paizo.com Recent Posts by iNickedYerKnickerspaizo.com Recent Posts by iNickedYerKnickers2024-03-29T04:21:09Z2024-03-29T04:21:09ZRe: Forums: Advice: Looking to get enemy aggroPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43y4c?Looking-to-get-enemy-aggro#112024-02-28T00:33:30Z2024-02-27T17:33:40Z<p><a href="https://2e.aonprd.com/Ancestries.aspx?ID=54" target="_blank" rel="nofollow">Nagaji</a> with <a href="https://2e.aonprd.com/Feats.aspx?ID=3987" target="_blank" rel="nofollow">Hypnotic Lure</a> at level 5.</p>Nagaji with Hypnotic Lure at level 5.Pixel Popper (alias of iNickedYerKnickers)2024-02-27T17:33:40ZRe: Forums/Pathfinder Second Edition: General Discussion: ANCESTRIES IN THE REMASTERED PLAYER'S CORE 2 BOOKPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43xue?ANCESTRIES-IN-THE-REMASTERED-PLAYERS-CORE-2-BOOK#72024-02-10T21:17:09Z2024-02-07T18:12:39Z<div class="messageboard-quotee">Creator of Darknoth Chronicles wrote:</div><blockquote> <div class="messageboard-quotee">Dancing Wind wrote:</div><blockquote> WHY ARE YOU SHOUTING? </blockquote><p>How was I shouting?
</p>
</blockquote><p>Your thread title is in all capitals. Harkening back to old-school bulletin board chat rooms of the mid 90's, typing in all caps is considered shouting.Creator of Darknoth Chronicles wrote:Dancing Wind wrote: WHY ARE YOU SHOUTING?
How was I shouting?
Your thread title is in all capitals. Harkening back to old-school bulletin board chat rooms of the mid 90's, typing in all caps is considered shouting.Pixel Popper (alias of iNickedYerKnickers)2024-02-07T18:12:39ZRe: Forums: Advice: Using Reposition to swap places with an enemyPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43xky?Using-Reposition-to-swap-places-with-an-enemy#112024-01-27T00:06:38Z2024-01-22T19:01:39Z<div class="messageboard-quotee">Trip.H wrote:</div><blockquote>... I would have allowed it by preparing a Reaction to move yourself, once the Reposition to put them in your space triggers...</blockquote><p><a href="https://2e.aonprd.com/Actions.aspx?ID=82" target="_blank" rel="nofollow">Ready</a> is a two-action activity that ends your turn. You cannot Ready an action for two actions, then use the third action to trigger the readied reaction.Trip.H wrote:... I would have allowed it by preparing a Reaction to move yourself, once the Reposition to put them in your space triggers...
Ready is a two-action activity that ends your turn. You cannot Ready an action for two actions, then use the third action to trigger the readied reaction.Pixel Popper (alias of iNickedYerKnickers)2024-01-22T19:01:39ZRe: Forums: Advice: Are controller casters still a thing?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs42pju?Are-controller-casters-still-a-thing#252023-12-09T19:11:40Z2023-12-09T19:11:02Z<div class="messageboard-quotee">shroudb wrote:</div><blockquote> <div class="messageboard-quotee">SuperBidi wrote:</div><blockquote><p> I also think PF2 reduced the specialization that was there in PF1.
</p>
In PF2, a Barbarian can draw a bow without losing much efficiency, the bomber/mutagenist/etc Alchemist is no more a thing, and I think it's the same for casters. Any caster is a controller, as there is nearly nothing preventing you from being a great controller even without investment. So, to answer the question: No, controller casters are no more a "thing", but all casters are now controllers. </blockquote><p>What do you mean "lose no efficiency"?
<p>Rage is melee only and takes a feat to include throwing. </p>
<p>I don't think there's a way to get Rage on ranged ever. </blockquote><p>Raging Thrower class feat.shroudb wrote:SuperBidi wrote:I also think PF2 reduced the specialization that was there in PF1.
In PF2, a Barbarian can draw a bow without losing much efficiency, the bomber/mutagenist/etc Alchemist is no more a thing, and I think it's the same for casters. Any caster is a controller, as there is nearly nothing preventing you from being a great controller even without investment. So, to answer the question: No, controller casters are no more a "thing", but all casters are now controllers.
...Pixel Popper (alias of iNickedYerKnickers)2023-12-09T19:11:02ZRe: Forums/Pathfinder Second Edition: General Discussion: Your Take on Remastered?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vhf&page=7?Your-Take-on-Remastered#3032023-12-02T20:38:18Z2023-12-01T23:39:58Z<div class="messageboard-quotee">Orikkro wrote:</div><blockquote>There was 4 printings of the CRB already in a few short years...</blockquote><p>You <b>do</b> realize that 4 printings is <b>not</b> because of errors/errata, but <b>are</b> because of sales and running out of inventory, don't you? Reprinting just also happens to be a good time to incorporate error fixes and errata.Orikkro wrote:There was 4 printings of the CRB already in a few short years...
You do realize that 4 printings is not because of errors/errata, but are because of sales and running out of inventory, don't you? Reprinting just also happens to be a good time to incorporate error fixes and errata.Pixel Popper (alias of iNickedYerKnickers)2023-12-01T23:39:58ZRe: Forums/Pathfinder Second Edition: General Discussion: Why all the shade against AI art in roleplaying?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43wtl?Why-all-the-shade-against-AI-art-in-roleplaying#502023-12-29T07:44:26Z2023-11-30T18:11:44Z<div class="messageboard-quotee">Cyouni wrote:</div><blockquote>... there's been a massive push by companies to replace people (writers, artists, etc) by using AI to create something "good enough" to function for profit...</blockquote><p>Why is that any worse than automation to replace assembly line workers, kiosks to replace food server order takers and cashiers, or any other of the myriad examples of advancement replacing human labor (the printing press, industrial looms, bulldozers, harvesters, <i>ad nauseam</i>)?Cyouni wrote:... there's been a massive push by companies to replace people (writers, artists, etc) by using AI to create something "good enough" to function for profit...
Why is that any worse than automation to replace assembly line workers, kiosks to replace food server order takers and cashiers, or any other of the myriad examples of advancement replacing human labor (the printing press, industrial looms, bulldozers, harvesters, ad nauseam)?Pixel Popper (alias of iNickedYerKnickers)2023-11-30T18:11:44ZRe: Forums: Rules Discussion: Twin Feint + Thrown Weapons?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43wi8?Twin-Feint-Thrown-Weapons#172023-11-10T21:01:04Z2023-11-10T20:53:18Z<p>Dip into Gunslinger instead of Rogue, get <a href="https://2e.aonprd.com/Feats.aspx?ID=3162" target="_blank" rel="nofollow">Pistol Twirl</a>, and wield a <a href="https://2e.aonprd.com/Weapons.aspx?ID=335" target="_blank" rel="nofollow">Gauntlet Bow</a>...</p>Dip into Gunslinger instead of Rogue, get Pistol Twirl, and wield a Gauntlet Bow...Pixel Popper (alias of iNickedYerKnickers)2023-11-10T20:53:18ZRe: Forums: Rules Discussion: Remaster Dying with WoundedPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43whl&page=2?Remaster-Dying-with-Wounded#582023-11-14T23:02:42Z2023-11-10T00:46:49Z<div class="messageboard-quotee">aobst128 wrote:</div><blockquote> Yeah the parentheses are bugging me too </blockquote><p>Grammatically, removing a parenthetical doesn't materially change the meaning of a sentence. <b>IF</b> adding the wounded value to a failed recovery check is intended, then grammatically, the structure is completely wrong since removing the parenthetical <i>would</i> materially alter the instruction.aobst128 wrote:Yeah the parentheses are bugging me too
Grammatically, removing a parenthetical doesn't materially change the meaning of a sentence. IF adding the wounded value to a failed recovery check is intended, then grammatically, the structure is completely wrong since removing the parenthetical would materially alter the instruction.Pixel Popper (alias of iNickedYerKnickers)2023-11-10T00:46:49ZRe: Forums: Rules Discussion: Remaster Dying with WoundedPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43whl&page=2?Remaster-Dying-with-Wounded#552023-11-14T23:02:27Z2023-11-10T00:41:55Z<div class="messageboard-quotee">Fumarole wrote:</div><blockquote> <div class="messageboard-quotee">aobst128 wrote:</div><blockquote><p> Oh, I hadn't actually read the new rules. Yeah, adding 2 or more to your dying value on a failed recovery check while you're wounded doesn't sound right. Probably not the right interpretation.
</p>
</blockquote><p>Recovery Checks:
</p>
<b>Critical Success</b> Your dying value is reduced by 2.
<br />
<b>Success</b> Your dying value is reduced by 1.
<br />
<b>Failure</b> Your dying value increases by 1 (plus your wounded value, if any).
<br />
<b>Critical Failure</b> Your dying value increases by 2 (plus your wounded value, if any).</p>
<p>I fail to see how the above can be interpreted any way other than adding your wounded value when failing a recovery check...</blockquote><p>Remove the parenthesis (<i>e.g.</i> "Your dying value increases by 1 plus your wounded value, if any.") and you are absolutely correct.
<p>Adding the parenthesis, however, confuses things. They turn the "plus your wounded value, if any" statement into an afterthought tacked onto a passage that is grammatically complete without the additional statement.</p>Fumarole wrote:aobst128 wrote:Oh, I hadn't actually read the new rules. Yeah, adding 2 or more to your dying value on a failed recovery check while you're wounded doesn't sound right. Probably not the right interpretation.
Recovery Checks:
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded value, if any).
Critical Failure Your dying value increases by 2 (plus your wounded value, if any).I...Pixel Popper (alias of iNickedYerKnickers)2023-11-10T00:41:55ZRe: Forums/Pathfinder Second Edition: General Discussion: Paizo Blog: The Cleric RemasteredPixel Popper (alias of iNickedYerKnickers)https://paizo.com/community/blog/v5748dyo6sifk&page=5?The-Cleric-Remastered#2142023-11-09T08:03:13Z2023-11-08T17:47:03Z<div class="messageboard-quotee">pH unbalanced wrote:</div><blockquote> ... because one of the 2 ways to remove the Wounded condition is to be at full hp. </blockquote><p><b>and</b> rest for 10 minutes.pH unbalanced wrote:... because one of the 2 ways to remove the Wounded condition is to be at full hp.
and rest for 10 minutes.Pixel Popper (alias of iNickedYerKnickers)2023-11-08T17:47:03ZRe: Forums: Advice: Looking for a very specific buildPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43wh0?Looking-for-a-very-specific-build#32023-11-07T19:11:03Z2023-11-07T19:07:33Z<div class="messageboard-quotee">VampByDay wrote:</div><blockquote>Am I missing something? Is there another option here I'm not seeing? </blockquote><p>One-handed crossbow or pistol + Gunslinger Dedication into Pistol Twirl for a ranged Feint.VampByDay wrote:Am I missing something? Is there another option here I'm not seeing?
One-handed crossbow or pistol + Gunslinger Dedication into Pistol Twirl for a ranged Feint.Pixel Popper (alias of iNickedYerKnickers)2023-11-07T19:07:33ZRe: Forums/Pathfinder Second Edition: General Discussion: Remaster: It's the Little Things in LifePixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43wdk&page=2?Remaster-Its-the-Little-Things-in-Life#512023-11-04T18:33:11Z2023-11-03T17:20:11Z<div class="messageboard-quotee">Ravingdork wrote:</div><blockquote> <div class="messageboard-quotee">MaxAstro wrote:</div><blockquote>Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with <i>all</i> difficult terrain, even magical.</blockquote><p>What!? That's awesome! These quality of life changes just keep getting better and better.
<div class="messageboard-quotee">MaxAstro wrote:</div><blockquote>Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat! </blockquote><p>I saw this too. Super fun roleplaying potential there.
<p>"Just because I'm a hermit doesn't mean I'm alone." <b>•Casts <i>animal allies</i>.•</b> lol. </blockquote><p><a href="https://www.youtube.com/watch?v=miomuSGoPzI" target="_blank" rel="nofollow">Obligatory</a>Ravingdork wrote:MaxAstro wrote:Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with all difficult terrain, even magical.
What!? That's awesome! These quality of life changes just keep getting better and better. MaxAstro wrote:Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and...Pixel Popper (alias of iNickedYerKnickers)2023-11-03T17:20:11ZRe: Forums: Rules Discussion: Remastered: Additional LorePixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43we6?Remastered-Additional-Lore#32023-11-02T18:51:50Z2023-11-02T18:50:24Z<p>I don't know what the new, remastered text for Additional Lore is, but if it maintains the same "<i>You become trained...</i>" language, then it cannot apply to a Lore you already know as you are <b>already</b> trained and cannot become trained again.</p>I don't know what the new, remastered text for Additional Lore is, but if it maintains the same "You become trained..." language, then it cannot apply to a Lore you already know as you are already trained and cannot become trained again.Pixel Popper (alias of iNickedYerKnickers)2023-11-02T18:50:24ZRe: Forums/Pathfinder Second Edition: General Discussion: Remaster: Clarification on Dying rulesPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43wco&page=6?Remaster-Clarification-on-Dying-rules#2862023-11-02T18:37:51Z2023-11-02T18:05:47Z<div class="messageboard-quotee">Easl wrote:</div><blockquote>... because positive hp eliminates both conditions? </blockquote><p>Nope. The wounded condition is only removed in one of two ways:
<p><li> The character has Hit Points restored with Treat Wounds [aside: <b>not</b> Battle Medicine] —or—</p>
<p><li> The character is healed to full Hit Points <b>and</b> rests for 10 minutes.</p>
<p><a href="https://2e.aonprd.com/Rules.aspx?ID=379" target="_blank" rel="nofollow">Wounded</a><div class="messageboard-quotee">Source Core Rulebook pg. 460 4.0 wrote:</div><blockquote>You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn’t already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition’s value by your wounded value. <i>The wounded condition ends if someone successfully restores Hit Points to you <b>with Treat Wounds</b>, <b>or</b> if you are restored to full Hit Points and <b>rest for 10 minutes</b></i>.</blockquote><p>Easl wrote:... because positive hp eliminates both conditions?
Nope. The wounded condition is only removed in one of two ways: The character has Hit Points restored with Treat Wounds [aside: not Battle Medicine] --or--
The character is healed to full Hit Points and rests for 10 minutes.
WoundedSource Core Rulebook pg. 460 4.0 wrote:You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn’t already have the wounded condition....Pixel Popper (alias of iNickedYerKnickers)2023-11-02T18:05:47ZRe: Forums: Rules Discussion: Eidolon shared HPPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43w2o?Eidolon-shared-HP#302023-10-18T09:21:09Z2023-10-17T19:24:39Z<div class="messageboard-quotee">breithauptclan wrote:</div><blockquote> <div class="messageboard-quotee">The Raven Black wrote:</div><blockquote><p>Even the setting's lore confirms this with some eidolons bonding with generations after generations of Sarkoris' godcallers.</p>
<p>Hard to do if the eidolon only exists when manifested by the Summoner. </blockquote>Also hard for <a href="https://paizo.com/community/blog/tags/iconics/meetTheIconics" target="_blank" rel="nofollow">Ija, the Iconic Summoner</a> to have an imaginary friend as their Eidolon if it has to physically exist separately from the Summoner. </blockquote><p>Not at all. Ija can certainly <i>believe</i> their friend is imaginary, and their bias is confirmed by the fact that the eidolon is only physically here when they will it (manifest the eidolon). Ignorance of the eidolon's <i>other</i> existence (when not manifested) further reinforces the (mis)belief.breithauptclan wrote:The Raven Black wrote:Even the setting's lore confirms this with some eidolons bonding with generations after generations of Sarkoris' godcallers.
Hard to do if the eidolon only exists when manifested by the Summoner.
Also hard for Ija, the Iconic Summoner to have an imaginary friend as their Eidolon if it has to physically exist separately from the Summoner. Not at all. Ija can certainly believe their friend is imaginary, and their bias is confirmed by the fact that...Pixel Popper (alias of iNickedYerKnickers)2023-10-17T19:24:39ZRe: Forums: Rules Discussion: Is a net a weapon?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vvj?Is-a-net-a-weapon#82023-10-02T16:04:45Z2023-09-30T06:05:26Z<div class="messageboard-quotee">Sumshine wrote:</div><blockquote> This thread was created solely with the intention of verifying that nets are not weapons in pathfinder. I think that should be changed, since the only rules for it is an attack. How else would you define a weapon except by "its purpose is to attack someone or something else"? </blockquote><p>The primary purpose of a net is to catch or hold things. Using a net to hoist cargo is not attacking things. Casting a net to catch fish is, regardless of some pedantic arguments to the contrary, not attacking the fish in the common use of the word.
