Trip.H wrote:
You're way overthinking it. Picking something like a wisp will cost you 1 ability and give you Flier, Speech, Elemental (which has several immunities) and some miscellaneous other things. Assuming you wanted fly or speech, both of which are popular options, it's a net gain without restricting the flexibility of the familiar since you've only spent 1 ability.
graystone wrote:
Meh, just don't use it. On my Thaum I have never asked for it to be applied regardless the result of a recall check. I don't think my gm even remembers, or care, for it either.
Trip.H wrote:
You can pick up dedication at 2, impoved/conduit at 4, conduit/improved at 6, so at 8 you have already fulfilled the lockout requirements and pick something different, and then return back at 10 for Incredible without having a blank/bad space. Worst case for Improved is picking up something "cheap" and having a net positive of abilities due to the discount.
Can't find it ATM, but pretty sure that the rule is everything that modifies a Check also modifies the appropriate DC. Quote: The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic. Quote: Your DC for a given statistic is 10 + the total modifier for that statistic.
I too am usually doing it more organically than staying strictly within the set activities. I usually ask the players what they are doing while wandering around, but as the situation around them changes and they describe how they react to those changes, I adjust their tactics as best as I can to match what they actively are doing. If they spot some murals and the rogue goes over there and starts looking at them trying to figure them out, he's no longer avoiding notice, he's investigating. If the ranger follows the tracks to the cave and then tries to listen in, he's no longer tracking, he's scouting. And etc.
Angwa wrote:
I mean, there are a lot of spell effects that call out Allies or Enemies and have duration. Most of the things you describe (extra allies spawning, caster going unconsious, and etc) also apply to them. Take the Incarnate series of spells as an example, same deal. Making it a "creature" would be beyond weird imo. Since it's just a tree, without any intelligence of its own. Furthermore, since we're talking about the kineticist version, that just makes it permanent if not destroyed, how would a "thinking creature" even work? Would you spawn a village of tree creatures? Would they be smart for a minute and then their intelligence would go poof away and they would revert to normal trees afterwards? And etc. It would just be messy without any real upside imo.
Finoan wrote:
Sorry at work, hence the small messages with multiple edits. But as I wrote above, when someone says: This is done THIS way (1 right+1 wrong). And then follows with:" This can occur as "Something different than 1 right+1 wrong"." Then that reads to me as exception.
Finoan wrote:
I do not read that as example. I read it as specific exception of the normal rule. Normal: 1 right+1 wrong. "This can occur as: something different than 1+1"
But just to bring the conversation back on topic, and since we're on the Rules forum: The extra sentence doesn't say "give incomplete information". It says "knowing something is significant, but not whether it’s good or bad" By RAW you need to give "a significant something" and do not say if that's "good significant" or "bad significant". So, knowing an element but not knowing if that's good or bad.
SuperBidi wrote:
And what if you DON'T metagame based on % of monsters in a book that an actual Character has no access to? Again, if you wish to not give information, just tell your player that you don't plan to allow Dubious to work, don't try to bamboozle him.
SuperBidi wrote:
By no means "a few tests" are enough. There's literally 2 dozen different weaknesses across monsters. Saying that not knowing if an element is a weakness or a resistance is irrelevant because resistances are irrelevant is disingenuous phrasing at best, misinformation at worse.
--- I agree that Dubious Knowledge is a terrible feat, I ban it on my tables, but allowing someone to pick it up and then straight up refuse its benefits is not what a GM should do. You make your mind and either allow it, and play its benefits, or you simply disallow it. What you dont do is allow it and play "gotcha" against your players.
Easl wrote:
Yeah, that was my example. I find that example fundamentally different than "it has a weakness".
SuperBidi wrote:
There's a gargantuan difference between What vs How in scope That's why the feat specifically gives the What. Basically if you simply say "it has some weakness" you are cheating your players out of their feat, since that's so extremely vague that's functionally no different than saying "you got nothing". That's why it is important that the Significant thing being said, and just leave out the "how" it's significant.
Master Han Del of the Web wrote:
Keep in mind that you can pick up Skill Mastery multiple times unlike most feats. So multiple extra Master proficiencies.
SuperBidi wrote: Interesting, it makes Dubious Knowledge much less of a pain in the *** for the GM. It's the kind of feats I was forbidding around my tables as I have other things to do than making up believable stuff. Now, it is much more interesting as I can say that "You know this creature is weak to something but you don't remember what exactly!" and other half-answers. I think it's meant to be more like "you know this creature had something to do with Fire, but you don't recall if it resisted it or was weak to it." You know the significant object (fire), but not how it's significant (good or bad). Simply "it has some weakness" doesn't reveal the significant object, but it reveals how it's significant (bad for the creature). Which is the opposite of what the feat is saying.
