Merisiel

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I'm so confused about counteracting in this edition. Maybe it's because I'm not an English native speaker, I don't know, but i cant' understand anything about it. :S

Counteracting:

Quote:

Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.

When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target’s DC. If you’re counteracting an affliction, the DC is in the affliction’s stat block. If it’s a spell, use the caster’s DC. The GM can also calculate a DC based on the target effect’s level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target’s level. If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.

Critical Success Counteract the target if its counteract level is no more than 3 levels higher than your effect’s counteract level.
Success Counteract the target if its counteract level is no more than 1 level higher than your effect’s counteract level.
Failure Counteract the target if its counteract level is lower than your effect’s counteract level.
Critical Failure You fail to counteract the target.

So, here my doubts.

To be clearer le'ts say that there is "A" that wants to counteract an effect made by "B":

1- What exactly should "A" roll to counteract an effect?
2- What is the DC of "B"?
3- How do I calculate the counteract levels of both, "A" and "B"?

Thx!


Quote:
Psychic surgery heals the target of all Intelligence, Wisdom, and Charisma damage, and it restores all points permanently drained from the target’s Intelligence, Wisdom, and Charisma scores. It also eliminates all ongoing confusion, fear, and insanity effects. Psychic surgery also removes any mental afflictions that could be removed with dispel magic, as well as mental diseases. Psychic surgery removes all effects magically altering the target’s memory, even instantaneous effects, and it can restore a memory to perfect clarity (even if the memory loss is due to the mundane passage of time).

Which are exactly the conditions/effects removed by the spell?

- Shaken
- Frightened
- Panicked
- Confused

- Cowering?
- Fascinated?
- Stunned?
- Paralyzed?
- Dazed?
- Staggered?
- Others?

- Poisons and diseases affecting mind?
- Mind-affect spells effects?

What are insanity effects?
Other not already considered?

Thx!


Hi,
I'm looking into this option for a friend.
Is the 5th level connection spell (synaptic pulse, 3rd level mystic spell) correct?
Or should it be its greater version (synaptic pulse greater, 5th level mystic spell)?


Hi,
As by subject, does saving against a (spell, affliction etc) effect (both succeeding or failing) grant awareness about what's happening?
To what degree?

Thx


Just finished reading the Core, and I have mixed feelings just about classes. (I love the rest of the game); I have still to play the game though.

I love classes being so flexible, I love class feats, and I love to see that many previous general feats now are available only for some classes (cleave, opportunity attack, feint feats, some metamagic feats and so on). I love how multiclassing works.
I'm ok also with casters been nerfed (or other "normalisation"), my group don't care very much about builds, efficiency and power playing, we look mostly to roleplay and to collaborate to solve situations leaving a role for each player.

Still I have the sensation that we are losing something (in relation to PF1) in every single class progression, not only in nerfed classes. If I wanted to make a characters with the same features as in PF1 (not speaking of power, just of features) I wouldn't be able to do so in this edition.
Yes, I can choose and I love it. But I feel more the choice as a loss than a gain.
I would like to have a characters with more features, without caring of efficiency, power and so on.
That could be done allowing players to take more class feats, or creating class feats that are a mixed of others (so one could have more weaker features instead of few but stronger)

Then, maybe, it's just my impression. I hope so, because the rest of the game is great!


Is there any reason why there aren't Mk4+ Tetranode (and Mk6+ Trinode) computers?


If I hit a target with a mirror image effect active and I hit the real caster (and not an image) can I still then declaring I'm hitting "that specific image" so to negate the spell from now henceforth?

In other words when I attack do I choose one specific image (so I can choose it again if I hit the true caster)? Or is it always random?


How can I get a target frightened?
There are many options for the shaken condition, but I see you can no more to escalate it to frightened.
Just Fear spell?


Hi,
Another question about the vanguard.
If I'm using a weapon my damage is the one of Entropic Strike. But is the damage still acid and/or bludgeoning?


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Hi, building a vanguard and I have some (many) doubts. Let's start with some quotes!

Quote:

Entropic Strike

...Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.

Entropic Attunement
As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier.
...
At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point. If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects.
...
At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level. When you score a critical hit with your entropic strike, you can apply either the severe wound critical hit effect or any one of the critical hit effects listed at 7th level.

Exergy - Aspect Finale
When you hit a foe with your entropic strike and the attack roll is a natural 18 or 19 (meaning the d20 shows an 18 or 19), you can apply one critical hit effect of that attack to your target, but you do not double the damage. This critical hit effect is treated as a critical hit for purposes of abilities that affect critical hits. If you roll a natural 20, the normal critical hit rules apply instead.

Devastating - Weapon Fusion
You can apply the devastating fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the devastating fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect).

Potent - Weapon Fusion
The potent fusion boosts the DC of saving throws associated with the weapon. When you attack using a weapon with this fusion, increase the DC for saving throws against the weapon’s critical hit effects, other weapon fusions, weapon special properties, and any effect delivered by the weapon (such as an injected poison) by 1.

