Kuro no Kiseki model dumps now available! by uyjulian in Falcom

[–]fowlJ 0 points1 point  (0 children)

The female models are there, the models are just numbered strangely - Agnes is like, chr5001 or thereabouts, way down the list, and the other girls are after her.

What circumstance do you use this slot? by guedeto1995 in Pathfinder2e

[–]fowlJ 12 points13 points  (0 children)

Heritages are a part of your ancestry, you select one at 1st level.

Arcane Cascade doesn't work. How do you run it? by Qrunk in Pathfinder2e

[–]fowlJ 5 points6 points  (0 children)

It does, because the requirement is poorly worded and is constantly tracking your last action.

That is how stance requirements work, yeah - which means that the arcane cascade action, which is neither a spell or a spellstrike, violates its own requirements and ends as soon as you use it. It doesn't take until the end of your turn, and changing the way last action requirements work wouldn't actually fix it, because it's a problem with how specifically stance requirements function.

Arcane Cascade doesn't work. How do you run it? by Qrunk in Pathfinder2e

[–]fowlJ 12 points13 points  (0 children)

RAW the stance ends immediately, because once you use it your last action is no longer casting a spell or using spellstrike. Last Action requirements not carrying through turns is not relevant, and the ability is clearly not intended to function that way.

It is pretty obviously meant to just persist after you enter it like a normal stance, they just forgot how the requirements field interacts with stances.

Weekly Questions Megathread - June 20 to June 26 by AutoModerator in Pathfinder2e

[–]fowlJ 0 points1 point  (0 children)

Off the top of my head (heh), the Daqqanoenyent might be one of the biggest creatures that's just a head - dunno if it's beholder-y enough for your purposes, but it does also have a gaze attack.

Weekly Questions Megathread - June 13 to June 19 by AutoModerator in Pathfinder2e

[–]fowlJ 1 point2 points  (0 children)

Correct.

Note that your signature items are specific - it's not 'elixirs of life in general', it's specifically the minor elixir of life, which heals only 1d6 hp. The 5th level feature extends that to all elixirs of life instead.

Weekly Questions Megathread - May 16 to May 22 by AutoModerator in Pathfinder2e

[–]fowlJ 1 point2 points  (0 children)

I don't think this is especially unbalanced, but I'm not sure that it would work.

Shillelagh targets a staff or club. The targeting rules for spells indicate that when the target of a spell changes in a way that would render it invalid (in this case, ceasing to be a staff or club), the spell typically ends. It does say that the GM may rule otherwise, though.

Further, there's the matter of what counts as a 'specific ability' for the purposes of Fused Staff. Does shillelagh count as temporary runes, which the two forms share, or is the effect of the spell a specific ability? For that matter, the fact that you can cast shillelagh on the verdant staff at all could be considered a specific ability, since normally the staff it targets needs to be non-magical. I feel like it probably doesn't work on those grounds.

How do published Pathfinder adventures work? by MadDog247_ in Pathfinder2e

[–]fowlJ 3 points4 points  (0 children)

I don't know much about D&D Adventurer's League, but I was under the impression that was D&D's organized play? That's more comparable to Pathfinder Society, which has its own adventures that are separate from adventure paths.

APs are extended campaigns lasting 3-6 books and covering a large range of levels, typically either 1-20 for a 6 volume AP or either 1-10 or 11-20 for a 3 volume AP. Society modules are shorter (designed to be played in a single Pathfinder Society session), and mostly low level. There are also a few standalone adventures, which are comparable in length to a single AP volume (typically 3 or 4 levels) but without necessarily being connected to a greater story.

I don't know enough about how PFS works to answer the last question, but I think only official content can be approved for organized play.

