Dedication feats


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

"Evidence" is too strong a word for what I have.

My feeling is that it would be the first class path that is incompatible with a heritage. That's the kind of thing they're likely not keen on adding.

My feeling is that the power of such an option is overblown.

My feeling is that I would not at all be surprised if they faq'd it as exempt.


GM OfAnything wrote:
I don't think there are any combinations that are outright broken. But something like Twin Takedown with sneak attack plus Cry of Destruction can add up to a lot of damage in the right circumstances.

Not bad.

The comparable build would be Precision Ranger with Cleric archetype. Only doing 1d8 precision damage instead of the 2d6 twice from sneak attack. But has better HP and better weapons.

GM OfAnything wrote:
There are enough permutations (and that number will continue to increase) to be cautious about a blanket go ahead. If there is a broken combo, now or in the future, one of our legion of forum-goers will find it. Better to say "check with your GM" now, just in case.

Well, have any of them found a really good triple class build yet that comes together at about level 10 or 12? Again, not trying to say that there aren't any, I am just not aware of them.

My opinion is that triple class builds end up spread too thin. Anything that a triple class build can do can be done almost as well with a double class build and will have room for more power in other areas as well. For example, the Ranger/Cleric above would have room left to pick up Disrupt Prey by level 6.


WatersLethe wrote:

"Evidence" is too strong a word for what I have.

My feeling is that it would be the first class path that is incompatible with a heritage. That's the kind of thing they're likely not keen on adding.

You feel that way even though they have already also added incompatible options of other types?

For example, if you choose the Anvil Dwarf heritage, you can't also choose the Artisan background because you can't take the same feat twice (unless it specifically says you can) and both of those options grant the Specialty Crafting feat.


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thenobledrake wrote:
WatersLethe wrote:

"Evidence" is too strong a word for what I have.

My feeling is that it would be the first class path that is incompatible with a heritage. That's the kind of thing they're likely not keen on adding.

You feel that way even though they have already also added incompatible options of other types?

For example, if you choose the Anvil Dwarf heritage, you can't also choose the Artisan background because you can't take the same feat twice (unless it specifically says you can) and both of those options grant the Specialty Crafting feat.

I would argue that specialty crafting should have the language to allow you to take it more than once.

I'm genuinely surprised it doesn't.


...that'd be a weird argument to make, I think.


thenobledrake wrote:
For example, if you choose the Anvil Dwarf heritage, you can't also choose the Artisan background because you can't take the same feat twice (unless it specifically says you can) and both of those options grant the Specialty Crafting feat.

Or you end up with two copies of the feat, one of which "adds no value" because you can't chose a different feat (you just straight gain the feat both times) but there's no special text for having the feat twice.

(But yes, I too, would say that it probably should have special text).

And, IIRC, this isn't the only feat that can be gained multiple times in this manner. I recall seeing another such one (via dedication?) but can't remember what feat it was.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Now that I think about it more, I think an Anvil Dwarf being unable to take the Artisan background *must* be an oversight.

If I had a player make such a character I would give them both, and probably just handwave the lack of special text and give them another specialty.

Denying that combo fails my "look the player in eye with a straight face" rule.


You can't end up with two copies of the feat - the rules say you can't have the same feat twice unless it explicitly says you can.

As for specialty crafting having a repeat-take clause... the flavor of the feat is incompatible with not being limited how many times you take it; "Your training focused on Crafting one particular kind of item" is not true if you are able to be just plain better at crafting across the board via the feat.


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WatersLethe wrote:

Now that I think about it more, I think an Anvil Dwarf being unable to take the Artisan background *must* be an oversight.

If I had a player make such a character I would give them both, and probably just handwave the lack of special text and give them another specialty.

Denying that combo fails my "look the player in eye with a straight face" rule.

Here's an alternative explanation: rather than it being an oversight, the authors thought a player would see that choosing Anvil Dwarf had made their character a skilled artisan and would not look at the Artisan background, see that the flavor and benefits are redundant with what they already have, and would then choose something else.

