Tamir

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Organized Play Member. 75 posts (393 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Nagaji with Hypnotic Lure at level 5.


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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.


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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.


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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.


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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)?


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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.


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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 fail to see how the above can be interpreted any way other than adding your wounded value when failing a recovery check...

Remove the parenthesis (e.g. "Your dying value increases by 1 plus your wounded value, if any.") and you are absolutely correct.

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.


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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.


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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 plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat!

I saw this too. Super fun roleplaying potential there.

"Just because I'm a hermit doesn't mean I'm alone." *Casts animal allies.* lol.

Obligatory


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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.

    Wounded

    Source 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. 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. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.


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    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 the eidolon is only physically here when they will it (manifest the eidolon). Ignorance of the eidolon's other existence (when not manifested) further reinforces the (mis)belief.


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    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 attacking the fish in the common use of the word.

    A Net, in PF2E, is an item that permits the gladiator-style use(s) for grappling at reach or thrown to hamper an enemy, but it is not classified as a zero-damage weapon of any sort.


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    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 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.
  • Poison Trait:
    Core Rulebook pg. 635 4.0 wrote:
    An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

    -

    The problem with your continued assertion is that you are failing to grasp [or willfully refusing to acknowledge?] 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.

    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". That item, other feats and class abilities notwithstanding, must be consumed before the end of the turn, or else it becomes inert/impotent/powerless.

    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. This is wholly and completely separate from the alchemical item "Clown Monarch" which has now been consumed.

    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 or until your next daily prep per the Infused trait.

    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.

    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.

    If your opinion is that that is too strong, by all means houserule it.
    However, you most certainly have not suddenly discovered a glaring fault in how its been played after several years.


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    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 "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.

    Quote:

    Please, please actually read the Quick Alchemy blurb. There's noting in there that even mentions activations/ect.

    The "poison becomes infinite when its put on a blade" is completely made up, without any base rule to twist and justify itself.

    It doesn't have to mention activation because consumable alchemical items are used by activating them.

    Please, please actually read the injury trait:

    Quote:
    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.

    (Emphasis added.)

  • An injury poison is activated by applying it to a weapon.

  • No duration to the application is listed. It lasts until the "first Strike made using the poisoned weapon."

    Quote:
    Quote:

    A Toxicologist must spend two actions to apply a poison. [Snip]

    Umm... no. Now I'm a bit worried for you.

    At LvL1, a feature of the Toxicologist is that applying Injury poison is a 1 action, not 2 action, activity.

    Doh! That was certainly a senior moment in reading. I totally skipped past "as a single action, rather than" ...


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    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 "active" on it the until the next strike with it (or, if Infused, the alchemist's next daily prep, whichever comes first).

    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.

    Otherwise, the alchemist would have to quick alchemy the poison, apply it, and 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 that is TBTBT.


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    The rules are clear, at least for Injury poisons.

    Injury Trait

    Quote:
    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 the next strike made with a coated weapon/ammo and requires the target not be immune to poison and requires that the target fail a fortitude save.

    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... or 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.


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    Mustard Powder is an Inhaled poison and thus will not for work poisoning a weapon...


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    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.


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    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.


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    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 a single action with the Move trait that uses an acrobatics check to determine the degree of success and the results.

    I think the best distinction for Winter Sleet's interaction is the agency of the movement. Winter Sleet says that, "[a] creature that moves on this uneven ground immediately falls unless it Balances." Arguably, a creature that moves is actively doing so of its own volition as opposed to a creature that is moved being repositioned by forced movement.

    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.


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    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.


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  • 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 Lightning.

  • If you're using Quicksilver Mutagens, consider getting a Collar of the Shifting Spider to help with the action economy of using the mutagen.


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    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.


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    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.


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    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 respective origins.


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    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.


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    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.


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    Temperans wrote:
    The part just after
    Quote:
    unless transferring FROM a runestone, which is free
    Did I type it that badly that part wasn't understood?

    How about the operative word FROM... "transferring from a runestone... is free"

    Quote:
    Find weapon with insteresting property. Transfer it to runestone. When needed transfer it to the weapon you need...

    Transferring the interesting property rune TO the runestone still costs 10% of the rune's price.


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    Temperans wrote:
    Runestones are 3gp and remove the cost of switching runes...
    Um, no they don't.
    Core Rulebook pg. 580 4.0 wrote:
    ... the Price of the transfer is 10% of the rune’s Price, unless transferring from a runestone, which is free...

    Emphasis added.

    Using a runestone for switching runes actually costs more than just transferring runes between two weapons. Transferring a +1 Potency Rune from your +1 dagger to a plain shortsword costs 3.5 gold. To transfer that rune from the +1 dagger to a runestone will cost 6.5 gold (10% of the rune + the price of a runestone). Transferring the rune from the runestone to the shortsword is free, but it cost 6.5 gold to get that +1 Potency Runestone.


