Tyrannosaurus

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Organized Play Member. 1,306 posts (1,312 including aliases). 2 reviews. No lists. 1 wishlist. 10 Organized Play characters. 3 aliases.


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Grand Lodge

Ravingdork wrote:

Not that, that matters when making new prepared casters...

Cleric ...you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book...

Druid ...you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list in this book...

Wizard You choose these from the common spells on the arcane spell list from this book...

...the developers covered their bases really, really well this time. You're not just limited by the rarity system; you're also limited by source.

So unless you're a bard or sorcerer, which don't have that language, all of your spells MUST still come from the Core Rulebook DESPITE whatever new books you may have in your collection, or else you need permission from your GM to get access.

I highly, highly, highly doubt Paizo intended to make all spells from other books not available. I think you're reading into the intention of the wording wrong.

Grand Lodge

Cyclops Helm.

Grand Lodge

willuwontu wrote:

Reposting the FAQ

FAQ wrote:

Channel Energy: If I have this ability from more than one class, do they stack?

No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.

Like I said previously, you apply the instances of sneak attack separately.

Lets say you were a unrogue 1/slayer 3/wizard 3, you would have two instances of sneak attack 1d6. If you attacked a target and met the requirements for applying sneak attack, you would deal 2 instances of +1d6 precision damage or 2d6 overall. However, since neither class grants you 2d6 sneak attack, you would not qualify for arcane trickster, since you only have 1d6 sneak attack.

This is incorrect. If that were the case then we would not need the wording to say that it stacked to begin with as 2d6 SA and 1d6+1d6 are the same. If it was intended only to make a difference for prerequisites then it would say as much. As is, there is literally no mention of prerequisites in that FAQ.

Grand Lodge

Don't see how it needs an FAQ myself. The wording is abundantly clear.

I'd much rather see the remaining FAQs needed on Ultimate Wilderness.

Grand Lodge

Barnabas Eckleworth III wrote:
TriOmegaZero wrote:
The fact that your allies provide soft cover, which prevents AoOs.
I've actually seen it posted in a FAQ that your allies do not provide cover from AoOs.

Curious where this is posted. I've heard many people reference such a ruling, but have never seen it produced.

Grand Lodge

Bomanz wrote:

Awesome, thank you.

What about from the Water Dancer Monk archetype and the Warrior Poet Samurai Archetype?

That would stack with Warrior Poet because it's a Dodge bonus rather than another untyped bonus.

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avr wrote:

The official ruling is that untyped ability bonuses are their own type of bonus and they don't stack with each other.

So warrior poet and scaled fist Cha bonuses to AC don't stack, sorry.

Close but not quite. 2 untyped ability bonuses from the same ability score (in this case Cha) are considered to be the same source which is why they don't stack.

Grand Lodge

I wouldn't call that RAI at all. It's specifically worded differently. The fact that it doesn't even hit 1d4 til CL 5 is what keeps it balanced and not a must have for every single TWFing Gunslinger.

Grand Lodge

Dunno why some people are acting like this is an OP feat.

You're only doing 1d4+1 damage (per 5 levels) every shot compared to the gunslinger who is getting dex to damage and can TWF with just a 2 level dip in juggler bard.

You could make an argument about combining it with Gunslinger, but that wouldn't even come online til character level 10. Hardly OP by then.

Grand Lodge

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Essentially gods don't generally do this sort of thing. Their help is usually limited to benefits granted by class features given to their worshipers such as spellcasting.

Grand Lodge

It's not quite Hide in Plain Sight, but Hellcat Stealth lets you hide in normal or bright light even while being observed at a -10 to your check and can be taken by at 6th level.

Edit: Totally missed "without any caveats or conditions". Feel free to ignore me.

Grand Lodge

There's not really a way to answer this without spoilers.

Just have a good time playing the game. They're not going to throw you against Tar Baphon totally unprepared and have him wipe the floor with you.

Grand Lodge

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Hey James,

What would happen if a creature without an alignment (such as one with the Beyond Morality mythic ability) were to ascend to godhood?

