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shroudb wrote:


No, you got everything wrong (in fact, the FACT that you know that you have no arguments whatsoever shows by you trying to start a flame war instead of giving arguments):

You're the only person here who's getting angry and posting aggressively. Chill.


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?


So where do you store them? When you make them, what lvl of type are they?


shroudb wrote:
Those listed under Quick Tincture, which is what gives you the VV except the Statistics which you get from where it tells you to get them.

There isn't any rules for Versatile Vials under Quick Tincture!! By your reading the Investigators VVs don't have rules!


shroudb wrote:
Sagiam wrote:
Trip.H wrote:
Sagiam wrote:

I really hate to invoke the "too good to be true" aphorism, but in this case it seems necessary.

Do you think the same Stingy Paizo would intentionally give the Investigator recharging VVs?

I'm sorry to say, but they are rather consistent on the cross-class stuff granting a small number of per-day uses, not recharging ones.

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.

They statistics for them are clearly separated than the Ability.

Investigator gets Quick Tincture, that works with his VV and Alchemist gets Quick Alchemy.

Nothing in Quick Tincture mentions you getting them back, so you don't.

The ONLY reference to Quick Alchemy is "use the statistics of the VVs" which are extremely clearly separated from the Quick Alchemy ability, even if they are structurally in the same section of the book.

If you want them tomorrow regenerate, you have to insert whole paragraphs of ability text that no one said to do (I can bold words too!).

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:
Sagiam wrote:

I really hate to invoke the "too good to be true" aphorism, but in this case it seems necessary.

Do you think the same Stingy Paizo would intentionally give the Investigator recharging VVs?

I'm sorry to say, but they are rather consistent on the cross-class stuff granting a small number of per-day uses, not recharging ones.

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.


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Here, I'll post the rules so you can be the judge yourself.

Player Core 2 Pg 58 to 59 wrote:

Versatile Vials

You know how to prepare fast-acting chemicals into
versatile vials, special items that can be used as bombs
and be turned into other alchemical items by introducing
special reagents. During your daily preparations, you
can create a number of versatile vials up to 2 + your
Intelligence modifier, which is also your maximum
number of vials. If you’re below your maximum number,
you can gather reagents from the environment around
you. For every 10 minutes you spend in exploration
mode, you regain 2 vials; this doesn’t prevent you from
participating in other exploration activities.
Versatile vials are infused items, and are destroyed
if not used by the next time you make your daily
preparations. A vial you create is always the highest type
you could Craft. See the sidebar for statistics on using a
versatile vial as a bomb. You can also use vials for Quick
Alchemy (see below) and your research field can add to
the ways you can use a vial.
You can store all your versatile vials within your
alchemist’s toolkit, with no increase to its Bulk. Though
versatile vials are physical objects, they can’t be
duplicated or preserved in any way.

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:

During your daily preparations, you can create a

number of versatile vials equal to your Intelligence
modifier. Statistics for versatile vials appear on page 58
of the alchemist class.

And for completeness sake the Quick Alchemy Benefits(which the Investigator does not have) from the archetypes

Player core 2 pg 174 wrote:

Quick Alchemy Benefits: You gain the Alchemical Crafting feat (Player Core 252) if you don’t already have it.

In addition, you gain the Quick Alchemy action (page 59),
which lets you create short-lived alchemical consumables
with a special action, and you can create a certain number of
versatile vials during your daily preparations to fuel Quick
Alchemy. Unless otherwise noted, you can’t regain versatile vials throughout the day the way alchemists can. The
individual archetype tells you how many versatile vials you
can create each day, and might impose special restrictions or
benefits for how you can use them. If you gain versatile vials
from more than one source, you use the highest number of
vials to determine your maximum rather than adding them
together, but you can use the vials for any Quick Alchemy
option or other use of versatile vials you possess.


Xenocrat wrote:

No on VV replenishment.

QA does get you infinite QVs, but only work as acid bombs and need quick bomber to be useful.

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.


