The Manyfaced One

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Organized Play Member. 83 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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^^ this ^^

I believe the main intention of Subtle is for the "hide that 'I' am the one casting in a crowd" type scenario.

I agree that if Subtle removed the Manipulate trait from you casting, and it was a saving throw spell, then it could avoid Reactive Strike.
Intimidating Glare is a feat that comes to mind that removes a trait from an action (removes Auditory from Demoralize replacing with Visual).

Also, Subtle doesnt prevent Counterspell (trigger: A creature Casts a Spell that you have prepared) which is reacting to the completion of casting.


The way I think about it is:
Attack Rolls: Melee, Ranged, Spell
Each has specific Proficiency and Modifier definitions.

Attack Trait: Actions that contribute to and use MAP but define their own "rolls". IE Shove, Trip, Escape, etc.


Negative Healing = Void Healing

Void Healing is present in GM Core.

GM Core also defines Vitality (Trait) and Vitality (Damage Type) as 2 separate things.

Vitality (Damage Type) states: "... damages only creatures with Void Helaing (such as undead)."

Heal states: "If the target is undead, you deal that amount of vitality damage to it ..."

That means to me that Heal would only damage Undead and not "creatures with Void Healing"

Just my 2 cents


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Lots of Interact description (Quick Draw specifically called out)

Player Core 1 pg268 wrote:

Interact

You can use the Interact action (page 416) to:
• Draw, put away, or swap an item. You must be holding the item to put it away or wearing it to draw it. Swapping allows you to put away one item and draw another in the same action (such as putting away a dagger and drawing a mace). Abilities that specify what you do when you Interact only allow this if they say so; the Quick Draw feat lets a rogue Interact to draw a weapon, but doesn’t allow them to stow one as well. Swapping lets you swap only one item for another; if you were wielding two weapons, you could put away one of them and draw a different item, but you would need to put away the second weapon separately.
• Pick up an item from the ground.
• Pass off or take a held item from a willing creature. The creature you’re passing to must have a hand free. You can also attempt to throw an item to someone. You typically need to succeed at a DC 15 ranged attack with a 10-foot range increment to do so.
• Detach a shield or other item from you using one hand.
• Change your grip by adding a hand to an item.
• Retrieve a stowed item from a backpack, pouch, or similar container (or put one away). You’ll often need to Interact to open or close the backpack or container.


I've read and reread the these rules and I KNOW it didnt resonate with me regarding the "Taking damage while dying is 1+wounded". And I am fine with that clarification and that feels good (it was there and I missed it). But the Recovery check fail also adding in wounded feels, umm, errr, egh.

For me, the Recovery Check one doesnt feel quite right since nothing, other than time, had affected your dying body. But thems da rules ... now, either by clarification or by change.


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Player Core pg168 Rogue Resilience 9th - I dont believe the intent is to get Success = Crit Success when a save moves to Expert. That (in every other area) only happens when a save moves to Master.


@Guntermench yup, but I was using my "What most people would assume" hat. haha.

I do fall into the "didnt add wounded when increasing" camp. It means several other feats/abilities/choices/actions now have a bit more meaning. level 1-4 is even deadlier now.


Calliope5431 wrote:
... what does recovery checks say ...

Pre-Remaster

Core Rulebook pg459 - Recovery Checks wrote:

When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.

Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1.
Critical Failure Your dying value increases by 2.

Remaster

Recovery Checks wrote:

While you’re dying, attempt a recovery check at the start of each of your turns. This is a flat check with a DC equal to 10 + your current dying value to see if you get better or worse.

Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded value, if any).
Critical Failure Your dying value increases by 2 (plus your wounded value, if any).

yup, missed that so I revise to YIKES!


Pre-Remaster

Core Rulebook pg623 - Wounded wrote:

You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.

The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.

(only states adding wounded when you GAIN the dying condition, not increase it)

Core Rulebook pg619 - Dying wrote:

You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious . Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.

If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition.

(nothing about adding your wounded when you increase your dying)

However:
Pre-Remaster

Core Rulebook pg459 - Damage while Dying wrote:
If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker’s critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value.

Remaster

Text in Remaster PDF wrote:
If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker’s critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value.

Sadly looks to be the same to me


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Looks like Key Attribute boost on Player Core pg91 says it "boosts the modifier by 2" then refers to pg19 where it says boosts increase things by 1. pg91 seems to be a missed "change 2 to 1" when going from Scores to Modifiers.


