Rekijan's page

67 posts. No reviews. No lists. 1 wishlist. 1 alias.




The grab monster ability requires no attack roll, it also doesn't have the attack tag. But it is very similar to the grapple action. So I think, RAW, its exempt for the multi attack penalty. But should it be?

Also the texts says 'The monster automatically Grabs the target'. But the action is Grapple and the condition is Grabbed. So does it want to refer to Grapple and infer the attack tag or not? Grabs doesn't seem to be a keyword.


Can the noisy armor trait be negated by lessening the ACP one or more below its starting value? For example if you can lower the ACP to -1.


Maybe add a tag for when a magic item has varying trait in its text? So you can scan/search easier when going through them. For example dragon’s breath potion or the robe of the archmagi.


Shouldn’t the necklace of fireballs have the consumable trait?


Can you use mail of luck on the critical hit that makes the gem active again (assuming you haven’t used it that day yet)?


The way demon armor is formatted it almost makes it look as if you only get the drained if you use the once per day ability. Because its on the same line as the 1/day activation


1 person marked this as a favorite.

In the chapter for magic items how many pieces do you get for ammunition at the listed price? Is it just one? Or the normal amount when buying non-magical ammunition?


The poisoned dart gallery is confusing. Does it shoot everyone on its turn and then again for each action a player makes? The trap deactivates and resets after 1 minute. So it resets itself in the same time it takes to deactivate?


8 people marked this as a favorite.

Please provide temperatures in degrees of Celsius as well. I would rather not have to do the conversions each time when I reference the rules.


1 person marked this as a favorite.

Why not allow class retraining? What if I started out a street urchin rogue but saw the light and want to become a paladin (but without multiclassing) leaving behind my roguish ways? It is even weirder since you can retrain your multiclass (seeing as those are feats) but not the other way around.


Can you use “heave-ho” on another pirate? Seems to go against the flavor of their strong sea legs and all.


Putting the proficiency above secondary casters seems to make a lot more sense to me when scanning for info on the rituals.


Thunder shield is missing what save needs to be rolled (probably reflex?).


Stabilize: The flavor text is confusing as it mentions touch when it isn’t a touch spell. This wouldn’t be an issue if all flavor text was clearly indicated as such (for example being in italic).


Freedom of movements works of spell level but doesn't have a heighten, can you still cast it a higher level for greater effect?

Quote:
[..] unless it’s a magical effect of a higher level than the freedom of movement spell.


1 person marked this as a favorite.

With PF1 you seemed to have made a point of removing a lot of save-or-die stuff. I liked that because losing a character with a single roll always seemed way too unfair to me. I hoped that with PF2 you would want to improve on this more but some spells still seem unfair.

Fatal aria: No save? 16th level or lower just insta-die no save? I mean I know its a rare level 10 spell, but still insta-kill mechanics are never fun. The rules for encounters list a scenario of CR being equal to PC levels +4. So a level 20 bard against a level 16 party could kill 3 PCs in a single turn with no defense?

Feeblemind: Losing a PC over one (critically) failed save seems way too harsh, not to mention on a level 6 spell. And unlike other spells it actually makes you a NPC so its not like you can ress the poor thing to fix it either.

Finger of death: Again dying to a single failed dice roll is lame.

Power word spells: The fact that they are level only, and offer no defense make them feel really unfun. Like fatal aria but less severe.


False vision:

Quote:
Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Concentrate on the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, you can attempt a Perception check to disbelieve the illusion, though even if you’re successful, you can’t learn what’s truly going on in the area.

Shouldn’t ‘you’ be the person trying the scrying?


Enlarge: Can you choose, with heightened 6, to only make them grow to large instead of huge? For example so its harder to dispel.


Dragon wings: Do the dragon claws also heighten to the level you are casting dragon wings at?


Dimensional lock says it attempts to dispel but doesn’t clarify how it does this. Is it like dispel magic that references page 197?


Quote:
Acid arrow (and other stuff): “On a hit, you deal acid damage equal to 1d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage.”

Seems to indicate it happens on hit, but that seems to conflict with persistent damage. Maybe write ‘and x persistent damage’ instead of the ‘plus x persistent damage’?


“Stunned - Your body is unresponsive. You can’t act.”

Probably should say can’t take actions (or you don’t regain them) instead of critiquing my acting skills?


Sick: What action is retching? Does it have traits that trigger certain reactions like attack of opportunity?


“Frightened: You take a conditional penalty equal to this value to your checks and saving throws.”

Which checks though? All of them?


1 person marked this as a favorite.

The fleeing condition does not state what you need to do if you can't identify the source of the effect, for example if it is simply not visible. This is possible for example because demoralise on a critical succes gives the fleeing condition but only has the auditory but no visual trait.


Acting hostile: Is it intended then that nowadays summoning a monster and have it attack or cutting the ropes holding a rope bridge while enemies are on the bridge now does break things like invisibility while in PF1 they explicitly didn't?


“Caltrops: Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding.”

Reduces the DC by how much? Should this maybe reference persistent damage rules page number?


3 people marked this as a favorite.

The table 3–20, is labelled sorcerer spells per day. Emphasis on the sorcerer part. Yet it does not reflect how many spells per day they get because your bloodline gives you one extra spell per level. I could understand if these extra spells would be bloodline only spells but it says:

Page 129, Reading a Bloodline Entry wrote:


Whenever you gain a spell from your bloodline, you also gain a spell slot of that level, which you can use to cast any sorcerer spell, not just the spell granted by your bloodline.


For example Asmodeus went from 3 alignments (LE, LN, NE) to only LE. I can understand scrapping NE as Asmodeus his whole shtick was his lawfulness. But why no more LN?


Does a healers kit have charges? It doesn't list any? (Same for repair kit, snare kit, and others I might have missed)


Athletics: I think it would be helpful to either repeat or reference the Leap action and its standard horizontal/vertical distances. In the skill description.


Arcana: “learning a spell: Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.”

Whenever you gain a new level feels so arbitrary. It could be anywhere between the next session or a few real life months. Isn't it better to change this to a period of in-game time like a week?


“Finally, you can make a Retributive Strike against anyone who hits your mount with a Strike, even if the attack was not a critical hit.”

Why does it mention the critical hit part? A normal Retributive Strike doesn't trigger only on a critical hit.