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Nelzy's page
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Even if we use the most generous ruling(one that i agree with) that you take the doubled damage,
i never take that rune for its crit effect but rather theme or to bump my already existing electricity damage(usualy because of character theme :p)
getting a smal amount of spread out damage rarely do anything, especially when you cant controll when it happens.

schnoodle wrote: Nelzy wrote:
When you run out of air, you fall unconscious and start suffocating.
The exact timing on when you lose all air whit casting spell and when you fall unconscious is debated some, its like if breathing out all the air in your lungs but keep holding it, you would fall unconscious (hard/imposible to do irl since we dont have 100% body controll)
For non spellcasts los of air happens at end of turn or out of your turn(saves).
but i guess you are talking about stopping holding their breath before they runs out of air, but then the condition would happen since you are not holding your breath and would need to resolve the spell since it dont have a enter/start turn wording on its effect.
a side note
There is also some discussions on what happens when you run out of air in a breathable environment, since you fall unconscious do you still hold your breath and are therefor still suffocating?
Logical if you would just fall unconscious woudld you not stop holding your breath?
Edit even if you rule that they dont fall unconscious when they run...
Above, it was being said you don’t suffocate at all with this spell
Thus I’m right back where I started haha No the spell itself dont have anything with Suffocating its the act of holding your breath to prevent the spell that can cause Suffocation
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schnoodle wrote: Bluemagetim wrote:
The loss of a round of air happens at the end of the creatures turn for first two listed.
For the last two those happen in that moment so if a creature casts a spell that requires speech with 2 actions they lose all their rounds of air after that spell is cast thay are no longer considered holding their breath and now with their last action must strain to breath the stifling air. If they had no actions left after casting the spell their turn would be over and next turn if still in the area of the spell would need to strain to breath then.
If a creature is crit on an opponents turn and loses their last round of air at that time, if they are still in the area when it becomes their turn they will need to use an action to strain to breath.
It doesn't specify that breathing needs to be the first action just that it needs to happen in the turn if the creature is not holding their breath.
This makes sense for the most part, but wouldn’t the specific requirement of spending an action override that spell (if you had no actions after the spell)?
To me that kinda seems like straight up ignoring a part of the spell if you could cast a spell without repercussions. Like if you casted a 3 action spell and just ignored the action tax? you would need to have started holding you breath before entering the spell(or before its cast on you) for that to even be a possibility so not realy a problem

schnoodle wrote: Bluemagetim wrote: I treat holding breath as automatic/no cost for those that have rounds of air left to do so when the spell is cast on an area they are in.
Its those creatures that have run out of rounds of air that have to deal with straining to breathe the stagnant air.
And when considering this spell lasts for a minute and the rules for holding breath:
a creature has rounds of air = 5 + Con
They lose 1 round of air each round holding their breath
They lose 2 instead if they attack or cast a spell
They lose a round of air if they suffer a critical hit or critical fail a save
They can't cast a spell that requires speaking without losing all their rounds of air
The effect is limiting and can become punishing even with holding breath as a given.
What happens when you run out of breath mid-turn? Do you instantly lose an action? If you’re casting a spell using all your actions, do you lose that spell? When you run out of air, you fall unconscious and start suffocating.
The exact timing on when you lose all air whit casting spell and when you fall unconscious is debated some, its like if breathing out all the air in your lungs but keep holding it, you would fall unconscious (hard/imposible to do irl since we dont have 100% body controll)
For non spellcasts los of air happens at end of turn or out of your turn(saves).
but i guess you are talking about stopping holding their breath before they runs out of air, but then the condition would happen since you are not holding your breath and would need to resolve the spell since it dont have a enter/start turn wording on its effect.
a side note
There is also some discussions on what happens when you run out of air in a breathable environment, since you fall unconscious do you still hold your breath and are therefor still suffocating?
Logical if you would just fall unconscious woudld you not stop holding your breath?
Edit even if you rule that they dont fall unconscious when they run out if air and just stop holding their breath, or stop holding their breath after their last action, they are still in the area of the spell and would have its effect first thing next time its their turn.
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Stifling Stillness wrote: Creatures in the area that breathe air and aren't holding their breath must spend a single action on their turn straining to breathe the stagnant air; once they do, they still mostly breathe their own exhaled air, taking 3d6 poison damage (basic Fortitude save) and becoming fatigued. So when they creature starts its turn in the area,
if they are not already holding their breath,
- they are forced to spend one action on nothing (straining to breathe the stagnant air),
- become Fatigued (since that is outside the save part)
- and make a save for the 3d6 poison damage.
Not needing to breath or holding its breath counters the entire spell
just to make it clear, the action you are forced to take have nothing to do with holding its breath, its just an action tax similar but mechanical different from slow
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Elric200 wrote: can a pc that has a claw or bite attack put runes on his claw or bite? same answer as before, the solution is Handwraps they put runes on "all your unarmed attacks" dont care where they are or how you got them
Apart from Battleforms, poor Wildshape druids
I feel that if they intended for the damage to not be dubbed on crit they would have added a statement about it in the text.
something like this.
"electricity arcs out to deal an equal amount of electricity damage, Before doubling to up to two other creatures of your choice within 10 feet of the target."
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if we assume that we are not mythic creatures and...
Mythic Resistance only being bypassed by Mythic Strike and Mythic weapons that would makes it more inline power vise to Mythic Resilience that screws caster over big time.
but both sounds horrible/unfun to play with.
and if i dont misremember where there not a few low level mythic weapons in that book aswell? so its not only level 20 items.
but personally i agree that we would be mythical creatures, and the mythic rules as a whole are just made to favor martials more.
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A more important question is what happens when a monster sets the DC to 20, and you set it to 10?
Example a Barbazu (which makes persistent bleed damage require a DC 20 check to recover from.)
bleeds a Naari(ifrit) with Cindersoul (The DC for you to recover from persistent acid, bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance).)
they are both try to override the normal 15, neither of them lower or increases the DC.
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Reactive Strike only gives you the option to use that reaction, dont matter if you have that feature 100 times.
What you are seaching for is something that give you more reaction actions, and they are rare. (think playtest commander had one extra reaction)
ty yea failed to do a proper search before posting

