![]()
![]()
![]() So to recap. You have Versatile Vials without the Versatile Vials feature that lists all the rules for Versatile Vials and don't have any feature called Versatile Vials and instead just have items called Versatile Vials that have different rules than the feature Versatile Vials. Which is itself different than the Versatile Vials in the Alchemists archetype which does use the Versatile Vials rules from the Versatile Vials feature except where it doesn't, causing it to work identically to the Investigators Versatile Vials item but they didn't bother to just use the Archetypes Versatile Vials or give the same rules exception in the Investigators Versatile Vials item. D-did I get that right? ![]()
![]() Sagiam wrote: So where do you store them? When you make them, what lvl of type are they? I mean you can't store your Versatile Vials in your alchemists kit, or always craft your Versatile Vials at your highest type. Those rules are for... Versatile Vials. On pg58. Do you see where I'm coming from here? ![]()
![]() shroudb wrote:
Nobody here has mentioned the Quick Alchemy or Quick Tincture section but you. The rules for getting them back are listed under Versatile Vials which is a completely separate section. So I'll ask again, if you don't use that section for the rules for Investigators Versatile Vials, what are the rules on an Investigators VVs? ![]()
![]() Trip.H wrote:
Then what are the rules for Investigators Versatile Vials? Are the Investigators VVs infused items? Are they destroyed at end of day or can you stockpile them? What lvl and type of Vial do you craft? Where can you store your VVs and how much do they weigh? Are they actually physical objects, and if they are can you duplicate or preserve them? And most importantly for this discussion, do you get any more back during the day? All of these questions are answered in that paragraph that starts on p58 which the Investigator tells you look at. You have to ignore a sentence in the middle of that paragraph to say "no" to that last question. ![]()
![]() Here, I'll post the rules so you can be the judge yourself. Player Core 2 Pg 58 to 59 wrote:
The VV Sidebar that contains the bomb statistics isn't on pg 58, it's on pg 59 but these rules texts start on pg 58 so that's what I'm assuming their referencing. Player core 2 pg 103 wrote:
And for completeness sake the Quick Alchemy Benefits(which the Investigator does not have) from the archetypes Player core 2 pg 174 wrote:
![]()
![]() Xenocrat wrote:
That's for the Alchemist archetype. Investigator doesn't have QA and doesn't have infinite QVs. They don't have QV's at all. They have Quick Tinctures which is not the same. To answer the original question though it seems like the Invest does get the 2 VVs back every 10 minutes. That ability is baked into the rules for VVs (it's even in the same paragraph) That's why Quick alchemy benefits has to specifically say you don't get more. Quick Alchemy benefits is the exception, getting more back is the rule. ![]()
![]() This seems to be getting a little heated. (Which happens a lot when the Lie action is brought up in threads, now that I think about it)
I'll be posting the question in the errata thread. But personally while I think it could use fixing I think the Lie action needs fixing more. ![]()
![]() Finoan wrote:
This is probably how I'll run it until errata comes out. As an aside Bon Mot+Pointed Question looks like it will be a pretty great combo. ![]()
![]() Castilliano wrote: Which is to say both sides should approach this in good faith so that the feat works as advertised w/o eliminating an enemy like some Legendary skill feat might. This is the way, I think. Work with your GM about expectations, as forcing someone to answer truthfully or attempt to lie (even assuming those are both free actions) is already incredibly strong as a non-magical effect. ![]()
![]() Teridax wrote: So, "I ain't telling you jack" is a valid thing for the NPC to do... if you get a failure. Because that is unambiguously a refusal to answer. If you succeed, the creature must answer directly; that is the point of this action. Between accepting that a character option has an unintended side-effect and expecting us to collectively degrade our own grasp of the English language just to avoid facing the facts, I'd rather choose the former. Yeah, Pointed Question is kinda unique in PF2. It's as close to mind control as a non-magical effect can get in this edition. Most skill and non-magical class effects aren't like this; Antagonize doesn't force anyone to attack you it just applies penalties if they don't. ![]()
![]() If you missed it, Pointed Question from the Interrogation methodology of the Investigator can now be used in combat as of Player Core 2. It couldn't before because of the "have been conversing with" clause, but that's gone now and it even gives the off-guard penalty on your next devise a stratagem against the target if you succeed. That's cute, but you know what's better... Player core 1 wrote:
So, if you succeed on Pointed Question they are forced to directly answer your question. If the goon you're wailing on wants to truthfully answer your question about the whereabouts of the kidnapped little girl, Great! That's a free action. However if they try to lie to you they lose their turn to do so. ![]()