<p>A <a href="https://2e.aonprd.com/Equipment.aspx?ID=681" target="_blank" rel="nofollow">Net</a>, in PF2E, is an item that permits the gladiator-style use(s) for <a href="https://2e.aonprd.com/Traits.aspx?ID=184" target="_blank" rel="nofollow">grappling</a> at reach or thrown to hamper an enemy, but it is not classified as a zero-damage weapon of any sort.</p>Sumshine wrote:This thread was created solely with the intention of verifying that nets are not weapons in pathfinder. I think that should be changed, since the only rules for it is an attack. How else would you define a weapon except by "its purpose is to attack someone or something else"?
The primary purpose of a net is to catch or hold things. Using a net to hoist cargo is not attacking things. Casting a net to catch fish is, regardless of some pedantic arguments to the contrary, not...Pixel Popper (alias of iNickedYerKnickers)2023-09-30T06:05:26ZRe: Forums: Rules Discussion: Alchemists, we've been breaking some pretty clear Rules, and it's worth rabble-rousing to get it fixed.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vst&page=2?Alchemists-weve-been-breaking-some-pretty#772023-09-26T23:36:08Z2023-09-26T23:27:53Z<div class="messageboard-quotee">Trip.H wrote:</div><blockquote><p> As I have repeated, that is willfully ignoring what Infused says:</p>
<p>"You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. <b>Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.</b>"</blockquote><p>I did not ignore what infused says. In fact, review my example of the poisoned weapon: "Per the Injury trait, that oil/paste/powder/smear/substance/whatever stays on the weapon/ammo until either the weapon/ammo is used to make a strike <b><i>or until your next daily prep per the Infused trait</b></i>."
<div class="messageboard-quotee">Trip.H wrote:</div><blockquote>My reading of this is that both the item and effects created by it are put into a umbrella terms of "potent" and "inert." Any further reference to potency is to encompass both, such as in Feats, ect. Moreover, the end of effects is impossible to ignore within the Infused text.</blockquote><p>/sigh
<p>Read the <a href="https://2e.aonprd.com/Traits.aspx?ID=94" target="_blank" rel="nofollow">infused trait</a> <i>again</i>. I'll break it down:
<br />
<li> "<i>You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert</i>."
<br />
The <b><i>item</i></b> has a limited time before it becomes inert (<i>meaning that the <b>item</b> can no longer be activated</i>).</p>
<p><li> "<i>Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again</i>."
<br />
This is separate from the <b><i>item</i></b>, made all the more clear by the fact that it has its own sentence. Nothing in either sentence ties the effects from infused alchemical items to the term "inert". </p>
<div class="messageboard-quotee">Trip.H wrote:</div><blockquote>All Quick Alch does is change the timeout from "next daily prep" to the start of next turn.</blockquote><p>Quick alchemy makes zero reference to the durations of the <b><i>effects</i></b> generated by the items. Quick Alchemy changes two things with regards to infused item creation: (1.) the number of <i><b>items</b></i> created per infused reagent and (2.) the shelf-life of the <b><i>item</i></b> created.
<p>In no way does Quick Alchemy modify the durations of the effects.</p>
<div class="messageboard-quotee">Trip.H wrote:</div><blockquote><b>If the "becomes inert" does not encompass the caused effects, injury poison is already infinite.</b> The Perpetuals just make it easier to notice.</blockquote><p>You're plain wrong. Infused <b><i>items</i></b> become inert. Period. All stop.
<p>The second sentence in the infused trait covers the caused effects inclusing injury poisons applied to weapons.</p>
<p>If "becomes inert" encompasses the caused effects, as you disingenuously insist, then there is simply no need for the second sentence of the Infused Trait.</p>
<div class="messageboard-quotee">Trip.H wrote:</div><blockquote>This "willful refusal" to engage with that clause seems rather absurd to me, I don't get how the blurb specifically says "effects from your infused alchemical items" and so many just pretend it does not apply. As written, just the •afflictions• caused by the items are allowed to extend beyond the timeout.</blockquote><p>Wow. Your smarmy, patronizing is rising to new levels. Accusing me of failing to engage with the written text is utterly dishonest.
<p>I <b>am</b> engaging with the clause by explaining to you that the first sentence of the infused trait states that the infused <b><i>item</i></b> is short lived and "becomes inert". You are the one that is trying to extend that clause beyond its scope. <b>IF</b> the effects were included in that first sentence you would have a point. They are not. Paizo also did not write that "becoming inert means that the effects also end." Instead, they clarified what happens to the effects <b>separately</b> from what happens with the <b><i>item</i></b>. </p>
<div class="messageboard-quotee">Trip.H wrote:</div><blockquote>If you disagree with my reading of the Infused blurb, please say as such...</blockquote><p>Well let me make it clear: I disagree with you because you are wrong.Trip.H wrote:As I have repeated, that is willfully ignoring what Infused says:
"You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again."
I did not ignore what infused says. In fact, review my example of the poisoned weapon: "Per the Injury...Pixel Popper (alias of iNickedYerKnickers)2023-09-26T23:27:53ZRe: Forums: Rules Discussion: Alchemists, we've been breaking some pretty clear Rules, and it's worth rabble-rousing to get it fixed.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vst&page=2?Alchemists-weve-been-breaking-some-pretty#702023-09-29T22:13:51Z2023-09-26T20:41:36Z<div class="messageboard-quotee">Trip.H wrote:</div><blockquote>/snip</blockquote><p>For reference:
</p>
<li><a href="https://2e.aonprd.com/Traits.aspx?ID=36" target="_blank" rel="nofollow">Consumable Trait</a>:<div class="messageboard-quotee">Core Rulebook pg. 630 4.0 wrote:</div><blockquote>An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.</blockquote><li><a href="https://2e.aonprd.com/Traits.aspx?ID=97" target="_blank" rel="nofollow">Injury Trait</a>:<div class="messageboard-quotee">Core Rulebook pg. 550 4.0 wrote:</div><blockquote>An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.</blockquote><li><a href="https://2e.aonprd.com/Traits.aspx?ID=126" target="_blank" rel="nofollow">Poison Trait</a>:<div class="messageboard-quotee">Core Rulebook pg. 635 4.0 wrote:</div><blockquote>An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.</blockquote><p>-
<p>The problem with your continued assertion is that you are failing to grasp [<i>or willfully refusing to acknowledge?</i>] the distinction between the Alchemical Item and the effects it generates. It is not even that particularly nuanced, either. Quite simply, quick alchemy creates a short-lived item. As long as it is consumed in time, that item creates a potentially long-lived effect with its own duration that is wholly separate from the item itself.</p>
<p>When you use quick alchemy you create an Alchemical Item. We'll use your example of Clown Monarch. It is a level 5 item with the traits "Alchemy", "Consumable", "Injury", "Poison", and because it was made with quick alchemy, "Infused". <b>That</b> item, other feats and class abilities notwithstanding, must be <i>consumed</i> before the end of the turn, or else it becomes inert/impotent/powerless. </p>
<p>It is consumed by activating it and, since it is an injury poison, it is activated by applying it to a weapon or to ammunition. Once it is consumed, the item with all those traits no longer exists. Now, there is a oil/paste/powder/smear/substance/whatever on the weapon/ammo to which it was applied. <b>This</b> is wholly and completely separate from the alchemical item "Clown Monarch" which has now been consumed.</p>
<p>Per the Injury trait, that oil/paste/powder/smear/substance/whatever stays on the weapon/ammo until either the weapon/ammo is used to make a strike <b>or</b> until your next daily prep per the Infused trait.</p>
<p>If a successful strike is made with the poisoned weapon/ammo, then two things happen: (1.) the oil/paste/powder/smear/substance/whatever on the weapon/ammo is "consumed" and (2.) the target must succeed at a fortitude save or suffer the affliction caused by the poison.</p>
<p>Yes. That does mean that an Alchemist with the ability to quick alchemy injury poisons with perpetuals has the ability to freely make and apply poisons to the party's weapons and ammunition between encounters.</p>
<p>If your opinion is that that is too strong, by all means houserule it.
<br />
However, you most certainly have not suddenly discovered a glaring fault in how its been played after several years.</p>Trip.H wrote:/snip
For reference:
Consumable Trait:Core Rulebook pg. 630 4.0 wrote:An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
Injury Trait:Core Rulebook pg. 550 4.0 wrote:An injury poison is activated by applying it to a weapon or ammunition, and it...Pixel Popper (alias of iNickedYerKnickers)2023-09-26T20:41:36ZRe: Forums: Rules Discussion: Alchemists, we've been breaking some pretty clear Rules, and it's worth rabble-rousing to get it fixed.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vst?Alchemists-weve-been-breaking-some-pretty#102023-09-25T14:09:25Z2023-09-24T13:57:29Z<div class="messageboard-quotee">Trip.H wrote:</div><blockquote>There's no getting around it. The rules call out afflictions caused by alchemical items as the ••exception•• that get to remain after the item becomes inert. Any other non permanent effects, which includes an elixir buff or cloud of smoke, vanish when the item looses potency.</blockquote><p>The poisonous substance <i>on the blade</i> is not an affliction. The effect on a target that failed its fort save is an affliction. Huge difference. The poison, from an infused alchemical item, on the blade "evaporates" at the next prep. The effects of the poison on a target struck by such a poisoned weapon and failing its fort save does not.
<div class="messageboard-quotee">Quote:</div><blockquote><p>Please, please actually read the Quick Alchemy blurb. There's noting in there that even mentions activations/ect.</p>
<p>The "poison becomes infinite when its put on a blade" is completely made up, without any base rule to twist and justify itself. </blockquote><p>It doesn't have to mention activation because consumable alchemical items are used by activating them.
<p>Please, please actually read the <a href="https://2e.aonprd.com/Traits.aspx?ID=97" target="_blank" rel="nofollow">injury trait</a>:<div class="messageboard-quotee">Quote:</div><blockquote><b>An injury poison is activated by applying it to a weapon or ammunition, <i>and it affects the target of the first Strike made using the poisoned item.</i></b> If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.</blockquote><p>(Emphasis added.)
<p><li> An injury poison is activated by applying it to a weapon.</p>
<p><li> No duration to the application is listed. It lasts until the "first Strike made using the poisoned weapon."</p>
<div class="messageboard-quotee">Quote:</div><blockquote><div class="messageboard-quotee">Quote:</div><blockquote><p> A Toxicologist must spend two actions to apply a poison. [Snip]
</p>
</blockquote><p>Umm... no. Now I'm a bit worried for you.
<p>At LvL1, a feature of the Toxicologist is that applying Injury poison is a 1 action, not 2 action, activity.</blockquote><p>Doh! That was certainly a senior moment in reading. I totally skipped past "as a single action, rather than" ...Trip.H wrote:There's no getting around it. The rules call out afflictions caused by alchemical items as the **exception** that get to remain after the item becomes inert. Any other non permanent effects, which includes an elixir buff or cloud of smoke, vanish when the item looses potency.
The poisonous substance on the blade is not an affliction. The effect on a target that failed its fort save is an affliction. Huge difference. The poison, from an infused alchemical item, on the blade...Pixel Popper (alias of iNickedYerKnickers)2023-09-24T13:57:29ZRe: Forums: Rules Discussion: Alchemists, we've been breaking some pretty clear Rules, and it's worth rabble-rousing to get it fixed.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vst?Alchemists-weve-been-breaking-some-pretty#62023-09-25T21:23:50Z2023-09-24T05:55:37Z<div class="messageboard-quotee">Trip.H wrote:</div><blockquote> The catch is that activating the poison does nothing to extend its duration, hence the realization that even Smokestick clouds or elixir •••buffs••• are supposed to disappear at the Alch's next turn...</blockquote><p>Um... no.
<p>The effects of quick alch'd items do not end at the end of the turn. The ability to <b>activate</b> the alchemical item expires, if you will, at the end of the turn. If it is activated before then, it lasts its listed duration. </p>
<p>Thus, an injury poison applied to a weapon stays "active" on it the until the next strike with it (or, if Infused, the alchemist's next daily prep, whichever comes first).</p>
<p>When you quick alchemy an injury poison, feats notwithstanding, you have until the end of the turn to apply it to a weapon, or else it loses its Potency. However, when it is applied in the same round as it is quick alch'd, it remains on the weapon until used.</p>
<p>Otherwise, the alchemist would have to quick alchemy the poison, apply it, <b>and</b> strike all in the same turn. A Toxicologist must spend two actions to apply a poison. So, barring additional feats and/or later class features, unless they're Hasted, it's impossible to accomplish. Now <b>that</b> is TBTBT.</p>Trip.H wrote:The catch is that activating the poison does nothing to extend its duration, hence the realization that even Smokestick clouds or elixir ***buffs*** are supposed to disappear at the Alch's next turn...
Um... no. The effects of quick alch'd items do not end at the end of the turn. The ability to activate the alchemical item expires, if you will, at the end of the turn. If it is activated before then, it lasts its listed duration.
Thus, an injury poison applied to a weapon stays...Pixel Popper (alias of iNickedYerKnickers)2023-09-24T05:55:37ZRe: Forums: Rules Discussion: Alchemists, we've been breaking some pretty clear Rules, and it's worth rabble-rousing to get it fixed.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vst?Alchemists-weve-been-breaking-some-pretty#32023-09-24T19:02:13Z2023-09-24T01:31:42Z<p>The rules are clear, at least for Injury poisons. </p>
<p><a href="https://2e.aonprd.com/Traits.aspx?ID=97" target="_blank" rel="nofollow">Injury Trait</a><div class="messageboard-quotee">Quote:</div><blockquote>An injury poison is <b>activated</b> by applying it to a weapon or ammunition...</blockquote><p>(Emphasis added.)
<p>There is nothing wrong, RAW, with an 11th+ level Alchemist selecting Clown Monarch poison as one of their Perpetual Potency formulas and spamming Quick Alchemy to poison lots of weapons and ammo between encounters while other party members are refocusing, treating wounds, etc. Besides, barring additional feat support, it triggers on the next strike made with a coated weapon/ammo <b>and</b> requires the target <b>not</b> be immune to poison <b>and</b> requires that the target fail a fortitude save.</p>
<p>Anecdotally, my 15+ level Toxicologist in Agents of Edgewatch stopped prepping and using poisons because so many targets were/are immune or their Fortitude Saves are so high they basically have to roll a nat. 1 for his toxins to be meaningful... <b>or</b> the targets are so weak in general that it doesn't matter enough to bother using poisons. Eroding Bullet, at least, consistently applies persistent acid damage.</p>The rules are clear, at least for Injury poisons.
Injury TraitQuote:An injury poison is activated by applying it to a weapon or ammunition...
(Emphasis added.) There is nothing wrong, RAW, with an 11th+ level Alchemist selecting Clown Monarch poison as one of their Perpetual Potency formulas and spamming Quick Alchemy to poison lots of weapons and ammo between encounters while other party members are refocusing, treating wounds, etc. Besides, barring additional feat support, it triggers on...Pixel Popper (alias of iNickedYerKnickers)2023-09-24T01:31:42ZRe: Forums: Rules Discussion: Alchemists, we've been breaking some pretty clear Rules, and it's worth rabble-rousing to get it fixed.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43vst?Alchemists-weve-been-breaking-some-pretty#22023-09-24T07:08:28Z2023-09-24T01:14:53Z<p>Mustard Powder is an Inhaled poison and thus will not for work poisoning a weapon...</p>Mustard Powder is an Inhaled poison and thus will not for work poisoning a weapon...Pixel Popper (alias of iNickedYerKnickers)2023-09-24T01:14:53ZRe: Forums/Pathfinder Second Edition: General Discussion: Early level caster experience and the remasterPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43ung&page=15?Early-level-caster-experience-and-the-remaster#7462023-09-20T03:55:43Z2023-09-20T03:50:08Z<div class="messageboard-quotee">AestheticDialectic wrote:</div><blockquote> ... It's just that I think that this is what casters are primary in, and thus I see no issue with a spell that does a trip or shove, and nothing else ... </blockquote><p>Like Telekinetic Manuever... ... ... but that's two actions.AestheticDialectic wrote:... It's just that I think that this is what casters are primary in, and thus I see no issue with a spell that does a trip or shove, and nothing else ...
Like Telekinetic Manuever... ... ... but that's two actions.Pixel Popper (alias of iNickedYerKnickers)2023-09-20T03:50:08ZRe: Forums: Rules Discussion: Spiritual Weapon of Laudinmio (aka, my god is the bomb)Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43v92?Spiritual-Weapon-of-Laudinmio#32023-08-24T21:21:09Z2023-08-24T20:54:31Z<div class="messageboard-quotee">Quote:</div><blockquote>The weapon's Strikes are <b><i>melee</i></b> spell attacks.</blockquote><p>Emphasis added.
<p>I don't think the developers adequately cross-referenced this spell w/ the available deities' favored weapons (re: Longbow for Erastil, Alchemical Bomb for Laudinmio, <i>etcetera</i>).</p>Quote:The weapon's Strikes are melee spell attacks.
