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Thanks, folks! Aside from one person on Reddit who disagreed, the overall consensus seems to be that this is fine.


Howdy gents! I asked this on Reddit, but I believe this is the place to go for official rulings. I asked my GM, and he said he'd go with yes ... unless Paizo suddenly says no in which case I'll be stuck with it after the game has already started, too bad so sad, lol.

So the rules say you can retrain feats no problem, but you cannot retrain Heritage. So I know I can't retrain out of Versatile Heritage (the one that gives a level 1 general feat slot, not as in mixed ancestries). But what about the general feat you get from Versatile Heritage? Can you retrain the general feat itself?

My assumption is yes since you're retraining the feat, not the heritage, but I need to be absolutely certain since the general feat I'm putting in there at level 1 will be useless later (light armor proficiency on a class with only unarmored expert at level 13). I googled the hell out of this question and I could not find an answer. Help me, Obi Wan Community!


Oh. Rules are there, lol. Good catch!


Yes.

You can pick any spell from each spell level. You are able to add a heightened spell boosted to a higher level in your repertoire. Ergo, you can select a lower level spell in a higher level slot as your signature spell for that level.

Also, the book itself says that if you have a signature spell of a level and that spell can be cast at lower level, then you can cast it at that lower level. So pretty clear there.


Yes. A signature spell can be any spell in a spell slot of that level. And you can have a spell in your repertoire that's a heightened version of a weaker spell.

I have a level 2 Sorcerer of Undead bloodline. I plan on having Harm as my first level signature spell, and then Heal as my 2nd level signature spell. Because anyone who plays a spontaneous caster who uses either the Divine or Primal spell list and does not have Heal as a signature spell somewhere is a complete tool. IMO. Most valuable spell in the game and one that scales very well all the way to the top.


I'd rule a player can drop their weapon. Even untrained scrubs in real life will drop a weapon by instinct if they are falling and need to suddenly grab on to something. Makes little sense for a highly skilled fantasy fighter and killer of dragons to die because he clung stubbornly to his weapon when pushed off a thousand foot cliff.

That being said, if they are pushed over an edge and drop their weapon ... well, that weapon is going to keep on falling even if the character does not.


How does one even cure persistent damage in the first place? First Aid (Medicine) for Bleed, Dispel Magic for spell based damage, and Treat Poison (Medicine) for poisons?

Any other types of persistent damage I missed?


Actually, I'm curious about this also. Normally, I'd agree that players should not know monster levels .. BUT ...

Check out the Bind Undead spell. It says you have to target a creature of the same level as the spell or lower. Not that you can target a creature, cast it, and then see if it's same level or lower. The spell description implies that a creature has to be X level before you can even target it. Which implies that the player would have to know first.


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Careful calling spells 'class features'. Technically, you can apply 'class features' to anything since the act of gaining feats are in the class features list too.

I think the PFS ruling of one week per spell is sound. Matches the time it takes to retrain feats and skils. And honestly, feats and skills are generally much more inate to a character than spells are, so it wouldn't make sense for spells to be harder to retrain.

You also want to make sure to not be overly punitive to spontaneous casters here. Prepared casters merely take an hour in the morning to 'retrain' their spells for the day, so while it should definitely be longer for a spontaneous caster, trying to take a very long time is just telling the spontaneous casters in the group they made the wrong class choice when rolling up their characters.

Basically, always err on the side of easier than harder when it comes to retraining since the whole point of retraining is to prevent player making poor choices early on and being stuck with those choices. They wish to make sure that if you're playing a <insert class here>, the only restrictions you should have for rebuilding the character is the ancestry and class itself. Or things that a character is born with such as sorcerer bloodlines.


I think some people are nitpicking this for no reason. Flurry of Blows clearly says that damage from both hits is added together BEFORE any resistances or other factors are applied, and THEN the remaining total goes through as damage. It's a situational advantage overriding the regular multiple hit rules.

There's no reason to overthink this. Shield Block reduces that total damage that went through to the targeted character, not the damage of only one of the two hits.

Remember the golden rule of powers in RPGs ... rules on specific powers overrides general rules.


Correct me I'm wrong, but untyped bonuses do stack, right? For example, there's an untyped general feat to increase speed by 5 feet, and another untyped Elven ancestry feet that does the same.


Do conditions with numbers stack?

For example, could I Demoralize to give Frightened 1 and then follow that up with Fear with gives Frightened 2, for a combined total of Frightened 3?