Aratorin |
Aratorin wrote:It's true that the APs don't do a good job of telling you how much XP the Encounter is worth.I don't know about Age of Ashes, but each encounter I've seen in Extinction Curse says something like "Severe 2" or "Moderate 4". That means it's a Severe encounter for a 2nd level party and a Moderate encounter for a 4th level party*, which in turn tells you how much XP the encounter is worth.
* These are not the same encounter at different levels. Encounters in a part of the adventure meant for 2nd level characters will have "Low 2" or "Severe 2" while one in the part meant for 4th level will have "Moderate 4" or "Low 4".
That's not precise though. The XP Reward is based on the Creatures and Hazards actually in the Encounter, not the Budget of the Encounter. Just because a Severe Encounter has a Budget of 120 XP doesn't mean it has 120 XP worth of Rewards in it. Sometimes the APs even go over Budget. The first Severe Encounter in Extinction Curse is worth 140 XP.
Which is funny, because it's one of the easiest Encounters in the entire chapter.
Birdieboy |
The Section in the companion items state:
"Other items may qualify, at the GM’s discretion, but an animal can never Activate an Item."
1) Does this only refer to companion items or to items in generel?
if second...
2) Since most familiars count as animals, does that mean a familiar, even with manual dexterity, is not able to activate an elixir of life for feeding it to you?
3) If this is true, is an alchemical familiar also an animal?
Thx for claryfing
Tex1013 |
1 person marked this as a favorite. |
Quick question about the sweep trait for weapons (core rulebook pg 283)
Using sweep
I attack a target - regardless if I hit or miss, if I attack another target this round, I get a +1 to the next attack.
My question is - if I attack ANOTHER target after the 2nd target...
do I still get +1 on my third attack against a different target
do I still get a +1 on my third attack against the same (or first) target (because I have already satisfied the requirement for attacking a different target once during the round)
do I get a stacking +1 on my third target for a total of +2 (because I have targeted two separate targets so far)?
I've got a player looking for every possible bonus to squeeze out of the system - myself, I'm suspicious of stacking bonuses, but I'm happy to hear opinions of other players, or better yet, rules creators and their intended/expected use for the ability
Thanks for any time and effort you spend on my question
Kermit
Squiggit |
1 person marked this as a favorite. |
The only requirement on Sweep is that earlier in your turn you attacked a different target. Second attack. Third attack. Fourth attack if you have a way to do that.
The bonuses don't stack though. They're circumstance bonuses and the CRB says:
If you have different types of bonus that would apply to the same roll, you’ll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don’t “stack.”
So a +1 circumstance bonus and a +1 circumstance bonus still only gives you +1.
PossibleCabbage |
What does "common in another culture" mean for the Unconventional Weaponry feat?
Is this "common" as in the rarity rules sense like "Katanas are common in Tian Xia" or common in the ordinary language sense?
How granular is "another culture"? Is Vudra many cultures or one? Are the Aldori a culture?
Is this feat supposed to be a free-for-all "get access to an uncommon thing" or should we be strict about what constitutes "common in an other culture"? Using fire poi as a weapon probably isn't common anywhere, but can you get access with this feat?
Castilliano |
Tarpeius wrote:What skill is used to Recall Knowledge when attempting to identify a troll?Looks like either Nature ("creatures of natural origin") or Troll Lore.
In Kaer Maga, it could be Society. :)
I think the important thing to note is that some creatures can have multiple applicable skills, i.e. spirits can be Occult & Religion.
Nefreet |
1 person marked this as a favorite. |
Nefreet wrote:Tarpeius wrote:What skill is used to Recall Knowledge when attempting to identify a troll?Looks like either Nature ("creatures of natural origin") or Troll Lore.In Kaer Maga, it could be Society. :)
I think the important thing to note is that some creatures can have multiple applicable skills, i.e. spirits can be Occult & Religion.
Heh, yeah I was going to include a bit about Troll Augurs needing Religion as the skill in question but figured I'd stick with answering the base question of "Troll", since exceptions always exist.
Tarpeius |
Nefreet wrote:Looks like either Nature ("creatures of natural origin") or Troll Lore.In Kaer Maga, it could be Society. :)
I think the important thing to note is that some creatures can have multiple applicable skills, i.e. spirits can be Occult & Religion.
Thanks, I was caught up looking at table 10-7 (Creature Identification Skills) and forgot to check whether there were applicable rules in a completely different part of the book.