![]() Arcaian wrote:
Elegant buckler also gives panache when someone critically misses you. ![]()
![]() They squished dueling parry and twin parry together into a 1st lvl Extravagant Parry feat, which is really great because before there wasn't a good reason to play with two weapons at first. (Ranger and Fighter get the twin defensive feats 2 lvls later because they start with Double slice or Twin Takedown but Dual Finisher is lvl 8)
![]()
![]() Here's a crazy, innovative idea. The Commander should have a Stance feat at level 4 that adds a +1 to them and their allies attack and mental saves in their aura and another stance feat at level 4 that adds to damage. ... Yeah, I know, but if were going to be seeing thousands of Commander/Marshals anyways, it would be nice to burn the word count on reprinting what everyone's going for into the class itself, so that way you can take other archetypes without being locked in. And it's not like Paizo is any stranger to ripping feats and dedications out of archetypes and giving them to base classes before. They did it Three times With the Thaumaturge! ![]()
![]() Now that Firebrands is out I can finally talk about my favorite new absurdity: the Shield Pistol! While an Item can't have more than one weapon attached to it, you can attach a weapon to another attached weapon as long as it's the appropriate type. So you can attach a bayonet to a shield pistol, that's attached to a meteor shield that you can throw at an enemy. Take Bastion archetype and Nimble shield hand and you can dual wield thrown-shield-gun-knifes!!! ![]()
![]() Thrower's Bandolier works with any one-handed weapon with the thrown trait. Dagger Pistols are a one-handed weapon with the thrown trait. And at light bulk you can have up to 20 of them loaded into your bandolier. Quick Draw allows you to do the archetypical draw and fire style everyone thinks Gunner's Bandolier should do. ![]()
![]() Slinger's reflexes doesn't work with Fake Out*. Slinger's reflexes only gives you an extra reaction on enemy's turns not allies. *You could use it on an allies attack during an enemy's turn, like say from Attack of Opportunity. Still pretty situational. While I'm on it, Hit the dirt leaves you prone and thus unable to take move actions, which Hit the dirt is. And almost all the other gunslinger reactions require a loaded gun, which you can't reload in between turns. Meaning that the only reaction that Slinger's Reload works more than once a round with is Instant Return. And because it specifies Gunslinger reactions you can't use it with reactions from an archetype like a Champions reaction. ![]()
![]() Oh yeah, that discussion. Well, unlike before, we now have another example:
Detonating Spell wrote:
So it does really seem Splash is meant to inherently damage adjacent creatures. (and to the primary target although this calls that out as an exception.) ![]()
![]() I see them as "Meat points". Primarily because there's also the issue of environmental damage. Sure you can describe damage from dragons breath or fireballs as "near misses", but what happens when the barbarian or fighter needs to pull a Grog and swim through a river of acid? Or they go through an unmitigated free fall 100 feet onto solid stone and walk it off. And yes, this means on some level (and at some Level) everyone in the party is going to be superhuman. I understand some people have an issue with that, but personally I'm okay with it. I feel pure mundanity goes out the window when the barbarian can grow 20 feet tall and stomp an earthquake into existence. ![]()
![]() N N 959 wrote:
Ummm... No? You can use the Hunt Prey Action while tracking something giving you a +2 bonus over those other classes. And then when you catch up to it, you start with it hunted, meaning you don't have to spend an action to hunt prey. A GM that is only letting you hunt prey in combat is like a GM not letting an Investigator Pursue A Lead. Of course it's going to be less effective and feel off. Hunt prey wrote:
![]()
![]() Cordell Kintner wrote:
Free-Hand wrote: This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it. You can't attack with a free-hand weapon while it's occupied but it doesn't say anything about you not wielding it. ![]()
![]() Nothing to really to add to the validity (or lack there of) of the build, but it does remind me of a comment I read about the Demon Summoner. Because the Demon Eidolon's demonic strikes lets you have Versatile in any type of physical damage, choose bleed, because bleeds a type of physical damage. When I first saw it I kinda just dismissed it, because at the time I just thought Versatile was for bludgeoning, piercing, slashing... obviously. Then King of the Mountain came out with a feat that gives Versatile Positive so what do I know. ![]()
![]() So, going ALL the way back to the OP's original statement. I can't remember the name of it right now but isn't there canonically a magical super artifact book that literally lists all the crappy, messed up stuff the good gods and forces of good have had to do, in the name of a better tomorrow? One that would magically break the faith of any good reader? Edit: Found it! The Apocrypha to the Chronicle of the Righteous. ![]()
