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Sagiam wrote:

Should probably wait till everyone has SoM but I want to get this off my chest. I think we need a proper name to separate Staff (weapon) and Staff (Magic Item).

I mention this because, there are a few effects now that combine Staff (Magic Item) with other things, and other effects which only work on Staff (Weapon), and thus would only work on a Staff (Magic Item) while it was in the form of a Staff (Weapon).

Now, I have the deductive reasoning to understand that the Twisting Tree (pg. 40) Hybrid Study is referring to Staff (weapon) and that Fused Staff (pg. 46) is referring to Staff (Magic Item), but I know someone is going to try to combine them and tell their GM that this means their Greatsword has Parry, Reach, and Trip.

While I agree that a separate name wouldn't hurt, Paizo have already clarified that a "Staff(Magic Item)" is a -specific magic item- and thus cannot have or benefit from property runes, ergo cannot shift into other weapon forms (such as Greatsword) via a Shifting rune.

Pathfinder FAQ wrote:
Page 592: ... Finally, in attacking with a staff, add "Staves are also staff weapons (page 280). They can be etched with fundamental runes but not property runes. This doesn’t alter any of their spellcasting abilities." since staves are specific weapons, with the staff abilities as the additional abilities.


Ravingdork wrote:
How can my barbarian use their Shattering Blows feat when Strikes can only target creatures and not objects?

Every object is a mimic until destroyed and therefore proven otherwise.


siegfriedliner wrote:

My players attended a banquet with first worlders and whist the rest of the party engaged in politics one of the party spent time dancing with a fey muse.

The others are due to get more material rewards for their scheming and discovering the plot. But I was wondering if having the person who danced with the muse gain training in performance be a reasonable reward?

If the fey they danced with took a fancy to them maybe it just gives them a gift?


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Successfully using Bon Mot on a foe would make Demoralize easier to succeed at.

But Bon Mot & Frightened (from Demoralize) are both status penalties so the targets Will saves won't be lower than they would from just Bon Mot. Still worth it for the more broad penalty that Frightened applies, but worth keeping in mind that their Will Save isn't 4 or 5 lower than normal, just the 2 or 3 that Bon Mot sticks on them.


You're overthinking it.

It has no traits because it explicitly doesn't and shouldn't have those restrictions you are concerned about.

The effect is essentially a super-nonmagical aura with a limited (forgive the term) "proc rate".

The "fiction" of the move is whatever is appropriate and in character at the moment it happens. This should generally have a "default" effect which I would imagine most champion players would decide on before the game.

For example my redeemer has the Shield cantrip as an innate divine spell from her ancestry, but I flavored it to instead be of shared origin to her Glimpse reaction.

They aren't the same exactly, the cantrip obviously has many extra limitations, but in her story the cantrip came first and the reaction was an extension of that same talent - practiced and honed to be usable to defend others with much greater frequency and potency.

The fact that it is not a spell, and isn't even explicitly of divine origin, is because the ability is intrinsic to MY champion. Another redeemer's glimpse will be mechanically identical (feats excluded), but their fiction should be entirely their own.


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Ravingdork wrote:
How does one Hide or Sneak if not in Encounter mode?

Isn't that encapsulated by the Avoid Notice exploration activity?


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They clarified this kind of issue in the GMG. When strange interactions happen between move actions its expected that the GM will rule that they can be combined into a multiple-action activity to ease the playability.

"Splitting and Combining Movement" gmg 14


Atalius wrote:
Our party encountered a monster 3 levels above our own today and we were forced to flee. How do we deal with this type of threat? The creature needed to roll a 14 or more to Crit us and a 4 or more to hit. It's only weakness was reflex so we were able to trip it but it's simply not enough of a debuff. In order to Demoralize we needed to roll a 14 or more which isn't easy either. What can we do? The party consisted of two melee martials, a healer, a wizard and a Bard.

If its a foe you -have- to kill or capture rather than just avoid/survive, then do some research on the foe, using appropriate Recall Knowledge checks. Figure out a way to act on its weaknesses or lure it into a battlefield which is either to your benefit or its detriment, or ideally both.

Spend some gold on consumables to buff up yourselves or target its weaknesses.

Or the old standby of - stay away from it and fish for ranged attack crits to whittle it down.


Cordell Kintner wrote:

Again, where does it say this? The entry for crafting that I linked specifies Magic Items AND Runes. A +1 shield is not a magic item, it is a shield with a +1 rune etched on it. Further more, I don't know of any runes that can even be etched onto shields, as there are Armor and Weapon runes. If there's a shield rune added later that's a different problem.

