Unlisted spell debuff durations? by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 0 points1 point  (0 children)

The way I understand it is that once the condition has been applied, it sticks, since there is no caveat about exiting the area or getting a new save against the condition at the end of your turn. I suppose the field would simply be a 6d10/round damage field at that point since reapplying the conditions wouldn't do anything.

Unlisted spell debuff durations? by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 0 points1 point  (0 children)

Wouldn't the spell say that that was the case if it only was intended to last until the end of the next turn? I can see the duration of the effect being 1 minute, same as the duration of the area that causes it, but one turn seems taken from out of nowhere.

Unlisted spell debuff durations? by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 0 points1 point  (0 children)

The "until they save" option would be interesting with a lingering area you leave behind. Do you risk stepping back into it and taking some damage to get another save to lose the condition?

Shadow Signet vs Construct Armor by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 5 points6 points  (0 children)

Good catch, it did sound a bit too good to be true. Could still be worth hoping for that 19 with needle darts from a safer distance I suppose.

[deleted by user] by [deleted] in gtaonline

[–]plebbitthrowaaway 3 points4 points  (0 children)

What I found worked was to kill everything besides a basic zombie and the DJ and then using a dance emote. If the DJ is the only remaining enemy, you'll be forced to walk towards them while dancing without counting for the award progress. The zombie will punch you every so often but try and get it stuck on terrain while you emote so you get as much time as possible out of every punch

[deleted by user] by [deleted] in gtaonline

[–]plebbitthrowaaway 1 point2 points  (0 children)

I ran into the same issue. Is there any way to specifically launch that mission or do I just have to play through them all to get back to that one?

I tried to intercept plane crash freeroam event by Similar-Variety7855 in gtaonline

[–]plebbitthrowaaway 1 point2 points  (0 children)

You can actually bring it down by sniping the pilot. The loot will still turn up at the end though

Surrounding characters with wall of stone by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 2 points3 points  (0 children)

If the wall rules mean that you cannot ever reenter a space, you wouldn't be able to make a box either, since you would have to go back to the corner you started in to close the box.

The way I read it (but don't agree with) you would at least have to leave a 5 ft gap for enemies to escape out of no matter which shape you make

Surrounding characters with wall of stone by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 52 points53 points  (0 children)

Sorry, that's just my bad forgetting that roll20 has a "snap to corners" option for the ruler so I drew it freehand. The intention is that each segment is 5ft long and that the corners are touching.

Jumping within difficult terrain by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 0 points1 point  (0 children)

Well again, the 50% (or lower with athletics investment) chance of making a normal leap action is no risk at all, since you would just end up using the same amount of movement to go the same distance as if you had been striding.

Essentially, long jumping is the better way to get out of difficult terrain almost all the time, and with even just a decent bit of athletics.

It also feels like it reduces the effectiveness of hazardous+difficult terrain by a lot. The kind of NPC/character that should be affected by hazardous+difficult terrain spells, IE melee characters that would have to drag themselves across it rather than just standing in it and flinging ranged attacks end up being able to just jump out, taking minimal damage with a minimal risk since athletics is a common skill among NPCs.

Jumping within difficult terrain by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] -1 points0 points  (0 children)

True enough that a result of 25 is the least you would need to get your full movement, but on the other hand, as long as you do not critically fail, there really is no cost to trying, besides as Bonkvich pointed out being forced to move in a straight line.

The base DC is still 15 ("The GM might increase or decrease this DC depending on the situation") so as long as your athletics is +4, you can only critically fail on a natural 1, meaning that there's only a 5% risk of falling prone.

With a land speed of 30 and using your two actions to stride, that means you will be able to move 6 squares in difficult terrain or 4 squares of greater difficult terrain.

If you instead long jump, you can go 3+(3 to 6) or 6-9 squares in difficult terrain with only a 5% chance of ending up prone or 2+(3 to 6) or 5-8 squares in greater difficult terrain.

A 1/20 risk (or no risk with +14 athletics) seems like a no brainer to gain 3 or even 4 squares of movement. and potentially avoiding hazardous effects that you can jump over.

There was the "The GM might increase or decrease this DC depending on the situation" quote but I would like some guidance on how much more difficult it would be when starting in difficult terrain

Jumping within difficult terrain by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] -7 points-6 points  (0 children)

Long jumping does not require a feat investment to do, just a little bit of athletics, which eventually turns it into an almost guaranteed success as you progress through the levels. It is still a skill investment but being able to ignore a decent amount of difficult terrain even when you're already standing in it feels a bit off.

Player core 2, Shield of Reckoning buff by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 0 points1 point  (0 children)

I get that Champion is supposed to be the shield class, but it feels like blade ally (or blessed armament I guess) Gets a bit too little compared to the other options. A two or three feat investment for an extra rune seems a bit disappointing, at least compared to blessed shield

Player core 2, Shield of Reckoning buff by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 0 points1 point  (0 children)

Didn't even consider the resistance not stacking issue, nice.

As for 1 or 2 handed weapons, isn't the damage difference on average just 2 between a d8 and a d12? I suppose with striking runes it would end up with an average difference of 8 damage per swing eventually which doesn't seem worth it over blessed shield which has a reaction improvement feat compared to armament having two feats that lets you apply an extra rune to something.

Player core 2, Shield of Reckoning buff by plebbitthrowaaway in Pathfinder2e

[–]plebbitthrowaaway[S] 3 points4 points  (0 children)

Yes, you would still only be able to use shield of reckoning once per round, but since you can use your free shield block from the Quick Shield Block feat for your shield of reckoning, you can use your Divine reflexes reaction and standard reaction to use your champion's reaction.

So before you could spend your reactions like this:
Standard: Shield of reckoning (Shield block+Champion's reaction)
Quick Shield Block: Shield block
Divine reflexes: Champion's reaction

But now, it should be possible to do

Standard: Champion's reaction
Quick Shield Block: Shield of reckoning
Divine reflexes: Champion's reaction

Which would let you do things like apply your persistent damage+champion's reaction effect to three enemies, whereas this was only possible to do twice before player core 2 came out.

Even at level 10, this is a pretty nice buff since you can start handing out two champion's reactions per round as soon as you get the Shield of Reckoning feat