Goblin Final Blade Survivor Monk with Stumbling Stance - Nap'n Snack Taro


... staple to the ceiling ... jk


I emailed customer service. Because I was in communication with them they said to go ahead and set it up "Starting with Rage of Elements" since that is the newest one there. Then Email them back with the order information and they would cancel the Rage of Elements book but keep the Subscription. They did just that and in my Side Card is the Player and GM Core books. I would say to contact them first before going this route though.


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Rue Dickey wrote:
Stealing a priceless artifact and losing it in a cave is, regrettably, so relatable... /pos

Barbarian thought: Crap! We had an Artifact?!?!?


Thank you both, I miss read the low-grad as GP rather than SP. which fits the 10%/25%/100% rule NielsenE mentions.


NielsenE wrote:

The rules I see are:

"When you Craft an item that incorporates a precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. "

Correct "At Least". But when you look at the Craft Requirements for example Cold Iron Armor, it lists a requirement for every Grade that is 50% of the item cost. Except for Standard Grade which shows something that is much less than 50%. Each of the Standard Grades for armor are that way.


Sorry It cut it off (likely a bad copy/paste on my part).

Why Is the Material requirement for Standard not 50% like the others?

Seem strange that Crafting an Item Requires "50% in raw materials" for ANY object being created however Standard-Grade items only stipulate a portion of the 50% be the Precious Material. Other Grades indicate all of the 50% is the Precious Material.


Looking at the Craft Requirements of Armor for Precious Materials, it looks like all grades state "... at least X + x/bulk". All Non-Standard grades, including lower grades, seem to indicate a Craft Requirement that is the 50%. Standard-Grade lists a lesser amount.

Example
Cold Iron (Low-Grade) Full Plate would require 98 of initial materials to craft, 98 of which needs to be Cold Iron.
Cold Iron (Standard-Grade) Full Plate would require 840 of initial materials to craft, 210 of which needs to be Cold Iron. (630 remaining required)
Cold Iron (High-Grade) Full Plate would require 14,000 of initial materials to craft, 14,000 of which needs to be Cold Iron.


Basic X Save means
Crit Success = No Damage
Success = Half Damage
Fail = Full Damage
Crit Fail = Double Damage


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It has been confirmed in a recent Paizo Twitch Q&A stream (8/16/2019 I believe).

Your shield is raised and you have been hit and you will be taking damage. The damage is 8.
You choose to Shield Block with your Hardness 5 Shield.
The 8 is reduced by 5 to 3.
Your shield AND you both take 3 damage.


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So the HP benefits are clear, you add them together (ie you get your level of HP twice).

In the book Mountain's Stoutness states
"If you also have Toughness Feat, the Hit Points gained from it and this feat are cumulative, and you decrease the DC of recovery checks by 4"

I read this to be the result of the combination and not an in addition to. If something "stacked" the book has other places indicated "in addition to" language (for example the HP wording of "cumulative").

Mountain's Stoutness on its own is -1 to DC.
Toughness on its own is -1 to DC.

A "stack" scenario would just be "you get -2".

At least, that is how I interpret it.


This sounds like the order of operations is
- Roll and do math to determine (result)
- If 1 or 20 adjust to get (new result)
- If other effect adjust new result to get (final result)


Looking at the Chill Touch spell, the only Damage listed is to Living Creatures (plus enfeebled 1 if crit fail save). Undead just say Flat footed 1 round or but also fleeing on crit fail plus additional will save fail.

So is this
vs Living - 1d4 - Basic Fort Save
-- Crit Success = no damage
-- Success = half damage
-- Fail = full damage
-- Crit Fail = double damage plus enfeebled 1 for 1 round
vs Undead - no damage - Fort Save
-- Success and above = nothing
-- Fail = Flat-Footed for 1 round
-- Crit Fail = Flat-Footed for 1 round - Will Save
---- Fail and worse = Fleeing for 1 round

(also heightened just raises damage to living)

No damage to Undead using Chill Touch?


Rhyst wrote:
Add to that, as long as you have a repair kit and didn't get the shield lowered to the Broken state, you can make craft check to repair (heal) your shield.

I realized I said Broken above when I meant destroyed. Sadly Edit time period had lapsed.


