Ravingdork |
So Shatter Mind's Amp lists that the range changes to your choice of a 30 ft cone or a 60 ft cone. I have to wonder if that is an error. Though I feel like I have seen similar wording before. But I am not sure why it would give a choice between two ranges that are both cones.
Why wouldn't you want that given the option? Not hitting your allies by choosing a smaller area that still might get all the baddies is a great boon.
Xenocrat |
Ryuujin-sama wrote:So Shatter Mind's Amp lists that the range changes to your choice of a 30 ft cone or a 60 ft cone. I have to wonder if that is an error. Though I feel like I have seen similar wording before. But I am not sure why it would give a choice between two ranges that are both cones.Why wouldn't you want that given the option? Not hitting your allies by choosing a smaller area that still might get all the baddies is a great boon.
Shatter Mind only hits enemies. The only reason not to do 60’ is to avoid hitting some enemies (who you could just designate as friends and not affect anyway).
graystone |
1 person marked this as a favorite. |
I agree but both of those things would normally be spelled out.
They are though: they give you the trigger and note that the entity takes control when it's triggered. The trigger is clear as is the fact that that you can't take control when you're already in control.
I also get the feeling that the reaction should have a longer cooldown before it can be used again rather than just a minute when I compare it to other similar abilities.
*shrug* it's 1 min of you sitting there watching someone else play your character. Personally, it's NOT something I'd want triggered every minute.
Xenocrat |
6 people marked this as a favorite. |
They don’t clarify obvious things like that.
Beyond 1+ not equaling and 1, obviously an ability that makes one handed melee weapons as good as two handed weapons while both hands are occupied doesn’t vault bows into some position of insane supremacy with no downsides. A few diehard cranks in an issue never is enough to get a “duh” explanation from them.
The Raven Black |
5 people marked this as a favorite. |
Scroll Thaumaturgy: It allows you to use your class DC for the Spell DC. So far, so good. But what about spells with a spell attack roll? Since the Thaumaturge is not proficient in the magical schools, does that mean any spell with a spell attack roll is bascially useless since they won't ever hit anything? I think most likely, there is just a sentence missing, allowing to use the same proficiency for spell attacks as well.
During the playtest, the very same question was asked and Mark Siefter clarified that you used the DC-10 as the modifier for the spell attack roll.
It feels a bit bad that they forgot it again in the final version.
Red Griffyn |
They don’t clarify obvious things like that.
Beyond 1+ not equaling and 1, obviously an ability that makes one handed melee weapons as good as two handed weapons while both hands are occupied doesn’t vault bows into some position of insane supremacy with no downsides. A few diehard cranks in an issue never is enough to get a “duh” explanation from them.
1/2 strength vs. full strength, 1D8 vs. 1D6 weapon dice or a -2 to hit within volley range, are what keep 1H+ weapons from being some insane supremacy weapon. Check your hyperbole at the door. I'm looking to get a actual response from someone at the company that can inform RAI/RAW if 1H+ are meant to be excluded.
If I make weapon implement my bow and shoot esoterica arrows (something I can do because there is literally no mechanical definition of esoterica that requires it to be or not be something... I can have arrows of Erastil that I use in hunting folk practice and call them esoterica). Then I've jumped through the stupid hoops necessary. As it sits its not clear to me and despite what I think or what others think its going to suffer table variation. In those circumstances someone from Paizo needs to provide clarification.
aobst128 |
1 person marked this as a favorite. |
Xenocrat wrote:They don’t clarify obvious things like that.
Beyond 1+ not equaling and 1, obviously an ability that makes one handed melee weapons as good as two handed weapons while both hands are occupied doesn’t vault bows into some position of insane supremacy with no downsides. A few diehard cranks in an issue never is enough to get a “duh” explanation from them.
1/2 strength vs. full strength, 1D8 vs. 1D6 weapon dice or a -2 to hit within volley range, are what keep 1H+ weapons from being some insane supremacy weapon. Check your hyperbole at the door. I'm looking to get a actual response from someone at the company that can inform RAI/RAW if 1H+ are meant to be excluded.
If I make weapon implement my bow and shoot esoterica arrows (something I can do because there is literally no mechanical definition of esoterica that requires it to be or not be something... I can have arrows of Erastil that I use in hunting folk practice and call them esoterica). Then I've jumped through the stupid hoops necessary. As it sits its not clear to me and despite what I think or what others think its going to suffer table variation. In those circumstances someone from Paizo needs to provide clarification.
