shroudb wrote:
I think that isn't the intent, especially since Howl of the Wild states: When a Large PC moves through hazardous terrain or a similar obstacle that causes damage based on the number of squares the PC moves through, they take damage only once for each 5 feet of movement—a minotaur shouldn’t take four times as much damage for crossing a burning field as a human! Sure, this is talking about PCs, but it should realistically apply to everything.
Khefer wrote:
AFAIK the Independent Familiar does work that way? It states: " In an encounter, if you don't Command your familiar, it still gains 1 action each round."
Bluemagetim wrote:
If you cant use actions other than Cast a Spell after using a Spellshape action, then the whole sentence is wasted space, and moreover it goes against the Spellshape actions themselves, all of which are "If your next action is to X" (or similar wording, but theyre always an if clause). Why write it as a conditional if the intent is for you to be unable to do anything but Cast a Spell?
Bluemagetim wrote:
The very same rules specify what happens if you don't use Cast a Spell immediately after (you waste the spellshape) so its clear to me that its intended for you to be able to "waste" them by using other actions in between.
Reading through all the feats it does seem that the unfortunate conclusion is that you still need to take Enhanced Familiar for no gain if you wish to take Incredible Familiar as a Draconic Acolyte with the Draconic Familiar feat, because: - Incredible Familiar requires Enhanced Familiar. There are no ifs or butts about this one.
As a GM I'd personally allow you to take Incredible Familiar if you have Draconic Familiar, but per the actual rules this is not allowed. You'll need to discuss it with your GM.
The rules on this one are IMO very clear: "When attempting a High Jump or Long Jump during a Sudden Leap, determine the jump distance using Long Jump's rules, and change your maximum distance to double your Speed." So the Jump Distance is determined like Long Jump for both, meaning it's going to be the result of our Athletics Check (if we Succeed) or our Leap (if we Fail), but if we do Succeed we also have a limit of our Speed x2 instead of just our Speed. This doesn't really invalidate Cloud Jump for a couple of reasons: a) It's a Class Feat, not a Skill Feat. So not everyone is going to have access to it and it's designed to be more powerful.
Plus, if we stop to think about it, Sudden Leap allowing you to use Felling Strike would be pretty terrible if we were using normal High Jump distances.
It is unfortunately unclear in quite a few cases, and we have contradicting information. The Champion feature Blessed Armament says "and you grant the armament a property rune of your choice from the following list: fearsome, ghost touch, returning, shifting, or vitalizing.", and it had to be clarified in errata that this does not count against the rune limit of the Champion's weapon...but the Errata also says "Unlike many similar abilities, it can be used even if the weapon already has its maximum number of property runes." So Kindle Inner Flame, which grants the flaming rune and doesn't specify it doesn't take up a slot probably does take up a slot, which means it'd suppress one of your two runes (corrosive or frost). But it's wording is exactly the same as the Champion feature, so it's....unsure. Same with "gains the effect of". I generally run it as it not taking up a rune slot, but the feat Harbinger's Armament has that same wording and also feels the need to specify this doesn't take up a slot. Is that just reminder text, or should we assume feats that don't have that wording do, in fact, take up a slot? The whole situation is a bit messy, you'll need to work it out with your GM I'm afraid.
Ravingdork wrote:
You can always just ignore the whole Segments thing and play them as a big swarm that gets smaller as you hit the HP thresholds. Four 10x10 sections is just one big 20x20 square, you reduce it to 15x15 at first threshold and then to 10x10 at second, with lowered capabilities as described in the statblocks (and keeping in mind their immunities wrt single target spells and such) Much easier to run and they work perfectly fine, even if this method makes them cover less ground as they start losing segments.
Witch of Miracles wrote:
Hey, Kineticists can also spend all day creating a lake! If they're Wood/Water, they can do both! And if they're Earth, they can play Minecraft without a computer! Truly, the most OP class.
The two reactions do have different triggers, but not in a way that matters in this particular case. Despite the fact that triggers are worded as one, Reactive Strike effectively has three triggers: - A creature within your reach uses a Move or Manipulate action
Implement's empowerment has two: - The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action.
