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Finoan wrote:

I'm not aware of one.

Is there a reason why the Legacy Death Knell shouldn't continue to be used?

Edit: A reason other than that the spell is incredibly hard to use as a PC. Most NPC enemies die immediately when they reach 0 HP, so who are you targeting with the spell?

Creatures with Regeneration. Death Effects have always been a broad spectrum counter for those, since they don't all get disabled the same way.

It's still niche, but it's the main use I've seen


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Reactions are absolutely a type of action. There is nothing preventing them from triggering other reactions.


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PF2 has never wanted to bother with making clear rules about what breathes. They bother to tell you for elementals, but that's about it. With undead the lore sections of Book of the Dead refer to their lack of breath, but explicitly mechanical text never addresses it. For constructs, the PC Construct ancestries mention still needing air as though it's an exception, but no general rule was ever written.

You basically just can't ever rely on RAW to cover it. It's one of the most frequent questions to have such thorough silence on, right alongside "how long do [you can insert most ancestries here] live?"


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Definitely that they turn into animals.


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Standard breakdowns are basically nonexistent. The level of detail that exists is largely "GM looks at the description of an item and goes 'I think this one fits'."


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Ajaxius wrote:
Errenor wrote:
Another 'special' potion is a common Elixir of Life. It's alchemy, not magic (alchemy is generally not magic at all in PF2), so works on void healing living creatures.

I hate to break it to you, but the first sentence of Elixir of Life says:

AoN wrote:
Elixirs of life accelerate a living creature's natural healing processes and immune system.
This is definitely something I've seen some tables ignore, but it's not RAW.

Yes, so it works on living creatures with void healing, as stated. I've added bold emphasis.


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No, they would not be Multiplied, since that isn't how Striking runes work. They raise they attack to a set number of dice.

So Striking leaves them at 2 dice
Then Greater Striking is 3
Major Striking is 4

It does not go 4 dice,6 dice,8 dice


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LazarX wrote:
breithauptclan wrote:

There are things that the GM shouldn't have the final - and certainly not the only - say on.

I play a Witch. My Witch character in fact does not know who or what their patron is. My familiar does, but won't say. And I presented my ideas to the GM for approval along with my ancestry, background, feat, and equipment choices made so that I am not surprising the GM with things, and so that the GM has the opportunity to negotiate choices with me if needed. But...

I am the one that made all of those decisions about my character. I chose who the patron for my character is. I decided what that patron relationship is. I am the one that decides if, when, and how that information gets revealed in-game.

Because I am the one playing this character. It is my character - not the GM's. The GM controls the plot of the campaign, makes final rulings on the game mechanics, creates and controls the NPCs, and can restrict options from player access.

..

It is your character, but it's the GM's play, stage and theater. When it comes to a home campaign, all rules are optional. The GM can veto any choice you make if it does not fit within the narrative.

You of course have the ultimate veto power of leaving the table, and that tempers the GM's power, because a GM with no players has no game.

In PFS play, Paizo is the GM and the Organised Play documents set the bars, but the practical reality is that in playing a scenario which has to be finished and done in four hours, details about character background like this never come into being a factor. They are not going to spend time revealing secret details such as your patron, or even your diety unless you reveal it, by say wearing a divine symbol.

Home campaigns are a different kettle of fish, and each set of dynamics is going to be unique.

Why are you arguing with 2023?


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There are two separate damage rolls. The bonus applies to each one.


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Discounting being a full caster as a minor feature makes for a very skewed assessment. Especially when they are at least level 7. If those spell slots aren't adding significantly to what they contribute in a day, there is some operator error.

Bards are strong because their compositions are a solid additional feature on top of a full caster. It's not the other way around.


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1. Yes, a Free action is a type of action.

2. No, this type of ability doesn't have any exception.

3. Also, those abilities you're asking about are Spellshapes (formerly Metamagic) which also specifically state that two can't apply to the same spell.

spellshape from Player Core page 302 wrote:
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

4. It would be a huge buff to a class that is already extraordinarily strong, and not a good idea at all.


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Tactical Drongo wrote:
Sir Belmont the Valiant, II wrote:
Tactical Drongo wrote:
Sir Belmont the Valiant, II wrote:
Have the (Boss) monster target the shield, it should be broken (-2 AC) after the first hit.

so the boss uses an action to invalidate a core of the players tactic

the player will be annoyed at the very least

And the judge is already annoyed, or DMchucky69 wouldn't be asking for advice. The judge has to enjoy the game as well, or what's the point of judging?