Hence they wouldn't have to write a rule that if your ancestry and your background somehow gave you the same stuff you'd just choose a different option - since that's effectively the same as choosing a different background in the first place.

Dunno why you'd have any trouble looking a player in the eye with a straight face and saying "Your an anvil dwarf, they are literally all artisans - what else are you?"


Draco18s wrote:
thenobledrake wrote:
For example, if you choose the Anvil Dwarf heritage, you can't also choose the Artisan background because you can't take the same feat twice (unless it specifically says you can) and both of those options grant the Specialty Crafting feat.

Or you end up with two copies of the feat, one of which "adds no value" because you can't chose a different feat (you just straight gain the feat both times) but there's no special text for having the feat twice.

(But yes, I too, would say that it probably should have special text).

And, IIRC, this isn't the only feat that can be gained multiple times in this manner. I recall seeing another such one (via dedication?) but can't remember what feat it was.

There was this thread not too long ago about getting duplicate skill feat effects. Duplicate Feats at 1st Level

Which is probably the strongest argument for the interpretation that Ancient Elf and Eldritch Trickster would both have to give you the same dedication feat - and would have to be a magical type archetype.


breithauptclan wrote:
There was this thread not too long ago about getting duplicate skill feat effects. Duplicate Feats at 1st Level

That's exactly the thread I was thinking of.


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breithauptclan wrote:
Which is probably the strongest argument for the interpretation that Ancient Elf and Eldritch Trickster would both have to give you the same dedication feat - and would have to be a magical type archetype.

You cannot have the same dedication feat more than once, as no dedication says you can take it more than once.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

The lizardfolk/combat climber example is a better example. Combat Climber can't stack, so if someone came to me with a cliff lizardfolk that really wanted that particular background, I would feel compelled to warn them that they'll have a dead feat, but otherwise allow it.

Disallowing story based on some random little mechanical rules is very much not my modus operandi, and it's not how building characters is described by the devs.

It can be argued that, mechanically, they *should* select a different heritage so they're not wasting character resources, but it's not up to me to say no to a concept a player would be willing to sacrifice to achieve.

It will be rare that these things will be combined, but I don't think they should *at all* set a precedent about other combos being ruled invalid.


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Darksol the Painbringer wrote:

Pretty much that.

Now, if something gave you a specific dedication, then you would be able to stack them simply because it was not something you could select; the wording says you cannot select one, though that doesn't mean you can't acquire one specifically granted to you, since it's not a dedication that was selected, but one that was granted with no selection or choice.

However, per RAW, if you could select the dedication (Ancient Elf lets you pick any 2nd level dedication, Eldritch Trickster lets you pick a 2nd level caster dedication), then you can't get anything out of it.

I'd personally allow it at my table though, since it opens up some options to begin with, but does require further investment if they hope to make it work out in the endgame.

Actually it does work by this reasoning, Eldritch Trickster doesn't make you select a multiclass dedication feat at all, it just tells you to pick a class, and then awards you the dedication for it "as a bonus feat" which specifically puts it outside the bounds of a feat you select.

Since the special line doesn't say anything about gaining, and only about selecting, by RAW it weasels straight through, though whether that was RAI or not is questionable.

Edit: wait no, it tells you to "choose a multiclass archetype..." but still not a dedication feat!?


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Honestly I think we should get out of the business of policing why a player does something and focus on whether or not they can do the thing.

The game is a game, optimizing is part of game being game, it shouldn't be about punishing the motivation, it should be about having rules that don't break when game is game.


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The-Magic-Sword wrote:
Honestly I think we should get out of the business of policing why a player does something and focus on whether or not they can do the thing.

Yes, this.

Especial in the case of...

WatersLethe wrote:
Disallowing story based on some random little mechanical rules is very much not my modus operandi...

In my view, I'm not disallowing the player's story, I'm asking them to add to that story - and you, if you let them take a background that would give them a duplicate feat that the rules don't let them have so they just and you just call that a "dead feat" and move on, are effectively punishing the player for the story they have chosen for their character.

