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This background reads thus: "Some event, be it an accident, attack, or disaster, has left you horribly scarred by magic. Your body no longer tolerates magical healing, and you can't use magic, forcing you to rely on gadgets and ingenuity where others trust in spells and magical items. You might have been well-versed in magic before, or barely familiar with its use. This event may have injured your body in visible ways, but no matter the extent of your injuries, your body no longer interacts with healing magic in any capacity. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Crafting skill and the Medicine skill. You gain the Battle Medicine skill feat, and a +1 circumstance bonus to saving throws against spells. Healing spells, healing magic items, and magical effects with the healing trait have no effect on you." The flavour text specifically says "and you can't use magic", but the rules text below only details blocks on magical healing spells, items and magical effects with the healing trait. So on that basis, does this background stop a player who has spell slots from casting spells? Is the flavour text just clumsily worded and intended to be referring to healing, or is the intent to not allow the player to cast any spells at all? ![]()
I realised the other day that I had just assumed you roll damage on a per-target basis for a spell like Fireball, but I had never actually confirmed that in the rules one way or another. Now that I'm looking, I have failed to locate any rules relevant to AOE damage rolls. Can anyone clear up for me whether you roll a Fireball's damage once, and apply that same damage to all targets, or whether you roll damage on a per-target basis? Spoken to a number of other GMs about this and it seems there is a roughly 50/50 split among the people I know, and none of them could point at anything RAW either! Thanks! ![]()
Hoping someone who has run the AP can provide me some basic info on it. I just got my book so I haven't been able to fully read it yet, but one of my players really likes the Hallowed Necromancer from Book of the Dead and wants to know if it is a viable archetype in AV. If they ran with that archetype, are they going to be punished due to a general lack of undead, or will it potentially be a rewarding choice? ![]()
I've been trying to work out if an Investigator with a Gunslinger dedication is workable. It seems there are some nice potential synergies, since Devise a Stratagem allows you to not fire (and thus need to reload) if you're wasting a shot. If you go Way of the Pistolero and build a Charisma investigator, at level 10 the Slinger's Reload allows you to Demoralize when you reload, which would allow for this kind of turn: > DAS (and Recall Knowledge with the Know Weaknesses feat)
Has anyone tried an Investigator with Gunslinger dedication? If so, how did you find it? This is a free archetype game, which should make things easier. ![]()
If you have a Witch Dedication, your familiar knows two cantrips, and you get to prepare one. If you then take Cantrip Expansion, you can prepare up to three cantrips, but you only know two. Since cantrips don't come on scrolls and familiars learn spells by eating the scrolls, your familiar can't learn any new cantrips which means you can prepare more cantrips than you ever know. This is exacerbated if you want to take the Cantrip Connection familiar ability, since that would mean can prepare four cantrips but only know two. Is there a rule which covers situations where you can prepare more cantrips than you know? The Basic spellcasting feats all mention that you learn new spells when you obtain a new spell slot, but the cantrip based abilities don't have that text. Am I missing something, or can you just not take Cantrip Expansion with a Witch Dedication? Is there an alternative route to the familiar learning more cantrips? ![]()
I'm going to be playing an investigator soon, and I'm trying to plan out which skill feats to pick up; this is my first time playing a heavy skill based class in PF2, so the number of choices is a bit overwhelming! I'm going to be running with a Alchemical Sciences or Forensic Medicine ranged (shortbow) investigator. I am currently planning on picking up Arcane Sense and Streetwise, since I think those will be handy additions to my toolkit. The former gives me a reliable way of finding magical influences, and the latter allows me to use society in place of Diplomacy for Gather Information, which seems thematically appropriate. Any other suggestions those who have played the class can make? ![]()
Since Illusory Object at 2nd level includes sound, and you could fit a compact-ish orchestra into a 20 foot square, would it be fair to allow a Bard to summon up an illusory orchestra to accompany them on a performance requiring more instrument noises than the one they are playing could produce? From reading the spell description I can't see any obvious wording that would rule this out, so I'd be inclined to allow it (not the least because it's cool for the Bardic performance aspect), but wanted to get the thoughts of others. EDIT: obviously the orchestra couldn't move from their position, but they could animate naturally per the spell description. ![]()
Does anyone happen to know if there is any support in the rules for wearing a musical instrument? For example, mounting a drum to a belt, or wearing an accordion around your neck? As near as I can tell, the rules require an action to get an instrument out, but it seems to me that some instruments are potentially very easy to secure on the person without requiring actions to access them. It doesn't seem like a small drum on the hip would need an action to retrieve, for example. ![]()
I'm a bit unsure about Hymn of Healing's duration via subsequent sustains, and I'm hoping someone can clarify it for me. Hymn of Healing can be sustained up to 4 rounds. So does this mean you cast it round one and can sustain on turns 2,3,4 and 5 (i.e. four sustains), or does the initial round of casting count towards the duration (cast round 1, sustain 2,3,4, expires)? ![]()
Hello all, I will soon be taking part in my first 2e game and I wanted to get some feedback from seasoned players over the relative differences between various classes. It's difficult to get a real sense of how things properly fit together without having played. I'm not 100% sure what the other players are making yet (session 0 is upcoming) so I want to make sure I have a decent understanding of the lay of the land before we work out the specifics of our party. I suspect I'll end up in a support (buff or debuff), controller or healing style of role. I therefore have a few questions: 1. What are the play differences of the Bard, Sorcerer, Druid and Cleric healing styles?
Appreciate any insights here, it's hard to get a good "feel" for things when you haven't yet played in a game. :) Current Campaign
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