Erudite Owl

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Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. **** Pathfinder Society GM. Starfinder Society GM. 238 posts (373 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters.


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Normally, when underwater, bludgeoning/slashing melee attacks take a -2 penalty, bludgeoning/slashing ranged attacks automatically miss, and fire actions can't be used at all.

The Gather Element action specifically lets a kineticist gather fire and use fire impulses underwater, but it doesn't do anything to help use water impulses underwater. A fire Elemental Blast can be used with no penalty underwater since it doesn't deal bludgeoning/slashing damage, but a Water Elemental blast takes the full penalties.

There's a level 4 water impulse feat, Return to the Sea, that lets a creature ignore the underwater penalties for bludgeoning/slashing attacks. Not only do you need to invest in that feat, it also takes 3 actions to use.

Please either give water impulses a general exception to the underwater fighting penalties, or update the Water trait to allow attacks with that trait to ignore underwater fighting penalties.


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breithauptclan wrote:

You don't even have to go to unreleased content to see effects like this. Nudge Fate has identical rules language.

If the GM and players want to keep the DC secret, there is no reason why it wouldn't still work. While the effect is in place, the ability can be handled by the GM behind the screen.

Granted, once the ability is used, the players are going to have a rather accurate estimation of what the DC is...

I didn't know about nudge fate, so thanks!

But I do think that in respect to learning about near-misses, amped guidance is larger in scope than nudge fate. With nudge fate, you have to cast it on an ally ahead of time, and you sustain it every round; if they get a near-miss while the spell is active, you learn about it and can give a bonus. With amped guidance, you don't need to cast anything to learn the information; merely being capable of amping it would mean you learn about near-misses for all allies within 120 ft.

And oddly enough, once an infinite eye psychic reaches 11th level, their ability to determine an exact DC due to their trigger being met becomes less accurate, since the bonus for amped guidance increases to +2 once heightened to 6th level. When the trigger is met, you would know the DC is 1 or 2 higher, but you'd have no way of knowing which.


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Baarogue wrote:
Nothing says or even implies that the DC of non-secret checks are secret. A lot of GMs are in the old mindset that everything is secret "for the immersion" but that's not how PF2 was written

The CRB says that some DCs are known before the roll and some are not. The section talking about it doesn't mention secret rolls at all, and the example given for an unknown DC is for a non-secret check (an Athletics check to swim).

Step 3: Compare the Result to the DC

Quote:
Other times, you might not know the DC right away. Swimming across a river would require an Athletics check, but it doesn’t have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.


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I've always assumed the answer to this is no. If a player non-critically fails, they know they failed by 1, failed by 9, or somewhere in between, but they don't know where in that range their roll was. But something from Dark Archive is making me less sure about this.

A psychic with the infinite eye conscious mind gets a pretty nice amp for guidance. For those who don't have the book yet, you can see the full text 17 minutes into the Rules Lawyer's preview video. Here's the relevant paragraph, with the important part bolded:

Quote:
You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.

Because the trigger for the reaction requires that the bonus from guidance would be enough to upgrade the degree of success of the roll, that suggests that the player of the psychic needs to know when one of their allies within range fails (or critically fails) a roll by 1. Without that information, the psychic can't know when the trigger for their reaction is met.

As far as I know, this is not standard information for a GM to give players, but maybe I've missed something. Is there any guidance in something like the Gamemastery Guide that says GMs should give players this information? Is the ability to gain this information just something that is implicitly granted to infinite eye psychics? If that's the case, should I post about this in the Dark Archive errata thread, requesting for clarification?

How would you all handle this?


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Karmagator wrote:

Speaking of the jezail, the fatal aim trait could use a bit of clean-up as well. Specifically this part:

"Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.".

As far as I can tell, this trait is supposed to make it so you have to choose between the free hand provided by the one-handed variant and the damage of the two-handed one. No Release-> use item -> Interact to reload and switch to two-handed for free, as you can do with other two-handed firearms.

But the current wording can easily be read in a way that it takes 3 actions to reload the gun when you wield it two-handed. One to take hand off and grab the ammo (as you would need to wield the weapon one-handed to do so), the second for the reload itself and the third to switch grips again. Now, this is almost certainly not intended, but it would be worth making the actual intent more clear.

When I read the fatal aim trait, I thought the "to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading" part only applied when switching between the two grips described in the trait - the regular two-handed grip and the special one-handed underarm grip unique to fatal aim weapons.