They could be an excellent climber and also something else, and the rules even say that's what they should do, but you're letting them miss out because they didn't say the right thing.

Back to the larger topic of whether or not the rules allow a character to be an Ancient Elf Eldritch Trickster: Someone recently brought the Multitalented feat to my attention. This feat gives us an example of what kind wording would be present in these features if they were meant to overwrite the special limitation on dedication feats:

"You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype." (Bold added for emphasis.)

Dark Archive

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Except that multitalented is impossible to take at the point of character creation. It’s inclusion of additional clarification makes sense.

At character creation there is no possible way (except in this unique and precise combination) to otherwise have an additional archetype, so the writers, as we’ve seen hundreds of times in 2e, didn’t consider all of their own content.


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thenobledrake wrote:
WatersLethe wrote:
Disallowing story based on some random little mechanical rules is very much not my modus operandi...

In my view, I'm not disallowing the player's story, I'm asking them to add to that story - and you, if you let them take a background that would give them a duplicate feat that the rules don't let them have so they just and you just call that a "dead feat" and move on, are effectively punishing the player for the story they have chosen for their character.

They could be an excellent climber and also something else, and the rules even say that's what they should do, but you're letting them miss out because they didn't say the right thing.

I think you forgot the part where I said I'd give it to them if the really wanted it after warning them.

In your case you're going: "I understand you want to be a Cliffscale Lizardfolk who trained for the Ruby Phoenix Tournament, but one of those two has got to go because the rules say one element of each clashes. Why not be a Wetlander instead?"

Both the Cliffscale heritage and Ruby Phoenix Enthusiast have other features than the feat, and lore reasons besides, but you would prevent someone from taking both even if they wanted to accept the cost of a skill feat.

thenobledrake wrote:

Back to the larger topic of whether or not the rules allow a character to be an Ancient Elf Eldritch Trickster: Someone recently brought the Multitalented feat to my attention. This feat gives us an example of what kind wording would be present in these features if they were meant to overwrite the special limitation on dedication feats:

"You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype." (Bold added for emphasis.)

Multitalented is also a Feat and falls within the existing framework for feats and what they can or can't do. It's also gained at level 9.

Heritages and Class Paths are taken effectively simultaneously and represent lore and character intent.

I honestly don't think it's outside the realm of possibility that the intent is that Ancient Elves can be Eldritch Tricksters with two different dedications, at the cost of things like scaling elemental resistances or Dex to damage.


Old_Man_Robot wrote:
Except that multitalented is impossible to take at the point of character creation.

That's not relevant. There is no difference between requirements and limitations stated, nor implied, between character creation and later on (well, at least not outside of those few options which explicitly say you have to take them at 1st level during character creation and you can't retrain out of them later).

Old_Man_Robot wrote:
...the writers, as we’ve seen hundreds of times in 2e, didn’t consider all of their own content.

I prefer interpretations of professional works that don't hinge upon the assumption that the professionals doing the work are genuinely incompetent.

If you were arguing minor error like a typo or a poor phrasing, I'd say it's likely given the authors are human and thus capable of making mistakes.

But you're suggesting that the author of Ancient Elf, the author of Eldritch Trickster, or both, and anyone else that looked over one or both of these things for clarity of language and to make sure they work as intended (whether play-testers, editors, or design/developer tasked with trying to make the mage bits actually function) all forgot that there is a limitation on how rapidly you can acquire dedication feats even though that is a massively important part of how archetypes work. That is incredible unlikely. You may as well be in the middle of the Montana wilderness with me and trying to convince me that the hoof beats we're both hearing approach us are definitely zebras, not horses.


WatersLethe wrote:
Heritages and Class Paths are taken effectively simultaneously and represent lore and character intent.

They are not effectively simultaneous - they are step-by-step, but you can take steps in whatever order you want. That's a significant difference.

WatersLethe wrote:
I honestly don't think it's outside the realm of possibility that the intent is that Ancient Elves can be Eldritch Tricksters...

