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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There is no rule like that preventing multiple crit effects, no. But there is also no defined order of operations for multiple effects like that. It is left to the GM to handle.


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Quote:
Thinking about it, I thought I had read something about partial cover that was closer to you than your enemy might not have given them cover, but I must have misremembered it. Checking the rules, it only discusses some circumstances that the GM can consider, such as using an arrow slit for cover, or shooting around a corner.

That sounds like you're remembering the Low Cover rule from Starfinder.


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Quote:
Another thing is that if you took cover you should at least be able to downgrade the amount of protection your cover gives to the enemy if not completely ignore it because if it doesn't you're not really benefiting from it unless some of the enemies are on the other side of the cover, which they probably won't.

...but Cover already isn't always symmetrically applied. Remember, Gm adjudicating the level of cover that makes sense is the primary method and drawing center to center lines on the map is secondary and the cover rules do say that depending on circumstances, the cover levels can be different in the two directions.

I'd absolutely agree that more guidance and examples are called for than the PF2 books have (and that was a point I brought up in my SF2 playtest surveys), but let's not act like the rule is something it isn't.


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Quote:


HammerJack wrote:
Sure, you could look at psychic... but you don't need to go over to another class to find premaster rules altering how they interact with spell components. CRB bard had those, too.
Psychic still being only Legacy is beside the point. I don't need to go to the Legacy Bard class to understand how current Bard Spellcasting rules work any more than I need to go to the Legacy Alchemist in order to understand how current Versatile Vials rules work. Current Bard uses standard Cast a Spell activity.

This seems like some communication fell apart. I never said you need to look at legacy bard to understand remaster bard. You don't need to look at psychic, either.

I didn't say "Oh, no, psychic is legacy", as though that was the point in itself.

The point is that what you were pointing at in psychic (a legacy class) is specifically a rule about how it interacts with spell components (a legacy rules concept). And if you're making that kind of comparison, then comparing old bard, which also had special rules about spell components, to new bard (which doesn't because those don't exist anymore) is more direct.


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Sure, you could look at psychic... but you don't need to go over to another class to find premaster rules altering how they interact with spell components. CRB bard had those, too.

1/5 5/55/5 *** Venture-Agent, Online—VTT

Dromaar and Aivurin are Common. Because they aren't specifically called out as having any nonstandard availability in the Character Options Page entry for Player Core, they fall under "All options are of standard availability unless specifically noted otherwise" statement.

Being both Common and Standard Availability means you can use those Heritages freely.


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If you have a way to inflict Sickened, it DOES help if it's used up front, though, since it makes the creature unable to willingly ingest anything.


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Quote:
Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed.

That Impulse gives each target the option to take a move action. They are subject to triggering reactions.


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Interact to Swap your polearm for a shortsword and Interact to draw a shortsword have exactly the same level of difficulty from being swallowed.


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TiwazBlackhand wrote:

Hey, so I haven't played for a couple years, and at a recent con I found out about the rules updates, and I have a couple specific questions.

1. Did the basic alchemy Archetypes just get straight up nerfed, or did they get some buff that I'm not seeing? Like, as far as I can tell now, they lost getting more free items per day to get "not needing a formula book" and nothing else. It looks like you only ever get 4 items per day as a Poisoner or Herbalist?

2. Did poisons (already fairly weak) just get nerfed, or did they get some improvement that I'm not seeing?

The archetypes make items at full character level, now. Advanced Alchemy Level is not a thing. It's a massive improvement for some item types.


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I think I remembered the part about escaping through the mouth freeing other creatures in the mouth and then misremembered it applying to the rupture. So the rules don't say that. (I'd definitely still argue that it's the only sound ruling after the creature's stomach is opened up, but it isn't a rule, i just misremembered it as one).


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This is why I consider cutting out of a creature with your backup weapon as one of the use cases of Vicious Swing, if you have it, as well as the more common cases of trying to bash through resistance/hardness or vapitalize on some single attack buffs like Aid and True Target. If you took it, this would be a good time for it. It would average 21 damage, but that makes 24 a slightly above average roll, instead of an "only possible on a crit".