Exploit vulnerability requires holding an implement. Bows cannot be implements as weapon implements must be 1 handed specifically. Not 1+. That's as clear as day. Same story with implements empowerment. 1 handed.
Xenocrat |
Right, just because not clear to you doesn’t mean it’s not clear enough that Paizo is going to waste their time answering it. Telling you not to have false hope for an answer to something that isn’t actually an open question is an act of kindness. NASA doesn’t answer demands from flat Earthers to explain why they are faking satellite pictures of a round Earth and Paizo isn’t going to tell you that a 1+ isn’t a 1 handed weapon. It’s right there in the name.
Castilliano |
I’d say normal DC based on your level, not based on your spell DC. It’s the result of a class ability not a spell you cast. And that makes it easier for you.
Maybe, as that's a common reference point. Yet a class ability also could be based on Class DC, which for casters is their Spell DC. I think it would default to the latter without further clarification from Paizo.
Squiggit |
2 people marked this as a favorite. |
The psychic doesn't have a class DC and doesn't Unleash doesn't reference one. The rules tell us that if an effect isn't a spell or doesn't come with its own DC to base it on effect level and also that if there's no listed effect level we can calculate it based on half the creature's level.
The Raven Black |
Red Griffyn wrote:Exploit vulnerability requires holding an implement. Bows cannot be implements as weapon implements must be 1 handed specifically. Not 1+. That's as clear as day. Same story with implements empowerment. 1 handed.Xenocrat wrote:They don’t clarify obvious things like that.
Beyond 1+ not equaling and 1, obviously an ability that makes one handed melee weapons as good as two handed weapons while both hands are occupied doesn’t vault bows into some position of insane supremacy with no downsides. A few diehard cranks in an issue never is enough to get a “duh” explanation from them.
1/2 strength vs. full strength, 1D8 vs. 1D6 weapon dice or a -2 to hit within volley range, are what keep 1H+ weapons from being some insane supremacy weapon. Check your hyperbole at the door. I'm looking to get a actual response from someone at the company that can inform RAI/RAW if 1H+ are meant to be excluded.
If I make weapon implement my bow and shoot esoterica arrows (something I can do because there is literally no mechanical definition of esoterica that requires it to be or not be something... I can have arrows of Erastil that I use in hunting folk practice and call them esoterica). Then I've jumped through the stupid hoops necessary. As it sits its not clear to me and despite what I think or what others think its going to suffer table variation. In those circumstances someone from Paizo needs to provide clarification.
Bows cannot be Weapon implements. They could be another kind of implement though (Regalia, for example).
Old_Man_Robot |
1 person marked this as a favorite. |
I brought this up in another thread, but I'll throw it in here as well.
Since the Dancing Blades cantrip makes a weapon attack, it seems like by RAW it would benefit from any Potency runes on the weapon itself. Its text diverges from similar sorts of spells, and since it uses a permanent item, it can be runed.
Guntermench |
1 person marked this as a favorite. |
Xenocrat wrote:I’d say normal DC based on your level, not based on your spell DC. It’s the result of a class ability not a spell you cast. And that makes it easier for you.Maybe, as that's a common reference point. Yet a class ability also could be based on Class DC, which for casters is their Spell DC. I think it would default to the latter without further clarification from Paizo.
Spell DC is not class DC.
Castilliano |
Castilliano wrote:Spell DC is not class DC.Xenocrat wrote:I’d say normal DC based on your level, not based on your spell DC. It’s the result of a class ability not a spell you cast. And that makes it easier for you.Maybe, as that's a common reference point. Yet a class ability also could be based on Class DC, which for casters is their Spell DC. I think it would default to the latter without further clarification from Paizo.
Technically no, but in all the cases I know of when a class without a Class DC needs a Class DC, the rules say to substitute their Spell DC.
Of course I know of no examples of the inverse except for the Thaumaturge nowadays using some items.Guntermench |
Guntermench wrote:Castilliano wrote:Spell DC is not class DC.Xenocrat wrote:I’d say normal DC based on your level, not based on your spell DC. It’s the result of a class ability not a spell you cast. And that makes it easier for you.Maybe, as that's a common reference point. Yet a class ability also could be based on Class DC, which for casters is their Spell DC. I think it would default to the latter without further clarification from Paizo.Technically no, but in all the cases I know of when a class without a Class DC needs a Class DC, the rules say to substitute their Spell DC.