I did not read it to mean that you must be wielding it in the one-handed underarm grip anytime you pick up a jezail with one hand. The weapon's stock doesn't just gravitate to your underarm if you aren't holding the gun with two hands. "It’s possible to hold the stock of this weapon under one arm so you can fire it with a single hand".

Assuming that's right, I think you can just treat a two-handed jezail like any other two-handed firearm when it comes to stuff like reloading. You use a Release action to take one hand off the jezail. At this point, you are holding it, not wielding it, because wielding a fatal aim weapon requires that it is held by either two hands or by a hand and an underarm. Then you Interact to reload, and as part of the action to reload, you switch back to wielding it in two hands.

But I agree, the trait needs some clarification in how it works.


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Kelseus wrote:
CRB pg 68 wrote:
class feats—special feats that only members of that class can access.

It matters because the only PCs that can take Fighter feats are Fighters. If MC Fighter made you a Fighter, then what is stopping you from taking the Fighter feats. By having the MC Dedications not make you that class you can only access the class's feat list through the Archetype's feats, usually at a much slower rate than normal.

A level 14 Fighter can take a level 14 Fighter feat. A level 14 Wizard/MC Fighter is not a Fighter, therefore they can only access fighter feats through the MC Fighter Archetype, capping them at feats of half their level or lower.

"At 2nd level and every even-numbered level thereafter, you gain a wizard class feat."

For this, it doesn't matter if fighter dedication makes you count as a fighter. The class feature that gives you wizard class feats still only gives you wizard class feats.

The general rules for archetypes allow you to take a dedication feat in place of a class feat, and once you have a dedication for an archetype, you can take the feats in that archetype in place of a class feat. Outside of the exception granted by the archetype rules, you're only allowed to take wizard class feats with your wizard class feats.


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HumbleGamer wrote:

The viking feat is like the exception, since you'll be using random stuff in order to get cover or even a shield block.

The reason is simply that it would be impossible to find srapped chairs, tables or bench ( or anything else your character would like to use as improvised shield ) to beings with.

Saying that since a table or chair is not build to have straps in order to be attached to the character's forearm then even shields don't require to follow the rules in the table is kinda forcing things out of a single archetype ( which has to work that specific way, because hardness and hit points would probably be lower than a lvl 4 sturdy shield, in addition to not havign straps by default. ).

That still doesn't address any of my other points, nor does it answer how Second Shield is supposed to function if shields must be strapped, since the feat has no mention of unstrapping your broken shield.


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HumbleGamer wrote:
Poit wrote:
HumbleGamer wrote:

A shield has to be strapped to your forearm.

Strapping ( as well as unstrapping ) requires 1 interact action ( which has the manipulate trait ).
A buckler is the only shield that mentions being strapped to your forearm, from the descriptions on page 277 of the CRB. Table 6-2 does say it takes an Interact action to "detach a shield or item strapped to you", but I assumed that referred only to strapped shields (like a buckler), not all shields. I also don't see anything in the table that says how many actions it takes to attach a strapped item.

Buckler is only a for description purposes, because it shows how you can benefit from the free hand.

What you are looking for is that table which explain the number of actions required to make a proper use of shields and other items

It doesn't mention a buckler, but shields.
So shields, to be properly used as either weapon and shield ( raise shield or shield block ), have to strapped with an interaction ( you can't drop a broken one for free, so you'd need to use 1 interact to detach, 1 free to drop, 1 interact to draw and 1 interact to strap ).

It's only a matter of action management.

I specifically mentioned that table in my post. And as I said, there's nothing in the table that says how many actions it takes to attach a strapped item.

I agree that if you have a shield strapped to you, you need to spend an Interact action to detach it, but I don't see anything that says a non-buckler shield needs to be strapped to you in order to use it. A single line in the Changing Equipment table saying what kind of action it takes to detach a strapped shield does not mean that every shield needs to be strapped to use it.

The rules and descriptions for shields on pg. 277 have exactly one mention of strapping a shield to you - in the description for bucklers. For all other shields, we use the general rule for shields which says that it must be held in one hand.