I don't think it's literally impossible for the intent to have been to enable choosing both of these either - what I do think is impossible is to say the words that made it into the rules represent that intent, since they don't overwrite the rule that stops it from happening.

I can't say what the intent of the authors was. No one but the authors can say that. All I can say is what the meaning of the words they wrote in the book comes across as when read. If what that is doesn't match their intent, errata will happen. But, given the odds of a professional writer communicating the exact opposite of their intent... I find it unlikely that it has happened (not impossible, just improbable).


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yeah, I *definitely* think your interpretation is on firmer RAW ground. I don't think there's an adequate reading of the rules that makes obtaining both dedications possible without potentially introducing other side effects.

I just feel so confident that it's an oversight that in my games I would have zero problems allowing the two options.


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WatersLethe wrote:

I think you forgot the part where I said I'd give it to them if the really wanted it after warning them.

In your case you're going: "I understand you want to be a Cliffscale Lizardfolk who trained for the Ruby Phoenix Tournament, but one of those two has got to go because the rules say one element of each clashes. Why not be a Wetlander instead?"

Both the Cliffscale heritage and Ruby Phoenix Enthusiast have other features than the feat, and lore reasons besides, but you would prevent someone from taking both even if they wanted to accept the cost of a skill feat.

I do agree with Themetricsystem in that there is no point in taking both Ancient Elf and Rogue Eldritch Trickster other than to have three classes worth of feats and abilities to choose from. Ancient Elf literally gives nothing else. Even Elf ancestry feats that interact with it only require being over 100 years old - they don't actually have a prerequisite on the Ancient Elf heritage.

So if a GM did want to rule against the triple class cheese, a player could still play an Elf Rogue magic user that is several centuries old. They could pick a different Elf heritage without losing anything other than the triple class options.

----------

However, I feel that the core rules of this system have legendary proficiency on fortitude saves against cheese. I would actually allow a character to have both of the archetype dedications of their choice. I would also warn players against trying the triple class cheese build - not because I thought it would break the game, but because I think it is a sub-par build.

So far the one specific cheese build that has been presented has some serious drawbacks. It is so MAD that it makes a PF1 Monk stare in awe. It is a front-line melee fighter with light armor, low HP, and basic weapons. In return, if all of the stars align (hunted enemy that is also flat-footed, both of which will have to be set up on the previous turn), then you have the opportunity once per combat to do an above the curve amount of damage. Assuming all of the attacks land.

So... What is this character going to do for the rest of the combat? And how is it applying flat-footed? Feint? Are we also going to pump CHA in addition to pumping DEX for AC, CON for a few more needed hit points, STR for attack accuracy, and WIS for the spell we want to cast? Or are we instead going deep into enemy lines to get flanking?

It is literally spread too thin and trying to do too much, all focused (pun intended) on one round of combat.

And that is what I am expecting from any other triple class cheese build. Massively MAD, and focused on one niche thing at the expense of literally everything else in the game.


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Pathfinder Adventure Path, Rulebook Subscriber

I wouldn't mind if someone wanted to go this route. It reminds me of the old Fighter/Magic-user/Thief from AD&D.

Dark Archive

thenobledrake wrote:
WatersLethe wrote:
I would argue that this is a case of specific beats general.

How are you arguing specific beats general when there's no actual contradiction to the general rule being made?

General: Dedication Feats say "You can't take another dedication feat until you take two feats in this dedicaiton."

Specific: Ancient Elf says "You gain a MC Dedication"
Eldritch Trickster Rogue says "You gain a MC Dedication for a caster class that has a basic, expert, and master spellcasting feat."


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TiwazBlackhand wrote:
thenobledrake wrote:
WatersLethe wrote:
I would argue that this is a case of specific beats general.

How are you arguing specific beats general when there's no actual contradiction to the general rule being made?

General: Dedication Feats say "You can't take another dedication feat until you take two feats in this dedicaiton."

