Ziszka

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Pronelocking isn't absolute until you invest a lot into it.
Even if an AOO puts you back down, you have now exhausted the reaction and can stand up without problem. Additional reactions are high level feats. Not to mention, AOO only have the option of disrupting/putting you down again on a crit.
A crit isn't unlikely on a fighter but it's also an expression of the class's features.
Are the shield shove reaction feats combined with a reach weapon too strong for the same reason?


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If you have the required STR to not get the check penalties, you reduce the speed penalty by 5.
If the 20ft speed means you're playing a dwarf, you also have a level 1 ancestry feat that lets you completely ignore armor speed penalty.


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There's 3 ways to look at it.
Your reaction happens before, after or at the same time as the trigger.
Some triggered actions like attack of opportunity let you disrupt the triggering action and they aren't worded differently than other triggered actions. That rules out the triggered action happening after the trigger.
Trigger rules say:

Quote:
When its trigger is satisfied—and only when it is satisfied—you can use the reaction or free action.

That rules out Your reaction happening before the trigger.

If the reaction happens at the same time as the trigger, you step but the attack goes through because your reaction doesn't disrupt the strike.
You can get around this by specifying "when it is preparing for an attack" but then the enemy doesn't actually spend its attack action, so it's the same as declaring a "when it is adjacent to me" trigger assuming an enemy that just walks up to you to strike.


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Yes that works. You can reach that empty square by just jumping off the ledge, even if it's a bad idea. That line is there to prevent burrowing abductions or incorporeal shenanigans.
Standing near a cliff is dangerous and you should avoid it. The polearm crit spec doesn't get a save like a shove does but it's also on a crit, so going all in on shoves would have a better chance to push you probably.
Grab an edge is a reaction and you also have feather fall (and a rather cheap talisman that lets you get a one time feather fall).
Basically, know that cliffs are scary and if you must end your turn there, keep your reaction.


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Final sacrifice is weird anyway.
Using it on a homonculus is an evil act but killing the homonculus you get from shadow spy isn't.


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Do you find it rude when a player uses a sword cane? Of course not because canes are often used as fashion statements.
In the same vein, a full featured magical wheelchair doesn't have the same implications as in real life. A powerful wizard getting a magic chair out of laziness is incredibly on brand.
The disrespectful aspect is better handled in universe rather than as a flat out ban.


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Rysky wrote:
The "issue" is people divorcing Alignment from their character's personality and just treating it like a letter on their character sheet with no bearing whatsoever on their character.

To be fair, while the rules do state that alignment is "a creature’s fundamental moral and ethical attitude", that's something I believe should completely be ignored.

Simply for the reason that the opinion on ethics and morals of players at the table are not and cannot be perfectly in sync.
Alignment has too much mechanics tied to it to be the source of trolley problem issues.


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An ally being able to stand you up is a very modest benefit. It's not exactly a 1:1 equivalent with not using a wheelchair but as long as wheelchairs don't have strong exploits there's no need to be scared of the slippery slope.
I'm sure the devs are keenly aware of how closely assistive items are being looked at.
Plus if it's that big a deal, there's no real reason you couldn't houserule that you can help up any prone ally. That would make perfect sense. At the end of the day it's still one action to stand up one person, just by another player.


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You can't drag a creature at all in combat.


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I think the question was "can you make multiple strikes against the same opponent". Of course you can do two if you do one against a second target in between but quid of doing it twice in a row to the same guy?
Rules seems pretty clear that the answer is no and that what you're doing is some sort of ricochet attack using precision.
It does feel weird because the "monk trope" I was getting from this feat was flying swords which is more of a magical sword telekinesis, but nothing in the text supports that interpretation.


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Some of the specific familiars don't need to eat/breathe/sleep like the aeon wyrd and the clockwork familiar.
It's also probably safe to give it the constructed immunities and mending from aeon wyrd, they're both magic stones thingys.


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That is a problem with the rarity system yes.
Uncommon weapons are hard to get access to when planning a character but once one instance of a weapon exists in your game and you have access to qualified smiths in a high magic setting, there's no reason you couldn't get one replicated and share with the group. There's no reason seeing one weapon doesn't grant you access to turn your weapon into it via a shifting rune.

In my opinion the rarity system should interface more with weapon categories and relax (not remove) access requirements. But I think there's PFS reasons why that is not the case.


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Giant instinct barbarians specifically get access to a large weapon. Access is a rules thing here. You need it for an uncommon weapon unless you can specifically loot it and the easiest way to circumvent it is the unconventional weaponry ancestry feat.
It's not the most well handled part of the rules to be honest, but it's easy to work around at private tables.


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To be fair, bashing charge hints that doors and thin walls are supposed to be fair game for destruction as early as level 2.
This also suggests using force open on walls is valid so there's your action to damage walls without strike (although strike probably fits better if you have a hammer or a pick).

Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn’t take 9 damage to break, even though it’s made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points.

The sidebar on p515 of the CRB also says

Quote:
Strong walls, such as well-maintained masonry or hewn stone, can’t be broken without dedicated work and proper tools. Getting through such walls requires downtime.

Looks like there's plenty of failsafes to keep the GM is in control, the material statistics are just a good resource to save the GM some headaches, not an important balance statistic.


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Ascalaphus wrote:
To answer the rules question: there is no way for players to do a group initiative roll like this either. Ambush rules are really very spotty. The surprise round as a rule is gone entirely. Probably, with the new action economy, surprise rounds are just too powerful.

Not as initiative, no. But the usual effect of a surprise round can be replicated in initiative.

Assume the party is aware of the enemy NPCs' presence in another room through scrying or special senses and the enemies aren't.
The players can roll stealth as initiative with a massive bonus as there's very little chance for them to give away their position. Even if they don't have a block initiative, they should stay hidden and unnoticed.
Now they are in initiative and can delay to align themselves before doing a coordinated dynamic entry.
The drawback being that while they are in initiative, they now have to keep beating the perception DC of the NPCs while they get in position. This lets the GM set a limit on how much you can get out of that "surprise turn" by imposing a certain distance that can't be crossed easily while stealthy to bleed actions on that first turn.


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FormerFiend wrote:
This goes against every instinct and impulse I have so hard I'm pretty sure I just got whiplash.

I understand the sentiment, even tho it was way less intense for me.

As a consolation measure you can pick up a buckler, even if you almost never use it. Some of the higher level special shields have effects on shield block that you might like to use in edge cases, like spell bastion, dejzet or dragonhide shields.
A throwing shield adjustment does nothing for the shield block reaction but could also make you feel better about carrying an otherwise useless shield as it makes it into a ranged option that doesn't require being drawn.


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Yes and? Have you missed the "otherwise"?


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Touch (being in physical contact with)
and
Touch (reaching out to initiate physical contact with)
Are both literal meanings.

Lucerious wrote:
“That love letter truly touched my heart.”

Is metaphorical. This is obviously said in bad faith.

Jared Walter 356 wrote:

The rules precedent from with Inner Fire:

https://2e.aonprd.com/Feats.aspx?ID=2982
..any creature that hits you with an unarmed attack, tries to Grab or Grapple you, or otherwise touches you takes fire damage equal to your Wisdom modifier (minimum 1)...

Inner fire has the exact same vagueness as mantle of the magma heart, that's not proving anyone's point.