Rfkannen wrote:
Oh wow, I did not know about the legchair, and I'm sad I didn't know about it earlier. It's still technically an animal, right? Nothing about it seems to change that.
PossibleCabbage wrote:
If anything and everything could have a fungus/decay subclass, I would be so happy.
Winkie_Phace wrote: I think I heard Undead Master will be like beast master but undead, so that is probably the most exciting thing for me. Getting to use the animal companion rules for undead is something I've wanted to do for a while. Really? If true, I'm a lot more excited for it than before! If not, excitement is still really high. I'm looking forward to skelly ancestry the most, but this thread has just made me realize all the cool undead art we're going to get. I'm all sorts of excited for that.
aobst128 wrote:
Isn't this the same concept as Harm needing a willing a undead creature as a target for its healing? Yet I'm sure most of us allow Harm to heal a dhampir.
Ched Greyfell wrote: Our GM always ruled if you remembered a bonus you forgot to add, or something similar, he'd let it go as long as it was the same round. But once it gets to your turn again, it's done. And he'd only get strict if people were constantly forgetting things. Continually chiming in, "Oh. Would 27 have hit? I forgot the bard's performance bonus," for the 4th round in a row. When he kept having to rewind and say you hit after all, he'd say no. Same for us for the most part. As long as it's understandable to forget something in a hectic round or two, our GM is reasonably lenient. As players, we're also receptive to our GM having to retroactively fix something in his end so it fairly goes both ways.
I hope this gets a clarifying errata the first chance it gets. Until then, I'd allow this for the simple fact that mundane items allow even more customizability for the eidolon. I played in a game with a summoner and their medic eidolon and they integrated their healer's tools as various healing fruits that grow on the eidolon. It makes me want to roll a construct eidolon and deck it out with all the tools.
Here's something I found browsing through the pregens and reminded me of this thread. This is in Korakai's curse description and its example is different from the APG description. Quote: You can’t mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, resist energy can’t be used to reduce the weakness to electricity from your curse. Likewise, remove curse and similar spells don’t affect your curse at all. I'd gather short examples like this distributed among the other subclasses would suffice for more clarity. Frankly, I didn't think gaining resistance via resist energy would count as reducing the weakness from the curse. I thought it would simply be additive like bonuses and penalties yet here we are. I am unsure on its integrity as official ruling, however. It's an official character sheet but I remember a few of them having several mistakes fixed with errata.
dmerceless wrote: I certainly agree with your point, OP. General Feats really feel a bit... lost. And the balance between them is really not that great: I almost always see the same 4 or 5 being picked by everyone in slightly different orders. The different orders hits really close to home, although I do like how flexible those good ones are. When was the last we got a handful of new general feats anyway? I’m anxious for more options. Deriven Firelion wrote: I'd like to see some higher level general feats to boost skills or weapon training. Higher level general feats in general even.
Errenor wrote:
This is how my GM did it for my very first tabletop game. I always thought it was just done that way and we never called it anything so seeing referred to as ‘tents’ made me chuckle. Real talk though, it’s been a great way to keep track of initiative or any other important character info for us and the GM. Suggestion seconded.
Djinn71 wrote: That's why there is a discussion here, because there is no clear cut answer. I don't think anyone here is really looking for loopholes (I know I'm not), we're looking for the fairest way of applying this rule. I agree. Trying to avoid loopholes is exactly the purpose of my initial questions. It's been an interesting read but the conclusion I eventually got is that there's really no clear cut answer. So I just decided to bring up any weird cases to my GM. I did play a Battle Oracle and I discussed with my GM possible things we might have missed due to our ignorance about this rule. We did end up touching upon similar points discussed here. The AC penalty vs Armor argument was present. He also brought up that the curse's benefits are just as 'unmitigatable' as the penalties. This means that my Oracle's damage roll bonus and fast healing were just as hard to bypass as the AC penalty. This made us really think about the consequences of leniency on what counts towards 'mitigating' an effect. If we hypothetically allowed Armor count as mitigation towards my AC penalty, we'd have to count anything that reduces my overall weapon/unarmed damage rolls. That would include immunity/resistance and any damage reduction/penalty that my Oracle's attacks would ignore, which is too good to be true (just as the AC scenario would be too terrible to be true). We even experimented with the idea of fast healing technically being mitigated by any damage that you take at the start of your turn (when fast healing triggers) and even any persistent damage but it was just too much at that point. The important lesson we learned is that we really needed to rein in what counts as 'mitigate' for the sake of both the positive and negative effects of the curse since the possible loopholes can go both ways. |