I think there's just an extra "not" in that sentence. I think they were going for:"This can occur as knowing something is significant, but not whether it’s good or bad " So: "You recall something about how swords are sculpt, in hand or sheathed, being important, but you don't remember what it means that this statue is holding theirs" So, the player now knows that the way the statue is holding his sword is "important" but not if it's "good or bad". This counts as both the correct and the incorrect fact that Dubious would have given you.
Mellored wrote:
I do not understand this comment. What you spend YOUR reaction for (champion's reaction as an example) doesn't mess up with Foresee the Path, which only costs you an action (so it doesn't mess up with your reaction) and that you gain for free at level 10 and allows you to give Reaction attacks to the rest of your party.
Deriven Firelion wrote: I usually roll after as well. Not sure what rolling before would do. Do you still waste the attack if you don't make the DC 5? Can you not attack them at all with further attacks? That would be odd. An easy example is the OP. Not spending a hero point on an attack roll that misses due to concealment later. If you roll concealment first, you don't waste your hero point. --- I do agree, that as written, concealment comes when you try to target, which is before you roll the attack (but after you commit your action to it ofc).
The problem with To Battle is that it's very short range to affect someone, only 10ft around you most of the time for your aura. I like the plan of simply going Infinite Eye Psychic, grab Message Amp at 6th, and as for archetype grab Air Kineticist and pick up Four winds and Whisper on the wind. Now you have:
All the above should be online by level 7 Level 10 you also get to spend 1 action to give Reaction attacks, or bonuses to reaction attacks, for an ally, or even for the whole party if you spend a focus point and a few turns sustaining. Given how spammable a lot of those things are, you will hardly need to spend your actual spell slots, which you can ofcourse tailor to fit the "Commander" style by simply putting in ally buffs to make your allies better. Stuff like heroism, haste and etc.
Shield also nice on wood kineticist. attack your Allies? face the tree. attack you? shield block. I also like it on warpriest. Usually the healers are a pretty good target for enemies, even smart ones, since they can easily negate whole turns of damage on their allies, so having a shield to make you sturdier when they try to focus you is always nice.
MithraMax wrote: Can a Water Kineticist use Ocean’s Balm on themselves? Yes. As long as they are living (thus not undead) they are a "willing living creature". In pf2, when an ability is to exlude the caster it uses the language of "Ally" which is specifically NOT the caster himself but his allies only.
I want to preface the thread by saying that this is mostly a joke. BUT Is Speaking an Auditory effect? I had this funny thought while catching up on some Bard feats for a martial bard, and reread Courageous Opportunity:
Quote: A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action. And ofc the first thing that popped into my mind was the Big Bad starting his evil monologue and a Bard sucker punching him... :D
Finoan wrote:
That's what I'm saying. Dazzling display:
Quote: You perform a bewildering show of prowess, such as by whirling and flashing a weapon, that unnerves foes. Attempt Intimidation checks to Demoralize each enemy within 30 feet. If your last action was a critical hit against an enemy or reduced an enemy to 0 Hit Points, you gain a +1 circumstance bonus to your Intimidation checks. Regardless of the results of your checks, each creature is then temporarily immune to Dazzling Display for 1 minute. It simply an AoE Demoralize. In fact, as written (checks and not check) RaW you roll seperately against each enemy (which is just a lot of rolls for no reason imo, I can easily see this part being houseruled to use a single check vs everyone in most tables) It will lock you out of demoralizing the targets further for 10minutes. Last sentence though says
Quote: Regardless of the results of your checks, each creature is then temporarily immune to Dazzling Display for 1 minute. It doesn't alter the Demoralize immunity. It gives a different, 1minute immunity, against the specific action of Dazzling display. Which as pointed above it is important for Braggards, since they can remove the Demoralize immunity, but not the Dazzling Display immunity.
Ravingdork wrote:
No? Why would it? Not a single of the Base Kinesis effects make any sort of mention about Bulk. The only mention is in the base action and then it lists possible uses of said action. Quote: This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. All that applies to ALL uses of Kinesis. You gaining extra uses, without explicitly calling out Bulk removal, by RAW, do not touch said limit. Or do you think, as an example, that:
Quote: Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. Also has no limit, beause it doesn't mention bulk? A size limit anda bulk limit are not synonimous. You caneasily generate a full cube of air and it doesn't cost much Bulk, but if you try to generate a full block of Earth it's far beyond what the impulse allows. In fact, it takes a full 4th level impulse to make a single block of earth as it's sole power, so I'm 100% not buying that you can, with a level 2, make a full block as just 1/3 options of said feat. ---- End of the line is, that by RAW, nothing removes the limitation. So the limitation exists. If you want in your homegames to houserule it otherwise, feel free, but what one "intends" to do and what is actually written are in this case quite far apart to apply it in a Rules as Written argument.
