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HidaOWin's page

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber. Organized Play Member. 126 posts (127 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters.


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Hooray Sara!


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Terevalis Unctio of House Mysti wrote:
HidaOWin wrote:
9 items in my order and the charge has hit my credit card. I can but hope now.
How can you tell if you have been charged?

Checked my account online, that charge can show up a few days before they do the order though.


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9 items in my order and the charge has hit my credit card. I can but hope now.


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“It's not the despair, Laura. I can take the despair. It's the hope I can't stand."


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My May and June orders arrived in the same week here in Ireland despite shipping over two weeks apart.


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"The first transport is away!"

Lethargic cheers everyone!


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My order got fixed, huzzah.


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So I contacted them about adding the Thieves Guild and Red and Black Dragons to my case subscription sitting last week. Added both to sidecart as instructed.

My case order generated with the Red and Black Dragons, but no Thieves Guild.


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I wonder if the Magus's unique edge will be being able to give spell attack rolls an item bonus by delivering them through his weapons? Maybe that's why they shy away from an item bonus to spell attack rolls.


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Will Pathfinder Battles case subscribers need to purchase the Adult Red and Black Dragons and Thieves Guild Premium set manually or will they be added automatically as it previously was?


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If you specifically state and demonstrate that an example police force is based on something akin to the Peelian principles of policing by consent, rather than some sort of quasi-military repression arm I think you are making enough of a distinction to be separate and distinct from American policing methods.


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Cheers for shipping my March packages, I know times are stressful right now, any idea why they all shipped as 5 separate orders?

The increased postage cost is not ideal, I know the bestiary probably needed to be separate but the two adventure paths and two map packs could probably have been one package, did it work out as cheaper that way?


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Given the current success chance of Study Suspect, the Investigator ends up being a high variance class.

The first thing that is frustrating about that is that a lot of Investigator combat feats become relevant when you can do Studied Strike damage which requires you to succeed at the Study Suspect check. If you fail that as your first action, a player is going to be deflated, the rest of their turn is diminished by that failed roll. That's going to lead to dissatisfaction with the class unless they feel its a high risk/high reward situation, then a player can rationalise it as "win some/lose some"

Lets look at the reward now.
While Studied Strike is often higher damage than Sneak Attack by 1d6, I'm not sure the extra damage is commensurate with the failure chance of Study Suspect. Additionally the triggering condition for Sneak Attack is all over the core game, often the cost is positional but its such a big bonus that any two melee classes are happy to spend an action each to get it. In play Sneak Attack is much more reliable than Studied Strike.
So I suppose the intent of the class has to be looked at; is Investigator a high risk/high reward class or should it have similar reliability to Rogue?

If it's high risk/high reward, Studied Strike damage needs to increase, either more dice or increase to d8s or something tangible.

If it's meant to have similar reliability to Rogue you can do several things.

You can add Study Suspects success and critical success effects to Recall Knowledge checks so you can spend additional actions to try and activate Study Suspect, this leads to additional synergies for feats like Known Weakness.
You can remove the once per turn limit on Study Suspect and clarify you only get the free action once per turn.
You can add a Calculate Trajectories class feat that lets you Study Suspect off Reflex DC instead so Investigators can target all three saves.
Both of these solutions only help a bit with high level opposition.

You could also do something radical as follows. Scale down Studied Strike damage to Sneak Attacks progression. Probably remove the free clause from Study Target.

Critical Success On all your attacks against the target until
the end of this turn, you gain a +1 circumstance bonus to
your attack roll and increase Studied Strikes precision damage by 1d6.
Success On your next attack this turn against the target, you
gain a +1 circumstance bonus to your attack roll and increase Studied Strikes precision damage by 1d6.
Failure: On your next attack this turn against the target, you are considered to have succeeded on your check to Study Target.

That way you can always trigger Studied Strike.


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Dubious Scholar wrote:
HidaOWin wrote:

I actually worry about the Nova turn for Fire Oracles, with a 30 foot range limit you are likely going to end up having to regularly take an action to move yourself to get into range.

Why is Incendiary Aura a two action spell? Given its a revelation spell and purely a buff spell why not a single action cast?