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    Easl wrote:
    ... They can't daily wake up and say "gosh, the GM is throwing large groups of weenies as me, I'd rather have an axe with sweep"...

    Uh... in fact... they can make that those choices round by round with a Shifting rune...


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    Unicore wrote:
    ... but if you’ve played it, you know that it is the debuffed AoO attack that often has a 25% chance if critting or better that creates the real powerhouse lock down...

    What debuff are you referring to? IF you are referring to the -2 AC from the target being Prone, there is an error on that play. When a character moves to Stand, they do not leave the square so the action completes before the reaction happens. Consequently, AoO triggered by a prone target standing does not get the benefit of the prone debuff as the target is no longer prone when the AoO happens.


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    Unless you just really, really want to get into the details and nitty-gritty, you can pretty easily narrate it:

    Quote:
    You [the Cleric and Champion] perform the appropriate rites and lay [Anadi PC] to rest in accordance with their people's manners and traditions


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    Deriven Firelion wrote:
    Pixel Popper wrote:
    MEATSHED wrote:
    ... which I very much consider a control effect because getting up only helps their offensive unless they like crawl and stand up...
    Point of note, if a target is in a position to provoke a reaction with a Stand action, then they will also provoke with a Crawl action.

    Yep. My player tried this last night. I had to inform him of the bad news.

    He asked if Mobility worked for standing up or crawling. I wasn't sure. i don't believe it works for standing up, but crawling at half speed? Maybe I would think. So two actions to crawl slowly 5 feet away, then stand up.

    That was generous. Mobility applies to Climbing, Flying, Striding, and Swimming but not Crawling...


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    MEATSHED wrote:
    ... which I very much consider a control effect because getting up only helps their offensive unless they like crawl and stand up...

    Point of note, if a target is in a position to provoke a reaction with a Stand action, then they will also provoke with a Crawl action.


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    Easl wrote:
    The Raven Black wrote:
    And for your ancestry, poppet or automaton.
    Also don't forget to grab a construct-flavored familiar somehow...

    Clockwork Familiar.


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    Deriven Firelion wrote:
    ... As far as mobility goes, an archetype and a 1st level fleet step spell gets them 30 feet movement as a status bonus for what is usually an entire combat...

    Also, a minor investment in Arcana or Nature, Trick Magic Item, and 160 gp for a Wand of 2nd Level Longstrider nets a 10 ft. status bonus to speed for 8 hours.


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    HenshinFanatic wrote:
    Wei Ji the Learner wrote:


    Flight would be incredibly balanced in PF2 if it took an action to sustain it.
    Doesn't it already?

    Yes it does.

    Fly:

    Core Rulebook pg. 472 wrote:
    You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.


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    Dragonhearthx wrote:
    aobst128 wrote:
    Well, since the ability score errata, it's less of an issue now.
    What errata?
    Pathfinder Core Rulebook Erratta (4th Printing)
    Quote:

    Page 26: We're making a significant change to how ancestry ability boosts work. The purpose of this is to better reflect diversity within each ancestry and to allow for greater freedom in creating characters. Though you can still choose the ability boosts listed in each ancestry, every character has a new alternative option.

    Alternative Ability Boosts

    The ability boosts and flaws listed in each ancestry represent general trends or help guide players to create the kinds of characters from that ancestry most likely to pursue the life of an adventurer. However, ancestries aren’t a monolith. You always have the option to replace your ancestry’s listed ability boosts and ability flaws entirely and instead select two free ability boosts when creating your character.


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    The Raven Black wrote:

    Just realized that I could try the Lingering Composition + Inspire Courage with every action I have, so 3 times each round, until it succeeds.

    I see nothing in the RAW that prevents this. Am I missing something ?

    Yes, you are missing something. You also need to review the spell's traits, specifically the Composition trait.
    Core Rulebook pg. 629 wrote:
    ... You can cast only one composition spell each turn, and you can have only one active at a time...

    Since Inspire Courage is a composition spell, you may only cast it once per round.


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    Similarly, I'd like to see an option for mixed heritages outside of Lamashtu's Chosen goblins...


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    CaptainRelyk wrote:
    I just hope we can come up with our own edicts and anathema, cause if not then the books might not be able to cover all potential beliefs

    /sigh/ They're not intended to cover all potential beliefs. They express common attitudes of the ancestry. Nothing in the game mechanics will force players to adhere to the printed ancestral edicts and anathemas.