When the target of your exploit vulnerability stands up in your reach, they're fulfilling the first trigger for both Reactions. Now these triggers are different, but they're so similar in this situation as to be indistinguishable, so the following would apply: "If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing" And in this case they are indeed effectively the same thing. Both Reactions are being triggered by the dude standing up, so you only get to pick one to use.
Trip.H wrote:
Is it? Normal Invisibility also states: "Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead." And yet if you go read Invisible, it goes into more specifics, saying if "If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak" I've always ran Disappearance as just Invisibility++. You are effectively Invisible to all senses, which means: - You can't become observed while invisible except via special abilities or magic. -> And because you're Invisible to all Senses, scent/echolocation/other non-visual Precise or Imprecise senses can't passively locate you, unlike with normal, visual-only Invisibility. They must use Seek, or else Counteract the spell somehow.
My table personally takes "count as Invisible" as shorthand for "refer to the Invisible condition to see how to resolve this" and thus, "see the unseen" doesn't work, but other ways to counteract the spell (like true seeing or dispel magic) work fine. I should also point out that anybody can basically do what Disappearance does by just having Legendary Proficiency in Stealth, the Foil Senses feat, and Legendary Sneak. Granted, you don't have the (pretty good) "always Hidden" passive, but once you're Undetected from Hide->Sneak nobody can find you except with Seek either (or until you reveal yourself, as usual).
So, of the changes you mentioned: - Rascal is definitely an option but it's sadly not well supported, and Dirty Trick has several downsides. Not only the one you mentioned regarding Reach, but also the fact that it is both Manipulate and Attack, meaning you get the worst of both worlds by provoking Reactive Strikes and incurring MAP. Also aside from one feat (Dastardly Dash), Dirty Trick has no real support or further development. - Gymnast is a good choice if you have at least +2 STR. The Whip has Disarm and Trip, so if you take Disarming Flair you now have 2 actions you can do at your weapon's Reach that grant you Bravado. The +1 circumstance bonus from Stylish combatant will help you mostly keep up so long as you improve STR to +3 at level 5 (if you start at +3 STR and go up to +4 you're actually better at those maneuvers than most people). - The third option to keep you as a pure DEX user is Battledancer. Take the Acrobatic Performer Skill Feat and you can use Acrobatics when you use Fascinating Performance, letting you focus on just Acrobatics, which means you don't need Charisma or to upgrade your Performance skill. Fascinating Performance's effect is very poor, but it has no range limit (the enemy just has to be able to see you) If you want to go into thrown weapons, the third option is your best bet, and I'd switch the Whip out for a Starknife. Twirling Throw sounds good but it's actually a much better idea to either get a Returning Rune on your Starknife or getting yourself a Thrower's Bandoleer. That way you just spend money for a better effect, but I'm honestly unsure how PFS does treasure, so you know better than me in this regard.
ScooterScoots wrote:
What rider effects? The main rider effect of Tumble Through is literally moving through someone. Swashbuckler only has two feats that add more riders to Tumble Through, Tumble Behind and The Bigger they Are, and The Bigger they Are doesn't matter for this conversation because it's a specific action. So sure, if you have Tumble Behind you're losing that effect, which is incredibly minor. Again, if you set the DC of Tumble Through to Level Based DC or anything lower, then Tumbling through empty squares becomes one of the best things to do to gain Panache because you're rolling against an incredibly low DC and your penalty for failure is losing 5 feet of movement. Compared to the other ways to get Panache, this would be way too good. As as a side note, good luck to anyone trying to demoralise their pet mouse, if said mouse was acquired via the Pet feat. It has the same save values you do, so you're really scaring yourself.
ScooterScoots wrote:
And yet Standard DC by Level or lower means you're always better off trying to Tumble Through empty spaces than through any creature with Reflex saves higher than Low. It's a gamist tradeoff to allow the Swashbuckler to try to do something they can't ever do RAW while not making said action the go-to. Hard DC by level places the number almost squarely between High and Moderate Reflex DC, which is about right for something they shouldn't even be able to do. The alternative is to just tell the Swashbuckler "No", which is equally valid. If you want an in-game expalantion, it's much easier to look cool dunking on a slow zombie than doing pirouettes on empty air.