Found another Obscure rule that screws up things
Both in Legacy and Remaster
Animal companions have a fairly hidden strange rule under "Young Animal Companions" section that talks about general stats for your animal companion
Animal Companions
Core Rulebook and Player core wrote:
Animal companions calculate their modifiers and DCs just as you do with one difference: the
only item bonuses they can benefit from are to Speed and AC (their maximum item bonus to AC is +3) .
Steadyfoot Tassel Would be a useless item that grand nothing and Alacritous Horsehoes would not give its item bonus to Athletics checks
the only other thing i could find that the rule effect is Runic body, it would not be able to give its item bonus to the animals attack
This rule make no sense other then affecting runic body since animal companions can only use Companion items anyway.
My guess: its a relic from early times in development that never got removed even in remaster.
and the fact that companion items where made that this rule negates tells med even the developers have forgotten about that rule
Am i missing something here or is the rule just wack and prob should be removed?
It cant be that it loses everything in Young when it becomes Mature ither since the level scaling and more is in the same section and not in Mature and forward,
so it would lose it level scaling, prof and hp aswell if that was the case.
Gold is not magnetic(but the spell's only cares if its a metal object).
The curse dont make the items fully into gold, only "partially to gold" so if an item made partially of metal make it a "metal object" is up to the gm, cause there is no rule that make it so.
Even failure dont make its more then partially gold, and critical failure dont realy touch on that more then referencing the items that "were turned to gold" but thats correct way of referencing even if they only got partially turned to gold.
Combination of:
1. Wanting to test the 3 action system
2. The memories of Pf1E and dnd 3.5
3. but most importantly it was how stagnant and unfun dnd 5e had become with its limited character progress both in character levels and items
(we started to drift more and more away from 5e testing alot of other systems, Call of cuthulu, wampire and more, but so far pf2 is my personal favorite.)
Errata and clarification/examples for Battleform functionality and all its spells.
Current rules leave some blank spots/gray areas and are (Depending on interpretation) extremely un-synergistic with everything else and limits creativity.
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The spell would not work RAW, since you would still be on Doomed 4.
but as a gm i would advice about that let them change they mind on casting that spell in that case.
Breath of life are not ment as a catch all save spell, since death effects and "leaves no remains" still pierces it, so not that out of this world if doomed 4 also do that.
thera are other spells you can use that work after death instead, like Shock to the System.
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Both are legal in my opinion,
you dont path "through" anything in both examples, even 20 and 60 in example 2 are against the wall not through or over it.
in example 1 if 5 and 10 can occupy the same Corner, then 25, 30, 85, 90 can aswell.
so ither the spell dont work at all or that is legal.
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Trip.H is right, this will be up to the GM what to include and RAW we can only use the list paiso provided.
it might even be RAI since they reprinted some old item on the food list and not some others, so they obviously looked back on old items when they made the list.
but since book space is a thing its also possible they had to cut some items to save space.
yea its abit wierd.
what i can see its one of the following
- ither you auto hit it,
- or they missed to type out the AC,
- or you cant attack the field directly and only attacks that are blocked by the field damages it.
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Gortle wrote: YuriP wrote: Currently we use Mark's interpretation from playtest time, How It's Played, and FoundryVTT where each damage type creates a new, separate "instance" to be resolved in IWR.
No one knows if it's official (because Paizo has never said anything officially), but it's currently the least problematic rule regarding IWR because it allows weaknesses and resistances to act separately.
Yes it does seem to be the simplest way forward.
However when does shield blocking happen? Since the trigger is when you "would take damage", it must happen after resistance/weakness, its best not to over think how this would look, its a balance/gameification of the mechanic that make it "not over complicated" with recalculating and stuff.
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The book have a seperate section with only alchemical foods, they all have Alchemical and Consumable trait, All of them are things you eat or drink and have a food reference or pun in the name.
so i would not let all Elixir into that category even if the book list a few elixirs in the list.
its need to be something more then just "you drink or eat it"
so the best guidline is do the item have a clear reference to food or drink in its name (or description) is the closes definition we have.
but since some of the old items like jurneybread is reprinted in the book, it could be as simple as that list is all there is and nothing else.
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1 - General rules say "Always round down unless otherwise specified."
2 - This is abit of a gray area, but i belive its after ress and weakness
3 - Critical immunity say "When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of the actions, such as a critical specialization effect or the extra damage of the deadly trait. "

