Pathfinder Lost Omens, Rulebook Subscriber
I'd like to see fatal changed to deadly on fire arms as well Raven. The only difference is what I want to make guns unique is special ammo. Examples of a couple in my head.
Scatter Trait: On a fail, but not a critical fail, those in the target area receive damage equal to the number of weapon damage dice. This is multiplied on a critical. Point-Blank Trait: When striking with a ranged weapon or ammo with this trait, that strike does not provoke an Attack of Opportunity. Apologize for any non-perfect wording.
Pathfinder Lost Omens, Rulebook Subscriber
I thought about engraving the bandolier but 1) It copies all runes and acts like greater doubling ring making this a mid-late game item. Just too long of a wait for this style of play for me 2) Only fundamental runes till the greater version. This however means you lose a superior weapon property runes. Might need to change special to say if the chosen weapon has the returning rune, dropped firearms re-holsters themselves. Not sure which is better/balanced.
Pathfinder Lost Omens, Rulebook Subscriber
My idea for the Gun Crazy Pistolero Gunman's Bandolier
Special:A firearm linked with the bandolier re-holsters itself when dropped. There would also be a greater version to replicate property runes as well
Pathfinder Lost Omens, Rulebook Subscriber
I have an idea, change explode that from an action to a result from a failed Unstable check. A crit failure would target the inventor as well for damage and lock the innovation till repair.
Pathfinder Lost Omens, Rulebook Subscriber
Love the idea and hope you are right. I could also see that the 'weapon' (as what you apply the runes to) are either shield spikes or shield boss. Text about shield bash
Pathfinder Lost Omens, Rulebook Subscriber
I think (error on my part) was failing too describe a crit fail has its effect and you have to fix for 10 minutes before unstable actions are available again. It's also why I had crit success increase DC by a higher amount, almost like an overcharged ability which further unsteadies the machinery.
Pathfinder Lost Omens, Rulebook Subscriber
Is it any worse than when your save the day spell fails either through your bad roll or an enemy rolling high on a save? It's essentially a spell where only your bad craft roll will mess you up, and that's why you save hero points. It would be no more feel bad then a missed spell, at least to me. Edit: Also Blaze's idea is that only a crit fail on craft roll would nerf the Unstable action, even a fail does something.
Pathfinder Lost Omens, Rulebook Subscriber
And with this Unstable concept I have a feat for it also. Hit it Again!
Pathfinder Lost Omens, Rulebook Subscriber
I like the idea that Unstable Actions you always roll a craft action. The first craft action is at an easy DC check for the level, with each use increasing the DC. Critical success increases DC by 4 and normal success increases DC by 2. Two examples alterations Explode
Searing Restoration
Pathfinder Lost Omens, Rulebook Subscriber
Gaulin wrote: I did say this earlier but wondering if anyone else here feels the same - does anyone want auto scaling weapon/armor? As in the effects of fundamental runes when the character levels up to the appropriate level? I would personally love it as I hate runes in the first place but also it would be cool flavour wise, as you can make such crazy things that you don't even need magic. I don't see that happening as a class feature since they mad that a alternate rule in the GMG. Their class feature would get negated in that ruleset. https://2e.aonprd.com/Rules.aspx?ID=1357
Pathfinder Lost Omens, Rulebook Subscriber
Will admit that I missed the second part. Assuming, which can be dangerous, that may be there for ancestry weapon feats. I know they are trying to plan ahead with language. Again wasn't meaning to cherry pick, just missed it. Either way, RAW now means yes, but personally disagree.
Pathfinder Lost Omens, Rulebook Subscriber
I'd be happy with the Inventor get a small gadget pool to mimic talismans. Share them with party or be able to have multiple on yourself. Yes, I understand that it'd be imitating alchemists and bombs. But that does work for me, at least better than the Explode signature skill.
Pathfinder Lost Omens, Rulebook Subscriber
Invictus Novo wrote: Probably silly question as I'm probably just not seeing something obvious. If I have a construct innovation and am riding it, then use explosion, do I get hit for the damage too since I'm not "wearing or holding" it and thus the emanation is coming from the construct rather than me? You are in range of the explosion and not in the eye of the storm, so yes. If you have the explosion emanate from it, you are hit with current RAW.
Pathfinder Lost Omens, Rulebook Subscriber
The reason I say tools is the line
Pathfinder Lost Omens, Rulebook Subscriber
Repair Rule from Nethys
Quote:
Fixing From Broke Page 26 - Construct Companions Second Paragraph wrote:
Pathfinder Lost Omens, Rulebook Subscriber
HammerJack wrote:
Not saying I'm right or you are wrong, but the same reason I could gain up to Legendary is the same reason people are untrained in my innovation, even if they have the correct proficiency, is that it is perfectly tuned for me. And yes I could see that for the weapon innovation, or at least a high level feat for it.
