Cellion wrote: I feel like 12d6 persistent bleed has GOT to be a typo. Just way out of line for what a one-action ability that doesn't affect MAP normally can do. ARM BLOODBURST PHIAL wrote: At 17th level, the persistent bleed damage increases to 14d6 in either case. This makes me think it wasn't a typo and was written fully intentionally. Not that it isn't a bad idea mind you, just that it isn't a typo.
BlueTuesday33 wrote: I want Trophies to offer access to specific abilities, blue mage style. BlueTuesday33 wrote: Like what Dr.Aspects suggests, I wanna use my Trophies to cast Monster abilities. I want to get specific. We get teased with this concept with the Chymist’s Vials letting you steal "one special vision ability the creature the trophy was claimed from had". And I kind of wish they went more in with that. Let all the Sig tools copy a specific type of ability from a defeated enemy.
Dubious Scholar wrote: There is no way Bloodburst Phial isn't a mistake of some sort, right? Once per 10 minute abilities are pretty comparable to Focus Spells. If it wasn't persistent it would be comparable to a strong Focus spell like Fire Ray. (14d6 at level 14 plus set the ground on fire for 7d6 Dot)(I admit, when I first read it I thought it was a typo tho)
CROSSBOW SLAYER wrote: Interacting to reload gains the relentless trait for you. This is the only part of the text that interacts with the rules. The sentence before this is flavour. While it's certainly tied to crossbows in the flavour, there is nothing that prevents you from using it with a gun, sling or anything else that has the reload trait.
Alternative title: Are Alchemical Bombs thrown? Shadow Sheath wrote:
So a item in a shadow sheath needs 4 things to work. It must be a weapon.It must be one-handed. It must be light bulk or less. And it must be thrown. An Alchemical Bomb is a weapon (unlike say a Shield bash or Fist)
But it doesn't have the thrown trait. It says it is thrown in it's description and it has a range of 20 feet but no trait. The only reason I think this could go either way on table variation is because the Shadow Sheath doesn't actually ask for the thrown trait, just a "thrown weapon". What do you all think?
The ship has %100 definitely sailed at this point but, strangely, mechanically, I really think the Exemplar playtest chassis made for a better inventor than the Inventor did. You have innovations(ikons) you could turn on for a damage boost (like overdrive but no failure chance.) Every couple of turns you could activate a powerful unstable ability that would burn out that Innovation (turning off the overdrive) but automatically turn on a different innovation. And a bunch of feats that would let you customize and upgrade your innovations with new abilities or unstable actions at least while they were "on" and overdriven(Thrown trait on a melee weapon at 4, Reach at 12 etc.)
shroudb wrote:
Squiggit wrote: I mean Paizo said as much in preview material. That the alchemical science investigator's mechanics worked like the alchemist's, minus advanced alchemy. Squiggit wrote: ... So to clarify, the consensus in this thread is that versatile vials and versatile vials are entirely unrelated concepts that have nothing to do with each other, and that Paizo misled consumers when describing how the methodology works in preview materials.
TheCowardlyLion wrote:
So, to be clear, if you we're the GM, you'd rule it so your Investigator gave up free action recall knowledges, some of the best healing in the game, or infinite free elixirs and insight coffees... for a strictly worse version of feint? Also the current premaster version of Pointed Question can't even be used in combat. So if you were to run an Interrogation Investigator right now you'd just the rule their main subclass feature does nothing?
yellowpete wrote:
Well, Wand of Choking Mist is banned in PFS so I think it's the item that's ridiculous in that interaction more than the ability. Also actual game play wise I'd just have the character point or give some other non-verbal answer.Funny to think about though, "Damn it Dave! That's the third snitch you've drowned this week! How many times do I have to tell you, you ask the questions IN-BETWEEN the water-boarding!!"
Captain Morgan wrote:
Sure, but there's nothing else on pg 58 that line could be referring to. You could interpret it that Paizo made a mistake and what they really meant was pg 59 and the sidebar, and that is a perfectly reasonable change for Your Investigator in Your Games. But that interpretation isn't currently Rules As Written and apparently (if Squiggit is to be believed) isn't even how PAIZO is interpreting it.
shroudb wrote:
Player Core 2 Alchemical Sciences wrote: Statistics for versatile vials appear on page 58 of the alchemist class. Do you own the pdf? If you do, flip it open to page 58. There is a section on that page titled Versatile Vials. Read it.
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.
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