While searching for examples of drawing a shield, I found the Second Shield feat from the Viking archetype. This feat lets you Interact to draw a new shield as a free action when your current shield is broken or destroyed. There's no mention of detaching the current shield or attaching the new one. How does this feat even function if you need to spend an Interact action to detach your old shield? It does have a line at the end reminding that you need to take a Raise a Shield action to raise the new shield. If benefitting from a shield requires that you both Interact to attach it and Raise a Shield, it would be really weird if the reminder line at the end of Second Shield only mentioned one of those two actions.


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HumbleGamer wrote:

A shield has to be strapped to your forearm.

Strapping ( as well as unstrapping ) requires 1 interact action ( which has the manipulate trait ).

A buckler is the only shield that mentions being strapped to your forearm, from the descriptions on page 277 of the CRB. Table 6-2 does say it takes an Interact action to "detach a shield or item strapped to you", but I assumed that referred only to strapped shields (like a buckler), not all shields. I also don't see anything in the table that says how many actions it takes to attach a strapped item.


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When you use an Interact action to draw an item, however many hands you used for the Interact action is the number of hands you're holding the item with after the Interact action. Ten Paces does not limit the Interact action to one hand, so you can choose to do so with both hands. That is, unless something else modifies the number of hands that you can use - if you draw your jezail from sleeves of storage, you would only be wielding it with one hand, since that item specifies that you use a single hand to draw things from it.

I don't see any reason to disallow Pistol Twirl from working with a jezail wielded in two hands. The rules for wielding a one-handed weapon in two hands do not say that the weapon is considered a two-handed weapon when wielded in two hands. If you're wielding a bastard sword in two hands, a shifting rune on the sword will let you shift it into a different one-handed weapon, but not a two-handed weapon. And if you have the Knockdown feat, wielding that bastard sword in two hands isn't going to let you ignore Trip's free hand requirement because wielding a one-handed weapon in two hands doesn't transform it into a two-handed weapon.

Of course, if your GM believes that the intent of Ten Paces and Pistol Twirl are for the weapons to be wielded with one hand, then go with that.


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Aw3som3-117 wrote:
This also has interesting applications to things like diagonal movement, difficult terrain, etc. For example, if you have 25ft of movement in difficult terrain, striding twice only allows you to move 20ft (10ft twice), not 25ft (50ft/2). Unless your GM allows otherwise, of course. After all, on a non-grid map it would allow for 25ft of movement (12.5ft twice), and nothing requires you to stick to the grid.

This is true for movement through difficult terrain, but diagonal movement doesn't have this problem.

Quote:
The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two.


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SuperBidi wrote:
Mental Scan is badly written. First, you gain a circumstance bonus when amping it, that's nowhere to be seen: spells give status bonuses.

Most spells that grant bonuses grant status bonuses, but there are some that grant circumstance bonuses.

  • circumstance bonus to AC granted by shield and protect companion
  • circumstance bonus to Fortitude saves vs. grapple granted by grease
  • circumstance bonus to some Medicine checks granted by organsight
  • circumstance bonus to AC vs. ranged attacks granted by wild winds stance
  • circumstance bonus to Athletics checks to grapple granted by clinging shadows stance
  • circumstance bonus to AC vs. large ranged attacks granted by prismatic shield
  • circumstance bonus to Diplomacy vs. dragons granted by roar of the wyrm


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    HammerJack wrote:
    Kreighton's Cognitive Crossover would also be a pretty big deal to this, for characters that have Access to it.

    A thaumaturge unfortunately cannot use Kreighton's Cognitive Crossover. That feat can only be used when you gain no information from a Recall Knowledge check, which only happens when you non-critically fail. A thaumaturge gets Dubious Knowledge at level 1, and Dubious Knowledge is not an optional thing. If you have it, you gain information when you non-critically fail, so you never qualify for the trigger of Kreighton's Cognitive Crossover.


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    Sauros wrote:
    Tumble, Page 136 of the CRB wrote:
    In all of these cases, the DC is modified by the same environmental circumstances that apply to the balance task of Acrobatics (see page 135).

    That's referring to the table of environmental circumstances on pg. 135.

    2/5 5/55/5

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    This probably isn't a spoiler, since it's basically a list of the scenarios that say "Content in this scenario also contributes to the ongoing year of the Scoured Stars storyline." But just in case:

    Spoiler:

    #1-05: The First Mandate
    #1-11: In Pursuit of the Scoured Past
    #1-13: On the Trail of History
    #1-17: Reclaiming the Time-Lost Tear
    #1-99: The Scoured Stars Invasion
    #1-29: Honorbound Emissaries
    #1-31: Treading History's Folly
    #1-34: Heart of the Foe
    #1-39: The Herald's War
    #2-00: Fate of the Scoured God


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    rainzax wrote:

    My take:

    The "Thrown" trait is for melee weapons, to indicate that they may also be thrown.