To be more specific, would they suddenly gain an alignment or continue to have none?

Grand Lodge

Hi James,

Is the newly redeemed Noticula still considered a demon depsite no longer being CE and no longer residing in the Abyss?

Grand Lodge

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Regarding Monk: Ki Rush is a great change, but strength based monks still have some serious AC issues. They have to pump up dex to raise AC since they can't wear armor and that still leaves them with much lower AC than any other class. And on top of that they need CON since they're a melee class. Which leave very little for WIS; meaning they will not be able to use defensive abilities like Ki Rush very often.

So str based monks still seem like they're just going to get crit out and die.

Grand Lodge

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This is definitely a big step in the right direction.

However, some things like most half orcs suddenly not having darkvision by default and randomly gaining it when they take a feat at any level are still just bizzare and need to be changed.

Honestly the latter is much more of an issue than the former. I could accept most half orcs being 2nd generation or so and not having dark vision now. But randomly gaining darkvision from your race on level up just doesn't make sense.

Grand Lodge

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Ninjaxenomorph wrote:
Yes, the Padishah of Kelesh, well-known for producing... fair-skinned blondes?

It's highly possible there's a background reason for that.

Failing that, all sorts of people live all over Golarion. Why does he have to be a typical member of the populace? Most places in Golarion aren't known for having a large half-orc population, but that's never stopped me from playing one.

Grand Lodge

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It seems a common theme in these playtest feedback threads is that parties without a cleric constantly teeter on the brink of death/die and and don't have fun, while parties with a cleric don't have much of an issue all survive while having a good time

Right now it seems the encounter math makes clerics necessary to succeed without deaths the majority of the time.

Grand Lodge

I've seen at least 2 more threads where this has been debated since the original post here. I think it's pretty clear this needs to be worded better/clarified.

Grand Lodge

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This type of conversation is exactly why this rule needs to be clarified.

Grand Lodge

I believe it's position 2 as well. However, there definitely has been a decent amount of confusion on the matter so I think it's worth clarifying.

Grand Lodge

It certainly seems to lean that way. But I'd still like to see an official clarification and the rule to be rewritten more clearly.

I've certainly seen multiple instances of people interpreting it different ways so far.

Grand Lodge

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It's actually completely up in the air exactly how much damage is needed to dent objects as the rule con be interpreted 2 different ways an needs to be clarified. I made a thread about this exact issue

Grand Lodge

DerNils wrote:
Nope, you Need 20 Damage to cause a dent. As you ignore the first 10 Points of damage, the door only takes damage after that. That means in order to cause 10 damage to the door (and cause a dent), you Need to cause 20 damage initially.

This is actually unclear at the moment as the rule can be read 2 different ways. I made a thread about it here.

Grand Lodge

Disregard the first part of the last post. I misread the rules and your message and thought it was saying to double the hardness of the door, not the hardness of the material the door is made of.

Grand Lodge

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DerNils wrote:

page 354 (hardness) gives guidance how to destroy doors:

The Hardness for doors, reinforced
structures, and other durable constructions is usually
twice the Hardness listed on the table.

Therefore a wooden door would have hardness 10 (5 doubled), and you would have to inflict either twice 20 damage or 30 in one go for it to be broken. It can then be discussed if a broken door is sufficient or if you need to go for destroyed.

Putting aside the discussion of the DCs, I believe you may have just found a contradiction in the rules. Page 354 on the CRB says that you should double the hardness of doors and other reinforced objects (Assumedly walls and such), but page 7 of the bestiary has an entire section on demolishing objects and even table with their hardness and how many dents they can take, yet and makes absolutely no mention of ever doubling hardness.

I'm curious which one is meant to go by. Especially since the doubling hardness rule for doors means they'd basically be impossibly to tear down until high levels.

There's also still the looming issue of exactly when an object takes a dent, since the rules for it can be read 2 different ways.

Grand Lodge

Bumping for visibility since I posted this late at night.

