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Are there any rules or guides given to a GM in any of the Pathfinder 2e books as to what the GM should inform players of in regards to damage. For example, a player rolls damage and the GM records it. What do the players know about what just happened? Could they tell if the creature was resistant or has a weakness based on dealing the damage. Can the player tell if the creature is uninjured or near death? Or are these just nebulous ideas left the the GM to determine?


I can glean the basics just by looking at the monster stat blocks, but I'm interested in the fringe examples and where that info lies in the stat block. Having an official template would be nice.


What is the working mechanic behind Shifter's Foil? Why does the feat disrupt shapeshifters. Does the feat only work with spells or does it apply to only attacks either melee or magical? Does it apply to any damaging method?

My thought is it applies to anything with an attack roll, but the flavor text could indicate it only applies to spells used by caster. So, in the first case Fireball would not disrupt but in the second case it would. Or do just it universally become a shapeshifter disruptor where any damage caused by you can disrupt a shifter?

Shifter Foil:
Your command of shapeshifting magic can disrupt similar effects in others.
Prerequisite: Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.

Benefit: A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no saving throw is allowed.


I imagine it just allows me to access 18 levels of spells without having to pull out a scroll saving me time. But I'm wondering about whether I can treat those spells as spells known for spontaneous casting?


Since they're made of air I assume they can pass through things like someone in gaseous form, but there is no mention of that.

What I'm wanting to do is create a whirlwind and bang creatures against a force cage by passing through it. It'll just do slam damage and drop them, but I was wondering if that was possible.


1 person marked this as FAQ candidate.
Quote:
Each time an endless ammunition weapon is nocked, a single non-magical arrow or bolt is spontaneously created by the magic, so the weapon's wielder never needs to load the weapon with ammunition.

Since the ammunition is spontaneously created does the enlarge person spell effect that spell (minor creation) and create a large arrow which reduces when fired? Or does the magic of the bow create a large arrow because the bow is large? Or is the bow locked in to one type of creation at the time of the bows creation, so only medium arrows are created, which would be unaffected by the enlarge person since it didn't exist at the time the spell was cast?

My thought is that it creates an arrow appropriate for the size of the bow meaning that it doesn't reduce in size when fired. All the other FAQ and threads about endless ammunition say it's horribly priced and compared to other items of similar effect I would have to agree.

Now if the endless ammunition could create blunt arrows, flight arrows, splinter arrows and the like (all made of wood and non-magical) then I could see where the +2 was justified. I'm wondering what the original intent was for this item to justify a +2 enhancement.


I notice the weapon is a bit pricey. It's a +5 weapon that costs 75000 + 350 for material and masterwork. A +5 weapon is normally 50000. There appears to be either another +1 added making it 72000 and an additional 3000 OR it has a 1.5 multiplier added.

I don't see much difference between a normal +3 ki intensifying weapon. Katana is already a monk weapon. I'm guessing either the monk damage is another +1 and the 3000 is to treat as unarmed for purposes of using abilities requiring one hand free.

It's going to be that or the unarmed damage costs 1.5 which is very pricey and I can't think of any other mod that adds 1.5 to a weapon.

I guess I'm looking for a way to add monk unarmed damage to another weapon. In 3.5 there was the scorpion dagger +1 which costs 6000+ making the unarmed mod cost 4000.

I'm looking for insight how they priced this weapon.


Either things changed since the class was created or it wasn't thought through, imo.

Rapid shot and multishot can't be used with flurry but can only be used with full attack. Why the heck were these put on the monk bonus feat list since the zen archer essentially can't use? A much better option would be to add snapshot and improved snapshot since the monk could use those without having to take the feats he can't use. The level 9 ability is essentially snap shot anyway.

Also, the ki strike abilities are still left on the unarmed attack. Shouldn't the monk be able to use through bow instead?


I noticed that this domain power for Void: Stars replaces the 8th level power, but doesn't have the usual "At 8th level," in the text. Is this an oversight, or do you get both domain powers at 1st level?