Quote:
even if pf would handle item attacking/damaging better then it does, if you just go in and snipe one of the core equipment parts, that would feel very bad for the player

You only have to do it once. Like the threat of death, an unusual set-back adds tension/suspense to the game.

Quote:

its basically the same as stealing the sword of a fighter or the alchemists satchel or a gunslingers rifle

always consider both sides of such an action

Which is different from Disarm how? (or Dispel Magic on the Haste?)

Throw the party a curve ball now and then.

you suggest that sounding like a standard tactic to deal with perceived high power of a character that is perfectly within the rule expectations

if the shield gets destroyed because the player deemed it better to use it, its fine, if it gets destroyed because the dm decides it is a problem it leaves a bad aftertasty
Can I trust the gm to leave me my fun or will my shield always get sniped whenever it is inconvenient for them?

It is a question of trust as much as of game design

a disarmed sword can be picked up, a destroyed shield that just gets sniped turn one is out until at least the next combat

dispelling haste is also a valid tactic - if it happens once in a while. But if it would happen every other combat or just every hard combat, it starts to feel like counterplay

of course you now and then have to play out the weaknesses of the players, just as much as you have to give them opportunity to shine with their
...

A big note here is that a Dispelled item is temporarily disabled, a lost item can be recovered and a broken item can be repaired, but a destroyed item is just gone forever. Shields are the one thing that really gets durability scaling in a way that won't be immediately Destroyed (at least if they use Reinforcing Runes), but other items don't, and that's why the idea of letting attended gear be directly targeted with Strikes gets bad really fast.

These things just aren't equivalent.


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Sir Belmont the Valiant, II wrote:

The creature sees this really big thing in the way and smashes it...

A Fortress Shield has a hardness of 6 and 24 HP. Give it eighteen points of damage and it's broken.

It may not be standard tactics, but the Minotaur isn't a standard build either.

Having creatures attack attended items directly isn't just something the rules don't support, it's also an unbelievably bad precedent to set to change that. Shields are basically the only thing with durability that can deal with this at all, after the early levels. Everything else becomes made of tissue paper, compared to the scaling of Strike damage. Object durability is not something that PF2 handles well at all.

Addressing a character with high AC by houseruling in a world where it's easy to destroy any equipment used by any enemy at any time is not a way to make things better.


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This is in the wrong forum, I'm afraid. You posted in the 2E section.

I only play these games with groups and can't point you towards anything helpful, unfortunately.


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This is deep thread necromancy, but resistances don't stack. Only one will end up reducing the triggering damage. Both will Strike the enemy.


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Unicore wrote:

As a GM I collapse encounters all the time, there is definitely nothing mechanically stopping me from doing so—as in I am not house ruling anything when I do so.

When I design my own dungeons, I do tend to favor having a lot more lower level, moderate or low difficulty encounters in close proximity so I don’t have to over think how to keep things fun but not overwhelming but I am also not afraid to to bring a boss in where that makes sense and kick an encounter’s difficulty up past severe in total xp. There are lots of GM tricks that can let you get more elaborate with your storytelling and still work logically. In fiction our villains are always demonstrating arrogance, vanity, sloth, lack of care for subordinates, ulterior motives that the protagonist doesn’t yet understand.

Have a really powerful boss open a door and just stand and watch his minions die before giving the party a round or two to recover, delivering a monologue and you have created a memorable moment that will feel very adventurous, for example. Or if you combine encounters and it is clearly too much for the PCs, have a minion steal something important in the room and start trying to run with it. Bittsy has always wanted that swirling crystal ball that master just leaves hidden under a silk sheet in the corner. Bittsy doesn’t know or maybe care that master is afraid of it because it is trapped or connected to something terrible somewhere later in the adventure! Now the boss can be distracted for a turn or two and the players can run, try to recover a little, or choose to focus on the boss and let the minion and the treasure item or mcguffin get stolen to be found later.