EDIT: to expand on that, your odds of 24 damage with that shortsword are still only a bit under 24% on a Vicious Swing regular hit, but the payoff is bigger than on Escaping, if other people get swallowed, since Rupture gets them out, too.


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Errenor wrote:
Tridus wrote:
This kind of tortured legalistic interpretation of text that isn't written with that level of rigor leads to these kinds of ridiculous arguments.

This is NOT 'tortured', 'ridiculous' and not even that legalistic. And don't pretend that it is. The only thing you did here is rejection. That is not in good conscience.

Rules on damage are a mess. We don't know precisely what they intended. In this case too. They probably wrote all those 'extra' and 'additional' to make them stack with everything. But this DOES remove such damage from normal doubling rules.
And also don't pretend that calculations are harder: it's exactly the same number of operations, and you roll runes damage separately anyway, as it's almost always of another type.

That reading would be a lot more impactful than just energy runes. It is also a claim that Rage, Sneak Attack, Precision Edge, Weapon Specialization, Implement Empowerment, assorted weapon Ikon Immanence effects, etc all do not double on a critical hit.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The 1d6 added to hits doubles on a crit. The electricity that jumps out to other creatures is an effect that ONLY happens on a crit, therefore it does not double.


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That is not accurate. CRB page 472 says "Reactions in Encounters 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."

It was always case by case.

1/5 5/55/5 *** Venture-Agent, Online—VTT

I might also point out that while Elixirs of Life don't work for undead, Soothing Tonic and Numbing Tonic are a couple of alchemical elixirs that would help a skeleton who is trying to prop themselves up with elixirs


Updated into the sheet.

1/5 5/55/5 *** Venture-Agent, Online—VTT

BigNorseWolf wrote:

Some handy links if you're using roll20

I'm a roll20 shill, But I think more PF2 games happen on foundry?

With roll20 there are available modules to purchase but I don't use them and very rarely see them used. Roll20 is not a module based system.

There are still people using Roll20, but yes, I've largely seen foundry overtake it. I understand that Foundry still is not the best at supporting screen readers, as much as I personally like the platform, which can be worth considering for at least some users.

As for Foundry, it has modules available but is not really a module-based system, either, since setting up tables without buying modules is quite easy, especially with NPCs and monsters being populated into compendium that don't require any kind of purchase.

1/5 5/55/5 *** Venture-Agent, Online—VTT

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Undead are certainly much worse off than living characters, in the number of healing options available (with living characters who have Void Healing in the middle between them). I don't think anyone would try to argue with that.

I am slightly confused about this thread, though? There isn't really anything PFS specific about that, and I'm not sure of this was just a thread to vent or if there's also a question that someone (whether or not it's me) can help with? If it's the latter, I'd like to help, but I'm missing it.


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Xenocrat wrote:

ctrl-F "synesth" 0/0 results.

Smdh.

That's a spell that has several effects. One of them (Clumsy 3) is a condition and can be extended. The others aren't and can't.


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The conditions appendix is not the complete list of conditions. But where you have a new condition introduced, like Cursebound for oracles, it actually says it's a condition, instead of leaving you to define every effect as a condition.


If the robot is 34AC is that before or after the -1 Circumstance penalty to AC from Get 'Em? Want to confirm since Ray's other shot was a 33, exactly.

The Get 'Em effect would still be in effect for that next turn of Ray's, as well, so there should be a +6 Circumstance bonus to that laser pistol hit, as well.


I think that bonus shot should be a 41 to hit. You don't keep MAP outside of your own turn (with Readied actions being the one exception). And the damage should be 6 higher, from the bonus from Get'Em with Lead by Example triggered.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think you've already given something very close to the answer to that in this thread. Because a kineticist dabbling in alchemy making stringer alchemical poisons than a full time, single class Toxicologist (and other cases of being better at using a class's abilities than the class themselves) is a terrible feeling way for the system to work.