Emphasis added. I don't think the developers adequately cross-referenced this spell w/ the available deities' favored weapons (re: Longbow for Erastil, Alchemical Bomb for Laudinmio, etcetera).Pixel Popper (alias of iNickedYerKnickers)2023-08-24T20:54:31ZRe: Forums: Advice: Chaotic player needs to get his fix (push you luck classes/builds)Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43v7k?Chaotic-player-needs-to-get-his-fix#42023-08-22T17:42:19Z2023-08-22T17:40:27Z<p>If he's a caster he could also look for spells with random effects like <a href="https://2e.aonprd.com/Spells.aspx?ID=883" target="_blank" rel="nofollow"> Chromatic Ray</a>.</p>
<p>My wife played a chaotic Sorcerer (an insane Ganzi Nyktera Sprite based on Robin William's Batty from Fern Gully). She built several tables for rolling dice to choose her actions. </p>
<p>One was for "what to do" 1d6: 1. Move; 2. Cast; 3. Taunt (w/ Bon Mot); 4. Snarl (Demoralize), 5 and 6 act "smartly" instead of randomly.</p>
<p>Another was to select her spell where one die roll (choosing an appropriate 1d<i><b>X</b></i>) selected the spell rank to cast (rolling 1 was a cantrip) then another die roll, usually 1d4, to select which spell in her repertoire to cast of the rank she rolled. And she learned every one of the randomized effect spells she could.</p>
<p>It was rather fun. She'd "pre-roll" her randomized turn choices on others' turns to avoiding bogging down the encounter on her own turn. And sometimes the situation dictated that she react "lucidly" and she'd ignore her randomization.</p>If he's a caster he could also look for spells with random effects like Chromatic Ray.
My wife played a chaotic Sorcerer (an insane Ganzi Nyktera Sprite based on Robin William's Batty from Fern Gully). She built several tables for rolling dice to choose her actions.
One was for "what to do" 1d6: 1. Move; 2. Cast; 3. Taunt (w/ Bon Mot); 4. Snarl (Demoralize), 5 and 6 act "smartly" instead of randomly.
Another was to select her spell where one die roll (choosing an appropriate 1dX) selected...Pixel Popper (alias of iNickedYerKnickers)2023-08-22T17:40:27ZRe: Forums: Advice: Viable Finesse MagusPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43v5e?Viable-Finesse-Magus#242023-08-22T16:46:56Z2023-08-22T04:26:45Z<div class="messageboard-quotee">Themetricsystem wrote:</div><blockquote>... One thing to bear in mind though, is if you don't find a way to pick up Quick Draw or Quick Shot (Via Archer Archetype) you are absolutely going to feel the pain in the Action Economy ...</blockquote><p>Free hand + melee weapon + thrower's bandolier full of shuriken has no action economy problems to fix with Quick Draw. Shuriken do not require a separate action to draw.Themetricsystem wrote:... One thing to bear in mind though, is if you don't find a way to pick up Quick Draw or Quick Shot (Via Archer Archetype) you are absolutely going to feel the pain in the Action Economy ...
Free hand + melee weapon + thrower's bandolier full of shuriken has no action economy problems to fix with Quick Draw. Shuriken do not require a separate action to draw.Pixel Popper (alias of iNickedYerKnickers)2023-08-22T04:26:45ZRe: Forums/Pathfinder Second Edition: General Discussion: Blood of the Right handPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43v7g?Blood-of-the-Right-hand#42023-08-22T08:43:33Z2023-08-22T04:21:13Z<div class="messageboard-quotee">Dragonhearthx wrote:</div><blockquote>...because treat wounds heals for 2d8...</blockquote><p><b>Plus</b> a scaling static value based on proficiency and DC.
<p>And it heals for 4d8 on a critical success.</p>Dragonhearthx wrote:...because treat wounds heals for 2d8...
Plus a scaling static value based on proficiency and DC. And it heals for 4d8 on a critical success.Pixel Popper (alias of iNickedYerKnickers)2023-08-22T04:21:13ZRe: Forums: Rules Discussion: Winter Sleet and it's interactionsPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43uli?Winter-Sleet-and-its-interactions#342023-08-15T20:45:56Z2023-08-15T16:51:34Z<div class="messageboard-quotee">Cordell Kintner wrote:</div><blockquote> 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. </blockquote><p>There's no such thing as a "Balance check." Balance is a single action with the Move trait that uses an acrobatics check to determine the degree of success and the results.
<p>I think the best distinction for Winter Sleet's interaction is the agency of the movement. Winter Sleet says that, "<i>[a] creature that moves on this uneven ground immediately falls unless it Balances</i>." Arguably, a creature <i>that moves</i> is actively doing so of its own volition as opposed to a creature <i>that <b>is</b> moved</i> being repositioned by forced movement.</p>
<p>Thus, I'd rule that forced movement can put a creature into or reposition it within the area of effect but does make them fall prone. While in the area, the creature cannot Stride or Step, but must use the Balance action to move.</p>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.
There's no such thing as a "Balance check." Balance is...Pixel Popper (alias of iNickedYerKnickers)2023-08-15T16:51:34ZRe: Forums: Rules Discussion: Winter Sleet and it's interactionsPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43uli?Winter-Sleet-and-its-interactions#322023-08-14T20:15:17Z2023-08-14T20:14:41Z<div class="messageboard-quotee">Ghaar Drona wrote:</div><blockquote> <div class="messageboard-quotee">YuriP wrote:</div><blockquote><p> Yes. This is covered by <a href="https://2e.aonprd.com/Rules.aspx?ID=451" target="_blank" rel="nofollow">Forced Movement</a>:
</p>
<div class="messageboard-quotee">Source Core Rulebook pg. 475 4.0 - Forced Movement wrote:</div><blockquote>If forced movement would move you into a space you can’t occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you’re pushed or pulled, <b>you can usually be moved through hazardous terrain, pushed off a ledge, or the like.</b> Abilities that reposition you in some other way can’t put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there’s doubt on where forced movement can move a creature.</blockquote><p>So unless the GM decides different you can force move a creature to an uneven ground to try to force it to do a balance check.
<p>Also note that at this level monsters with acrobatics can pass this Balance DC pretty easily. </blockquote>A lot of monsters do not have acrobatics though.</blockquote><p>Balance is an untrained Acrobatics action. Everyone/thing may attempt a balance check, even if they are not trained in Acrobatics.Ghaar Drona wrote:YuriP wrote:Yes. This is covered by Forced Movement:
Source Core Rulebook pg. 475 4.0 - Forced Movement wrote:If forced movement would move you into a space you can’t occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you’re pushed or pulled, you can usually be moved through...Pixel Popper (alias of iNickedYerKnickers)2023-08-14T20:14:41ZRe: Forums/Pathfinder Second Edition: General Discussion: Why Power Attack was never errated/fixed? Math suggests it should.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43t0q&page=5?Why-Power-Attack-was-never-erratedfixed-Math#2352023-08-12T18:21:18Z2023-08-12T18:19:07Z<div class="messageboard-quotee">Ouatcheur wrote:</div><blockquote>... Ranged Fighting Style gets Point Blank Shot: Also a •very• nice upgrade. +2 to hit with all of your preferred fighting style attacks... </blockquote><p>Um... it's a static, non-scaling +2 circumstance bonus to damage, not to hit.Ouatcheur wrote:... Ranged Fighting Style gets Point Blank Shot: Also a *very* nice upgrade. +2 to hit with all of your preferred fighting style attacks...
Um... it's a static, non-scaling +2 circumstance bonus to damage, not to hit.Pixel Popper (alias of iNickedYerKnickers)2023-08-12T18:19:07ZRe: Forums: Advice: What is the tankiest tank to ever tank?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43rpt?What-is-the-tankiest-tank-to-ever-tank#262023-08-12T04:21:06Z2023-08-12T04:19:57Z<div class="messageboard-quotee">Houngan wrote:</div><blockquote> <div class="messageboard-quotee">Applied_People wrote:</div><blockquote> <div class="messageboard-quotee">Houngan wrote:</div><blockquote><p> Please find my build below and try to top this Tankiest Tank to ever Tank!</p>
<p><b>Mutagenist Alchemist</b>
<br />
•• spoiler omitted ••... </blockquote><p>I'm back with more curious questions for you!
<p>1) why half-orc instead of orc? I can't tell what you are using human for...all ancestry feats are orc feats for example.
<br />
2) what would you do with this build if you had free archetype? </blockquote><p>Sorry I missed this post, I was away for a bit.
</p>
1) There is no reason now I think. An earlier version of the build used Ancestral Paragon to take Natural Ambition to take an additional Class Feat but as the build no longer has Natural Ambition, Orc works too.
<br />
2) I have never used this rule (I have only played in PFS) so I am going to only partially answer so I don't make myself look silly. My first thought was Psychic or Familiar Master to make room for more Alchemist feats but I believe that in Remastered there will be no limit on the number of Focus Points you can have. If this is the case, any class that has a lot of "Increase the number of Focus Points in your focus pool by 1" feats may be a good choice (to fuel more Amped Shields). </blockquote><p>It has been clarified that there is still a hard limit of 3 focus points.Houngan wrote:Applied_People wrote: Houngan wrote:Please find my build below and try to top this Tankiest Tank to ever Tank!
Mutagenist Alchemist
** spoiler omitted **...
I'm back with more curious questions for you! 1) why half-orc instead of orc? I can't tell what you are using human for...all ancestry feats are orc feats for example.
2) what would you do with this build if you had free archetype? Sorry I missed this post, I was away for a bit.
1) There is no reason now I think. An...Pixel Popper (alias of iNickedYerKnickers)2023-08-12T04:19:57ZRe: Forums/Pathfinder Second Edition: General Discussion: pathfinder 2e ability boostPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43uwb?pathfinder-2e-ability-boost#42023-08-07T19:41:09Z2023-08-07T19:40:16Z<p>If an ability modifier is less than 4, add 1 per ability boost. If an ability modifier is 4 or greater, add 0.5 or make a tick or some mark to show that you need to use another ability boost at level 10 to reach the next full increment.</p>If an ability modifier is less than 4, add 1 per ability boost. If an ability modifier is 4 or greater, add 0.5 or make a tick or some mark to show that you need to use another ability boost at level 10 to reach the next full increment.Pixel Popper (alias of iNickedYerKnickers)2023-08-07T19:40:16ZRe: Forums: Advice: Build me a powerful wild shape druid with ReachPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43ut6?Build-me-a-powerful-wild-shape-druid-with-Reach#42023-08-05T16:11:03Z2023-08-05T16:04:38Z<div class="messageboard-quotee">Gortle wrote:</div><blockquote> Well obviously archetype into Fighter for AoO and the low level fighter feats of your choice. Eg Snagging Strike or Sudden Charge or Exacting Strike or Combat Grab ... </blockquote><p>Also, since the OP is looking for reach: Lunge.Gortle wrote:Well obviously archetype into Fighter for AoO and the low level fighter feats of your choice. Eg Snagging Strike or Sudden Charge or Exacting Strike or Combat Grab ...
Also, since the OP is looking for reach: Lunge.Pixel Popper (alias of iNickedYerKnickers)2023-08-05T16:04:38ZRe: Forums/Pathfinder Second Edition: General Discussion: Early level caster experience and the remasterPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43ung&page=7?Early-level-caster-experience-and-the-remaster#3262023-08-03T19:03:00Z2023-08-03T18:57:31Z<div class="messageboard-quotee">Deriven Firelion wrote:</div><blockquote> <div class="messageboard-quotee">Unicore wrote:</div><blockquote> All I was saying is there there is at least one published Paizo adventure where call of the grave was an absolute monster of an ability, and Lowe AC monsters are not that uncommon. There are not that many focus spells that are pretty much encounter ending on a crit, but call of the grace is pretty close when you are fighting one enemy. </blockquote>Sickened is a good condition to apply. No duration. Requires an action to get rid of...</blockquote><p>And stops huge monsters from Swallowing Whole!Deriven Firelion wrote:Unicore wrote: All I was saying is there there is at least one published Paizo adventure where call of the grave was an absolute monster of an ability, and Lowe AC monsters are not that uncommon. There are not that many focus spells that are pretty much encounter ending on a crit, but call of the grace is pretty close when you are fighting one enemy.
Sickened is a good condition to apply. No duration. Requires an action to get rid of...And stops huge monsters from...Pixel Popper (alias of iNickedYerKnickers)2023-08-03T18:57:31ZRe: Forums/Pathfinder Second Edition: General Discussion: Remastered Wizard reveals and speculationPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43tqe&page=21?Remastered-Wizard-reveals-and-speculation#10452023-07-26T18:41:02Z2023-07-26T18:39:09Z<div class="messageboard-quotee">Darksol the Painbringer wrote:</div><blockquote><div class="messageboard-quotee">SuperBidi wrote:</div><blockquote>Many of your examples are not relevant: Everyone changes spells when acquiring new ones, when content is released, when gaining levels or realising some spells are better/worse than they seem at first. That's not a specificity of prepared casting, spontaneous casters do it also.</blockquote>This wasn't a stipulation: What was asked was if Wizard flexibility is really all it's cracked up to be...</blockquote><p>I believe the original question wrt flexibility was asking about the utility of spell substitution...Darksol the Painbringer wrote:SuperBidi wrote:Many of your examples are not relevant: Everyone changes spells when acquiring new ones, when content is released, when gaining levels or realising some spells are better/worse than they seem at first. That's not a specificity of prepared casting, spontaneous casters do it also.
This wasn't a stipulation: What was asked was if Wizard flexibility is really all it's cracked up to be...I believe the original question wrt flexibility was asking about...Pixel Popper (alias of iNickedYerKnickers)2023-07-26T18:39:09ZRe: Forums: Advice: Whip reachPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43uld?Whip-reach#42023-07-24T22:51:03Z2023-07-24T22:42:22Z<div class="messageboard-quotee">Atalius wrote:</div><blockquote> As a human are there any ways to increase the reach of my whip besides casting enlarge on myself or getting lunge? </blockquote><p><a href="https://2e.aonprd.com/Feats.aspx?ID=369" target="_blank" rel="nofollow">Lunge</a>Atalius wrote:As a human are there any ways to increase the reach of my whip besides casting enlarge on myself or getting lunge?
LungePixel Popper (alias of iNickedYerKnickers)2023-07-24T22:42:22ZRe: Forums: Advice: Phoebe Adair; kineticist and tactical battle motherPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43ul1?Phoebe-Adair-kineticist-and-tactical-battle#22023-07-24T03:51:01Z2023-07-24T03:44:35Z<div class="messageboard-quotee">Martialmasters wrote:</div><blockquote>... Note: I went medic dedication at 2 for automatic trained battle medicine... </blockquote><p>Medic Dedication has a requirement that you be Trained in Medicine and already have the Battle Medicine skill feat. It does not give those to you.Martialmasters wrote:... Note: I went medic dedication at 2 for automatic trained battle medicine...
Medic Dedication has a requirement that you be Trained in Medicine and already have the Battle Medicine skill feat. It does not give those to you.Pixel Popper (alias of iNickedYerKnickers)2023-07-24T03:44:35ZRe: Forums/Pathfinder Second Edition: General Discussion: Is it possible for Blowgun Darts to deliver healing and other potions?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43ujq?Is-it-possible-for-Blowgun-Darts-to-deliver#42023-07-21T20:01:04Z2023-07-21T19:51:37Z<div class="messageboard-quotee">breithauptclan wrote:</div><blockquote> There is <a href="https://2e.aonprd.com/Feats.aspx?ID=1595" target="_blank" rel="nofollow">Healing Bomb</a>.</blockquote><p>Also: <a href="https://2e.aonprd.com/Equipment.aspx?ID=1899" target="_blank" rel="nofollow">Life Shot</a>.breithauptclan wrote:There is Healing Bomb.
Also: Life Shot.Pixel Popper (alias of iNickedYerKnickers)2023-07-21T19:51:37ZRe: Forums: Advice: Any interesting monk builds?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs42s0w?Any-interesting-monk-builds#202023-07-16T15:23:04Z2023-07-16T15:13:27Z<div class="messageboard-quotee">Ascalaphus wrote:</div><blockquote> <div class="messageboard-quotee">V_H_F wrote:</div><blockquote> ... Two actions to wolf drag is really pricey...</blockquote><p>It's the same number of actions as Knockdown or Strike + Trip. It does not require an Athletics check. And it does not have the size restriction that Trip does.Ascalaphus wrote:V_H_F wrote: ... Two actions to wolf drag is really pricey...
It's the same number of actions as Knockdown or Strike + Trip. It does not require an Athletics check. And it does not have the size restriction that Trip does.Pixel Popper (alias of iNickedYerKnickers)2023-07-16T15:13:27ZRe: Forums: Rules Discussion: When effect areas are flat and when three-dimensional?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43ue3?When-effect-areas-are-flat-and-when#92023-07-12T17:38:05Z2023-07-12T17:38:05Z<div class="messageboard-quotee">Errenor wrote:</div><blockquote> ... that the game actually needs cylindrical areas sometimes ...</blockquote><p><a href="https://2e.aonprd.com/Spells.aspx?ID=120" target="_blank" rel="nofollow">Flame Strike</a>: "<b>Area</b> 10-foot radius, 40-foot-tall cylinder."