I'm also a big fan of chained encounters as a format of high-difficulty encounter for a few reasons:

One is the simple matter that you want to vary encounter compositions a lot in an adventure. (You don't want Severe or Extreme to be synonymous with "Boss", but also want it to include small groups of tough enemies, very large groups of weaker ones, etc). Different PC tools are better at dealing with different encounter compositions, and you don't want to create a situation where some never see their use cases.

A part of hiw this affects the value of different tools is that this kind of fight tends to make for a longer encounter. I wouldn't want that for every encounter, but having it happen sometimes really lets items and spells and the like with a duration really pay off fully.

The really big thing, though, is that something set up to be a chained encounter cam be broken up or interrupted. If the players use tools like magically silencing the initial skirmish, grabbing enemies that might run for help, blocking the path for reinforcements to arrive, etc, they can heavily impact how severe the encounter is. Parts of it may be bypassed entirely. That's good agency.

Also, that kind of format has made encounters with a total XP value well over the Extreme guideline work out great as major battles, occasionally. (Doing that constantly would be way too much, but it's great to have as an option to use occasionally.)


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DocMysterio wrote:

So I've been told by multiple GMs and read many reddit posts that state that - "Pathfinder monsters in dungeons will never open the doors of the room they're in even if they hear a Fireball or Lighting go off or metal swords hitting metal armor or the screams of their dying comrades outside their room."

Apparently every single monster in every dungeon treats such occurrences as "simple infighting to be ignored". Like, they all think that way...?

So my questions to the designers is why did you design Pathfinder 2e monsters to be deaf? (Reminds me of that one scene from the movie Top Secret).

It kind of feels video game-like. Was that a design choice?

Or, are all these GMs just wrong?

I'm genuinely curious.

They're wrong. There are some things in published adventures giving some justification for that kind of outcome. It isn't uncommon at all. But that's mainly just a tool to deal with published adventures having very limited page space for drawing maps, and making things very geographically compressed (a problem that you don't have when making adventures only for playing, not for printing).

There are also published adventures that do have something written in about "creatures from A6 will respond to this happening in A8" or the like, occasionally. Paizo has used that less often, but it definitely exists, generally with a note about what that can do to the encounter difficulty.

Setting things up with encounters that will join together is always an option when designing an area as a GM. And there has never been anything remotely resembling a rule that monsters won't open doors, no matter what happens. The closest thing to that is the system telling you that if encounters will happen together, you should look at them as one big encounter for determining the balance of it, when you're designing adventures. (That advice is actually a bit overly conservative, since a stretched out encounter is a lower difficulty than if all of the creatures in it arrived together, but tuning that is harder to make into a consistent formula, because it hits very differently with different parties, who remove enemies from the encounter at different rates.)


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Theaitetos wrote:

Just repeating it, since it has been brought up for years:

Scare to Death has the Fear & Emotion traits, but not the Mental trait. Currently it can be used against mindless/mental-immune enemies.
Though since the Starfinder 2e Player Core has it also without the Mental trait, I'm starting to believe this is intentional.

The Emotion trait states that Emotion effects are Mental effects. Having the Emotion trait means that it does not work on mindless or mental-immune targets.


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If I was going to do something like that, I would stat it up and run it as a simple weapon without any improvised penalty, at least for those characters that have a feature about using that deity's favored weapon.

But since that's a homebrew question, not anything about rules that exist now, your starting point needs to be "what is your goal for that homebrew? What are you trying to make?"

If we're talking about existing rules only, there aren't any special rules like that written to address this hypothetical.


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Reaching back to a 2019 thread for this is a bit far.

That being said, there's nothing that would hypothetically stop that. There's no published deity who does anything like that.

If you are homebrewing deities for your game and want to do something like that, it would probably be best to stat out that "weapon" up front, though.


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Lightning Raven wrote:
Leon Aquilla wrote:
The time for complaining about patrons was probably during the Witch playtest.

Which we did. A lot. It was largely useless as well.

Thankfully, Patrons got a once over in the Remaster and they're in a much, much, much better state now (even if they're still not exactly where I think they should, and could, be).

2023 was the time to have that argument.