    Bombs are just ranged weapons.

    The Thrown trait says: "When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry."

    It is definitely not limited to melee weapons.


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    graystone wrote:
    beowulf99 wrote:
    Simply put, there is no flat rule for non-spells that says you can't target something you can't effect.

    GENERAL RULES [not spells] Targets

    Source Core Rulebook pg. 454 1.1

    "Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn’t match restrictions on who you can target, or if some other ability prevents it from being targeted."

    Are you allowed to shoot a ray of frost at a cold-immune creature? If so, then being unable to affect a target doesn't prevent targeting.


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    graystone wrote:
    beowulf99 wrote:
    I see no direct reason why you couldn't target a Deafened character, or one with an immunity to mental/linguistic/verbal effects with Bon Mot. To me you can Bon Mot a target if you can speak, and you know the target is there. The effect on the other hand is at question.
    I just don't see that it's possible to even roll when the traits say it doesn't work on that target. I can't try to hit a target outside my reach with a melee weapon in hopes of getting a crit effect: the target has to be possible for you to roll do hit. In much the same way, I can't see a bon mot on a rock to get Panache.

    You should absolutely still roll if there's no chance of affecting the target, because it's possible to penalize yourself if you get a critical failure. The target being immune to the effect doesn't negate the chance of you tripping over your words.


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    mrspaghetti wrote:
    Yeah, a 1st level spell that could literally create life is incongruous.

    The unseen servant spell doesn't create anything; the servant is summoned.


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    Deriven Firelion wrote:
    Do you both really play with DMs who fall for this? I've never played with real rules lawyers before who try to force their viewpoint on a DM after arguing a rule endlessly when it is clearly not intended.

    Are you confusing me for someone else? I don't understand how you can quote my first reply in this thread and liken me to arguing a rule endlessly.

    I am both a player and a GM. I have not yet played a wit swashbuckler, nor have I run a game for one. I didn't think the rules on this were clear, so that's why I made the thread - so I could get an understanding of how the ability works before it came up in a game.

    Given the clear lack of consensus in this thread, it's obvious that the rule is unclear. I'll probably allow the panache-gaining in games I run, but if a GM disallowed it when I was a player, I wouldn't complain.


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    Helvellyn wrote:

    I think the language prevents you unfortunately. The wording is:

    You gain panache during an encounter whenever you succeed at a Bon Mot against a foe.

    If the creature is immune to Bon Mot (either due to linguistics or mindless) then I can't see how you can say "you succeed at a Bon Mot against a foe."

    Fencer, Braggart and Gymnast all require you to succeed too in order to gain panache. Battledancer is the only one with the text stating you don't have to suceed at the action. I don't know if that is deliberate because of the once per combat nature of fascinating performance (Braggart also suffers from this with the Demoralise restriction but gains a way around that at level 9) or the text was missed off from the others.

    Battledancer actually has to do better than merely succeeding. All the other styles only need to succeed, which means equaling or exceeding the target DC. Battledancer needs to exceed the target DC, which gives them an effective -1 at their basic panache-gaining (since exactly meeting the DC does not give a battledancer panache).

    The reason battledancer doesn't require the target be fascinated is because you gain panache from the Perform skill action. Fascinating Performance uses the Perform skill action, so you can still get panache from that too.


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    Deriven Firelion wrote:

    Succeeding at a check and succeeding at Bon Mot not the same thing. Not sure how your DM works, but if you tried a Bon Mot against a mindless undead or golem, I would tell you that you could roll and then tell you that it failed because they are immune. Then I wouldn't even let you roll after that as you have been informed they are immune after you wasted your action the first time.

    The only reason I would even let you roll to start with is because you don't know they are immune and I would let you waste your action, so you would gain the information that they are immune.

    Given that the auditory trait separately describes successfully performing an action and having an effect, how do you conclude that immunity means failure?

    Poit wrote:
    Quote:
    An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it.

    Like, if you can't talk, you absolutely can't succeed at the Bon Mot, because the trait says the action can't be successfully performed. But the part about the target being unaffected if they can't hear the effect is separate from the success part.


