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It would not remove the manipulate trait, but using it out of range of the enemy's Attack of Opportunity (AoO) would keep you safe. Most spells will have either the manipulation or concentration trait. Some will have both. The spell does more damage when use in close range, but that is the only real difference. One thing to remember in PF2 is that most enemies do not have attacks of opportunity. It is no longer universal. ![]()
Challenge rating is a PF1 term, and you have posted in the PF2 forums. In PF2, levels are the same for both sides, ie, 2 on-level characters are a moderate challenge for a 4th level party. In PF1, I believe PC classes were 1 higher than the CR, but its been awhile so my memory is a little rusty. 3 NPCs at 1 level lower will be a moderate to severe encounter for a party of 4. ![]()
Neither, they do not get a free action, just make a skill check. This could be flavored however desired, but wouldn't change positioning, or have any game effect other than those specifically listed in the feat
archives of nethys wrote:
You attempt a skill check using the same skill they used. If you get a crit success you gain the bonus to attack rolls, perception, saves, and skill checks as above. note that it doesn't list the DC for this check, but I would assume it to be the seem one as the foe attempted. ![]()
pH unbalanced wrote:
This is the way I run it at my table as well. ![]()
Movement rules
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Personally, I always put incapacitate modifications last. There is this from the errata:
And the text of incapacitate:
Divine Will specifies that it triggers from the role, and incapacitate triggers from the result of the check. ![]()
Skills
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Leap is capped at 10 feet if your speed is not at least 30 feet, and capped at 15 if your speed is 30 ft or greater. So there is an indirect cap much lower than your actual speed.
The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet , or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. High jump moves only 5 ft horizontal (10 ft on a critical success), so speed doesn't play into this one. ![]()
Dragonhearthx wrote: Okay, how would you do crafting for initiative? In that particular circumstance, they were encountering animated statues, and one was investigating the statues before they moved, so crafting represented his ability to tell they were animated objects rather than inanimate, and react to them. ![]()
It works pretty much like you described. you create a distraction to pull attention away from the one creating the diversion, to yourself. Mechanically, creating a diversion gives the hidden condition to the character that created the diversion, which is why it appears to be worded weird. In other words, allows observed characters to become hidden, so that they can hide to become undetected. If you are trying to get on lookers to pay attention to you to make them less attentive, then fascinating performance is more what you are describing. Applying a -2 penalty to perception DCs. In other words making them less observant. ![]()
shroudb wrote: The common language of Hazardous terrain is personally, I run it the other way. Each time they move [into one or more of these squares] they take damage. Just like I would with difficult terrain, they suffer the penalty for moving only once per move regardless of the number of squares they move into. ![]()
Personally, I agree with Ravingdork that the character yielding the Ghast Stiletto is the creator of the effect. Since they have to spend the action to do so. However, The emanation rules don't say they creator can choose not to be affected, but by default they can choose the creature at the center of the emanation to not be affected.. "Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected." CR457 However, the Ghast Stilletto specifically overrides the choice:
Because the wielder is not at the center of the emanation, they are affected as normal. No matter how you parse the "creator" portion, the wielder is still affected if within 10 feet of the target. RAI might be different, but RAW is as breithauptclan describes. ![]()
N N 959 wrote:
Just because someone disagrees with you doesn't mean they are trolling. This comes across as extremely arrogant and disrespectful to others. N N 959 wrote:
last time I checked hell is a different thing than high water as well. so Damage and Harm are still two different things. Ie, Hit point reduction and debilitating conditions. I don't agree with Gortle most of the time, but here I think his interpretation is the most correct, and matches the way I would run it. Yours is much too narrow, and pretty much discounts the "indirect" clause of the definition. ![]()
N N 959 wrote:
On the contrary, harm is listed desperately from causing damage,indicating that they are in fact two different things: A hostile action is one that can harm or damage another creature, whether directly or indirectly, ![]()
First the have clarified in errata, that a wand formula is general for any kind of wand: https://2e.aonprd.com/Rules.aspx?ID=756