Pathfinder Lost Omens, Rulebook Subscriber
Angel Hunter D wrote:
Except if I archetype with something with focus they wouldn't share resources. I understand your point, but they are not focus abilities. The 10 minutes is just the standard exploration activity time like treat wounds, repair, etc...
Pathfinder Lost Omens, Rulebook Subscriber
Reloading strike just feels like it should be the initial deed for Drifter instead of the free double quickdraw. I'm fine with double pistols not available at level 1 (besides it would basically near bankrupt 1st level platers). As the OP said they should have access to Dual-Weapon Reload, which could either stay as a 4th or be brought down to level 2 feat. Only reason I could be brought down to level 2 is because it seem to me most archetype feats are usually 2 higher than equivalent class feats.
Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:
Quote:
How does that not solve the problem of dual pistols? Its a level 4 feat. Honestly this should, or something in this vein of thougth should be the initial deed. Currently IMO Pistolero and Drifter's initial dead are too similar.
Pathfinder Lost Omens, Rulebook Subscriber
Would anyone think it'd be reasonable if the flat check for Unstable was used when you used the same Unstable action with 10 minutes? Ie You can do both explosive leap and searing restoration for free, but if you tried doing the same action you need to roll it's Unstable check?
Pathfinder Lost Omens, Rulebook Subscriber
I agree Gortle. I was just trying to avoid the pointless circular repeat of personal interpretations of what people were focusing on. All points have already been said (repeatedly). I was just empahizing the result of the said interpretations. And option 1 is a very power gaming view of the rules.
Pathfinder Lost Omens, Rulebook Subscriber
Outside semantic arguements. Which from an honest non-exploitive use of logic makes more sense. 1)That the same action,FoB, is somehow more accurate by doing it outside of your turn than during your turn when you have the most control
2)That the same action,FoB, is just as accurate whenever you do it. Because option 1 means Monks should go monastic archer or use of bo staffs and parry.
Pathfinder Lost Omens, Rulebook Subscriber
I am building an Orc Rogue (Ruffian Racket) with a Fighter Dedication. I took Orc Weapon Familiarity to get access to the orc knuckle dagger for sneak attack. At level 12 (6th level feat) I saw the Advanced Weapon Training feat which lets me treat advanced weapons onf one group type as martial weapons. If I choose the axe group, the weapon training changes the orc necksplitter to a martial weapon. Will that synergize with the Weapon Familiarity to let me trea the necksplitter as a simple weapon?
Pathfinder Lost Omens, Rulebook Subscriber
I was building a support cleric with a bard archtype when I noticed they have the shield spell. My question is this: If in turn 1 I cast shield and before my next turn I use shield block; does A) On turn 2 i can use shield from my other spell list or, B) Wasted a learned camteip because they share the same 10 min cooldown. Interested in the RAW and personal opinions. Assuming RAW its B, but not quite sure.
Pathfinder Lost Omens, Rulebook Subscriber
Was building a vine leshy when I came upon combat climber for a possible feat. My question is two fold. Since the nie leshy doesnt need any hand hands free to climb, do they still need this feat to fight while climbing? Secondly, for the same reason should they still be flat-footed wjile climbing?
Pathfinder Lost Omens, Rulebook Subscriber
So a question arose in my last session, does drain stack? After critically failing against a poison that inflicts the drained condition and damage does a succesful save that lowers the poison stage does the drain level increase stay at the current level or decrease? Essentially does drain effectively stack or does it just use the highest value similiar to persistamt damage?
Pathfinder Lost Omens, Rulebook Subscriber
So for clarification (and I am assuming thet dont) the quickened condition does not stack from boots of speed, enduring quickness (lvl 20 Monk feat), and a speed etched weapon. Would the only thing be is that the extra effect can then be either movement or attacking?
Pathfinder Lost Omens, Rulebook Subscriber
Way of the Grasshopper.
Get the quick jump feat with martial disciple (atheletics) background and just use the long jump action (now it only costs one) to leap around instead of Striding. Plus if you go legendarey acrobatics at lvl 15 you pick up Cloud Jump and can leap a reliable 75 per leap. Sidenote may be incorrect about the 75ft. Not sure if they feat breaks the normal limit for long jump.
Pathfinder Lost Omens, Rulebook Subscriber
Horribly late to this party but I'm going to commemt anways Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. As Lathira highlighted is all the text you need. A kinetic blast is not a SLA innate to a creature but a class feature. No creature automatically gets kinetic blast as a SLA, vanilla or otherwise. Therefore spell immunity never works against it.
Pathfinder Lost Omens, Rulebook Subscriber
So my question is does that feat enable two kinetic blasts per turn or does nothing for a Kineticist Master Sniper
Does this overule the normal attack one attack for the kinetic blast |