Castilliano wrote:
When it comes to RAW, Raven Black is correct. The spell says you're doing a Trip, so the rules of Trip apply. The spell grants an exception to use Spell Attack instead of the usual check, so you do that, along with a range exception because the spell has a Range. There's no exception for any other rules of Trip/Grab/etc. Now, should you run it that way? I probably wouldn't because doing so really limits what the spell can work on without taking Titan Wrestler. That'd be a house rule, but it's a totally reasonable one. People just need to keep the two distinct.
I'm confused by what you mean here. The Clockwork Macuahuitl is a level 8 item, so slapping +1 striking on it doesn't lower its price to 100g because it's still a level 8 item after you add the runes. Unlike say a longsword, which goes from level 0 to level 4 when you add the runes. Additionally, the "base magic weapons" where the savings come from say they cover common weapons: Quote: Many magic weapons are created by etching runes onto them. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes. Theoretically you'd get a discount here when you put +2 on it, but given that it's a rare base item you could exclude it from the "basic magic weapons" formula entirely.
The answers above are pretty much all correct. I just choose to ignore them, hah. In my games, you can try again on a failure. You lost an action and got nothing, that was punishment enough. That also makes Hypercognition worth casting far more often since the cases when you actually need it are usually against harder enemies where you're more likely to fail.
Balkoth wrote:
Creating a NPC with it is perfectly reasonable. MOST of the NPCs having it is not. It requires Master Acrobatics, which is something a pretty wide swath of NPCs will never have. And if you built them as PCs they'd still not have it because those skill increases are needed in something else. That's the disconnect here: the impression your giving is it's being handed out all over the place and that's just not how creature building is supposed to work.
Balkoth wrote:
I don't think those NPCs actually have it in the book, though. It's an extremely rare ability on any NPC, and I don't think either of those have it. Your GM seems to either be adding it all over the place or is making a mistake in understanding that it's not something just any character can do. Quote: And again, I'm used to most players taking it if they're martialish, and even many non-martials. That's not even remotely my experience but there will be table variation in what PCs do. Quote: Which means it feels like prone is just less significant at higher levels (not a bad thing) but it means Crashing Slam needs to be a bigger improvement to be worth taking given that. It's not when the PCs are inflicting it. It's still a very strong debuff even at high level. Unless your GM is just giving everything an automatic "nope" on it, at least. But there's literally no ability in the game that wouldn't look weak if your GM actively lets everything easily counter it.
Unicore wrote: Is there anything with a weakness to holy and to spirit damage? Everything that has Holy weakness if you've got a Shining Symbol.
Dragonborn3 wrote: Allow other alchemical dedications/class features to recharge versatile vials for their specific feature. This brings them in line with the (freshly edited errata for) Firework Technician. Herbalist, Investigators, etc. This was just removed from Firework Technician except for its pyrotechnics specifically, so I doubt anyone else will be getting it.
The Raven Black wrote:
Nothing in RAW says persistent damage is area damage. Persistent damage is a condition and that governs how it works. Noting in there says that it behaves differently if the source is a burst or a single target attack. Since nothing says it changes based on the source, RAW it doesn't. Quote:
RAW? No. Because it's just applying the condition and from there it's the condition doing the damage. Narratively? I'd 100% run it so that it does. The Raven Black wrote: Would persistent damage from a holy source not trigger weakness to holy each time the target takes damage ? If the persistent damage still has the Holy trait, it would. But if it's fire damage from a flaming rune crit? Probably not, depending on how it became holy. Champions add Holy to their strikes, but the Persistent Damage condition is not a strike and Flaming rune is not Sanctified. So it wouldn't carry over there.
Mature Animal Companion was also updated Quote: Page 130: The Mature Animal Companion feat’s wording didn’t work as intended for animal companions with Speeds beyond land Speeds. Replace the second sentence of the second paragraph with the following: “During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed).” Note: The 2nd printing mistakenly excluded “Fly” from the list.
RAW no. Persistent damage is a condition and it lacks the area trait. Narratively? It absolutely makes sense that if you set them on fire with an area/splash effect, that trait should carry over to the persistent damage. GMs should feel encouraged to say "that makes narrative sense so I'm going to give it to you."