So far I have not seen any rules suggesting this can't be done.

There are no "+1" Shields. All magic shields are specific magic items and don't interact with the rune system at all.


Draco18s wrote:
...

I see where you're coming from with this mindset, but some of the allure of Talismans are the effects they can give you that you otherwise wouldn't have.

For example, there are a couple Talisman's that are excellent and will never go out of style for my current Gnome Champion (heavy armor).

I may end up finding a more specific niche talisman for my weapon but at level 5 the 3gp for an Owlbear Claw (for a Crit Spec effect once) is very cheap already and will only get cheaper as we get higher level. And since I have Shield Ally I don't have a source of Crit Spec otherwise.

I'm also excited to finally equip a Shark Tooth Charm. Having already been swallowed whole several times during our game so far, I expect the trend will continue and this Charm is EXCELLENT for dealing with that especially. It bumps Escape success to Crit success, guaranteeing 5 ft movement, or it bumps a crit fail to a standard fail so I can keep trying to escape (and a fail on the die causes the creature to take damage if they don't willfully release me). It does need expert Acrobatics, though, but that's a small cost to spend in my character's eyes compared to enjoying the insides of a creature for even more rounds in the future.


Here's how I square the fiction with the mechanics.

Each item has a market value, and a material value. The market value is the cost in the Core Rulebook. The material cost is 50% of that, and includes only the bare minimum materials/labor/rental costs required to make/forge/fortify/brew the item in the slowest way possible (being the cheapest).

The 4day windup time is mostly spent hunting down and securing access to appropriate workshops,tools, and skilled assistants (where necessary). It is mostly NOT a character bent over an oven or a cauldron and babysitting it for 96 hours.

The ACTUAL crafting begins on day 4, and that day is captured by the die roll. This is when you have some idea of how things are going - if the materials you gathered are up to snuff or defective somehow, or the workshop you are working in has a terrible accident the day you are there, etc.

During the course of that day, you decide based on your die roll whether to finish or take your time. If you decide to finish NOW your character has the option to "grease the wheels" as a busy adventurer with cash to blow. So you decide you need this done tomorrow and hire extra help, use the more expensive reagents that work faster, spend extra cash to hire more help so you have more hands, and buy your way past the line for access to the guild's forge or rare catalyst exactly when you need it.

Or you can take your time like the other craftsman: you do all the work yourself, you wait your turn for access to the forge/cauldron, and you use the cheap ingredients that you know how to work with even though they're harder to shape or catalyze- and take more time. Hence, if you go all the way on this option you never have any more net cost of raw materials put into the item - you're still using the same 50% you bought at the beginning.

That second option is just reflected in the "reduce cost" portion of the crafting (day 5+). I imagine Paizo wrote the rules this way because they're easier to parse for playability -- specifically for earn income purposes -- thinking of it as a discount capped at 50% of the market price.


Kendaan wrote:
A, Fast Channel allows to cast the 3 action variant of the spell with 2 actions, but it is still the 3 action variant. Ebb & Flow Only work on the 1 or 2 action variant of the spell.

This.


Donald wrote:

I understand the temporary items, I'm talking about "permanent talismans", ones you make and can hold onto indefinitely. As seen here: https://2e.aonprd.com/Equipment.aspx?Category=15&Subcategory=19

Sorry I misunderstood. I agree with MaxAstro, including that you would otherwise follow the rest of the normal rules and requirements for crafting other types of items.

Mellored wrote:

It says you can, so you can.

That said, I think this needs an errata to have trained in crafting as a prerequisite.

I think it might be intentional that it doesn't. There is value within the archetype whether you have crafting or not due to the free items, and the ability to craft normal permanent ones at a low level with an untrained craft skill would still be allowed (though of limited usefulness).

But I could see how someone at high level and untrained in craft might be a bit confused when they go to make a permanent version of the same thing they've been making daily for free and it's nigh impossible for them.


Though it is not made explicit, my reading of this archetype is that it is supposed to operate similarly to an Alchemists Infused Reagents, or more accurately the Herbalists version of advanced alchemy.

Those characters need access to the formulas (which Talisman Dabbler covers) but otherwise don't need to roll to craft using said reagents. These characters treat these reagents more like spell slots that they can prepare and use for "temporary items" at the start of the day than they treat them like normal crafted items.

Ergo the time it takes to make these "temporary items" is rolled into the daily preparations, and they don't need to roll for these "fake" items" like they would during a normal 4-day crafting session.