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Goblin Squad Member. Organized Play Member. 55 posts. 1 review. No lists. No wishlists. 4 Organized Play characters.




A discussion on Discord got me curious enough to bring it up here...

Page 279 in CRB has this rule under "Counting Damage Dice":

Quote:
Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.

Would Fatal bump the die size of those "extra dice from abilities" that do not count as "weapon damage dice"?

My current view is no because those aren't really weapon damage dice. They are just extra dice of damage that are the same size as the weapon damage dice. If Fatal does increase their size, why don't they count when counting?

However, that brings up my more general gripe/question. If those are really weapon damage dice, they absolutely should count as such. If those aren't really weapon damage dice, they shouldn't be called weapon damage dice. As is, this is messy, unintuitive, and illogical. Since they don't "count", why weren't they called something else?


Reviewers have had Rage of Elements for a week (less?). A couple commented the book would be available on Jul 17. What am I missing? Why is the PDF not available until Aug 3?


I've spent the last 1.5 hours reading Errata/FAQ, Paizo forums, Reddit, and elsewhere and am still no closer to knowing if Dhampir are supposed to be damaged by the Heal spell. Can anyone point me to an official clarification/answer?

Basically, it comes down to three things:


  • * Heal saying "if the target is undead, you deal that amount of positive damage to it" (Dhampir are not undead)

  • * Dhampir ancestry saying "which means you are harmed by positive damage and healed by negative effects as if you were undead" but that is just descriptive text referencing Negative Healing

  • * Negative Healing trait says "A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead."

Strictly by RAW, I don't think the Dhampir should take damage from Heal but the description in Dhampir ancestry seems to indicate the intent is that they do take damage.


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First, one thing I've never understood about PFS - why are only some adventures/quests repeatable? Many other organized play have all adventures repeatable. Yes, I know some are written with random bits to make it not exactly the same.

Is there a solution to non-repeatables rarely being run (other than making everything repeatable)? For instance, at ConCurrent, 1-04 is not being run at all and Quest #6 is being run only once because no other GMs signed up (presumably because they would not get xp/etc) - there are clearly plenty of players that need it (I signed up the instant Warhorn went live and, by the time it refreshed, I was 7th (3rd on the waitlist) and that was 1 minute after it opened).


If you take Adopted Ancestry and later take Cultural Adaptability, do you gain Adopted Ancestry a second time? Does it still work if you take them in the reverse order?

The general rule is that you can not "select" the same feat multiple times (unless it says you can). However, if you select Cultural Adaptability, you are not selecting Adopted Ancestry (but you are gaining it).


Is the store down right now? I can (usually) view pages but trying to add any pdfs to the cart gives "Your request produced an error.".


For a CRB Half-Elf taking Elf Atavism, which Elf heritages should be legal?

Here's my take on them. What are your thoughts?

  • * Ancient Elf - I've seen the comment on the blog post saying it is not intended to be allowed. However, RAW, I don't see anything disallowing it (it doesn't even have an age requirement like Ancestral Longevity).
  • * Cavern Elf - allowed (despite the confusing example since Half-Elves do have low-light vision - I'm assuming this is future-proofing)
  • * Desert Elf - allowed
  • * Seer Elf - allowed
  • * Whisper Elf - allowed
  • * Woodland Elf - allowed


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D&D 5e has the same issue (but even worse)...

Why can I play a Fighter with a Str and Dex of 10 each but I can't take Fighter Dedication with the same attributes? It makes no sense.

Why do Fighter and Barbarian Dedication have two attribute prereqs when every other martial has only 1? Champion and Monk at least make sense historically as they've always been attribute-heavy. The Fighter in particular makes no sense - it's trivial to build a Str-based or Dex-based fighter with no use for the other attribute (either single or multiclass).