Claxon wrote:
Disruptive Stance really shines with a Reach weapon because they can't just step away from you and avoid reactions entirely. Amusingly given this thread, it also works great with Prone enemies who also have a hard time getting away with you. Crashing Slam is nice if your goal is to make enemies Prone and someone else isn't doing it for you. Since the reactive strike with a d12 2h weapon is going to hurt a whole lot when they stand up. People in this threads often view these things as either/or choices, but players in my experience are a lot more likely to view this and go "why not both?" Even if it takes a few levels to get both of them online, it can absolutely ruin the day of whatever you hit with it. (I also find it really amusing when people claim stuff like every martial has Kip up. I'm GMing two games and playing in one and across all of those 14 characters, literally one has Kip Up. Lots of players never put enough into Acrobatics to get that and you can go for entire chapters of APs where literally nothing will try and Trip.)
Unicore wrote:
True, yeah. I stand by Dominate though, that would be silly.
JiCi wrote:
If this is how Spellstrike works, every smart Magus is going to prepare multiple slow spells. This is so comically busted that it would be the best thing to do since it'll win fights. Hell, slap a Dominate on there while you're at it. Attack rolls are WAY easier to alter via buffs and debuffs than saves are. This will just make Magus better than the full casters are at landing effects like this. And throwing out debuffs to saves based on proficiency? Absolutely ludicrous.
With how fast wealth scales up in the system, getting a higher level item doesn't throw things out of whack that long. It can be really cool if it happens as a narrative reward, or just as a surprise treasure hidden in a secret stash or something. Players think its awesome because its something they literally couldn't get yet. But in a couple of levels it's generally back in line anyway. The point for GMs? Don't be afraid to go over the suggested level when giving out treasure if it'll be a cool moment. Don't do it all the time because it ceases to be special in that case, but its not something worth stressing a ton over. Especially with scrolls, because as mentioned above the DCs and such are still those of the person using the scroll. A good spell at a key moment from a scroll can swing a fight, but it's not like they'll be taking on stuff 6 levels above them because they have it.
Are you comparing archetypes, or dedications? Because Exemplar Dedication is better than Champion Dedication with some of the stuff it can give. Archetypes as a whole its a different picture, especially if you have Free Archetype. Champion archetype in a FA game is incredible. But in a core/PFS game where you're more feat limited, Exemplar is giving you a ton for a single feat.
Claxon wrote:
Yeah, this. Taking Risky Surgery with the plan to use it with Assurance doesn't really make much sense because it's just not very good, even setting aside that it makes no thematic sense whatsoever. The average gain is around 4.5 HP, and you have a ~10% chance of doing less healing by doing this. That is really poor value from a skill feat. If you're using Risky Surgery, you should probably use that +2 to go for a higher DC and get significantly more healing.
The Raven Black wrote: I wonder how many monsters have multiple weaknesses. And if their defenses and HP total take the official definition of damage instance into account. A lot of demons, for one. And yes they do tend to have higher HP than monsters without weakness. In the creature building guidelines its suggested that if you add weaknesses you should also add more HP. But I don't think most of them are designed with the expectation that "weakness fire 10" can proc 3 times every hit. You need a LOT more HP for that and then it'd feel lousy to anyone who isn't able to do the damage type in question because it becomes a "bullet sponge" type enemy.
Balkoth wrote:
Oh I totally get why people read it that way and it's not out of ill intent. :) Sorry if it came across wrong. Players just tend to read things in a positive way. It's totally normal. But the difference in wording between the two illustrates the point:
While those are effectively the same outcome since Trip knocks someone prone, one of them is doing the Trip and everything that comes along with it (including the Attack trait). The other one is simply "target goes prone as a rider on this attack." Balance wise? eh. Slam Down is good and Crashing Slam removes a failure chance from it. I feel like it's still worth taking if you're building in that direction anyway, even if some other feats can be considered better.
