Sabazius's page
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I can't find anywhere that specifies who rolls initiative between Summoner & Eidolon (actually, there's nowhere that states explicitly that the two share a turn, only that they share actions, but I'm heavily assuming that's the intent).
My default position is that it should be the Summoner, but there's weird edge cases. For example, an Eidolon subject to the Unfetter Eidolon focus spell is Avoiding Notice and gets into combat far away from the party.
In the example, it feels wrong for the Summoner's Stealth modifier to determine when the Eidolon acts, especially given the relatively likely scenario that the Eidolon has a better dexterity, or given that the Eidolon could be proficient in Stealth where the Summoner is not, thanks to Dual Studies.
Could use just a line to clarify, even if the clarification is "use your best judgment".
Having thought about and discussed it further, it's worth noting that this will also apply to any guns you find while exploring that haven't been used, as well as possibly weapons you take off a defeated opponent who didn't take care of their equipment, so it does benefit from being called out explicitly.
It's also another big penalty on wielding multiple guns. If you carry a rifle and a pistol, you need to spend two hours a day cleaning them, and the idea of playing a pirate who carries six one-shot pistols and just drops them once fired to collect them after combat becomes completely unworkable, even with Alternative Bonus Progression to get around the rune cost.
Proposed revision:
Misfire: Firearms that have been subjected to unusual strain can misfire. When you misfire, the weapon jams, the attack becomes a critical failure, and you must use an Interact action to clear the jam before you can reload and fire the weapon again.
A weapon can also misfire if improperly cared for. If you attempt to fire a firearm that was used the previous day and that hasn’t been cleaned and maintained since then, attempt a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires. Once you’ve spent at least an hour cleaning and maintaining a weapon, you don’t need to roll for a misfire until the next day unless an effect says otherwise.
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I think the wording of this wants to be the other way around. It seems far more likely that a player experiences misfiring because of an ability which says "your weapon misfires" than because they failed to clean their gun in the morning, which I would assume would be part of their daily preparations. As written, it's not really clear to me (or those I've been talking to on the Pathfinder 2e discord) what actually happens when you misfire.
With Michael's clarification, any failed strike with Scatter Blast is a crit fail which destroys your gun; I'd never use that ability.
Synthesis used in-combat is an escape mechanism, pure and simple. You and the eidolon are twice the target for the same pool of hit points, and anything that affects both of you, you're taking the worse outcome of your roll. Merging your form with the unit that's way better at defending itself makes a load of sense. However, the way more interesting use is out of combat, where it eventually gives you all the functionality of a wild morphing druid without the recharge time.
I love this as a campaign premise, but giving the bard dedication feat out for free, while thematically interesting, is equivalent to giving everyone two free occult cantrips (and a muse which doesn’t do anything). For anyone who wants to pursue bardic stuff further, I guess it’s one feat you don’t need to take, but the dedication feat is hardly a tax anyway. Meanwhile, this would really discourage me from playing a bard, since all the other players would have a mechanical incentive to encroach in my niche.
Alternative option 1: give everyone trained proficiency in performance, let them use their classes’ key ability instead of charisma to make performance checks.
Alternative option 2: give everyone trained rank in performance, have them pick a suitable skill and let them substitute a performance check for that skill. If you want a more cartoony feel, let them do it with any skill checks, maybe cha mod times per day. Basically looney tunes rules!

Harmlessly Cute is a first-level Leshy Ancestry Feat which reads:
Quote: Your size and demeanour make it easy for you to convince others that you mean no harm. You gain the Shameless Request skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative. As a first level Ancestry Feat, I could take Harmlessly Cute at character creation, except Shameless Request has a prerequisite: Master in Diplomacy.
I have three interpretations of how this could work:
- 1. You can't select a feat unless you satisfy its prerequisites, but Harmlessly Cute grants you the feat, so you just get to use it even if you don't have mastery.
- 2. Master in Diplomacy is a 'hidden prerequisite' of Harmlessly Cute, and you can't take Harmlessly Cute unless you are Master proficiency in Diplomacy.
- 2. You are granted Shameless Request, but you can't use it until you satisfy the prerequisites, however you still get the circumstance bonus from HC.
The first one feels like munchkinry, the second feels like a weird oversight, the third feels like a weird compromise that I'd make while GMing. Which is the right answer and why?
shroudb wrote: as a player, i just note next to my stuff where each is (b) is backpack, (s) is sheaths, (p) is pouches (including bandolier). But what if you also need to note what type of physical damage they deal?
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Bandw2 wrote: the hellknight asked more for a better reason than "well we're the players" for why he might have a jolly old time with the druid, and not eventually feel he has to enforce his anti-savagery ways on him before level 20. This is where I'd be concerned. If your players want to play characters who hold opposing viewpoints and according to the in-universe lore should want to at least prevent one another from pursuing their goals, it's not your responsibility to come up with a reason why they wouldn't do that, it's their responsibility to bring a character to your table that isn't going to murder the other PCs.
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Really like this idea. Small style nitpick - Blood Maledict should state that it gives you an additional focus point up to 3 points in your pool, otherwise as written you get focus spells with no way to cast them.
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