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The Raven Black wrote:
Come to think of it, it is pretty odd that someone who is Legendary in Nature but Untrained in Religion will know all this about Animal swarms and nothing about Undead swarms.

If there are aspects of an undead swarm that are like an animal swarm, there isn't any rule saying their knowledge has to be 100% useless. Having case by case leeway on what skills can apply to a subject, and what type of information a given skill can offer about a given subject, is already the way RK works.

This also goes in the other direction. A GM could also reasonably rule that Swarm Lore is appropriate, but that it will only give information that fits as being about the swarming behavior of a swarm, and not information that's about the details of the component creatures.


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Theaitetos wrote:

Remember that there are different degrees of lores, for example Undead Lore is an unspecific lore (DC-2), whereas Zombie Lore would be a specific lore (DC-5).

I do think that Swarm Lore would be a specific one, but in general GMs can always allow trait lores and just modify the DC adjustment within (or even beyond) this frame.

No, this bold part is false. No such categories as "Specific lore" or "Unspecific lore" exist in the rules. Do not mistake the sample RK DCs that AoN puts on creature pages for real rules. They are not present in any book. They are just the level-based, rarity adjusted DC (a starting point, not an end point of RK DC setting) with Easy and Very Easy adjustments applied for convenient reference.

The non-lore skills listed there, and the DC with them, are also not a part of any actual creature statblock. They are just the most common skills for traits on that creature, which the RK rules very clearly state are NOT always or only the skills to allow for a given creature.

What IS true is that the applicability and specificity of a skill are things you consider as a GM when setting RK DCs.


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I'd also allow it for giant silverfish, sure. Any lore can have specific cases where it might be appropriate to so creature (and of course, you account for how tangential the connection is in setting the DC).


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It would also be very reasonable to allow Library Lore to be used inside of a Library while researching whatever creature (if that Library actually has information on the subject to find, of course). But that's very different from on-the-spot universal knowledge, which would not be a sound expectstion at all.


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One of the big things with traps is that you need to spot them first, before considering that. (Placing it down in front of someone watching you do it is not how they are normally used.

And, of course, the spotted trap would need to have a trigger mechanism where that makes sense AND not have an effect that could still hurt the item dropper AND not be a thing that will reset. All together, it isn't something I would worry about as a frequent occurrence. Especailly since spotted traps where the PCs have identified exactly what will trigger it are often easy to avoid stepping on (at least for simple mechanical triggers.)

Dropping weapons from above also isn't a big thing to worry about, as it's remarkably ineffective as a tactic to try to fall back on. Some relevant rules:

Falling Objects- player Core page 421

Quote:
A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.

The referenced rules for a creature falling on a creature, from the same page:

Quote:

If you land on a creature, that creature must attempt a DC 15 Reflex save. Intentionally aiming yourself to land on a creature after a long fall is almost impossible.

Critical Success The creature takes no damage.
Success The creature takes bludgeoning damage equal to one-quarter the falling damage you took.
Failure The creature takes bludgeoning damage equal to half the falling damage you took.
Critical Failure The creature takes the same amount of bludgeoning damage you took from the fall.

Note that DC 15 doesnt scale, as reflex modifiers get much, much better. So you have something that might occasionally come up in particularly convenient circumstances at very low levels only.


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Claxon wrote:
Indi523 wrote:
Claxon wrote:

Yeah, with the remaster this got a bit murkier for those with experience from PF1 and pre-remaster PF2.

Now there is only the manipulate trait, which doesn't require a completely free hand, just that you have an appendage that can move (so you can hold something in the hand). There are no longer somatic or material components. When those existed, you explicitly needed a hand to handle those, and it couldn't be occupied with other things.

I would say that this is up to DM Judgement. If you are holding tower shield with two hand, pushing against a foe or you are carrying something really heavy in both hands then you probably don't have use of a hand.

If you have an axe in one hand and a shield in the other but the shield is attached to your arm at the forearm with a strap then the hand is probably free to cast most spells.

But who knows.

Since remaster, neither a shield nor a weapon prevent you from providing a manipulate "component".