Theaitetos wrote:
In a home game I'd allow it since they're both remaster books and letting the player pick really won't hurt anything. In PFS, generally speaking the newest release is considered errata/current and will be the one you use. Barring a PFS ruling, that's how I'd probably see it there. I'd definitely post this in the errata thread and/or the Pathfinder Society specific forum because it's definitely weird. As to why it was changed here from there? No idea. Maybe they ran out of page count in Divine Mysteries to print Trance of Celerity and thus just used a preexisting one. But it is in this book. Quote:
I'd suggest posting this in the errata thread because yeah, failing a counteract check is a different thing than failing to counteract and the distinction matters.
I'm reminded of a post here when mythic was new. Someone's group ran some test fights to try it out. In one of them, they landed Decree of Execution on Treerazor, giving Weakness All 20. So anyone with a +3 weapon with 3 damage runes on it (a reasonable expectation at level 20) was getting +80 damage every strike. It was easily more than doubling the total damage output, and they melted Treerazor. That required a specific mythic ability to land to pull off. Now you just need an enemy with a weakness or a way to create a weakness, and the ability to stack sources of damage to exploit it. It's going to be more common. I like weaknesses and resistances and I think they make combat more interesting. But I don't think being able to proc the same fire resistance 4 times every strike is good for the game because it has such a warping effect on total damage output. The flipside, of course, is it makes spells like Blazing Armory better, and I do like buff spells feeling good. It's also possible that the setup cost to do this will be so much work that most players just won't bother, in which case it won't actually make that much of a difference in overall play. Sometimes we stress about this stuff and then it just isn't a problem in practice, you know? :)
This is why Assurance is good with Medicine. It's a case where Assurance can meet a lot of the checks, and some of those checks are cases where guaranteed success is worth less potential healing. You may not use it on every check, but you're never going to kill someone via a poorly timed nat 1 Battle Medicine.
The big problem I have with this is that it acts as a substantial buff in power if you have enough system mastery to take advantage of it. For someone running around with a fairly standard astral flaming weapon, not much really changes. But once you know to stack multiple different sources of damage and then get a weakness up so that applies multiple times? You've got a significant damage multiplier. That can make fights faster, but it's only going to make fights faster with characters/groups that are set up specifically to exploit it. In a game without that (either with new players are players that just don't dig into the rules like this), combat hasn't really spread up significantly. Some of the scenarios I'm seeing posted by more optimization minded folks are DRAMATICALLY stronger. Generally speaking, boosting the power of system mastery like this makes it harder to plan combats and makes the encounter building rules less reliable. Do I need to buff combats for a group using this? Or have enemies also start taking advantage of it? Or do I just accept that one group will melt enemies quickly and another won't? I don't really have good answers to that at this point. Unquestionably, the good news is that we actually have an answer that we can all work from now in terms of understanding how things are intended to work. And if I want to house rule that, I can. That's better than the situation we had where there wasn't really a common understanding of how this actually worked, with large table variance and the closest thing to a consensus we had was "do what Foundry does even if it's not actually correct just because people understand it." I'm just not confident that this direction is the right one. I haven't had a lot of time this weekend to really understand what it means so I'm still kind of processing it.
Deriven Firelion wrote: I don't like weaknesses set as high as they are. Makes the fights way too easy against the toughest monsters. As the others have stated, flaming rune will activate the weakness just fine doing more base damage as well. Weaknesses are fun when they're somewhat limited in how often you can proc them. Like if an enemy is weak to X and you can proc that once per attack? That's cool. The idea that you could proc that multiple times per attack is going to just melt enemies. We saw that when a poster here ran some Mythic fights to try the system out, someone landed Decree of Execution to give Weakness All 20 to Treerazor, and proceeded to melt him in no time flat. You get a +3 Holy Thundering Shocking weapon and that's 80 extra damage every hit. I don't think that kind of outcome is the direction things should be going, especially in more standard play.
Zalabim wrote:
It implies that whoever wrote that didn't know what Stunned 1 means, yeah. Because even before the errata it would have still blocked reactions in this case. That's par for the course for PC2. It was a messy book with a lot of errors.
The problem with this is it becomes so specific that it's going to very rarely get used. We really don't need an Elf specific archtype, especially with how many ancestries get so little support as it is. Devote some of that page space and effort into giving some more attention to the ones that don't get it, instead of even more niche stuff for the already supported ones.
