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Pathfinder Roleplaying Game Superscriber. Organized Play Member. 11 posts. No reviews. No lists. No wishlists.


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Pathfinder Roleplaying Game Superscriber
Fumarole wrote:
aobst128 wrote:

Oh, I hadn't actually read the new rules. Yeah, adding 2 or more to your dying value on a failed recovery check while you're wounded doesn't sound right. Probably not the right interpretation.

Recovery Checks:

Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded value, if any).
Critical Failure Your dying value increases by 2 (plus your wounded value, if any).

I fail to see how the above can be interpreted any way other than adding your wounded value when failing a recovery check. The same goes for when you take damage when dying and wounded. Some folks point to the conditions section to suggest there is ambiguity, but that section explicity states it is not complete, and to refer to the page where I got those lines for the rest of the rules. Also, even if it was true that the condition section is ambiguous (it's not), the rule about conditions not stacking is a general rule, and the rule above is a specific rule. Specific overrides general.

I could see it being interpreted as essentially this equation:

Dying Total = Dying Increase from damage or failed save + (Current Dying Value + Wounded Value)

Whereas the primarily understood interpretation of the new wording is:

Dying Total = (Dying Increase from damage or failed save + Wounded Value) + Current Dying Value


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Pathfinder Roleplaying Game Superscriber

Seems weird to not just have the wounded condition itself say: "Any time you gain the dying condition or your dying condition increases, add your wounded value to the amount you gain or increase your dying value". (Paraphrasing the the wording from that old gm screen, but was this too word-salad if that's what was intended?)


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Pathfinder Roleplaying Game Superscriber

Shields have some new wording that is interesting... Previously nothing specified that they are strapped to your arm except for some text on bucklers, now it's as follows:

A shield can increase your character’s defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield’s bonus to AC as a circumstance bonus until their next turn starts. A shield’s Speed penalty
applies whenever your character is holding the shield, whether they have raised it or not.

Raise a Shield is the action most commonly used with shields. All shields, unless specifically noted or described otherwise, must be strapped to your arm and held in one hand, so you can’t hold anything with that hand and Raise a Shield, and you lose the shield’s benefits if that hand is no longer free. A buckler, however, doesn’t take up your hand, so you can Raise a Shield with a buckler if the hand is free (or, at the GM’s discretion, if it’s holding a simple, lightweight object that’s not a weapon).

This is interesting because it implies that you can... stop wielding your shield (which requires holding it) and do something else with that hand while it's strapped to your arm. I assume it would still be an action to start wielding the shield again, but it offers some cool options (if I'm interpreting it correctly).


Pathfinder Roleplaying Game Superscriber

When a supernatural solution is "used" to resolved a kingdom checked made during the remainder of the kingdom turn, does the item bonus from a magic shop (for example) apply to that roll? Or does it only apply to the initial leadership check to set up a supernatural solution?


Pathfinder Roleplaying Game Superscriber

As a level 20 Rogue, If I activate Reactive Distraction while observed does the Legendary Sneak skill feat prevent me from needing to be concealed or in cover at the end of my sneak? Or does it not apply in this situation?


Pathfinder Roleplaying Game Superscriber

For the spell Strange Geometry

Do creatures need to make additional will saves each time they re-enter a cube even if they succeeded at their save before? Or do they simply now disbelieve every cube casted by this spell going forward? Additionally, if they fail, do they now count as failing for any additional cubes they enter or do they roll their save again if they-re-enter? (This is without spending an action to interact for disbelieving)


Pathfinder Roleplaying Game Superscriber

With Valet familiar, can I command the familiar to do something for 1 action that occurs immediately (Such as moving into my space, exiting sleeves of storage, or handing me an item it was already holding) and then use it's 2nd action with the Valet functionality to Interact to retrieve an item of light or negligible Bulk I am wearing and place it into one of my free hands?

https://2e.aonprd.com/Familiars.aspx?ID=38

I've tried searching for an answer but most questions regarding valet involve independent which isn't what I'm trying to get clarification on.


Pathfinder Roleplaying Game Superscriber
Fireballstew wrote:

Subordinate actions are just a clarification to the rules.

If it says Demoralize, then its Demoralize. It works the same way for any action in the rulebook.

So then does Agonizing Rebuke work with Gorilla Pound? Or not?


Pathfinder Roleplaying Game Superscriber

I am running a Hobgoblin Monk with the Gorilla Stance and Gorilla Pound Feats. At level 5 I picked up the Agonizing Rebuke Ancestry feat.

In the wording for Agonizing Rebuke it states:
"When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you."

Does this successful Demoralize refer to all uses of Demoralize my character performs, even if they are subordinate actions within activities? Or does this refer only to using the Demoralize action by itself?

I'm mainly curious if this counts when I successfully demoralize via Gorilla Pound and it didn't seem as clear as other instances involving the subordinate actions within activities rules.

For reference:
"In-Depth Action Rules" listed HERE


Pathfinder Roleplaying Game Superscriber

So the rules for using a staff state:
"You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level." (page 592)

My question lies with this particular scenario:

I am a level 10 Sorcerer with the Elemental Bloodline, I have just picked up the feat Bard Dedication http://2e.aonprd.com/Feats.aspx?ID=677.

As a sorcerer with the Primal Tradition I am able to cast spells from this list up to level 5 spells.

With bard dedication, I am able to cast Occult cantrips and gain access to the Occult spell list.

If I equip a Staff of Divination http://2e.aonprd.com/Equipment.aspx?ID=353, am I allowed to cast "True Stike", a level 1 spell from the Occult spell list?

Breaking down the staff rules:

1. You can Cast a Spell from a staff only if you have that spell on your spell list.
-Yes I have access to the Occult spell list.
2. are able to cast spells of the appropriate level
-Yes, but they are Primal spells up to level 5.
3. and expend a number of charges from the staff equal to the spell’s level.
-I would be able to add 5 charges to the staff being a level 10 Sorcerer.

So with these points being satisfied, am I able to cast True Strike from the staff? Or must my "are able to cast spells of the appropriate level" come from a spell's particular tradition?