Ryangwy wrote: I think it was ruled with... Performance? That a Swashbuckler can initiate a skill action against a creature normally immune to it due to traits (not the cooldown immunity for Demoralize) and still get panache if they passed the DC if the creature wasn't immune, so I'd apply the same for Tumble Through. If you fail the check... you still 'tumble through' the ghost and get the fail effect because that wasn't very bravado. This is actually just built into the Bravado trait: "If you succeed at the check on a bravado action, you gain panache, and if you fail (but not critically fail) the check, you gain panache but only until the end of your next turn. These effects can be applied even if the action had no other effect due to a failure or a creature's immunity." The question of whether to allow a player to try to Tumble Through an Incorporeal creature's space (which isn't required to move through it) or an empty space (ditto) is up to GM discretion. But since it's a player taking an action that's guaranteed to succeed and adding a chance to fail (and therefore end their movement early) in order to gain Panache, I'd allow it. It's basically the Swashbuckler doing cool acrobatics to pump themselves up. It's a bit harder to rule on the empty space (since Tumble Through requires an enemy's Reflex DC), but I'd probably just use Hard Level Based DC.
Ascalaphus wrote:
Unfortunately, fetching bangles has a limit of 20 feet, and that spider is 25 feet away, so the ability doesn't work! :p Jokes aside, I agree with you. Pull the spider the shortest distance towards you. If more than one square qualifies, let the player choose. And it is, obviously, forced movement.
Your group is wrong here. "Can attempt a saving throw" does not mean you can choose not to try the save to be immune to the effect. It means instead of just going unconcious automatically, you're allowed to try to resist the effect. It's the same wording you'll find in a lot of spells. At most, like you say, you could assume it means you can choose to fail and just go unconcious, but it definitely does not allow you to just ignore the effect by refusing to roll the save.
shroudb wrote:
I was just about to point this out. Level 8 for the Patron Hex Cantrip, leave the familiar ability restricted to full class witches.
SuperParkourio wrote: Is the GM's ability to restrict Ready triggers limited to observability? For instance, I would think a trigger of "anything perceptible" would warrant the GM to at least raise an eyebrow. I mean the GM has the ability to restrict whatever they want, they're the GM. Only the social contract inherent to the game with regards to player expectations makes GMs run the game "RAW". Ultimately the GM can decide if a trigger is valid, the rules only specify four criteria, spread between Player and GM Core: - It has to be a single action or free action you can use (so not Readying Twin Takedown if you don't have the feat and whatnot).
It's important that the full rules for Ready in the GM core actually say: "However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character, rather than a rules concept that doesn’t exist in-world" That notably isn't exclusive. The action has to meet those criteria, but that doesn't mean if the trigger meets those criteria you have to allow it as the GM. You can always just decide it's not valid and work with the player to find something you both agree on.
Unicore wrote:
No because Reactive Strike says "This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. ", so even if other reactions (like Opportune Backstab) would suffer MAP, Reactive Strike doesn't, and it never contributes. If you try this against a creature with Reactive Strike you just eat a full bonus attack to the face, like everyone else.
Trip.H wrote:
Spoilered to not derail this thread too much:
It's like the old discussion of "when does Shield Block trigger?" since both have the same trigger of "X would take damage". I personally run Shield Block before resistances, trigger be damned, but technically you only take damage after those are applied. Which means if we follow pure RAW then abilities that combine damage would not be interrupted by Warping Pull since the target doesn't take damage until we combine damage to check for resists, and we don't do that until we determine if both strikes have hit.
But if you pull back and say "No, actually, you know you would take damage the moment you get hit" (which is a perfectly fine stance to have) then yeah, those abilities get interrupted, combined damage or not.
Trip.H wrote:
Warping Pull triggers on damage, so it won't save someone from Flurry/Double Slice/Other stuff that combines damage from multiple hits. But it's super useful against something like Draconic Frenzy or similar, for sure.
Finoan wrote:
I mean it's also the definition of Concealed and Hidden neither of which Disrupt and both of which can cause someone to spend an action (or several) to no effect. Not to mention there's already feats like Repel Metal, Soul Flare, Guardian's Deflection or even items like the Bracers of Missile Deflection or Fungal Armor that can turn a hit into a miss with 100% certainty without disrupting. Sure, they all have limits and specific use cases, unlike Ready, but saying Disrupting is the only way for this to happen is incorrect.
