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***** Pathfinder Society GM. Starfinder Society GM. 613 posts. No reviews. 1 list. No wishlists. 66 Organized Play characters.


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A fey or draconic sorcerer could learn fireball as a non-signature 7th level spell and would then only be able to cast it as a 7th-level spell.

If you get knocked unconscious, you don't drop it.

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HumbleGamer wrote:

About skymetals, does it mean that they conjure them or that there are skymetal caves within absalom?

Or it's all about giant organizations traveling the space in search for previous materials?

Perhaps the skymetals are left over from that time when the machine mage Karamoss attacked Absalom.

If magus archetype is bad because it doesn't get enough spells, then magic warrior is even worse. Further, unlike the magic warrior, the magus can choose any (arcane) spells they like, and pick different spells every day.

The magus also gets Master Spellcasting Proficiency from spending those 3 feats.

Finally, if arcana is nearly useless, then the magic warrior dedication's expert-in-arcana-and-mwangi-lore surely isn't as good as getting 2 cantrips which can be used with spellstrike.

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If you take any two spellcasting archetypes, then OF COURSE you can end up with more spells than if you just took either one by itself. Since spellstrike keeps low-proficiency cantrips usable at high levels, magus archetype is especially good for characters with two spellcasting archetpes.

breithauptclan wrote:

But my concern is that if the spellcasting progression of Magus archetype was improved, then why would the Wizard archetype even need to exist? What is its niche?

MC Spellstrike and Dimensional Assault only work in melee. MC Wizard's niche is characters who aren't melee martials. Also, the wizard refocus is less silly.

The Raven Black wrote:
Indeed. No need for an errata. You've got the feat twice.

If you have the feat twice, then you can retrain one of them.

Healing 1 HP at range on a dying person can be quite useful.

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I'd say it should work like using other second-printing toolkits: just 1 hand is needed, and if any stable surfaces are involved, using them is already included in the 3 actions (or 1 action).

I agree that the ground usually counts as a stable surface.

If you're using Gale Blast with Expanded Spellstrike, the tiny area is often more desirable, and not having range is irrelevant.

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Focus Spells CRB 300 wrote:
Furthermore, you cast focus spells using a special pool of Focus Points—you can’t prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can’t spend your Focus Points to cast spells that aren’t focus spells.

The charges on a staff can clearly be used to cast spell-slot spells. Therefore, there's nothing that says they can be used to power focus spells, because focus pool points are not the same thing as spell slots and they're not interchangeable.

I don't see anything that would prevent using Handwraps of Mighty Blows with the Nails.

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Blave wrote:

EDIT: It's also a matter of balance. Giving some classes extra 10th level spells while others simply don't have any ability or feat granting extra slots would be a bit ridiculous.

Here's why I think that balance requires that things that auto-heighten need to go to level 10:

1) Hit points keep increasing after level 17.

2) Major striking runes are level 19.

The FAQ says to add the text in three places, in the paragraphs for Miraculous Spell, Primal Hierophant, and Archwizard's Spellcraft. That means it applies to only those spell slots. That is the official ruling.

How can I be sure of that? 1) Any alternate interpretation requires reading just a sentence fragment and ignoring the rest and is thus clearly inferior. 2) Using my interpretation, there is nothing wrong or incomplete with the wording as-is.

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The Raven Black wrote:
Bardo_RS wrote:
The talent tells you exactly what to roll against, and it doesn't ask you to treat wounds, it just asks you to use DC and heal the corresponding result. If they wanted you to use the treat wounds effects table they would ask you to simply roll the corresponding action just once per day per target and not remove wounds.

They did not write it that way because there are many things (notably feats) that specifically affect Treat Wounds (an exploration action) and not Battle Medicine (a combat action).

Me, I use the same DC as Treat Wounds and use the same success table too, including critical.

I think a big reason that BM isn't just Fast Treat Wounds is so that if you did one of them recently, that doesn't stop you from using the other. It makes it much safer to Treat Wounds in a place where you might get attacked, and you don't have to wait another ten minutes (or hour) after finishing treating wounds before continuing in the dungeon just so you can use BM.

EDIT: I also use the same DC as Treat Wounds and use the same success table too, including critical.

Bardo_RS wrote:
You are making a wrong read of the rule, all these feats effects a actual action roll, and not are new actions, thus they follow their rules as normal. Battle medicine is a new action who only use the DC and some things of treat wounds as refer, but you not roll treat wounds.

Now you're just making up rules out of nothing. "New Action" as you are using it is not mentioned anywhere in the CRB.

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Using Bardo's interpretation, these are just some of the feats for which you ignore critical successes and failures when making their associated checks: alchemical crafting, ancestral paragon, bargain hunter, battle cry, cloud jump, combat climber, continual recovery, courtly graces, experienced smuggler, experienced tracker, foil senses, group coercion, group impression, hobnobber, impressive performance, intimating glare, intimidating prowess, magical crafting. That can't possibly be RAI.