![]() Sagiam wrote: Backpack Catapult has the Volley trait but doesn't list a distance for it, so currently the volley trait is non-functional for it. Whoops. See, this is what I get for posting late at night. The AoN doesn't have the range listed but the GnG pdf does list "Volley 50 ft". ![]()
![]() Backpack Catapult has the Volley trait but doesn't list a distance for it, so currently the volley trait is non-functional for it. ![]()
![]() Cordell Kintner wrote:
OH! You're talking about drawing the item with Into The Fray, not making a Reloading Strike! Oh, yeah, agree completely. ![]()
![]() Cordell Kintner wrote:
Uh, what? Attached weapons are absolutely weapons. They have a listing in the weapons section with their own Price, Damage, Bulk, Hands Value, Category, Group type, and Traits. Speaking of traits, here's the Attached trait. Attached wrote: An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged. Emphasis mine. You're right in that the attached trait doesn't change anything about the item they're attached to. They don't have to. Your wielding the item AND the attached weapon. Reloading strike requires you to wield a one-handed melee weapon. A shield boss is listed under Melee Weapons and has Hands 1. You can use it with reloading strike just fine. ![]()
![]() breithauptclan wrote:
Well... you can't reload outside your turn for the same reason you can't cast a one-action spell outside your turn. It's not your turn. And unless I missed something really important, there aren't any reactions or free actions that let you reload outside your turn, Instant Return aside. (Edit: Please tell me if I missed something, I'd love to be wrong about this.) The problem isn't with Slinger's Reflexes really. The problem is that most of the gunslingers reactions require a loaded firearm. You are correct, you could use Fake out, Hit the Dirt!, Grit and Tenacity, one reaction requiring a loaded firearm, and Instant Return, all once... but that is really, really situational and kind of lame for a 20th level feat. ![]()
![]() Dubious Scholar wrote:
Slinger's Reflexes only gives you an extra reaction on your enemies' turns, not your ally's. ![]()
![]() Prone characters can't leap. Leaping is a move action and prone characters can't take any move action except to crawl or stand up. Edit: Prone
And yes, because it includes leaping, Hit the Dirt! counts as a move action thanks to subordinate action rules. Slinger's Reflexes is broken and not in the buzzword way. Because you can't reload between turns, the only Gunslinger reaction you can use more than once with Slinger's Reflexes is Instant Return. ![]()
![]() Oh, woe is my poor Weapon Inventor. When they use their Devastating Weaponry to hit every enemy in their ZIP code, they only add an extra +1 to attack and +8 to damage from the sweep and forceful traits... on their Greatsword. Oh, we're doing a ritual/downtime tomorrow? I guess they'll switch their Innovation for a construct... that's legendary in as many skills as the Rogue. ![]()
![]() HammerJack wrote: This is a lot like Skill Feats that require Expert and are level 2. There are plenty of them. Their level requirement is the lowest level that anyone can meet the prereq, not the lowest level that everyone can meet the prereq. There isn't a problem here. Reverse Engineer isn't a skill feat. ![]()
![]() Cordell Kintner wrote:
Firstly, I never said it shouldn't be level 2. Personally I think its requirement should be trained in crafting not expert. I think they just copied the wording from Reverse Engineering and made it -2 levels (as is the standard formula for "Class Feat to Non-MC Archetype feat") without realizing nobody could actually take it with that requirement. Secondly, why? The standard for MC Archetypes is half-level access to feats. Why, out of every feat in the game, is this one accessible to the MC Inventor and an actual Inventor at the same level and in the most obtuse way possible? ![]()
![]() Aw3som3-117 wrote:
It's not a negative/bad thing. It's just pointing out Occam's razor. What's more likely? Paizo purposefully designed a feat for a main class that can only be taken at the level it's listed by one specific faction-locked archetype from the Lost Omens: World Guide, while using an optional, non-core, rule from the Game Mastery Guide. Or somebody did a typo. ![]()
![]() Leomund "Leo" Velinznrarikovich wrote:
The Oracle. No really, hear me out.
Except for Ancestor and Lore, all of the mysteries get an immediate (level one) boost to their survivability, and in a way that isn't necessarily just the old "more AC". I think that oddly, the Oracle provides a good benchmark for spellcaster based "tankiness". ![]()
![]() thewastedwalrus wrote: Defending the Lion Scythe, it looks like AoN missed that it's agile, finesse, and trip from looking at the book. I believe AoN has a discord for reporting any errors that come up. Edit: AoN wrote: With new features come potential bugs, so as always if you spot anything awry, please come let us know on one of our Discord feedback channels. We'll be doing another update this weekend to fix any issues found during that time, so let us know as soon as possible if you find something to ensure it stands the best chance of getting fixed in time (otherwise, it'll be a bug until the next official release).
|