<p>If the AoE is supposed to be a cylinder, it looks like they spell that out (at least sometimes).</p>Errenor wrote:... that the game actually needs cylindrical areas sometimes ...
Flame Strike: "Area 10-foot radius, 40-foot-tall cylinder." If the AoE is supposed to be a cylinder, it looks like they spell that out (at least sometimes).Pixel Popper (alias of iNickedYerKnickers)2023-07-12T17:38:05ZRe: Forums/Pathfinder Second Edition: General Discussion: Alchemist Bomber Build help.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43ue8?Alchemist-Bomber-Build-help#92023-07-11T18:09:30Z2023-07-11T17:59:05Z<p><li> Quick Bomber is a must for action economy.</p>
<p><li> Far Lobber because more range means more options.</p>
<p><li> Calculated Splash then Expanded Splash help with damage.</p>
<p><li> Sticky Bomb is great for applying weakness-triggering persistent damage.</p>
<p><li> Consider Dual-Weapon Warrior into Dual Thrower right about the time you get Double Brew (level 9). Double Brew + Double Slice (throwing) with a -2 instead of -5 MAP on the second attack makes for more accurate follow-ups <i>especially if your first bomb is a Bottled Lightning</i>.</p>
<p><li> If you're using Quicksilver Mutagens, consider getting a <a href="https://2e.aonprd.com/Equipment.aspx?ID=1975" target="_blank" rel="nofollow">Collar of the Shifting Spider</a> to help with the action economy of using the mutagen.</p>Quick Bomber is a must for action economy.
Far Lobber because more range means more options.
Calculated Splash then Expanded Splash help with damage.
Sticky Bomb is great for applying weakness-triggering persistent damage.
Consider Dual-Weapon Warrior into Dual Thrower right about the time you get Double Brew (level 9). Double Brew + Double Slice (throwing) with a -2 instead of -5 MAP on the second attack makes for more accurate follow-ups especially if your first bomb is a Bottled...Pixel Popper (alias of iNickedYerKnickers)2023-07-11T17:59:05ZRe: Forums/Pathfinder Second Edition: General Discussion: Remaster Wish (even if it's too late): Monk should be legendary in unarmed, not Fighters.Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43uc4&page=2?Remaster-Wish-Monk-should-be-legendary-in#902023-07-09T08:18:06Z2023-07-09T07:58:46Z<div class="messageboard-quotee">PossibleCabbage wrote:</div><blockquote>I was thinking a Kusarigama would be a reasonable option too, since it has the same damage die as o the Bo Staff but it has the trip trait... </blockquote><p>Point of note; the bo-staff has the Trip trait as well.PossibleCabbage wrote:I was thinking a Kusarigama would be a reasonable option too, since it has the same damage die as o the Bo Staff but it has the trip trait...
Point of note; the bo-staff has the Trip trait as well.Pixel Popper (alias of iNickedYerKnickers)2023-07-09T07:58:46ZRe: Forums: Advice: What is the tankiest tank to ever tank?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43rpt?What-is-the-tankiest-tank-to-ever-tank#142023-07-06T04:41:15Z2023-07-06T04:41:15Z<div class="messageboard-quotee">Cordell Kintner wrote:</div><blockquote>... An Amped Shield can only be used 3 times, and when it breaks it is on cooldown for 10 minutes. You can use 1 layer for 25 each, 2 layers for 37, or all three layers for 50. </blockquote><p>Covered above. The amp'd shield only goes on cooldown if you <b>break</b> (i.e. block with) all three layers. You can block twice for 25, let the shield drop, and then recast it without triggering the cooldown.
<p>So, you can, with 3 focus points, actually block with amp'd shield a up to 7 times per combat (albeit forgoing the AC bonus after the 7th block).</p>Cordell Kintner wrote:... An Amped Shield can only be used 3 times, and when it breaks it is on cooldown for 10 minutes. You can use 1 layer for 25 each, 2 layers for 37, or all three layers for 50.
Covered above. The amp'd shield only goes on cooldown if you break (i.e. block with) all three layers. You can block twice for 25, let the shield drop, and then recast it without triggering the cooldown. So, you can, with 3 focus points, actually block with amp'd shield a up to 7 times per combat...Pixel Popper (alias of iNickedYerKnickers)2023-07-06T04:41:15ZRe: Forums/Pathfinder Second Edition: General Discussion: Remaster: Separating action and actionPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43u8c?Remaster-Separating-action-and-action#302023-07-05T21:40:23Z2023-07-05T21:40:23Z<div class="messageboard-quotee">Raiztt wrote:</div><blockquote> ... when in practice (reality?) "activities" are just really long actions. </blockquote><p>... or time-compressed actions where multiple actions are performed in less time than it would take to perform them separately (<i>e.g.</i> slingers' reloads).Raiztt wrote:... when in practice (reality?) "activities" are just really long actions.
... or time-compressed actions where multiple actions are performed in less time than it would take to perform them separately (e.g. slingers' reloads).Pixel Popper (alias of iNickedYerKnickers)2023-07-05T21:40:23ZRe: Forums/Pathfinder Second Edition: General Discussion: Remastered Swashbuckler/PanachePixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43u5o&page=2?Remastered-Swashbuckler-Panache#852023-07-05T05:53:16Z2023-07-05T05:53:16Z<div class="messageboard-quotee">Squiggit wrote:</div><blockquote> I'd sell it as... you get panache for being <i>daring</i>. It's getting up in a dragon's face and insulting them that's your act of derring-do... </blockquote><p>That's sort of already a thing, though. In the <a href="https://2e.aonprd.com/Classes.aspx?ID=15" target="_blank" rel="nofollow">Panache class feature</a> it states, "<i>... At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold)...</i>"
<p>Now, leaving it to the GM's discretion might be too soft a requirement and/or a very hard DC may be too high a threshold. My GM rarely denied my ad-hoc panache generating deeds.</p>Squiggit wrote:I'd sell it as... you get panache for being daring. It's getting up in a dragon's face and insulting them that's your act of derring-do...
That's sort of already a thing, though. In the Panache class feature it states, "... At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the...Pixel Popper (alias of iNickedYerKnickers)2023-07-05T05:53:16ZRe: Forums: Advice: What is the tankiest tank to ever tank?Pixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43rpt?What-is-the-tankiest-tank-to-ever-tank#112023-07-05T18:12:59Z2023-07-05T04:28:42Z<div class="messageboard-quotee">Applied_People wrote:</div><blockquote>... You mention shield blocking 6 times per [strike]round[/strike] combat. Do you mean via casting amped <i>shield</i> twice? If so, I don't think you can cast it more than once per 10 minutes...</blockquote><p>Amp'd Shield gives three layers. The cooldown happens if all three layers are broken. So you can conceivably cast Amp'd Shield, block twice, dismiss it/don't sustain it, then recast and repeat. With three focus points, that's 6 Shield Blocks.Applied_People wrote:... You mention shield blocking 6 times per [strike]round[/strike] combat. Do you mean via casting amped shield twice? If so, I don't think you can cast it more than once per 10 minutes...
Amp'd Shield gives three layers. The cooldown happens if all three layers are broken. So you can conceivably cast Amp'd Shield, block twice, dismiss it/don't sustain it, then recast and repeat. With three focus points, that's 6 Shield Blocks.Pixel Popper (alias of iNickedYerKnickers)2023-07-05T04:28:42ZRe: Forums/Pathfinder Second Edition: General Discussion: Witch Revision SpeculationPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43t5f&page=6?Witch-Revision-Speculation#2932023-07-05T11:26:15Z2023-07-05T03:30:03Z<div class="messageboard-quotee">Temperans wrote:</div><blockquote> <div class="messageboard-quotee">Errenor wrote:</div><blockquote> <div class="messageboard-quotee">Deriven Firelion wrote:</div><blockquote> I only remember Dobby. </blockquote>By the way, Dobby wasn't a familiar even when he was basically a slave. And anyway these (house) elves like Dobby are sentient (magical) creatures and shouldn't (can't?) be familiars. It's like making a (PF) gnome familiar. </blockquote><p>Poppet are familiars and you can play as a poppet.
<p>Leshy are familiars and you can play as a leshy. </blockquote><p>As I understand it, Leshy and Poppet PCs are more essentially "awakened" versions of their respective origins.Temperans wrote:Errenor wrote: Deriven Firelion wrote: I only remember Dobby.
By the way, Dobby wasn't a familiar even when he was basically a slave. And anyway these (house) elves like Dobby are sentient (magical) creatures and shouldn't (can't?) be familiars. It's like making a (PF) gnome familiar. Poppet are familiars and you can play as a poppet. Leshy are familiars and you can play as a leshy. As I understand it, Leshy and Poppet PCs are more essentially "awakened" versions of their...Pixel Popper (alias of iNickedYerKnickers)2023-07-05T03:30:03ZRe: Forums: Advice: Suffocating an opponent with a gold leafPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43u5c?Suffocating-an-opponent-with-a-gold-leaf#32023-07-04T05:06:09Z2023-07-04T05:06:09Z<p>... but a golden banana leaf might be heavy enough to smother someone...</p>... but a golden banana leaf might be heavy enough to smother someone...Pixel Popper (alias of iNickedYerKnickers)2023-07-04T05:06:09ZRe: Forums/Pathfinder Second Edition: General Discussion: Remaster: Separating action and actionPixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43u8c?Remaster-Separating-action-and-action#182023-07-04T07:37:49Z2023-07-04T05:02:20Z<div class="messageboard-quotee">egindar wrote:</div><blockquote>... an activity IS an action. </blockquote><p>But an action is not necessarily an activity; like a square is a rectangle, but a rectangle might not be a square.egindar wrote:... an activity IS an action.
But an action is not necessarily an activity; like a square is a rectangle, but a rectangle might not be a square.Pixel Popper (alias of iNickedYerKnickers)2023-07-04T05:02:20ZRe: Forums/Pathfinder Second Edition: General Discussion: Remastered Swashbuckler/PanachePixel Popper (alias of iNickedYerKnickers)https://paizo.com/threads/rzs43u5o&page=2?Remastered-Swashbuckler-Panache#552023-07-05T13:01:24Z2023-06-27T16:55:20Z<div class="messageboard-quotee">25speedforseaweedleshy wrote:</div><blockquote>swashbuckler rely on riposte heavily for any chance of decent damage </blockquote><p>Since they can only riposte when an enemies critically fails to strike them, it's too rare and situational to be of any moderate value.25speedforseaweedleshy wrote:swashbuckler rely on riposte heavily for any chance of decent damage
Since they can only riposte when an enemies critically fails to strike them, it's too rare and situational to be of any moderate value.Pixel Popper (alias of iNickedYerKnickers)2023-06-27T16:55:20ZRe: Forums/Pathfinder Second Edition: General Discussion: Post Core classes are much stronger ranged than meleeiNickedYerKnickershttps://paizo.com/threads/rzs43m26&page=2?Post-Core-classes-are-much-stronger-ranged#832022-05-08T19:39:09Z2022-05-03T17:01:38Z<div class="messageboard-quotee">Temperans wrote:</div><blockquote>They mean that Flying Blade only works with finishers that specifically mention Precise Strike in their text.</blockquote><a href="https://2e.aonprd.com/Classes.aspx?ID=15" target="_blank" rel="nofollow">Precise Strike</a><div class="messageboard-quotee">Quote:</div><blockquote>... If the strike is part of a finisher, the additional damage is 2d6 precision damage instead...</blockquote><p><b>All</b> Finishers "can benefit from your precise strike," but not all Finishers <b>require</b> precise strike.
<p>The difference is that the <a href="https://2e.aonprd.com/Traits.aspx?ID=322" target="_blank" rel="nofollow">Finisher Trait</a> does not require Agile or Finesse weapons. Some <b><i>specific finishers</i></b>, however, do require (<i>e.g.</i> <a href="https://2e.aonprd.com/Actions.aspx?ID=550" target="_blank" rel="nofollow">Confident Finisher</a>: "Make a Strike with a weapon or unarmed attack that would apply your precise strike damage") Agile or Finesse weapons.</p>
<p>Therefore, Dual Finisher, even without any language in the feat specifically mentioning Precise Strike, meets the "any other finisher that includes a Strike that can benefit from your precise strike" qualifier for Flying Blades.</p>Temperans wrote:They mean that Flying Blade only works with finishers that specifically mention Precise Strike in their text.
Precise StrikeQuote:... If the strike is part of a finisher, the additional damage is 2d6 precision damage instead...
All Finishers "can benefit from your precise strike," but not all Finishers require precise strike. The difference is that the Finisher Trait does not require Agile or Finesse weapons. Some specific finishers, however, do require (e.g. Confident...iNickedYerKnickers2022-05-03T17:01:38ZForums: Rules Discussion: The Joys of Tripping && When You're Only Halfway Up, You're Neither Up Nor DowniNickedYerKnickershttps://paizo.com/threads/rzs43dn5?The-Joys-of-Tripping-When-Youre-Only-Halfway#12021-05-11T03:01:33Z2021-05-11T03:01:33Z<p>I have a Flurry Ranger dual-wielding Kukris at my table and her preferred tactic against her Hunted Prey is:<ul><li><a href="https://2e.aonprd.com/Actions.aspx?ID=40" target="_blank" rel="nofollow">Trip</a><li><a href="https://2e.aonprd.com/Feats.aspx?ID=494" target="_blank" rel="nofollow">Twin Takedown</a><li><a href="https://2e.aonprd.com/Feats.aspx?ID=377" target="_blank" rel="nofollow">Twin Parry</a><li>Then <a href="https://2e.aonprd.com/Feats.aspx?ID=501" target="_blank" rel="nofollow">Disrupt Prey</a> (if/when her prey tries to <a href="https://2e.aonprd.com/Actions.aspx?ID=86" target="_blank" rel="nofollow">Stand</a>.)</ul></p>
<p>In our last session she tried to trip a <a href="https://2e.aonprd.com/Monsters.aspx?ID=44" target="_blank" rel="nofollow">Basilisk</a> (described as an "eight-legged reptile") and, later, a <a href="https://2e.aonprd.com/Monsters.aspx?ID=227" target="_blank" rel="nofollow">Gibbering Mouther</a> (amorphous blob). It seems like neither should be trip-able, but nothing indicates that they are immune to Trip. Ultimately, I compromised and allowed her successful trip action to make the creatures Flat-footed but not Prone.</p>
<p>Is there a General Rule that I'm missing somewhere regarding the limitations of Trip with certain creatures or creature physiology<b>?</b></p>
<p>As a follow-up, what is the order of operations when her <a href="https://2e.aonprd.com/Conditions.aspx?ID=31" target="_blank" rel="nofollow">Prone</a> target uses the Stand Action and she reacts with Disrupt Prey<b>?</b> Is the target <i>still</i> considered Prone, and thus still Flat-footed, when she makes her Strike<b>?</b></p>I have a Flurry Ranger dual-wielding Kukris at my table and her preferred tactic against her Hunted Prey is:TripTwin TakedownTwin ParryThen Disrupt Prey (if/when her prey tries to Stand.)
In our last session she tried to trip a Basilisk (described as an "eight-legged reptile") and, later, a Gibbering Mouther (amorphous blob). It seems like neither should be trip-able, but nothing indicates that they are immune to Trip. Ultimately, I compromised and allowed her successful trip action to make...iNickedYerKnickers2021-05-11T03:01:33ZRe: Forums: Advice: The NO MONSTER ChallengeiNickedYerKnickershttps://paizo.com/threads/rzs43dn0?The-NO-MONSTER-Challenge#42021-05-11T01:55:02Z2021-05-11T01:53:36Z<p>Indiana Jones ~ style delver run...</p>
<p><b>Objective</b>: Retrieve the MacGuffin; steal the treasure; end a curse . . .</p>
<p><b>Location</b>: Some ancient, nearly forgotten catacombs / top-secret government storage facility / tomb / vault . . .</p>
<p><b>Hazards</b>:
<br />
- General/generic environmental challenges (<i>e.g.</i>: collapsed ceiling requires rerouting or digging out, seeming dead-end requires climbing, flooded passage requires swimming, <i>etc</i>.)</p>
<p>- Booby traps (<i>e.g.</i>: pick the correct route through the passage where stepping on the wrong tile triggers a cave-in/poisoned dart barrage, solve a riddle to open a door or deactivate an active deterrent like a swinging blade; <i>etc</i>.)</p>Indiana Jones ~ style delver run...
Objective: Retrieve the MacGuffin; steal the treasure; end a curse . . .
Location: Some ancient, nearly forgotten catacombs / top-secret government storage facility / tomb / vault . . .