Hobnobber CRB 262 wrote:
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

The master version of Hobnobber does less than nothing if the trained version already eliminates the criticals, so that is clearly not how it works.


The correct way to interpret these feats (and thus Battle Medicine) is that if the feat tells you to make a check and that check has results for criticals, then the feat also counts as having results for criticals.

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Touch of Charity has the Healing trait, so yes it does restore hit points.

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Things my primal sorcerer can summon:

Character Level 5:
leopard - can pounce, moving and attacking as a single action. So the range of my summon spell is effectively 90'. Also has grab.

giant bat - flies and has echolocation. The primal list doesn't get See Invis, but with the bat it will be easy to target a Faerie Fire or Glitterdust.

crocodile - can function underwater, where my fire spells don't work.

Character Level 7:
snapping flytrap - can make two improved-grab attacks with 10' reach with no MAP (requires 2 targets)

(other things) - fly, tremorsense, knockdown, acid cone

leshy - has hands and speaks common

Character Level 9:
Argh, it looks like the devs want me to summon elementals now instead of animals and plants. So my primal evolution feat won't work well at levels 9-10, unless I buy more bestiaries.


I'm not seeing one supreme animal that I should just summon all of the time - several of the critters have niche uses.

The summoning gives me something to do when I can't get 2 targets in a fireball or electric arc, but there isn't a single "boss" opponent who would be a good target for Slow.

Since primal evolution gives me an extra spell slot that can only be used for summoning, summoning can be less powerful than other spells of the same level, but still good for me.

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If someone is using a disguise to crash a party, they may need to stay for a while. It's not just PCs who use True Seeing, and it's not just NPCs who use illusions. Nearly-infallible True Seeing limits what stories can be told, which is why it can be counteracted.


edit - Nixies are aquatic, so not quite

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Assumption: illusion disguises are a thing that can work sometimes, which isn't the case if the opponent gets to roll against them every round.

My second-printing core rulebook says that Demoralize does have the Fear trait.

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A fighter MC caster doesn't lose a turn sheathing their weapon and shield and pulling out a bow when they want to make a ranged attack.

The weapon chart on page 282 says Alchemical Bombs are Martial. Also page 544 says "Bombs are martial thrown weapons with a range increment of 20 feet."

The gnome, tengu, and elf options all give a bonus innate cantrip, so they would use Charisma when casting their electric arcs. OTOH, human Adapted Cantrip doesn't give an extra cantrip, but does let a cleric use their Wisdom.

I suspect the wizard's extra spell slots help more in campaigns with shorter adventuring days, like PFS or Kingmaker.

Even in PF1, I built my casters differently for APs so that they could do many battles/day even at low levels. I had an arcanist-occultist (who could summon monsters using just their power pool in addition to having spells) and a shaman with slumber hex.

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D&D fans greatly outnumber the historians. It makes more sense to officially rename arming swords as longswords.

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iNickedYerKnickers wrote:
Unless I'm missing something, Explorer's Clothing does not allow either Resilient or Armor Property runes.
CRB page 580 wrote:
Explorer’s clothing can have armor runes etched on it even though it’s not armor

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For spells like Heroism, I think it helps to have the GM tell when it changes a failed roll into a success.

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I rate that as a perk of being a caster, rather than a flaw: I like being able to choose powers that just work without having to roll (except maybe damage). In PF2, PF1, and various D&D versions, I make casters who never have to roll to hit.

Watching the martials in PFS, I'm not seeing that PCs that get flurries of small attacks are more popular than the ones who get fewer, bigger attacks.

I can't recall ever seeing a level3+ PFS rogue who didn't have multiple medicine feats. (I'm not sure how many I've seen, but I've played with a lot of people from many places online.) My rogue, who has all of the CRB feats but nothing non-core, is often not the best medic.

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WWHsmackdown wrote:
Unicore wrote:
... with true strike your odds of landing the hit or crit can be 75% or better, even against level +2 or 3 monsters. ...
If a spell requires the expenditure of a second spell to be a viable strategy then that spell by itself was not balanced to be an affective use of limited resources. And as a player wasting two slots to have one competitive slot (again, of a limited resource) feels mega bad imho. I just consider true strike a poor consolidation to try to pacify undertuned spell attacks. It's the one spell in the game that raises my blood pressure on sight unless it's...

True Strike is a first-level spell. What else are you going to do with that first-level spell slot?

FowlJ wrote:
No. Instead, Basic Wizard Spellcasting indicates that they gain two free spells whenever they gain a spell slot of a new level (so, they get up to 16 free spells of levels 1-8 if they get all spellcasting feats from the archetype).


Basic Wizard Spellcasting Link wrote:
... add two common spells of that level to your spellbook

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It might encounter wandering monsters ...

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Though the summons only lasts a minute, during that minute Comprehend Language can be cast, which lasts for an hour. During that hour, work on making a dictionary.

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Quick Recognition lets a PC recognize spells as a free action, but only if they are a master of the skill they are using. With Unified Theory, the PC can use it for all spells.