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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 think what we can all agree is "Yes, they lose their turn if they Lie... but that's stupid and broken and I won't be having it in my games." Whether that's through houseruling the interaction down or just not answering the way the Action seems to intend.
I'm in the first camp since while forcing to someone to give a binary truth/lie answer seems very strong, I don't think it's stronger than free Insight coffees and Mutagens.

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:

What I notice in here is that it doesn't specify an amount of time needed to form the response by the enemy - in any of the degree of success outcomes. And it doesn't specify using the Lie action either.

So it appears to be similar to Bon Mot in that the response is a custom action. Unfortunately, unlike Bon Mot, it doesn't specify the action cost. So I would assume that it uses a free action to reply - with either a truthful or untruthful response. Which matches the free action for combat banter, and since the ability doesn't say that it costs an enemy any of their actions, then it doesn't.

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.


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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.


WWHsmackdown wrote:
if I had to worry about PCs bypassing a mystery I had set up

well, this part hasn't really changed much. That's just kinda the Investigators wheelhouse. Before the interrogation was just happening after the fight


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:

Lie

Auditory Concentrate Linguistic Mental Secret
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.

At the GM's discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements.

Success The target believes your lie.
Failure The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.

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:
RaptorJesues wrote:
seems like dueling dance has been removed? I guess thats incentive to use a buckler but still, feels pretty weird
The free-hand riposte feat now gives you panache when the enemy misses you in addition to the normal benefits, so Dueling Dance would be a meaningful increase in power if it applied to that as well. It seems like they're trying to encourage bucklers being more defensive, with free-hand being more offensive.

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)
But now there isn't a lvl 10 dueling dance or twinned defense style feat anymore, but there is Buckler Dance, which still doesn't work with Parry and Riposte.
I dunno. It still just feels like the Swashbuckler is a jigsaw puzzle where the pieces don't quite fit.


I never saw it played, but during the Exemplar playtest, I discovered something that could do 10000+d6 damage at level 17.

It involves a bag of rats.


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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!


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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.


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Drifters don't need Dual-weapon Reload. With reloading strike they can reload even on a critical miss, and if an enemy isn't within range they can "make a strike against an invisible enemy I suspect is within an adjacent square," aka swing into empty air and reload.


Your example on Capacity is wrong. It takes an action to switch to a new barrel. So you could not shoot three times in a round.


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A Shoony Investigator with his albino Goblin Barbarian companion.


Not at all.


Oh yeah, that discussion. Well, unlike before, we now have another example:

Detonating Spell wrote:


Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.

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.)


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Hilariously enough, while you can't use the gunners bandolier as an action fix, you can put dagger or cane pistols into the Throwers bandolier and then Quickdraw them.


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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.


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N N 959 wrote:

Amazingly, the Ranger gets no inherent bonus for tracking (only your Prey if it runs away...and how often does that happen?). Find some tracks in the wood? A Cleric with the same proficiency in Survival is going to be better at initial tracking. A Druid, Cleric, or even Rogue with equal Wisdom can make your Ranger's primary skills redundant.

The reality is that Ranger is good at Nature and Survival simply because you start with those skills Trained. Any class with the same Wisdom and Skill Increases can be just as good. Doesn't it seem odd that the Ranger who is suppose to "hunt prey" is no better at initially locating tracks than any other class? I mean really?

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:

You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.


Cordell Kintner wrote:

3) Even more complicated, the bow gantlet from TV has parry. I assume you can't use the parry trait while the gantlet is holding something, but I can't find that written as a rule

You can only Parry while wielding the weapon, which you aren't doing if you are holding something in that hand.
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.


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DomHeroEllis wrote:
Themetricsystem wrote:

Wait... is the Brewer's Regret just the Golarian version of Malört?

I think it is meant to be Marmite

It's Marmite or Vegemite. And the description for the effect is absolutely hilarious.

"it also creates a strong desire to live to taste anything else."


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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.


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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".