I'd dispute the notion that Crashing Slam was nerfed, rather than clarified. Nothing in the original version said that the usual rules of Trip didn't apply, and that would include incrementing MAP after you do it. All it did was give you an automatic critical success outcome. People read that in a way favourable to them, as players are wont to do. All this change does is telling people to stop doing that.
We did some research last week in the campaign I'm in, and know that next week we're fighting enemies that can do a couple of things:
Note that since this was done in downtime research, its possible some of it is wrong, but I feel fairly confident in the above. So I'm trying to come up with ways to boost our chances against those. Party is level 16 and has a 2h Fighter, Amulet/Mirror/Shield Thaumaturge (with scroll esoterica), Cosmos Oracle with arcane Sorcerer archetype (me!), and Bomber Alchemist. We are currently in a city so can shop/craft and have a few days of downtime available. Here's what I have so far:
Any other suggestions that might help? Thanks! :)
bugleyman wrote:
Yeah that wasn't aimed at you, it was aimed at Unicore. I agree with you, after all. :) Quote:
Yep. Unfortunately that didn't happen. There is no official ruling. So the option that's left is a ruling/house rule and just tell your players this is how it will be because RAW is silly in this case. It isn't the first time that's been the case and it won't be the last. I've had to do that with a player now and then where at some point my answer simply becomes "I know you don't agree but I'm not running it RAW and as the GM I get to make that call." They can run it differently if they run a campaign.
ScooterScoots wrote:
Literally a core assumption of the game is that uncommon and rare stuff isn't automatically available and needs GM approval. And it's a good thing, since it's pretty easy for a GM to turn off if they don't care, while it's much harder to go in the other direction. Some people have just forgotten that and long for the days of "an AP book printed a Runelord specific spell that hasn't existed for thousands of years, but I'm allowed to just know it somehow as a level 5 wizard on level up because RAW says so."
Witch of Miracles wrote:
It's pretty rare if you're not making up custom creatures. So this not something that will happen frequently. But in a game where PCs are doing it, it's absolutely fair game for the GM to do the same thing. That's how I tend to resolve a lot of edge case "players are arguing this should work" type of things. I say "if that works, it works for the NPCs too". Players often decide that it's not actually so great when that happens. But in general all this errata really does is resets back to "Stunned 1 means losing 1 action", which is what it does anyway. There's now no longer a timing edge case where Stunned 1 can be transformed into "Stunned 1 round", which is far stronger (and rarer) condition. Which is fine, really, since if it happens organically you're still taking an action away from a creature that likely planned its turn based on having it. It's just not worth playing edge case timing trickery to try to set up. This also happens to be the way a lot of people were running it anyway based on previous dev feedback about the edge case, so it's a relatively easy errata to make.
Unicore wrote:
The problem with this is that "you can delay as long as you want" is intuitive. You leave initiative. When you want to act, you enter initiative at that point. That's the rule. Done. If you for some reason delay for more than an entire round of turns, you didn't do anything and that's that. But it works properly in all cases. If you're first in the order, or middle of the order, or last in the order. It's simple, consistent, and easy to run. The idea that you can delay as long as you want unless there's a round end in there at which point you can't isn't that. It's more complicated to run and creates silly cases like if you're last in the order you're just not allowed to delay. This is a case where a simpler rule that doesn't worry about rounds at all works better than a more complex rule that does. SuperParkourio wrote:
Great news!