Hazards:
- General/generic environmental challenges (e.g.: collapsed ceiling requires rerouting or digging out, seeming dead-end requires climbing, flooded passage requires swimming, etc.)
- Booby traps (e.g.: pick the correct route through the passage where stepping on...iNickedYerKnickers2021-05-11T01:53:36ZRe: Forums: Advice: Ranger companion vs cavalier companioniNickedYerKnickershttps://paizo.com/threads/rzs43d7u?Ranger-companion-vs-cavalier-companion#92021-04-26T20:05:11Z2021-04-26T20:05:11Z<p>Nothing says that a Ranger's animal companion cannot also be his mount when he takes the Cavalier Dedication.</p>Nothing says that a Ranger's animal companion cannot also be his mount when he takes the Cavalier Dedication.iNickedYerKnickers2021-04-26T20:05:11ZRe: Forums: Rules Discussion: Possible Infusion Errata SuggestioniNickedYerKnickershttps://paizo.com/threads/rzs43d54?Possible-Infusion-Errata-Suggestion#62021-04-23T22:46:16Z2021-04-23T22:46:16Z<div class="messageboard-quotee">Guntermench wrote:</div><blockquote> <div class="messageboard-quotee">Red Metal wrote:</div><blockquote> If infused items had an item level equal to your level, you would never be able to use additives. </blockquote>Don't most/all additive feats require you to use Quick Alchemy? </blockquote><p>Yes. Additives can only be applied when using Quick Alchemy.Guntermench wrote:Red Metal wrote: If infused items had an item level equal to your level, you would never be able to use additives.
Don't most/all additive feats require you to use Quick Alchemy? Yes. Additives can only be applied when using Quick Alchemy.iNickedYerKnickers2021-04-23T22:46:16ZRe: Forums: Advice: Pirate-type FinesseiNickedYerKnickershttps://paizo.com/threads/rzs43cny?Piratetype-Finesse#52021-04-23T01:49:26Z2021-04-23T01:49:26Z<p>Since cutlas is not actually a weapon currently defined, just use a rapier and "reskin" it to a cutlas.</p>Since cutlas is not actually a weapon currently defined, just use a rapier and "reskin" it to a cutlas.iNickedYerKnickers2021-04-23T01:49:26ZRe: Forums: Rules Discussion: Any way for 1st level half orc to get both tusks and darkvision?iNickedYerKnickershttps://paizo.com/threads/rzs43d1l?Any-way-for-1st-level-half-orc-to-get-both#62021-04-20T17:53:11Z2021-04-20T08:33:38Z<p>Feral Child background, if your GM will approve a rare background, grants darkvision.</p>Feral Child background, if your GM will approve a rare background, grants darkvision.iNickedYerKnickers2021-04-20T08:33:38ZRe: Forums: Rules Discussion: Armor Runes and WizardsiNickedYerKnickershttps://paizo.com/threads/rzs43cms?Armor-Runes-and-Wizards#202021-04-05T15:16:08Z2021-04-05T15:16:08Z<div class="messageboard-quotee">Kelseus wrote:</div><blockquote>That sentence only states that the bonus from potency runes are item bonuses to AC. (This is necessary b/c potency only "increases" the item bonus to AC, but explorer's cloths don't have one). It says nothing about not allowing other runes. </blockquote><p>That's what I was missing. Thanks!!Kelseus wrote:That sentence only states that the bonus from potency runes are item bonuses to AC. (This is necessary b/c potency only "increases" the item bonus to AC, but explorer's cloths don't have one). It says nothing about not allowing other runes.
That's what I was missing. Thanks!!iNickedYerKnickers2021-04-05T15:16:08ZRe: Forums: Rules Discussion: Armor Runes and WizardsiNickedYerKnickershttps://paizo.com/threads/rzs43cms?Armor-Runes-and-Wizards#192021-04-05T15:14:08Z2021-04-05T15:14:08Z<div class="messageboard-quotee">Kelseus wrote:</div><blockquote>That sentence only states that the bonus from potency runes are item bonuses to AC. (This is necessary b/c potency only "increases" the item bonus to AC, but explorer's cloths don't have one). It says nothing about not allowing other runes. </blockquote><p>That's what I was missing. Thanks!#Kelseus wrote:That sentence only states that the bonus from potency runes are item bonuses to AC. (This is necessary b/c potency only "increases" the item bonus to AC, but explorer's cloths don't have one). It says nothing about not allowing other runes.
That's what I was missing. Thanks!#iNickedYerKnickers2021-04-05T15:14:08ZRe: Forums: Rules Discussion: Armor Runes and WizardsiNickedYerKnickershttps://paizo.com/threads/rzs43cms?Armor-Runes-and-Wizards#132021-04-05T03:50:57Z2021-04-05T03:50:57Z<div class="messageboard-quotee">Kyrone wrote:</div><blockquote> Technically yes, it's usually better to be using Mage Armor until lvl 7/8 when you would get Resilient rune, then you will want to change to Explorer Clothes and at that point it begins to appear property runes of armor. . .QUOTE]<a href="https://2e.aonprd.com/Armor.aspx?ID=2/" target="_blank" rel="nofollow">Explorer's Clothing</a><div class="messageboard-quotee">Quote:</div><blockquote>Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with <a href="https://2e.aonprd.com/Equipment.aspx?ID=278" target="_blank" rel="nofollow">potency runes</a>.</blockquote><p>Unless I'm missing something, Explorer's Clothing does not allow either Resilient or Armor Property runes.Kyrone wrote:Technically yes, it's usually better to be using Mage Armor until lvl 7/8 when you would get Resilient rune, then you will want to change to Explorer Clothes and at that point it begins to appear property runes of armor. . .QUOTE]Explorer's ClothingQuote:Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.
Unless I'm...iNickedYerKnickers2021-04-05T03:50:57ZRe: Forums: Advice: Cleric Build AssistanceiNickedYerKnickershttps://paizo.com/threads/rzs43cfv?Cleric-Build-Assistance#132021-04-05T03:36:07Z2021-04-05T03:36:07Z<p>Another suggestion is to take an Archetype Dedication into either Fighter or Mauler to gain access to Martial weapons with Reach. Then you can add some melee offense from behind your Champion or Fighter. Something like the Faulchard would also allow you to trip foes with your reach weapon, setting up AoO's from your Fighter.</p>Another suggestion is to take an Archetype Dedication into either Fighter or Mauler to gain access to Martial weapons with Reach. Then you can add some melee offense from behind your Champion or Fighter. Something like the Faulchard would also allow you to trip foes with your reach weapon, setting up AoO's from your Fighter.iNickedYerKnickers2021-04-05T03:36:07ZRe: Forums/Pathfinder Second Edition: General Discussion: Scaling Damage IssueiNickedYerKnickershttps://paizo.com/threads/rzs43cmr?Scaling-Damage-Issue#202021-04-05T03:20:37Z2021-04-05T03:20:37Z<div class="messageboard-quotee">Deriven Firelion wrote:</div><blockquote><p>. . . Make an elf or half-elf to gain access to Elven Curve Blade as an ancestry feat. </p>
<p>So your build should look like this:</p>
<p>Lvl 1: Twin Feint. . .</blockquote><p>Twin Feint requires weilding two melee weapons. Elven Curve Blade is two-handed. The two cannot be used together.Deriven Firelion wrote:. . . Make an elf or half-elf to gain access to Elven Curve Blade as an ancestry feat.
So your build should look like this:
Lvl 1: Twin Feint. . .
Twin Feint requires weilding two melee weapons. Elven Curve Blade is two-handed. The two cannot be used together.iNickedYerKnickers2021-04-05T03:20:37ZRe: Forums: Rules Discussion: Successful action vs successful checkiNickedYerKnickershttps://paizo.com/threads/rzs43cas?Successful-action-vs-successful-check#52021-03-25T22:27:33Z2021-03-25T22:27:33Z<div class="messageboard-quotee">yarrchives wrote:</div><blockquote>I did think the disparity between the Battledancer and the other styles was because. . .</blockquote><p>I think the disparity is that successfully fascinating a target with Fascinating Dance requires a Critical Success whereas successfully grappling/shoving/tripping a foe, or stymying a foe with Bon Mot requires only a Success, not a critical success.yarrchives wrote:I did think the disparity between the Battledancer and the other styles was because. . .
I think the disparity is that successfully fascinating a target with Fascinating Dance requires a Critical Success whereas successfully grappling/shoving/tripping a foe, or stymying a foe with Bon Mot requires only a Success, not a critical success.iNickedYerKnickers2021-03-25T22:27:33ZRe: Forums: Rules Discussion: Confident Finisher with Exemplary FinisheriNickedYerKnickershttps://paizo.com/threads/rzs43c8b?Confident-Finisher-with-Exemplary-Finisher#112021-12-14T22:32:46Z2021-03-22T23:25:58Z<div class="messageboard-quotee">The Raven Black wrote:</div><blockquote> Yes. To deal damage, you had to hit them. </blockquote><p>That is patently false.
<p>Failing on a roll to Strike equals a miss. Simple. </p>
<p>There are two things, that I know of, that still deal damage when a Strike fails to hit (<i>i.e.</i> misses): <a href="https://2e.aonprd.com/Traits.aspx?ID=150" target="_blank" rel="nofollow">Splash</a> ( ?"<i>On a failure (but not a critical failure), the target of the attack still takes the splash damage.</i>") and <a href="https://2e.aonprd.com/Actions.aspx?ID=550" target="_blank" rel="nofollow">Confident Finisher</a> ("<i><b>Failure</b> You deal half your precise strike damage to the target.</i>"). In both cases, damage is applied even if the strikes miss.</p>
<p>So, no, to deal damage you didn't have to hit them necessarily.</p>The Raven Black wrote:Yes. To deal damage, you had to hit them.
That is patently false. Failing on a roll to Strike equals a miss. Simple.
There are two things, that I know of, that still deal damage when a Strike fails to hit (i.e. misses): Splash ( ?"On a failure (but not a critical failure), the target of the attack still takes the splash damage.") and Confident Finisher ("Failure You deal half your precise strike damage to the target."). In both cases, damage is applied even if the...iNickedYerKnickers2021-03-22T23:25:58ZRe: Forums/Pathfinder Second Edition: General Discussion: Animal trainer in Extinction CurseiNickedYerKnickershttps://paizo.com/threads/rzs43c7t?Animal-trainer-in-Extinction-Curse#142021-03-21T22:39:15Z2021-03-21T22:39:15Z<div class="messageboard-quotee">graystone wrote:</div><blockquote><p> You could always be a sprite and be a corgi trainer! </p>
<p>You just need a tiny chair and whip... ;) </blockquote><p>GGMAO!
<p>Okay this made me giggle awful muchly hard!</p>graystone wrote:You could always be a sprite and be a corgi trainer!
You just need a tiny chair and whip... ;)
GGMAO! Okay this made me giggle awful muchly hard!iNickedYerKnickers2021-03-21T22:39:15ZRe: Forums/Pathfinder Second Edition: General Discussion: Animal trainer in Extinction CurseiNickedYerKnickershttps://paizo.com/threads/rzs43c7t?Animal-trainer-in-Extinction-Curse#132021-03-21T22:33:25Z2021-03-21T22:33:25Z<div class="messageboard-quotee">Bubbleblower wrote:</div><blockquote>. . . but I like the idea of the Cawng build going all out into the concept :D </blockquote><p>Go for it!!!
<p>I'd love to hear how it works out.</p>Bubbleblower wrote:. . . but I like the idea of the Cawng build going all out into the concept :D
Go for it!!! I'd love to hear how it works out.iNickedYerKnickers2021-03-21T22:33:25ZRe: Forums: Rules Discussion: Alchemist UnderwateriNickedYerKnickershttps://paizo.com/threads/rzs43c5u?Alchemist-Underwater#242021-03-23T18:11:14Z2021-03-21T04:31:36Z<p>An Alchemist underwater isn't necessarily, totally sidelined. . .</p>
<p>He can make <a href="https://2e.aonprd.com/Equipment.aspx?ID=99" target="_blank" rel="nofollow">Sea Touched Elixirs</a> and Water Breathing from a <a href="https://2e.aonprd.com/Spells.aspx?ID=370" target="_blank" rel="nofollow">Spell</a> or <a href="https://2e.aonprd.com/Equipment.aspx?ID=196" target="_blank" rel="nofollow">Potion</a> is relatively easily obtainable. <a href="https://2e.aonprd.com/Feats.aspx?ID=763" target="_blank" rel="nofollow">Breath Control</a> and <a href="https://2e.aonprd.com/Feats.aspx?ID=858" target="_blank" rel="nofollow">Underwater Marauder</a> feats also help and are both 1st level.</p>
<p>Just. . . don't try to rely on bombs underwater. They aren't the end-all-be-all of Alchemists, not even for Bombers.</p>An Alchemist underwater isn't necessarily, totally sidelined. . .
He can make Sea Touched Elixirs and Water Breathing from a Spell or Potion is relatively easily obtainable. Breath Control and Underwater Marauder feats also help and are both 1st level.
Just. . . don't try to rely on bombs underwater. They aren't the end-all-be-all of Alchemists, not even for Bombers.iNickedYerKnickers2021-03-21T04:31:36ZRe: Forums/Pathfinder Second Edition: General Discussion: Animal trainer in Extinction CurseiNickedYerKnickershttps://paizo.com/threads/rzs43c7t?Animal-trainer-in-Extinction-Curse#92021-03-21T04:25:47Z2021-03-21T04:09:57Z<p>So, you're query, without more specifics, is a bit layered. So far I have Extinction: Curse AP and Animal (Monkey) Trainer.</p>
<p>If you're only concerned about roleplaying, then simply tell your GM that your character is the monkey handler for the circus. Heck, you can even have a barrel of monkeys as pets. There is nothing in the system that prevents you from having pets. You just can't get any system or mechanical benefit from them like you can with <a href="https://2e.aonprd.com/Rules.aspx?ID=149" target="_blank" rel="nofollow">Animal Companions</a> or <a href="https://2e.aonprd.com/Rules.aspx?ID=160" target="_blank" rel="nofollow">Familiars</a>. Note, <a href="https://2e.aonprd.com/Actions.aspx?ID=58" target="_blank" rel="nofollow">Command an Animal</a> is an <a href="https://2e.aonprd.com/Rules.aspx?ID=173" target="_blank" rel="nofollow">Untrained Skill Action</a> (Nature).</p>
<p>If you don't care about having an animal companion or a familiar, but you want to be able to actually <a href="https://2e.aonprd.com/Feats.aspx?ID=856" target="_blank" rel="nofollow">Train Animal</a>s, then you'll need to be trained in <a href="https://2e.aonprd.com/Skills.aspx?ID=10" target="_blank" rel="nofollow">Nature</a> and take the <a href="https://2e.aonprd.com/Rules.aspx?ID=143" target="_blank" rel="nofollow">Skill Feat</a>.</p>
<p>There are also a couple things that can flesh out the Monkey Trainer basic concept, the <a href="https://2e.aonprd.com/Backgrounds.aspx" target="_blank" rel="nofollow">https://2e.aonprd.com/Backgrounds.aspx]Backgrounds</a> <a href="https://2e.aonprd.com/Backgrounds.aspx?ID=3" target="_blank" rel="nofollow">Animal Whisperer</a> and <a href="https://2e.aonprd.com/Backgrounds.aspx?ID=135" target="_blank" rel="nofollow">Animal Wrangler</a> from the Extinction Curse AP, or an <a href="https://2e.aonprd.com/Ancestries.aspx?ID=19" target="_blank" rel="nofollow">Orc</a> with the ancestry feat <a href="https://2e.aonprd.com/Feats.aspx?ID=1283" target="_blank" rel="nofollow">Beast Trainer</a>.</p>
<p>Now, if you want an Animal Companion that you can do more with, then you'll need to play a <a href="https://2e.aonprd.com/DruidicOrders.aspx?ID=1" target="_blank" rel="nofollow">Animal Order</a> <a href="https://2e.aonprd.com/Classes.aspx?ID=6" target="_blank" rel="nofollow">Druid</a> or a <a href="https://2e.aonprd.com/Classes.aspx?ID=9" target="_blank" rel="nofollow">Ranger</a> and take the <a href="https://2e.aonprd.com/Feats.aspx?ID=311" target="_blank" rel="nofollow">Animal Companion Feat</a>. Alternatively, play any <a href="https://2e.aonprd.com/Classes.aspx" target="_blank" rel="nofollow">Class</a> and <a href="https://2e.aonprd.com/Rules.aspx?ID=1431" target="_blank" rel="nofollow">Archetype</a> into either <a href="https://2e.aonprd.com/Archetypes.aspx?ID=38" target="_blank" rel="nofollow">Animal Trainer</a> from the AP or <a href="https://2e.aonprd.com/Archetypes.aspx?ID=50" target="_blank" rel="nofollow">Beastmaster</a>. You cannot take either until level 2, but you can start with a barrel of monkeys and make one a companion when you archetype.</p>
<p>Familiars, specifically monkeys, on the other hand, can do other, different stuff than companions and are available to <a href="https://2e.aonprd.com/Classes.aspx?ID=11" target="_blank" rel="nofollow">Sorcerers</a> and <a href="https://2e.aonprd.com/Classes.aspx?ID=12" target="_blank" rel="nofollow">Wizards</a> with a <a href="https://2e.aonprd.com/Feats.aspx?ID=604" target="_blank" rel="nofollow">Feat</a>, <a href="https://2e.aonprd.com/Classes.aspx?ID=16" target="_blank" rel="nofollow">Witches</a> without a feat, or, if you don't want to play a caster, with the <a href="https://2e.aonprd.com/Archetypes.aspx?ID=60" target="_blank" rel="nofollow">Familiar Master</a> archetype. (A <a href="https://2e.aonprd.com/Classes.aspx?ID=4" target="_blank" rel="nofollow">Champion</a> with a tiny <a href="https://en.wikipedia.org/wiki/Capuchin_monkey" target="_blank" rel="nofollow">Capuchin</a> monkey familiar riding his shoulder would be... a sight.)</p>
<p>Sadly, though... while the word "monkey" pops up in numerous places on the <a href="https://2e.aonprd.com/Default.aspx" target="_blank" rel="nofollow">Archives of Nethys</a> there are no actual monkeys available.</p>
<p>——————————-</p>
<p>ASIDE: Writing that gave me an amusing (to me) character concept: <a href="https://2e.aonprd.com/Ancestries.aspx?ID=29" target="_blank" rel="nofollow">Beastkin</a> (Gorilla) <a href="https://2e.aonprd.com/Ancestries.aspx?ID=19" target="_blank" rel="nofollow">Orc</a>, <a href="https://2e.aonprd.com/Backgrounds.aspx?ID=135" target="_blank" rel="nofollow">Animal Wrangler</a> (choosing Nature), <a href="https://2e.aonprd.com/Instincts.aspx?ID=1" target="_blank" rel="nofollow">Animal Instinct</a> (Ape) <a href="https://2e.aonprd.com/Classes.aspx?ID=2" target="_blank" rel="nofollow">Barbarian</a>, with the Beastmaster Archetype named Cawng.</p>
<p>A half-gorilla orc in a breastplate training monkeys amuses me. . .</p>
<p>Or. . . </p>
<p>A <a href="https://2e.aonprd.com/Heritages.aspx?ID=37" target="_blank" rel="nofollow">Tailed</a> <a href="https://2e.aonprd.com/Ancestries.aspx?ID=4" target="_blank" rel="nofollow">Goblin</a> (<i>aka</i> a "monkey goblin") <a href="https://2e.aonprd.com/Doctrines.aspx?ID=3" target="_blank" rel="nofollow">Warpriest</a> <a href="https://2e.aonprd.com/Classes.aspx?ID=5" target="_blank" rel="nofollow">Cleric</a> of <a href="https://2e.aonprd.com/Deities.aspx?ID=183" target="_blank" rel="nofollow">Sun Wukong (The Monkey King)</a>, with Animal Whisper background and Animal Trainer Archetype. . . with a staff. . .</p>So, you're query, without more specifics, is a bit layered. So far I have Extinction: Curse AP and Animal (Monkey) Trainer.