Burntgerb |
I'm watching the RPO Q&A right now and I'd love to get some details on Dirge of Doom - there's some uncertainty with how it works exactly.
https://paizo.com/threads/rzs42w2h?Dirge-of-Doom-Frightened-Duration
In a nutshell:
When the Bard is playing Dirge of Doom and stops playing (or is counteracted, silenced, etc) does the frightened 1 condition that is imposed onto enemies - does that condition end immediately or does it wear off at the end of the enemy's turn as normal for frightened?
If the answer is "it's treated as normal frightened" does that answer change if the bard begins playing a different song while enemies are still frightened?
Bigguyinblack |
Wayfinder Resonance Tinkerer
Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will.
1. Is this an innate spell or is it based on the Wayfinder's item level?
2. If it is not an innate spell but we pick an attack spell what stat is used?
Gaulin |
Something small I can't seem to find the answer to (maybe because there isn't one) but do runes increase the hardness/hp of armor? There are a few monsters that damage items and it's a little crazy to me that they can destroy very expensive stuff very easily, especially given how important items are in this game
Andrew the Warwitch |
Recently we were playing a portion of the AP and discovered something that seemed pointless in the rules for a feat. My character took both Assurance and Automatic Knowledge, but that is a useless combination. As the rules say to get the free knowledge check, you only get the 10 from Assurance and then you ONLY get the Proficiency Bonus and nothing else. With how monsters are rated so much higher there is no point in having the feat if you will only have 14 points to try a knowledge check when you can't even get them with a total score of over 30.
Nefreet |
My character took both Assurance and Automatic Knowledge, but that is a useless combination.
Assurance is a Prerequisite for Automatic Knowledge, so you can't not combine them.
As the rules say to get the free knowledge check, you only get the 10 from Assurance and then you ONLY get the Proficiency Bonus and nothing else.
That's the trade-off: a 0-action Recall Knowledge check at a lower bonus than if you had rolled.
With how monsters are rated so much higher there is no point in having the feat if you will only have 14 points to try a knowledge check when you can't even get them with a total score of over 30.
Is your GM using Level-based DCs? If they're not, and they're always increasing the DCs, or just making them up to be difficult, that will diminish the effectiveness of Automatic Knowledge.
Automatic Knowledge isn't meant to get a free check against the boss monster that hasn't been seen in a hundred years. That's going to require you to spend an action.
The benefit is getting a free check to identify the minions they're using.
Andrew the Warwitch |
Andrew the Warwitch wrote:My character took both Assurance and Automatic Knowledge, but that is a useless combination.Assurance is a Prerequisite for Automatic Knowledge, so you can't not combine them.
Andrew the Warwitch wrote:As the rules say to get the free knowledge check, you only get the 10 from Assurance and then you ONLY get the Proficiency Bonus and nothing else.That's the trade-off: a 0-action Recall Knowledge check at a lower bonus than if you had rolled.
Andrew the Warwitch wrote:With how monsters are rated so much higher there is no point in having the feat if you will only have 14 points to try a knowledge check when you can't even get them with a total score of over 30.Is your GM using Level-based DCs? If they're not, and they're always increasing the DCs, or just making them up to be difficult, that will diminish the effectiveness of Automatic Knowledge.
Automatic Knowledge isn't meant to get a free check against the boss monster that hasn't been seen in a hundred years. That's going to require you to spend an action.
The benefit is getting a free check to identify the minions they're using.
So, you are telling me that Automatic Knowledge only grants a 4, 6 or 8 to Recall Knowledge? The rules are so ambiguous, it seems no one knows what they are. I have been told it is a combination of 10 + Proficiency level, nothing else...to include level and ability bonuses. I have been told it is 10 + total Proficiency, and now I have been told it is only the Proficiency level and nothing else.
I seriously doubt that it was meant for the player to give up two feats just to get a 4, 6 or 8 on Recall Knowledge. But it is seeming to me that this is a very poor feat choice and is designed to just burn up feat slots without giving the player anything useful.Nefreet |
The rules are so ambiguous, it seems no one knows what they are.
This game would be hard to play if nobody understood Proficiency, since everything from attacks and saves to skills and spell DCs relies on it.
Unambiguously: "your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively"
Assurance just treats your roll as though the dice landed on a 10. You then add your Proficiency bonus to that.
Andrew the Warwitch |
Andrew the Warwitch wrote:The rules are so ambiguous, it seems no one knows what they are.This game would be hard to play if nobody understood Proficiency, since everything from attacks and saves to skills and spell DCs relies on it.
Unambiguously: "your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively"
Assurance just treats your roll as though the dice landed on a 10. You then add your Proficiency bonus to that.
