How could they follow the time rules of potions before 7? Making a single level 3 potion should take an entire day (i think I could be wrong) and you're supposed to be able to make as many as your wisdom mod each day which could be as many as 5 potions...
Brew Potion wrote:
You potions have no price (they're free), so they take 2 hours to brew. Any additional take the normal amount of time as they would cost.
At level 4 they take an hour to brew.
At level 7 they take 1 minute.
Note that they follow the potion crafting rules before 7, and thus take the same time as a potion to make and require you to expend to spell you use to make them (they are free gp wise and no craft check needed).
Considering Skill checks are the only thing you can take 10 and 20 on, it could have nothing to do with the situation, but you still wouldn't be able to take 10.
The closest thing to a statement on this is the retraining FAQ with the quote from the retraining rules.
Spring Heeled Reaping wrote:
While using Spring-Heeled Style, whenever you use Shot on the Run or Spring Attack, you can attack two different creatures at any point in your movement. Each attack is made at your full attack bonus. Any creature that you attack in melee with this feat cannot make attacks of opportunity against you for that movement, as normal for Spring Attack.
Improved Spring Attack wrote:
When you use Spring Attack, you can select two targets to attack during your movement instead of one. The second attack made this way is made at your full base attack bonus – 5. All restrictions of Spring Attack apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can’t target the same creature twice.
Greater Spring Attack wrote:
When you use Spring Attack, you can select three targets to attack during your movement instead of one. The second attack made this way is made at your full base attack bonus – 5, and the third attack made this way is made at your full base attack bonus – 10. All restrictions of Spring Attack apply to each target, and your movement does not provoke attacks of opportunity from any of your targets. You can’t target the same creature more than once.
They don't stack, choose one of them to apply.
If you were hit by ill omen, you could suddenly decide to ask your GM what your character knows about Andoran parliament members from 100 years ago. I wouldn't recommend trying this, though. } : D
If you're hit by a spell you can make a knowledge (arcana) check to identify to identify a spell that just targeted you. Also works on it.
Phase Lurch wrote:
A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute
An incorporeal phantom does not gain the phase lurch ability, only ectoplasmic phantoms do.Instead, it uses the standard incorporeal rules.
Quoting relevant abilities helps people help you
If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.
The countdown starts if it's outside of your line of effect.
A few questions brought up by the planes hopper handbook.
1) Can you use a focus on a spell that lacks a focus component?
2) Can you use more than one focus on a spell?
3) Can you use material components on spells that lack a material component?
4) Can you use more than one material component on a spell?
The Once and Future Kai wrote:
I definitely wouldn't mind this, but I'd prefer for the Heal Skill to actually gain more power and be more relevant to a party's staying power when they lack a healer character.
Counterpoint, those are all examples of roles replaced by other classes filling that role. If healer wasn't replaced by an item, but by feats and class features for other classes I wouldn't mind as much. To replace any of those other roles using purely items would have a huge gold investment, why should it be different for healers.
I wouldn't mind more mundane healing options (skill proficiency usage options, skill/general feats) being opened, nor would I mind more class features/feats being added as options for other classes. What I do mind, is the replacement of a class by a cheap source.
I think that while a healer should not be mandatory, not having a healer should have trade-offs (such as feat/skill investments or heavy gold investments). Additionally, healers should not feel useless and unnecessary (I'm looking at you CLW wand) when added to a party.
One of my buddies rolls a healer in PF1 almost every campaign (I don't get why he enjoys it, but hey he does), and enjoys using oradin and vitalist (the GM gave him permission to use it because of his penchance for healing) in order to contribute to healing both in and out of combat using his spells and power points.
I'm missing something. What's so great about that spell? It's pretty good against undead and has a decent range, but in general, it seems less useful than magic missile.
Higher damage than magic missile (on even levels), and while it may require a ranged touch attack, it still is a touch attack so it's pretty easy to land.
A proposal for boosting success rates on skills for Master and Legendary characters without unbalancing the proficiency system as a whole
So we're ignoring the existence of untrained and expert proficiency I see.
Really it should look like this
Rather, as their weapon proficiency advances.
It also increases the number of potency runes allowed on it.
Right now with this wording, this means that as long as the area is not completely cut off from the point of origin from the aura, it will effect that area. This is due to auras in 2e lacking the spread rules from 1e.
Essentially, no matter how far you walk, as long as you end up within the radius of the aura without needing to go through a solid wall, that area is considered to be a part of the aura.
Instead, we could make the edge of the aura be considered a wall
suggested wording wrote:
This clearly states how they work and helps clear it up.
Edit: Relevant Image Currently the ? case on the left is included, this change would fix that.
That is an incorrect reading, you only partially quoted the relevant text of empower bombs.
At 3rd level, you can create 3rd-level bombs that deal double the bomb’s base damage as presented in its entry.
This means that only the base damage and not any conditionals from other effects (ex: burn it) are multiplied by empower bombs.
So a level 19 alchemist fire would deal 6 + 9 (level 19 /2) = 15 persistent damage, not 60 persistent damage.
Back to the original topic, I'd really like to see the combat feats scale based on proficiency like the skill feats.
EX. when you have cleave, and expert or master in the weapon you use with it, you should automatically get the benefits of great cleave as well, no need for separate feats.
Same thing for double shot becoming triple shot, and knockback becoming awesome blow.
Continuing on with the OP's line of thought, just to show how much it breaks the system. (Note that I disagree with it)
This means that by using the archetype feats that gain a class feat from another class, I can instead take another archetype feat, allowing me to get 2 (or more) archetype feats into my archetype and allowing me to take other archetypes faster since I complete my dedication requirements faster.
This is especially unattractive when you consider how few spells the sorcerer learns per spell level: 4, 1 of which is dictated by the bloodline.
Aside from ya'know, it not actually being dictated by bloodline.
At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline (see page 130). You choose these from the common spells on the spell list corresponding to your bloodline in this book, or from other spells on that spell list to which you gain access.
It makes so all your bombs are infused, not invested there's a big difference. This allows you to use the empowered bombs ability with bombs that you didn't make using advanced alchemy or quick alchemy.
For mutagens this allows fast onset, extend elixir, eternal elixir or persistent mutagen to work for mutagens you didn't make using advanced alchemy or quick alchemy.
They used heal as a 4th level spell
Simply by using the 1 action version (or 2 action), they heal for 1d8 + casting modifier + 2d8 * 3 (4th level spell) for a total of 7d8 plus casting modifier.
If the creature is 2 sizes larger than you, it doesn't provide screening, it provides cover, which doesn't stack with screening.
As long as what the martials receive is equal in power to the spellcasting that casters get, then I see no issues with this.
Because martials get their weapon proficiencies on their odd levels as their class features, Spellcasters on the other hand get their spells as their class features on odd levels and their proficiencies on their even levels except for legendary caster (which would have to be changed to increase the spellcaster prof by one).
So spellcasters either have to give up their proficiency gain at those levels in order to counter for the fact that they're getting class feats at those levels now, or they don't get class feats at those levels in exchange for proficiencies.
Yeah, just change the fixed features they get at those levels to feats, and make legendary spellcaster only increase their proficiency by one step.
Just make the schools the weapon groups.