Grand Lodge

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Item Damage, page 175 wrote:
An item can be destroyed if it takes damage enough times. An item reduces any damage dealt to it by its Hardness. The Hardness of various materials is explained in the Materials section on page 354. If an item takes damage equal to or exceeding the item’s Hardness, the item takes a Dent. If the item takes damage equal to or greater than twice its Hardness in one hit, it takes 2 Dents. For instance, a wooden shield (Hardness 3) that takes 10 damage would take 2 Dents. A typical item can take only 1 Dent without becoming broken. A second Dent causes it to become broken, though it can still be repaired. An item that would take a Dent or become broken while already broken is destroyed beyond salvage. Some magical or especially sturdy items can take more than 1 Dent before becoming broken, as noted in their descriptions.

So there appear to be 2 equally common interpretations of the rules for items taking damage and the text is vague enough that either could be correct.

Position 1: An item takes a dent if the total damage before subtracting hardness matches or goes past it's hardness.

Example: A fighter hits a wooden door for 11 points of damage. It is reduced by the hardness (10) to 1 point of damage, denting the door.

Position 2: An item takes a dent if the total damage after subtracting hardness is equal to or greater than the objects hardness.

Example: A fighter hits a wooden door for 11 points of damage. It is reduced by the hardness (10) to 1 point of damage, which does not dent the door because the damage actually given is not "equal to or exceeding the item's hardness" of 10.

This has come up in multiple threads and is especially important for how shields work. The sooner this gets a clarification the better.

Thread 1
Thread 2

Grand Lodge

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See, that kind of ambiguity is exactly my issue.

As an example, let's say a GM is designing an adventure and wants to put a mountain that the PCs have to get up. He decides that this is quite a substantial mountain and that it's crumbling, sloped, and slick so he makes it a lvl 6 DC.

Now when the players get there, they toss a grappling hook up to the top with a rope attached and decide to climb up. The GM thinks this makes it 1 category easier, so he shifts the DC from 22 (High) to 19 (low).

A player makes a 17 climb check and is shocked when the GM tells him he failed. He reminds him that climbing a rope is a lvl 1 task and he has the cliff to brace against, so the DC should be 12 or perhaps 14 or 15 since it is in such poor condition.

Who is right in this scenario? As the rules are currently written, I'm genuinely unsure.

Grand Lodge

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The issue with that is that climbing a rope is already a lvl 1 task. The surface you're using it to climb up shouldn't suddenly make it a lvl 6 task.

It just doesn't make sense. Flat DCs were infinitely better than giving everything a level imo.

Grand Lodge

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Basing the DC to break it down on the Thievery DC at all is problematic though. Because locks have diminishing returns and this makes it always harder to break down a door than pick the lock.

There's a point at which no matter what type of lock you put on your wooden door, it's still going to be just as easy to kick down because it's wood. and it's certainly not harder than picking it.

Grand Lodge

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So when my group first ran the playtest we couldn't find any rules or guidelines on the DC to break down doors in the CRB, but I just recently managed to find it on Page 7 of the Bestiary of all places. And what I found was definitely......concerning.

For one, the DC to break open a locked door is equal to the unlock Thievery DC+5 which just doesn't make sense. Regardless of how fancy of a lock you put on a wooden door, it's still a wooden door. The DC absolutely should not be based on the Thievery DC at all, but the size and type of material of the door.

However, this page also held something perhaps even stranger. It also provides DCs for climbing up walls of various materials, and they absolutely do not seem to match up with the CRB. On page 338 of the CRB we can see that climbing a cliff is a level 2 activity, which when we check the DC chart makes it DC 15. Now the bestiary puts climbing wood slats as a level 5 activity which is a whopping DC 21 and is harder than climbing a Masonry Wall apparently. Something is definitely wrong when climbing wood slats is significantly harder than climbing a cliffside and even slightly harder than a masonry wall.

Overall, it seems that quite a few of these DCs were decided without it being considered whether they logically made sense. I think it would definitely be a step in the right direction to revisit these rules and change the Break DC for doors to not be based on Thievery, and make the climb DCs more sensical for what surface you're climbing.