Deriven Firelion wrote:
Zephyr's slip trigger is "A creature enters a space within 5 feet of you." and a Stride can move you up to your speed. If a creature moves within 5 feet of the spellcaster, the spellcaster uses Zephyr slip, and the creature still has movement available, they can (and should) pursue the caster, if that was their intent. This is perfectly acceptable. In the same way they could continue their movement if they did not intend to stop within 5 feet of the caster, because they were trying to reach someone else (or, if they have the Reach, move to a position where they can threaten both the caster and a buddy, or something). That being said, yes, there are reactions which do specifcy a creature ends their movement within 5 feet, for example the viper and in those cases yeah, you've ended your movement, you don't get anymore. But that circles back to the whole "not all triggers we see in reactions in-game are valid triggers for Readied actions" discussion.
Megistone wrote:
A minor quibble, but you need at least a 6x6 room for this tactic to "work" properly. In a 5x5 Room, the Wight can reach anywhere in the room from anywhere else in the room (barring the party landing a movement speed penalty on it), so the party is in a really horrible spot. It's even worse than that in a 4x4 room, because if the Wight stays in the center squares, it only needs to Step once to have one or more party members in reach. Firstly, and maybe I wasn't clear, the Wight needn't stride towards whoever attacked it. The Wight can just keep pressure on one person at a time, ensuring it's always adjacent to it at the start of the Wight's turn, which is the only thing the Wight needs to do. To whit, there is no reason why the Wight needs to Strike-Pursue-Strike. It can just Strike-Pursue-Grapple. The fist is Agile, which means the Wight is taking this Grapple at +8. The highest Fortitude DC a 1st level PC can have is 18 (CON KAS at +4, Expert Fort). That's a 10+ to Grab, at the hardest, but it's going to be much lower in practice. If the Wight is gunning for a cloth caster, it's going to be way lower (in the 5-6+ range, depending on Fort). And once it lands the Grab, escaping it is very hard for 1st level PCs. The best Escape you'll have at Level 1 will come from a Fighter, and it'll be at +9 (+4 KAS, +4 Expert on the Unarmed attack, +1 level) vs an Athletics DC of 22. That's a 13+ on a Fighter, 15+ on most other martials, and 16+ on Casters with +3 DEX/+3 STR. If the Wight does grab, then the grabbed PC is in serious trouble. If they get lucky and Escape in one action, they can keep their tactic going at the cost of not doing anything to the Wight for one turn. If they don't Escape in the first try though, their chances plummet and they can no longer use their tactic. If they can't escape at all, the Wight has a whole turn to wail on them, including just another Grab, at a much higher modifier (with its full +12, the Wight is looking at 6+ on a Kineticist, less on everyone else). Even if they do escape on the 2nd try, the best they can do is 1 stride, so the Wight can keep up with Stride-Grab-Strike. Time is not on the PCs side here if the other 3 stick to ranged attacks. Especially because if the Wight kills someone, the party's going to have to deal with another Wight in d4 rounds. Not to mention hitting AC 20 at range without off-guard and such is not easy for Level 1s. And the Wight still has 67 HP for people to chunk through.
Megistone wrote:
The Carin Wight could just use the same tactic against them. Have it Ready an Action to Stride when an enemy uses a ranged attack against it. Unless you're having people fight the wight in the open field (instead of the cramped mausoleums and cairns they're supposed to be in), they will quickly close the distance on someone outside their turn, leaving them in someone's face to use 3 actions to strike-pursue-strike again. Alternatively, it moves into range and readies to Grapple or Trip for when the enemy moves away from the wight (or when they attack, or whichever other trigger you prefer). Once immobilised, it can just maintain grapple and wail on them with its sword. Once tripped, a PC can basically no longer do their combo. +12 Athletics means landing the grapple or trip is super easy, as is keeping the grapple going with it's first action (or tripping a character again) is almost a given, and then it has two sword strikes at +9 and +4, which against a level 1 PC is more than enough (especially since a succesful strike is likely to make them Drained 1 and make grappling easier) when they're off-guard. If it's facing a party of level 1s in a confined space, they'll be dead sooner rather than later if they don't adapt. Remember the thing is Int +1, it's likely smarter than many members of the party.