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Feel like peopel stop reading half way
they prob have not updated it since to them everything is there.
Resistance wrote: If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value, as described in weakness. you cant stop reading here, you need to go to Weakness and read the rest.
Weakness wrote: If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually only happens when a creature is weak to both a type of damage and a material or trait, such as a cold iron axe cutting a monster that has weakness to cold iron and slashing. So only way for this rules to even matter is Material and/or Holy/Unholy attacks.
Since they use natural language and the usage of the word "usually only" make its oblivious that this is something rare and not something that would occur with virtually all runes and class features that add damage to a strike.
so only the truly "overlapping" damage types (as the example showed) slashing cold iron cares about that rule, everything else that is just added damage of a singular type is just added damage
So a [1d12 slashing] + [1d6 fire] + [1d6 cold] + [1d6 acid] + [2d6 precision]
that dont have Holy, Unholy, or a material type would trigger all the listed Resistances and weaknesses
atleast i dont need to do any mental gymnastics to understand what they wrote and came to the same conclusion as both Foundry and the developers.
Just wanted to point out that the patch consumes a potion when you set it up.
so you need to commit a potion that you might want to use that day.
basically it costs 1 potion/day if you want it to always be available
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Personaly i feel like ither everything is pre remaster(for all players and monsters) or nothing is. it feels wrong to mix and match.
on to the topic of battle forms, i stoped even trying to use them since the rules are horrible (as you might have noticed),
to much are unclear and will depend alot on you GM's ruling, so for me druids have lost one of its core pillars.
but i have accepted that since they have not even wanted to comment on the state of Battle Forms for years now, let alone giving a erata or clarification.