Specific: Ancient Elf says "You gain a MC Dedication"
Eldritch Trickster Rogue says "You gain a MC Dedication for a caster class that has a basic, expert, and master spellcasting feat."

There's no contradiction to the general rule you've listed. Let me highlight what a specific rule contradicting a general rule looks like:

General: Dedication Feats say "You have to be level 2 to take this feat"

Specific: Eldritch Trickser Rogue says "You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite..."

That bold part is what contradicts the general rule, and that is the kind of language both of these features lack in regards to the "You can't take another dedication feat until you take two feats in this archetype" limitation.


thenobledrake wrote:
Not all cases of someone thinking they can do something that someone else thinks the rules say they can't do are because of ambiguous wording - some are because people are effectively ignoring the wording or effectively inserting words that aren't there in order to reach what they wish the wording actually said.

Fair point. People can argue that all dwarves have a movement rate of 600. That doesn't mean the rules are ambiguous on the subject. But such arguments don't typically last 70+ postings.


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Kulgore wrote:
People can argue that all dwarves have a movement rate of 600. That doesn't mean the rules are ambiguous on the subject.

I mean, they do, if you pick the right units. ;)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My suspicion is that as far as RAW is concerned, the "you can take the Trickster racket but don't gain the Dedication feat" crowd are correct. I also believe that you would be able to gain the bonus Dedication feat once you had enough feats for the first Dedication.

As far as whether it should be allowed... Rogue rackets are pretty strong - to take Eldritch Trickster, you are giving up the almighty Thief, and I'm not sure there are many Dedications that are going to do more for a rogue than Thief does out of the box.

It's maybe a little cheesy, but it's hardly "letting the powergamers win if you don't ban it" or whatever doomsaying like that. I'd probably allow it.


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Draco18s wrote:
Kulgore wrote:
People can argue that all dwarves have a movement rate of 600. That doesn't mean the rules are ambiguous on the subject.
I mean, they do, if you pick the right units. ;)

A dwarf's speed goes up dramatically if they first step off a cliff... All dwarves can get to a speed of 200 if they fall far enough. ;)


How can someone say "as far as RAW is concerned" and then present completely imaginary "the feat lies dormant until you satisfy the conditions required to actually have taken it in the first place, even though every rule about gaining/changing a feat says you have to be able to satisfy any limitations at the point it was supposed to be gained" style rules?

You can't retrain your 2nd level feat choice into a feat you couldn't have taken at 2nd level - so why would the feat you couldn't have taken at 1st level somehow "kick in" at 1st level once you hit a higher level?

Definitely not RAW, and I strongly doubt it's RAI either.


graystone wrote:
Draco18s wrote:
Kulgore wrote:
People can argue that all dwarves have a movement rate of 600. That doesn't mean the rules are ambiguous on the subject.
I mean, they do, if you pick the right units. ;)
A dwarf's speed goes up dramatically if they first step off a cliff... All dwarves can get to a speed of 200 if they fall far enough. ;)

A joke about measurement.


Pathfinder Starfinder Society Subscriber

One way to resolve these conflicts would be to go with the idea that you can't voluntarily take a feat a second time, but you can be forced to do so, as is the case with the combination of lizardfolk heritage and background that both give you the same feat.

In the case of multiclass dedication feats for ancient elf heritage and eldritch trickster rogue racket, the second time you select a multiclass dedication feat, you run into the rule "You can't take another dedication feat until you take two feats in this dedication", and there is no text in the elf heritage or rogue racket exempting you from this rule. As a result, the only multiclass dedication feat you qualify for is the one you already took, so you are forced to take it again for no benefit. Most players would see this outcome as undesirable and reconsider their choices.

Saying that taking the same feat again in this case is not allowed is nonsensical, as it creates an abort condition in the character creation rules -- and that greatly offends my sensibilities as a computer programmer.

The only reasonable alternative to this approach would be to ignore that rule from the text of the multiclass dedication feats and take any other multiclass dedication feat that you would otherwise qualify for. I am not sure that it is all that overpowered, as it requires very specific conditions to occur -- and the Paizo folks already limited this combination to true elves, not even allowing half-elves to take it via the usual means by which they can access elf heritages.