If you want to stick with having a construct companion, I'd probably get rid of Concentrated Fire for Advanced Construct Companion and use the 8th feat on Incredible Construct Companion. Concentrated Fire sadly just...doesn't scale, at all, and the mortar's AoE is small enough that pinging a single target when needed is just very easy. So getting more bang for your buck from your construct companion is a much better deal. If you want to deal more damage though the path is clear: Megavolt at either 6th or 8th, then Gigavolt at 12th. Nothing else Inventor can do even comes close, especially since Explode is dead weight on a Mortar Inventor. Seriously Paizo, why o why can't we just use Explode like a special mortar round?! As for carrying around a cannon, that's going to be cute more than useful in 99% of adventuring situations. And personally, I don't like them because they don't scale all that well. But if your party's into it, more power to you.
mattfactor80 wrote:
It's the first option. Think of your familiar abilities as a "pool" of points. Getting a specific familiar costs X points, and any left over can be spent as you wish. A Nosoi normally costs 5 points, but Improved Familiar reduces it to 3 points, leaving you 1 extra point with which to "buy" any ability you choose, following normal restrictions regarding level and prerequisites: a Nosoi doesn't have Tough as a familiar ability, for example, so you couldn't give it the Construct ability. But you could give it Tough, and later, when you get Incredible Familiar, you would have 6 familiar abilities, minus 3 from Nosoi, and you coudl give it Tough, Construct and Fast Movement, for example. EDIT: Forgot to add, this is explained in the section for Specific Familiars, where it says: "If your familiar gains more abilities than the required number of abilities, you can use the remaining abilities to select additional familiar and master abilities as normal."
Baarogue wrote: The problem with using Reactions to Movement to establish reaction timing is that IT is an exception to the general rule of Actions with Triggers on PC1 p.414, and that bit at the end is just returning to the status quo of reactions happening AFTER their trigger Reactions occur after the trigger, yes, but this doesn't mean the enemy gets to complete the triggering action even if it isn't disrupted. If a caster in reach of a Fighter uses Cast a Spell, and the Spell has the Manipulate trait, it triggers Reactive Strike. If the strike is a hit, it won't disrupt the action, but if may just kill the caster. If the damage is enough to get the caster to 0 HP, does the spell go off? I think most people here would say "No", and they would stil say "No" even if Reactive Strike didn't disrupt manipualte actions.* If a Thaumaturge with Implement's Interruption hits and kills an enemy when they try to Demoralize the Thaumaturge with a normal hit, does the Demoralize go through? Again, I'd say No, and I'm pretty sure most people would agree. Which means Reactive Strike/Implement's Interruption/Other such reactions are occuring at some point between the actions being expended but before the activity resolves. And this all comes back to what does it mean to use an action or activity? (which is the verbiage of quite a lot of reactions) When do I use it, when I declare I will and spend actions, or after its completed? Clearly for reactions to be able to Disrupt it has to be the former, otherwise the correct way to play them is to let the triggering action resolve, then check to see if the Reaction disrupts it and then retroactively erase it's effects if disrupted. But I've never seen anyone run it this way. To bring it back to the Ready discussion, I pose this question: If your players are facing the certified classic (tm) situation of a cult member about to stab a sacrificial victim tied to an altar, and a player says "I ready an action to shoot them when they try to stab the victim", would you have the bad guy stab the victim, then get shot, or would you say the character gets to shoot (and maybe kill) the guy before they get to stab the victim? *I was looking for spells that had Move but not Manipulate to put in this example to make it clearer even on a crit, but the only one is Unfolding Wind Crash so it'd be more of a corner case than anything.