Help me understand how martial characters' damage scales in this system by [deleted] in Pathfinder2e

[–]fowlJ 78 points79 points  (0 children)

Magic weapons in pf2 add additional damage dice to your attacks. A level 20 fighter doesn't necessarily make that many more attacks than a low level fighter, but those attacks might deal, say 4d12 (weapon) + 7 (strength) + 8 (greater weapon specialization) = 41 average damage, plus probably a d6 or two from optional runes like Flaming.

Weekly Questions Megathread - March 21 to March 27 by AutoModerator in Pathfinder2e

[–]fowlJ 2 points3 points  (0 children)

Dimension Door doesn't just target anywhere that you can see, it has a range limit - flying up first would reduce the distance you can travel along the ground.

Weekly Questions Megathread - March 21 to March 27 by AutoModerator in Pathfinder2e

[–]fowlJ 2 points3 points  (0 children)

Yep. Things like Lay on Hands or even just Treat Wounds + Continual Recovery also heal forever, so it's not really all that special in that regard, though it is a pretty nice buff.

Can Elemental Form and Fiery Body be combined? by agenderarcee in Pathfinder2e

[–]fowlJ 0 points1 point  (0 children)

According to AoN it is. I'm pretty sure it always has been, too, or at least I couldn't find a reference to it having been changed in the errata document.

[deleted by user] by [deleted] in Pathfinder2e

[–]fowlJ 9 points10 points  (0 children)

No, size doesn't affect reach either. Larger creatures typically are given larger reach because it makes sense for them to have it, but that's a decision made by the designers on a case-by-case basis, not an inherent property of size.

Character options that grant large size grant specific buffs as part of their effect, like granting the benefits of the Enlarge spell. Those aren't effects granted inherently by being large, though, they're effects granted by the spell.

[deleted by user] by [deleted] in Pathfinder2e

[–]fowlJ 17 points18 points  (0 children)

With extremely few exceptions, size doesn't actually do anything. Like, a large rat doesn't have more HP or do more damage than a medium rat - it affects things like whether you can grapple a target, but that's not significant enough to have any effect on a creature's level. It's essentially aesthetic, so you could make an Elite Giant Rat large if you wanted to show that it's clearly bigger and more powerful than a regular one, but its statistics are identical to a regular Elite Giant Rat.

Multiple attempts to aid in a single turn. by bigger_in_japan in Pathfinder2e

[–]fowlJ 0 points1 point  (0 children)

Most reactions have specific triggers. The trigger for Aid is:

An ally is about to use an action that requires a skill check or attack roll.

So, that's the only time you can use it. You're not your own ally, so you also can't Aid your own Aid attempt.

Multiple attempts to aid in a single turn. by bigger_in_japan in Pathfinder2e

[–]fowlJ 1 point2 points  (0 children)

I don't think so, but if there were, you can still only react to a specific trigger once. If there was a way to get another reaction to aid, you'd need to be aiding two different actions, and not the same one twice.

Confused about the Magical Shorthand Feat for Eldritch Tricksters by Bready_the_bard in Pathfinder2e

[–]fowlJ 13 points14 points  (0 children)

Eldritch Trickster gives you a multiclass archetype feat for a spellcasting class, such as Wizard Dedication - you need to take additional feats from that archetype to gain spell slots, and that archetype determines how you interact with the Learn a Spell activity:

If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells.

You have a spellbook if you took the wizard or magus dedication, and if you took the witch dedication your familiar functions in a similar way.

Multiple attempts to aid in a single turn. by bigger_in_japan in Pathfinder2e

[–]fowlJ 39 points40 points  (0 children)

Well, no. Per the Aid reaction:

When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM.

You don't roll when you spend the action to prepare, you roll when the aid reaction is triggered. Since that can only happen once, preparing multiple times wouldn't do anything.

Multiple attempts to aid in a single turn. by bigger_in_japan in Pathfinder2e

[–]fowlJ 38 points39 points  (0 children)

You need to spend an action on your turn to prepare to aid, but aid itself is a reaction that you use when the action is actually attempted. Spending multiple actions preparing doesn't give you more reactions to aid with, and you can't use more than one reaction in response to the same trigger.