I've always played that ability damage and drain stack. The main difference is that ability damage is temporary and applies a penalty to stat rather than changing it like drain does.

Quote:

Ability Score Damage

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. (cont...)

Ability Drain

Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.

But this seems to contradict that notion.

Quote:

Ability Damage and Drain (Ex or Su)

Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount. Ability damage can be healed naturally. Ability drain is permanent and can only be restored through magic.

And then bleed seems to confirm it saying they are essentially the same.

Quote:

Bleed

A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.

Putting all this info together I think I came up with suitable comparison. Damage vs nonlethal damage. If I bleed for damage and nonlethal, then only the damage will be applied (perhaps some NLD if more than damage?). Would that be the same for ability damage and drain. It says take the worse effect which suggests dropping all the lesser effect even if the effect is more for the lesser.

So, if I take 1d4 bleed nonlethal and 1 bleed (lethal), do I ignore the nonlethal bleed or roll it and apply the nonlethal damage that's above the lethal? That seems like the right thing to do.

Extra: I was trying to think of the effective difference for damage and drain. Damage applies specific penalties base on stat, but won't affect things like extra spells or qualifying for feats, but drain will. Damage is also applied only every 2 points. So, having a 14 dex and 1 dex damage won't reduce your AC, but drain will.


Will there be another playtest download or will we have to wait for final release to see the current changes already made in the class discussions?


Quote:
Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.

So, if I have 2 enemies near me, can I chose to only allow one of them an AoO? Or is that just a weird way of saying that when I use the feat all opponents who threaten me get an AoO. If that were the case, it should read ".. you can choose to provoke an attack of opportunity from all opponents who threaten you." Putting the "one or more" sounds like I can chose who I let attack me. Is that correct?


Can someone verify that this is all correct. I'm trying to write a macro for a VTT game (MapTool) and I want to make sure I have all the mods correct. I'm going to use an overall bonus compared to the original CMB or CMD in my examples. So, if defender has a penalty and attack has a bonus, I add them together as a bonus for attacker just so I know the relative strengths of an action. I'm not going to consider bonuses from feats, BABs or size in my examples; only the relative roll from the initial grab attempt.

When successfully grappling a target, both gain the grappled condition which is a -4 DEX. This reduces both of their CMD's by 2. In addition, they both gain a -2 to attacks and combat maneuvers (-2 CMB) except when making a grapple check (attack or escape). For example, the one grappled could potentially trip someone nearby, but the grappler couldn't because he has to maintain with a standard action. Higher levels of grappling allow for the grappler to do other stuff with standard action.

So, does this mean the grappled targets first escape attempt is essentially at +2 (because both CMDs went down)?

Assuming the escape fails, the grappler then has to maintain hold and attempts to Pin. The target's CMD is 2 lower now and he gets a +5 to continue grapple, essentially making it a +7 compared to first roll.

Now the target is pinned and is denied DEX bonus (assume DEX 6 because of -4 unless original DEX was lower than 10?) and takes an additional -4 to AC (circumstance). Lets compare a high dex and no dex targets. The no dex target would be at -6 CMD and on the next grapple check by grappler would put his roll at +11. For a high dex character the check is even better adding the targets normal dex bonus to attackers next grapple check.

Now here's the part I'm unclear about: "Pinned is a more severe version of grappled, and their effects do not stack." Which effects? So, don't include the -4 DEX? Instead, just use the FFCMD (no dex or dodge. I know he's not actually FF). So instead of the next grapple check at +11 for no dex, it is at +9 (-4 AC, +5 maintain)? I just want to make sure this is what that line is talking about. (pretty sure this is correct way)

The pinned character still has the same escape chance of +2 because being pinned does not reduce his CMB (unless tiny or smaller with positive dex bonus) and grappler is at -4 DEX still.