Teridax wrote:
Alchemist is also very much its own thing with how it works, while Psychic is a caster with a gimmick. We have a lot of casters with a gimmick and you can compare them pretty directly like you said. That really doesn't work in Psychic's favour. As we saw with legacy Oracle, people can have fun with a class even if its not that powerful if the mechanics let them do things that they enjoy. Alchemist is kind of like that. It's still a messy, weird class, but it can be a lot of fun. My son is playing a Bomber in Spore War and having a blast with it. Quote: This may be just my own perception, but it felt to me like there was this initial wave of cope when the remaster changes first leaked: although nobody was saying “this is great for the Psychic actually,” there were a few people trying to downplay the impact of the remaster, bring more attention to the buffs, or rationalize justifications for the nerfs to imaginary weapon and the MC archetype. Since then, I think that’s died down and people have become more willing to admit that the remaster is underwhelming, but it’s happened before when content got released to the public that was particularly poorly-designed or balanced. Opinions tend to shift over time as people get more used to the changes. Especially as this was a weird one where a relatively small number of people actually had the changes and everyone else was working off whatever they posted, so it was kind of an incomplete picture. But yeah, it was a pretty underwhelming set of changes and I don't think it helped the perception of Psychic as a class any. It feels like a premaster caster living in a remaster world.
Trip.H wrote: Man the hivemind is just completely out of touch on this one. Hurling insults around is always the mark of someone who is on sound reasoning. Quote:
Those things all actually do that, all the time. That's literally what they do. Stunned 1 in the overwhelming majority of cases will remove 1 action. It will not take away an entire turn, outside of a timing based edge case. I can't tell if you actually don't understand this or if you're just being deliberately obtuse. Quote:
Not nearly as much as folks are whining about an obviously wonky edge case being corrected, to borrow your phrasing. I do love it when people make up a case of whining to hurl as an accusation while they are actively guilty of whining.
NorrKnekten wrote:
huh. Well its possible that last "spring" is a typo there, but it would make sense if they mean that it'll be coming in the spring (since its still winter after all). That would be good news! :)
Witch of Miracles wrote:
Reactive Strike or any other reaction with a Stunned rider is the easiest way. That doesn't require any action economy: it just messes with players turns. But it can also be done in the same way players can do it, which would only make sense when fighting groups of enemies rather than a single large one. But if the GM has more creatures in play than the players do, they have the action economy to try it. It's also just a bad interaction. Stunned 1 removes 1 action. It should not remove potentially 4 actions just because of timing. That never made sense.
Amaya/Polaris wrote:
This is the spring batch, I think? It's labelled "spring 2026". Would be great if they can get it out soon though.
Witch of Miracles wrote:
Except that enemies can do this too. Turn this back around on players and go "oh your turn ends before you get to do anything because I just made you stunned 1 as a reaction" is unfun nonsense. This was always pretty clearly an edge case interaction that wasn't intended and never should have been run RAW because the outcome was absurd. It absolutely needed to be fixed, and they fixed it the correct way by changing the interaction so that it works more consistently with the power level Stunned is supposed to be. The fact that some ridiculous edge case interactions don't work now is just how it goes, but GMs never should have let them work in the first place.
NorrKnekten wrote:
A quick read is that it looks similar to what Foundry is already doing. Will have to get more indepth later because those rules have a lot of edge cases, but it doesn't look like Foundry is all that off the mark.
Some pretty good stuff in here, including a bunch of clarifications that aren't errata. I love to see that! Some of this will need some digging into to really digest. Like Fireworks Technician changes and Instance of Damage. Stunned is in here too which is nice. I did see that Witches were clarified so that you do need your familiar to refocus. Which is what the rules already said unless you just exclude that whole bit about "you refocus by communing with your familiar" to somehow mean you can do that without your familiar. I'm glad to put that "it's flavour text so doesn't count!" nonsense to rest. Unfortunately no Oracle repertoire fix as PC2 doesn't seem to have been touched at all. Pretty frustrating on this one since it's been causing significant real world confusion for a long time.
SuperParkourio wrote: Ooh, the oracle thing *is* weird. Is there any example of a spontaneous caster whose default spell progression is smaller than their default spell *slot* progression? Not that I know of. Not even Oracle until the first errata changed half the numbers in the text to match the table and not the other half. That's whats so stupid about this. The necessary change is literally the other half of a change they already did, to change "two" to "three" and "three" to "four". This is the easiest errata in the world since they literally already did it once and just didn't do it in both places it needed changing. And yet they can't even manage to get that done after over a year and counting. (They also still haven't fixed the iconic Oracle AFAIK which just doesn't follow any version of the text.) Like, I feel bad for OP here who has no chance of getting an official answer and thus the best we can do amounts to "RAW is X and we run it like Y because Z reasons." Because when we can't even get answers to the most basic things that should be really easy, what hope is there for anything else?