Of course I know of no examples of the inverse except for the Thaumaturge nowadays using some items.
There's only one instance of that that I know of for replacing Class DC with Spell DC and that's Cleric for critical specialization. Nowhere does it say they're the same thing.
Baarogue |
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I'ma just quote myself from another thread
All classes have a class DC. Spellcasters just typically are untrained in it. Their DC is 10+class key ability bonus, so functionally useless yes. Some spellcasters are given exceptions in certain cases, like clerics with weapon spec effects iirc, but that's not a blanket rule. It would not make sense to allow spellcasters to replace class DC with spell DC in all cases because then you could get a situation where pure spellcasting classes who gain weapon spec effects have a higher DC than martial classes
I've only been able to find the one instance in class features:
warpriest doctrineclerics using their deity's favored weapon. That's a very specific, restricted exception, not "most places."Champions are given proficiency in their class DC AND divine spell DC, and they advance in proficiency in both at the same pace. Why not only one, if they are meant to be interchangeable?
Bards gain weapon specialization effects for a variety of weapons if they crit while their composition is active as a class feature at level 11. There is no mention of using their spell DC like there is for
warpriestsclericsAny pure spellcaster who has taken their weapon spec effect ancestry feat can get them as low as level 5. Their spell DC proficiency increases to expert at level 7, master at level 15 and legendary at level 19. Alchemists, monks, and rangers don't raise to expert in their class DC until level 9 and must wait for master until level 17. Barbarians, fighters, and rogues have to reach level 11 for their expert class DC, and level 19 for master. None of them reach legendary in their class DC. Why should a pure spellcaster's critical specialization effect DC outstrip any of those classes, let alone all of them?
Ed Reppert |
"A class DC sets the difficulty for certain abilities granted by your character’s class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class’s key ability score."-- CRB, Page 29.
This raises a few questions:
1. What, in general or specifically, are the "certain abilities" concerned here? How do we know?
2. Given that casters are untrained in Class DC, their Class DC is 10+key ability score forever. So at first level, probably 14, at 10th level 15, at 20th level 16. Maybe.
3. I can't find where the rules say to substitute spellcasting DC for Class DC for casters. Where is that?
Guntermench |
1. Abilities call for it when they need it, and three of the critical specializations ask for it. Basically only martials get feats and features that interact with it, and martial dedications give you trained in their respective class DC.
An example would be Master Strike for Rogue.
2. This isn't a question :P but yes, they're untrained.
3. Cleric is the only place that says to do that, when they gain crit spec at 11 and 7 respectively. Bard also gets crit spec but does not say to use spell DC in place of class DC.
Cordell Kintner |
The level based DC would be best. A lot of class abilities use level based DCs for consistency across different builds. If you used Spell DC, two psychics of the same level could have wildly different DCs just because of their main stats being different. For example, gaining Panache is based on your level, not your Class DC.
This means the Counteract level and DC of a level 10 Psychic's stupefied condition would be level 5 and DC27. This is opposed to DC29 if they have +5 in their main stat, or DC24 if they have +0 for some reason.
shemetz |
Eerie Flicker:
Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you.
The bolded text should probably be errata'd into "the Strike has no effect", to be consistent with how the concealed condition works.
Deathsworn |
I brought this up in another thread, but I'll throw it in here as well.
Since the Dancing Blades cantrip makes a weapon attack, it seems like by RAW it would benefit from any Potency runes on the weapon itself. Its text diverges from similar sorts of spells, and since it uses a permanent item, it can be runed.
I'd like to point out that the Dancing Blade isn't making a traditional Strike, but it is taking the Strike action listed in the spell description. This special Strike uses your spell attack roll and has a specific damage it deals. The damage type can be modified by the runes on the weapon, but no other part of the weapon determines the damage dealt. Also with this interpretation, it cannot critically hit, as spells always list their critical effects because they aren't Strikes.
Now, saying that, it would be nice to rename this distinct Strike action to something that doesn't conflict with the most common action you normally take with a weapon.