Trip.H wrote:
I'm not Hammerjack, but I don't think they're arguing over when the trigger happens, just what the trigger is. The rules state here that triggers like "when they use a concentrate action" or "when they have X amount of hit points" don't work. Therefore, something like "I Ready for a specific stage of resolving an action, where the enemy has spent their action but not had an effect yet", as Hammerjack says, wouldn't fly. It'd need to be something like "I ready to stride away when they try to attack me" or "I ready to leap away when they come within 15 feet of me" or "I ready to burrow when they cast a spell that includes me as the target". And I don't see any of these as particularly powerful. You're giving up 2 actions and a Reaction for this to pop off, and it's not guaranteed. The Guardian example above is in fact pretty bad. If the monster just goes after your friend, you basically took a one action turn for 0 gain. It was a complete waste. You would've been better off using Taunting Strike, Raising your shield and doing something else. It can in fact be detrimental, since they could attack you, you move, then they move, strike a friend, and because you avoided their attack you're now out of position and can't use Intercept Strike to help your friend. There's a lot of context that depends heavily on the encounter that makes this strategy worthless, which is why I've never bothered to use it and I've only seen it from my players like, three times.
Trip.H wrote:
There's Dimensional Assault with its obvious problems (although you can totally teleport next to a friend and slap them nonlethally with a fist, flavor it as bumping into them). There's also Shrink the Span. We also used to have Dimensional Steps but that one's no longer available I don't think. Stride doesn't happen in 5 foot chunks though, it's 1 action, same as Leap. RAW allows both, and both work exactly the same way. A GM that thinks one is cheesy will likely think the other is cheese as well, since it doesn't really matter how you're moving out of range, just that you are. And both get slapped with Reactions on the way out (if the enemy has any), so it's not a huge difference.
I mean this works, sure, though....why Leap? Obviously if you're surrounded by Difficult Terrain it will carry you farther, but a Monk (or anyone, really) can just select Stride and you'll move more with less investment, no? Though now I have a very funny image of a high level character with Cat Fall, Quick Jump and Cloud Jump Readying a High Jump to dodge attacks Paper Mario style.
Balkoth wrote:
A character doesn't get one reaction per enemy turn, they get one reaction per round regardless of the number of enemies, which can be increased by class features or feats. That said, as others have pointed out, your GM is simply wrong here. MAP applies during your turn, so reactions you take during other people's turns never suffer MAP unless specified (like the Ready action). And to top it all off, Reactive Strike is a reaction with a further clause that it never adds to or suffers from MAP. You make all your Reactive Strikes at your full attack bonus, it doesn't matter when they happen.
NorrKnekten wrote:
I really don't think there is a difference between "You're fascinated" vs "You gain the fascinated condition". It's basically the same thing. Compare Overwhelming Presence with a spell like Burning Blossoms or a feat like Fearful Symmetry. Both of them use the same language as Overwhelming Presence (the target is fascinated) but both of them also call out exceptions to how the fascinated condition normally works. Or, again, Confusion. Confusion states in Failure and Critical Failure "The target is confused for 1 minute", and 1 minute is the duration of the spell. Does that mean you can't end it early by damaging the target and having them succeed a DC 11 flat check?
The Total Package wrote:
Yes, it does. Fascinated immediately ends if you do a hostile action against the Fascinated enemy or that enemy's allies. This spell doesn't change that. If you don't use hostile actions, Fascinated lasts as long as the spell lasts (aka, until tribute is paid in full). The secondary effect of the target being unable to use hostile actions against you does persist for the whole duration of the spell though. It's common for this to happen with spells. Fascinated, as a condition, has no end state beyond hostile activity. It can go on forever. The spell adds an end state (Fascinated ends when the spell ends) and keeps the original break condition (hostile actions). It's very similar to the Confusion spell: just because the spell says you're Confused for 1 minute on Failure and Critical Failure doesn't mean you can't slap someone out early by damaging them, per the Confused rules. It just means if you don't manage to do it, the confused condition goes away in 1 minute.
Balkoth wrote:
If we look at the rules for Multiple Attack Penalty you will see that it says it does not apply to attacks made outside of your turn. Moreover, as Red Metal points out, Reactive Strike itself says it does not suffer from nor contribute to MAP. Every time you use Reactive Strike, whether on your turn or someone else's, it will be without MAP, no exceptions.
