Sylph

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Baarogue said wrote:
They are unarmed attacks, and specifically NOT weapons of any sort.

Oh. You're right, indeed. It's stuck to me since 1e, apparently.


Hello everyone! I'm building a character for high-level campaign and I bumped into one pretty nice combination of Bestial mutagen's natural weapons with Alchemist's Mutant Physique feat for my Gymnast Swashbuckler with plans on the Deadly Grace.

With the Major version of the mutagen I gain natural weapons with 4d10/4d12 damage and Deadly d10 trait without need in Striking rune, which specifically doesn't modify the damage caused by these attacks. However, increase in number of Deadly dice depends solely on the weapon's Striking rune by rules of the Deadly trait.

My question is how many deadly dice do I get on critical hits with these weapons?

As I can see, by RAW I get only one Deadly die due to the lack of the Striking rune but it seems a little strange to me cuz I still need Striking Handwraps but only for Deadly scaling, which is a bit lame.
I can interpret "Striking runes don't modify the damage caused by these attacks" as that Deadly (and other "number of dice" effects) scale with the mutagen's number of dice instead and Striking has no deal with these numbers at all but it effectively gives Major Striking on 17th level and, as far as I know, has no support by the rules.
Am I missing something?


Hello there.
My friend and I decided to join some kind of pathfinder society game but in a student club of our university (many players, many GMs and many independent games with almost random people), so there is no connection with official PFS. We're going to play together so we're planning on build our characters synergistically.

Free Archetype is on so I will play a Dhampir Spellshot Gunslinger with jezail and Psychic (for the Imaginary weapon on 6th) and Investigator (for the Stratagem on 10th) archetypes expecting some good numbers on my spell-woven shots.

My friend is quite uncertain about his character so we would be glad to hear any advices and tips regarding potential synergistic combos with my slinger.

Thank you in advance!


Oh, I accidentally found an answer for my question.

I'll leave it here just in case:
https://2e.aonprd.com/Rules.aspx?ID=2355

Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Reactive Strike. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.


Do I get it right that, in comparision with the Reactive strike, the Implement's interruption can't be triggered if the target starts a move action, such a Stride, being out of the thaum's threatened area and goes through it leaving any square an the area during this action?

(Sorry for a little necroposting)


Is there a misprint in the remastered GnG book that Inventor Dedication requires +3 INT?
There no other multiclass archetypes that require +3 in any stat and it was +2 in pre-remaster. I can't also see any changes about it in the last GnG errata which is, I assume, a summary of all the remaster changes for this book.

Is it truly an official new requirement or I can hope for the old one to work again?