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Base cleanse affliction reduces the stage of an affliction, but cannot reduce it below 1 (so cannot remove it entirely), and does not attempt to counteract afflictions. Higher rank cleanse afflictions attempt to counteract afflictions in addition to reducing the stage.


No, because sneak attack requires a strike, and gouging claw is a spell attack, not a strike. Ruffian loosens the restriction on what weapons you can sneak attack with, but it doesn't change the fact that sneak attack requires a strike.

If you want to sneak attack with gouging claw, you need the magical trickster feat.


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Quote:
A long, jagged needle jabs into the target foe’s psyche whenever it tries to attack a creature your patron holds in special regard. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature, with a basic Will save.

Since the Will save mentioned as part of what happens when the target takes a hostile action, I'm pretty sure they make a save each time they take a hostile action, and the save only affects the damage they take from that specific hostile action. At the very least, that's how I'll be ruling it at my table.


Sanityfaerie wrote:
MEATSHED wrote:
Yeah it being a 4 slot caster like wizard and sorcerer feels weird when it has better hp and armor.
Well, SF2 has different assumptions than PF2 does. It also has less spell flexibility than, say, the Sorcerer. Sorcerer gets a spell repertoire of equal number to its slots, plus the spells from its bloodline. Mystic gets spell repertoire of equal number to its slots, and the spells from its connection spells are mandatory first picks.

That's not true, your sorcerer bloodline spells count towards your repertoire normally.

Quote:
At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline.

Two 1st-level spells + bloodline gets 3 1st-level spells, same as the number of daily spells you have at level 1.

Quote:
When you gain access to a new level of spells, your first new spell is always the spell granted by your bloodline, but you can choose the other spells.

First spell of a new spell level has to be the one granted by your bloodline.


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VampByDay wrote:
OR they don't have spell ranks, therefore they aren't spells, therefore it doesn't work. Pathfinder 2e has always sided on the rule of conservative. If it doesn't explicitly say it does it, it doesn't do it. It doesn't explicitly say what to do with non-spells, so it doesn't work on non-spells.

It explicitly says you're immune to effects, why would you not being immune to certain spells prevent that?


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They don't have spell ranks, therefore they don't have a spell rank more than half your level, therefore they're always blocked by Apparition's Possession.


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re: class DC, the Embodiment of Battle vessel spell grants you critical specialization, which uses your class DC if it has a save. Pretty sure it's been stated in the remaster that every spellcaster is getting at least trained in class DC to cover situations like that.


ottdmk wrote:

What is a control effect, exactly?

I assume a control effect is an effect that applies the Controlled condition.


Life Science is used to identify aberrations, animals, humanoids, monstrous humanoids, oozes, plants, and vermin.
Mysticism is used to identify magical constructs, dragons, fey, magical beasts, outsiders, and undead.
Engineering is used to identify technological constructs.


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Driftbourne wrote:

Blowing up a planet could be a way to explain the Drow disappearing. Just a wild guess.

https://paizo.com/threads/rzs43trh?So-what-is-going-to-happen-to-Apostae#12

Thurston Hillman wrote:

The biggest element that we've agreed on for this whole situation, is that we don't just be "disappearing" drow and having Apostae suddenly become a barren world or have it entirely populated by xulgaths. What we are leaning towards is likely a change to Apostae's primary residents that keeps the spirit of what they currently are in-line with what we have, but make them less directly pulled from OGL-isms. This means a redesign that would remove their existing name, and a lot of the old associations with certain elements that, quite honestly, we've barely had time to delve into with Starfinder beyond stuff like the write-ups in Pact Worlds and some appearances by drow in APs.

I want to imagine that Thurston wasn't lying to us when he said that.


Milo v3 wrote:
Red Metal wrote:
I don't think they're going to design the system around having to use PF2 content in order to use stuff in the SF2 system.

We already see that they are though in the very first Field Test.

