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I know I have seen this question on the forum before, but I can't find it again. Does immunity to subdual damage also extend to damage types that instantly convert to subdual like for example cold damage?It was just a bit earlier in this thread, actually. There's also a much earlier discussion on the topic starting here -- perhaps somewhat outdated, since this is from the first printing days, but I think probably still relevant as far as insights into the design intent behind it. (Basically, the takeaway seems to be that this is one of those cases left intentionally open to individual GM interpretation.)
There are edge cases where my groups just rule that if a damage type would normally not apply to an enemy, but the attack source would actually cause them damage (heat damage on a snow golem, a sledgehammer on a skeleton, a pickaxe on a stone golem immune to blunt) that the attack just deals Lethal Damage instead of Subdual Damage. There are always going to be those edge cases where the stat block says one thing but the laws of the game world and physics as defined by your party say another.That's pretty much exactly what the Achilles heel quality is for. The Skeletal template even explicitly has Achilles heel (Blunt) in the errata. (The stone golem is maybe a bit more of an edge case than the others, since you're looking at a specific weapon rather than a weapon or damage type, but then I'd say that's more an issue with giving it Blunt immunity in the first place. The subdual immunity from the Construct type pretty much covers the corner cases in and of itself, since the Blunt weapons that would be most reasonable to damage a stone golem are lethal rather than subdual like most Blunt weapons).
And Big Jim continues to amaze me with these gorgeous layouts.
I must admit to being jealous.
Does this look right?
Expanding Repertoire is a terrible C ability because you're just not going to have enough skill points to take advantage of it in the long term for the number of iterations you receive, and it pales in comparison to the other raise a skill ceiling abilities because you have to have significantly more levels in the class under your belt before you get anything like an equal mechanical benefit. It might be worthwhile as a C1 skill with a +2 cap rise but even then it's going to be on the low end and is unattractive because it demands you spend skill points in those increased ceilinged skills otherwise you get no benefit.