True, and Assurance is very cut and dry in my opinion. I am talking about adding Automatic Knowledge. You say that the Assurance isn't added, it is just a requirement, I have others say that it is added but nothing is added to just the 10 from Assurance and the Proficiency rating but not class level or ability bonus. Then there is others who say that Automatic Knowledge is only 10+ Proficiency and class level. That is what is confusing. And if it is as you said where you don't include the 10 for Assurance, just the Proficiency level...then Automatic Knowledge is nothing more than an intentional waste set up by the rules to hamper PCs.
Nefreet |
Nefreet wrote:You say that the Assurance isn't added, it is just a requirementAndrew the Warwitch wrote:My character took both Assurance and Automatic Knowledge, but that is a useless combination.Assurance is a Prerequisite for Automatic Knowledge, so you can't not combine them.
This is one chain of responses.
The feat, Automatic Knowledge, has a prerequisite feat, Assurance. When you want to utilize the benefit of Automatic Knowledge, you calculate your check result using Assurance. Assurance treats that check result as 10 plus your Proficiency bonus. Your Proficiency bonus, as I linked to, is your Level plus 2, 4, 6 or 8.
Example:
Your group encounters a Level 2 Animal being commanded by a Level 3 Fey.
Based on the chart of Level-Based DCs, recalling knowledge about the Animal is a DC 16 Nature check, and recalling knowledge about the Fey is a DC 18 check.
You decide to use Automatic Knowledge to identify these creatures, which means you're using Assurance. Because Assurance gives you a check result of 10 plus your proficiency bonus, and your proficiency bonus is +6 (Level 2 + Expert 4), you will succeed to identify the Animal, but not the Fey.
Later on, when you're Level 4, and you encounter a group of those same Fey creatures, you will succeed at your check with Automatic Knowledge, because your proficiency bonus will be +8 (Level 4 + Expert 4).
Does that make sense?
Andrew the Warwitch |
Andrew the Warwitch wrote:Nefreet wrote:You say that the Assurance isn't added, it is just a requirementAndrew the Warwitch wrote:My character took both Assurance and Automatic Knowledge, but that is a useless combination.Assurance is a Prerequisite for Automatic Knowledge, so you can't not combine them.This is one chain of responses.
The feat, Automatic Knowledge, has a prerequisite feat, Assurance. When you want to utilize the benefit of Automatic Knowledge, you calculate your check result using Assurance. Assurance treats that check result as 10 plus your Proficiency bonus. Your Proficiency bonus, as I linked to, is your Level plus 2, 4, 6 or 8.
Example:
You are a Level 2 Rogue.
You have Expert Proficiency in Nature.
You have Assurance (Nature).
You have Automatic Knowledge. Your group encounters a Level 2 Animal being commanded by a Level 3 Fey.
Based on the chart of Level-Based DCs, recalling knowledge about the Animal is a DC 16 Nature check, and recalling knowledge about the Fey is a DC 18 check.
You decide to use Automatic Knowledge to identify these creatures, which means you're using Assurance. Because Assurance gives you a check result of 10 plus your proficiency bonus, and your proficiency bonus is +6 (Level 2 + Expert 4), you will succeed to identify the Animal, but not the Fey.
Later on, when you're Level 4, and you encounter a group of those same Fey creatures, you will succeed at your check with Automatic Knowledge, because your proficiency bonus will be +8 (Level 4 + Expert 4).
Does that make sense?
That makes sense. The way I understood your explanation before was that Assurance was just to allow me to use Automatic Knowledge and I know it said no bonuses can be added which made me think that the character level and ability modifier couldn't be used.
Aratorin |
Nefreet wrote:That makes sense. The way I understood your explanation before was that Assurance was just to allow me to use Automatic Knowledge and I know it said no bonuses can be added which made me think that the character level and ability modifier couldn't be used.Andrew the Warwitch wrote:Nefreet wrote:You say that the Assurance isn't added, it is just a requirementAndrew the Warwitch wrote:My character took both Assurance and Automatic Knowledge, but that is a useless combination.Assurance is a Prerequisite for Automatic Knowledge, so you can't not combine them.This is one chain of responses.
The feat, Automatic Knowledge, has a prerequisite feat, Assurance. When you want to utilize the benefit of Automatic Knowledge, you calculate your check result using Assurance. Assurance treats that check result as 10 plus your Proficiency bonus. Your Proficiency bonus, as I linked to, is your Level plus 2, 4, 6 or 8.