That is why the Soldier isn't allowed to "The martial class" anymore, because Fighter & Gunslinger already cover those. So for mechanical identity, they needed to find a new spot for it and realized they could lean into having assault weapons and other big weapons be area based attacks.

In that case, why would Operative specialize in finesse and one-handed ranged weapons, when we already have the rogue, the swashbuckler, and the pistolero gunslinger?


Milo v3 wrote:
Staffan Johansson wrote:
Since the Soldier is going to be focusing more on Big Guns and AOEs, I'm assuming things like melee and snipers will move on to other classes, such as the Operative?
My guess is they'll assume you'll just play Fighter or Gunslinger if you want to play those, with Operative being focused on Finesse weapons and 1 handed ranged weapons.

I don't think they're going to design the system around having to use PF2 content in order to use stuff in the SF2 system.


The section originally being quoted is from the PFS Character Options page, so it is an organized play specific thing.


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The capacity trait was updated in Treasure Vault to explicitly work with reload abilities.

Quote:
Capacity: Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a bolt or round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After firing a capacity weapon, you can select the next loaded barrel or chamber as an Interact action that doesn’t require a free hand. You can use abilities that let or require you to Interact to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be individually reloaded after it’s fired as a separate Interact action.


Deriven Firelion wrote:
MrCharisma wrote:
gesalt wrote:
Monk speed bonus is a status bonus

Derp, I even checked that, apparently I'm just not very good at reading =P

Thanks all.

Deriven Firelion wrote:
At least one designer has said battle forms benefit from weapon specialization as it is untyped additional damage that stacks as long as the type of attack you're using is covered under weapon specialization.

Do you have a quote for that? I'm not too worried if I can't use it but my general plan is to send my GM to this thread eventually and let him decide what I do and don't get, so if there's a quote to back that up then great. If not no biggie, it won't be the end of the world to miss out on 2 damage.

Ascalaphus wrote:
No <Finesse with Animal Form attacks> doesn't work. While it's true almost anyone could make a fist attack, or something analog to a fist attack (kick, headbutt), that doesn't mean that all other unarmed strikes get the traits of fist attacks.
Honestly that's how I read it too, but I saw some dissent reading it and thought I'd check with the community.

I don't have the quote. I think it was Mark Seifter that replied. Someone else probably has the quote somewhere. He seemed to think of weapon specialization as additional damage that added to everything as long as it was an attack that you had proficiency in. Battle Forms use unarmed attack, so weapon specialization applies.

I think it is similar with barbarian rage damage. That's another one that hasn't been clarified I believe.

You're probably thinking of this post, where Mark says that rage is additional damage (and so doesn't need to be a circumstance or status bonus), but says nothing about battle forms.


Claxon wrote:

Yeah, normally I think they're both item bonuses so wouldn't stack, but in ABP they're both potency bonuses and still don't stack.

Regarding combat maneuvers with the attack roll trait, perhaps I misunderstood but I thought there was a ruling that they DID count as attack rolls, because they increase MAP, are affected by MAP etc.

Was there an explanation for why they shouldn't count as attack rolls?

Anyways, the RAW may be that it wouldn't count but since (or if) a normal potency rune would work I (as a GM) would rule that it functions the same way under ABP.

They're attacks, because they have the attack trait and so affect and are affected by MAP, but errata clarified they're not attack rolls, which refers only to strikes and spell attacks.

Quote:

Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear, add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."

To clarify the different rules elements involved:

An attack is any check that has the attack trait. It applies and increases the multiple attack penalty.

An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class.

Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.

The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." There is inaccurate language in the Multiple Attack Penalty section implying it applies only to attack rolls that will be receiving errata.


idk, I don't really feel like the two changes (spell slots to spell points vs. daily powers to gauge) are comparable. A lot of the things you can do with spell slots can still be done with spell points, but that applies less to changing a dailies to a gauge. With spell slots, spell points, and daily powers, I can whip out a whole bunch of them right at the start of a fight to make that one fight much easier, but I can't really do that with an ability that requires time to charge up. It has an entirely different structure around using it compared to the alternatives.