Note that it includes a free casting of Produce Flame. So you're basically doing 1 action to buff it and then another to immediately fire it off.

No Flaming Fusilade has a free casting of Produce Flame, Incendiary Aura give you the ability to put persistent damage on someone you hit with fire damage at short range.


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I actually worry about the Nova turn for Fire Oracles, with a 30 foot range limit you are likely going to end up having to regularly take an action to move yourself to get into range.

Why is Incendiary Aura a two action spell? Given its a revelation spell and purely a buff spell why not a single action cast?


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Zapp wrote:
Erk Ander wrote:


I didn't say merely situational, I said REALLY situational. The really part matters.

Here is the thing. PAthfinder first edition had a ton of useless and very situational feats. This edition should imo aspire to avoid that. From the very start.

Hot Take: Pathfinder 2 already has a ton of useless and very situational feats.

A slightly more nuanced take.

There are few totally useless feats, if useless means does nothing. I think just about every feat in the game does something.

There are a decent amount of situational feats, which isn't a bad thing and most of the highly situational ones are in archetypes instead of core class feats. Given that this edition has prioritised choice existing for players and that feats should not habitually increase raw numbers this means some feats will end up more niche than others. That's working as intended.


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Zapp wrote:
Erk Ander wrote:


I didn't say merely situational, I said REALLY situational. The really part matters.

Here is the thing. PAthfinder first edition had a ton of useless and very situational feats. This edition should imo aspire to avoid that. From the very start.

Hot Take: Pathfinder 2 already has a ton of useless and very situational feats.

A slightly more nuanced take.

There are few totally useless feats, if useless means does nothing. I think just about every feat in the game does something.

There are a decent amount of situational feats, which isn't a bad thing and most of the highly situational ones are in archetypes instead of core class feats. Given that this edition has prioritised choice existing for players and that feats should not habitually increase raw numbers this means some feats will end up more niche than others. That's working as intended.


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That struck me a little as I read through it, but I took a second read through of some sections and there is a secondary motivation that can be emphasised.

The NPCs you'll end up working with are rich and great at making stuff and are going to offer that stuff in exchange for jumping through hoops. I'd emphasize that when the players interact with the scout they meet and I think player greed for toys will carry the day.


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Instagram cover is great, I love the creepy panel of the skeletons reaching for the star stone at the top.


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I mean seems like all the martially inclined characters would find a way to grab Attack of Opportunity if bad guys all persisted in this behaviour, at which point they will cut it the hell out as a full accuracy extra attack in a turn is a pearl without price.


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Also adding official clarifications to how sightless characters now magically perceive the world with hearing takes additional text space because you have to explain the ways in which it would be different in a way that's more involved than a monster ability because you as the GM have to reframe the PCS experience of the entire game.
Then to cover deaf and blind characters you have to do magical touch.
Then to cover deaf, blind and numb characters you have to do magical smell.
Then to cover deaf, blind, numb and anosimic characters you have to do magical taste.
Then to cover deaf, blind, numb, anosimic and ageusic characters you have to do navigation via a magical vestibular system at which point its better off just saying

"If you as a player want to play a character with specific disability(s) that's ignored by a fictional magical ability, talk to your GM who may assign a cost in ancestry to access that ability"

Not covering every situation that a person might exist in is not bigotry, its a fact of word count and evidence of the diversity of the human condition.


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Also, the flickmace could look like a ball and chain flail with some cunning self retracting mechanism. Or look a bit like a meteor hammer. It could definitely look cool.


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One other thing on Wolf Drag, there is a lot if synergy available there in the core book to compound its power.

If you grab Brawling Focus as a level 2 feat you get access to the crit specializations of the Brawling weapon group which is Fort save on a crit or be stunned 1.
Get a Grievous Rune on your gloves and that save is made at a chunky -4.

If you are facing a tough opponent, a successful Wolf Drag puts him prone requiring an action to stand up. A critical Wolf Drag is a Fatal hit, which puts them prone and a Fort Save at -4 or be stunned as well potentially taking 2 actions off a boss.

That can be fight winning.


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Also despite being uncommon its possible a ranger might get their mitts on an alchemical crossbow. On demand access to different elemental damage to hit opponents right in the weaknesses is very on brand for a ranger.


