If the objective is to reward creativity at GM discretion I would consider the following: The Tangible Dream
Amp When you amp the spell, you can create a particularly distracting illusion as part of its normal effects. Choose an unoccupied square within the spell's range. The illusion in that square provides flanking for a single melee attack made before the beginning of your next turn. If you Sustain the spell, the details of the illusion change and shift to keep your enemies unsettled; the flanking illusion's duration extends until the beginning of your next turn and you can move it to any unoccupied square in the spell's range. The flanking illusion can't provide its benefit against any creature who has disbelieved the figment. Create a Diversion
Zombie Trait
Illusory Creature
Vague Senses
Scent
TLDR;
Just depends on how you run combat decisions for the creatures, and how realistic you feel the course of action would be for the creature. The fact that Create a Diversion doesn't work to distract them from you as a player because of the mental trait means that they would just ignore this thing entirely once within 15' of it. Given that the use was creative and well intended, and I don't expect players to have read all those rules, I would be lenient the first time it was used in that manner, award a hero point for creativity, and explain that moving forward creatures wouldn't be using attacks on Figments. Creative uses of it outside combat and pre-combat because it has the subtle trait I would reward in some way. Typically anything a player does outside of RAW that is creative is going to get rewarded from me within reason. If there is something I can tell I am going to deny based on RAW, I will ask the player what they are intending to do, explain the RAW, explain how to achieve the outcome they were hoping for, let them pick a different action entirely or switch to the more appropriate one to achieve the outcome they wanted.
For Only the Worthy your wrote: This is the ability of Thor’s hammer, and even better; it applies all the time; not just dependent on your divine spark’s location. It also applies to all of your worn and weapon Ikons. You can spend an action to activate your weapon as though it were an Immovable Rod that scales off your class DC, and can be placed over prone creatures to make them waste actions. This results in very effective and punishing combat maneuver artists: trip an enemy, then drop your weapon on them. Their turn, they’ll escape (remember that Escape has the [Attack] trait) and cause your weapon to fly back to your hand automatically, then stand up from prone, which triggers your Reactive Strike, and now you’ve wasted two of their actions plus given them a -5 penalty on any attack they might make as their third action. This also completely destroys any caster types, who may be unable to successfully escape and cannot cast most spells with just 1 action. The feat does this:
A caster is likely to just cast while prone. I wouldn't assume NPCs are going to waste 2 actions to try to escape and then stand.
Flexible Spellcaster: During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard. You can cast any of the spells in your collection by using a spell slot of an appropriate level. Halycon Spells: Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can’t heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can’t select a halcyon spell as a signature spell. I am still not clear if I add Heal to my spell list and book if the specific language from Flexible Spellcaster enables that Heal to be cast at 9th level if it is out of a collection. It feels like we have 2 specific rulings here, and when I look up the rules on spell lists, spell books, spells, and every rule I can find it appears this is just GM discretion on which specific should take priority. Since I always rule in favor of what is stronger for the players I am inclined to allow the selection of 7th level and lower spells from non Arcane lists, but allow the casting of them at any level based on the bolded part in Flexible Spellcaster.
Flexibile Spellcaster
I am asking for RAW interpretations only. I will use a Wizard for this example, although this doesn't specifically apply only to Wizard. So RAW it is possible with these 3 selections to have access to cast every spell in the game from your Wizard slots. Cascade Bearer lets you add any spell to your Hspell list/spell book. Halycon lets you cast Haylcon spells from your Wizard slots. Flexible Spellcaster lets you pick any spells from your spellbook to add to your collection. Now just for fun we use Spell Blending as a specialist on this Wizard. We also consider a FA build. This Wizard take a casting archetype(lets say Witch). We blend the Curriculum Spell and one of the Archetype spells for our blends to create Wizard slots which by RAW is legal. So what we end up with is essentially a Wizard with a collection of 25 spells that can come from any tradition, that are all able to be upcast or down cast like a signature spell would(while not being a signature spells) that cast from Wizard slots. (Limit on non arcane spells picked is only 3 can be picked from each of the levels 1-6 slots, and only 2 from the level 7 slot)
It says "a target" because multiple Diabolic spells have the potential to hit more than a single target. This allows you to pick a target that was hit by an AoE. This doesn't mean you can hit a target completely unaffected by the spell, a target that rolled a success on its save, or a target that you failed an attack roll against.