GM DarkLightHitomi wrote:
Red Metal wrote:
GM DarkLightHitomi wrote:

The combat-as-sport is also taken to extreme level and the mechanics are often dissociative. Play Neverwinter for a while

I played a s&@*ton of Neverwinter back when it first came out, it plays nothing like 4e.
Strange how our experiences can be so divergent on the issue. What made them seem so different to you?

I feel like it'd be easier to list the things that made them feel similar than it would to list the things that made them feel different, one being an action game and the other being turn-based is already such a huge difference that comparing them feels like comparing apples to oranges. I suppose the big one that distinguishes post-WoW MMOs from tabletop RPGs is resource management. All versions of D&D, including 4e, has some element of managing resources over the course of an adventuring day. 4e spreads that out to all classes, instead of constraining it to just casters, while also adding an element of per-encounter resource management with encounter powers. Modern MMOs I've played, including Neverwinter, are pretty much entirely focused on in-combat resource management, with the only continuity between battles being consumables that are bought en masse, or some resource gauge that builds up during fights. D&D wears on your resources as you have more fights during a day; MMOs are designed assuming that you go into each fight with everything available to you. In 4e, once you use a daily power, it's gone until you have a rest, and each daily stands on its own; in Neverwinter, your "daily" powers are attached to a gauge that fills up as you fight, and all your dailies consume the gauge, effectively locking each other out.


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GM DarkLightHitomi wrote:

The combat-as-sport is also taken to extreme level and the mechanics are often dissociative. Play Neverwinter for a while

I played a s*~~ton of Neverwinter back when it first came out, it plays nothing like 4e.


Ansr wrote:
Dumb question that doesn't matter just curious. If Player core 2 replaces the apg why are 4 core classes iconics on the cover instead of the 4 apg classes?

Going by the product descriptions, the core + APG classes are going to be split up evenly between the two books, instead of Core 1 having all the CRB classes and Core 2 having all the APG classes.


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Michael Sayre made a post about this recently https://paizo.com/threads/rzs43sz6?Why-isnt-Khakkara-monk-weapon#25

Quote:

Monk weapons are in a bit of an awkward space in that their main purpose is to make sure that monks have access to a diverse array of weapons that match a variety of popular themes, but then there's some kind of uncomfortable orientalism that occurs when every Asian-inspired weapon has the monk trait tacked on. It's one of those reasons that I try to watch for opportunities to introduce non-Asian monk weapons that still make sense for the martial artist theme, and to try and introduce one non-monk Asian-inspired weapon for each new Asian-inspired monk weapon that's introduced, but it's just hard to do without introducing things that rub some people the wrong way when the options don't match their image of a monk, or when the option isn't the most optimal one for the monk specifically.

Flurry of Blows bars monks from having full martial proficiency (basically every limitation in a monk feat or ability referencing agile/finesse/monk weapons is there to make sure you never get to break the damage ceiling by flurrying with e.g. a greatsword or similar weapon), and a closed list in the class itself starts sucking basically as soon as you publish the second book in the edition (look at rogue and wizard weapon profs, or the various alchemist abilities we recently did errata for to open them up and give more player agency.)

So the monk trait does serve a very important purpose that goes well beyond just legacy pickups. You could just make it so they can flurry with any agile or finesse weapon, but then you'd lose a whole swath of non-agile/finesse weapons that match the theme and are still appropriate. You could just not do the weapon-wielding monk, but it's a concept that exists in our game world and has been popularly riffed on by franchises like D&D, Final Fantasy, Shadowrun, and literally hundreds more, so if it wasn't there, people would be asking where it went and when they're going to get it.

Personally, if I'm around for the next full edition cycle, I think it'd be worth re-evaluating how the monk trait is deployed and retooling the class to be less "Shaolin, specifically", and more "martial artist, generally", so that you can bring in a wider array of martial arts weapons that include things like hatchets, shields, maybe even certain pistols. But that would require a much more significant rework than is likely immediately apparent.