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Ordered a second Pathfinder 2e corebook before Gencon, intending to pick it up with my order there but it didn’t go through presumably for logistic reasons so I just bought a second one there.
Therefore there is an extra corebook on my next order, was wondering if I could get it removed if possible.
Thank you for your time.


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I’d say the Drow dodge works like Reactive Shield in Fighter so it can make an attack miss or not crit.
Rogues Nimble Dodge is weaker in that its done on targeting not hitting


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Eh, if you are Strength 14 or better you can ignore speed penalty from hide armour, but I understand what you mean.


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That seems an pretty low AC even with the -1 penalty.

Your barbarians level 1 AC should be 10(base) + 2 (trained in armour) + 1 (level) +3 (hide armour if your dex is bad) +1 (dex) = 17 AC, 16 with Rage, you could also be 14 dex which pumps that up one higher.

It’s a potentially tough fight alright and your AC being lower than expected can really sting especially against the tougher foes in it.


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Master Spell Proficiency is the rough equivalent of Expert Weapon Proficiency in number terms because Spells don't get an item bonus to attacks or Save DCs. That's why multiclass feats get to Master Prof at level 18 if you invest 4 class feats.

Getting a Master prof in weapons/armour or Legendary prof/10th level spells is something that really has to be restricted to your main class in standard games as otherwise you encroach too much on the main classes core strength.


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So just a thought experiment, if Paizo did make a level 1 general feat that gave you scaling heavy armour proficiency and plate was allowed remain the best armour.

Would anyone be upset at the complaints that other types of armour are pointless because plate is the best and it only costs a general feat to get and that feat is basically a feat tax and everyone at my table is wearing plate armour? Just curious.


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NemoNoName wrote:
Corvo Spiritwind wrote:

You get X and Y by paying Z.

Getting X via another resource Ø, but not getting Y for the same resource Ø. Now that's dishonest.

Except that's incorrect. Martials do not get only increased mastery in spells, they also receive spell slots via those feats.

Spellcasting is the CORE of the casters. This is what martials get when they archetype into casters. EXPERT Weapon proficiency alone is not the core of Fighter. It is all the other feats that Fighter gets access to that makes the core of Fighter.

We are not asking for Master or Legendary proficiencies in weapons, which makes you dishonest when you phrase your arguments as if we are asking for that.
Even if a caster takes Martial archetype, they will only receive MATCHING proficiency to weapons they get from class. They do not get to improve proficiency in something they did not have.

But casters can get Expert proficiency in the weapon of their choice, it just costs 2 class feats.

You're not arguing for options for casters to get expert proficiency, you're arguing they should get it much much cheaper.


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Actually it's going to be 1 better than heavy armour until level 15 because your character is unlikely to start with 18 dex if you are planning on using heavy armour.


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NemoNoName wrote:
The Gleeful Grognard wrote:

Spending a more important feat (thanks to feat chains for martials) and disabling fast movement for yourself, as well as that increased armour check penalty that cannot be gotten rid of.

Forgive me if I am not seeing it as a shining example of where you could do it core in PF1e without a downside :P

It's quite different. You don't get a -5 AC penalty (rough equivalent to -2 in P2E) once you hit level 13th.

You don't get that big a penalty in real terms. Lets say you are a Wizard wearing + 2 Plate with 10 dex at level 12. Why do you have 10 dex? Because you are raising your Int, Str, Con and Cha at levels 5 and 10. Could you focus on Dex instead? Sure, but then you shouldn't wear plate.