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    Can a swashbuckler with the wit style use Bon Mot on a creature that cannot be affected by the Bon Mot (for example, due to no shared language), but still roll Diplomacy vs. Will DC and gain panache if the skill check is successful?

    The wit style says

    Quote:
    You gain panache during an encounter whenever you succeed at a Bon Mot against a foe.

    Bon Mot has a bunch of traits limiting it - Auditory, Emotion, Linguistic, and Mental. In particular, the Auditory trait makes a distinction between succeeding at an action and having an effect with that action.

    Quote:
    An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it.

    Since it talks about success and effect separately, that seems to suggest that you can succeed without having any effect. Which would then mean you can Bon Mot on someone who cannot be affected, but you can still roll the skill check to try to gain panache. But I'm not 100% certain on that, so I'd like to get some other opinions.

    2/5 5/55/5

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    Is that something that varies by region?

    In 16 years of organized play campaigns, a GM has never asked to see my most recent chronicle sheet/adventure record/whatever the campaign calls it, nor have I ever asked a player for theirs when I am GMing.

    2/5 5/55/5

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    I found this document from a Google search. No idea where it's linked from though.

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    I just played this character for the first time earlier today. Nothing from adventure paths, but this covers all five of the current main books.

    Akrel Strong-Hart is a half-elf Shoanti human (CRB) from the Skoan-Quah clan (Quah Bond feat, LOCG). He worships the spirits of the land and calls upon his totem stag spirit when he rages (Shoanti Animism religion, LOGM). After learning medicine from his tribe's elders (Medic archetype, APG), he refined his skills attending medical school in Rahadoum (Godless Healing feat, LOWG).

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    Please don't put maps or images on the chronicle sheets. That's extra ink being used.

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    Tonya, does that mean the existing boons for PFS2 which are purchasable with achievement points and playtest points do not need to be printed and kept with a character's paper chronicles?


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    Cellion wrote:
  • Survival rules for riding creatures were updated. I'm not familiar enough with the rules from Alien Archive 3 to say if this is a substantial change or just reflective of new wording from that book.
  • The biggest change I see is that you no longer need to spend a reaction to make a DC 5 Survival check to stay mounted if you take damage. No longer getting auto-dismounted when you get hit twice in a round is a very nice change.

    The rest of the updates to the riding rules just seem like minor clarifications.

    2/5 5/55/5

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    Bequeathal can still exist. Season 1 adventures with boons on chronicles will still be playable, right?


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    ikarinokami wrote:
    whether or not you need to open your repair kit to do repairs

    Unlike some other actions, Repair is actually specific about this.

    "You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands."

    I'm guessing this is because the Quick Repair feat allows you to use the Repair action in combat at higher proficiency levels.

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    That is a significant change to Enhanced Resistance.

    Updated Core Rulebook, pg. 157 wrote:

    Enhanced Resistance

    You have trained your body to resist a particular type of damage.
    Prerequisites: Base attack bonus +4.
    Benefit: Choose one kinetic damage type (bludgeoning, piercing, or slashing) or one energy type (acid, cold, electricity, fire, or sonic). If you choose a kinetic damage, you ignore damage of that type equal to your base attack bonus; this doesn’t stack with DR. If you choose an energy type, you gain energy resistance against that type of energy equal to your base attack bonus.


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    Yeah, anyone can Invest an Item.

    An activity is an action that takes more than one action to complete - some take two or three actions; some take minutes, hours, or days.


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    You don't even need to guarded step. You can just walk away from the zombie. A staggered creature can't take reactions.

    That's what makes slow a good spell against melee enemies.

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    Andrew the Warwitch wrote:
    Problem being is if you have a standardized rule system, then it doesn't really matter what a local GM decides as if you play (say the next town over only 10 miles away) and that GM say no then he has just destroyed or made ineffective that character's build. Correct? How can one make a pledge that will be accepted in different lodges?

    Organized Play has two levels of GMs: the GMs who run the campaign (campaign staff) and the GMs who run games (table GMs).

    The GMs who determine what character options you can take are the campaign staff. As Blake's Tiger pointed out, the campaign staff has not defined any additional options from cavalier pledges, so there currently are no additional pledge options.

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    Can you run the adventure and apply the chronicle to a high-tier character?

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    If it's just a simple matter of asking the event organizer "hey, can you please wait until tomorrow to report this so I can buy the resurrect boon online tonight?", that seems reasonable.

