shroudb wrote:
Agree with this, it say "increase to" so it clearly a replace.
Ascalaphus wrote:
to be fair i think its intentional from paiso's side, feels like they have done alot of designe desitions based on pf1 and removed alot of synergy potential, especially in the natural attack department but also in alot of other areas.
Basically me and another GM have different opinion when you look at the "damage dealt". Transcendence — Drink of my Foes wrote: Requirements Your last action was a successful Strike with the barrow’s edge Effect Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt. He looks at what damage the target took, applying both resistance and weakness, block and also accounting fore hit-points left, so if the target only have 2hp you get only 1 healing. While i would rule it as half of the total damage of the attack before resistance, weakness, and block. Basically he checks hp lost at Step 4: Reduce Hit Points
How do you/Would you rule it? or do you have any other insight?
Easl wrote:
Firstly im not sure how i stand on this topic. but have 2 things to point out. why did they bother with saying that both ranged attack "used by an underwater creature or against an underwater target" and not use the same wording when talking about fire traits and spells. Also why would they bother with "You gain resistance 5 to acid and fire." if there is no way to cast fire traits things into the water? ------------------------------------------------------------------ Kinda unrelated also, Fireball is not a projectile in its description in pf2 its just a targeted blast that appears at the target location.
Human Exemplar with Fighter dedication wielding a Greatsword and fullplate Daughter of Gorum, no record of her existence before Gorums death now she wanders in searching for new and larger battles. leaving it open if she really have any connection to Gorum or his death,
--------------------------------------------------------------------- simple and abit corny but i like it :p
Emanation and Auras, there is still several spells and effects that hints to be auras but dont have the aura trait, this makes play with them vary greatly depending on the GM, and official errata would be appreciated. to give one example Incendiary Aura.
Errenor wrote:
I feel that the comma and word usage suggest more, since they could have used alot clearer words to express that only Battlefront and regular spellslots counted. but you are right that its speculating on paisos intent, and pure RAW you are correct. Example of shorter and more clear: "Any feats and effects that refer to a battle aura refers to these spells only when cast with your standard spell slots or your divine font spell slots." and since paiso spends quite alot of effort minimizing word count(sometimes they have made thing unclear that way) in their books i feel that they intended something more.
Errenor wrote: Firstly, no, Bane and Bless aren't always battle auras, see above. Divine Font wrote: ........You can prepare only bane or bless in these slots. Any feats and effects that refer to a battle aura refers to these spells, regardless of whether they were cast with your standard spell slots or your divine font spell slots. im afraid you are mistaken, they are always Battle auras for Battle Harbingers dont matter how they are cast. but i agree that its a gray area when you cast a spell without spellslots or font "regardless of whether they were cast with your standard spell slots or your divine font spell slots." dont have to be a exclusive list, its just an example and their intent for scrolls and staff could be there but as i said its a gray area. Edit: but i do agree that having permanent +4 aura sounds tgtbt even at that level.
There are too much emanation spells and effects that are obvious auras but without the trait that paiso need to fix.
Moment of Clarity should be a free action in my opinion and just be a feat tax. if they really want to they could make it a feat chain, with second feat making it a free action,
--------------------------------------------------- but in the world we are living in you can still be a mounted barbarian on a mature animal companion that gets a free action every round. --------------------------------------------------- As for your homebrew thing, it sounds cool and but maybe only give the animal rage if you also have the Shared rage feat. adding
Sorry if anyone read my first rambling. (Removed it in edit) after discussing it with my friends we found this. Have a specific override on its Temporary Hit points, so unless normal temporary hit point dont wake you up, this text would be pointless. but that also makes "In Lightning, Life" use on uncontious pointless you might say. but thats not 100% true since you can be unconscious without having 0hp or dying
Some of the old "foods" got reprinted in Treasure Vault, that have the only true list of Alchemical foods. So you can argue that any not reprinted are not food enuf to qualify or was just forgoten. its impossible to say, so without GM fiat, you only have the list in Treasure Vault to use as alchemical foods.
