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Zaister wrote:
Table 3–11: Druid Spells per Day (p. 312) has 4 cantrips on all levels. According to the text for primal spellcasting on page 130, this should most likely be 5 cantrips at all levels, just as with the other prepared spellcasters, the cleric and the wizard.

I also noticed this while I was creating a Druid this morning! It would be very good to get a clarification on which number is correct ... Weird that the wrong number would get propagated through all 20 levels of the table without notice!

(In hindsight, just one table for these three types of prepared spell casters would probably have been sufficient, if they are all essentially the same (except for footnotes))


Thank you for this extra helpful detail! It makes sense since Desna was seen as creator of the heavens and is called goddess of the North Star.

The text that remains in the adventure says that it was originally inside a "steel lockbox" in Keleri's vault, so would you say that the holy symbol could fit easily in one hand ?


Kennethray wrote:

http://paizo.com/threads/rzs2vacc&page=3?Errata-questions#125

Here it is.

K-Ray

Kenneth: Thank you very much for sharing this ! Yes, that's huge to know, and definitely answers Question #3 ! (I think I also remember reading something similar somewhere regarding the heightening of light/darkness spells to counteract each other.)


Real neat creation with the "Forensics" use ! Very thoughtful addition !

That being said: My supposition would be that, if it is not otherwise indicated in a module/adventure, no training is required for that particular check; it can be attempted by anyone. What do others think ?

Also: As a larger point that is implied by this question --->

Page 144 in the Playtest rules, in the Skills section, says (in the fifth paragraph of the first column): "As the uses of a skill aren't comprehensive, there may be times when the GM asks you to attempt a skill check WITHOUT ANY OF THE LISTED ACTIONS, activities, free actions, or reactions ..." (My caps added for emphasis.)

This means that it's not always necessary in PF2 for there to be a specific "use" mentioned with a skill check. Skill checks can be made in a *general* way without a particular use. I think that is what is intended by Paizo for both this Medicine check (in area A4) and also the Thievery check in the pool room.

As another example: While there are lots of specific uses of the Athletics skill (shove, grapple, climb, etc.) described in the rules, there might certainly be a situation when someone is doing something Athletic that is not covered by the 10 uses outlined in the text. For example, suppose that an adventurer wanted to throw a bulky object over a wall. There isn't an Athletics use named Throw. In such a situation, I would think that you (at the behest of the GM) would make a general Athletics check, and the results of the check would be just: success = you accomplish the task, and failure = you don't, with no critical success or failure unless the adventure text (module creator) specifically mentions those.

Paizo moderators: Am I getting that right ?


Horseflesh wrote:

The text to be read for the players for room A8, the Room of Ruined Repose, states, "A narrow flight of stairs winds downward, descending into this circular chamber. Stone biers line the walls, but the bodies that may have once rested upon them now lie scattered across the floor." Yet, the map in the adventure and the Flip-mat have no stairs leading down to room A8 much less anything winding down anywhere. This seems more like a description for room A7's entrance?

Horse: Yeah, I noticed that, too! My guess is that this was an editing error -- akin to the (unintended) giant rat from A10 that has been discussed already in the forums -- and that the steps are not supposed to be there. (There are steps leading down into A7, as you point out, but A7 isn't circular at all (!), so it's hard to think that this was just *misplaced* text....) We shall await word from Mr. Jacobs and others !

Pending further word, if you provide the players with the flip mat starter map, I personally would just omit the reference to the stairs and start the flavor text with "Stone biers line the walls...". If you're not using the provided map, though, a set of narrow (5' wide) stairs leading down could be still fit into area A8 reasonably around the circumference of the chamber, I think.

My 2 coppers ...

-- Kirk


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While it is very, very unlikely that first level PCs will have access to a dispel magic spell and be able to deactivate the trap at area A9 in THAT manner, I have four questions anyway about dispelling magic traps in Pathfinder II playtest:

(1) Specific to this trap --> The text says that this particular trap is"spell DC 14 (1st level) to dispel the rune". Since it is listed as first level and dispel magic is a third level spell, does this mean that such a spell would automatically dispel this particular trap without need for a check, since 3 > 1 ?

(2) Am I correct that -- as per the text of dispel magic -- such a casting would suppress the magic rune for 10 minutes, after which the trap would return to normal functioning ?,

(3) Since the dispel magic spell itself can't be heightened, are there other (higher level) spells in PF2 Playtest for dispelling magic besides it ? As it stands, trying to dispel a 6th level effect with just a 3rd level spell would impose an (very prohibitive) automatic -15 to the check. So, what is a higher level caster reasonably to do when faced the challenge of dispelling higher level magic ?, and

(4) If I'm reading the "counteracting" rules correctly on pg 319 of the playtest rulebook, the DC listed for the A9 trap (DC 14) only becomes relevant if the level of the spell used to counteract the magic is the same or lower than the level of the magic. Are there any *first* level spells that can be used dispel magic ? And, if not, why is a DC even listed here ? Is it just for completeness ?

-- Kirk