If you're only concerned about roleplaying, then simply tell your GM that your character is the monkey handler for the circus. Heck, you can even have a barrel of monkeys as pets. There is nothing in the system that prevents you from having pets. You just can't get any system or mechanical benefit from them like you can with Animal Companions or Familiars. Note, Command...iNickedYerKnickers2021-03-21T04:09:57ZRe: Forums: Rules Discussion: Can a lethal spell be made nonlethal?iNickedYerKnickershttps://paizo.com/threads/rzs43bz9?Can-a-lethal-spell-be-made-nonlethal#102021-03-11T20:35:10Z2021-03-11T20:35:10Z<div class="messageboard-quotee">Gary Bush wrote:</div><blockquote>Yes. It is found in the Player Guide in the side bar "Special Rules for this Campaign" on page 5. </blockquote><p>Ack!
<p>You posted while I was editing. Thanks!!!</p>Gary Bush wrote:Yes. It is found in the Player Guide in the side bar "Special Rules for this Campaign" on page 5.
Ack! You posted while I was editing. Thanks!!!iNickedYerKnickers2021-03-11T20:35:10ZRe: Forums: Rules Discussion: Can a lethal spell be made nonlethal?iNickedYerKnickershttps://paizo.com/threads/rzs43bz9?Can-a-lethal-spell-be-made-nonlethal#72021-03-11T20:35:05Z2021-03-11T20:22:40Z<div class="messageboard-quotee">Dr A Gon wrote:</div><blockquote> It's a special rule for Agents of Edgewatch that all attacks can be made non-lethal at no penalty.</blockquote><p>[strike]What rule is this??
<p>/snip </p>
<p>Found it in the Player's Guide!<div class="messageboard-quotee">Agents of Edgewatch Player's Guide, Page 5 Sidebar 'Special Rules for this Campaign' wrote:</div><blockquote><p>First, as city guards, your party’s player characters are
</p>
all assumed to be trained in nonlethal conflict resolution.
<br />
This means that, during combat encounters, your character
<br />
is always dealing nonlethal damage; you are never allowed
<br />
to deal lethal damage. You take no penalty to attack rolls
<br />
for dealing nonlethal damage, and all types of damage
<br />
you deal (whether from weapon attacks, spells, or even
<br />
poisons) are nonlethal unless you're attacking a creature
<br />
immune to nonlethal damage. You gain no bonuses or
<br />
added benefits for making attacks using weapons with
<br />
the nonlethal weapon trait. As usual for nonlethal damage,
<br />
when you reduce a creature to 0 Hit Points using nonlethal
<br />
damage, the creature falls unconscious instead of dying.</blockquote><p>Dr A Gon wrote:It's a special rule for Agents of Edgewatch that all attacks can be made non-lethal at no penalty.
[strike]What rule is this?? /snip
Found it in the Player's Guide!Agents of Edgewatch Player's Guide, Page 5 Sidebar 'Special Rules for this Campaign' wrote:First, as city guards, your party’s player characters are
all assumed to be trained in nonlethal conflict resolution.
This means that, during combat encounters, your character
is always dealing nonlethal damage; you are...iNickedYerKnickers2021-03-11T20:22:40ZRe: Forums: Homebrew and House Rules: Suggestions to Patch the ChirurgeoniNickedYerKnickershttps://paizo.com/threads/rzs43bw5?Suggestions-to-Patch-the-Chirurgeon#92021-04-21T19:24:45Z2021-03-09T02:26:37Z<div class="messageboard-quotee">graystone wrote:</div><blockquote><div class="messageboard-quotee">iNickedYerKnickers wrote:</div><blockquote>However, a Chirurgeon can get tremendous mileage out of Battle Medicine. . .</blockquote>But he doesn't do any better than other classes. . .</blockquote><p>Strawman fallacy.
<p>Nothing in the OP's post suggested Chirurgeon's <i>should be</i> doing as well or any better than other classes for healing.</p>
<div class="messageboard-quotee">graystone wrote:</div><blockquote>So I don't think those feats really bring anything to the table on who heals more or better.</blockquote><p>Doubling down on that strawman, huh?
<p>The original complaint isn't that Chirurgeon doesn't "heal <b><i>more or better than</i></b>" [than other classes]. The complaint is that their in-class-only healing is lackluster. Correctly pointed out two avenues to supplement their class abilities for healing is perfectly valid.</p>
<div class="messageboard-quotee">graystone wrote:</div><blockquote>replace Chirurgeon with literally any other class and your quote reads the same.</blockquote><p>So? The original complaint isn't Chirurgeon should be a super duper second-to-Cleric healer on class abilities alone.
<p>Your "contributions" to this thread are irrelevant; Strawmen neither refute nor support any arguments.</p>graystone wrote:iNickedYerKnickers wrote:However, a Chirurgeon can get tremendous mileage out of Battle Medicine. . .
But he doesn't do any better than other classes. . .Strawman fallacy. Nothing in the OP's post suggested Chirurgeon's should be doing as well or any better than other classes for healing.
graystone wrote:So I don't think those feats really bring anything to the table on who heals more or better.
Doubling down on that strawman, huh? The original complaint isn't that...iNickedYerKnickers2021-03-09T02:26:37ZRe: Forums: Homebrew and House Rules: Suggestions to Patch the ChirurgeoniNickedYerKnickershttps://paizo.com/threads/rzs43bw5?Suggestions-to-Patch-the-Chirurgeon#42021-04-21T19:24:45Z2021-03-08T16:52:19Z<div class="messageboard-quotee">Christopher Mathieu wrote:</div><blockquote>But for most characters, when they need some healing they're in bad shape, and getting out that elixir requires four actions — stowing their weapon, getting out the elixir, drinking it, then readying their weapon again.</blockquote><p>The action economy is no different from healing potions<b>. . .</b>
</p>
<div class="messageboard-quotee">Christopher Mathieu wrote:</div><blockquote>By RAW, they only have three formulas on their list, so they'll always have the same signature items.</blockquote><p><a href="https://2e.aonprd.com/Classes.aspx?ID=1" target="_blank" rel="nofollow">
</p>
Alchemist's Formula Book:</a><div class="messageboard-quotee">Quote:</div><blockquote>Each time you gain a level, you can add the formulas for <b>two common alchemical items</b> to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, <b>but it's also possible to find or buy additional formulas...</b></blockquote><p>Alchemists are only restricted to <i>common</i> formulas for their level-up freebies. Otherwise, nothing prevents a Chirurgeon from automatically learning formulas other than Anitplague, Antitoxin, or Elixir of Life.
<p>It is true that a Chirurgeon relying on Elixir's of Life, alone, doesn't scale up very well for healing. However, a Chirurgeon can get tremendous mileage out of <a href="https://2e.aonprd.com/Feats.aspx?ID=760" target="_blank" rel="nofollow">Battle Medicine</a>, <a href="https://2e.aonprd.com/Feats.aspx?ID=771" target="_blank" rel="nofollow">Continual Recovery</a>, and <a href="https://2e.aonprd.com/Feats.aspx?ID=864" target="_blank" rel="nofollow">Ward Medic</a>, and fares even better adding the <a href="https://2e.aonprd.com/Archetypes.aspx?ID=69" target="_blank" rel="nofollow">Medic Dedication</a> with <a href="https://2e.aonprd.com/Feats.aspx?ID=2028" target="_blank" rel="nofollow">Doctor's Visitation</a>, <a href="https://2e.aonprd.com/Feats.aspx?ID=2029" target="_blank" rel="nofollow">Treat Condition</a>, and <a href="https://2e.aonprd.com/Feats.aspx?ID=2030" target="_blank" rel="nofollow">Holistic Care</a>. Treat Condition and Holistic care are both skill feats, so the Chirurgeon is only gives up two class feats for the Archetype. </p>
<p>I do believe that <a href="https://2e.aonprd.com/Feats.aspx?ID=1595" target="_blank" rel="nofollow">Healing Bomb</a> should have splash that should also interact with <a href="https://2e.aonprd.com/Feats.aspx?ID=99" target="_blank" rel="nofollow">Calculated Splash</a>, <a href="https://2e.aonprd.com/Feats.aspx?ID=104" target="_blank" rel="nofollow">Directional Bomb</a>, and <a href="https://2e.aonprd.com/Feats.aspx?ID=109" target="_blank" rel="nofollow">Expanded Splash</a>. Since making and using a Healing Bomb is three actions, this would actually make Healing Bomb worth considering.</p>Christopher Mathieu wrote:But for most characters, when they need some healing they're in bad shape, and getting out that elixir requires four actions -- stowing their weapon, getting out the elixir, drinking it, then readying their weapon again.
The action economy is no different from healing potions. . .
Christopher Mathieu wrote:By RAW, they only have three formulas on their list, so they'll always have the same signature items.
Alchemist's Formula Book:Quote:Each time you gain a...iNickedYerKnickers2021-03-08T16:52:19ZRe: Forums: Advice: Alchemist bombersiNickedYerKnickershttps://paizo.com/threads/rzs43bm3?Alchemist-bombers#62021-02-26T23:10:06Z2021-02-26T23:07:42Z<p>I play a bomber in my group's Age of Ashes AP. While my bombs rarely make the huge damage numbers on a hit that our Barbarian knocks out, the persistent damage adds up. </p>
<p>At 12th level:
<br />
- Alchemical Familiar (for an additional reagent and other utility)
<br />
- Far Lobber
<br />
- Quick Bomber
<br />
- Calculated Splash (splash damage equal to Int. modifier)
<br />
- Sticky Bomb (add Splash + Int. modifier to persistent damage)
<br />
- Expanded Splash (add Int. modifier to splash damage)
<br />
- Uncanny Bombs (range is now 60')</p>
<p>Perpetual Potency:
<br />
- Moderate Acid Flask (for 2d6 persistent acid damage)
<br />
- Moderate Blight Bomb (for 2d6 persistent poison damage)</p>
<p>17 Infused Reagents per day.</p>
<p>Daily Prep: 2 Infused Reagents = 6 Bombs; 1 Infused Reagent = 2 Mutagens
<br />
- 3 Greater Acid Flask (3d6 persistent acid)
<br />
- 3 Greater Blight Bomb (3d6 persistent poison)
<br />
- 2 Greater Quicksilver Mutagens</p>
<p>So, unlimited Moderate Acid Flask and Blight Bomb and Double Brew Sticky bombs up to 7 times if I don't quick alchemy any other elixirs, mutagens, or tools.</p>I play a bomber in my group's Age of Ashes AP. While my bombs rarely make the huge damage numbers on a hit that our Barbarian knocks out, the persistent damage adds up.
At 12th level:
- Alchemical Familiar (for an additional reagent and other utility)
- Far Lobber
- Quick Bomber
- Calculated Splash (splash damage equal to Int. modifier)
- Sticky Bomb (add Splash + Int. modifier to persistent damage)
- Expanded Splash (add Int. modifier to splash damage)
- Uncanny Bombs (range is now 60')
...iNickedYerKnickers2021-02-26T23:07:42ZRe: Forums/Pathfinder Second Edition: General Discussion: Multiple Persistent Damage StackingiNickedYerKnickershttps://paizo.com/threads/rzs43bkg?Multiple-Persistent-Damage-Stacking#402021-02-26T21:13:41Z2021-02-26T21:13:41Z<div class="messageboard-quotee">Garulo wrote:</div><blockquote>If I have both a 1d6 and 1d4 I would roll both dice and take the single die that had the highest damage. In other words. You are taking the highest of all the possible instead of combining. Thus, if the d4 gave a result of 4 and the d6 gave a result of 2 you would take the 4 result </blockquote><p>To roll both 1d6 and 1d4 would necessitate that the target be under 1d6 persistent X damage <b>and</b> 1d4 persistent X damage. RAW, that is not possible. It is either one or the other.Garulo wrote:If I have both a 1d6 and 1d4 I would roll both dice and take the single die that had the highest damage. In other words. You are taking the highest of all the possible instead of combining. Thus, if the d4 gave a result of 4 and the d6 gave a result of 2 you would take the 4 result
To roll both 1d6 and 1d4 would necessitate that the target be under 1d6 persistent X damage and 1d4 persistent X damage. RAW, that is not possible. It is either one or the other.iNickedYerKnickers2021-02-26T21:13:41ZRe: Forums/Pathfinder Second Edition: General Discussion: New Weapons in Lost Omens Ancestry GuideiNickedYerKnickershttps://paizo.com/threads/rzs43bk7?New-Weapons-in-Lost-Omens-Ancestry-Guide#202021-02-26T04:05:26Z2021-02-26T04:05:26Z<div class="messageboard-quotee">Gisher wrote:</div><blockquote>Finesse and Grapple is a good combo for Investigators, though. They can use Int for both attacks and grapples with such weapons. </blockquote><p><a href="https://2e.aonprd.com/Actions.aspx?ID=546" target="_blank" rel="nofollow">Devise a Stratagem</a> only works, "<i>for the first <b>Strike</b> you make against the creature this round</i>". Grapple has the Attack trait but it is an Athletics check not a Strike.Gisher wrote:Finesse and Grapple is a good combo for Investigators, though. They can use Int for both attacks and grapples with such weapons.