Any Arcane or Primal that wants to hold their breath prob uses Deep Breath
------------- But Hammerjack is right, all spells make you lose all air unless things like the Subtle trait
Finoan wrote:
It prob was/is intentional since Ranger even had different rules for Mature animal companion, they could only Stride toward or Strike your prey before the remaster.
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:
No the spell itself dont have anything with Suffocating its the act of holding your breath to prevent the spell that can cause Suffocation --------------------------------------------------------------------------- --------------------------------------------------------------------------- ------------------------------------------------------------------
schnoodle wrote:
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:
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?
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.
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
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.
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.
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.
Found another Obscure rule that screws up things Both in Legacy and Remaster
Core Rulebook and Player core wrote:
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.
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,
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:
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.
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.
Gortle wrote:
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.
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.
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. "
Feel like peopel stop reading half way
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]
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.
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),
Tridus wrote:
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
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. --------------------------------- It was nice to read someone playtesting the mythic rules even if they confirmed my fears about casters in mythic play.
thenobledrake wrote:
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
Trip.H wrote:
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,
no meta information gained, (unless you count the effect of the feature to be that)
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.
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.
About Arioch KennettArioch Stat Block:
Male Fetchling Ninja 2 Sorcerer 3 NG Medium Outsider (Native) Init +10; Senses Darkvision, Low-Light Vision; Perception +8 -------------------- DEFENSE -------------------- AC 17, touch 14, flat-footed 13. . (+1 armor, +2 shield, +4 Dex) hp 39 (2d8+3d6+10) Fort +3, Ref +8, Will +3 Defensive Abilities Shadow Blending; Resist cold 5, electricity 5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Cold Iron Cestus +6 (1d4/19-20/x2) and . . Silver Dagger +6 (1d4-1/19-20/x2) and . . Unarmed Strike +6 (1d3/20/x2) Ranged Shortbow +6 (1d6/20/x3) Special Attacks Ki Attack Speed, Pressure Points, Shadowstrike (8/day), Sneak Attack +1d6 Spell-Like Abilities Disguise Self, Vanishing Trick Sorcerer Spells Known (CL 5, +6 melee touch, +6 ranged touch): 1 (7/day) Chill Touch (DC 16), Shocking Grasp, Ray of Enfeeblement (DC 16), Persistent Blade 0 (at will) Acid Splash, Message, Mage Hand, Jolt, Sonic Slap -------------------- STATISTICS -------------------- Str 10, Dex 18, Con 15, Int 8, Wis 10, Cha 19/21 Base Atk +2; CMB +2; CMD 16 Feats Eschew Materials, Extra Ninja Trick, Improved Initiative, Weapon Finesse Traits Magical Knack: Sorcerer, Reactionary Skills Disable Device +13, Knowledge (Arcana) +4, Perception +8, Spellcraft +7, Stealth +18 Modifiers Ki Jump (Running Start) Languages Common SQ Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Shadow, Shadow Resistance Combat Gear +1 Mithral Buckler, Arrows (20), Cold Iron Cestus, Haramaki, Shortbow, Silver Dagger; Other Gear Backpack, Masterwork (empty), Cloak of Elvenkind, Feather Token, Sky Hook, Hammock, Headband of Alluring Charisma, +2, Thieves' tools, masterwork, Wand of Mage Armor(20/50), Wand of Obscuring Mist(20/50, in Wrist Sheath), Wand of Reduce Person(20/50, in Wrist Sheath), Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs), 61 PP, 58 GP, 9 SP -------------------- SPECIAL ABILITIES -------------------- Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extra Ninja Trick Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start. Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier. Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD. Poison Use You don't accidentally poison yourself with blades. Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab Shadow Gain a bonus to Stealth equal to spell level for 1d4r after casting a [darkness] or [shadow] spell. Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment. Shadow Resistance Members of this race gain cold resistance 5 and electricity resistance 5. Shadowstrike (8/day) (Sp) Melee touch attack deals 1d4+1 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point. Background:
Arioch was born a normal human, albeit to a family on the streets. As he grew up, he and his family subsisted almost entirely off of scraps, and he eventually resorted to stealing to feed his siblings. His parents eventually died, lacking the funds to properly take care of themselves after succumbing to disease. This left him with two younger siblings to take care of, and he did fairly well. His thefts brought them enough food to survive, although some nights he went hungry so that his brother and sister could eat. This went on for a while, Arioch going out during the day to steal, his brother and sister now more children of his then siblings. Occasionally, they would come out with him, sometimes distracting merchants so that Arioch could better access their wares, other times stealing a small loaf of bread or an apple themselves. Above all, he taught them to never take from those needier than themselves. They targeted only the wealthy merchants, those who peddled to adventurers, occasionally stealing a minor magic item, only to sell it back to another the next day, living off that chunk of change for a few weeks before going back to theft.