Unicore wrote:
Except they aren't providing official answers either. This is literally the most basic function of a spontaneous caster with numerous examples in the game. It should not take 14 months to fix this. It's not "they're not providing unofficial answers." It's "they're not providing answers." People need to stop reaching to try and defend this and call it what it is. It's the same thing with this initiative question. If someone actually wanted to answer this, it would require a conversation to determine intent and a mechanism to release that as an answer, like the FAQ they used to have. Paizo has just backslid horrifiically on this aspect of product quality.
bugleyman wrote: I am the GM. And while the rules seem quite clear to me, my players brought this up, and I wanted to do my due diligence before just shutting them down. A search returned this thread, as well as multiple Reddit threads -- meaning this has come up before -- but no official answer. I guess I just genuinely expected this to be a quick check in the FAQ to clear it up, but I guess this question isn't asked frequently enough to warrant inclusion (which seems odd, given that issuing a ruling on a message board is effectively free, and Paizo has deliberately designed an extremely codified system in PF2...but I digress). Unfortunately it's not about "this not being asked frequently enough". Paizo does not answer rules questions about PF2 outside of errata. Full stop. They haven't in years, ever since people like Mark Siefer left. We can't get anything answered these days. Hell, we can't even get errata right now for absurdly basic questions like "how many spells are in an Oracle repertoire?" where the rulebook literally contradicts itself in the same block of text. It's extremely frustrating.
graystone wrote: Let me just look up 'instance of damage'... Zing! ;) (I tried to put an emoji in here and it broke the forum) But yes, that's an absolutely terrible pick for an example since it raises more questions than it answers. I'd assume its meant to prevent double dipping if a spell does damage multiple times to one target.
If Starfinder 2e content is allowed by your GM, Ysoki Prehensile Tail feat solves part of it by effectively giving you another "hand". You're still paying the actions but you don't have to regrip or swap weapons to do it. Otherwise there's limited ways to do this. Even Alchemist itself doesn't have a "interact/quick alchemy an elixir and drink it in one action" ability AFAIK that doesn't involve a Familiar (bombs do and that is what makes Quick Bomber so good).
benwilsher18 wrote:
I said they're the worst casting class in the first comment and this is a continuation of that thought. A Ranger deciding to use an archetype spell is not a caster class. But no, I pretty rarely see that. Those classes usually have something better to do with their actions until pretty late in the game when they could theoretically cast something like Synesthesia, but if the group has a caster they can probably do that instead and then those folks will pound the debuffed enemy into the ground. If your Monk is casting attack spells, something has gone sideways.
benwilsher18 wrote:
It's significantly worse, though. The only class it's "a bit worse" than is Summoner. It's a lot worse than anyone else. Quote: It isn't uncommon to encounter enemies that will take similar or more damage on average from a regular Strike + a Fortitude/Reflex targeting cantrip than they will from Spellstriking with Gouging Claw + Recharge, even considering the lower spellcasting proficiency of the Magus compared to full casters. All it takes is for that enemy to have a low save that is 3-5 lower than their AC +10. Except that to do this you now need to have multiple cantrips devoted to hitting saves, in addition to the ones you need for Spellstrike, including if you want anything for weakness/resist/immunity cases, and you need more than one damage type otherwise immunity hits you real hard. You'll have a lower DC than a full caster due to the KAS, probably not maxing INT because it's a pretty MAD class (especially if you want a good dedication, but even without that INT just doesn't do much for your best attack and you need other things), and a bunch of levels of delayed proficiency. Ironic considering you're talking about specializing too much and lacking versatility, but cramming your spell list this full of different kinds of attack spells leaves no room for anything else like utility things. And yeah, Dedications are a thing and help the class a lot. It doesn't help that people often want to take something else because a lot of Magus feats just aren't that good. People gravitate to spellstrike because it's both good and fun. When you're not doing that, the class really doesn't have a ton else on offer. So naturally people want to get the strong, fun thing more often rather than building around turns where you can't do that and the class doesn't have a lot on offer. |