secondly, even if the formulas were different, it doesn't follow that you can tell from looking at the outside what was used on the inside. for example: you place frog's legs, wrapped in silver dust inside a wooden core, seal it up, and lacquer it black, and place a silver band on it. You now have a wand of jump. Does the wand of jump look different enough from a black wand silver banded wand of magic missile,or a black silver banded wand of enlarge? Sure if you break it down to reverse engineer it, you could find out wand you had, but then you need to put it back together again. ![]()
Temperans wrote:
I think you are forgetting terminal velocity, which (on earth) you reach in 12 seconds or about 1500 ft of falling, and cap out at about 120 mph or 1056 feet per 6 second round. ![]()
Jacob Jett wrote:
In my experience, it's been exactly the opposite. I don't have to screen 100s of options and ban them one by one, I screen when the player requests an uncommon or rare option. In one of my current camp gains, a player wants a new spell, I read it and say ok, or read it and say, I'll build it into the story, or read it and say no that spell will interfere with the story. I can do this screening at my leisure between sessions, and he has time to make other choices if needed. At least I know ahead of time whether a character choice will kill a storyline or trivialize an encounter or challenge. As opposed to another player I've had suddenly announcing mid game that he has some new obscure ability from a source book I haven't read, and I have to screen it on the spot, and pause the game to do so, no thanks. ![]()
Kobold Catgirl wrote: Rarity exists as a warning flag for players to check in with their GMs about something. I'd say it's definitely more to make it easier for GMs to say "no", as well as a way for players to identify which options they may want to be careful about. I agree wholeheartedly. The rarity flag is a reminder to the player that they should check with the GM. It also serves as a flag for the GM to say, you might want to review this option before allowing it. This isn't about blocking players, its about encouraging upfront communication. ![]()
Vasyazx wrote:
Again missing the point. You are intentionally causing harm to others. Doesn't matter if you have their permission, doesn't matter if it isn't lethal. Doesn't matter how you rationalize it, it fits pathfinders definition of evil. On a more practical note, many normal soldiers may already be evil, but loyal to the king. Being Evil in and of itself is not sufficient grounds to cause them damage. Good can only cause harm in the defense of others or themselves. This is a classic case of "the ends justify the means" thinking which many tales have been written about heroes falling into evil due to this rationalization. ![]()
Vasyazx wrote:
Doesn't have to be random people for this to be evil, and doesn't have to include death, just potential harm. You violate this standard of good: "They are also good if they value protecting others from harm". And embrace this standard of Evil: "Your character has an evil alignment if they’re willing to victimize others for their own selfish gain," ![]()
YuriP wrote:
Most of these problems go away if you actually use the game definitions instead of bringing external religious connotations into the game. Nothing in alignment states that you must behave in a certain way all the time or perfectly. It is simply a statement of values, and alignments can change. Got tired on helping others and not yourself? this is a move from good to neutral. Realize that hurting others to help yourself doesn't make you happy? move from evil to neutral. In reality, most people in the pathfinder world are likely neutral as they are not committed to either of the extremes. Only extra planar creatures are really tied to an alignment, and even that isn't 100% fixed. ![]()
at 90% it creates the expectation that the GM cannot rule against the exact wording in the rules. at 85% it creates the expectation that the GM will make a judgement call. I have not seen this be an issue in second edition, but it was rampant in PF1 and dnd 3.x "I didn't attack, my summoned monster did"
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Gortle wrote:
I disagree with the assertion. It was wise and bold of Paizo to explicitly empower GMs to make those calls. It makes it 100% clear to players that the GM has the right to make judgement calls, and that this is a cooperative game between GMs and players. ![]()
Cilng wrote:
I think you'll find most of us that respond in the rules forums are most interested in helping people understand the rules. It's a big game with a lot of moving parts and can be overwhelming for new players. The vast majority of us will listen to well reasoned arguments based on actual game text. We will also point out where a specific interpretation violates actual game text. Many of us are GMs with a passion for running the game, and want others to succeeded. Areas where the text is very clear leaving little room for interpretation will see very little GM variance, as in treat wounds. Things where guidance is less strict, like fleeing, or how many people can attempt a task will get a wider range of interpretations. Almost no one on the forums can really comment on why rules were written a certain way, as designers don't frequent these boards. So trying to say this rule was written for this purpose is mostly useless. What you will get is this rule allows or forbids this. ![]()