Tower shields don't explicitly say they interfere with manipulate actions, but it's not unreasonable if a GM were to make it a house rule. You might even say that you couldn't perform a manipulate while also using Shield Block, but I'm not even sure it's possible for such a situation to arise where you're reacting to use a shield block and also casting a spell.

Now, if you're carrying a heavy load with two hands then yes, you're hands aren't available (without dropping the object).

Material was the least common component. You usually saw it on 3 action spells. You saw it on some spells with a thematic reason to be quiet, like Invisibility.

The overwhelming majority of 2 actions spells were Verbal and Somatic but not Material.


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Claxon wrote:

Yeah, with the remaster this got a bit murkier for those with experience from PF1 and pre-remaster PF2.

Now there is only the manipulate trait, which doesn't require a completely free hand, just that you have an appendage that can move (so you can hold something in the hand). There are no longer somatic or material components. When those existed, you explicitly needed a hand to handle those, and it couldn't be occupied with other things.

The bold part was not true of pre-remaster PF2. The CRB explicitly allowed that hand to be holding something.

Quote:

A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.

Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

Needing a free hand for most casting was only a 1E thing.


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Easl wrote:
Unicore wrote:
I will say that a wizard holding 2 scrolls sounds awesome on paper until you get pushed over a cliff and can only succeed on grabbing an edge if you critically succeed the check...and fall horribly to your death...Not that I would know this from personal experience.

That seems excessively restrictive. The motion of 'open my hand' could certainly be part of a reaction.

Seems like giving the PC the choice in this case would be both reasonable and allow more agency. PC picks: release it as you grab, you will succeed on a success but the scroll falls to its doom. Or keep hold of it and try for the crit success. We have one player in our group who would likely have his PC keep hold of it, because that's just who the PC is :)

That could be a reasonable houserule, but it's pretty explicitly not the way non-Triggered Free Actions are handled by the standard rules.

Quote:


Free actions don’t cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost). It must be used on your turn and can’t be used during another action. A free action with a trigger follows the same rules as a reaction (except the reaction cost). It can be used any time its trigger is met.


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The definition of the proficiency levels has this. From Player Core page 11:

Quote:
Proficiency is a system that measures a character's aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that's added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you're untrained, your proficiency bonus is +0. If you're trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.


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If it was about highest possible AC, Fighter never did that. Not even if you go back to CRB only.

But it's also not like that goal has ever been the only time people (in general, instead of your personal thing) would use shields.


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Explorer's Clothing isn't armor at all. You can't attach a spellheart to it in the first place.

The item has rules for putting armor runes on it, in spite of not being armor. It has no such rules allowing talismans or spellhearts to be attached. That's one upside that Bands of Force have.


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Aeneas_ wrote:
Tridus wrote:
Aeneas_ wrote:

I'd like clarification on if Kineticists can have aura up and or their armor up outside of combat. If so, does it count as the "casting a spell" exploration activity?

I feel that RAI is that you should not be able to do that and instead activate that in combat since you get the free action (elemental blast or stance) when you activate your kinetic aura, but RAW it doesn't seem to limit that.

I feel like this one does have a RAW answer: They can. Kinetic Aura is not a stance*, and it's the Stance tag that makes other such effects end outside of combat.

RAW once you open your gate, Kinetic Aura is up until the set conditions for it going down happen. There may be times you don't want that (because having wind and fire blowing around you in a library is probably going to be rather socially unacceptable), but for exploration nothing RAW says that it turns off or that you have to recast it.

*If you have Stance impulses, those DO go down and you'd need to spend the action to put it back up anyway.

Yeah, that's what I said in my OP. RAW you can leave it up all the time. I was asking about RAI. (Also, PFS had a ruling a while back that it counts as "Casting a Spell" to keep the aura up outside of combat, but no official announcement on it.)

On the other hand, for the armor skills which I asked about in my OP (Hardwood Armor for example), you DO need to re-cast them every 10 minutes, so it does have a limit. And we know that skills in combat and out of combat are different as its often too exhausting to keep the same level of concentration especially for spell casting in and out of combat which is why things out of combat tend to take longer. (Spells can cause fatigue and the rules state it should be about 1 action per 6 seconds rather than 3 in combat.)

I would say there is not RAI expectation of not being able to keep the gate open, either. There's just no suggestion of such a thing, anywhere.