Example:
You are a Level 2 Rogue.
You have Expert Proficiency in Nature.
You have Assurance (Nature).
You have Automatic Knowledge. Your group encounters a Level 2 Animal being commanded by a Level 3 Fey.
Based on the chart of Level-Based DCs, recalling knowledge about the Animal is a DC 16 Nature check, and recalling knowledge about the Fey is a DC 18 check.
You decide to use Automatic Knowledge to identify these creatures, which means you're using Assurance. Because Assurance gives you a check result of 10 plus your proficiency bonus, and your proficiency bonus is +6 (Level 2 + Expert 4), you will succeed to identify the Animal, but not the Fey.
Later on, when you're Level 4, and you encounter a group of those same Fey creatures, you will succeed at your check with Automatic Knowledge, because your proficiency bonus will be +8 (Level 4 + Expert 4).
Does that make sense?
The Ability Modifier cannot be used. Proficiency Bonus means Level + [2/4/6/8].
Pirate Rob |
As a note: If you attempt to use automatic knowledge on that level 3 fey you can't then spend an action to roll.
Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.
Captain Zoom |
Lots of RUNE questions here, so maybe a thing on runes in general.
SPECIFICALLY, my question is "what is required to transfer a rune?"
There are conflicting interpretations of this very basic function.
Is it just a 10% cost and a crafting check?
Do you also need the formula for the rune?
Anything else?
Ravingdork |
If you haven't started already, can you guys (watchers of the podcast) please cite known clarifications in this thread? Not everyone has the time enough in their lives to watch long podcasts.
Lots of RUNE questions here, so maybe a thing on runes in general.
SPECIFICALLY, my question is "what is required to transfer a rune?"
There are conflicting interpretations of this very basic function.
Is it just a 10% cost and a crafting check?
Do you also need the formula for the rune?
Anything else?
Yes! This! Please!
MrRetsej |
I have a question in regards to the Scoundrel Rogue's modification to Feint on page 180.
When you successfully Feint (page 246), the target is
flat-footed against melee attacks you attempt against it
until the end of your next turn. On a critical success, the
target is flat-footed against all melee attacks until the end
of your next turn, not just yours.
Since this is not clarified in the errata, on a critical success who's turn is it actually supposed to end on?
Aratorin |
I have a question in regards to the Scoundrel Rogue's modification to Feint on page 180.
Quote:Since this is not clarified in the errata, on a critical success who's turn is it actually supposed to end on?When you successfully Feint (page 246), the target is
flat-footed against melee attacks you attempt against it
until the end of your next turn. On a critical success, the
target is flat-footed against all melee attacks until the end
of your next turn, not just yours.
It ends on the end of your nex turn. The not just yours bit isn't the duration, it's that the target is flat footed to all melee attacks, not just yours.
MrRetsej |
It ends on the end of your nex turn. The not just yours bit isn't the duration, it's that the target is flat footed to all melee attacks, not just yours.
But how is that any sort of benefit for a major class feature when the Scoundrel class feature already gives you the critical Feint success as your normal success? The normal Feint rules read;
Critical Success You throw your enemy’s defenses against
you entirely off. The target is flat-footed against melee
attacks that you attempt against it until the end of your
next turn.
Success Your foe is fooled, but only momentarily. The target is
flat-footed against the next melee attack that you attempt
against it before the end of your current turn.
Super Zero |
Instead of how you bolded it, read:
When you successfully Feint (page 246), the target is
flat-footed against melee attacks you attempt against it
until the end of your next turn. On a critical success, the
target is flat-footed against all melee attacks until the end
of your next turn, not just yours.
Changing it to the end of the target's turn would generally reduce the duration, anyway.
Aratorin |
Aratorin wrote:
It ends on the end of your nex turn. The not just yours bit isn't the duration, it's that the target is flat footed to all melee attacks, not just yours.But how is that any sort of benefit for a major class feature when the Scoundrel class feature already gives you the critical Feint success as your normal success? The normal Feint rules read;
Quote:Critical Success You throw your enemy’s defenses against
you entirely off. The target is flat-footed against melee
attacks that you attempt against it until the end of your
next turn.
Success Your foe is fooled, but only momentarily. The target is
flat-footed against the next melee attack that you attempt
against it before the end of your current turn.
Because the enemy becomes flat-footed to everyone, not just you.
Rocannon II |
Does Hardness act like resistance (all) when an attacks deals multiple damage types?
To add to this does spell damage supersede Hardness? i.e. would a 3 Action Magic Missile spell apply Hardness once, 3 times, or not at all?
