![]() The bird 200 feet up in the sky isn't adjacent, but that doesn't mean you can attack it. ![]() "Targets that aren't adjacent" is not a concluding definition. Or I could just print that out and then sharpee over it with the appropriate tag. Now I just need that quote, exactly, from someone with a slightly different tag beside their name to satiate the RAW gods. No one will assault you for having a tiny creature with 5-foot reach (they exist) and especially not if they have reach weapons (also exist and noted.)Įdit: Oh, a PFS player. It's a common sense situation where they just use the word double to indicate you increase the square reach (meaning. Obviously 15 is not a double 10 and the creature isn't listed as having a normal reach of 7.5 feet. For instance, a large creature (with a 10-foot reach) wielding a reach weapon (of appopriate size) 'doubles' its reach to 15 and 20. The doubling thing is just an 'ease-of-description' reference. Assume that a Tiny creature would increase to the reach of a Small creature (whether you still let it attack creatures in the same square as it with the reach weapon is your own call.) Otherwise, if they did give creatures incremental reach, like saying a pixie has 2.5 reach, then you'd have players trying to game or abuse the grid system, "I stand at this edge of the square and I can reach into this one!", etc. For instance, the 0-feet is used in combat (grid) terms, which is counted in 5-foot increments. Something smaller than Tiny would, at the most, go up to Tiny's level of reach-weapons smaller than those wielded by Tiny creatures, therefore, never have reach. Remember to adjust the Bulk of items and the PC's Bulk limit for Tiny size (See Items and Sizes).James Jacobs wrote: Game speak for "DOUBLE" doesn't really mean "twice as much." A creature that's Tiny and has a reach of 0 feet who uses a reach weapon would basically go up to the next stage of reach: 5 feet. They can purchase weapons, armor, and other items for their size with the same statistics as normal gear, except that melee weapons have a reach of 0 for them (or a reach 5 feet shorter than normal if they have the reach trait). Like other Tiny creatures, the PC doesn't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow them to Take Cover in this instance. A Tiny PC can enter another creature's space, which is important because their melee Strikes typically have no reach, meaning the PC must enter a creature's space to attack it. Tiny PCs: PCs are typically Small or Medium size, but some ancestries, such as most sprites, are Tiny instead! Being Tiny comes with its own set of rules about space and reach. While traveling in this way, the PCs each gain two actions at the start of their turns, instead of three, since the larger PC spends one action keeping the smaller one balanced on their back, and the Tiny PC spends one action maintaining their grip. The two PCs act in either order on the same initiative count. If a Tiny PC rides along with another PC or similar non-minion intelligent creature, roll both their initiatives and use the lower of the two results. As a result, for most parties, this tactic is less favorable than the Tiny PC just using their own mount. However, this requires a tremendous amount of coordination to ensure the Tiny PC doesn't get in the way, or the two PCs don't jostle each other into losing actions. Riding PCs: A Tiny PC weighs so little and takes up so little Bulk that it wouldn't be a space issue to hitch a ride in a sack, on a shoulder, or otherwise be carried by a fellow PC. However, GMs who allow this option should be aware that a PC who can constantly fly can trivialize many low- and mid-level challenges, consistently outshining or leaving other characters behind the GM should consider this option very carefully before allowing it and adjust the game accordingly. ![]() In this case, any feat that upgrades the PC's flying capabilities, such as the strix's Fledgling Flight and Juvenile Flight feats, might instead upgrade this Speed by an additional 5 feet. ![]() ![]() At the GM's discretion, the GM can grant these PCs a 15-foot fly Speed, replacing any other abilities that involve flying, such as the strix's Wings ancestral trait. However, some players might have character concepts that don't fit this assumption and might wish to fly from initial character creation. The presented ancestry rules intend to provide a good combination of story and game balance for most groups. Most of these rules are described in the applicable ancestry sections but are also collected here for reference.įlying PCs: Certain ancestries, such as strix or sprites, have wings. Some of the new ancestries and heritages presented in this book require unique rules to fully represent their capabilities. ![]()
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