The ability to use a stance or blast when channeling is no indication of suvh an intent, since it's common to need to re-channel during combat, after using Overflow Impulses.

It has not ever been a PFS campaign ruling that it counted as an Exploration Activity to keep the aura open, either. If you encountered it at a PFS table, that was that GM's personal ruling.


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Are shield fighters dead?

No, they still work really well. Always have, and nothing has stopped them.

Are shield fighters dead as tanks?

No, they still have tools to do some decent work in that role.

Are there things more purpose-built as tanks that lean harder into that role than a shield fighter?

Yes, absolutely.

Doesn't that mean shield fighter is dead?

Of course not, why would you ever think that things work that way?


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DoubleGold wrote:
HammerJack wrote:

I think this is going to have a hard time holding up well, but we can definitely improve on it at least a little bit. I think a class that can add some damage to each casting, like sorcerer with their Sorcerous Potency feature, will do a bit better than wizard.

Carrying around a sack of Dargon Breath Scale catalysts could let you tag the occasional damage type weakness (or shut off regeneration or the like, depending what you fight).

Witch might be a better archetype than psychic, if you're not using any other spells, since you could also grab the Ceremonial Knife feat, and make yourself an extra daily Force Barrage wand that is so cheap you don't worry about Overcharging it. That's more extra Force Barrages than psychic archetype will give you.

These are the kind of replies I’m hoping for. The only concern I have with witch is that an enemy kills my familiar and I’m out spell slots during the combat. Tree Razor has high ac for instance and I need enough force barrages to make up for it. Familiar dying on round 1 or 2 can be bad. Gesalt here has very specific builds for suggestions so I also like his post.

An enemy killing your familiar doesn't do anything to your spell slots. And, if you're worried about preparing tomorrow, there are always things like turning your familiar into a tattoo.


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

Also, Psychic archetype doesn't have a spellcasting breadth feat, so that part of the plan is a bit off.


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I think this is going to have a hard time holding up well, but we can definitely improve on it at least a little bit. I think a class that can add some damage to each casting, like sorcerer with their Sorcerous Potency feature, will do a bit better than wizard.

Carrying around a sack of Dargon Breath Scale catalysts could let you tag the occasional damage type weakness (or shut off regeneration or the like, depending what you fight).

Witch might be a better archetype than psychic, if you're not using any other spells, since you could also grab the Ceremonial Knife feat, and make yourself an extra daily Force Barrage wand that is so cheap you don't worry about Overcharging it. That's more extra Force Barrages than psychic archetype will give you.


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That's right. The list of spells you're pulling from is the same as normal for a cleric. But they are cast as Occult, not Divine.


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It does what the GM decides is appropriate to the door.

From the Area rules:

Quote:
Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.


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I'm not sure what the source was that told you that feat is available to a 1st level ranger?

It is a Fighter feat, and it is available from the Archer archetype. It is not in Ranger (either in CRB or in Player Core), and I dont recall ever seeing any other book say it would be added to ranger's feat list.

Opening up the Pathbuilder app, I also don't see Point Blank Stance on the list for a level 1 ranger, so I don't think it's a bug there. You didn't do something like put an archer archetype on a ranger, and hit it as an illegal selection, right? Pathbuilder will allow someone to select a feat without the right level or prereq, and just show a little warning message, but that's the only way I see it letting me put PBS on a level 1 ranger.


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Creator of Darknoth Chronicles wrote:
I appreciate everyone's response. When writing your own world there is a stopping point on what new or recycled content one can add in before the pages are no longer in order, so I was checking the opinions of others to get a feel of what people expect to see down the road for Remastered Pathfinder. Given that Player Core added more dragons are we likely to see more dragonblood lineages and if so how is Paizo likely to handle updating that content? In the previous editions how many dragonblood lineages have been available?

Draconic Codex already added a lot more draconic exemplars after the player core books.

There aren't any categories of content that you can expect them to stop writing. You just aren't likely to see it in the form of a Player Core 3.


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I think that's pretty unlikely.


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Aeneas_ wrote:
While 99% of these changes were very nice. One small issue is that the inventor dedication got a big nerf for Weapon Innovation since now it doesn't allow you to take advanced weapons. Don't know if this was intended or not.