Tridus wrote: Lyra Amary wrote: It's strange because according to RAW the resistance rules also state that multiple resistances don't apply to the same instance of damage except in the case of resistance to all damage but weakness doesn't have that specific allowance.
As far as my experience goes, Foundry doesn't follow that first rule and applies multiple resistances even if a creature doesn't have resistance to all so I'm uncertain if they can be counted as a perfect rules source here.
I understand and agree with Foundry's ruling of RAW on resistance,
because the part about multiple resistance to one damage instance references the weakness section("as described in weakness") that talks about cold iron slashing damage or holy fire damage and the like. it dont talk about an attack that deal slashing and fire damage.
the example and clarification it this section even say
"This usually only happens when a creature is weak to both a type of damage and a material or trait, such as a cold iron axe cutting a monster that has weakness to cold iron and slashing."
the "usually only" part makes it clear to me that its something rare and not something that almost every rune or alot of monster in the system would trigger
and i believe that paiso would have used a better example otherwise
aka its reserved to material and holy/unholy infused attack and when those resistances and weaknesses are in play.
but lets can the resistance discussion since there are several thread on this forum on this topic already.
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It was nice to read someone playtesting the mythic rules even if they confirmed my fears about casters in mythic play.
thenobledrake wrote: Kelseus wrote: Truthfully, I think the rewording was done to reduce word count and the rune count confusion is an unintended consequence.
The rule is you can only etch a number of runes onto a weapon equal to its potency rune value. But this is not etching a rune, it is being granted by the spirit. That's what I was meaning when I said that if we didn't have that original version of the text I don't think we'd have people expecting that the limit would apply. Actualy the rules say: "The number of property runes a weapon or armor can have is equal to the value of its potency rune."
it dont mention if they are etched or not.
and we dont need the old text since RAW it follows the intent of the developers.
I preferred the old one aswell, but we use the new version. just as we prob are going to have to deal with 10min cd sure strike
yea its a bit wierd, or(jokingly) paiso's definition of difficult terrain is anything directly outside the deer path, paved road, flat dungeon tiles :p

Trip.H wrote: Darksol the Painbringer wrote: So, the GM can describe to the player that "they weren't able to locate the creature," meaning the player can deduce that they failed their check (since a success would mean they did indeed locate the creature), and can use their reaction; where in the rules does it say that this is invalid? I think you just made the same mistake as the author of the ability.
Just because someone did a Seek, does not mean there ever was a creature there to find.
If the roll result is secret, the player does not know if they succeeded and there truly is no creature hiding, or if it was a low roll and there easily could be a creature hiding.
You can make a secret perception roll with no opposing foe stealth! That happens all the time in empty rooms.
The lack of the player's ability to know that the GM's "you don't notice anyone" means that the room is / is not empty is the *whole point* of that being a secret check.
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If the player has a reaction that, simply by its trigger condition, tells the player if that secret check succeeded/failed, that breaks the mechanic of secret perception checks. you can just say, if i fail my seek i use the reaction.
and you wont gain any more information.
If you can use it: you will know because you just "spotted" them using the reaction,
if you cant use it you dont know if you crit failed or there where simply noone there to begin with.
no meta information gained, (unless you count the effect of the feature to be that)
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i dont see the problem.
there are tons of things like that, so sometime you have to ask the gm, for example is this a spell with X trait since i have this feature and so on,
Same with OPs the seek action, you know that you tried to do a seek, so you can always remind the gm that if you failed you try to use that feature.
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I agree with Bluemagetim, why take away good strategy/planing?, that is like saying since you bought a ladder the wall is now dubbled in height.
use logic rather then wim, if they try to prebuff just outside the door without subtle trait, then they will most likely trigger the combat.
if noone is around to hear it, then let them and then track how meny rounds of the buffs they waste getting to the encounter.
De incentivizing strategy is one of the worst things a gm can do even if they have good intentions.
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In what book is this feat? cant find it anywhere.
my guess is that since Shifting faces is to impersonate someone of the same size, larger then life is a follow up that lets you take the form of someone large or huge instead, something you cant do otherwise.
but since i cant read the feat atm, thats just a guess on what the prereq do.
Baarogue wrote: They're probably asking about the spells gained via Creed Magic, an 8th level feat
I would allow a battle harbinger to cast the spells gained via Creed Magic from scrolls, wands, and staves (and count them as added to their divine spell list since they prepare them "as divine spells"), but not prepare them in any slots other than the special creed slots gained via that feat
This isn't perfect parity with the magus's Studious Spells class feature, since the magus adds those spells to their spellbook (not to mention the battle harbinger has to spend a class feat on it) but it'll have to do by my reading
Ah sorry, ofc they are.
i think you are right in your interpretation since you do prepare them and not gain them as inate spells or something. but it is a gray area.
My guess is you are talking about Benediction and Malediction, since the basic creed spells for font is bless and bane.
Both are common Divine spells, so should not a cleric already have them as options to prepare? even without the feat.
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Yes, i dont see why this would change the rule the when you reach a new stage of an affliction you suffer its effect.
Afflictions: Stages wrote: "When you reach a given stage of an affliction, you are subjected to the effects listed for that stage."/quote]
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Dont forget that it get the Extra rune on its weapon that champion lost.
i think its can be better then what people realize.
you still have the 4 most important spell slots, and can still use wands and scroll for all utility a regular cleric could give.