For the khakkara specifically, since it was put in the same book as the oracle and presented as the iconic oracle's primary weapon, I'd bet that what happened was that the weapon was designed to be more appropriate for a traveling priest than a martial artist, more of a straightforward beatstick. The version you'd want for using it like it's used in Shaolin styles would probably be a lot more like the whipstaff, with a smaller damage die but the ability to parry and make sweeping attacks.


All I know is my gut says maybe.


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Except that you can't put repeating weapons in the gunner's bandolier

Quote:
This incredibly spacious bandolier can hold up to 4 one-handed crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won't fit in the bandolier's holsters).


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Reloading a weapon requires a free hand, while changing the barrel of a capacity weapon doesn't.


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It's the Beginner's Box.


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Castilliano wrote:
Swashbuckler w/ Finisher bombs

doesn't work. Flying Blade requires that the weapon you use be agile or finesse.


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Lost Omens - Impossible Lands does in fact say that Alkenstar City (specifically the city) has a population that's 93% dwarves and 4% humans. It's most likely a mistake and should be 93% humans and 4% dwarves.


Up the Ante repeatedly refers a Gamble ability that doesn't exist, as does Ideas are Bulletproof. I assume it's supposed to be Gambit?


Kybern wrote:
Baarogue wrote:

What a thing to get SO mad about. It probably has to do with the budget for the sickened condition, which is probably why you're so interested in it, which means they probably made the right decision, which they probably arrived at through playtesting, which everyone around here seems to be forgetting with every thread complaining about how every class doesn't have full training with every weapon like they'd rather be playing GURPS or something. But I digress

You whinge that "ohhh, it costs two actions and I might lose them and the focus point if I miss" but you might just as well hit (especially if you stack the deck with frightened or combine the spell with spellstrike and attack a flat-footed foe), which means sickened 1 (no secondary save, as with ray of enfeeblement) or you might crit (again, especially if you tweak the odds), in which case they're sickened 2 and slowed 1 as long as they're sickened which a lot of people forget (but not you, I bet) sickened doesn't go away automatically like frightened does. Yeah, that's a steal for 2 actions and 1 focus point, which means you do it every fight. lol

Don't know what makes you think I'm mad, I'm just genuinely curious as to why this is the only base wizard focus spell (out of 9) that costs 2 actions.

All the reasons that have been given so far are either contradictory (it's an attack... oh wait, so is Hand of the Apprentice) or irrelevant (stacking the deck? that works for all spells....).
You then list the perks of the spell... nice. Have you seen what Charming Words does for 1 action and vs a Will save? Not only is that defense weaker on average than AC, the spell even has an effect when the save was successful. And the crit effect is just as good as the one for Call the Grave. Where is the budget for the stunned condition or the "no hostile actions vs you" effect here?

You know we're the not the ones who wrote the game, right? All we can do is try to give our best guess as to what the designers intended, and getting mad at us isn't going to change the rules at all.


Hmm, yes, rapiers, the basic weapon that any untrained street kid could find.


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The real question is, how many rubber ducks do you have to run into before the presence of rubber ducks stops being out of the ordinary?


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25speedforseaweedleshy wrote:

every animal intinct should give 2 attack instead of one for some two for others but it is not difficult to make

just give deer a agile d8 bludgeon kick

If you do that, what reason would there be to take the bear or cat instincts?


Is there a full version of the picture of Trietta Ricia on page 76 anywhere, and if so, where can I find it?


Here's the full Stealth line from the hazard

Stealth +11 (trained) or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal

That means you use +11 to determine the hazard's initiative, and the perception DC for players to notice it, and you use the DC 23 as the perception DC for players to notice a particular aspect of the hazard (specifically, the "scratches around the musical pipes and a slight give to the seal")


Dragonchess Player wrote:
Perpdepog wrote:
Dragonchess Player wrote:
Note that elixirs of life and healing potions do not have the positive trait, so they should be OK.

Uh, healing potions do have the Positive trait?

