Pathfinder Rulebook Subscriber
Yes, an argument can be made that, by RAW, teleporting out of a grapple doesn't remove the grabbed condition. However, this is clearly absurd and not RAI - though there are some ways of inflicting grabbed that you plausibly couldn't shake by teleporting, like Grasp of the Deep.
Pathfinder Rulebook Subscriber
LoreMonger13 wrote:
I think and hope so! Universalist is by far my favorite. WWHsmackdown wrote: I wonder if curriculum slots can be used with heightened versions of lower level curriculum spells I'd be very surprised if you couldn't - it would go against how all prepared casters work in PF2.
Pathfinder Rulebook Subscriber
Horgruff wrote: I’m a bit confused by the feat. It sounds like it’s meant as battlefield control. I don’t see it ever doing damage because taking a minimum of 7d6 to your allies so that the creatures stay in the area seems like mutually assured destruction. Doing this at range with no allies guarantees that the bad guys move. I’m guessing the intent here is to have it make bad guys use an action. Seems awful high level of a feat for this though. Seems like decent area-denial to me. Say you've got 2 allies and 2 enemies in melee. You cast a Howling Blizzard (or Fireball 5th, or whatever) such that it hits the 2 enemies but stops short of the allies. You spend an extra action to place an impending 5d6 explosion right behind the enemies as well; now they must spend at least 1 action to Step out of the explosion. And, of course, if your melee allies go first, they can grab or trip the enemies to make this more difficult, or they may have already done so. Placing it so it won't friendly-fire isn't any harder than your usual fireball targeting, easier in fact. Arachnofiend wrote:
Being able to both create the zone and trap the enemy in it, in one round, would seem somewhat broken. (Of course you can do it at level 20 with Quickened Spell and Metamagic Mastery, but that's 20). Also, if you're casting an area spell, probably you are catching two enemies in it, so it's probably 2:1.
Pathfinder Rulebook Subscriber
Build 46: Raging Dragon Monk
1. Skilled Human -> Whatever
12. Advanced Fury -> Cleave 14. Advanced Fury -> AoO 16. Shattering Strike 18. Diamond Fists (dragon tail Strikes gain forceful) 20. Enduring Quickness Stride or Demoralize, flurry at 0,-5 with dragon tail strikes + rage damage, and raise a shield.
Pathfinder Rulebook Subscriber
Uchuujin wrote: Only class change that really bothers me is the Champion/Paladin losing Smite Evil for the Champion's Reaction(s). I think some sort of alternate class feature could be possible in the future though (though that would end up being more like 1E archetypes, so maybe that's a can of worms they don't want to open.) The CRB does have rules for class archetypes, even though none currently exist.
Pathfinder Rulebook Subscriber
The ShadowShackleton wrote:
Traveling in exploration mode does not use actions. You look at your mount's speed and compare it to the travel speed table.
Pathfinder Rulebook Subscriber
Ubertron_X wrote:
There is no action to re-grip a bow. Bows are not 2-handed weapons, they are 1+.
Pathfinder Rulebook Subscriber
I think that Resilient Bulwark is very strong, and also a bit too complicated, though I like the idea. At level 1 with medium armor and no shield, you could resist 5 damage, which is the same as a steel shield. Unlike shield, this doesn't take a hand nor damage a shield. I would make it either your item bonus to AC, or your proficiency, not both. Proficiency would probably be better, since it would not unduly punish behemoths wearing, say, hide. I would also cut the shield aspect, and maybe make something like it a level 1 class feat. It's also unclear how this should interact with the armor specialization abilities.
Pathfinder Rulebook Subscriber
swoosh wrote: Dude literally swore off a system forever because he couldn't cheese his way through a fight. Sorry, but this statement isn't consistent with his behavior as you're describing it. A rogue being a rogue isn't "cheese". Sneaking and assassination is what the character does.
Pathfinder Rulebook Subscriber
roll4initiative wrote:
Fortitude save tends to correlate with strength and mass, so this is an easy way to make it easier to grab the wizard than it is to grab the barbarian, who might have the same reflex saves.
Pathfinder Rulebook Subscriber
Ten10 wrote:
I believe his point is that the boss should have lots of HP because they are a generally higher-level creature, not have +300% HP because they have the "boss" tag.
Pathfinder Rulebook Subscriber
Ubertron_X wrote:
It is explicitly mentioned that "detaching" a shield is a 1-action Interact. CRB 274, Table 6-2.
Pathfinder Rulebook Subscriber
Ubertron_X wrote:
Cloth caster bosses built using PC rules will generally have lower AC then most creatures their level. APL + 2 gives them +2 AC, but having 16 dex and no armor is -2 from where anyone with armor will be. So they'll be as hard to hit as the PCs, or lower if they don't have 16 dex. But of course they should have pre-cast Mage Armor, False Life, etc in most cases. Then there's more visible spells like Blur or Mirror Image which justify them being hard to hit. I actually made a wizard boss, at 2nd and 3rd level, and used the 2nd level one because there was only 2 level 1 PCs. That was a mistake. I had multiclassed him into Rogue for studded leather, so he wouldn't be too hard to hit. The PCs won initiative and the monk promptly killed him in one turn. If I'd used the level 3 version with pre-cast False Life, it might have been very different. (The session was still great, though!)
Pathfinder Rulebook Subscriber
Step is a basic action that anyone can do. It is therefore a "general rule" in the context of "specific beats general". Tiger Stance modifies the generic Step to be 10ft, by being a more specific rule. Elf Step is an action that lets you take 2 5ft Steps. This is a more specific rule still, so it overrides.