Errenor wrote:
It clearly states, as you pointed out "make a check to Demoralise" it doesn't say something akin "make an intimidation check and apply the effects of a demoralise" like actions that only apply the effects, like battle medicine do. it clearly states that it is, in fact, a Demoralise through and through. If a feat said "make a ranged attack to Strike" you wouldn't apply the Strike effects? Because that's word for word what it says but for demoralise.
Errenor wrote:
Dazzling Display specifically calls out that it is Demoralise action. Similar to how you get the bonuses to your Strikes when you do an ability that has Strike as subordinate, you get your bonuses to Demoralise when you do Dazzling.
Probably because Firebrands has been written hastily and has several options that are questionable. But as far as RAW is concerned, all options that Demoralise will be inflicting the regular immunity of Demoralise EXCEPT when specific wording in the ability itself alters that. So, dazzling display will indeed give 1 minute immunity instead of 10 minutes, because it specifically alters the immunity duration, but all other options that do not mention anything about the immunity will be under the same 10min duration of the base Demoralise.
Plus, that's how the vast majority of Objects work. Deal half their HP= broken
As an example, a broken wall means it just has a hole, you can get through it as a difficult terrain, but it can still be fixed. A destroyed wall is completely gone, reduced to dust, and needs building anew
Claxon wrote:
Considering it copied part of my post word for word, even my capitalization and breaking apart of "it's" to "it is", to post what it posted, it's a bot yeah.
I'm not that far in kingmaker, as a player, but given the size of a hex, and the fact that Timber Sentinel only makes saplings and not full grown trees, combined I can't see how they could break the campaign. We're talking spending some serious downtime, in order for something like minimum 60 kingdom turns later (5 years for the saplings to even barely become trees) you turn a plains tile to a forest tile. Given that the initial area is right by a massive forest already, I can't see this breaking anything. Although all this is from a player perspective, so I may be missing something that only a gm would be knowledgeable about.
lordcirth wrote: I believe a Double Slice with slashing and piercing would be treated the same as a single strike with a slashing flaming weapon; you combine them into one attack, but they are still separate damage types. Nelzy wrote: I Agree with Lordcith take here, you just combine them into a single attack for damage purpose. and do the same thing you always would do. Double Slice: Quote: Combine the damage from both Strikes and apply resistances and weaknesses only once. To me that reads that you do NOT do "the same thing". Since "the same thing" is NOT to combine the damage, but count each seperate damage instance seperately. Or to put it elsewise, what you say as "combine them as a single attack for DAMAGE purposes", means that you do combine the damage, not that you seperate the damage into two different damage types/instances. But, as always, it would be much appreciated if for once we got a clarification from Paizo of what a "damage instance" even is...
graystone wrote:
While it doesn't prevent someone pushing you through a door, it also doesn't force you to always enter the door. You have to actively WALK through the door, as you said even yourself. As written, it can be easily argued that it is exactly the same: you can go through walls/floor when you want to, and spend the actions to do so, or maybe if you're forced to. But that doesn't mean that you always HAVE to go through them no matter what. p.s. if the whole paragraph is about "voluntary movement" to begin with, then where do you base your assumptions that anything in there applies to INvoluntary movement and not simply, as written, apply those rules for the voluntary movement they actually talk about?
Trondster wrote:
It still has the consumable trait, which specifically states that it is destroyed after being activated unless explicitly stated otherwise. It just lacks a "flavour" description in what it disintegrates into.
to answer some of those:
So with those in mind, Quick repair you should definately buy with a skill feat and not a general feat. Keep your general feats for the more... general stuff, like toughness, fleet, improved initiative, ancestral paragon, and etc. as for when to get it, it's nice having it early on, even from level 1 (but not necessary), because it takes 10 minutes elsewise to repair, which is the standard amount of most things you do in-between combat (so as an example someone may refocus, which takes 10 minutes, or do some treat wounds, that takes 10 minutes, and etc) BUT it also takes you 10 minutes to recharge your Unstable if you've used it in that combat. So, now if you also have to repair your construct, it would mean waiting for 20 minutes. While with quick repair it means that instead of a 10min break, you do 11min breaks, which is more or less the same. gadget specialist is "neat" but i would say it is better for melee inventors, due to blast boots being the best gadget (imo always) and that is mostly a mobility tool. I'd take it mostly for flavor, so if there are other important upgrades, like your construct feats, i'd certainly prioritize those. Mega/giga volt is very nice ability, mostly when you get the gigavolt upgrade it starts to shine, because i have never been in an occasion that i couldn't ping-pong it off enough surfaces to get all the nasties while avoiding all the friendlies. One of the best aoes for martials.