Imaginary Weapon has a similar issue for its amped effect, where it says you Strike, though it doesn't have the same pseudo-strike that DW has. It might be an oversight, or it expects you to reference the previous cantrip. Either way it should be rewritten for clarity as well.
Xethik |
Old_Man_Robot wrote:I brought this up in another thread, but I'll throw it in here as well.
Since the Dancing Blades cantrip makes a weapon attack, it seems like by RAW it would benefit from any Potency runes on the weapon itself. Its text diverges from similar sorts of spells, and since it uses a permanent item, it can be runed.
I'd like to point out that the Dancing Blade isn't making a traditional Strike, but it is taking the Strike action listed in the spell description. This special Strike uses your spell attack roll and has a specific damage it deals. The damage type can be modified by the runes on the weapon, but no other part of the weapon determines the damage dealt. Also with this interpretation, it cannot critically hit, as spells always list their critical effects because they aren't Strikes.
Now, saying that, it would be nice to rename this distinct Strike action to something that doesn't conflict with the most common action you normally take with a weapon.
Imaginary Weapon has a similar issue for its amped effect, where it says you Strike, though it doesn't have the same pseudo-strike that DW has. It might be an oversight, or it expects you to reference the previous cantrip. Either way it should be rewritten for clarity as well.
The Strike subaction.. thing also doesn't do double damage on a critical hit, unless you partially use the Strike rules. It's a bit awkward overall, but I believe the intent was for it to be very Strike-like and possibly even trigger reactions based on Strikes.
Deathsworn |
Deathsworn wrote:The Strike subaction.. thing also doesn't do double damage on a critical hit, unless you partially use the Strike rules. It's a bit awkward overall, but I believe the intent was for it to be very Strike-like and possibly even trigger reactions based on Strikes.Old_Man_Robot wrote:I brought this up in another thread, but I'll throw it in here as well.
Since the Dancing Blades cantrip makes a weapon attack, it seems like by RAW it would benefit from any Potency runes on the weapon itself. Its text diverges from similar sorts of spells, and since it uses a permanent item, it can be runed.
I'd like to point out that the Dancing Blade isn't making a traditional Strike, but it is taking the Strike action listed in the spell description. This special Strike uses your spell attack roll and has a specific damage it deals. The damage type can be modified by the runes on the weapon, but no other part of the weapon determines the damage dealt. Also with this interpretation, it cannot critically hit, as spells always list their critical effects because they aren't Strikes.
Now, saying that, it would be nice to rename this distinct Strike action to something that doesn't conflict with the most common action you normally take with a weapon.
Imaginary Weapon has a similar issue for its amped effect, where it says you Strike, though it doesn't have the same pseudo-strike that DW has. It might be an oversight, or it expects you to reference the previous cantrip. Either way it should be rewritten for clarity as well.
I agree that this might be the intent, but what matters in the end is how it is written.
Dancing Weapon's is written as a subaction that the weapon itself takes as if it were a creature, but it has a listed damage that scales with your spell level and is a spell attack roll. Critical effects aren't mentioned anywhere.
Imaginary Weapon is a melee spell attack that scales off of your spell level and lists a critical effect as normal for spells. The amp, however, somehow suddenly becomes a Strike and I guess assumes you know what to roll for it? Does it now function as a normal Strike with the normal critical effects? Does that mean it loses the optional knockback detonation? Who knows.
Baarogue |
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Xethik wrote:Deathsworn wrote:The Strike subaction.. thing also doesn't do double damage on a critical hit, unless you partially use the Strike rules. It's a bit awkward overall, but I believe the intent was for it to be very Strike-like and possibly even trigger reactions based on Strikes.Old_Man_Robot wrote:I brought this up in another thread, but I'll throw it in here as well.
Since the Dancing Blades cantrip makes a weapon attack, it seems like by RAW it would benefit from any Potency runes on the weapon itself. Its text diverges from similar sorts of spells, and since it uses a permanent item, it can be runed.
I'd like to point out that the Dancing Blade isn't making a traditional Strike, but it is taking the Strike action listed in the spell description. This special Strike uses your spell attack roll and has a specific damage it deals. The damage type can be modified by the runes on the weapon, but no other part of the weapon determines the damage dealt. Also with this interpretation, it cannot critically hit, as spells always list their critical effects because they aren't Strikes.
