Suddenly clicking on most product threads takes me to the Paizo Golem with this message.
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I'm on an iPhone 11 and using Safari. It doesn't seem to be a problem in the other forums.
It also lets you add the Item Bonus from your Handwraps to the Athletics Check.
Blaming Paizo because you are spending money at other companies is weird.
Huh, so they aren't. For some reason I was convinced that had changed that in PF 2. Makes Monks taking Fighter dedication and vice versa a tad less synergistic.
Yes it does, but Monastic Weapons can help. Those weapons can benefit from Monk abilities like Flurry and Ki Strike and as weapons can also utilize a number of abilities from Fighter (or other classes).
Double Slice requires two melee weapons to work. Shields with bosses or spikes attached definitely count as melee weapons,...
I think it is important to use precise language here. A Shield Boss or Shield Spikes don't just count as weapons. They are weapons. But neither of them makes the shield itself into a weapon. They are real weapons that are attached to a shield which is not a weapon.
...same as your fists, which are listed as the only melee weapon in the 'Unarmed' category, and one of the weapons of the 'Brawling' weapon group.
As Aratorin points out, fists are explicitly not weapons.
It is a bit silly, but you could argue that the items listed in the weapons list after Fists are merely 'weapons attached to your fist'. ...
It's not 'a bit silly.' It's just wrong. Hands are not fists, fists are not weapons, and only the shield boss and shield spikes have the Attached property.
The rules aren't contradictory, but they are complicated. The best approach to understand them is to take things one step at a time rather than trying to grasp the whole process at once.
Step 1: Druids get a Focus Pool of one Focus Point as part of their Druidic Order class feature.
Current total: 1 Focus Point
Step 2: Basic Bloodline Spell states that "If you don’t already have one, you also gain a focus pool of 1 Focus Point." You do already have a Focus Pool so you don't gain a second Focus Pool with 1 point. Instead, the general rules tell you that you add 1 Focus Point to your already existing Focus Pool. (Just like the Healing Touch example that you cited.)
Current total: 2 Focus Points
Step 3: Advanced Bloodline states that you "Increase the number of Focus Points in your focus pool by 1." So you get one more Focus Point.
Current total: 3 Focus Points
So you end up with 3 Focus Points at the end of this process. Your Focus Pool can't be increased any more.
CRB, p. 446 wrote:
When you use a Strike action or any other attack action, you attempt a check called an attack roll.
Courage Mind wrote:
Thanks guys. I have to admit though, I got a little confused with the distinction between innate cantrips and innate spells. As far as Arcane Tattoos feat is concerned, are the spells mentioned considered innate cantrips of innate arcane spells?
They are both Innate Cantrips and Innate Spells. Innate Cantrips are a special type of Innate Spell. (Note that the text that Taja the Barbarian quotes above is taken from the Innate Spells section.) An analogy is that a square is both a square and a rectangle because squares are a special category of rectangle.
Michael Sayre wrote:
I was thinking of Dafoe in Daybreakers. Vampire Dafoe, not lich Dafoe but close. Thanks for the link to Zutha. I didn't know anything about him. Pretty creepy.
Everyone is proficient with every weapon. Untrained is a proficiency rank, and has a proficiency bonus (although it is +0). The PF1 distinction between proficiency and non-proficiency doesn't exist anymore as far as I can tell.
CRB, p. 10 wrote:
Each rank grants a different proficiency bonus. If you’re untrained at a statistic, your proficiency bonus is +0—you must rely solely on the raw potential of your ability modifier. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character’s level plus another number based on the rank (2, 4, 6, and 8, respectively). Proficiency ranks are part of almost every statistic in the game.
CRB, class descriptions wrote:
I want to try out those new rogue rackets. I love gambling characters that play dangerously and opportunistically. Getting a few more rackets to theme my base chassis around before picking up archetypes based off what happens during play is my preferred play style. I want to see a shift in direction in play, and all of the options are going to let me do that.
I missed the part about the Rogue rackets. Eldritch Trickster is intriguing. It sounds like a cross between Eldritch Scoundrel and Arcane Trickster.
Druid MC goes well with lots of other classes. I'm particularly fond of Wizard/Druid.
I could not help but notice “Eldritch Archer” as one of the archetypes. If it’s “Arcane Archer” but for all traditions, that might be cool. Especially if they retain the Imbue Area ability.
I'm not sure about Imbue Area, but it is usable with all four traditions. And since it was included in a list of other 'old-school archetypes' I'm sure that it is the new version of Arcane Archer. I'm really excited about this.
I'd prefer confirmation that it was correct. ;)
Thank you for posting this! I didn't think I could be more excited about this book. I was wrong.
I would think this text would cover that.
CRB, p. 302 wrote:
That makes sense.
I'm going to quote the above with a little different emphasis.
CRB, p. 18 wrote:
Prerequisites Any minimum ability scores, feats, proficiency ranks, or other prerequisites you must have before you can access this rule element are listed here. Feats also have a level prerequisite, which appears above.