At level 12 you would be:
Unarmored = 10 (Base) + 12 (level) + 2 (Trained) + 0 (Dex) + 2 ( 2 Potency Explorers Clothing) = 26 AC
Plate = 10 (Base) + 12 (level) + 2 (Trained) + 0 (Dex) + 8 ( 2 Potency Full Plate) = 32AC

At level 13 you would be:
Unarmored = 10 (Base) + 13 (level) + 4 (Expert) + 0 (Dex) + 2 ( 2 Potency Explorers Clothing) = 29 AC
Plate = 10 (Base) + 13 (level) + 2 (Trained) + 0 (Dex) + 8 ( 2 Potency Full Plate) = 33AC

At level 14 you would be:
Unarmored = 10 (Base) + 14 (level) + 4 (Expert) + 0 (Dex) + 2 ( 2 Potency Explorers Clothing) = 30 AC
Plate = 10 (Base) + 14 (level) + 2 (Trained) + 0 (Dex) + 8 ( 2 Potency Full Plate) = 34AC

If you choose to grab the Champion Multiclass feat you pump your AC by 2 while wearing armour at level 14, but assuming you are Dex 10, just being trained in armour is still better than unarmoured.


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Colette Brunel wrote:
HidaOWin wrote:
Hang on, the feat works fine after 13th, it doesn’t stop working, however if you want 2 more AC while wearing your full plate, you just take the 14th level feat that raises your proficiency to expert. Or not and live with being 2 lower AC.
At that point, you may as well have not taken the feat at all. So why is 13th level, of all levels, the expiration date for such feats?

Because it’s better than your unarmoured AC? If you no longer want to wear heavy armour you retrain the feat, or you invest another feat and improve your AC or you keep wearing your heavy armour because your Dex is 10 and its still better AC than being unarmoured.

13th level is picked out because thats the level your defenses rise in some classes so the feat to match that increase is at 14th level so you can take it after that happens.


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Squiggit wrote:
Lanathar wrote:
If Heavy armour is that important to the RP then the hit to AC should be considered acceptable just like all sub-optimal RP related choices in any version of Pathfinder
Maybe, but why is that something that we should be celebrating? Why is "Let's punish people for wanting to play something different!" a good thing?

It’s not punishing people for playing something different, its putting higher costs on something that has advantages, If you wear full plate you can drop dex and focus on your strength instead and get benefits to help out your reflex save and be generally higher AC than if you didn’t take the feat.


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Colette Brunel wrote:

Again, why is it okay for these feats to function perfectly fine from 1st to 12th level, only for 13th level to be the expiration date?

What makes the math at 13th level demand that these feats become obsolete?

Hang on, the feat works fine after 13th, it doesn’t stop working, however if you want 2 more AC while wearing your full plate, you just take the 14th level feat that raises your proficiency to expert. Or not and live with being 2 lower AC.


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I'd disagree pretty strongly. If you want your wizard to swing a greatsword you can just spend a level 2 class feat on Fighter multiclass and if you want it to scale fairly well grab the level 12 feat or if you want it more for flavour spend a General Feat to grab martial weapons. Do either of those and you'll fight acceptably well with a melee weapon, not to the same level of a martial but you'll usually be only 2-3 points behind most of them if you keep your Strength or Dexterity up there. (Fighter is the exception but Fighter is 2 points ahead of everyone)

In comparison in first ed, a Wizard couldn't come close to that, you could get proficiency through shenanigans or a dip but your BAB was miles behind the martials so your hit rate would always be much lower and you'd lose some casting power.

This is much more flexible than most D&Desque games because you can easier take a multiclass to add some new options to your character without compromising core strengths.


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Deadmanwalking wrote:
Champion's a bit of an issue due to thematic limitations. We really need another Archetype that's less thematically locked down to do the same thing with armor.

I definitely think we'll get something else that does a similar job, we even saw something like it in Grey Maidens in the playtest. Space in the corebook was at a premium though and the intention was to have those additional 10 archetypes available at launch in the Lost Omens book. That said, if its core to the concept right now, hold your nose and grab Champion, I'm sure something else will be along in a few weeks/months you can retrain into.


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Uchuujin wrote:

Why should I spend two feats for expert proficient with all armor or all weapons, when I only care about one category of armor or one weapon?

If it's a feat that tighter in scope, effecting only a single category of armor, or a single weapon, why shouldn't it grant more than a feat that effects all armors or weapons?

A feat that only grants proficiency in a single type of weapon do exist in the Weapon Familiarity Ancestry feats.

However if you are suggesting a General Feat that grants say expert proficiency in single type of weapon, I'd suggest that was of similar power level to a feat that granted you 2 1-3rd level slots of a single school of magic. A bit good really and in excess of the power level of General Feats.

