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Awesome. Thanks all for providing clarification on this. For some reason I just didn't think to check the Search exploration activity text since most of these seemed to me to be for "long distance travel" and not walking in a dungeon.

I especially liked the "1/3 of the room" thing and "10 minutes at a time".

And yes, I did mention to my PCs that they are not really searching the rooms for anything... but they seem to be ok with that so far.

Thanks again.


Hi,

Ive been trying to wrap my head around this. Not even sure this is a specific P2e question or more about how things are presumed to work in PnP-RPGs and I'm a bit of an novice GM.

Here are some questions i have about Seek:

1) A PC walks into a room. There is no encounter but there is some hidden treasure with a predetermined perception DC. Would you as a GM automatically roll a secret perception check or would you not let the player spot the treasure unless the PC states they are Seeking?

2) Example above; does it really take 1 action out of combat to do a seek on a 10' range around the character? That's 2 seconds. Or is the action only meant to be used in combat to seek for undetected characters etc. If so, how long does Seek take during exploration?

3) I'm playing Age of Ashes right now. In many places it says if the players spend 10 or 20 or even 30 minutes searching a room, they find X (sometimes in combination with perception checks). Would you as a GM tell them these times before they start or just have the PCs decide how much they waste in each room looting?

Any input would be much appreciated.


Aratorin wrote:
Zhamer00 wrote:

Hi,

Just a quick question on this feat. It says:

Quote:
You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list (Pathfinder Core Rulebook 314). You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

At the same time, the core book says this about the Innate Spells:

core,p302 wrote:
...You also can’t heighten innate spells...

Does this feat description imply that this innate spell does get heightened? If this is the case then why didn't the feat just say "you get one more cantrip even if you are not a spellcaster"?

Any input would be greatly appreciated.

This is for Innate Spells that are not Cantrips. Pg 302 says a lot more than what you quoted.

Quote:

Innate Spells

Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren’t a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.You’re always trained in spell attack rolls and spell DCs for your innate spells, even if you aren’t otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.If you have an innate spell, you can cast it, even if it’s not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same
...

Well.. don't I feel silly. I guess the moral of this story is; "Don't interrupt yourself reading the same paragraph 10 times because you forget what you read in the beginning."

Thanks all!


Hi,

Just a quick question on this feat. It says:

Quote:
You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list (Pathfinder Core Rulebook 314). You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

At the same time, the core book says this about the Innate Spells:

core,p302 wrote:
...You also can’t heighten innate spells...

Does this feat description imply that this innate spell does get heightened? If this is the case then why didn't the feat just say "you get one more cantrip even if you are not a spellcaster"?

Any input would be greatly appreciated.


Thanks everyone. That's some amazing good feedback. I will have the caster roll once and each target roll just the save.

Much appreciated.


YogoZuno wrote:
I suspect the roller of the damage has never been in question. The real question is just do you roll once per effect, or once per target. Corwyn's last quote weakly implies once per effect.

Yes exactly. I'm just thinking it would be devastating to the party if enemy wizard rolled 36 with a single fireball and everyone had to do save on that... would be more lenient each character had its roll. But thats a lot of rolling too...


Hi,

Not sure why but I cannot find this info in the rule book. If two creatures are affected by a area damage effect like the Fireball Spell, does each creature roll its own damage or does the caster roll once for all creatures in the area? (I know each creature still does individual Reflex save)


Thanks everyone!

Just one more question about splash. Is it a burst or emanation?


Not that is written but wouldnt that be a decent use of Step?


hmm... Thanks for the clarification.

That is somewhat where I was leaning but I didnt catch on to the details of flaming rune persistent damage. So let me write some examples for you to make sure I understand.

I hit a target with a lesser acid flask with a crit:
1) Target takes 2 acid damage immediately
2) Target and any creature within 5 feet takes 1 acid splash damage
3) at the end of the targets turn, they roll 2D6 for persistent acid damage and keep doing it until target succeeds a flat dc 15 check

So moving on to say lesser Alchemist’s Fire with a crit:
1) Target takes 2D8 fire damage immediately
2) Target and any creature within 5 feet takes 1 fire splash damage
3) at the end of the targets turn, they take 2 persistent fire damage and keep doing it until target succeeds a flat dc 15 check

Seem right?


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Hi,

I have some questions about Alchemist Bombs, Damage, and Critical Hits. It seems I keep finding conflicting information in the core rule book. At least, that's how I am interpreting it.

Concerning Acid flask. Here's what Im looking at:

Core p451 - DOUBLING AND HALVING DAMAGE wrote:
Benefits you gain specifically from a critical hit, like the flaming weapon Rune’s persistent fire damage or the extra damage die from the fatal weapon trait, aren’t doubled.
Core p544 - Spash Trait wrote:

Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage.

...
You don’t multiply splash damage on a critical hit.

For example, if you threw a lesser acid flask and hit your target, that creature would take 1d6 persistent acid damage and 1 acid splash damage. All other creatures within 5 feet of it would take 1 acid splash damage. On a critical hit, the target would take 2d6 persistent acid damage, but the splash damage would still be 1. If you missed, the target would take 1 splash damage. If you critically failed, no one would take any damage.

Core p544 - Acid Flask Description wrote:
This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage.
Core p545 - Lesser Acid Flask damage wrote:
It deals 1d6 persistent acid damage and 1 acid splash damage.

1) I thought persistent damage was not affected by critical hits. This conflicts with quotes from pages 451 vs 544.

2) In the Acid flask description, there is a simple acid damage (not the splash one) that is not listed in the example or the Lesser Acid Flask damage block.

Any idea?