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This hasn't come up yet, but I'm curious as to the interaction between the Charhide Goblin's natural tendancies for putting out fire on themselves (Flat DC 10, DC 5 with effective assistance) and the Fire Druid's Fire Lung (same thing).

They both have similar language.

Charhide:
Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

Fire Lung:
You need only a successful DC 10 flat check to recover from persistent fire damage, rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10).

I'm going to presume that, since the languages are similar, that they do not stack (DC 5 to put themselves out, DC 0 with assistance) Is this correct?


Found what I was looking for. Thanks.

Quote:

Blind Characters

Characters that are blind from birth or are otherwise permanently sightless cannot detect anything using vision. They automatically critically fail any Perception checks based on vision, are immune to visual effects, and can’t be blinded or dazzled. However, such characters do not have the blinded condition.

Blind characters who either can’t or choose not to remove their blindness hone their other senses. They are not off-guard to creatures that are hidden from them (unless they’re off-guard to them for reasons other than the hidden condition), and they need only a successful DC 5 flat check to target a hidden creature. Normally, such characters can’t remove their blindness later; if they somehow do, they lose these benefits.


According to the GM Core, page 22

Quote:
A blind character can't detect anything using vision, critically fails Perception checks requiring sight, is immune to visual effects, and can't be blinded or dazzled. You might give this character the Blind-Fight feat (Player Core 145) for free.

I have a blind character in Society Play, and I would like to know the 'official' standard for Society about the granting of Blind Fight for free, as the rule says 'might give.'


Claxon wrote:

Giant Instinct is just an extremely poor fit for a moutned combatant. In PF1 there was an archetype (IIRC) that let your mount benefit from your rage and stuff, but nothing like that exist in PF2 as far as I'm aware.

If you chose a different instinct you would probably be alright.

Also, keep in mind the corgi is a familiar and not even an animal companion. So they can't attack.

Mainly chose Giant to get the reach from the lance. And I'm mainly playing Society, so no GM Permission available. But, I have fun with my little brownie, which is all that matters. Just thought about talking with the Hive Mind about how to do it better.


I currently have a mounted barbarian (has to use Moment of Clarity before he Commands an Animal) with the Giant Instinct. How would some of the barbarian feats interact with the mount? For example, Giant's Stature (the mount is Small size), Sudden Charge, and Barreling Charge?

It's just that I have this great concept of a tiny sprite riding his corgi into battle, and the rules are limiting what cool things he can do.


Yeah, this kind of messes up what I was doing with my build. A melee barbarian with a corgi mount. I had Independent so that I could rage and have the corgi run around on its own without having me to command it and get the jousting bonus for my lance.

But, I gave him Moment of Clarity as a work around.


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All right. So far, it appears that the best route for this would be to take Corgi Mount at level 1, then at 12 XP, use the 'free respec' to change the ancestry feat and choose Cavalier Dedication to upgrade the familiar to an animal companion. That would provide a sturdier mount, as well as give it some combat utility.


I want to make a sprite cavalier charger for society play. (The idea of a tiny sprite riding around the dungeon stabbing the baddies just delights me so...)

How would the ancestry feat Corgi Mount and the Cavalier Dedication interact? Can I choose my corgi as my animal companion? If so, does the corgi still get the familiar benefits?

For the benefit of this discussion, I will be listing the feats below. As spoiler text.

Corgi Mount:

The smallest of fey have ridden corgis as mounts since time immemorial, leading to a pattern on corgis’ backs called a “faerie saddle.” You have formed a magical connection with a corgi that can serve as your mount. Your corgi familiar is Small rather than Tiny, and it’s appropriate for use as your mount, unlike most familiars. It has the scent ability, which counts against your limit for familiar and master abilities as normal. Furthermore, it can never gain a familiar ability that grants it any Speeds other than a land Speed. If you’re a pixie, you can’t ride a corgi due to your Size, but you can take this feat to gain a corgi familiar.

Cavalier Dedication:

You gain a young animal companion (Core Rulebook 214) that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that’s at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing
no statistics other than its size).

Special You cannot select another dedication feat until youbhave gained two other feats from the cavalier archetype. Thisbrestriction is waived if you have pledged to the organizationbassociated with the other dedication feat. For example, if youbare pledged to a Hellknight order, you could take Hellknightbdedication feats without needing to gain other feats from the cavalier archetype first.


I have a gymnast swashbuckler with +1 handwraps. If I put the ghost touch property rune of the handwraps, would I be able to grapple incorporeal creatures?


Did a playtest of Raiders of Shrieking Peak, and one of the other players noted that two weapon fighting is now pointless. Why fight with two weapons, and incur the multi attack penalty for an 'inferior' damage weapon? I may have a solution.

New feats. (Yes, I know... even MORE choices...) Let's start simple.

New Specialty Basic Action: Raise Weapon. One action. Requirement: You are wielding a weapon. You position your weapon to intercept incoming attacks. When you have a weapon raised you gain a +1 bonus to your AC and TAC, and can use the Parry reaction. This weapon cannot be used to perform the Strike action until the start of your next turn. Your weapon remains raised until the start of your next turn.

New Specialty Basic Reaction: Parry. Reaction. Requirement: While you have your weapon raised, you take damage from an attack that was from a melee source. You bat your opponent's weapon out of the way. You prevent that damage - your weapon takes it instead, possibly becoming dented or broken.

New feat line: Two Weapon Fighting. Can be either General, or Fighter specific.

Two Weapon Offense. One action. Attack. Requirement: You are wielding two weapons. You attack with both your wielded weapons, targeting one creature within your reach for each weapon. You may target the same creature with both weapons. Perform a Strike basic attack with both weapons, adding a -2 for each attack. This counts as one attack for the purposes of multi-attacks.

Two Weapon Defense. Free action. Requirement: You are wielding two weapons. You perform a Raise Weapon action with your off hand weapon.

Ripose. Reaction. Requirement: While you have your weapon raised, you take damage from an attack that was from a melee source. You bat your opponent's weapon aside, and follow up with a strike of your own. You prevent that damage - your weapon takes it instead, possibly becoming dented or broken. If your weapon is not destroyed, you may make a Strike basic action with the parrying weapon.


As the title says, would it be acceptable to substitute ranks in Profession (gladiator) for ranks in Perform (act), Perform (comedy), or Perform (dance)?


OK, thanks. Not the answer I wanted regarding the grapple, but a fair one nonetheless. One that I can live with. (Looks like El Fuego is going to have to find another way to grapple with ghosts... :P)


All right, just a few clarifications on this.

Is there such a thing as an Amulet of Mighty Fists +0 Ghost Touch, or does it have to start with a +1? One of the GMs here seems to think that only applied to melee only enhancements.

Would the aforementioned amulet allow the grappling of ghosts? Grappling is a natural attack; does the Amulet of Mighty Fists apply to grapples as well?, or only attacks?


Perhaps give the firearms an "Armor Penetration" value.... IE the amount of armor/natural armor that the bullet ignores as part of it's attack? Then keep it as a standard attack. That way, a shot will still pierce the full plate, but would have to be a clean, accurate shot to penetrate the dragons armor.