This went on for several years, Degius and Dena learning much, and occasionally fending for themselves as Arioch got injured or caught by guards. He would always return, however, and commend them for how well they had done without him. But as they continued on with their meagre existence, rumors began spreading of the coming end, the flow of people through their city getting larger by the week. Although his siblings became frightened when they heard these stories, he brushed them off, believing none of the tales. Suddenly, there were no more refugees from the west. The flow had simply stopped. In the meantime, the days had been getting shorter and shorter, until they were supernaturally short, fewer than 8 hours of daylight during any given cycle. Overnight, the city he had lived in his entire life had changed around him. As he awoke that morning, he could tell that something was very wrong. Indeed, he awoke to find that his siblings had vanished in the night, their clothing still in their bedrolls, small bits of dust clinging to the fabric in the twilight. He could not fathom what had happened; nothing in his life had prepared him for such a sudden loss of everything he held dear. Indeed, he didn't realize quite how much was taken, for as he pulled himself together, he realized that not only had he survived whatever had happened, but he had been changed. His skin had become a pale grey, his hair a darker shade. But what threw him off most about his appearance were his eyes. They glowed with a slight yellow light, completely unnerving. Although the Shadow had taken much, it had given him power in return. He, who had never had an inkling of magic, either seen or performed, could now perform minor spells. His abilities stemmed quite obviously from the Shadow, as none was distinct, constantly clouded by wisps and tendrils of that which took everything in one fell swoop. Although he escaped his corrupted city with little incident, his losses took a long time for him to come to terms with. No longer would he return to their smiling faces, or see them play in the streets. As he fled from the Shadow, people shunned him for his appearance, and occasionally beat him as well. He was living proof of the taint the refugees cried of, after all. It was to be expected that he would be feared. After a time, moving ever eastward, he determined that he would master what had been given to him, and return his pain to the Shadow, and whatever masters it held, tenfold. As he trained, his magical prowess came easily to him, his spells powerful for his lack of training. He did not, however, neglect what training he had already gone through in his home, keeping the abilities he had worked so hard to get well-honed. He found that he could, in fact, use them together, his abilities from the shadow giving him the chance to knock out those who would harm him, made easier by his knowledge of the body's weaknesses and pressure points. To this day, he wanders, trying to catch a hint of some way which the shadow might be stopped. He keeps forever in his heart those he has lost, and seeks revenge on those who separated them from him. Persistent Blade:
PERSISTENT BLADE Evocation [Force] Level: Sorcerer/wizard 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One dagger made of force Duration: 1 round/level Saving Throw: None Spell Resistance: Yes You hold a dagger in your hand and concentrate on it, evoking the power of the spell. A duplicate of the dagger, made of translucent force, appears besides it and flies off at your command. You bring into being a tiny blade of force. The blade flies at a speed of 40 feet (perfect) and attacks any target within its range, as you desire, starting in the round when you cast the spell. The blade attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and wizards, respectively) and deals 1d4 points of damage, with a critical threat range of 19–20. If an ally also attacks the creature, the blade moves on your turn to flank the target. As a force effect, it can strike ethereal and incorporeal creatures. The blade cannot be attacked. Each round after the first, you can use a standard action to switch the blade to a new target; otherwise, it continues to attack the same target. If an attacked creature has spell resistance, the resistance is checked the first time the persistent blade strikes. If the blade is successfully resisted, the spell is dispelled. If not, the blade has its normal full effect on that creature for the duration of the spell. Focus: A silvered dagger. |