Example, Buckler has Hardness 3 HP 6.

You have your shield raised. You are hit and have no other resistances. The damage is 5. You chose to Shield Block. 3 of the 5 are reduced away and you and the shield each take the remaining 2.

Your shield now has 4 hp and is 1 hp away from Broken.


Buckler specifically states you can hold small non-weapons in hand while using it.


All classes list X + CON as what they grant you in HP


This leads me to an interesting scenario. Can you wield a 2H weapon and have a shield "equipped"? Obviously you could not use the Raise a Shield action while wielding a 2H weapon. The rules do state that you can "hold" a 2H weapon in 1H but not wield it.

So if I can "equip" a shield, let's say bigger than a buckler, and wield the Bastard Sword in 2H then I can have the Shield "at the ready" to do something like 2H Strike, 2H Strike, Release Action (Free) to remove 1H, then Raise a Shield.

This would mean that next round I could only use that Bastard Sword in 1H unless I took an action to "change my grip".


Add to that, as long as you have a repair kit and didn't get the shield lowered to the Broken state, you can make craft check to repair (heal) your shield.


I also spoke with Mark Seifter at GenCon and he confirmed that generally you will use a secondary stat when gaining/using Focus. He confirmed that Monk is intended to use Wis for Ki/Focus.


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I think the Spontaneous vs Prepared discussion moved into "Heightening Spontaneous vs Prepared". And under that discussion, in this new edition you would need to understand cantrip and focus spell heightening. Both are "Auto Heightened" (half level rounded up). It seems to me that they are where the real flexibility lies in up/down casting. They don't consume other slots but are always getting more powerful.

I know focus spells are limited to a max of 3 per combat (assuming you have gained 3 of them) but cantrip and focus seem to be more the bread and butter. While all of the "spell slot" spells are your "Big Bang" or "I have this just in case".

*shrug* just an impression thus far


Captain Morgan wrote:
Wait, did you get the class specific character sheets already? Dope.

I did. And all of my pre-orders too.


I think Spell DC replaces Class DC for primary spellcasters. Looking at the Class Specific character sheets from Paizo the spellcaster sheets replace Class DC with Spell DC on the front page.


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kitmehsu wrote:
I think that is too narrow of a reading. For example we know for a fact that sneak attack is doubled, yet still uses the "deal extra damage" wording. And the only exception mentioned is that effects from a crit are not doubled due to a crit.

(bold effect mine)

I forgot about that.

Which makes me look at Deadly dX and Fatal dX.

Deadly specifically says add another die BUT roll after doubling the weapon's damage.
Fatal says to increase the weapon damage die AND ALSO add another die of that type.

Both of the above are "On a Critical Hit" so they are both "effects from a crit" but fatal seems to indicate that it's effect would affect the weapon die and thus the damage roll.


I have seen the terms Bonus Damage and Extra Damage within different spells/feats.

Example Ki Strike says "... and the Strikes deal 1d6 extra damage."

My thought is that unless an effect modifies one of the below it does not get doubled upon a critical success.
- The attack damage die
- Ability Modifier (if applicable)
- Circumstance/Status/Item Damage Bounus
- Circumstance/Status/Item/Untyped Damage Penalty


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This is just what I have seen so far as well as what a friend of mine implied after building first PF2 character.

PF1: I explore so I can buy things that make me better
PF2: I explore so I can learn things that make me better

(just a feeling thus far)


Oddly Stunning Fist does not have the Incapacitation Trait. It simply states "This is an incapacitation effect". Looking in the Appendix (p633) it lists Incapacitation as a Trait.


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Stunning Fist:
When you make a Flurry of Blows … if either strike hits and does damage, target must make a Fort save vs your Class DC. If fails stunned 1 (crit fail stunned 3).

Stunned reduces the number of actions so "the next time the target gets actions" they have 1 (or 3) less actions.

sounds like if either hit did damage they get 1 save attempt. Flurry also doesn't reduce your "to hit" for the cost of 1 action you can make your 2 attacks at 0/-4 (assuming agile and first attack action).


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Kolyarut wrote:
Rhyst wrote:
Nothing in the monk area that talks about Ki Spells states WIS other than the "Ki Monk" sample. Which isn't exactly a rules reference.

Yep, it's possible they want you to use your class DC, so STR or DEX. But the Ki Monk sample text indicates they either forgot to list Wisdom as the spellcasting ability, or they forgot to remove that blurb from the sample text.