Grand Lodge

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Well upon checking there are more in depth actually guidelines for climbing and breaking down doors in the bestiary of all places.

However, they have some serious issues.

The climb examples contradict the ones in the CRB by being significantly higher. Climbing wooden slats probably shouldn't be DC 21 for example.

Also confusing, the break open DC for doors is equal to the Thievery DC+5 which seems very strange. A wooden door is still a wooden door regardless of how good of a lock you put on it.

Edit: Going to make this issue it's own thread for visibility.

Grand Lodge

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I'm talking about things like climbing a cliff with a rope, having a wall to brace against, swimming in calm water vs stormy water, breaking a wood vs metal door down, etc.

Tables 10-3 through 10-6 list the level some of these ordinary tasks should be and at what level they become trivial, but make no mention of their starting Difficulty, just some factors that can affect their difficulty.

Also, the table is completely missing any guidelines on how to handle using Athletics to Break Open doors, chests, etc. It would be really nice to have example DCs or at least level/difficulty for things like "Flimsy Wooden Door", "Solid Wooden Door", "Solid Iron Door", "Adamantine Lockbox" etc.

Grand Lodge

So in the level row you choose the level of monster that hit them and then look at what a High difficulty check is for that level on the table.

I agree that putting the DC in would be easier, but I also don't think it's a huge deal to keep that page bookmarked or open.

Grand Lodge

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Laik wrote:
However, Breaking Open objects is an Athletics check with default DC = unlock DC+5 for doors.

Where is the rule saying this is the DC located? I haven't managed to find it anywhere and it seems absolutely nonsensical that breaking down a door is harder because the lock is harder to pick.

A wooden door is still a wooden door regardless of what type of lock is on it.

Grand Lodge

Joana wrote:
Also, while I much prefer the Dying condition to P1e's dying rules -- no worrying about taking a level-one PC from alive to dead-dead in a single blow due to a high damage roll -- there really needs to be a better way to know what DC the PCs are rolling against to recover. I was jumping all over in the PDF trying to figure it out: class DC or ability DC but if it's a monster the GM may use a high-skill DC ... what? The encounter was listed as Severe 1, so I ended up using the Severe 1 option off Table 10-2, but I know it's supposed to be easier to recover vs. a minion than a big bad so one oughtn't just to use the encounter listing. Can there not be an associated DC listed in the Bestiary listing for the given monsters? Or in the statblock in the adventure?
What DC to use for a recovery check is listed at the bottom of the Recovery Saving Throws paragraph.
Recovery Saving Throws wrote:

If damage that reduced you to 0 Hit Points came from

something that doesn’t have a DC, such as an attack roll,
use the attacker’s class DC. Though a class DC usually
includes the key ability modifier for a character’s class,
the GM might sometimes decide a different ability score
is appropriate; for example, a wizard’s class DC usually
uses Intelligence, but if he knocks someone out with
his staff, the DC might use Strength or Dexterity. For
monsters, the GM will use a high-difficulty skill DC of
the monster’s level (see page 336).

I just left my PDF open to that page for combats.

Grand Lodge

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The only thing Assurance is really useful for is Athletics for climbing once you hit expert, since a playtest blog mentioned that the DC for climbing a cliff with a rope is a static 14 or 12 if you have a wall to brace against.

Part of the reason it's so poor is because it scales so slowly, but the bigger issue imo is that so many things that had set/known DCs in PF1 are now complete GM Fiat.

For example, in part 1 of Doomsday Dawn there is a door described as being made of ancient wood. We didn't have anyone to pick the lock, so I decided to force it open with Athletics. The GM decided that my roll of 19 wasn't enough on this "ancient wooden door" because the DC to pick it's lock was higher. His logic being that clearly the door must be meant to be an equally hard challenge to pass regardless of the skill used or any logical sense.

Grand Lodge

The first adventure limits your gear to what's contained in ch 6 and subsequent adventures have their own guidelines for what you can start with. If players started with potions or something that could certainly change how the adventure went and what feedback was given.

