Red Metal's page
Organized Play Member. 220 posts. No reviews. 1 list. No wishlists. 27 Organized Play characters. 1 alias.
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Mystic Armor is already on the divine list, which is likely why it got replaced in Divine Mysteries.

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The first sentence is essentially describing the two options that Quick Alchemy lets you use: Create Consumable and Quick Vial.
Create Consumable says
Quote: You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) Note that it explicitly says that it expends one of your versatile vials
Meanwhile, Quick Vial says
Quote: You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn. It says you create a versatile vial, and unlike Create Consumable, makes no mention of expending a versatile vial to create it.
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Yes https://2e.aonprd.com/Rules.aspx?ID=2288
Quote: When you use a Strike action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls.
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AFAIK there hasn't been any confirmation about the nature of the book that Mechanic and Technomancer are in. People are just speculating based on the fact that the two tech classes are being relegated to a second book instead of being in Player Core.

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Teridax wrote: GameDesignerDM wrote: Not really sure what your point is, nor trying to be slick - I've exclusively posted using this alias since like, over 8 years ago (and I only made 11 posts using my default name) because this is my handle everywhere on the internet and couldn't change my default name, so I just use this. (And I had one for Starfinder 1E, but like, just to fit the theme, but I haven't used that one in 7 years, so.)
I'm not hiding or anything like that, so not really a gotcha? I'm not even 'known' enough around here for it to matter, just a way around a finicky forum system. That's a nice story, but why then do you switch aliases every time you want to favorite comments that agree with you? Why not just use the same alias for both? Because right now, you are going out of your way to post as one alias and favorite comments as another, which is deceptive no matter how you slice it. You're not the only one who abuses aliases in arguments on these forums, but that makes the practice no less distasteful. Aliases just straight up don't have a "Favorites" tab, Favorites always show up under your "main" account. You're trying to pull some gotcha over software functionality when you don't actually know how the software works.
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exequiel759 wrote: YuriP wrote: My initial propose to solve this situation was simply just change the key attribute to Str or Dex but historically the designers never accepted any key attribute change suggestion in any playtest before so its very unlikely that they will accept this now. It happened with the kineticist though. Kineticist had Con as its key ability in the playtest and in Rage of Elements.
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You complain that the gnome flickmace in PC1 is just a flail, but the AI picture is just a flail with a fancy handle (that gives you no tactical advantage whatsoever) so it doesn't really feel like an improvement.
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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.
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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.
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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.
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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.
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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.

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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.
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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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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.
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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?
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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.
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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.
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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.
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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.
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Ravingdork wrote: I think I recall reading somewhere that anything with a tradition trait was also treated as having the magic trait. The description for every tradition trait says "Anything with this trait is magical."
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One thing to keep in mind when poaching monk stances is that they do require you to be unarmored, so maybe a fighter or ranger with Tiger Stance and Flurry of Blows will do more damage than a monk, but they'll also be taking more damage.
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CorvusMask wrote: (I'm ignoring crits and that classes with 5 less bab than soldier are likely to miss way more often than soldier does, so logically speaking rifle would still be better since then even if you miss most of time, you would do more damage when you actually hit. Because I don't actually know how to take in account chances of misses and crits in this math x'D) So your complaint is that BNW is comparing damage to what could be rather than what is, and then immediately turn around and compare do the exact same thing (comparing what could be rather than what is) by comparing a gun that always hits to a spell that an enemy always succeeds at.
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You're missing one key word when reading those rules.
Quote: An affliction might give you conditions with a longer or shorter duration than the affliction. Notably, both examples given (drained and persistent damage) have their own rules for how they're removed, (drained goes down by 1 after a full night's rest, and persistent damage allows a flat check each turn to remove) so they're not tied to the duration of the poison. Conditions such as enfeebled which don't have built-in rules for removal last until the affliction is removed or runs its course.
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Cordell Kintner wrote: A critical hit isn't doubling damage, it's if you make an attack action and roll 10 above the target AC or specified DC. Anything like this they are immune to.
Technically you can't even Critically Shove an ooze.
You can absolutely critically shove an ooze. Immunity to critical hits only makes you immune to the double damage effect of a critical hit.
Immunity
Quote: Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as Grapple and Shove).
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Not true. The Additive trait itself doesn't require Quick Alchemy, and while most Additive feats do require Quick Alchemy, Mega Bomb only requires you to be holding an infused alchemical bomb, not one created with Quick Alchemy.
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If infused items had an item level equal to your level, you would never be able to use additives.
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Since using the final surge effect of drakeheart mutagens ends the duration of the mutagen, it also ends the duration of the drawback. So it's a cheap charge vs. -1 to saves until your first turn.
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The monk kit contains a smokestick, which is a level 1 item. So yes, you should be allowed to buy level 1 items at character creation.
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The old Animal Skin removed the AC penalty from rage. The new Animal Skin doesn't. It comes out to the exact same AC as before.
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mrspaghetti wrote: Darksol the Painbringer wrote: This is also effective against bow enemies, which is probably the intended usage of the feat.
This works per RAW, but a feat called Return Fire implies you're firing right back at an enemy, so I would imagine there might come errata to remedy these shenanigans.
Jedi are able to redirect blaster shots fired at them to other targets. Watch Attack of the Clones again.
But isn't there some rule against PVP in Pathfinder? In that case it wouldn't work because firing an arrow at a friendly would be a no-no, even if the intent is to miss. You're thinking of Organized Play, which prohibits player characters from targeting each other with harmful effects without permission. There's nothing in the Pathfinder 2e rules themselves that prohibit it, and even in Organized Play this combo would work fine as long as the Monk agrees to it.
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All of the focus spells in the Core Rulebook are uncommon, too.
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http://2e.aonprd.com/Rules.aspx?ID=256
Quote: In most cases, Small or Medium creatures can wield a Large weapon, though it’s unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit.
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Ferious Thune wrote: Except that your numbers rely on there being 12 possible treasure bundles in the scenario. I don’t think that’s been the case. Ok but I'm pretty sure that the exact numbers in Watery Soup's post aren't the point, the point is that there's some sort of consistent guideline.
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Attack Rolls
Quote: When you use a Strike action or any other attack action, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.
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Zapp wrote: b) if the spell DOES become viable and competitive with True Strike cast then surely there's nothing wrong? (Unless your complaint is "I hate having to cast True Strike") There's also the complaint "Primal and Divine casters don't get True Strike".
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