Construct companions in general are a bit more sturdy but also a bit less accurate than regular companions, so they serve better as meat shields, especially since you have an unstable to repair it in-combat, so i'd prioritize using it as such instead of trying to use it in range. Especially if you go wizard, that also gives you even more ranged options, like a round of cantrip+bow" is servicable enough. That said, 3 feat slots, in teh grant scheme of things, are not a ton, so you definately will have space for more stuff to put in. Speaking of wizard and buffs, companions do not benefit from item bonuses except to AC and speed, so runic body is useless to them. Enlarge will work fine though. That said, it's not like an archetype will ever have enough spell slots to properly "support" although as a wizard, if you fill your spellbook with miscellneous exploration spells, you can bring those to help, if you have the full day to switch from your normal spell selection to those. But it won't be a combat thing. An alternate Int based spellcaster that you can try is psychic, especially if you go with picking up Guidance as your amp, since you normally don't have focus points as an inventor, and that will give you yet another renewable resource to spend in a combat. I said Guidance because you are lacking a good reaction as a ranged inventor and you said you wanted to support, but you could go for an offensive amp as well if you want to double down on that. keep in mind though, that your dc will be behind a caster.
I'd say that an effect first has to move you in order for the check vs the grabber to happen. So, in the above cases, my answer would be yes to both. First you need a succesful Reposition or a failed save vs Acid grip, to even attempt to "break the grapple". Although, that then goes into the territory of if allies can waver their Saves vs friendly effects, which in my experience is always based on table variation if the GM allows it or not.
i'd personally rule that when Set Free it acts as an actual Animated Object. So, similar to say, an Animated Broom, you can't simply grab it and use it. It is behaving like a Mindless Construct, following the programmed commands. Of course, someone can try to "grapple" it, in which case it become murkier if it can even try to Escape, since it lacks everything else except a Strike attack bonus. Maybe i'd allow it to roll to escape using that, or maybe not, I thnk it will depend on the occasion.
Falco271 wrote:
it's the other way around actually. Nothing in the summoner says that it overides anything, it's just the general summoner spellcsting feature that you are invoking, while the archetype specifically say that they have restrictions on spellcasting. So the general rule of summoner is getting overidden by the specific rule of archetypes. to put it simply:
You mean a summoner picking other caster archetypes? That's clearly defined in the spellcasting archetypes subsection: Quote: All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. and from Basic Spellcasting: Quote: At 6th level, they grant you a 2nd-rank spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. From expert spellcasting: Quote: If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. and finally from Master spellcasting: Quote: If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. So, regardless what Summoner has as an ability, the slots gained from a spellcasting archetype are bound by the limitations in said archetypes, including the fact that you can only reach up to 3 signature spells from one of them at Master Spellcasting. Captain Morgan wrote: I'm pretty sure all spontaneous casting archetypes already make all the granted spells signature. no they don't.
OliveToad wrote:
Illusory creature is already pretty powerful even when it does only Strikes. So the whole"I just want it to be useful" doesn't actually follow. Even if we ignore how everything detailed is specifying Strikes and allow ALL attacks instead, then the modifier used should, by RAW, be +0 since the illusion has no skills and the only specified exception is for things you do by speaking through it, which none of the Athletic Attacks do.
The way I interpret that rule about using highest resistance on one instance is like this: Let's say that a creature has somehow resistance to something like Silver and a different resistance vs Slashing. If you attack with a silver longsword, you can't separate the damage. You can't say "this part is silver damage and this part is slashing damage". The damage is simultaneously both silver and slashing. That's where that rule gets used. That's when you use highest between silver and slashing. But if instead of a silver sword you had a flaming sword vs resist fire and slashing, then there are 2 different instances
--- In the case of double slice though, you specifically combine the damage into 1 instance for resistances. So instead of 1d6 slashing and 1d6 piercing, you get 2d6 slashing and piercing, the same way that it is for "silver and slashing"
You may not be aware of what you roll, but you can be aware of its results. As an example, recall is a hidden check, yes, but if you recall and get "nothing" then you know that you didn't get any information. similarily, if you sneak and you see the guard turn towards you, he probably heard you. if you sneak and they casually continue to chit-chat with one another without paying you any mind, you probably succeded (unles they are bluffing for whatever reason) in the case of the aligator, it is an animal, so of simple intelligence. If it thinks that the enemy isn't aware of it, it will lunge. It doesn't need to know of any "result of a check". Now, if the target was aware, and it was an elaborate ruse playing the unaware, then it will probably cost the aligator two actions to swim+strike as opposed to 1, but i would play it off as a gm that the lost action was due to the ruse startling the aligator. --- for the second part, it's clearly a mistake that it lacks the action used to swim forward, which would have been actually Swim, and the activity would inherit the move trait from said action.
|