Now, saying that, it would be nice to rename this distinct Strike action to something that doesn't conflict with the most common action you normally take with a weapon.
Imaginary Weapon has a similar issue for its amped effect, where it says you Strike, though it doesn't have the same pseudo-strike that DW has. It might be an oversight, or it expects you to reference the previous cantrip. Either way it should be rewritten for clarity as well.
I agree that this might be the intent, but what matters in the end is how it is written.
Dancing Weapon's is written as a subaction that the weapon itself takes as if it were a creature, but it has a listed damage that scales with your spell level and is a spell attack roll. Critical effects aren't mentioned anywhere.
Imaginary Weapon is a melee spell attack that scales off of your spell level and lists a critical...
If this were just a spell attack I would agree with you. You appear to be quoting the same section on spell attacks I would base that ruling on, except for the last line
Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target’s AC. Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don’t deal any damage beyond what’s listed in the spell description.In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack.
So the Strike in Dancing Blade uses the normal rules for a weapon Strike except where its text contradicts it, as per Specific Overrules General
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack).Roll the attack roll for the weapon or unarmed attack you are using,and compare the result to the target creature's AC to determine the effect. See Attack Rolls and Damage for details on calculating your attack and damage rolls.Critical Success As success, but you deal double damage.
SuccessYou deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.
Strike (attack) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to 2d6 plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the versatile trait or can otherwise deal multiple types of damage, you choose each time you attack).
Those sections I struck out are replaced with the spell attack roll and the damage dice in the spell's Strike entry. ALL OTHER aspects of this weapon strike remain the same as normal, such as the doubling of damage on a critical success that is baked into the Strike rules. They also go out of their way using the phrases, "the weapon attacks," "the weapon deals damage," "of a type determined by the weapon," to make it clear it is the weapon hitting the target, not some weapon-shaped construct. So it follows that the potency rune on the weapon offers its bonus to attack, the weapon's material activates weaknesses, and property runes that alter the weapon (as with Ghost Touch) or have an on-hit effect (as with Disrupt or Flaming, etc.) should also operate, but not your own abilities or anything that requires activation. Just like for the Dancing property rune
Deathsworn |
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...
I missed the spell attacks section, thanks for pointing it out. There is one part, however, that I think it's worth pointing out: "Spell attacks don’t deal any damage beyond what’s listed in the spell description."
Since there's the line about Dancing Blade dealing only one of the available damage types on the weapon, I think the spell attack damage rule holds true. Otherwise there would really be no need for that line, and it would deal damage as normal for a Strike.
You would crit as normal for a Strike and get the Potency bonus to hit, though.
Old_Man_Robot |
I was waiting for this point to gain more traction!
Dancing Weapon's is written as a subaction that the weapon itself takes as if it were a creature, but it has a listed damage that scales with your spell level and is a spell attack roll. Critical effects aren't mentioned anywhere.
As Baarogue said, using your Spell Attack Roll doesn't actually make a difference. Not only is there nothing stopping SAR from benefiting from runes, its explictly called out that they do, with the noted rider that they are rare.
The damage override is important, in that it means that any attack wouldn't also benefit from Striking runes.
Red Griffyn |
Right, just because not clear to you doesn’t mean it’s not clear enough that Paizo is going to waste their time answering it. Telling you not to have false hope for an answer to something that isn’t actually an open question is an act of kindness. NASA doesn’t answer demands from flat Earthers to explain why they are faking satellite pictures of a round Earth and Paizo isn’t going to tell you that a 1+ isn’t a 1 handed weapon. It’s right there in the name.
Being a toxic community member isn't an act of kindness and equating someone asking for clarification to being a flat earther just shows that you aren't being a positive contributing member. Maybe take a step back and think about how you acting that way is going to impact people new to the system and community vs. someone like me who will call you out on your 'antics'.
Make the bow my regalia implement and now we're all fine and within RAW. But that still doesn't answer the actual question which is two parts. Was this really the intent from Paizo or was it an editing error/oversight. Despite your attempts to distract from the substance of the question I was asking for both RAW and RAI. You're just so hung up on RAW and how it aligns with your desired RAI that you can't even let someone ask a question without trying to brow beat them for it.