Casting can bring up some small shades of that, but they're pretty limited since spell ranks mean you really only see it get weird if a full caster is taking something like a focus spell, that can heighten fully, from a non caster class.


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HawaiianBiker wrote:

The creators of the game answered:

If you gain something that requires a focus point to use, you gain a focus point (max 3).

Example: a L4 fighter has the feats champion dedication and deity's domain has a focus point (pool of 1 point).

This thread was from 2019. The rules regarding gaining focus points have changed since then.


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Your highest level of spellcasting proficiency from any source is your level of proficiency for all spellcasting. That is the case under standard rules. It is still the case if you use Dual-Class.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

One. From the Combination weapon rules:

Quote:
Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you're using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.


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Ravingdork wrote:


HammerJack wrote:
I can't speak from experience to how that would have devalued the feat. I never encountered it, since my players understood Quiet Allies.
Two or more points of failure is always worse than a single point of failure, no? I'm also not sure how one group can get caught without the other group getting caught unless you actively split the party, which is generally considered a bad move in this game.

I mean I didn't have the problem you referred to with people wanting to add an extra roll, instead of piling their eggs into the Quiet Allies basket.


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Ravingdork wrote:
Finoan wrote:

That's also not the player problem that Ravingdork is talking about in the OP.

The problem is that a player wants to use Avoid Notice, but doesn't want to join in with the rest of the party in using Follow the Expert to follow the person who has Quiet Allies.

Sometimes, it's more than one player.

Finoan wrote:
They instead want to roll their own Avoid Notice Stealth check because ... reasons.
Those reasons often being little more than "because my modifier is higher!" *rolls eyes*

I can't speak from experience to how that would have devalued the feat. I never encountered it, since my players understood Quiet Allies.


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That feat actually ended up paying off a decent number of times for my players in Age of Ashes. Enough that they took the extra effort to have the 10 DEX fighter who was their least stealthy party member carry a stealth boosting item to help with group stealth attempts.

They weren't Avoiding Notice at all times, but when they wanted to try to sneak up to/by/through some situation they didn't do badly.


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Squark is correct.

What you might want to remember is that Hunt Prey doesn't always have to he done in combat. You can Hunt from tracks. Obviously you won't be doing that for every creature you ever fight, but you should be able to use it for at least some.


I am honestly confused with the slides you mean. I must be blind, because I'm not seeing a link for slides anywhere around this campaign, under campaign description or in either the gameplay or discussion threads. Where is it?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If there was a situation specific idea for how you're Aiding that could reasonably call for setting something up to do it multiple times, I might allow it.

That example of "I will prepare now to be ready to help 3 times over the next 18 seconds if this melee stays next to me", with no further narrative explanation to support it, is exactly the sort of thing that I would definitely not allow.


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That's true... but I'm not sure what connection it has to the question?


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That does explain it a little. It is an NPC from a premaster AP, and that does have premaster cantrips on it that add the flat damage.

The Phantom Pain is still weird, though. That doesn't add any flat damage when I throw one into my Foundry world.


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Conscious Meat wrote:

"Phantom Pain" never added the spellcasting modifier to damage.

"Ray of Frost" is the legacy version (remastered version included renaming to "Frostbite"). Again, neither legacy nor remastered version adds the spellcasting modifier to damage.

Ray of Frost did originally add spellcasting attribute modifier, though. And on Foundry, cases like a character built using that spell from an old version of the PF2E Legacy module still having their spell include spellcasting attribute modifier in the damage can happen.

Phantom Pain is the bigger question for "why is this happening?" The caster isn't someone like a sorcerer or a psychic with Unleash Psyche active with other class features that add damage to a spell are they? The actual caster was never described.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There is no general rule to add spellcasting ability modifier to damage rolls for spells. There are specific spells that include that (but very few after the remaster, it used to be common in cantrips).