I'd definitely avoid deviating from what the adventure allows so as to make sure feedback is as useful as possible.

Grand Lodge

You can take a first level class feat with any of your higher level class feats, so I don't see how the fact that natural ambition granting you a 1st level class feat is any different in regards to whether it could be swapped out.

Grand Lodge

2 max damage attacks from a goblin with a dogslicer will leave basically anyone except a wizard still standing in PF1 too. It's a very low damage weapon and goblins don't have a particularly good str.

Grand Lodge

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No one has been arguing that you can take any feat best I can tell. Look at the OP's original post. It's talking about taking natural ambition and then using it to gain an archetype feat.

Grand Lodge

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Enemies have attack bonuses that start at +6 as a minimum for a lvl 0 creature and only increase from there. Additionally, they can attack up to 3 times per turn now. Making these proposed changes would be suicide.

Trust me, it's plenty deadly. Try playing part 1 of doomsday dawn without a cleric and you'll get gritty pretty fast.

Grand Lodge

Apophenia wrote:
JDLPF wrote:

The rules on p. 279 state "once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites."

I'm pretty sure that this means you can take one of the Archetype traited feats (in this chapter) as a class feat. So you could take a Fighter Archetype feat, not any Fighter feat.

Although I might be wrong but that is how I read it.

Look below the part you quoted. He says as much.
JDLPF wrote:
Natural Ambition grants a 1st level class feat. You can select any feat from your archetype in place of a class feat. Ergo, you can select an archetype feat in place of a 1st level class feat...

Grand Lodge

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Am I reading this correctly that all magic items require 1 hour to identify now unless you take a feat? We didn't even bother identifying any of the magic items we found in the playtest because it didn't make sense to stop for an hour.

Overall, I feel like the time for Quick Identification should instead be the normal time, and Quick Identification should instead allow you to do it in 1 minute or less.

Grand Lodge

I think you'll find that Magic Weapons are virtually required to be effective in PF1 past low levels as well.

Grand Lodge

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Lavieh wrote:

Can't comment on the Goblin fight as we had a Goblin in our group(myself) roll a nat 20 on a diplomacy check to avoid the fight.

You specifically cannot use diplomacy on the goblins as long as Drakus lives. I'd hazard a guess the Drakus fight would've went a lot different for you had you fought that extra combat and the GM had remembered to give Drakus his Sneak Attack damage.

The Lost Star wrote:

Goblins: The Mudchewer goblins who remain loyal to

Drakus are no friends of Talga, and she understands they
will need to be fought and perhaps killed by the PCs. She
suspects (correctly) that as long as Drakus lives, diplomacy
is not an option in dealing with the goblins.
Aidan Winlaw wrote:
Against Draxus, we were able to enter the fight with full health after the barbarian used some potions that she purchased with her starting gold.
You actually can't buy potions to start as of the playtest rules. I'm betting this is a significant reason why the fight went so much better for you.
The Lost Star wrote:

PURCHASING GEAR

The PCs begin with 150 sp each. They
can purchase any common gear found
in Chapter 6 of the Pathfinder Playtest
Rulebook, along with any other options
they gain access to from their class and
feat selections.

Grand Lodge

James Jacobs wrote:
It shouldn't be in the encounter, but it's such a minor presence that if it IS it's not really going to affect the playtest.

It actually had a pretty big effect on our run through the playtest. Drakus already had all of us but me low on HP and the rat (who has a whopping +6 to hit, the same as a lvl 1 fighter with 18 str) did about 3/4 of my hp and knocked me unconscious while Drakus mopped up everyone else.

I'll definitely pass along the word that it shouldn't be there though.

Grand Lodge

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Having played a monk, the AC is a serious issue at low levels at least. I was crit far more times than anyone else in the party which resulted in me spending most of the session lying on the floor rolling to wake up.

Grand Lodge

It's certainly not a dump stat if you want to play Fighter and Monk who can do things outside of combat since they only get 3+int trained skills...

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