The Raven Black |
Baarogue wrote:...I missed the spell attacks section, thanks for pointing it out. There is one part, however, that I think it's worth pointing out: "Spell attacks don’t deal any damage beyond what’s listed in the spell description."
I take this as applying to Telekinetic Projectile too. So no applying any damage due to weakness to anything beyond the damage type dealt by the spell.
So, no weakness to silver damage even if you fling silver pebbles.Thank you so very much.
VampByDay |
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Just noticed something, not sure if it was intentional or I missed something, but might be worth looking into:
Given an extra ten minutes of time, the thing about you only recovering 2 focus points if you have only done psychic stuff with your focus points doesn't matter.
So, AFAIK, spending focus points doesn't have to take place in an encounter, and you don't have to spend them in an encounter to refocus. At least no one in our group of experienced pathfinder players has found that rule, (which leads our Champions to often lay on hands->pray->lay on hands->pray->etc until everyone is healed out of combat). So given that:
If your psychic has another way to use focus points, say, life lesson from a witch. And blows through all 3 of their focus poings at level five, including a life lesson, then they are at 0 focus points.
They refocus by meditating for 10 minutes. Because they used life lesson, they only get one focus point back. They immediatly cast a spell with a spell amp (let's say detect magic amped.) Back down to 0
If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus
Well, you have only used psychic abilities since the last time you refocused. You gain 2 focus points back. You then cast amped detect magic again (bringing you down to 1 point) and then refocus again, back to 3.
Remember, Refocusing allows you to refocus as long as you have spent "1" focus point since the last time you refocused, and I can find nowhere in psychic or the focus point rules in general that say focus points can only be spent in combat.
Xenocrat |
3 people marked this as a favorite. |
Being a toxic community member isn't an act of kindness and equating someone asking for clarification to being a flat earther just shows that you aren't being a positive contributing member. Maybe take a step back and think about how you acting that way is going to impact people new to the system and community vs. someone like me who will call you out on your 'antics'.Make the bow my regalia implement and now we're all fine and within RAW. But that still doesn't answer the actual question which is two parts. Was this really the intent from Paizo or was it an editing error/oversight. Despite your attempts to distract from the substance of the question I was asking for both RAW and RAI. You're just so hung up on RAW and how it aligns with your desired RAI that you can't even let someone ask a question without trying to brow beat them for it.
Sometimes when you look into the Abyss, it just ignores you. I'm just trying to prepare you for never receiving an answer, and explaining why.
At least 90% of the things listed in this thread, including many that are seriously and significantly screwed up in a way your question is not, are never going to get an answer.
Psi amps and cantrips wrote:If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you RefocusWell, you have only used psychic abilities since the last time you refocused. You gain 2 focus points back. You then cast amped detect magic again (bringing you down to 1 point) and then refocus again, back to 3.
Remember, Refocusing allows you to refocus as long as you have spent "1" focus point since the last time you refocused, and I can find nowhere in psychic or the focus point rules in general that say focus points can only be spent in combat.
This is complete genius.
You definitely can spend focus outside of combat, and I agree that this is the correct outcome of the language they published, so you can take extra time to do multiple castings/refocusings between combats to get back up to 2 points.
I'm less sure right now if this lets you get back to three points (in two increase increments) after level 5.
Xethik |
Red Griffyn wrote:
Being a toxic community member isn't an act of kindness and equating someone asking for clarification to being a flat earther just shows that you aren't being a positive contributing member. Maybe take a step back and think about how you acting that way is going to impact people new to the system and community vs. someone like me who will call you out on your 'antics'.Make the bow my regalia implement and now we're all fine and within RAW. But that still doesn't answer the actual question which is two parts. Was this really the intent from Paizo or was it an editing error/oversight. Despite your attempts to distract from the substance of the question I was asking for both RAW and RAI. You're just so hung up on RAW and how it aligns with your desired RAI that you can't even let someone ask a question without trying to brow beat them for it.
Sometimes when you look into the Abyss, it just ignores you. I'm just trying to prepare you for never receiving an answer, and explaining why.
At least 90% of the things listed in this thread, including many that are seriously and significantly screwed up in a way your question is not, are never going to get an answer.
VampByDay wrote:
Psi amps and cantrips wrote:If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you RefocusWell, you have only used psychic abilities since the last time you refocused. You gain 2 focus points back. You then cast amped detect magic again (bringing you down to 1 point) and then refocus again, back to 3.