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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:

You are missing the point. "You must be wielding or wearing the item the weapon is attached to in order to attack with it." This does not mean the Shield becomes a weapon, only that you must be wielding the shield in order to use the weapon attached to it. If an ability asks you to draw a weapon, the shield doesn't count because shields aren't weapons. Attaching a weapon to a shield does not make the shield into a weapon.

A better example of this is a Wheelchair with Wheel Spikes. Do the Wheel Spiked make the chair into a weapon? No, of course not. The weapon is the spikes themselves, not the item they are attached to.

OH! You're talking about drawing the item with Into The Fray, not making a Reloading Strike!

Oh, yeah, agree completely.


This is the PF2 forum. All the mythic stuff is still PF1 as far as I know. I'll flag the thread for you.


I'm pretty sure this is in the wrong forum. This is the Playtest forum and the GnG Playtest is long over. I'm honestly not sure why this forum isn't locked. I think this would be better served in General Discussion.


Cordell Kintner wrote:


As for OP's question, no. A shield with an attached weapon is not considered a weapon. Just like how attaching a Reinforced Stock to a gun won't make it suddenly count as a melee weapon. Attachments are just that, attachments, they don't change anything about the item they're attached to.

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:


Sagiam wrote:
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.

Huh?

Where is the rule that says you can't reload when not your turn? I'm not aware of that one.

And while it may be the case that you can't use the same reaction multiple times (like Grit and Tenacity that has a frequency limit of once per hour no matter how many reactions you have), that doesn't mean that you can't use different ones with your extra reactions.

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:
Sagiam wrote:

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
Leap
Hit the Dirt!

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.

It actually works with Fake Out too. The feat requires having a loaded weapon but it doesn't say you fire it. It's right there in the name even - you're miming shooting at them to divert attention.

Slinger's Reflexes only gives you an extra reaction on your enemies' turns, not your ally's.

Slinger's Reflexes


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
Leap
Hit the Dirt!

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.


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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.


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Cordell Kintner wrote:


OR, like I said, they left it at level 2 so it could be taken by anyone taking the Inventor Dedication with the Basic Breakthrough feat. If it were level 4, anyone multi-classing would need to take Basic Breakthrough, and then wait until level 8 to take Advanced Breakthrough, when their Crafting would already likely be at Master.

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?


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Aw3som3-117 wrote:

I've never understood the mindset of it being seen as a negative/bad thing for a feat to be in between two options, which is basically what's happening here. I doubt anyone would bring up whether it should be a 2nd level feat vs a 4th level feat if it was 4th level and required expert or if it was 2nd level and required trained. So... what's the problem with something in between that with marginal benefits for some people?

Same thing with casters getting feats that are "level 1" despite most non-human characters not getting to actually take them until level 2. There just so happens to be more of those examples because there needs to be for things like that human feat.

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.


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Leomund "Leo" Velinznrarikovich wrote:
AnotherGuy wrote:
I would love to get a tankier caster, a more "in the fray" caster

What would that look like?

When I think of a tanky caster I think of a spellcasting class with champion dedication or bastion archetype. Or a magus with bastion archetype. Or a warpriest cleric. Or a defense focused eidolon with the spellcasting options.

I guess my curiosity is better expressed as, what would it look like that you couldn't already build and be less tanky than a straight champion?

The Oracle.

No really, hear me out.
Flame has better reflexes and constant concealment. Cosmos has damage reduction. Battle has better armor and eventually fast healing. Life has more hit points and better heals. Bones has better fortitude and strong defensive focus spells. Tempest gets a bonus against ranged attacks and the most common energy attack type.

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".


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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).


People on here know that triggering an AoO doesn't prevent the damage from going through unless they crit right? Dead targets can't AoO anymore.

It could be worse. It could be precision damage.


Wishlists and Lists

Wishlists allow you to track products you'd like to buy, or—if you make a wishlist public—to have others buy for you.

Lists allow you to track products, product categories, blog entries, messageboard forums, threads, and posts, and even other lists! For example, see Lisa Stevens' items used in her Burnt Offerings game sessions.

For more details about wishlists and lists, see this thread.


My List

(0 items)

This list has no items.