David knott 242 wrote:
One way to resolve these conflicts would be to go with the idea that you can't voluntarily take a feat a second time, but you can be forced to do so...

The rules do not make a different case for whether or not something was "chosen" or "forced" - they just say you can't have the same thing more than once without it explicitly saying you can.

Further, you are not being "forced" to take any element which is variable - you are choosing it. The player is making a choice when they select Ancient Elf. They are also making a choice when they attempt to select the Eldritch Trickster racket with the same character.

The way to resolve this conflict is to do as the rules say and don't take both.

David knott 242 wrote:
Saying that taking the same feat again in this case is not allowed is nonsensical...

No more nonsensical than trying to force a game to adhere to the limitations of what doesn't "offend" your "sensibilities as a computer programmer."

Strangely, my buddy that has recently taken up GMing PF2 is a programmer too, and he's got no similarly offended sensibilities about some options not being compatible on account of redundancy.


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thenobledrake wrote:


You can't retrain your 2nd level feat choice into a feat you couldn't have taken at 2nd level - so why would the feat you couldn't have taken at 1st level somehow "kick in" at 1st level once you hit a higher level?

Because the conditions that prevent the option from working are no longer there, but the thing that gives it to you is still there.


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thenobledrake wrote:
David knott 242 wrote:
One way to resolve these conflicts would be to go with the idea that you can't voluntarily take a feat a second time, but you can be forced to do so...

The rules do not make a different case for whether or not something was "chosen" or "forced" - they just say you can't have the same thing more than once without it explicitly saying you can.

Further, you are not being "forced" to take any element which is variable - you are choosing it. The player is making a choice when they select Ancient Elf. They are also making a choice when they attempt to select the Eldritch Trickster racket with the same character.

The way to resolve this conflict is to do as the rules say and don't take both.

Taking Ancient Elf and then Eldritch Trickster are both legal choices. There is nothing in either choice that requires you to confirm that later required choices won't lead to problems.

In this case, no problem comes up until you (later) attempt to select the 2nd multiclass dedication feat from one of these options. At that point, either the restriction on taking the 2nd multiclass dedication applies (in which case you are forced to repeat your original selection, as all other options are barred) or it doesn't (in which case you can take any other multiclass dedication feat that you qualify for). If you get to the point of selecting a multiclass dedication feat and can't take anything, even an undesirable option, that is an "abort" condition or "crash" in the character creation process. It is one thing for a player to decide that he doesn't like the consequences of taking redundant options and choose not to do so, and quite another to get to the point of being required to choose from only illegal options and have no idea what to do. If your friend writes code this way, he is a poor programmer.


Squiggit wrote:
thenobledrake wrote:


You can't retrain your 2nd level feat choice into a feat you couldn't have taken at 2nd level - so why would the feat you couldn't have taken at 1st level somehow "kick in" at 1st level once you hit a higher level?
Because the conditions that prevent the option from working are no longer there, but the thing that gives it to you is still there.

How are the conditions "preventing the option from working" rather than "preventing this from being an option" and how would the existing language that tells me it's impossible to take both need to be changed in order to communicate the same thing to you?

Or, to phrase that differently, how does "You can't select another dedication feat until you have gained two other feats from the [insert name here] archetype." get read as "You can select another dedication feat before you have gained two other feats from the [insert name here] archetype, but it will not have any effect at all until you have gained two other feats from the [insert name here] archetype"? (Bold added for my emphasis).


David knott 242 wrote:
If your friend writes code this way, he is a poor programmer.

You missed the point entirely.

How my friend codes is irrelevant. How you code is irrelevant. The game rules are not computer code, and don't need to be treated as such - nor do they benefit from such a treatment, since they are written by authors not programmers.

David knott 242 wrote:
Taking Ancient Elf and then Eldritch Trickster are both legal choices.