Devise a Stratagem only works, "for the first Strike you make against the creature this round". Grapple has the Attack trait but it is an Athletics check not a Strike.iNickedYerKnickers2021-02-26T04:05:26ZRe: Forums: Advice: Animated Armor issuesiNickedYerKnickershttps://paizo.com/threads/rzs43baf?Animated-Armor-issues#32021-02-16T01:56:51Z2021-02-16T01:56:51Z<p>Maybe use the <a href="https://2e.aonprd.com/Rules.aspx?ID=791" target="_blank" rel="nofollow">Weak Adjustment</a>, and swap Hardness for AC in the first bullet: "Decrease the creature’s AC, attack modifiers, DCs, saving throws, and skill modifiers by 2."</p>Maybe use the Weak Adjustment, and swap Hardness for AC in the first bullet: "Decrease the creature’s AC, attack modifiers, DCs, saving throws, and skill modifiers by 2."iNickedYerKnickers2021-02-16T01:56:51ZRe: Forums: Rules Discussion: Spellguard Blade and Twin ParryiNickedYerKnickershttps://paizo.com/threads/rzs43b5o?Spellguard-Blade-and-Twin-Parry#42021-02-11T21:08:29Z2021-02-11T21:08:29Z<p>Because the parry trait of the Spellguard Blade (a +1 striking main-gauche) triggers the additional +1 to the circumstance bonus to AC from Twin Parry, the wielder is, in effect, "<b>benefiting from the +1 circumstance bonus to AC from this weapon's parry trait</b>," thereby meeting the criteria for the bonus to saving throws against spells.</p>Because the parry trait of the Spellguard Blade (a +1 striking main-gauche) triggers the additional +1 to the circumstance bonus to AC from Twin Parry, the wielder is, in effect, "benefiting from the +1 circumstance bonus to AC from this weapon's parry trait," thereby meeting the criteria for the bonus to saving throws against spells.iNickedYerKnickers2021-02-11T21:08:29ZRe: Forums: Advice: Alchemists in Practice: What should I be doing?iNickedYerKnickershttps://paizo.com/threads/rzs43axy?Alchemists-in-Practice-What-should-I-be-doing#252021-02-03T03:19:45Z2021-02-03T03:19:45Z<p>Alchemists' variety of damage types is less about capitalizing on weaknesses and more about circumventing resistances, IMHO.</p>
<p>Having a Witch using Elemental Betrayal helps...</p>Alchemists' variety of damage types is less about capitalizing on weaknesses and more about circumventing resistances, IMHO.
Having a Witch using Elemental Betrayal helps...iNickedYerKnickers2021-02-03T03:19:45ZRe: Forums: Rules Discussion: Can you add property runes to a robe of the archmagi?iNickedYerKnickershttps://paizo.com/threads/rzs43as2?Can-you-add-property-runes-to-a-robe-of-the#222021-10-27T16:10:28Z2021-01-29T02:53:02Z<p><b>A.</b> <a href="https://2e.aonprd.com/Armor.aspx?ID=2" target="_blank" rel="nofollow">Explorer's Clothing</a> (emphasis and hyperlinks added) CRB Page 275<div class="messageboard-quotee">Quote:</div><blockquote><p>. . .
</p>
Adventurers who don’t wear armor travel in durable clothing. <b>Though it’s not armor</b> and uses your unarmored defense proficiency, it still has a Dex Cap and <b>can grant an item bonus to AC if etched with <a href="https://2e.aonprd.com/Equipment.aspx?ID=278" target="_blank" rel="nofollow">potency runes</a></b>. . .</blockquote><b>B.</b> <a href="https://2e.aonprd.com/Equipment.aspx?ID=464" target="_blank" rel="nofollow">Robe of the Archmagi</a> (emphasis and hyperlinks added) CRB Page 616<div class="messageboard-quotee">Quote:</div><blockquote><p>Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment . . .
</p>
The robes are <i><a href="https://2e.aonprd.com/Equipment.aspx?ID=278" target="_blank" rel="nofollow">[Armor Potency] +2</a> <a href="https://2e.aonprd.com/Equipment.aspx?ID=279" target="_blank" rel="nofollow"><b>greater resilient</b></a> explorer’s clothing</i>, <b>and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.</b></p>
<p><b>Activate</b> Reaction command; <b>Frequency</b> once per day; <b>Trigger</b> You attempt a saving throw against an arcane spell, but you haven’t rolled yet; <b>Effect</b> You automatically succeed at your save against the triggering arcane spell . . .</blockquote><b>C.</b> <a href="https://2e.aonprd.com/Rules.aspx?ID=714" target="_blank" rel="nofollow">Specific Magic Armor</a> CRB Page 557<div class="messageboard-quotee">Quote:</div><blockquote>These suits of armor have abilities far different from what can be gained by etching runes. A specific magic armor lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can’t etch any property runes onto a specific armor that it doesn’t already have.</blockquote><p><b>CONCLUSION:</b> Robes of the Archmagi are not Specific Magic Armor, but still may not be etched with <a href="https://2e.aonprd.com/Rules.aspx?ID=739" target="_blank" rel="nofollow">Armor Property Runes</a>.
<p>It is self evident that the Robes of the Archmagi are <b>not</b> armor and, therefore, do <b>not</b> fall under the Specific Magic Armor umbrella. They are enchanted Explorer's Clothing which is explicitly <b>not</b> armor.</p>
<p>However, while the Specific Magic Armor proscription against adding additional Property runes does not apply, the nature of Explorer's Clothing does. Explorer's Clothing are specifically able to receive Armor Potency runes but have no such allowance for Resilient or Property Runes. Ergo, they may be etched with Potency runes only.</p>A. Explorer's Clothing (emphasis and hyperlinks added) CRB Page 275Quote:. . .
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes. . .
B. Robe of the Archmagi (emphasis and hyperlinks added) CRB Page 616Quote:Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their...iNickedYerKnickers2021-01-29T02:53:02ZRe: Forums: Advice: Dhampir PCs Surviving in Normal PartiesiNickedYerKnickershttps://paizo.com/threads/rzs43ahc?Dhampir-PCs-Surviving-in-Normal-Parties#72021-01-21T14:34:59Z2021-01-21T04:39:21Z<p>Also, <a href="https://2e.aonprd.com/Equipment.aspx?ID=718" target="_blank" rel="nofollow">Oil of Unlife</a> is a thing . . .</p>Also, Oil of Unlife is a thing . . .iNickedYerKnickers2021-01-21T04:39:21ZRe: Forums/Guns and Gears Playtest: General Discussion: The biggest problem with dual wieldingiNickedYerKnickershttps://paizo.com/threads/rzs43a1n?The-biggest-problem-with-dual-wielding#332021-01-11T16:17:06Z2021-01-09T21:51:20Z<p><a href="https://fb.watch/2VTHqODQhq/" target="_blank" rel="nofollow">Reloading!</a></p>Reloading!iNickedYerKnickers2021-01-09T21:51:20ZRe: Forums: Rules Discussion: What the Heck Happens During a Champion's React?!iNickedYerKnickershttps://paizo.com/threads/rzs439yd?What-the-Heck-Happens-During-a-Champions-React#52021-01-07T00:17:09Z2021-01-06T23:53:57Z<p>[Bad Guy] Attacks the party's healer.</p>
<p>[Champion] Sees the attack coming and ShoulderChecks/Shoves/KicksALeg/DeflectsTheBlowWithHisSword/<i>Etcetera</i> causing the blow to glance off the target, preventing the party healer from taking the full force of the attack.</p>[Bad Guy] Attacks the party's healer.
[Champion] Sees the attack coming and ShoulderChecks/Shoves/KicksALeg/DeflectsTheBlowWithHisSword/Etcetera causing the blow to glance off the target, preventing the party healer from taking the full force of the attack.iNickedYerKnickers2021-01-06T23:53:57ZRe: Forums: Rules Discussion: Energy mutagen alchemist trick discussioniNickedYerKnickershttps://paizo.com/threads/rzs43926?Energy-mutagen-alchemist-trick-discussion#262020-12-08T00:55:02Z2020-12-08T00:55:02Z<div class="messageboard-quotee">Cordell Kintner wrote:</div><blockquote>Their next post is them pointing out they were wrong and they now realize what the infused trait means, and where it comes from. </blockquote><p>Oops. Missed that.
<p><i>Mea culpa.</i></p>Cordell Kintner wrote:Their next post is them pointing out they were wrong and they now realize what the infused trait means, and where it comes from.
Oops. Missed that. Mea culpa.iNickedYerKnickers2020-12-08T00:55:02ZRe: Forums: Rules Discussion: Energy mutagen alchemist trick discussioniNickedYerKnickershttps://paizo.com/threads/rzs43926?Energy-mutagen-alchemist-trick-discussion#92020-12-05T01:16:44Z2020-12-05T01:15:55Z<div class="messageboard-quotee">Claxon wrote:</div><blockquote>Also persistent mutagen requires the infused tag, which is not present on the energy mutagen. So you don't have to worry about this, energy mutagen doesn't qualify. </blockquote><p>There is nothing in the <a href="https://2e.aonprd.com/Equipment.aspx?ID=474" target="_blank" rel="nofollow">Energy Mutagen</a> description that precludes giving them the Infused trait. So, Energy Mutagens that are made during daily preparation with Advanced Alchemy or on the fly with Quick Alchemy are given the Infused trait.
<div class="messageboard-quotee">Core Rulebook pg. 66 2.0 wrote:</div><blockquote><p>Advanced Alchemy
</p>
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. <b>These items have the infused trait</b> and remain potent for 24 hours or until your next daily preparations, whichever comes first.</p>
<p>Quick Alchemy
<br />
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. <b>This item has the infused trait</b>, but it remains potent only until the start of your next turn.</blockquote><p>Claxon wrote:Also persistent mutagen requires the infused tag, which is not present on the energy mutagen. So you don't have to worry about this, energy mutagen doesn't qualify.
There is nothing in the Energy Mutagen description that precludes giving them the Infused trait. So, Energy Mutagens that are made during daily preparation with Advanced Alchemy or on the fly with Quick Alchemy are given the Infused trait. Core Rulebook pg. 66 2.0 wrote:Advanced Alchemy
During your daily...iNickedYerKnickers2020-12-05T01:15:55ZRe: Forums: Advice: Burn It! And Incendiary Aura buildiNickedYerKnickershttps://paizo.com/threads/rzs438z0?Burn-It-And-Incendiary-Aura-build#62020-12-02T15:44:27Z2020-12-02T09:26:52Z<p>This sounds like it may be stupidly fun! </p>
<p>Charhide Heritage and the Goblin Feats, "Burn It!" and "Torch Goblin," are must-haves, in my opinion. Additionally, the Goblin Feat, "Chosen of Lamashtu," allows Goblins to have two heritages. So, both Charhide and Unbreakable Goblin Heritages can be accomplished. </p>
<p>This begins to come online at Level 5 when "Torch Goblin" is available. This Goblin <i>wants</i> to be on fire (suffering Persistent Fire Damage), because she then deals additional fire damage with her attacks <i>and</i> when attacked. It may also server as a deterrent to being attacked when the bad guys learn that attack her burnses.</p>
<p>She does trade four Class Feats, in this build, for Archetypes: Alchemist Multiclass and Sentinel Archetypes. </p>
<p>Alchemist Dedication allows for (Level x 2) Lesser Alchemist's Fire Bombs per day mainly for setting herself on fire. Wade into Alchemist a bit more with "Basic Concoction" to learn "Quick Bomber" and she draw a bomb and set herself on fire in one action.</p>
<p>Combined with the General Feat "Armor Proficiency", this Sentinel Oracle may take full advantage of Heavy Armor. Additional Feats can be selected to maximize her abilities with Full Plate. With "Adopted Ancestry," for instance, she could take Dwarven "Unburdened Iron" and igore the speed penalty of full plate. </p>
<p>Alternatively, I think the build would be fun even if she didn't dual heritage or take Archetypes.</p>
<p><b>Unbreakable Charhide Goblin Flames Oracle</b> (Starting as Charhide and a Worshipper of Lamashtu)<b>:</b></p>
<p><b>Ancestry Feats:</b>
<br />
1st Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=38" target="_blank" rel="nofollow">Burn It!</a> - Buff fire damage.
<br />
5th Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=1005" target="_blank" rel="nofollow">Torch Goblin</a> - Set yourself on fire...
<br />
9th Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=1003" target="_blank" rel="nofollow">Chose of Lamashtu</a> - Pick a second Goblin Heritage: Unbreakable.</p>
<p><b>Class Feats:</b>
<br />
2nd Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=2062" target="_blank" rel="nofollow">Sentinel Dedication</a> - Wear Medium Armor, or Heavy Armor if the <a href="https://2e.aonprd.com/Feats.aspx?ID=755" target="_blank" rel="nofollow">Armor Proficiency</a> General Feat is taken.
<br />
4th Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=2063" target="_blank" rel="nofollow">Steel Skin (Sentinel)</a> - Any armor you wear effectively gains the <a href="https://2e.aonprd.com/Traits.aspx?ID=203" target="_blank" rel="nofollow">Comfort</a> trait.
<br />
6th Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=2064" target="_blank" rel="nofollow">Armor Specialist</a> - Gain <a href="https://2e.aonprd.com/ArmorGroups.aspx" target="_blank" rel="nofollow">Armor Specialization</a> effects and meets the condition to allow a second Archetype Dedication.
<br />
At 8th or 10th Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=38" target="_blank" rel="nofollow">Alchemist Dedication</a> - This is mainly to make [Character Level] x 2 <a href="https://2e.aonprd.com/Equipment.aspx?ID=75" target="_blank" rel="nofollow">Lesser Alchemist's Fire Bombs at daily prep for an additional source of fire damage.
<br />
beyond that: [url=https://2e.aonprd.com/Feats.aspx?ID=1492]Advanced Revelation, 6th</a> and <a href="https://2e.aonprd.com/Feats.aspx?ID=1501" target="_blank" rel="nofollow">Greater Revelation, 12th</a>...
<br />
otherwise: I'dun'no... More <a href="https://2e.aonprd.com/Archetypes.aspx?ID=76" target="_blank" rel="nofollow">Sentinel Feats</a>? Dig deeper into <a href="https://2e.aonprd.com/Archetypes.aspx?ID=1" target="_blank" rel="nofollow">Alchemist Archetype</a>? Take some more <a href="https://2e.aonprd.com/Feats.aspx?Traits=319" target="_blank" rel="nofollow">Oracle Feats</a>?? Profit?</p>
<p><b>General Feats:</b>
<br />
1st Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=751" target="_blank" rel="nofollow">Adopted Ancestry</a>:
<br />
Dwarf: <a href="https://2e.aonprd.com/Feats.aspx?ID=5" target="_blank" rel="nofollow">Undburdened Iron</a> - Ignore armor speed reduction.
<br />
Halfling: <a href="https://2e.aonprd.com/Feats.aspx?ID=52" target="_blank" rel="nofollow">Distracting Shadows</a> - Hide behind larger allies to approach the bad guys.
<br />
Kobold: <a href="https://2e.aonprd.com/Feats.aspx?ID=1274" target="_blank" rel="nofollow">Scamper</a> - Reposition with 5-foot speed boost.
<br />
Orc: <a href="https://2e.aonprd.com/Feats.aspx?ID=83" target="_blank" rel="nofollow">Orc Ferocity</a> - Become harder to knockout. [<i>However, this one might be considered an innate ancestry feat and invalid for Adopted Ancestr</i>.]
<br />
Shoony: <a href="https://2e.aonprd.com/Feats.aspx?ID=1218" target="_blank" rel="nofollow">Scamper Underfoot</a> - Bonuses to Tumble Through bad guys' squares.</p>
<p>1st Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=755" target="_blank" rel="nofollow">Armor Proficiency</a> - Wear Medium Armor.
<br />
1st Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=774" target="_blank" rel="nofollow">Diehard</a> - Be harder to kill
<br />
1st Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=784" target="_blank" rel="nofollow">Fleet</a> - Move faster.
<br />
1st Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=855" target="_blank" rel="nofollow">Toughness</a> - Be more harder to kill.
<br />
3rd Level: <a href="https://2e.aonprd.com/Feats.aspx?ID=753" target="_blank" rel="nofollow">Ancestral Paragon</a> - Convert a General Feat into a 1st Level Ancestry Feat:
<br />
Goblin: <a href="https://2e.aonprd.com/Feats.aspx?ID=999" target="_blank" rel="nofollow">Bouncy Goblin</a> - Bonuses to Acrobatics and Tumble Through, and sets up for <a href="https://2e.aonprd.com/Feats.aspx?ID=1011" target="_blank" rel="nofollow">Unbreakable-er Goblin</a>
<br />
Goblin: <a href="https://2e.aonprd.com/Feats.aspx?ID=1424" target="_blank" rel="nofollow">Twitchy</a> - Bonuses versus hazards and to Initative Rolls.
<br />
Goblin: <a href="https://2e.aonprd.com/Feats.aspx?ID=46" target="_blank" rel="nofollow">Very Sneaky</a> - Bonuses to Stealth and pairs well with halflings' <a href="https://2e.aonprd.com/Feats.aspx?ID=52" target="_blank" rel="nofollow">Distracting Shadows</a>, and her sets up for <a href="https://2e.aonprd.com/Feats.aspx?ID=51" target="_blank" rel="nofollow">Very Very Sneaky</a>.</p>This sounds like it may be stupidly fun!