    Where I believe they are a bit... myopic... is that they are presented as if the ancestries reflect a monolithic metaculture. For example, there ought to be distinct differences between Dongun Hold and Mbe’ke dwarves' cultural edicts and anathemas.


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    IM(ns)HO, Quick Draw should simply be a Free Action, "interact to draw a worn item."


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    Also, Losded Dice adds an item bonus specifically to "Games Lore checks to gamble."


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    Happy to help!


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    What version of Pathbuilder2e are you using? I'm on version 192 and I only get a Class Feat and a Skill feat at 2nd level for a Fighter.

    Did you perhaps take a Dedication Feat for your 2nd level Class Feat? Some dedications come with Skill Training.


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    Mellack wrote:
    Really? How else do you describe the text "When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks." if not as an activation?

    I would characterize that text as bad writing on the author's part as it does not conform to the Rules and standards of either constant item abilities or activated item abilities to whit...

    Chapter 11: Crafting & Treasure, Activating Items:

    Core Rulebook pg. 532 4.0 (with added emphasis) wrote:

    Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. Activating an Item works much like Casting a Spell, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item’s Activate entry.

    If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn’t usually a magical effect...

    .

    Additionally, Chapter 11: Crafting & Treasure, Reading Items (Item Name):
    Core Rulebook pg. 534 4.0 (with added emphasis) wrote:

    ...

    Activate The number of actions needed to Activate the Item appear here, followed by the components in parentheses. You can find activation rules on page 532. This entry appears ... lower in the stat block for permanent items that can be activated. This section might also have Frequency, Trigger, or Requirements entries as necessary...

    .

    Activated abilities of permanent items are described with Activate entries listed in a separate paragraph(s) lower in the description. I cannot readily identify any exceptions, but it looks like the Activate entries are always the last paragraph(s).

    For reference, let's look at the Cloak of Elvenkind. I'll try to replicate it as closely as I can in this format:

    Quote:

    Cloak of Elvekind Item 7

    [Illusion][Invested][Magical]
    Usage worn cloak; Bulk L

    This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.

    Activate {two-action icon} Interact; Frequency once per day; Effect ou draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day.

    Regardless of the inclusion of the "When you adjust the cloak's clasp (an Interact action)" phrase, there is only one Activate entry (two actions, interact, cast invisibility once per day).

    IF interacting to adjust the clasp was an activation, it would have it's own Activate entry that would look a lot like:

    Quote:
    Activate {one-action icon} Interact; Effect you gain a +1 item bonus to Stealth checks...
    Since there is no such Activate entry for adjusting the clasp for a +1 bonus to Stealth it is not an activated ability and instead falls under Chapter 11: Crafting & Treasure, Constant Abilities:
    Core Rulebook pg. 531 4.0 wrote:
    Some magic items have abilities that always function. You don’t have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work...

    .

    I believe that, if it were actually meant to be an item bonus that can be turned on and off, then it would have been described like the Goggles of Night (Greater) where the darkvision is activate until/or something.


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    Mellack wrote:
    That sounds good, but it seems rather pointless to include the one action activation if it lasts until removed.

    While the text mentions an interact action, there is no one-action activated ability for the Cloak of Elvenkind. It grants an Item Bonus to Stealth as long as it is worn and invested, and it has a two-action activation to cast Invisibility.

    All activated abilities of items have an Activation entry with the word "Activation" in bold, the action cost, activation action, frequency, triggers if any, and the effect. No entry exists on that item for gaining a Stealth bonus.


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    Unicore wrote:
    Bombs are not agile or finesse (required for thrown weapons) though, so there will still be no sneak attack with them. I don't think that will be that big a deal.

    The agile or finesse limitation for thrown weapons only applies to thrown melee weapons.

    Bombs are not melee weapons that are thrown. They are Martial Thrown weapons and, therefore, qualify for sneak attack, as do Boomerangs.

    Rogue, Sneak Attack:

    Core Rulebook pg. 178 4.0 wrote:
    ... If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse...


    1 person marked this as a favorite.
    Jacob Jett wrote:
    Pixel Popper wrote:
    SuperBidi wrote:
    ... Ray of Frost should be more interesting to a Wizard than attacking with a bow (otherwise, what's the point in its existence when you can just grab a weapon and be fine).

    What's the point? Yer a frickin' Wizard! Using a weapon is just... so... pedestrian!

    If it's good enough for Gandalf...

    Bah! A second rate hack!! =P


    1 person marked this as a favorite.
    SuperBidi wrote:
    ... Ray of Frost should be more interesting to a Wizard than attacking with a bow (otherwise, what's the point in its existence when you can just grab a weapon and be fine).

    What's the point? Yer a frickin' Wizard! Using a weapon is just... so... pedestrian!

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