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Sigfried mcWild's page

Organized Play Member. 45 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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The wording in the Step 3 section of page 445 is problematic as it implies that a roll can be both a success and failure at the same time if we take it very strictly:

CRB p445 wrote:
if your result is equal to or greater than the DC, you succeed!

the Step 2 section defines "result" as the roll + total modifier

CRB p445 wrote:
If your roll anything less than the DC, you fail

"roll" is used to mean the unmodified result of the die (even in the Step 2 section just above)

So with a DC 15 and a modifier of +5 a roll of 12 is both a success (12+5 >= 15) and a failure (12 < 15).

This is obviously dumb, and the intent is perfectly clear: a roll that is not a success is a failure, meaning we can ignore the second clause and move on with our lives.


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And that statement was written before the 2nd printing made it redundant.

I guess neither of us is going to move from their position and finds the other insistence on theirs a little silly.

I shall move on and wish you good games.


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graystone wrote:
Sigfried mcWild wrote:
That entry predates the 2nd printing
Nothing in the 2nd printing or the 2nd errata said/mentioned any alteration of existing errata that isn't explicitly called out.

Are we really arguing "Paizo went and updated all the class features that grant weapon proficiency and added wording for how unarmed attacks interact with the fighter proficiencies, but totally intended for the blanket statement that would make all that work redundant to hold?"


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They made changes in the 2nd printing to match the overall direction of that faq entry. Every class raises their unarmed proficiency to keep up with their weapon proficiency (which was missing in the first printing).

In the fighter case the change notes that the proficiency for unarmed attacks depends on their weapon group, like it does for simple, martial, and advanced weapons.

Compare:

Fighter Weapon Mastery, 1st printing wrote:
Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group.
Fighter Weapon Mastery, 2nd printing wrote:
Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group.
Weapon Legend, 1st printing wrote:

Your proficiency ranks for simple and martial weapons increase to master. Your proficiency rank for advanced weapons increases to expert.

You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.
Weapon Legend, 2nd printing wrote:

Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert.

You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.
Versatile Legend, 1st printing wrote:
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master.
Versatile Legend, 2nd printing wrote:
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master.

Progression for unarmed attack proficiency has been added at every step, but always gated behind the weapon group selection. The original FAQ was just a quick fix until they got this done.

And yes the first printing granted legendary proficiency with unarmed at 19 after no other progression, I just noticed that.


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Technically any creature that isn't neutral has alignment traits:

CRB p28 wrote:
If your alignment has any components other than neutral, your character gains the traits of those alignment components.

The trait being explicit sounds like a minor editing issue?


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In the absence of anything I else I'd read

CRB p461 wrote:
A free action with no trigger follows the same rules as a single action (except the action cost)
CRB p461 wrote:
You have to spend all the actions of an activity at once to gain its effects.

To imply the free action can be taken when you could otherwise take an action, and you cannot insert an action in the middle of an activity.


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Can Spell Blending gnerate an extra lvl 10 spell slot? I'd say the intent is no, but Spell Blending does not interact with the spell slot granted by Legendary Spellcaster so it's technically not affected

Rules are hard to write


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The Divine Font issue annoys me a lot, but as I was rereading the text of the updated Miraculous Spell I noticed that the wording is:

CRB wrote:
You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.

Emphasis mine.

Unlike other abilities like, for example, Drain Bonded Item Divine Font does not interact with the spell slot granted by Miraculous Caster at all and so, I would argue, circumvents the restriction.

You mileage may vary.


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Thanks for all the work you are putting into this


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Prone is great for aimed shooting at long range, but is it good for shooting the guy that's 10 feet away and running around you? Or the guy right next to you when you need to aim way up?

You could take a page out of the unbalanced rules and allow negating the penalty with an interact action if you feel really strongly about it.


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I can repro that too.

Unhelpful minified error backtrace wrote:


TypeError: Cannot read property '1' of undefined
at U (HelpFunctions.tsx:162)
at $ (HelpFunctions.tsx:348)
at Wi (PCClass.tsx:504)
at PCClass.tsx:346
at Ns (react-dom.production.min.js:262)
at t.unstable_runWithPriority (scheduler.production.min.js:18)
at Va (react-dom.production.min.js:122)
at Ds (react-dom.production.min.js:261)
at Ne (react-dom.production.min.js:292)
at Xt (react-dom.production.min.js:73)


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I guess the text of the broken condition for armour is slightly ambiguous:

CRB p273 wrote:
A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

I can see 2 readings:

1) Broken armour grants no bonuses with the exception of its item bonus and also inflicts a status penalty.
2) Broken armour works as normal but inflicts the status penalty.

I personally think 2 is the correct reading, since the "armour exception" is presented as part of the first sentence with no other qualifiers, suggesting armour ignores the whole sentence.


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JardelBeserk wrote:

I understand you i really do but that is another issue If i pick another feat what happen with the flavor of finally transforming into your big FURRY animal instinct!!!

I see this like a Flavor and a Reward:
Flavor: you finaly are level 8 congrats and now you can transforming yourself into a cool Black Lion.
Reward: You finaly are level 8 congrats but you will gain nothing with this feat.

From my point of view animal instinct is already letting you get all the "good" (read combat related) parts of turning into your animal. You get the attack, you get extra damage, you get to rage.

This is for fully turning into the animal, which doesn't necessarily give you more power, after all by level 8 you are more dangerous than most animals already, but can let you borrow other (read non directly combat related) traits and possibly let you do interesting role playing things.

I could be way off, but that's my read on what the feat's for.


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no good scallywag wrote:
I thought combat generally took place at the same instant every round...

Ish

The narrative is that everything is happening more or less at once, but the rules work on every turn completing before the next one begins.

As the other have said the order change is to ensure that your allies have a chance to help you before you make the death check


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Aaaaaaaaaaaaaaaand we're back to the start!

What does "normal" mean?


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Awesome work, thanks for all the effort you are putting into this


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As a thought for displaying the information: tool tips on the graph showing the fully worked out numbers for the level the mouse is hovering


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Thanks for the update, take your time and don't burn yourself out