Charhide Heritage and the Goblin Feats, "Burn It!" and "Torch Goblin," are must-haves, in my opinion. Additionally, the Goblin Feat, "Chosen of Lamashtu," allows Goblins to have two heritages. So, both Charhide and Unbreakable Goblin Heritages can be accomplished.
This begins to come online at Level 5 when "Torch Goblin" is available. This Goblin wants to be on fire (suffering Persistent Fire Damage), because she then deals additional fire damage...iNickedYerKnickers2020-12-02T09:26:52ZRe: Forums: Rules Discussion: About worn and stowed consumables on errataiNickedYerKnickershttps://paizo.com/threads/rzs438yq?About-worn-and-stowed-consumables-on-errata#22020-12-12T09:23:51Z2020-12-01T14:24:50Z<p><b>Worn:</b>
<br />
- the item is stored in a bandolier, belt pouch, or some other easily accessible </p>
<p>container
<br />
- it takes 1 interact action to move a worn item to a hand item</p>
<p><b>Stowed:</b>
<br />
- the item is stored in a backpack or knapsack or similarly worn container. they
<br />
are not so easily accessible.</p>
<p>- it takes 2 interact actions to move the item from stowed to held: 1 interact action to take the stowing container off and 1 interact action to retrieve the item from the container.</p>Worn:
- the item is stored in a bandolier, belt pouch, or some other easily accessible
container
- it takes 1 interact action to move a worn item to a hand item
Stowed:
- the item is stored in a backpack or knapsack or similarly worn container. they
are not so easily accessible.
- it takes 2 interact actions to move the item from stowed to held: 1 interact action to take the stowing container off and 1 interact action to retrieve the item from the container.iNickedYerKnickers2020-12-01T14:24:50ZRe: Forums: Advice: Sling + shield?iNickedYerKnickershttps://paizo.com/threads/rzs42sn0?Sling-shield#272020-11-24T04:07:40Z2020-11-24T04:07:40Z<p><a href="https://2e.aonprd.com/Archetypes.aspx?ID=49" target="_blank" rel="nofollow">Bastion Archetype</a>, <a href="https://2e.aonprd.com/Feats.aspx?ID=1897" target="_blank" rel="nofollow">Nimble Shield Hand</a><div class="messageboard-quotee">Quote:</div><blockquote>You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). . .</blockquote><p>Bastion Archetype, Nimble Shield HandQuote:You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). . .iNickedYerKnickers2020-11-24T04:07:40ZRe: Forums/Pathfinder Second Edition: General Discussion: A Place to be HappyiNickedYerKnickershttps://paizo.com/threads/rzs42piq&page=4?A-Place-to-be-Happy#1642020-11-24T21:27:25Z2020-11-24T02:13:12Z<div class="messageboard-quotee">MaxAstro wrote:</div><blockquote> The monster design. OMG the monster design is so good. I love that some monsters can just totally mess with the action economy to make them viable solo encounters. . . </blockquote><p>Agreed!
<p>Running an adventure and my party encountered an Ether Spider.</p>
<p>Ether step to material plane. Bite or shoot web. Ether step to ethereal. </p>
<p>The party is like, "oh fu... uhm... Fudge!!" After a couple of rounds, they learned to ready actions for the spider to materialize.</p>
<p>It turned out to be a very fun encounter to run, and, by all reports, participate in as well.</p>MaxAstro wrote:The monster design. OMG the monster design is so good. I love that some monsters can just totally mess with the action economy to make them viable solo encounters. . .
Agreed! Running an adventure and my party encountered an Ether Spider.
Ether step to material plane. Bite or shoot web. Ether step to ethereal.
The party is like, "oh fu... uhm... Fudge!!" After a couple of rounds, they learned to ready actions for the spider to materialize.
It turned out to be a very fun...iNickedYerKnickers2020-11-24T02:13:12ZRe: Forums/Pathfinder Second Edition: General Discussion: Errata Part 2 Discussion ThreadiNickedYerKnickershttps://paizo.com/threads/rzs438c2&page=6?Errata-Part-2-Discussion-Thread#2842020-11-24T01:35:00Z2020-11-24T01:35:00Z<div class="messageboard-quotee">MegaRyozaki wrote:</div><blockquote> So Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them." This is all good, but it still doesn`t change the fact that this item, if it is a bomb, only remains potent until the start of your next turn. So for bomber still useless. </blockquote><p>Actually, all alchemical items made with quick alchemy suffer that limit on potency unless the alchemist also has the Enduring Alchemy Feat (that does not apply to bombs :( ).MegaRyozaki wrote:So Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them." This is all good, but it still doesn`t change the fact that this item, if it is a bomb, only remains potent until the start of your next turn. So for bomber still useless.
Actually, all alchemical items made with quick alchemy suffer that limit...iNickedYerKnickers2020-11-24T01:35:00ZRe: Forums: Rules Discussion: Alchemist's Signature ItemsiNickedYerKnickershttps://paizo.com/threads/rzs438ht?Alchemists-Signature-Items#32020-11-15T19:55:17Z2020-11-15T19:55:17Z<p>Thanks!!</p>Thanks!!iNickedYerKnickers2020-11-15T19:55:17ZForums: Rules Discussion: Alchemist's Signature ItemsiNickedYerKnickershttps://paizo.com/threads/rzs438ht?Alchemists-Signature-Items#12020-11-15T19:51:19Z2020-11-15T19:31:53Z<div class="messageboard-quotee">Quote:</div><blockquote>Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer <b>at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two.</b></blockquote><p>So, is that a signature item at each level for a total of four signature items?
<div class="messageboard-quotee">Quote:</div><blockquote>Each time you gain a level, you can swap one of your signature items with another formula in your formula book. <b>This new signature item must be on your research field’s list of possible signature items."</b></blockquote><p>Uh, how about identifying which items are possible signature items, please.Quote:Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using...iNickedYerKnickers2020-11-15T19:31:53ZForums: Rules Discussion: Alchemist Alchemical Alacrity After Errata Part 2iNickedYerKnickershttps://paizo.com/threads/rzs438cw?Alchemist-Alchemical-Alacrity-After-Errata#12021-07-15T12:25:16Z2020-11-10T18:18:19Z<div class="messageboard-quotee">Quote:</div><blockquote><p><b>From Pathfinder Core Rulebook Errata (Part 2):</b></p>
<p>Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."</blockquote><div class="messageboard-quotee">Quote:</div><blockquote><p><b>From CRB Alchemist Features (emphasis added):</b></p>
<p>Alchemical Alacrity . . .
<br />
Your comfort in concocting items is such that you can create three at a time. <b>When using the Quick Alchemy action</b>, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.
<br />
<b>... and ...</b>
<br />
Quick Alchemy . . .
<br />
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but <b>it remains potent only until the start of your next turn.</b></blockquote><p>While the errata addresses what happens with the odd item out, it does <b>not</b> address the fact that the third item goes piff! at the start of the Alchemist's next turn. So, Alchemical Alacrity <i><b>requires</b></i> the fourth level Class Feat, Enduring Alchemy, to actually be useful.Quote:From Pathfinder Core Rulebook Errata (Part 2):
Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."
Quote:From CRB Alchemist Features (emphasis added):
Alchemical Alacrity . . .
Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up...iNickedYerKnickers2020-11-10T18:18:19ZRe: Forums/Pathfinder Second Edition: General Discussion: I feel that monster attacks are very overpowered at low levelsiNickedYerKnickershttps://paizo.com/threads/rzs436vy?I-feel-that-monster-attacks-are-very#122021-05-25T23:05:06Z2020-09-25T06:28:59Z<p>When our group transitioned from 1e to 2e we had similar troubles early on. The malfunction, we belatedly realized, was that we were treating combat encounters more like higher level 1e encounters: get in the BG's face and trade full-attack actions. </p>
<p>We took a break for a bit to analyze our issues. It turns out that we basically behaved as though we're still playing Pathfinder. It's easy mistake to make since the game is called "Pathfinder" and many of its aspects still use the same nouns (with slightly different underlying rules and mechanics).</p>
<p>We realized that we had to stop playing Pathfinder, "forget" everything we know, (mechanics and rules) about 1e, and approach the 2e game as a completely new and separate game ("Trail Blazer").</p>
<p>Reevaluating 2e in that context, we changed our encounter tactics to minimize or reduce in-face time. Forcing opponents to burn actions — standing back up, picking up or drawing a weapon, stepping or striding, attempting to remove persistent damage, etc. — instead of Strike three time, changed the experience dramatically for us. </p>
<p>YMMV.</p>When our group transitioned from 1e to 2e we had similar troubles early on. The malfunction, we belatedly realized, was that we were treating combat encounters more like higher level 1e encounters: get in the BG's face and trade full-attack actions.
We took a break for a bit to analyze our issues. It turns out that we basically behaved as though we're still playing Pathfinder. It's easy mistake to make since the game is called "Pathfinder" and many of its aspects still use the same nouns...iNickedYerKnickers2020-09-25T06:28:59ZRe: Forums/Pathfinder Second Edition: General Discussion: ShoonyiNickedYerKnickershttps://paizo.com/threads/rzs4360w?Shoony#92020-09-15T22:54:20Z2020-09-15T22:54:20Z<p>I don't know how close these are to Shoony, but <a href="https://https://www.heroforge.com/" target="_blank" rel="nofollow">Hero Forge</a> has arthro-canines to customize. . .</p>I don't know how close these are to Shoony, but Hero Forge has arthro-canines to customize. . .iNickedYerKnickers2020-09-15T22:54:20ZRe: Forums/Pathfinder Second Edition: General Discussion: The problem with archetypesiNickedYerKnickershttps://paizo.com/threads/rzs434t0&page=2?The-problem-with-archetypes#882020-08-11T21:54:49Z2020-08-11T21:46:50Z<div class="messageboard-quotee">shroudb wrote:</div><blockquote>. . . and quick bombs is a once per round ability and etc. . . </blockquote><p>I assume you mean the alchemist feat Quick Bomber.
</p>
<div class="messageboard-quotee">Source Core Rulebook pg. 76 1.1 wrote:</div><blockquote><p>QUICK BOMBER [ONE-ACTION]
</p>
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.</blockquote><p>Quick Bomber makes drawing and throwing a single action, just like Quick Draw for weapons. Nothing in the feat or in the Alchemist limits it to once per round. It is perfectly within the rules, as far as I can tell, to Quick Bomb with all three actions.
<div class="messageboard-quotee">Quote:</div><blockquote>. . . As a limited resource you can't be chucking them at -5 and -10, especially with the crappy proficiency you have . . .</blockquote><p>My table is currently alternating between Age of Ashes and Extinction Curse. There is a bomber in each campaign and, so far, they've not been too shy about throwing twice. When they do bomb twice, it is usually a Bottled Lightning for a bit of damage and to impose the flat-footed condition. Then the follow-up bomb is at an effective -3 rather than -5.
<p>It is true, though, that they never attempt a third bomb, but, then again, almost no one at the table bothers for a third action strike. The MAP at -10 (-8 for Agile) is pretty punishing. A third-action strike is rarely attempted [at our table] unless the situation is such low risk that there's no real harm in fishing for 19's or 20's to land a third action strike instead of, say, taking an action to Aid, Recall Knowledge, move, Raise Shield, Take Cover, or whatnot.</p>
<div class="messageboard-quotee">Quote:</div><blockquote>. . . and perpetual makes them always a 2 action activity due to the action cost of creating them. . . </blockquote><p>This is a gross mischaracterization.
<p>Perpetual Infusions give the alchemists the option to choose between one and two (or four with Perpetual Breadth from the APG) different bombs that they can make without expending a resource. They are the alchemists' cantrips (that they don't get until level 7), and they're great when the situation doesn't call for bigger bombs or other activities. They're also pretty nifty for sticking some persistent damage with Calculated Splash and Sticky Bomb.</p>
<p>There is nothing, however, that requires bombers to only use their perpetual infusions instead of higher level bombs.</p>shroudb wrote:. . . and quick bombs is a once per round ability and etc. . .
I assume you mean the alchemist feat Quick Bomber.
Source Core Rulebook pg. 76 1.1 wrote:QUICK BOMBER [ONE-ACTION]
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
Quick Bomber makes drawing and throwing a single action, just like Quick Draw for weapons. Nothing in the feat or in the Alchemist limits it to once per round. It is...iNickedYerKnickers2020-08-11T21:46:50ZRe: Forums: Rules Discussion: Dragon Disciple: Breath of the DragoniNickedYerKnickershttps://paizo.com/threads/rzs434p7?Dragon-Disciple-Breath-of-the-Dragon#32020-08-06T03:07:44Z2020-08-06T03:07:44Z<p>Thanks!</p>Thanks!iNickedYerKnickers2020-08-06T03:07:44ZForums: Rules Discussion: Dragon Disciple: Breath of the DragoniNickedYerKnickershttps://paizo.com/threads/rzs434p7?Dragon-Disciple-Breath-of-the-Dragon#12020-08-05T21:43:08Z2020-08-05T21:43:08Z<p>One of the players at my table wants to take the Dragon Disciple ability Breath of the Dragon, but we're unsure how that works.</p>
<p>Breath of the Dragon, Feat 8, grants the Dragon Breath Sorcerer Bloodline spell and a focus pool of 1.</p>
<p>The bloodline spell is Focus 3 and is "Heightened (+1) The damage increases by 2d6". The spell deals 5d6 (energy type by dragon).</p>
<p>(a.) Does that mean that at 8th level, using Breath of the Dragon, would deal 7d6 damage (5d6 at focus 3, heightened to 4th [level / 2] for plus 2d6)?</p>
<p>(b.) What is the DC for the basic reflex save?</p>
<p>Thanks!</p>One of the players at my table wants to take the Dragon Disciple ability Breath of the Dragon, but we're unsure how that works.
Breath of the Dragon, Feat 8, grants the Dragon Breath Sorcerer Bloodline spell and a focus pool of 1.
The bloodline spell is Focus 3 and is "Heightened (+1) The damage increases by 2d6". The spell deals 5d6 (energy type by dragon).
(a.) Does that mean that at 8th level, using Breath of the Dragon, would deal 7d6 damage (5d6 at focus 3, heightened to 4th [level /...iNickedYerKnickers2020-08-05T21:43:08ZRe: Forums: Rules Discussion: Quick DrawiNickedYerKnickershttps://paizo.com/threads/rzs42vdw?Quick-Draw#142019-12-10T18:33:16Z2019-12-10T18:33:16Z<div class="messageboard-quotee">beowulf99 wrote:</div><blockquote> <div class="messageboard-quotee">SuperBidi wrote:</div><blockquote> Drawing a weapon provokes AoO anyway. </blockquote><p>Which is exactly what I said. The question was if the "interact" in quick bomb would provoke, even though Quick Bomb itself does not have the Manipulate trait.
<p>The answer was yes. </blockquote><p>The Interact action has the Manipulate trait and, thus, may provoke an AoO.beowulf99 wrote:SuperBidi wrote: Drawing a weapon provokes AoO anyway.
Which is exactly what I said. The question was if the "interact" in quick bomb would provoke, even though Quick Bomb itself does not have the Manipulate trait. The answer was yes. The Interact action has the Manipulate trait and, thus, may provoke an AoO.iNickedYerKnickers2019-12-10T18:33:16ZRe: Forums: Rules Discussion: How Much Do You Repair With A Crafter's Eyepiece?iNickedYerKnickershttps://paizo.com/threads/rzs42u9e?How-Much-Do-You-Repair-With-A-Crafters-Eyepiece#32019-11-11T05:27:43Z2019-11-11T05:27:43Z<p>Also, Serenrae allows for redeeming evil doers. A Cleric of Sarenrae could drop a dude to Dying 1, heal him a bit, and then say, "Okay. Are ready to repent and give up your evil ways?"</p>Also, Serenrae allows for redeeming evil doers. A Cleric of Sarenrae could drop a dude to Dying 1, heal him a bit, and then say, "Okay. Are ready to repent and give up your evil ways?"iNickedYerKnickers2019-11-11T05:27:43ZRe: Forums: Pathfinder Playtest General Discussion: Spoilers on Update 1.5 from the Twitch StreamiNickedYerKnickershttps://paizo.com/threads/rzs42c0z&page=2?Spoilers-on-Update-15-from-the-Twitch-Stream#742018-10-21T06:54:10Z2018-10-20T21:32:11Z<p>On one hand, a level 5 challenge should be trivial at level 15. </p>
<p>On the other, why would climbing a wall as a 5th level challenge be trivial 10 levels later if I have not improved Climb and/or Str?</p>On one hand, a level 5 challenge should be trivial at level 15.
On the other, why would climbing a wall as a 5th level challenge be trivial 10 levels later if I have not improved Climb and/or Str?iNickedYerKnickers2018-10-20T21:32:11Z