Trading off specificity for additional power is an old trick in RPGs and is generally poorly balanced as flexibility rarely rewards you enough to overcome the Tao of "Stuff I was Gonna Do Anyway"


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Corvo Spiritwind wrote:
HidaOWin wrote:
If its core to your concept you can spend the two class feats and get plate to expert on your wizard. If the champion multiclass is a deal breaker on that, I'd wait a little, I'm sure another archetype that does something similar will come along.

By two feats, do you mean one on the Dedication and then one on the Armor expert feat?

Yeah, with a bit of retraining that should be doable at 10th level after putting a 5th level and 10th level boost into your Strength and Charisma.


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If its core to your concept you can spend the two class feats and get plate to expert on your wizard. If the champion multiclass is a deal breaker on that, I'd wait a little, I'm sure another archetype that does something similar will come along.


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Corwin Icewolf wrote:

2 things.

1. Team game or not, being independent is nice, and a primary power fantasy for myself and likely many others.

2. People are saying even focusing on damage as a wizard is hard, while I now find that aoe works adequately in at least some situations, I think some people are wanting to be able to invest more into their cantrips and be basically something like a kineticist.

1. It is a team game though, you can be the best quarterback in the world, you still need someone to throw to and someone to block for you. Being independently awesome is great, but design space is what it is and no class should be amazing at everything.

2. I think Elemental Sorcerer is the blaster we are smashing for atm. People looking for the at-will ranged magic monstrosity will have to wait for the kineticist who will trade spikes of power like high level spells for more consistent high damage cantrip equivalents. I'd in fact guess that is the design space left open for it. Might even use the same cantrips as other casters just get a core class single action that double the damage of the next cantrip they cast, make them fairly static dealers of death.


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I think proficiency is being undervalued for legacy reasons. Getting to master in a weapon or armour is actually a big deal on a level with PF1s Full BAB or 9th level spells, it's not like dipping a single level to get a PF1 weapon or armour proficiency. Look at how many feats you spend for some spell access, having higher levels of proficiency gated behind some feats is actually pricing the strengths of some classes at an appropriate level.


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You can just retrain if you don't want to continue investing feats to use that type of armour. The core book supports using a feat for a while, then changing it out for something more appropriate later on.


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Explaining to a new GM that they are free to change the DC and a small note about the realities of multiple PCs making a check seems like good advice for a corebook. I think you might be taking a less charitable reading of the text but I wouldnt agree with that take.


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Well having all NPCs/Monsters have identical skills by formula would probably be a little too predictable for players, so some skills being higher or lower than the theoretical max seems a good use of design space.

The 13th Level Dryad Queen does have exceptional Deception and Diplomacy, but that's probably the challenge with her, you are more likely to bandy words with her than fight knowing most PCs.
If you Recall Knowledge about her you'll probably learn that they are deceivers and charmers beyond mortal ken, at which point the sharpest member of the party had best equip some gear to help out and get a useful buff spell and that's the difficultly of the encounter.

Yeah she's higher than a PC, but that helps with variance of multiple PCs rolling against her. Given Perception is also initiative I expect a lot of PCs to be at least decent at it.


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How is alchemist bomb damage? Will bombers focus on chucking bombs when the free bombs show up or are they better waxing people with crossbows?


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I'd lean pretty hard on the dynamic movement part of swashbuckler to make them distinct in a different way to monks.

Give them standard attack proficiency but an action like

Unorthodox Assault. <Double Action>
Stride, then Strike. If during the Stride you made an Athletics check to jump instead of your standard attack proficiency use your Athletics proficiency.

So they are good at making one more accurate than normal attack. From a fluff point of view they bounce along over the scenery.


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Arachnofiend wrote:
Erm, wasn't it determined during the playtest that power attacking with a d12 weapon was just worse than attacking twice on average?

If the striking enchant caps at 3 extra dice at the highest level, it narrows the gap on Power Attack versus 2 attacks, you’ll usually be rolling the same amount of dice, with a bigger Crit on Power Attack and more normal damage at lower accuracy on the second roll.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

One of the characters mentioned having an item that gave +1 to diplomacy, nice to see them still there.

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