If you're seeing this frequently on Foundry (instead of mistaking some other source of additional damage like sorcerer's Sorcerous Potency feature for ability modifier), it may be that you're playing with an old version of Foundry, running the old versions of cantrips. What spells are you seeing this on?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

13 slashing does 8 after resistance.

2 Bludgeoning does 7 after weakness.

A total of 15 happens.

I don't see anything in Spirit Striking or Energized Spark that would cause it to not work normally.


Given no response, I'll go ahead and make the requested perception roll for that envoy, as well.

But if she's gonna be here, people need to make a daily prep decision about an envoy ability.

Show 'em What You Got! wrote:

SHOW ’EM WHAT YOU GOT! [two-actions] DIRECTIVE ENVOY FORTUNE VISUAL

Frequency once per 10 minutes

You inspire your allies to use their talents and push themselves to the best of their abilities in a stressful situation. You and your allies within 100 feet gain a benefit based on the role you each chose during daily preparations. All benefits last until the beginning of your next turn.

• Attackers can roll twice and use the better result the next time they attempt to Strike a foe.

• Defenders can force their attacker to roll twice and use the worse result the next time they’re attacked, or defenders can roll twice and use the better result the next time they attempt a saving throw.

• Experts can roll twice and use the better result the next time they attempt a skill check.

• Spellcasters can roll twice and use the better result the next time they roll an attack roll or check as part of Casting a Spell, or they can force one target of that spell to roll twice and use the worse result against the triggering spell

K'zish would select spellcaster.

I think Navasi would set herself as Attacker for when this comes up


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There is not.


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Yeah, I saw that I was looking at an older version and deleted that post about a minute after it went up.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So, there isn't a formal definition of "instance of damage", in the book.

There is the symmetry with resistance, and Resist All showing that each damage type is addressed separately.

And there was this confirmation way back in the PF2 playtest that weaknesses really work that way. The playtest was working with the same rule as the release for this, specifically, so I still consider it valid.

So for the original question

Quote:
Can someone explain to me where in the Damage Rules it explains where multiple weaknesses can not be trigger if you deal multiple types of damage? As far ashow i read "Instant of Damage" is that ever damage is it's own Instant meaning you need to go through

The answer is simply "they don't say that, and it's been confirmed that they don't mean that since before day 1".

There are edge cases that are unclear, because of the lack of a formal definition of "instance of damage". And I'd like for that to be cleared up. But this isn't one of them.


Should I take no response to the quick envoy I mocked up as people thinking that's good?


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Font of Life or Death gives you Innate spells. Innate spells don't qualify you for any of the things that actually being a spellcaster does. They don't let you use staves, scrolls or wands.


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Cure light wounds? Is this a 1E question? This is the 2E rules questions forum.


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ElementalofCuteness wrote:
If I did do this at a table could I then pick up the Thaumaturge feat Diverse Lore since I now have Esoteric Lore?

Of course not.


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Ravingdork wrote:
HammerJack wrote:

And that plethora is:

Constructs. Pretty much just constructs.
I could have sworn it included undead, oozes, and some aberrations.

Not in 2E. You might be assuming some things that were immune in 1E still are. That was definitely how it went with undead.


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And that plethora is:
Constructs. Pretty much just constructs.


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Claxon wrote:

In general, if you're not paying extra to make attack non-lethal I would say it's generally a benefit.

If necessary, you can always kill a thing after its unconscious (although most tables ignore what happens to a downed enemy I think, whether it's unconscious or dead).

I don't think creature types have blanket non-lethal immunity like they used to, so it's not as much an issue as it was in previous editions.

So yeah, non-lethal elemental damage.

Constructs have that blanket immunity.


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If there was a rule that the damage from the runes was lethal even on a nonlethal Strike, it would be very weird to resolve, yes.

But there isn't any rule indicating that the Strike stops being entirely nonlethal, so that issue doesn't happen.

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