Slam Down - Feat
When you score a critical hit with a weapon that deals bludgeoning damage, in addition to any other critical hit effect you would apply, you also apply the knockdown critical hit effect. If the attack would already apply a knockdown critical hit effect, you can choose to also move the target 1d4×5 feet directly away from you.

Djezet - Special Material
If djezet is properly incorporated into a hybrid or magic item, the saving throw DC for magical effects that item creates increases by 2. This increase also applies to magical effects created by weapons.

Here the question(s)

1- In Entropic Strike, what is the meaning of "doesn’t require information beyond that specified for your entropic strike to function". Could I have some examples of what works and what not?

2- Is Critical Hit DCs calculated by using the usual rule for weapons or the general one listed in Entropic Attunement? Does this change if I'm using a weapon allowed for Entropic Strike?

3- If I have a weapon with the Devastating fusion, does scoring a Critical Hit allow me (by spending 1 EP) to apply 3 effects (2 from the weapon and one from Entropic Attunement)?

4- If I have a weapon with the Potent fusion, does the Critical Hit DC increase even if i'm using a critical effect from Entropic Attunement?

5- Can I use Slam Down feat even if:
a: I'm not using a weapon (just Entropic Strike)?
b: I'm not using a weapon and I'm dealing only acid damage?
c: I've already added critical effects as for 3?

6- What is djezet description referred to with "magical effects created by weapons"? Could I have some examples?

7- How does Exergy Aspect Final interact with all previous questions? Specifically what does it mean "This critical hit effect is treated as a critical hit for purposes of abilities that affect critical hits"?

Sorry for the long post and bad English, thanks in advance!


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Hi, new at SF here. :)

Probably I'm missing something, but if Thasteron Khefak carapaces environmental protections (level 7+ armor) provide you immunity to severe radiation, why then do you get +12 to save when turned on?

Thx!

Quote:

Khefak-based armor diffuses radiation better than normal composites and offers environmental protections providing immunity to medium radiation and a +6 circumstance bonus to the initial saving throw against radiation exposure (not sickness). This bonus is +2 even when the environmental protections aren’t functional. If the armor’s item level is 7 or higher, its environmental protections work against high radiation, and the saving throw bonus is +9, or +4 when the environmental protections aren’t functioning. Armor crafted with khefak exoskeleton components costs 500 credits more than normal.

Thasteron khefak carapaces are even more valuable. Armor of item level 6 or lower that incorporates thasteron khefak carapaces acts as armor of item level 7 or higher composed of normal khefak carapaces. If armor of item level 7 or higher incorporates thasteron khefak carapaces, its environmental protections provide immunity to severe radiation, and the circumstance bonus to saving throws against initial radiation exposure is +12, or +6 when the environmental protections are nonfunctional. Armor crafted of thasteron khefak carapace components costs 2,000 credits more than normal.


Does Mind Blank works against SLA?
I have read something about it, but there are not clear answers and the discussions didnt' get to a shared conclusion.

The spell speak of "devices and spells" and not of SLA. Btw also other spells, as dispel magic, speak only of spells and not of SLA.

SLA definition states also that apart from component/counter exceptions they function like spells. But in the same definition it's written also that SLA con be dispelled by Dispel spells, so the previous point it's no more so valid.

Any other hint? Any official answer I missed somewhere?

Mind Blank text:

Quote:
The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

SLA definition:

Quote:

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.


Could I use, as a spontaneous caster, UMD on mnemonic vestment (or on the required written source) to cast a spell not on my list?

I'm looking for a way to get one wizard spell for my oracle.

Thx


If I cast Elemental Body IV to become a Medium (and not Huge) Elemental (size granted with Elemental Body II) would I get:

1- Immunity to bleed damage, critical hits, and sneak attacks; DR 5/— ?

2- Bonuses as per Elemental Body IV or Elemental Body II?

I've seen many discussions about it, but with no clear answers.

Thx


In Vision description it's said that it works like legend lore, while the two spells results are different (one or more legends about subject / vision about it). Can I use the second spell to get the same effect than the first? (a list of legend about the topic, maybe in vision form)

What exactly the result of Vision is? A "scene" about the subject that answers to the asked question? A picture about him in the present moment, with some clue about the asked question?

Thx


Hi all,
I know the main topic has long been discussed in many threads on many forums, and there are a lot of different opinions about all this perception/stealth/invisibility stuff, but I cannot find answers to the subject specific situation.

My PC is chatting with other people (so he is seen and heard by them) and after a while DM calls for Initiative. In his turn he casts invisibility (standard) and than he tries to use stealth to hide (move).
Does it work?

By rules to use Stealth he has to have cover/concealment and not to be perceived. While invisible he has total concealment, and he cannot be seen but with true seeing and similar effects (let's not consider these effects), but he could be heard (more easly if moving to hide), and if he doesn't move (is it possibile to use Stealth without moving?) others will know his actual square.

What about if other people have scent, tremorsense, blindsense and blindsight?

I would really appreciate not only your personal ideas and interpretations but also quotes from authors/Paizo or directly from rules.

Thanks in advance,
Francesco