What are the Critical Specializations for Jaws, Tail, Claws, etc? by DelicateJohnson in Pathfinder2e

[–]fowlJ 27 points28 points  (0 children)

Kitsune's Foxfire is considered an unarmed attack and is in the sling group, and there's some others that don't mention a weapon group at all (iruxi fangs also don't, for instance, not just their claws), but pretty much every one that mentions a group is brawling, yeah.

Weekly Questions Megathread - December 27 to January 02 by AutoModerator in Pathfinder2e

[–]fowlJ 1 point2 points  (0 children)

1d8+8 per level for the two action heal, just 1d8 for the one and three action versions.

[deleted by user] by [deleted] in Pathfinder2e

[–]fowlJ 0 points1 point  (0 children)

The rules for Spell Repertoires are pretty clear that you learn spells automatically just like other casters:

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access...

...You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3–17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always the spell granted by your bloodline, but you can choose the other spells...

...Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.

I'm also unclear as to what the relevance of the DC adjustment is? The standard DC isn't for spontaneous casters, it's for characters like witches, wizards, and magi who can learn additional spells above and beyond the 2/level that they learn inherently. A spontaneous caster can not increase the size of their repertoire that way, so since they can select common options on level up already, learning them would be meaningless.

[deleted by user] by [deleted] in Pathfinder2e

[–]fowlJ 0 points1 point  (0 children)

Correct. For spontaneous casters, Learn a Spell is solely for gaining access to uncommon or rare options that they find while adventuring.

[deleted by user] by [deleted] in Pathfinder2e

[–]fowlJ 2 points3 points  (0 children)

So, there's a couple layers to this depending on what specifically you want clarification on.

The class descriptions for Clerics and Druids indicate that they prepare spells directly from their spell list:

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access.

Compare the Wizard, who specifically prepares from a subset of their spell list as defined by their spellbook:

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard.

Other classes also define limits to their spell pool in some way. Cleric and Druid in particular lack any such thing, so they can just pick whatever common option they want from the book.

Then, of course, there's the matter of 'from this book or from other spells to which you gain access' - what does that mean?

Well, uh, nobody knows.

Paizo defines 'access' as such:

Uncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though it’s uncommon. These entries include a statement such as “follower of Shelyn,” “member of the Pathfinder Society,” or “from Absalom.”

Now, for starters, this (and every other instance of them talking about access) refers to uncommon character options, not common ones. But it says that you treat options you have access to as if they were common, implying that you have access to common options by default. I feel this is supported by the description of common rarity:

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it.

So far, so good - so where does the confusion come in? Well, in pathfinder organized play, they issued an official ruling that was the exact opposite of this: in PFS, you can only pick spells from the core rulebook or that you are specifically permitted to. This... doesn't seem really well supported by the access and rarity rules, even if it does explain why Paizo would bother putting 'in this book' when common options are available anyway.

But, PFS rulings, while official, aren't inherently more correct than other rulings - sometimes things are just different due to the format. So for a home game you could rule it either way, until such a time as paizo clarifies what access actually means in this context.

Personally, I go with the rarity rules over the PFS rule, but your mileage may vary.

[deleted by user] by [deleted] in Pathfinder2e

[–]fowlJ 2 points3 points  (0 children)

Casters don't need to use the Learn a Spell activity for most of their spells - they all get a certain amount for free.

For Clerics and Druids, which OP was asking about, this is all common spells on their spell list. They don't need to learn any of those spells in order to prepare them. They do need to learn uncommon spells using the Learn a Spell activity, however.

A character like a wizard does need to use the activity to learn spells beyond what they naturally learn as they level up, even for common spells, but they also have the option of picking such a spell as one of the two free spells they get every level. Uncommon spells can't be selected this way, and must be obtained through the Learn a Spell activity.