It almost definitely was. An actual inventor taking an Advanced Weapon for their innovation cost a modification. An archetype being able to do it for free always looked like an accidental quirk of wording that should be fixed at the table. Fixing it in text doesn't seem like at all a mistake.


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No one has an inherent DEX cap. The DEX caps are always on an item or ability.

Barding has a DEX cap. An animal companion that is not using any item with a DEX cap doesn't have a DEX cap.

There is not a section in the book stating "if you aren't using an item with a DEX cap, you don't have a DEX cap." There is simply no rule anywhere suggesting that anyone, including both PCs and animal companions, has a DEX cap when not using an item or ability that has one.


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Violet_Jade wrote:

With regards to the clarification on equipping and unequipping shields, where does that leave options that explicitly manipulate the action economy of shields, like Lightning Swap or the Viking Dedication's Second Shield feat?

As written, the clarification forbids you from putting away an equipped Shield with Lightning Swap, and also doesn't allow you to equip the shield when you "draw a weapon and a shield" as specified in the feat. It also forbids you from removing/dropping/putting away a broken but not destroyed shield while using Second Shield and prevents you from using Raise a Shield afterward without spending additional actions because the feat doesn't equip the shield.

It also makes shields built for throwing, such as the Razor Disc, Meteor Shield, and shields with the Shield Throw trait largely pointless. Even if those shields have a Returning rune etched to them, they won't be equipped when they return to your hand, so you would have to use four actions each turn to make use of them as both a weapon and a shield. (Unequip shield, throw shield, equip shield, raise shield) You also wouldn't be able to unequip the shield to throw it if something was in your other hand, and you wouldn't be able to equip it when it returns to you in that instance, either.

That is, of course, only true if I interpret those abilities exactly as they're written, word-for-word. Perhaps the intent is that options like the Second Shield and Lightning Swap feats are intended to include equipping/unequipping shields properly as part of their action(s), and that shields built for throwing are intended to be re-equipped for free on return. Either way, I would appreciate if we could receieve additional clarification on the shield errata with respect to abilities like this, or for the errata to be altered in some fashion to better reflect the intent.

Those throwing shields also tend to not technically work with a Returning rune at all, without some houserule. You get outcomes like this:

1. Meteor shield is a shield, not a weapon. It cannot have weapon runes.
2. An attached shield boss on the the meteor shield can take weapon runes, but a shield boss is not a Thrown weapon, so it can't take a Returning rune.
3. The Shield Throw trait on the meteor shield accounts for making a thrown attack, but doesn't have any rules that bridge the gap to make the shield boss be a thrown weapon to put the Returning rune on.

Totally separate from this, Investigators also have a new problem with thrown weapons.

old text wrote:
When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided you Strike with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
new text wrote:
Replace the final sentence with the following two sentences. “When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier. If you Strike with a melee weapon, melee unarmed attack, or thrown weapon, it must have the agile or finesse trait to benefit from the substitution.”

The errata claims that this does not change the weapons that the INT substitution applies to, but Thrown weapons that are NOT normally melee, like javelins or bombs, have been excluded.


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BW1ll wrote:
I had to manually push the retry button. I have the Multi pdf of SFGA but do not have the hellfire in my library.

This is exactly the same thing I've had. The order went through, but the single file PDF of Galactic Ancestries is missing and there is nothing for Hellfire Dispatches.


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Dr. Frank Funkelstein wrote:

We were a bit surprised that Evil Eye can target monsters that would otherwise be not be affected by effects causing sickened, but so were the skeletons!

Applying sickened to enemies that would swallow you whole is a good way to prevent that.

Undead were never immune to sickened. Things like Divine Wrath always worked on them, too.


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Sure, there have always been some niche benefits to inflicting sickened, like preventing Swallow Whole.


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Where is all of this talk about other classes using Grudge Strike coming from? That feat can't be taken via multiclass archetype. None of the Wandering feats can.


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This is really one of those "no, there isn't any kind of formal definition of exactly what qualifies and never will be" things. Just like how the answer to "what goods will take more than one day to sell?" is "use your best judgement as a GM".