Each is legal individually, but they are not legal together. While that's not because of anything either feature says on its own - it is still true, because the game elements those features interact with do state explicitly that there's a problem.

It's actually standard in game rules that the options you select have an impact on what other options remain valid selections, so I'm really baffled by people that suggest something strange is happening when whichever option you pick first, Ancient Elf or Eldritch Trickster, "greys out" the other one (along with all the other things which can't be taken as a result of what was taken).

Dark Archive

Ultimately, I suppose it's a matter of whether "Taking" a feat with a feat slot and "Being Given" a feat by a class/ancestry feature are the same thing under the rules.

Here's my question

Ancient Elf Eldritch Trickster Rogue
Heritage Feat - MC Sorcerer (Angelic)
ET Rogue - MC Bard (Maestro)
1 Nimble Dodge
2 Magical Trickster
4 Basic Spell casting (Bard)
6 Basic Spell casting (Sorcerer)
8 Basic Muse Whispers (Inspire Competence)
10 Basic Bloodline Spell

Any Other Elf Eldritch Trickster Rogue
ET Rogue - MC Bard (Maestro)
1 Nimble Dodge
2 Magical Trickster
4 Basic Spell Casting (Bard)
6 Basic Muse Whispers (Inspire Competence)
8 Sorcerer Dedication
10 Basic Spell Casting (Sorcerer)

Is the first one out preforming the second before Level 6?
Is the difference between them from 6 to 10 very great?
Is the difference between then at level 10 noticeable?
Is this actually a good use of feats or would a non-casting rogue build with no multi-class feats just be a better character in general?

Note these are not snarky rhetorical questions, I genuinely want to know, Is giving a character access to a second extra multi-class dedication at low levels actually really powerful?
I mean I guess it is a 9th level ancestry feat option for Humans, but is it actually that good?

I guess my reading is from the assumption that "Class Feature gives you [Feat]" and "Ancestry Feature gives you [Feat]" are different and distinct from "You have an open [Feat] slot select a [Feat]"

To my understanding, you can't choose NOT to accept a class or ancestry feat that is automatically given by the class or ancestry/heritage you have chosen.

You can't be an Ancient Elf and choose NOT to take the MC Feat. It's a forced action.

You can't take Eldritch Trickster Racket and choose NOT to take a Caster MC Feat. It's again a forced action.

So to my mind, GAINING a feat as a result of a class or ancestry feature OTHER than gaining an open feat slot is DIFFERENT from TAKING a feat.

This is why I believe Ancient Elf Eldritch Trickster is Legal, but also that such a character would be locked out of taking another dedication feat of any sort until at least 12th level because they'd have satisfy Both their existing Dedications before they could take a new one, and that's assuming they don't want to take any actual rogue feats past 2nd level.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
thenobledrake wrote:
David knott 242 wrote:
Taking Ancient Elf and then Eldritch Trickster are both legal choices.

Each is legal individually, but they are not legal together. While that's not because of anything either feature says on its own - it is still true, because the game elements those features interact with do state explicitly that there's a problem.

It's actually standard in game rules that the options you select have an impact on what other options remain valid selections, so I'm really baffled by people that suggest something strange is happening when whichever option you pick first, Ancient Elf or Eldritch Trickster, "greys out" the other one (along with all the other things which can't be taken as a result of what was taken).

This is a bit of a [Citation Needed], I think.

At the very least, the conflict prevents you from gaining the feat that either Ancient Elf or Eldritch Trickster would give you, no question there.

However, to then say you can't select the option at all makes no sense to me and doesn't seem to be supported anywhere in the rules.

Unless you can find a rule that says "you can't select an option if you can't take a feat granted by that option"? Especially since Eldritch Trickster does things other than grant you a feat. It seems much more logical that you simply don't get the feat than that ancient elves are completely incapable of selecting Eldritch Trickster.

To give another example, if there was a Background that granted Shield Block, would you say that Fighters are forbidden from taking that Background?

That seems like an implausible interpretation of the rules, to me.

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