Assuming the no dex target and the -4 DEX does not apply to pinned giving the grappler a +9 from original grapple check, in order to tie the pinned target, he'll be at -8 (+9 -10 to tie up, no bonus to maintain grapple -5, -2 for grappled condition)

Going from +9 to maintain, to -8 to tie up is pretty hard, imo. So, is Tie up still considered grappling? If so, we can add back the +5 and remove the -2 penalty making the Tie up roll at -1 from original grapple attempt for a no dex target.

Other questions:
Can a grappler move a target to the prone position without using trip?
Can a prone character initiate a grapple, succeed, then stand as move action without provoking AoO from grappled target?
Can a character grapple a prone target without going prone?
When aiding another, do they get the grappled condition as well?
Can an ally Tie Up pinned target?
Can you use Fighting Defensively with a grapple, including to maintain?


Our group recently encountered this situation. One member was struck down to negative hit point and went helpless. I step on to his square and attacked. I then got one shotted to -1. The opponent moved over our bodies to an adjacent square and a goblin on top of us. The cleric then did a channel and we both became conscious.

Laying there I suppose I could attack from prone, but I prefer to get up. Here are my questions:

1 - If I just attack do I get the prone and squeezing penalties or just prone?
2 - If I stand, do we just share the spot or do we make a str vs str check to see who occupies the square? There is one open adjacent square.
3 - If I fail the str contest, do I remain prone? or can I 5ft to adjacent square?

We ended up doing #3 where I failed my strength contest with a goblin (humiliating) and moved to an adjacent square with my 5ft. The was a move to get up and a 5ft, so I was able to brain him with a standard freeing up the square for the other party member and taking the AoOs. If guess I do have another question:

4 - was the strength contest even necessary because I have movement left. I suppose if I wanted to force the goblin out of square.


PRONE

Official Rule:
Prone

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

Reworded:
Prone

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 cover bonus to Armor Class against ranged attacks at greater than 5ft, but takes a –4 penalty to AC against melee attacks. Ranged attacks from attackers with a reach able to normally attack the prone character give no cover AC bonus against the ranged attack and attacker does not receive a bonus to hit.

Standing up is a move-equivalent action that provokes an attack of opportunity.

Examples:
* A Zen Archer with point blank master may shoot an adjacent prone character at his standard attack bonus.
* Fighter 10ft away with a reach weapon attacks a prone character at -4 to his AC.
* A large humanoid with a bow 10ft away from prone character attacks at his standard attack bonus.
* A wizard with scorching ray who successfully cast defensively at 5ft away from prone character uses standard attack bonus.

I'm not sure if casting and using scorching ray provokes two AoO. One for casting and one for ranged attack. As I understand it, the range attack is a free action and is a part of spell. So, if cast defensively then there would be no AoO.

Defining the prone AC bonus vs range as a cover bonus will allow things like soft cover to not stack. Improved precise shot would also eliminate the AC bonus.

The philosophy of being prone vs range and it giving you a bonus to AC is because you are reducing your profile to the attack and using the ground as hard cover. But if the attacker is directly over you, then you don't get that cover. Attackers with Reach weapons or ones that could normally just touch you with their normal reach but are using a ranged weapon also negate the cover bonus since they are able to guide the attack to a 0 range of prone target.

I also considered if the prone target is larger and how that would affect a range modifier, but decided there was no easy answer that I liked. Perhaps, huge and larger creature who falls prone do not get AC bonus vs range attacks. They're just too big to gain cover from the ground and reduce their profile, but I'm not sure I agree with that.


Is Treat Deadly wounds like long term care where you can treat up to 6 people at a time, or like treat poison where you can only treat one person at a time. I think I already know the answer, but the other heal abilities are pretty explicit in the number of patients where this one is not.


It seems silly to me that I would get a -4 to hit someone prone on the ground next to me. I get the reason why "at range" you get the penalty, because the person on the ground has a lower profile, but if you're standing over them, that is no longer the case. Normally this wouldn't be an issue because most people will be subject to AoO and so they just don't do it. But being a Zen Archer with point blank master I find the reasoning hard to visualize. Is there some rule or feat out there that deals with offsetting the prone at range penalty? Do I at least get a higher ground bonus?