| Ravingdork |
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My thirdhand foundry dev team sources tell me weapon spec doesn’t count because it doesn’t say it has a damage type or something. Supposedly it’s only a separate instance if it specifics that it does “x type of damage”
That extra damage definitely counts if you're at least a 7th-level exemplar with Spirit Striking. Energized Spark helps you diversify it even.
| Tridus |
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So what does Spirit Song imply?
Success The creature takes half damage and can't use reactions until the beginning of its turn.
Failure The creature takes full damage, can't use reactions until the beginning of its turn, and is stunned 1.I think it implies that even by Player Core 2 they didn't know what Stun is supposed to do.
It implies that whoever wrote that didn't know what Stunned 1 means, yeah. Because even before the errata it would have still blocked reactions in this case.
That's par for the course for PC2. It was a messy book with a lot of errors.
| Wu Nakitu |
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I dunno if there are any other changes but there's a new amendment to Firework Technician in the FAQ since it was initially posted;
"Pages 134–135: Firework technician saw some major changes to clear up how it worked and put it at the intended power level. The archetype gives only quick alchemy benefits and uses (modified) versatile vials. It’s also be made more clear that additional feats add options to Launch Fireworks.
Note: Firework Technician Dedication includes some additional changes not found in the 2nd printing to clear up how pyrotechnic versatile vials and standard versatile vials work. These changes are mainly to confirm that pyrotechnic versatile vials can be thrown as bombs and that you regaining only pyrotechnic vials during exploration unless you have another way to regain standard versatile vials. Standard versatile vials are typically better, so if you have the choice it's best to make one of those unless you really want a versatile vial that can deal fire damage when thrown as a bomb. The main revisions are in the second paragraph and the Special entry.
Firework Technician Dedication Feat 2
Uncommon, Archetype, Dedication
Prerequisites trained in Crafting
You’ve learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck.
You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the quick alchemy benefits (Player Core 2 174), creating up to 4 pyrotechnic versatile vials during your daily preparations. These vials have the fire trait and deal fire damage instead of acid. You can use pyrotechnic versatile vials only to throw as bombs, for the Launch Fireworks action (see below), or with Quick Alchemy to create fireworks consumables, including doses or rounds of black powder, the sparkler item (Treasure Vault 55), and other items determined by the GM. You can replenish your pyrotechnic versatile vials during exploration the same way an alchemist can (Player Core 2 59).
You can create fireworks displays to have distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks action and learn some basic effects. You can learn additional, more complex displays through other firework technician feats. These add a new fireworks display to your options for Launch Fireworks, each of which lists its number of actions and effects. The DC for Launch Fireworks is equal to your class DC or spell DC, whichever is higher."
"Special If you have Quick Alchemy from another source (such as the alchemist class or multiclass archetype), you can use standard versatile vials to Launch Fireworks or create fireworks consumables. Each time you create a versatile vial, you choose whether it’s a standard vial or pyrotechnic vial. Both types count toward your maximum number of versatile vials. You can replenish only pyrotechnic vials during exploration unless another ability lets you replenish standard versatile vials (such as the benefit of the alchemist class), in which case you can choose the type each time you replenish."
Looks like it's not finished being edited though with some of the grammar.
| Tridus |
| 2 people marked this as a favorite. |
Mature Animal Companion was also updated
Page 130: The Mature Animal Companion feat’s wording didn’t work as intended for animal companions with Speeds beyond land Speeds. Replace the second sentence of the second paragraph with the following: “During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed).” Note: The 2nd printing mistakenly excluded “Fly” from the list.
| Perpdepog |
| 1 person marked this as a favorite. |
Mature Animal Companion was also updated
Quote:Page 130: The Mature Animal Companion feat’s wording didn’t work as intended for animal companions with Speeds beyond land Speeds. Replace the second sentence of the second paragraph with the following: “During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed).” Note: The 2nd printing mistakenly excluded “Fly” from the list.
It's likely too late now, but these kinds of fixes make me wish that the Traversal trait from Starfinder 2E could be backported into PF2.
| Perses13 |
Mature Animal Companion was also updated
Quote:Page 130: The Mature Animal Companion feat’s wording didn’t work as intended for animal companions with Speeds beyond land Speeds. Replace the second sentence of the second paragraph with the following: “During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed).” Note: The 2nd printing mistakenly excluded “Fly” from the list.
This is something we've been houseruling for ages (although we also allow Stand). Glad to see Paizo on board.
| Ravingdork |
actually not sure how shield throw would work with this new shield clarification
can meteor shield be raised without attaching it to arm
if not what is the point of meteor shield
if player are using it to strike almost every turn than it will never get to be used as shield
That's why you get two. One for offense and one for defense. XD
| HammerJack |
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Well, the meteor shield *does* say in the item description that it has Quick Release straps, at least. That should account for unstrapping to throw, but doesn't actually have the mechanical detail of the quick release straps of the throwing shield Adjustment. Strapping it back on is an issue, but it's largely compounding onto an existing issue. We already had to houserule a little bit to let them work with Returning runes (even though I genuinely think that was intended to work, but was just not cleanly written.)
There just hasn't ever been a throwing shield version that worked well without houserules fixing it, this whole time. Not in Knights of Lastwall, not in Grand Bazaar, not in Treasure Vault, not in the remaster updates. They've all had weird issues with how they're written that you have to change as a GM for them to function as a main weapon the way people are looking for when they try ro build a character with one.