I'd put my money on the Ki Spells using Wisdom to set DC's, but it's not completely clear.

Hint #2 that it may have been missed, the class specific character sheet for monk lists "Spell DC" and has WIS as it's heading.


Ah so yup, I did miss it. Thank you.


Kolyarut wrote:
ikarinokami wrote:
I mean the side bar does clearly say that wisdom empowers your ki spells. I dont know if it can get more clear than that. it's gonna be the same for any monk. monks like fighters dont have archetypes.
Eh, it should probably explicitly say in the Ki Spells description that your spellcasting ability is Wisdom, just as it does for the Champion in the description of Devotion Spells. I agree that it's almost certain that was the intent though, based on the Ki Monk sample description and since it worked that way in the playtest. It was probably overlooked for the monk because Ki Spells are described in a sidebar of key terms instead of given their own section as a class feature (monks don't gain Ki Spells unless you specifically take a monk feat that provides them).

Nothing in the monk area that talks about Ki Spells states WIS other than the "Ki Monk" sample. Which isn't exactly a rules reference.


More Monk scenarios, sorry.

We know that Focus Pool vs Spell Slot is the "what is consumed" when you cast. However, there are Attack and DC Proficiencies mentioned.

Obviously the Spellcaster Class Key ability Mod is what is used for Spell Attack/DC. But what about non-spell casters?

For a Monk, where it talks about gaining Ki Spells it states "... decide whether your Ki Spells are divine or occult. You become trained in spell attacks and DCs of that tradition". The calculation for Spell Attack/DC uses "Key Ability Mod". Does that mean if I am a Monk with a Key Ability of STR them my Ki Spell Attack/DCs use my STR Mod?

When a Target of a spell effect needs to make a save in 2nd Edition it is usually against the caster's Spell DC. There are only 2 in Ki Spells (Ki Blast and Quivering Palm) that ask for a save.

(EDIT)
Additional Confusion. The Class Specific Character sheet for Monk has WIS in the Spell DC. However I do not find where that is mentioned in the CRB.


Maybe I missed it. But likely 2nd Edition doesn't do this. In 1st Edition, if you bump up your Int Mod you get that many more skill ranks (per level).

Each class says "you are trained in X+(Int Mod) skills". Clearly this means at character creation. But does that mean that at a later level, if I increase my Int Mod by 1, do I get 1 more Trained Skill? (clearly not ranks per level).


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As I read it (and also as a question to confirm my understanding), Focus Spells are automatically heightened to half your level (rounded up) per p300.

Lets use the entry for Ki Strike as an example. It is a Focus1 spell, meaning it is a level 1 Focus Spell. It's entry has a Heightened (+4) entry which adds 1d6 damage.

Does Heightened (+4) mean (spell level + 4) or (at spell level 4)?
Per p299, looks to indicate "each increment above lowest spell level"

Heightened value at level 7 = (7/2 = 3.5 rounded up) = 4. This is not yet at (<lowest spell level> = 1 + 4) = 5.

So this sounds like:
- Character Level 1-8 (not heightened yet)
- Character Level 9-16 (additional 1d6)
- Character Level 17-20 (additional 2d6)

Does that sound about right?


fighting 6 creatures each worth 20xp = 120xp.

split 4 ways = 30xp each.
split 6 ways = 20xp each.

At least that is the way I have always done it.


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I believe they are all Focus abilities now. which means you spend a Focus point to use them. (I stayed away from the terms "Spell" and "Cast" intentionally)


I think the old way of thinking regarding "multiclass" is likely what needs to change. Based on the previews, Your first class, lets say Fighter, is "what you are" and you take a dedication in another class and gain some of that classes capabilities. But you are still a Fighter. I think it is the "feat or ability" that gains you the focus point(s) so you would still "do something fighter like" for 10 min.

At least, that is the way I understand it.


(optimistic) They are restructuring and updating forms for the 2E launch …

It feels like the sub-forum pages are gone


I believe it was said in one of the 2E plays (Oblivion Oath maybe) that you can "do you focus regain activity" while doing other things if it makes sense to be doing them at the same time. 1 hour Heal check plus pray to deity at the same time, etc.


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scary harpy wrote:
Chetna Wavari wrote:
It'll make you shiver in antici.........
SAY IT!

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