From Archives of Nethys wrote:

Healing Potion

Item 1+
ConsumableHealingMagicalNecromancyPositivePotion
Source Core Rulebook pg. 563 3.0
Usage held in 1 hand; Bulk L
Activate Interact
A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.
Was this errata'd from the first printing of the Core Rulebook? I was going off my hardcopy and PDF, which only list the Consumable, Healing, Magical, Necromancy, and Potion traits.

It was added in the second printing.


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Most of the melee halves of combination weapons do pay in some way, either by using a simple weapon as the base (black powder knuckle dusters, cane pistol, dagger pistol, mace multipistol), or by using more hands than its base melee weapon (axe musket, gnome amalgam musket, gun sword, hammer gun, three peaked tree, explosive dogslicer). It's just that the rapier pistol and the triggerbrand (and the piercing wind) are balanced slightly differently (the rapier pistol goes a step down on its damage dice, while the triggerbrand loses the agile trait compared to a normal short sword. The piercing wind also goes down a step in damage like the rapier pistol, but it gains the finesse trait in the process).


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MadamReshi wrote:
Could Tandem Strike be worth it for a class such as Fighter to take if they get the Summoner Archetype (particularly in a Free Archetype game?) It could take a while to scale up but it could be somewhat attractive. I know you do not get Act Together unfortunately, but there could be other ways to make the character concept work, and you can get Tandem Movement beforehand.

Summoner Dedication explicitly forbids you from gaining or using tandem actions, so that wouldn't work.


Ruffian Training (Ex): At 1st level, a rogue gains Power Attack as a bonus feat, even if she doesn't meet the prerequisites, and she gains proficiency in medium armor. If the rogue has the evasion class feature, it also functions while wearing medium armor. All rogue class features that use the rogue's Dexterity modifier instead use her Strength modifier. In addition, starting at 3rd level, whenever she attempts a combat maneuver against an opponent that would be subject to her sneak attack, she gains a +1 bonus on the combat maneuver check. This bonus increases to +2 at level 11, and +3 at level 19. If a rogue archetype trades away your proficiency with light armor, you also lose your proficiency with medium armor. This ability replaces finesse training.

Any feedback would be appreciated.


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It makes it harder to counteract with dimensional anchor. To counteract a 10th-level dimension door, you would need a success with a 9th-level dimensional anchor, or a critical success with a 7th-level dimensional anchor, while a 5th-level dimension door only requires a success with a 4th-level dimensional anchor, or a failure with a 6th-level dimensional anchor.


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Karkol wrote:

Just as a note, you might want to get a silver hatchet, and a cold iron hatchet, then transfer the +1 striking runes to them. At level seven you have access to standard (middle) grade cold iron and silver, at about 250 GP per bulk... a hatchet is bulk 'L', so it costs you 25 GP for one.

As an added bonus, get an Adamantine gauntlet for one hand; 350 GP per bulk , so 35 for one hand. If you run into constructs, etc, you drop/sheath the hatchet and start punching. First available at level eight.

Precious materials for weapons and armour use a different price scale than the normal one.

Precious material weapons

A standard-grade cold iron or silver weapon costs 880 gp + 80 gp per bulk, with items lighter than 1 bulk counting as 1 bulk. So a standard-grade cold iron or silver hatchet costs 968 gp, not 25.


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Errenor wrote:
Blake's Tiger wrote:
Errenor wrote:
Blake's Tiger wrote:
Table 10-13: Temperature Effects wrote:


Severe Heat | 105 degrees F to 114 degrees F | Minor (1d6-2d6) Fire Damage every hour
. . .
Incredible Heat | 145 degrees F or warmer | Moderate (4d6-6d6) Fire Damage every minute
Ugh. They really must have thought about almost all the other world and put Celcius there also. Most TTRPG publishers are actually considerate enough nowadays to do it.
Oh. They did. I was too lazy to type it all out. ;)
Really? I see AoN did it. But in the book I have access to there's no ºC. Did they add it in the last errata maybe?

