, and 1st & 2nd edition Rules Questions forums both show up as just "Rules Questions". Often I can guess which a given thread is from the title, but it's still kind of annoying. Any chance they could get a relabelling like General Discussion did (presumably to Pathfinder First Edition Rules Questions and Pathfinder Second Edition Rules Questions)? When the heat dies down, of course. ![]()
![]() Whether by the Starstone or more mysterious means, some mortals become gods. How does anyone on the Material Plane find out this has happened? Does everyone get to know, or do a select few spontaneously become their clerics and start spreading their word, or what? If it's different for each of the Ascended, what's it been for the ones so far? I'm mostly wondering whether this is at all explained / hinted at somewhere in the actual lore, but imaginative suggestions are welcome too! ![]()
![]() My search-fu is failing me. If a monster uses the push/pull monster ability on someone, or an eidolon uses the push/pull evolutions (basically the same as the monster abilities) on them, does the victim get an attack of opportunity? The use of push/pull is consistently described as a combat maneuver check. CRB: Combat Maneuvers wrote: Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. The similar monster grab ability specifies it is used "without provoking an attack of opportunity" (though the grab evolution doesn't say that). The push/pull entries say no such thing. OTOH, someone could argue that push/pull are not actually combat maneuvers, just something very similar that is implemented as a combat maneuver check. So... which way is it? (Please don't say "ask your GM" as I am the GM and I've been waffling over it.) ![]()
![]() As I understand it, gnomes are subject to the Bleaching because their fey ancestors came from the First World where they had First-World-y experiences all the time, and the experience of living on the Material Plane doesn't measure up. It can't nourish their spirits, or something. But don't all fey in Golarion trace their lineages (if they bothered to keep track) back to the First World? Why are brownies, famous as homebodies, not Bleaching left and right? Alternatively, if we consider Golarion fey the normal case, what the heck is wrong with gnomes that makes them so... spiritually fragile? ![]()
![]() Break Enchantment wrote:
I don't understand the game design motivation behind the cap at +15. Why should a 20th-level spellcaster have a harder time breaking a CL 20 enchantment than a 10th-level spellcaster has breaking a CL 10 enchantment? Lots of spells have similar caps on how much damage they do, but that's because (I think) at higher levels you're supposed to use a higher-level damaging spell. But there is no greater break enchantment to use. Is there some way in which a lack of CL cap here would break high-level play that I'm not seeing? ![]()
![]() I have "digital content updates" set in My Accounts. In My Downloads I see "Pathfinder Playtest Rulebook Updates" (which I've downloaded three times, for Updates 1.0, 1.1, and 1.2) as a single item, last downloaded Today, last updated Today. Shouldn't I get getting automatic email notifications when this item updates, i.e. today at Update 1.2 and two weeks ago at Update 1.1? ![]()
![]() Assume I'm capable of crafting, say, a greater cloak of elvenkind or a bag of holding type III from scratch. If I happen to have a cloak of elvenkind or bag of holding type II already, can I upgrade them by Crafting the difference in cost, instead of Crafting from scratch? Do the rules address this one way or another? ![]()
![]() Consider the following alternate rules for crits:
Now, this does change the possible spectrum of outcomes; you can be so good at a task that you auto-succeed, or even auto-crit-succeed, against a particular DC, and similarly for being so bad you auto-fail or auto-crit-fail. Personally I think this is OK, and possibly even a good thing in its own right. Thoughts? ![]()
![]() Some kits and tools exist in regular and expert versions, with expert giving a +1 item bonus to whatever; some exist in regular, expert, and master (+2 item bonus). I think all the ones that exist in regular & expert should also exist in master & legendary (+3 item bonus, of course). For instance, doesn't a legendary bard deserve a legendary instrument? Since none of them have legendary versions I presume there's a reason behind the current setup, but I can't fathom it. ![]()
![]() Playtest Bestiary page 5 wrote:
I don't see why someone swimming upstream should have their movement cut to half (or a third) in addition to being carried along by the current. Being difficult terrain should be a function of the water's turbulence, not its movement. ![]()
![]() I can't find anything to tell me whether or not the PF1 FAQ about casting manifestations holds in PF2. If it does, I really think it needs to be in the CRB and not left to a FAQ this time. If it doesn't hold on the grounds that all spells/powers have non-zero casting actions associated with them that can be noticed, I suggest that fact be an actual rule and not just something that happens to hold true until a splatbook accidentally violates it. ![]()
![]() Playtest Rulebook pg 323 wrote:
As I read the second bolded part, if you're suffering 1d4 persistent fire damage and someone inflicts 1d6 persistent fire damage on you, you're now suffering 1d6 persistent fire damage, not 1d6 PFD + 1d4 PFD or anything like that. But that's because 1d6 is clearly greater than 1d4. What if the two PFDs are 1d6 and 1d4+1, or 2d4 and 1d8? Which one wins? Or do you perhaps keep track of the 1d6 and the 1d4 PFD in my first example after all, and roll each of them each round and suffer the higher damage? That would be unambiguous, but if so then the second bolded part above needs rewriting, as it seemingly flat-out contradicts that interpretation. This would also make persistent damage considerably stronger, as you could re-inflict the same effect enough times that the victim would be almost sure to take the max possible each round. ![]()
![]() So since (as I understand it) SLAs are now categorized as spells, does having them count as having a caster level for prereqs of feats, prestige classes, etc? I.e. is this FAQ implicitly reversed? Personally I prefer having racial SLAs not allow early entry to prestige classes, but I don't see how to prevent it in PF2 (and of course many people don't want it prevented). ![]()
![]() Pathfinder Unchained describes Lore as
Pathfinder Unchained wrote: You possess a specialized area of knowledge, generally narrower than that of a full-fledged scholar. and Pathfinder Unchained wrote: A Lore skill must be narrow—far narrower than the most relevant Knowledge skill. The broader the scope of a given category of Lore, the shallower your knowledge is on that topic. If you know about taverns in a wide region, you know less about each of them than you would if you had Lore in taverns of a specific city. To me that means that Lore(elven history) should give you narrower but deeper expertise than Knowledge(history). A question about elven history should be easier to answer with the former than with the latter, and a high roll should give more tidbits of information. But the rules don't seem to work that way.
Pathfinder Unchained wrote: Lore skills use the same DC scale as Knowledge skills: DC 10 to answer easy questions, DC 15 for basic questions, and DC 20 to 30 for really tough questions. In many cases, Lore can substitute for a Knowledge skill, such as Lore (elven history) filling in for Knowledge (history) in a check involving elves. There doesn't seem to be a provision for specifying that the difficulty of a question depends on what you're using to answer it. The particular case that prompted this is a PC wanting to max out Knowledge(local) because it's useful and also to take Lore(storm giants) because he has storm giant ancestry, but I'm interested in the general case. How do I finagle things to get what I want? Right now the best idea I have is to multiply a Lore check by some factor set when the skill is taken that reflects how specific it is, defaulting to two. That effectively turns "really tough" questions (DC 20-30) into easy-to-basic questions (DC 10-15). It also means that while getting a 30 on Knowledge(local) to get the abilities and weaknesses of a storm giant (CR 13) gets two pieces of info, the same result on Lore(storm giants) gets at least eight. I'm not sure whether that's the appropriate amount. How have other people dealt with this? ![]()
![]() What is the reasoning behind paladins' divine weapon bond's list of properties that can be added? FTR, the core paladin can use axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, speed. Some archetypes/oaths modify this, but not much. What makes flaming holier than frost and shock? Why can't they add ghost touch? And the warpriest's equivalent list is actually more restrictive because there were so many more properties in existence when it was written. There are certainly properties I wouldn't want to let paladins/warpriests add.
But with those exceptions specified, would it really be OP to let paladins and warpriests add any properties they feel are appropriate for their personal holiness? ![]()
![]() I'm trying to write a generalization of smite evil that covers all the published variants and can expand. The Kraken Slayer archetype has
Kraken Slayer wrote: Smite Deepest Evil (Su): This functions as the smite evil ability, but the kraken slayer does not get a bonus of 2 points of damage per level on the first successful attack against any creatures other than evil creatures with the aquatic or water subtype. She gains a bonus of 2 points of damage per level on all smite attacks made against evil creatures with the aquatic or water subtype. The Question: If I changed "with the aquatic or water subtype" to "native to water" (so that I could immediately generalize to other ranger favored terrains), how many beasties would get brought in or left out by the change?![]()
![]() From the Banishing Warden paladin archetype:
Banishing Warden wrote:
To me the bolded sentence reads that the creature takes the extra damage only if the dismissal succeeds, and takes it only after returning to its home plane. Am I misreading? Or is there a point to this that I'm not seeing? ![]()
![]() buffering cap wrote:
Say I want a better cap. This isn't PFS, so I can combine magic items. I combine a buffering cap with... another buffering cap, so it functions twice a day. What is the price of the "combined" item? It certainly doesn't fall under "multiple different abilities," but it's not a slotless item with multiple similar abilities either. Do I just double the normal price?
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