Remember, Refocusing allows you to refocus as long as you have spent "1" focus point since the last time you refocused, and I can find nowhere in psychic or the focus point rules in general that say focus points can only be spent in combat.
This is complete genius.
You definitely can spend focus outside of combat, and I agree that this is the correct outcome of the...
The big question with going up to 3 is the language regarding Refocusing as a psychic, which says "up to your maximum of 2".
Xenocrat |
Right, is that by implication changed when your maximum is 3? They should have either said "up to 2" or "up to your maximum." This in between formulation is wishy washy, although they probably just meant it to be duplicative for extra clarity.
I don't think you can go up to 3, but I also don't think there's any justification for the 18th level focus feat being where it is, so maybe this is why - it does less and is less necessary than you think so you can wait longer.
atlas_hugged |
The exact effect of the shield spell amp is unclear, and should be clarified.
Specifically:
When you Shield Block with this spell, one of the three layers breaks and you cease to gain the bonus to AC, but the spell doesn't end. You can keep using the spell until the final layer breaks; once it does, the spell ends and you can't cast shield or amped shield again for 10 minutes.
Notably, what happens if you block with less than 3 layers in a round, and choose not to sustain the spell on your next turn? The spell ends, but can you recast it?
As written, the "cannot cast shield or amped shield" clause only applies if the final layer breaks. This seems like an unusual enough RAW outcome that if the intent is for shield to be reuseable if not all three layers break, it should be explicitly stated.
Errenor |
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Just noticed something, not sure if it was intentional or I missed something...
You are correct. It is they that missed something: to add phrase 'if you have spent at least 2 points'. They didn't for the 18 lvl feat and all other 2+ refocusing feats. So this trick only works for phychics for now, not for all classes the moment they get 2 point refocusing feat.
aobst128 |
Just noticed something, not sure if it was intentional or I missed something, but might be worth looking into:
Given an extra ten minutes of time, the thing about you only recovering 2 focus points if you have only done psychic stuff with your focus points doesn't matter.
So, AFAIK, spending focus points doesn't have to take place in an encounter, and you don't have to spend them in an encounter to refocus. At least no one in our group of experienced pathfinder players has found that rule, (which leads our Champions to often lay on hands->pray->lay on hands->pray->etc until everyone is healed out of combat). So given that:
If your psychic has another way to use focus points, say, life lesson from a witch. And blows through all 3 of their focus poings at level five, including a life lesson, then they are at 0 focus points.
They refocus by meditating for 10 minutes. Because they used life lesson, they only get one focus point back. They immediatly cast a spell with a spell amp (let's say detect magic amped.) Back down to 0
Psi amps and cantrips wrote:If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you RefocusWell, you have only used psychic abilities since the last time you refocused. You gain 2 focus points back. You then cast amped detect magic again (bringing you down to 1 point) and then refocus again, back to 3.
Remember, Refocusing allows you to refocus as long as you have spent "1" focus point since the last time you refocused, and I can find nowhere in psychic or the focus point rules in general that say focus points can only be spent in combat.
Makes me even more excited for a tentacular limbs / imaginary weapon build
cavernshark |
The Chronocognizance skill feat from the Time Mage archetype requires master in Perception. The dedication is clearly designed for spell casters but almost no spellcasters can qualify for that feat without Canny Acumen and being level 17 or are a bard. The only classes which naturally can reach Master perception are generally spell-less martials.
It seems like Master may be a mistake and expert would be more appropriate.
Feragore |
Dream Magic from the Sleepwalker archetype grants 4th-level Sleep or Dream Message:
You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.
It does not state how often they can be cast as per Innate Spells:
The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition.
Other features that grant innate spells specify if their spells are once per day so it is not a 'default unless specified' type of rule.
PossibleCabbage |
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I also don't know how to fix Unlimited Potential. Maybe once a day, and instead of "prepared spell" you don't expend the slot??
I think you just change "you don’t expend the prepared spell as you cast it" to "you don't expend the spell slot used to cast the spell."
I think this is reasonable since:
- It costs an action
- It's once per minute
- It's a spell of level 5 or lower with no duration.
This is going to get you like one free spell per fight, which seems reasonable. I think it's just a c/p error from the level 20 Druid feat that does this.