Sibelius Eos Owm wrote: I struggle to picture a fear effect which can make a hardened warrior (or demon, or ghost, or other) choose to run away from combat which also leaves them in possession of enough faculties to make a full tactical retreat. Others may not find this strange to accept. No matter. This isn't even hard. A level two fighter is fighting a level 1 pickpocket and suddenly realizes it's a level 14 Gylou. Yeah, they would run, in a way that avoids their AoO. ![]()
Just for historical context, pf1 had 3 levels of "fear":
while pf2 only has 2:
mechanically shaken from pf1 is most similar to afraid
Panicked was very severe: drop everything, move in a random direction, cannot act, and cowered if cornered. ![]()
I would dare say a solid 10 - 20% of monsters have some form of AoO. This fits into the definition of common for me. I mean elves and dwarves are considered common at ~7% of the population, and halforcs at ~3%. Looking at character classes, a solid 1/3 of can have some form of movement triggered reaction. Again this is the common category. Hardly ubiquitous yes, and certainly not the the same level as PF1, but not a negligible amount. I would agree that 3 steps is cheesy, but 1 is a running away in my book.
Again I don't draw a distinction between fleeing (choice) and fleeing (forced). Again for me, fleeing is about survival, not speed. Any action that acts against that survival in my mind violates the expedient clause. I understand where you are coming from and respect your position, and give you full points for politeness in our disagreements. But as I said, I don't think either of us is going to change our position here and it boils down to two fundamental differences in philosophy: what fleeing actually means (terror versus retreat), what expedient means (speed vs safety). Happy gaming to you. ![]()
Claxon wrote:
For me the difference is so obvious, it's hard to explain. But I'll try. Maybe a little background in how I run monsters will add some clarity to my perspective. I almost never run monsters that battle till TPK of the monsters. All monsters will battle until it is clear they have no chance of winning, and then will run away. (typically less than 20% remaining). They always do this by stepping away from the characters they are in melee with and then using 2 strides to move away. Taking 3 steps doesn't reduce their risk of dying, so they never would. When I read fleeing as see running away, it means the same thing to me. You have opted not to continue fighting against (perceived) overwhelming odds and run away. You do so to preserve your own life. Risking a potentially lethal attack from the very thing you are afraid of is going against the self preservation instinct, staying in range for another full attack is even more so. For me, expedient means in the way that is most likely to keep them alive. Paraphrasing your position, and correct me if I am misrepresenting it. Expedient means placing the most difference between you and one thing you fear as quickly as possible. Another critical difference is the commonness we assign AOE. For me it is common, but not ubiquitous. My understanding of your position is uncommon to rare, possibly not even aware its a thing. ![]()
painted_green wrote:
And I would disagree with this assertion. Staying in range for another full round of attacks is not what a character would do if choosing to preserve their own life, and does not meet the definition of expedient. I wouldn't allow it. ![]()
you could, and if so I might increase the limit. This would represent the another person tending the fires, handing the tools, etc. The rules won't cover all cases, and the ambiguous rules section is there to remind us of this. This is one of the primary roles of the GM, to rule in corner cases, and use some common sense. The question I would ask, is how many people can reasonable work on the task without getting in each others way? for repairing a ring it might be one, for a suit or armor maybe two, for a boat maybe a dozen. Unlocking a door, one. tracking two. These are all little more than judgement calls about what is reasonable. Hence the preface "as a gm". ![]()
Cilng wrote:
This is mostly a rule 0 call, but some guidance can be found in aid: If they cannot have the item to work on, they cannot repair it.You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally. ![]()
As breithauptclan stated. Normally, you cannot even attempt to spot hidden creatures without using the seek action (in tactical mode) or the search activity (exploration mode). This is functionally similar to trap finder rogue feat, except applies to hidden creatures instead of traps. Finding some hidden things will require training of some level (trained, expert, master, or legendary) or automatically fail. This is normal in the rules. They don't really define nearby,but I typically run this as about 60feet. |