Which way are you ruling Jagged Berms? It feels like you can make a RAW case for either of the diagrams below. ♒♒♒♒♒♒♒♒♒⬜⬜⬜⬜⬜
You conjure up to six cube-shaped mounds of packed earth. Each appears in an unoccupied square within 120 feet, fills its square, and provides cover. A mound has AC 10, Hardness 10, and 20 HP, and is immune to critical hits and precision damage. If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends. Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes 2d6 piercing damage. Destroying a mound also destroys its stakes. ⬜♒⬜⬜♒⬜⬜♒⬜⬜⬜⬜⬜⬜
You conjure up to six cube-shaped mounds of packed earth. Each appears in an unoccupied square within 120 feet, fills its square, and provides cover. A mound has AC 10, Hardness 10, and 20 HP, and is immune to critical hits and precision damage. If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends. Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes 2d6 piercing damage. Destroying a mound also destroys its stakes. I am ruling all adjacent squares to the square the berm is in can have spikes. I am also ruling that while the berm itself has to be in an unoccupied square, the spikes can be in occupied squares, but they don't deal damage to anything currently occupying the square. Am I missing something in the RAW that clearly states one of these is correct, or is it really GM discretion on adjacent vs "sides" and which takes priority in the ruling?
Gortle wrote:
If we look at Tumble Through for comparison to Balance. It is also a movement action, but it specifically states: You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. The Balance action does not have this specificity. There is no Balance free action, there is no Balance reaction that exist in this game. Winter Sleet isn't asking for a free Acrobatics to be rolled. Winter sleet is saying that if you don't use the move action Balance you fall.
Cordell Kintner wrote:
You aren't in a situation that requires the Balance action until you choose to be with Winter Sleet if you are entering it with your stride. It would work the same as using 1 action to stride, stopping your stride at the appropriate point, then using a 2nd action to step to avoid triggering AoO. The difference is in this case you are stopping where you would need to in order to meet the Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature. for Balance, so that you can use a 2nd action to Balance. If you chose not to do that, Winter Sleet is very clear that you will automatically go prone.
You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. This states what is being used to counter. This means spell level would be used to determine the counteract level.
Cordell Kintner wrote:
You would stop in the first square of uneven ground you entered so that you could meet the conditions to use the Balance action the next turn, or per the rules on Uneven Ground: Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. It is similar to how Climb works. You use a stride to get to the square where you want to Climb with an action. Then you use another action to Climb. You don't get to combine movement between 2 different move actions.
magnuskn wrote:
You would keep the feat and still be able to use it. Even if we reference Retraining, it specifically states the prerequisites need to be met at the time of taking the original feat which we did in this example. You would not be able to take Elemental Overlap again once you fork the path, but you would keep the original Elemental Overlap since you met the prerequisites at the time, and still meet the prerequisites to have it based on the selections made when it was originally taken. What choices you make after taking the feat in subsequent levels do not invalidate this.
shroudb wrote:
Please see point 5. Looking at the RAW, here is how interactions with Winter Sleet would work: 1) The water impulse junction does allow you to move a creature you hit or that fails it's save against a water impulse. This move immediately triggers the creature to go prone, since it is unable to use the single action "balance" and it moved. 2) All push/pull effects that happen to a creature in the aura immediately cause the creature to go prone, since they are unable to use the single action "balance" and it moved. 3) Any creature that is prone in the aura will immediately go prone if they attempt to stand while inside the aura, since they are unable to take a single "balance" action to stand. A prone creature must crawl outside the Aura in order to use the action "stand" without immediately falling prone. 4) Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone. Winter Sleet states that "Surfaces in your kinetic aura are coated in slippery ice. A creature that moves on this uneven ground immediately falls unless it Balances (DC 15). A creature is off-guard on the ice, as normal for uneven ground." 5) A GM could rule that "or the like" under the forced movement rule qualifies as a "dangerous place". In all cases, the GM makes the final call if there’s doubt on where forced movement can move a creature.
Yvhv_Weide wrote:
Elemental Familiar (Kineticist) says you gain an elemental familiar with the trait of one of your kinetic elements. It says nothing about required abilities. You would pick the 2 abilities as normal if you gained a familiar from this feat.
CookieLord wrote: Can the concealed condition granted by Clear as Air be used to sneak? No, sneak requires that you are undetected. You are not undetected when concealed. The concealed condition granted by Clear as Air does not specifically state that you can use it's concealed condition to sneak.
Ravingdork wrote: Can Counter Element be used to counteract a non-magical effect, such as an alchemist's bomb? If so, how does that work exactly? Effects rules say that you can. Counteracting rules state that you would use the item level of the bomb to calculate the DC in the counteract check.
Ravingdork wrote:
Large creatures occupy all 4 squares. Using Jagged Berms and Scorching Column as the example, the Large creature would move through 6 squares and take damage from all 6 squares.