Pathfinder Rulebook Subscriber
TomParker wrote:
There are already several feats that grant extra reactions. 3 for Fighter, 1 for Champion.
Pathfinder Rulebook Subscriber
Liegence wrote: I actually think the Liberator exalt is slightly worse, since the steps only activate if the target ally refuses the free escape. Which is itself pretty restraining (the irony!) - to get a benefit your ally has to be restrained, in 15ft, and refuse the liberating benefit... The free steps also activate every time you use Liberating Step against a non-restraining strike - that's why that wording is there. You can either liberate an ally and grant them DR and a step, or you can grant them DR, and all allies a step.
Pathfinder Rulebook Subscriber
While it's easy to let someone else read your spellbook, it also takes time. And to a wizard, their spellbook and it's spells are their most precious possessions. Letting a stranger read your spellbook for hours would be practically anathema. So I think it's more likely that wizards would scribe scrolls, then sell those to other wizards, who will either cast them or copy them into their spellbook. That means there's a gp and time cost to make that scroll.
Pathfinder Rulebook Subscriber
sherlock1701 wrote:
Because you start as a level 1 adventurer, not a level 2 baker. "Baker" isn't a PC class. If you want to play as a baker, you could presumably homebrew a class that is untrained in all weapons, and master at Baking Lore at level 1. But that's not the kind of adventurer that most players want to be.
Pathfinder Rulebook Subscriber
Gloom wrote:
Incapacitation changes the result one notch, not roll twice. That would be a fortune effect.
Pathfinder Rulebook Subscriber
Xenocrat wrote:
Druids are full casters, who can also get an animal companion. Summoners are defined by their summon. Obviously they could have a strong companion, with utility, and little to no spellcasting. What would be the point of making a Summoner class if their summon didn't do anything an AC couldn't?
Pathfinder Rulebook Subscriber
Xenocrat wrote:
My point is, if they made a Summoner class, then they would have a strong summon, which was better than a wizard's "summon construct" spell.
Pathfinder Rulebook Subscriber
Xenocrat wrote:
A PF2 summoner doesn't exist yet? So it's odd to be saying already that it sucks. A strong summon, perhaps with an extra action, would be different than the normal minion rules, but not that hard to implement.
Pathfinder Rulebook Subscriber
Champion multiclassing Cleric, which in a lot of systems would be highly redundant, but here it works great. It's seamlessly thematic, doesn't even feel like multiclassing. You get 2 cantrips, Shield being amazing for 2-hander champions. At 4th you take Domain Initiate, which is better than the Champion's Deity's Domain because it gives you an extra focus point, which you can use for Lay on Hands. You don't even need to take Basic Spellcasting to get good value out of it.
Pathfinder Rulebook Subscriber
Ravingdork wrote:
I, for one, fully intend for certain magic items to be not trivially available, but still craftable. Formulas may be a bit harder to find, but you only need to buy them once. You can also invent them.
Pathfinder Rulebook Subscriber
shroudb wrote:
They also said "the players should be able to request running it as a non-combat encounter mode instead. "
Pathfinder Rulebook Subscriber
Ravingdork wrote:
The alchemist "free crafting" that is being referred to is Advanced Alchemy.
Pathfinder Rulebook Subscriber
shroudb wrote:
Yes. But encounter mode does not equal combat.
Pathfinder Rulebook Subscriber
Barnabas Eckleworth III wrote:
MAP uses only the number of previous attacks, and the traits of the current weapon. You would attack at +20, +16, +10. Using agile weapons later is therefore better.
Pathfinder Rulebook Subscriber
Mark Seifter wrote: The option was for it to have +1 AC at all three item levels (with just the save bonus going up) and not cap Dex or go +1/+2/+3 to both and cap Dex. We switched to the latter, as currently printed in the item itself, late in the process on the grounds that it is always more effective or equal for all characters and is otherwise just a worse choice for mages and the like than wearing robes/adventure's clothing. Thanks for confirming! I also find it amusing that a Dex 22 character can dodge so fast that the magic forcefield can't keep up.
Pathfinder Rulebook Subscriber
Colette Brunel wrote:
Alternatively, they all carry a backup shortbow. Not as dramatic, perhaps, but they are all trained in it.
Pathfinder Rulebook Subscriber
Some characters I'm excited to play: Dwarven monk, (10 dex) mountain stance, going for both stunning fist and brawling specialization (They stack!) for maximum Flurry of Stuns.
Human monk, Dragon Stance, (16 str, 16 dex) steel shield to bring AC up.
Human Paladin of Iomedae with steel shield and flail. Might domain for Athletic Rush, to dash + trip with flail. Will take all the shield feats and probably multiclass either Cleric or Fighter.
Pathfinder Rulebook Subscriber
LizardMage wrote:
Correct, there is no minimum stat. Though multiclassing into casters requires a 14.
Pathfinder Rulebook Subscriber
N N 959 wrote: Not only does PF2 require you to buy competence in your class, it has feat locked entire approaches to the game to certain classes. I have a sword and board Ranger in PF1 that is achieved within the confines of the class. That isn't even possible in PF2. Granted, that may change with new content. I don't understand what you mean, that a sword and board ranger isn't possible in PF2. Get a steel shield and shield spike, take Versatile Human or General Training for Shield Block, and take Twin Takedown. An effective sword and board ranger at level 1. If you don't want to be human, then you can take Shield Block at level 3, and settle for the +2 AC until then.
Pathfinder Rulebook Subscriber
NOM NOM NOM wrote:
Charisma is useful for deception, diplomacy, etc for detective work. It's also a very strong combat option for intimidation for a barbarian. Decent Int for skills shouldn't cut into your build too much, given that you use medium armor.
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