wheatleymr's page

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I like the idea of the Wandering Chef archetype, but I suspect I'd be better off just taking the Alchemist archetype and learning the Alchemical Food recipes first?

I think it boils down to:
is Pack With Flavour [https://2e.aonprd.com/Feats.aspx?ID=7058] sufficiently better than Alchemical Power [https://2e.aonprd.com/Feats.aspx?ID=6189] as to be worth the loss of flexibility?

Or are there some other benefits that only the Wandering Chef archetype has?


Conjuring a Genie and binding it into a lamp or ring actually seems a very on-point thing for a ritual to be able to do, don't you think?
Possibly have separate rituals for "Bind Genie" vs "Bind non-Genie elemental" though? They seem to work quite differently.

One of the rules for minions is that if they even attempt cast a spell of a rank equal to or higher than the rank of the spell (=> ritual rank) used to summon them, then it overwhelms the summoning spell and both automatically fail.
This is probably enough for game balance, IMHO.

The Commander archetype could probably also be a good basis for someone who likes to summon elementals.


Castilliano wrote:


Similar for the Familiar; You get as close as mechanically feasible for the feat/familiar-abilities spent on it. So yes, there could be a balanced version where you pay a higher level feat. PF2 stripped a lot of immunities from the game, so it'd be costly and I doubt people would pay for it, not on a Familiar.

Actually it's the Familiar that does get the immunities and the "animal" companion that doesn't.

https://2e.aonprd.com/Familiars.aspx?ID=112

And I would rather like to have a feat to grant the appropriate resistances & vulnerabilities to both Companions and shape-shifted forms, if Paizo are looking for content for a future product?
;-)

But I'm glad I have correctly understood what the rules are now, thanks.


I've been checking my assumptions about what traits various things have, and what effects they have, and as far as I can tell, the "elemental" trait is actually very limited.

E.g. consider a druid with a fire elemental companion, a fire elemental familiar, who summons a fire elemental, and then shifts into elemental form as a fire elemental.

All 4 "don't need to breath" but only 2 of these 4 have immunity to "bleed, poison, sleep, paralysis".
Because those keywords are not built into the "elemental" trait, they are just things that (summoned) elementals all have, but are built into the familiar "elemental" ability.

Is this correct?

Are there any feats that allow companions with the "elemental" trait to have these immunities?
Likewise, are there any feats that allow shape shifted druids to have these immunities?

Is this something that would make sense for a future product? Would it be balanced?


SuperParkourio wrote:

MAP applying to both Strikes is certainly the intent. Hunted Shot technically avoiding it since only the subordinate Strikes have the attack trait is definitely a troll ruling, but an errata would be nice.

"If applicable, the readied action takes and contributes to your multiple attack penalty as though you performed it on your turn. This is one of the few times the multiple attack penalty applies when it's not your turn."

Back from vacation now:

Yes, thanks all, your comments are great.


(1) The Remastered rules for Multiple Attack penalties are clear that MAP only applies to your own turn, so we don't need to remember it if [for example] making a Reaction Strike.
(2) The specific rules for Ready Action make state that this is an exception, and you instead use the MAP penalty you had at the point you used the Ready Action.
(3) Unless I'm missing something, one can spend 2 actions to Ready an Action to make a single action Hunted Shot. (Ranger feat.) This is 2 ranged strikes in one action balanced by the MAP penalty applying "as normal".

"As normal".

It is not clear to a new player if Hunted Shot is a specific case of Ready Action, or Ready Action a specific case of Hunted Shot. And maybe debating specifc-vs-general priorities isn't the most helpful & clear way to go about this?

I'm pretty sure that optimal game design is to apply the MAP penalty to the 2nd shot of a Readied Hunted Shot, even though it's not happening in your turn.

[Edit: Hunted Shot is a Flourish action & you can only make one Flourish per turn anyway, so no need to worry about multiple off-turn Hunted Shots.]