This is totally 100% tradition-dependent. Anyone who says otherwise has a serious lack of ... something. (Speculating on what that something is probably violates the forum rules.)

Usually when a spell has a decent effect on a successful save, it has the incapacitation trait. Hideous laughter does not - the second-level version is all you need.

Cast a something-form spell and take the -2 penalty when you attack with your claws.

Summon a monster that talks and tell it to attack nonlethally.


Rant Mode:
I've been trying hard to think of reasons other than "Paizo sucks" why there are so few nonlethal spells. I've come up with two possible answers:

1) They're afraid that people will prep a bunch of nonlethal spells and get angry when their party gets slaughtered by undead. However, spontaneous casters could more easily take both lethal and nonlethal spells - would that change the balance of power between prepared and spontaneous?

2) Players just aren't asking for it often enough. (In the SF COM playtest, one nonlethal spell was the ONLY thing I asked for. I didn't get it.) Likewise, the recent "What spells are we all hoping for in Secrets of Magic?" thread doesn't have anyone (except me just now) hoping for nonlethal damage.

anything that does nonlethal damage

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Midnightoker wrote:
whew wrote:

Skilled Human Heritage gives an extra Expert skill at level 5. Multitalented(rogue) at level 9 + Skill Mastery at level 10 or 12 and be Master at 4 skills at level 13. Levels 2-8 are free to multiclass in whatever you want (or not).

I realize that this is just going to add "I shouldn't have to play a human" to the list of what's 'wrong' with swashbucklers, but it's just not true that "they absolutely can't diversify at all."

“Swashbucklers have less flexibility on skill increases by orders of magnitude more than other classes to the point where it not only strains narrative choice, it actively punishes players for not increasing specific skills since failing to do so means your class becomes unplayable. It has a built in trap because it has no skill increase support but requires skill increases more than any class.”

Is that fair to say?

less flexibility - fair

orders of magnitude - no

trap - baloney: How can a player not notice that they're using a skill every round?

no skill increase support - you're replying to my post where I described one of the ways to get skill increases.

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Skilled Human Heritage gives an extra Expert skill at level 5. Multitalented(rogue) at level 9 + Skill Mastery at level 10 or 12 and be Master at 4 skills at level 13. Levels 2-8 are free to multiclass in whatever you want (or not).

I realize that this is just going to add "I shouldn't have to play a human" to the list of what's 'wrong' with swashbucklers, but it's just not true that "they absolutely can't diversify at all."

Perpdepog wrote:
Not to mention, the book isn't consistent with creature bulk, either. A medium creature is 12 bulk rather than 6 bulk when petrified, for example.

Most kinds of stone are denser than flesh - it's totally reasonable that a petrified creature weighs more.

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Things my rogue has done besides stab with magic shortsword:
* throw javelins (using quick draw & potency crystals)
* medic stuff: battle medicine, treat poison, healer's gloves
* Using quick draw & doubling rings, try other melee weapons to see what beats DR
* throw beads from necklace of fireballs
* grapple a flyby-ing foe using a readied action
* cast shield cantrip

All of those things can be done with one hand, so a rogue never needs to drop their primary magic melee weapon or waste actions to sheathe or unsheathe it.

Things my rogue is ready to do in combat but hasn't yet:
* disarm a trap
* trick a magic item

Combat skill is what gives a high-level person the majority of their armor class. It's hard (impossible?) to gain that skill without learning a bit about fist-fighting.

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Zapp wrote:
Sure, the PF2 skill system is incredibly coarse in general (a level 15 character without Athletics that can't swim or climb for s#@%)

In the playtest, everyone advanced automatically in every skill. (A few?) playtesters complained repeatedly that they wanted to be able to make a character from the desert who never learned to swim.

Casting Spells from a Wand CRB page 597 wrote:
Casting a spell from a wand requires ... activating the item with a Cast a Spell activity using the normal number of actions for the spell. ... use your spell attack roll and spell DC.

Since you're using the Cast a Spell activity, you can also use metamagic with a wand.

Would a crossbow gunslinger still call themselves a gunslinger? Maybe they'll make a crossbowslinger archetype which is Common and has just the crossbow-compatible parts.

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The Raven Black wrote:
Deriven Firelion wrote:
True enough. Those are legendary abilities. They look very cool in the mind's eye. Scare to Death ends the fight unlike those other feats and looks stupid doing it.

That is your take on it. As we have seen other people do not find it that ridiculous. And most of all, it does not make the feat broken in any way or shape.

Come to think of it, I believe we can find visuals for the other Legendary skill feats that can look pretty stupid too. Like Catfall always having you fall on your bottom, and maybe bounce a little up and down repeatedly before settling on the floor.

All as part of the visuals of course.

Yes, a player who insists on using the worst possible flavor can ruin any game.

If it's a real gladiator duel in an arena, and the arena manager thinks that the paying customers don't get their money's worth if the battle ends too quickly, they can just ban it. (Spells that make it hard to see what's going on might also be banned.)

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