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No when an action tell you to make a strike as a subordinate action, it only the regular strike action.
you cant replace a subordinate strike, with another action that also have a subordinate strike
Subordinate Actions wrote:
An action might allow you to use a simpler action—usually one of the Basic Actions—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but it's modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.
Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action
Nither can you Fly or climb with Quickened even if you have those movement types.
Animal companions have the same issue with their 1 independent action, only Stride or Strike.

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JiCi wrote: Tridus wrote: JiCi wrote: Does the new Guardian class receive something to negate this?
Given its defensive specialty, that feels like it should be able to.
It didn't in the playtest IIRC. Will it in the final release? We don't know.
It would be great if it did because it would give the class something on-brand and unique. "I'm this hulking wall of steel that gets in your way when you try to harm my friends" is definitely playing to the fantasy the class is projecting.
It's likely we will see major changes. Guardian was rough in the playtest (which demonstrates the value of playtesting!). But you know where I'm getting at, right?
Your fighter trained for defense and heavy armors... should be trained to carry and use the heaviest shield without penalty, if desired. yea they should prob give Fighter and other classes with Heavy armor the option to take a feat similar to Unburdended Iron.
untill then you have to take adopted acestry and train like the dwarfs for Unburdended Iron

Falco271 wrote: I think the Mythic Magic feat L8 is going to shred monsters from L8 onwards. Choose blazing bolt an Horizon thunder sphere. Can use Sure strike.
Horizon thunder sphere does half damage on a miss with the three action version.
L8 and mythic proficiency meens you get a 6 points boost at that level (which lasts until prof goes to master, L15 I think). Blazing bolt can have three targets. Not an AoE spell, but close. And that 6 point boost is a lot.
L10 might make it even better with the Shadow signet, as was already mentioned earlier. And there is always force barrage.
I don't think an ambusher with three resilient saves at L13 has much of a chance because any caster can pick any three spells from any list with the feat.
Yes Mythic casting works at lower levels, the biggest problem are at Higher level when Mythic resilience really becomes a problem, and by then mythic proficiency give you almost nothing, its not like for martial that gets +5 weapons. caster just get worse with levels.
Also Mythic Magic wont work for Horizon thunder sphere since you need to chose a spell with no more then 3 action cost when you select the feat.
and it have options for 2 round casting, sure you can houserule it and say you can only use the 1-3 action cost variant, but that would still be a houserule.
Mythic Magic is ok, but it feels more made for martials to gain spell casting and is insaine for them, even if just to get some buffs easy.
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Battle Forms
needs more of an Overhaul but an errata could clear up and fix some of the issues with it.
The norm is that you are effected by your spells aswell, the Darkness spell dont let you see ither.
So unless the spell specifically say you can or you have another feature that say you can, you cant ignore your own spells effects.

Wanted to probe the mind of people on this interaction.
Charred Remains wrote: Frequency once per day
Your next fire spell leaves embers in its wake. If your next action is to Cast a Spell with an area and the fire trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through.
How would this work with a duration spell that have a spell area that can move, like for example Something like Toxic cloud or an aura spell. (for arguments sake say they both have the fire trait so they qualify)
Both examples have an area and it moves,
For simplification i will refer to the effect of Charred Remains as "Charred" rather then saying boths its effect on the area all the time.
So what interaction do you think is the correct one?
1: the area the spell covers on casting becomes "Charred", just like with a spell like fireball.
2: the "Charred" is bound to the spells area and follows its movent if it would move
3: All area the spell covers over its duration becomes "Charred"
and ofc for all 3 the "Charred" effect have a duration of 1min, no matter what the spells duration is.
I think 2 is the most correct way, since RAW it say "your spell's area becomes" "Charred" it could have said "your spell's area upon casting becomes" "Charred"
but they did not, sure this could be a oversight since they did not think if its interaction with moving duration spells or it could be totaly intended.
i would rule it to be 2 since it make most sense to me RAW and dont think it would be TGTBT since its a 1/day things that barely do anything anyway(and is equally harmful to your teammates)
SuperParkourio wrote: Ravingdork wrote: I would not recommend basing any assumptions off of gliding abilities, since none of them work as written.
Gliding in this game is totally borked. That's part of my original point. Leshy Glide assumes that falling is not instantaneous and would be useless if it were. its dont require that at all, you can use it when standing on the ledge of a cliff and it works just fine. or after you have fallen 500ft
there is an entire thread about Leshy glide on this forum with several examples and "pictures" how the movment would work RAW
https://paizo.com/threads/rzs43b7t?How-do-you-use-Leshy-Glide#1
Berimon wrote: Nelzy wrote: Even using Preremaster Highjump you only get 8ft high on a crit.
my guess you understood Sudden leap wrong even preremaster.
Sudden leap only lets you use the Longjump DC not its Success and Crit success parts. (its unchanged in remasterd) So your argument is that it has always been useless? That's an odd stance to take. you framed it like remaster made it useless witch it did not, and also i never agreed that the feat was useless,
it not super good but it do lets you do something that is impossible without it, jump and attack while in the air.
sure it will not let you jump up and attack a dragon 100ft up in the air, but it will increase your reach by 5ft upwards by using it.