Ravingdork wrote:
Bulk of Creatures gives you their Bulk. You would add their creature bulk and the bulk they are carrying to your current bulk and compare it to Bulk Limits to determine if it is possible and if you are encumbered.
Pixel Popper wrote:
Because willing/unwilling isn't used in Winter Sleet as it is in other spells and abilities where the creature's own volition matters in the outcome, the general use of "move" would be more appropriate since the specific of willing/unwilling you are inferring isn't stated. Flinging Updraft is a Kineticist feat that shows how that wording is used. We also see the use of willing/unwilling in the Water Impulse Junction itself regarding movement.
Cordell Kintner wrote: I would say the Water impulse junction can not move a creature into your aura with this stance on. If they were Pushed or Pulled into the aura, they would get an automatic Balance check (no actions required) to not fall. The only reason it's a "Balance" check and not an acrobatics check, is so creatures with some sort of bonus to Balance checks specifically (like the Steady Balance skill feat) can make use of them. Balance is an action and not a passive check in pathfinder 2e. The only reason it requires the action Balance instead of an Acrobatics check is because the rules were written that way for Uneven Ground and Winter Sleet.
eboats wrote:
1) The water impulse junction does allow you to move a creature you hit or that fails it's save against a water impulse. This move immediately triggers the creature to go prone, since it is unable to use the single action "balance" and it moved. Fixed point 1, since the aura junction has no interaction.
Deus Ciplin wrote:
The exact meaning is: A creature that moves on this uneven ground immediately falls unless it uses the action Balance. Winter Sleet says nothing about requiring the movement to have the move trait in order to trigger immediately falling.
Looking at the RAW, here is how interactions with Winter Sleet would work: 1) The aura junction does allow you to move a creature you hit or that fails it's save against a water impulse. This move immediately triggers the creature to go prone, since it is unable to use the single action "balance" and it moved. 2) All push/pull effects that happen to a creature in the aura immediately cause the creature to go prone, since they are unable to use the single action "balance" and it moved. 3) Any creature that is prone in the aura will immediately go prone if they attempt to stand while inside the aura, since they are unable to take a single "balance" action to stand. A prone creature must crawl outside the Aura in order to use the action "stand" without immediately falling prone. 4) Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone. Winter Sleet states that "Surfaces in your kinetic aura are coated in slippery ice. A creature that moves on this uneven ground immediately falls unless it Balances (DC 15). A creature is off-guard on the ice, as normal for uneven ground." 5) A GM could rule that "or the like" under the forced movement rule qualifies as a "dangerous place". In all cases, the GM makes the final call if there’s doubt on where forced movement can move a creature.
eboats wrote: All weapons are considered permanent items. Where is that written? Magic Items under crafting and treasure: These items are divided into two subcategories for ease of reference: consumable magic items, including ammunition, oils, potions, and talismans. Permanent items consist of armor, held items, runes, shields, staves, wands, weapons, and worn items. We know Alchemical items are not magical. We know Alchemical Bombs are weapons. I am looking at the part here that says permanent items consist of weapons. This is the best reference I can find. As a side note: Even if it were determined that Alchemical Bombs were not permanent, it would not impact the interaction with the Thrower's Bandolier. A weapon doesn't need to be permanent to be stored in the Bandolier nor does it need to be in order to be attuned to it. The runes on the Bandolier are replicated to anything attuned to it. Replicated is different than etching, and I think people are getting caught up on the wrong thing in regards to the Bandolier. While bombs may be considered a consumable item AND a weapon because there is nothing specific that says consumable items aren't permanent, and weapons are considered permanent, and we have an example of a consumable item(runestone) that is considered permanent there isn't sufficient RAW to say that Bombs aren't permanent. You can sell them. They last until used. Weapons last until destroyed. There isn't any RAW that I can find that suggests Bombs aren't considered permanent. That treasure table you linked certainly does create confusion taken by itself though.
breithauptclan wrote:
I believe I understand what you mean. The weapon still has damage dice. They are just rolled at a different time.
breithauptclan wrote:
Alchemical Bombs are weapons. All weapons are considered permanent items. Bombs are not consumable items. Bombs are weapons with the consumable trait. The consumable trait and rules on consumable have no wording specifically stating that items with the consumable trait are not permanent. Using "specific overrides general" rule in the General rule you linked we see there is no specific ruling that would disqualify Alchemical Bombs as permanent simply because it has the consumable trait. Intention is completely subjective. While I do enjoy balance discussions my initial post was simply meant to provide information on how the RAW currently works in regards to the Thrower's Bandolier and bombs. My personal opinion is that it was designed to work exactly like this, and was not an oversight. I don't think the RAW on how it works makes it unbalanced, but again this completely subjective. Someone would have to do the math to provide some objective information about the balance though.