The temperature in Celsius is an addition done by AoN. Every printing of the core book only has the temperature in Fahrenheit.


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Trip can affect creatures up to one size category larger, so a savage wolf could already trip a huge dragon even without the advanced maneuver.


Themetricsystem wrote:
PossibleCabbage wrote:
In the playtest your kinetic blast gets better when you buy better handwraps, and through the same weapon specialization everybody gets.

Slight nit-pick and/or correction to make here.

Depending on how you interpret "additional damage" this is a VERY real possibility that your Blasts are NOT improved in any way by Weapon Specialization because Weapon Spec is "Additional Damage" and is NOT a Bonus.

There have been many questions raised over the last few years where appeals for clarification have been made to ask if "Additional damage" is considered a Bonus to damage and as far as I'm aware no such clarification has ever been made.

Elemental Blast specifically says it gets the bonus from weapon specialization.

Quote:

If you have

weapon specialization, the blast gains extra damage as if
it were an unarmed attack.


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You also forgot to include greater weapon specialization, so it would 4d4+6 (16) slashing damage vs. 3d6 (10.5) other damage.


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YuriP wrote:
Gisher wrote:
I don't see how you can take the dedication and still not have a school.

I don't agree that the new errata forces to take a school. The word they used is can:

https://paizo.com/pathfinder/faq wrote:
Page 231: The wizard multiclass archetype didn't let you pick a school with the dedication, meaning you have to take Arcane School Spell to get some wizard feats, unlike for instance sorcerer, bard, and druid, who choose a bloodline, muse, or order but gain no abilities. Change wizard dedication so you can choose an arcane school but gain no abilities from it. Then in Arcane School Spell, you don't choose a school, and you gain the school spell from the school you already chose.

I don't remember what post but once I saw a designer saying when they use "can" instead of "have" or similar imperative word this means that it's optional.

So merging this with second paragraph of Arcane School:

Core Rulebook pg. 205 2.0 - Arcane School - 2º paragraph wrote:
If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.
I think that's now you are able to select from both school or universalist in the dedication.

Just for the record, here's what the third printing actually says in Wizard Dedication

Quote:
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select one arcane school of magic; you don’t gain any abilities from your choice of school.

It doesn't say you "can" pick an arcane school, it tells you to pick one.


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Ghost Flight can only be used once per day, while Unlimited Ghost Flight allows you to as high as you want all the time instead of for only 10 minutes per day.


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First of all, wrong forum. This forum is for Pathfinder 2e, which uses an entirely different system for carrying capacity. I've flagged for the thread to be moved to the proper forum.

Now to actually address your first question, you're missing out on the fact being large doubles your carrying capacity, so a large 20 Strength creature has a light load of 266 lbs., not 133 lbs.


Elephant doesn't need a 7th level summon animal spell because it's a 7th level creature, which only requires a 6th level summon animal spell. Similarly for the giant stag beetle, which is a 4th level creature and so requires a 5th level summon animal spell.


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Archives of Nethys shows what gives item bonuses to skills on the page for the skill.

Back on April 6

Quote:
We've created a new table to track "Item Bonuses", that being equipment which grants you an item bonus to a skill, Perception, etc. We now show these lists in a collapsible group on every Skill's page (example: Athletics), the Perception rules page, and the General Skills. We also added a list to look at all of them, if that's your desire.


Martialmasters wrote:
graystone wrote:
Martialmasters wrote:
I know but it adds a lot of time to my prep work because I have to do it for every monster, every spell, every magical item. It's taxing and tedious.

Just make every set of actions in it's own at the bottom of your page then copy/paste it in. Is it a bit of work? Sure but it doesn't seem super onerous.

Martialmasters wrote:
I just want to know why this change as I don't see the benefit.

If you wish an answer about that site, you might want to contact them directly as I don't know if they follow these boards.

Nethys contact page

The 2e contact page link is dead

Graystone posted a malformed url, this is a link to the proper page: Nethys contact page