Berimon wrote: Nelzy wrote: Why would Sudden leap be useless? its both lets you do one attack while in the jump something you cant do normaly and dubbels the distance.
Also the static DC on Longjump is 15, and High jump is 30, so you defenetly also still get something from the text "determine the DC using the Long Jump DCs" It's useless because the most you can high jump is 8ft under the new rules. Under the old rules, the long jump DC determined your jump distance, so you could do the same with high jump and sudden leap. It's a totally different mechanic. Even using Preremaster Highjump you only get 8ft high on a crit.
my guess you understood Sudden leap wrong even preremaster.
Sudden leap only lets you use the Longjump DC not its Success and Crit success parts. (its unchanged in remasterd)
Highjump (Core rulebook) wrote:
Critical Success Increase the maximum vertical distance to 8
feet, or increase the maximum vertical distance to 5 feet
and maximum horizontal distance to 10 feet.
Success Increase the maximum vertical distance to 5 feet.
Failure You Leap normally.
Critical Failure You don’t Leap at all, and instead you fall prone
in your space.
Highjump (Core 1) wrote:
Critical Success You Leap up to 8 feet vertically and 10 feet horizontally.
Success You Leap up to 5 feet vertically and 5 feet horizontally.
Failure You Leap normally.
Critical Failure You fall prone in your space.
The text for Suddeen leap is unchanged in remastered
Sudden leap wrote:
You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs , and increase your maximum distance to double your Speed.
Special If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of actions Sudden Leap takes.
Why would Sudden leap be useless? its both lets you do one attack while in the jump something you cant do normaly and dubbels the distance.
Also the static DC on Longjump is 15, and High jump is 30, so you defenetly also still get something from the text "determine the DC using the Long Jump DCs"
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But both Flying kick and Waal run would be almost pointless if the base thing is you can do one action before you fall.
i would asume that they are special cases where you have time to do anything other then reaction before you fall.
and flying last round is not realy the same as jumping of a cliff, so i would not rule it the same as not using the fly action.
so you cant realy fall at the end of your turn nor after one action it needs to be something worse
This basicly boils down to when do falling happen again.
dont think any of the threads have gotten to a clear answer on that yet.
but having the rules work like looneytunes fells wrong
a bonus vs grapple would not apply vs the strikes both post and pre remaster when a monster with the grab ability strikes you.
an Hypothetically if you had an ability to do a feint and on a crit you could make a strike you would not apply your strike bonuses on the feint check.
its a smal destinction but i agree with Thefinish and Finoan
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RAW no, since you did not take the required option, you only have the options to prepare both types anyway from Versetile font.
If it was not for "Once you choose, you can't change your choice short of divine intervention" you could have just retrained and there would be no issue, but since they obviously wanted this choice to matter more then regular things and did not include in Versatile font that you also qualifies you for feats (if it an oversight or not we dont know)
im afraid you are out of luck.
For example they could have written in Versatile font that you now qualify for feat that require both, but the did not, they could have written in the requirement of Restorative Channel "healing font or Versitile font" aswell but did not.
Everything points to that they really wanted that choice to be binding and something you would need to plan ahead for.
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