breithauptclan wrote:
That is a great question. Looking at the rule for Damage: Damage is sometimes given as a fixed amount, but more often than not you’ll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties. Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below. Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll. Determine the damage type. Apply the target’s immunities, weaknesses, and resistances to the damage. If any damage remains, reduce the target’s Hit Points by that amount. In this case we have 1(fixed damage) + 1d6(damage dice) persistent(condition) acid(type) + splash(bonus damage). This weapon does both fixed damage and damage with damage dice. There is no "initial" damage that happens prior to the roll. All of the damage is part of the formula that determines the result. If the Blowgun had a damage of 1 + 1dX it would benefit from the striking rune.
breithauptclan wrote:
I can't know what was intended. What was intended is not relevant to how RAW works mechanically. If the RAW isn't what is intended we will see an errata change. I have no interest in a cost exercise. Perpetual Infusions require the use of Quick Alchemy. The Quick Alchemy items would be gone by the start of my next turn. Additionally you must attune the weapons to the bandolier as part of your daily prep. It would only be possible to attune the Advanced Alchemy weapons you made during your daily prep to the Thrower's Bandolier.
breithauptclan wrote:
The lesser acid flask deals 1d6(damage dice) persistent(condition) acid(type) damage and 1 acid splash damage(bonus damage) While you could etch a striking rune on a blown gun it would have no impact. The blowgun has 0 damage dice + 1 flat damage. The striking rune doesn't increase the flat damage. The acid flask doesn't get the same treatment as the blowgun because it has damage dice listed as d6.
breithauptclan wrote:
How are you getting to 1d1? A blowgun has a flat damage of 1 with no damage dice. A d1 isn't a die that I am aware of either.
breithauptclan wrote:
Runestones also have a specific rule saying that runes can be etched onto them. I am unaware of this specific rule. Please share it with me. The Affixed or Etched rule that I am quoting uses runestones as an example of a permanent item when it says "such as". That isn't a rule about runestones nor is it stating that armor, weapons, and runestones are the only permanent items in the game. If runestones which have the consumable trait are considered permanent items then it follows that weapons with the consumable trait would be considered permanent items according to the rule I am referencing. Alchemical Bombs are a weapon. It doesn't say weapons with the consumable trait are not permanent. Consumable is just a trait on the Alchemical Bomb weapon. No weapon is "permanent" since they can all be destroyed. All weapons are classified as permanent items though.
breithauptclan wrote:
Persistent is a condition that changes how the damage is dealt. The acid flask has a damage die of d6.
breithauptclan wrote:
Affixed or Etched: Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit. A Runestone is considered a permanent item. Runestones have the consumable trait.
breithauptclan wrote:
Persistent Damage: Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends. The rule for persistent damage states that persistent damage has damage dice and follows the normal damage rules based on the results of an attack roll or saving throw.
Here is how I see the RAW on Bombs with Runes and the Thrower's Bandolier. Regarding the Permanent vs Temporary Item debate: Temporary items: Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger. Temporary items are clearly not up to the same quality as other items, so they typically can't be sold. If an ability doesn't list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn't already (unless it's a permanent effect). Consumables and Bombs can be sold and are permanent items. Affixed or Etched: Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit. Runestones themselves are consumable and specifically stated as valid permanent targets in the rule people are quoting. Regarding Bombs having damage dice: Some do and some don't. Alchemical Bombs have a damage entry in their profile, and it says varies. The damage dice for Alchemical fire would be D8. Just because it doesn't have the same damage dice for every bomb doesn't mean bombs don't have damage dice. Striking runes can be put on a lower level bomb to change the amount of damage die it rolls. Regarding the Thrower's Bandolier: This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. The rule for Alchemical Bombs: Bombs are martial thrown weapons with a range increment of 20 feet. Bombs are one-handed thrown weapons and can be sheathed in the Bandolier. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it. You can attune any weapon sheathed in it. Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Even though Bombs created with Advanced Alchemy have the Infused trait and are temporary, they can still benefit from the runes on the bandolier because they are replicated on the weapons sheathed in it. The runes are not etched on them. Replicating is different than etching. TLDR: Alchemists can have a +3 Major Striking Thrower's bandolier with Flaming, Shock, Frost runes etched on it. Any bombs stored in it that were created with Advanced Alchemy would do: 4d(whatever damage die size the bomb has) + its other normal bomb stuff + benefit from the property runes. |