The Water Sprint skill feat is here:
"Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your Stride on solid ground, you fall into the water.
Leap is this:
*** The Water Sprint skill feat refers to "Stride" which is a game term, and means a single action to move up to your (land) speed. So for a move speed of X, then Water Sprint (before legendary) requires:
The way it is phrased, the rules apply to each Stride Action, so you can't "Stride 3 times" to cover a wider body of water. Each individual Stride has to start with "at least half over ground" and "end on solid ground". Compared to the basic Leap action that covers that gap, no feat needed. Or someone of level 7 and Master in Athletics doing a 2-action Long Jump, who will cover 13+1d20 feet, with at least 10' of a Stride action beforehand.
...Is it just me, or is this *really* niche? Or perhaps I have I miss-understood how these rules apply, and it works better than this?? (Or is it a gag, they are just doing a long jump and deluding themselves?)
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:
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?
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.
The Commander archetype could probably also be a good basis for someone who likes to summon elementals.
Castilliano wrote:
Actually it's the Familiar that does get the immunities and the "animal" companion that doesn't. https://2e.aonprd.com/Familiars.aspx?ID=112And 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".
Is this correct? Are there any feats that allow companions with the "elemental" trait to have these immunities?
Is this something that would make sense for a future product? Would it be balanced?
SuperParkourio wrote:
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.
"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.] |