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Is it possible to have two or more weapon critical specialization effects on the same target? Specifically, if a creature is hit by 2 or more arrows from a bow with a critical hit and the character has the critical specialization class feature active, does it have to remove both arrows to remove the immobilization effect from the pin? In my head, this is a clash between multiple same effects on a target vs ..... reality (yeah I know it is a fantasy role-playing game). There are two arrows pinning him/her/it to the surface. Thanks, ![]()
From Paizo's perspective, I understand some of the points made here, that financially it is a challenge to devout a full resource to being a gaming Czar/Tsar. That said from a customer's perspective, me and some of the rest of us, this is a tough nut to swallow. We spend a good amount of money, and our time to read and understand the rule books to play something (fun) and get very little support from Paizo. Here is the bottom line. Paizo win's the contest against other gaming systems through player adoption. Part of player adoption is engagement with the community, regardless of how rage-induced some of the community can be. I sent an email to Paizo support asking a question and they told me to post it here and get the communities take. That was a bit frustrating. This had to do with my Druid and Handwraps. Would any of you want to write another post about that? Bottom line, PF2 is not a perfect product and requires support. Some of that support we can get here but there are times that the community can be a rough place to get guidance and support. I think at a minimum Paizo could respond to a post and say they will look into it, just show they ARE LISTENING. Gather internally and discuss it and then post something back in a couple of weeks. In my opinion, Paizo should not have created PF2 without creating a plan to support the product; (and still my opinion) otherwise you will bleed customers that bought your product based on prior experience of playing and enjoying your games and now are just left "stranded" with practically zero support. ![]()
When you choose Sorcerer Dedication you choose a bloodline. I want to choose Elemental. Do I also choose the type of element? and are the spells transformed as described in the Sorcerer section? For example, if I choose Air, for a normal sorcerer Produce Flames becomes Produce Air, and the damage type changes to bludgeoning. (Yes, I know the name of the spell doesn't change, just the way I think about it) Does the same happen for Sorcerer Dedications when you choose Elemental as the bloodline? THanks ![]()
I read through this thread and I am still confused; it seems from some of the posts others are still as well. Back to the original posters question: Striking Rune on Handwraps do or don't apply when the druid is using a Wild Shape form? It sounds like the consensus is that it doesn't even though the last sentence of Polymorph effects says "constant abilities of your gear still function". That seems to override the rule above (it and IN THE SAME PARAGRAPH) that it can "be adjusted only by circumstance bonuses, status bonuses, and penalties". Striking runes and item bonuses are constant effects. The sentence about constant abilities comes AFTER the other sentence, in my mind that overrides the earlier sentence. It is that simple. It appears if you lay it all out, that the Wild Shape spells are in-line with a Martials BASE attack (Maximized main stat plus Weapon proficiency plus level), so why not allow Wild Shape druids to make use of magical items to attack? How exactly does that break the game? Level scaling in this game is brutal, I don't see how this breaks the game, Wild Shape druids aren't exceeding the abilities of MARTIAL classes, which Wild Shape druids ARE. The same argument applies to items bonuses for armor, why would this break the game? Not allowing items bonuses from armor to carry through to the battle-form makes Wild Shape druids more susceptible to criticals, which are insane at any level but especially higher levels. I'm really struggling here, essentially Wild shape druids can't cast spells in battle-form so that's not an advantage; you are near the monster so you can be hit; how can you be effective as a martial class without the perks permitted to other martial classes. Wild Shape druids ARE a martial class. Yes, feel free to challenge that assumption but based on the style of play required by the battle form, I don't see how any other interpretation is logical. Yes, some of the forms have a ranged attack but not all. ![]()
Just as a general discussion question, DMs and players.... Would it break the game to change the energy type of a spell for roleplaying reasons for classes other than Sorcerer? For example, I am playing a bard and for role-playing reasons, I don't like the negative energy of the Grim Tendrils. It just feels a little dark for the concept I created....blah blah blah...not the important part. What if I made the spell work exactly the same but changed the negative energy to sound, call it Notes of Power (for argument's sake). Instead of a negative energy lightning bolt (essentially what it is), it would become a bolt of sound from the bard. Do you all allow changes like that? if not, how come? Would it break the game? Thanks for your time ![]()
I have read the rules on Aid and they seem spartan. I saw a couple posts saying that was intentional on Paizo's part to leave it to the DM to decide. No worries, it is a role-playing game played by humans after all. There should be some flexibility. The below questions are specifically around aiding an attack. Here is what I am asking the community for advice:
2) Are you setting the DC based on a calculation of the monsters AC? (meaning monsters AC-10)? Are you just leaving it as a 20 no matter the level? 3) How much description are you enforcing at the table? Some players are great at constructing scenarios/being creative on how to help and others are not. What do you do for the players that aren't? "I hit the monster in the ankle to make him scream", "I punch the monster in that special place (if it has one)" 4) Are limiting the use of Aid for an attack at all? The bonus seems pretty powerful. +1-+4 depending on the check and DC. Yes it costs an action and a reaction so it should be pretty powerful but it also shouldn't be too easy (or should it?) Thanks, ![]()
The wording of the First World Adept "You gain Faerie Fire and Invisibility as 2nd-level primal innate spells." Innate spells automatically heighten as I understand the rules. Do these spells as well? Both spells are 2nd level, is that why it is worded that way? I am confused by the "2nd-level" are they trying to say the spells are locked at that level? Thanks, ![]()
I read through some posts here about the elemental sorcerers and the (*) spells and how they are changed. I want to be sure I am reading the rules and the general consensus correctly. The changes the elemental sorcerers make to Burning Hands and Fireball does NOT remove the fire trait from the spells, they are essentially "fire" spells that deal bludgeoning damage, correct? So a creature immune to fire would still be immune to the effects of an "Airball"/"Waterball"/"Earthball", correct? Thanks for your time and any clarity you can bring here for me. ![]()
Scenario: A cleric (Nethys) with a wizard dedication, 5th level, has Basic Spellcasting Feat Can the above character use the Learn a Spell skill ability to add 2nd level spells from scrolls to his spell book, even though he can't prepare them yet through Basic Spellcasting Feat? He would not be able to prepare them or cast them until level 6 (as I understand it). I don't see anything in the skill saying can't do the Learn a Spell skill on spells you can't cast, they just have to be in your tradition. Thanks, |