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    I do not advocate using the Craft action without cost. I believe copying a formula into your book does not have a cost because I don't think it uses the Craft action.

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    Eric Nielsen wrote:
    If instead Second Chance is an exception to 'purchase between scenarios' then it should be called out and some standard practice should be established. Ie something like the GM indicates Dead on the chronicle with a note that the player indicated a plan to purchase the boon. Character isn't reported as dead, but should an audit occur and the next applied sheet wasn't the boon..... bad things.

    Should it be slightly more lenient than this? Like, what if you're at a game day with three slots, and your character dies in the first slot. Should someone in this situation without a smartphone then need to drive home because they can't buy the boon at the venue?


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    The Medic archetype in the Advanced Player's Guide has a couple feats that say:

    "Requirements You are holding healer’s tools, or you are wearing them and have a hand free."

    I had assumed the Battle Medicine errata would say the same thing, but... it doesn't?


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    Once the Advanced Player's Guide comes out, there will be at least one more option.

    Spoiler:

    One of the spoiled feats is a level 1 Tengu feat that appears to grant trained proficiency in two swords of your choice. If you're already proficient with all martial weapons, you select two advanced swords; otherwise, you select two martial swords. That would be a means of qualifying for the archetype with any martial class by level 2, by only spending one ancestry feat.

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    Will existing pregens get any updates?

    Level 3 Amiri needs some new equipment. She has healer's tools, but she has untrained +0 Medicine. She also has a savior spike, but she can't activate it until she gets expert Reflex proficiency at level 9.

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    I'm also very interested to know how many scenarios of each tier the high-level arc will be. My highest-level character is 1 XP away from level 13, and I really don't want to level out partway through the arc.

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    Otto O'Read wrote:
    Have we seen a list of what the ACP boons will be?

    This blog post from February has a list, but I don't know if there have been changes since then.

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    Nefreet wrote:
    Nefreet wrote:
    "If you have a formula, you can Craft a copy of it using the Crafting skill."

    That is the quote that then gets disregarded as ambiguous, since it states "Crafting skill", rather than "Crafting activity".

    I think that is ludicrous logic.

    That sentence absolutely refers to the Craft action, but not because of the part you're focusing on. When it says you can Craft a copy, Craft is capitalized. Therefore, it's referring to the Craft action. There's no action called Crafting. The Craft action is an action described under the Crafting skill.

    It's very clear that you can use the Craft action to create a copy of a formula. What's not clear is if that sentence about Crafting a copy is a modifier to the previous sentences in the paragraph (saying that you use the Craft action to copy a formula into your book), or if it is an independent sentence describing an additional thing you can do (saying that creating a copy of a formula to give or sell to someone else uses the Craft action).

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    Nefreet wrote:
    Suggesting that the "Crafting Skill" is not the "Crafting Activity" is pretty much my definition of "ludicrous-levels of RAW".

    In the Core Rulebook, there are five actions listed for the Crafting skill in the Skills chapter: Recall Knowledge, Earn Income, Repair, Craft, and Identify Alchemy. Only one of these five actions is the Craft activity. There are absolutely uses of the Crafting skill besides that one activity.


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    The medication mastery theorem allows you to create an injectable medicinal on the fly and apply it to an attack with an injection weapon - but disallows the addition of a biohack to the same attack.

    The medicinals created by medication mastery are the only instance where the combination of an injectible medicinal and a biohack is addressed. Since this one specific instance is called out as disallowing that combination, that could imply the combination is allowed for injectibles not created by medication mastery.

    If that interpretation conflicts with your gunk paradigm, that suggests the Nike paradigm is how biohacks work.


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    It doesn't matter if the Core Rulebook light torpedo launcher has limited fire 5 or not.

    Swarm Fleetfury description on pg. 60 wrote:
    Its only weapon is an organic torpedo launcher, which a fleetfury can fire only five times before it loses its offensive capabilities.

    Even if a standard light torpedo launcher can be fired indefinitely, a fleetfury's light torpedo launcher cannot.


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    I use the tool from this thread for extracting images from PDFs. It got all the maps for me without any issues.


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    Quick question I had while writing up the loot sheet for my players.

    Are Thisskt's computer from the Reckoner base and the computer from the Reckoner stash at the cave entrance supposed to each have two miniaturization upgrades?

    They're both described as portable computers, and I have trouble believing a 9 bulk computer could be described as portable.

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