All characters have hearing as an imprecise sense (at least by default) which means if you're Blinded you can still detect people using your hearing, they'll simply be Hidden (per the rules in Imprecise Senses ). For any action that targets a hidden creature you'll need to pass a DC 11 flat check or it will fail (per the rules on the Hidden condition). Your Reaction does not target your ally, per se, and so it cannot fail. The Strike you make as part of Retributive Strike though does target the enemy so that one can fail if you don't pass the flat check. Other than these wrinkles though the reaction still functions as normal. Nothing in the Blinded condition says you can't use Reactions, so as long as the triggers are met you can take them. Just at very reduced efficiency in some cases. Compare for example with a reaction like Nimble Dodge where the trigger specifies you must be able to see the attacker. If you're blinded, you can't see them, so you can't use it. But Retributive Strike doesn't have this restriction, so it works fine. EDIT: Also, forgot to say that you don't need the enemy to be in your reach for you to use Retributive Strike. You can use the Reaction at any range if both the enemy and your ally are in your aura. You only get to strike if the enemy is in Reach, but the damage reduction happens regardless.
The Raven Black wrote:
But this doesn't really work? If we look at effects that have duration in rounds (of which there are a lot), they do not work with your definition of rounds. If you have Enemy A, Enemy B, Bard, Enemy C, Fighter and the Bard casts Courageous Anthem on their turn, the spell won't end when the Fighter finishes their turn (which would be the End of Round 1), nor will it end when the Fighter finishes their 2nd turn (which would be the End of Round 2). Per the rules on durations, it will end at the beginning of the Bard's turn on Round 2. This is expressly shown here and here. Delay has to use different wording because it is taking you out of the initiative order, but the intent is clear, when they mean "a full round" they mean "when your pre-delay initiative would come around again". Because that's how all round based tracking works in PF2e.
The Raven Black wrote:
You are in the right in theory, but your example is wrong IMO. Lets say it's 3 enemies, you, and your Buddy, and the initiative ends up like this: Enemy A
Round 1, Enemy A, and Enemy B take their turns. You choose to Delay on your turn. Enemy C goes, and you don't re-enter initiative.
We now begin Round 2. Enemy A goes, and you do not re-enter initiative.
At this point, you have spent 1 whole round in Delay, so per the rules you now come back into initiative in your original position, having lost all your actions from Round 1. Because you can only re-enter as a free action triggered by the end of another creature's turn, there is no difference in this example between coming in after Enemy B or just letting Delay run its course and being reinserted normally. It also means you can only ever "gain" initiative if there are 2 or more creatures before you. If you go second, there is no way to ever go first.* *At least, I think. If, in our example, you re-enter initiative after Your Buddy, I'm not sure if rules-wise you now become the last guy to take your turn on Round 1, or the first guy to take your turn on Round 2. But on the other hand I'm not entirely sure if this changes anything with regards to effects, so it might just be a non-issue.
Like Hammerjack said, you're adding those traits to the normal Shield Bash , allowing you to give your shield weapon runes and a few neat traits instead of a die upgrade through Shield Spikes/Boss.
I have derailed this thread enough, especially considering I answered OPs question ages ago, but I will respond to these two points before exiting the thread: CASTILLIANO wrote: In the same vein, EVERY martial MCD should then have high-level options for improving that specific Class MCD. That would demonstrate your mindset among the devs. This is simply nonsensical, because it assumes the developers want your multiclass DCs to be as good as your base class DC, which is clearly not the case. The multiclass dedications that get upgrades to Class DC are those that have several features that benefit from it. It doesn't matter that Multiclass Fighter DC never goes past Trained, because the only Fighter feature that you can get from the Archetype that uses Class DC is Dazing Blow. It doesn't matter that Rogue DC never goes past trained, because the only thing that uses Class DC is Twin Distraction. You're under the impression that having a lower class DC on a multiclass Archetype is crippling when the reality is most classes have 1, maybe 2 feats between level 1 and 10 that even use Class DC. The classes that do care about their class DC get upgrades so they don't suffer as badly. Which is a clear sign that development intent is for each Class to use their own Class DC. CASTILLIANO wrote: It actually takes a touch of RPG sophistication to get to your interpretation, so kudos, but I think that's a point against it. I find this funny because it does not really take sophistication to realise that when a feat I took from my Fighter class says to use Class DC, I should use my Fighter Class DC. And when a feat I got from my Monk Archetype (which gives me Monk Class DC) says to use Class DC, it's quite natural to think it means Monk Class DC. Because otherwise, why give me specific Class DCs? That's just the most straightforward interpretation.
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