Since prerequisites are minimum requirements rather than exact requirements, the general rule is that you can take a feat that has your level or lower as a prerequisite. There are a few ancestry feats that are exceptions and state that they can only be taken at first level.
From this and another thread, I've come to believe that Andrew Teo has a unique view of how Striking Runes work.
CRB, p. 581 wrote:
A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one.
Everyone else reads this as "increasing the [number of] weapon damage dice," but Andrew Teo reads it without inserting the implicit "number of." By that literal reading, Striking Runes actually increase the value assigned to the phrase "damage dice."
To you and me, a greatsword wielded two-handed has a "damage die" of 1d12 regardless of its Striking Runes. It is a fixed value defined on the weapon table. But for Andrew Teo a Greater Striking Rune redefines "damage die" to mean 3d12.
So you calculate seven damage dice as (7x1)d12=7d12, but Andrew Teo calculates it as (7x3)d12=21d12.
Can you attack using reach from bo staff and stand still when a medium creature comes towards you. If you have a 10ft reach thx to bo staff it fulfills the trigger however stand still says "you strike out when your foe tries to flee..."
Meeting the trigger requirements is the important part. If they are 10 ft from you (and hence in reach of your no staff), and they then move one square toward you then you get your strike from Stand Still.
Since word 'flee' does mean run away rather than run toward, I understand your confusion. However, that sentence doesn't say 'flee from you.' In this case it makes more sense to read 'flee' as 'flee from their current square.' After all, the name of the feat is Stand Still, not Don't Run Away. ;)
It is true.
Gods and Magic, p. 21 wrote:
Desna encourages her followers to chase their bliss, find what impassions them, and explore. She recognizes love in all its forms and remains committed to her lovers Sarenrae and Shelyn. She also shares a close relationship with Cayden Cailean and has no reservations about taking on new lovers.
So this relationship is both committed and open.
The benefit of having the trip weapon trait is that it allows you to add the item bonus from your Handwraps to the athletics check.
Hmmm. I hadn't noticed that Protective Ward is a status bonus. That would be an appealing choice for Arcane School Spell for a character with Wizard Dedication. If there is a Bard in the party, Protective Ward would supplement Inspire Courage pretty well. +1 status to pretty much everything. :)
Another tactic I considered was having Gustav throw the bomb, but I don’t know if Familiars can attack like that.
They can't. Familiars don't have any ability to attack.
Also, do physical shields and the shield spell stack?
They both grant circumstance bonuses to AC so they don't stack.
I had never heard of Street Sharks before. At my age, my first thought was a Landshark.
Blade Ally let's you add one property from this list: disrupting, ghost touch, returning, and shifting.
Radiant Blade Spirit adds flaming and the alignment properties to that list.
So now your list of options is disrupting, ghost touch, returning, shifting, flaming, and compatible alignment.
You have more options to choose from, but you still can only add one to your weapon.
Blade Ally only lets you add one property. You could add flaming or holy, but not both. Radiant Blade Spirit only expands the list of choices, not the number of properties added.
But you are correct that Blade Ally isn't limited by the fact that your blade is only +2. You would effectively be wielding a +2 wounding, shock, flaming sword or a +2 wounding, shock, holy sword. Neither could be created only using runes.
PS: I'm not sure creature bulk is a good example of sane conversion numbers but again, that's what we got: they tell us a 1/2 orc we'd normally say was 215 weight can be carried off by a halfling tossing them over their shoulder with out any loss of movement and without magic... So that 60 pound number seems more reasonable than going with what we'd think of as real world numbers. ;)
I'd say a full orc is around 215 lbs. So a 1/2 orc would be around 108 lbs. ;)
We don't know exactly what the APG version will look like, but based on the Playtest version I suspect this change would leave Investigators far ahead of Rogues or Wizards.
Timeshadow is talking about using the crafting rules (CRB, p. 244). They use your character level, not your Advanced Alchemy level.
I'm building towards extreme mobility so that nothing will be able to stop me or hold me down (at least not for long).
Nobody gonna slow me down
Oh no, oh no, I got to keep on moving
Ain't nothin' gonna break-a my stride
I'm running and I won't touch ground
Oh no, I got to keep on movin' ♪
Spontaneous casters can have a slight advantage over prepared casters when it comes to innate cantrips gained through heritage or ancestry feats. Those use Charisma, so spontaneous casters who have matching spell traditions get the same Spell DC's and Attack Rolls as they normally have. Prepared casters use Intelligence or Wisdom so they will typically not do as well with those Innate cantrips even if they have matching traditions. It makes it a bit easier for spontaneous casters to always have a wide variety of damage types available.
With the new action economy there really isn't a mechanical reason for the old 'double weapon' designation. So the Orc Double-axe isn't a thing right now. If your player just wants a two-bladed axe for flavor then the greataxe might work.
Greataxe: This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often “bearded,” having a hook at the bottom to increase the strength of their chopping power.
I suppose that you could just make up a version with the double blades at both ends, but mechanically it wouldn't have any advantages.
It also can make it easier to get cover.