Aratorin |
I am making a gnome alchemist. Can I choose Alchemical Familiar for my Alchemy feat and then also choose Animal accomplice as my gnome ancestry feat as well? giving me two animals. I understand you can't have two familiars but I thought this might be different.
No. Animal Accomplice gives you a Familiar. You cannot have 2 Familiars.
wookieman007 |
wookieman007 wrote:No. Animal Accomplice gives you a Familiar. You cannot have 2 Familiars.I am making a gnome alchemist. Can I choose Alchemical Familiar for my Alchemy feat and then also choose Animal accomplice as my gnome ancestry feat as well? giving me two animals. I understand you can't have two familiars but I thought this might be different.
OK Thanks.. One can dream!
Yates Aeon |
I almost never post questions on a public forum, but I really need this clarified by people. ^_^;
Vampires in P2e.
I'm confused regarding them and what happens when they reach 0 HP and fall unconscious.
To further clarify, I know they typically return to mist and go back to their coffin.
But what would happen, if for whatever reason, they simply cannot return to their coffin, and just become unconscious somewhere. Since they're immune to sleep and such, do they regain any HP naturally or do they simply stay unconscious forever until an ally heals them?
Also, can you attack and kill an unconscious or otherwise helpless Vampire by attacking them? This is without Sunlight and Stakes by the way. I can't tell if it's possible to put a Vampire into the dying state or destroy them via standard damage.
I'd appreciate any and all advice, thank you very much in advance for dealing with my lack of knowledge. ^_^
Grankless |
Oh, that's funny. Reading it, I think they literally just fall unconscious and lay there forever. In 1E, they would die permanently after 2 hours of not being able to get to the coffin.
I think the "Unlike other undead, a vampire isn’t destroyed at 0 HP." clarifies that they can ONLY be destroyed by getting staked or sun'd. That's definitely how it worked in 1E, as well.
Ruineren |
2 people marked this as a favorite. |
I repeat a question asked by NielsenE because I have not found an answer, but I would also like to understand if "Spellcasting Ability Modifier" and "Spellcasting Modifier" are the same thing as I actually assume they are.
The question was: 'Spellcasting modifier' versus 'spellcasting ability modifier' are they the same thing? Are they different, if so what is the spellcasting modifier? Examples:
Chill touch: negative damage equal to 1d4 plus your spellcasting modifier
Daze: mental damage equal to your spellcasting ability modifier.
I think the two terms are meant to be the same, but haven't seen it addressed.
Shenvall |
Okay. So I looked and didn't find the answer. I'll pre-face this by stating that I'm new to Pathfinder 2e, so please don't attack me for asking this question. I read the description for Bag of Holding, and it doesn't say anything about its interactions, when placed in extra dimensional spaces, such as rope trick, or another bag of holding. Does the bag simply become unusable until it's taken back out, or does it cause some sort of extradimensional explosion or planeshift like in D&D.
Nefreet |
1 person marked this as a favorite. |
A Bag of Holding has the "Extradimensional" Trait:
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
Other items with that Trait include: Bag of Devouring, Bag of Weasels, Gloves of Carelessness, Gloves of Storing, Gourd Home, Knapsack of Halflingkind, & Pathfinder's Pouch.
Spells with that Trait include: Magnificent Mansion, Maze, & Rope Trick.
HumbleGamer |
1 person marked this as a favorite. |
We'd really need some clarification about major topics like:
- Shields: ( to better understand if having many shields with low "stats" is meant to just provide +2 ac and extra features, and to allow players to instead choose a sturdy one if they plan to rely on shieldblock, or if they have to be merged with "special materials" stats, or whatever ).
- Battle Medicine: Nr of hands needed to perform the action or even better "how would the feat be resolved if used by a character with a bandolier filled with a "healer kit" )
- Untrained Improvisation and Clever Improviser: Would the player be able to just choose any possible lore, relying then on a lower DC because of a specific or even "very specific" topic, or are both skills just tied to all skills but lores ?
Ubertron_X |
Does a player get to choose to use a hero point before they know the results or after they know the results. I am having a hard time defending that you get to know the results before you choose because nowhere in the Core does it specify.
I think it does:
Spend 1 Hero Point to reroll a check...
And when we look at the check definition:
...Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.
1. Roll a d20 and identify the modifiers, bonuses, and penalties that apply.
2. Calculate the result.
3. Compare the result to the difficulty class (DC).
4. Determine the degree of success and the effect...
So doing a check is not just rolling the d20, but all of the listed actions.