Deranged Stabby-Man's page

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Now to keep refreshing until the buy button appears for the PDF


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pad300 wrote:
That's probably a good thing, in the original, the 1/2 ancestries were clearly a step stronger than the rest of the race options (IMO).

And now they're just humans. Even in 1e, Half-Elves and Half-Orcs had things to set them apart. Half-Orcs could speak Orc, were intimidating, and could take a beating and could actually see in the DARK all from the get-go. Now, they're just green-skinned humans with Low-Light Vision. Half-Elves could speak elven and got quite a few utility/skill buffs. Now, they're pointy-eared humans with Low-Light Vision. Sure, nerf them a TOUCH, but not into the ground. And I'd rather see them buff the all races than nerf them.


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Ventnor wrote:
Deranged Stabby-Man wrote:
oholoko wrote:
Yes and no, they became a heritage instead of a feat so no tax, but yes +2 hp and the rest is gone. And instead they get a low light vision. And it is possible for a half elf to get elf step if he is a barbarian or a monk.
But if I wanted to be a Half-Elf Fighter or Rogue, I'm boned? FeelsBadMan
Half-elves can also take Elven ancestry feats, including the one that bumps your walking speed up.

Nimble only increases your Speed by 5. Same as Fleet. 35 max. Still can't get the feat as a Half-Elf if you're not a monk.


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oholoko wrote:
Yes and no, they became a heritage instead of a feat so no tax, but yes +2 hp and the rest is gone. And instead they get a low light vision. And it is possible for a half elf to get elf step if he is a barbarian or a monk.

But if I wanted to be a Half-Elf Fighter or Rogue, I'm boned? FeelsBadMan


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So with 1.4, half elves and half orcs lost a bit of stuff, unless I'm massively misinterpreting.
Half Orcs lost their ability to get a +2 to their HP, their ability to gain Orcish language, and their training to intimidation.
Half Elves lost their +5 Move Speed, their ability to gain Elvish language, and their ability to get training to Diplomacy. (This also means that it's impossible for a Half Elf to get the Elf Step feat, since it requires 40 foot, and Half Elves now cap at 35, with 25 base.)


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So does that mean Half-Orcs and Half-Elves will be getting most of the benefits of humans? I'm all for that. Half-Elf was *alright* but Half-Orc was kinda just a crappier, slightly scary human that could see in the dark. Both could do with a bit of a lift.


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Mark Seifter wrote:
Deranged Stabby-Man wrote:
Lol, that legendary stealth ability. You literally need to wear a bell on you at all times to keep from giving your party mates heart attacks.
Or you can double down and also take Scare to Death from legendary Intimidate, and literally give them heart attacks.

It's just funny because it harkens back to a question I asked back in PF1e "How stealthy do I need to be to just passively make folks jump out of their skins when I come up next to them?"


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Lol, that legendary stealth ability. You literally need to wear a bell on you at all times to keep from giving your party mates heart attacks.


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As a Rogue, I am almost afraid of the influx of power I'll be getting. Almost. With a Proficiency/Attack Bonus rivaling a Martial, a crap ton of mobility, and a lot of ways to just make things horrible for opponents, Rogues can finally start being the terrors we always knew they were supposed to be.


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I'm always torn on the Martials vs Caster debate. I want to be able to do stuff and shine, but I also think it's a pretty nice feeling to call in a magic airstrike from the party's wizard. "See that thing over there? Make it go away as destructively as possible."


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As long as the NPC versions of character classes aren't grossly insulting to the PCs, we're good.


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And Yeah, Paladins shouldn't gain Legendary Armor INSTEAD OF The Fighter. If it was the case where Fighter gained Legendary Weapons AND Armor, I'd be fine with it, but this just feels weird.


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Divine Grace is a Reaction instead of a Constant +Charisma to Saves? That's... hmm... not sure I like that.


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And do these weapons and armor suits with Potency runes still require Resonance? How does that work? Are there +x items that AREN'T magical?


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David Neilson wrote:
It sounds like some things that were feats became weapon traits, I hope there are ways to focus on a weapon and perhaps be able to get traits out of it that it does not usually have. I also hope they do not go the route of Starfinder and make it so only 'rogue' weapons will be able to be used for sneak attack, or if that is true they at least let you open it up with a feat.

Yeah, that was possibly one of the stupidest choices in Starfinder.


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Kassegore wrote:

The thing that worries me most is this:

“Anathema: destroy works of art or allow one to be destroyed except to save a life or in pursuit of greater art, refuse to accept surrender, strike first”.

Ambiguous anathema text. “Refuse to accept surrender” Does that mean the cleric of shelyn refuses to accept surrender from their foes? Does it mean the cleric refuses to surrender? Or (as I believe) the cleric cannot refuse to accept surrender from a foe.

I’m hoping through the playtest that we can catch all the ambiguous text, otherwise we’re looking at the next decade of table/forum arguments about interpreting a deities tenants.

I love flavor text, but Paizo, please be as clear and concise as possible for all codes, rules of behavior, etc, just to keep everyone on the same page and minimize conflicting interpretations in the player base.

The Anathema "Refuse to accept surrender" means a Cleric of Shelyn MUST accept her enemies' surrender. It also means she can never be the one to initiate combat in a situation where diplomacy is also an option.


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It's a shame you can't target enemies with Tempt Fate, so when you have a spell targeting what you know is your enemy's poor Save, you can absolutely DUMPSTER them with a forced crit fail.


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Mark Seifter wrote:
Arachnofiend wrote:
Although my BIGGEST concern is actually with the deity's favored weapon; I hope weapons are balanced enough where an Asmodean can properly smash people with her mace rather than being forced to pick up a falchion like everyone else.
The simple weapons are balanced with the simple weapons and the martial weapons are balanced with the martial weapons; I'm sure we'll eventually have a blog detailing more about weapons. Warlike clerics of a deity with a simple favored weapon have an option that flat-out buffs their weapon to be on par with a martial weapon (contrasting the choice to take martial weapon proficiency, except that you can actually use the thematic weapon that matches your deity and be awesome). Paladins, who have martial weapon proficiency anyway, get that benefit automatically with the deity's favored weapon!

Dude, I just want to know if we'll finally have Dex to Damage with Bows, crossbows, and finesse throwing weapons like daggers.


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Three spells per spell level, eh? I guess the better cantrips are justified as your "Magical Auto-Attack/Left Click" now, whereas your proper SPELLS are meant to be your "number key" abilities.


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Tristram wrote:
QuidEst wrote:

*basks in the new information*

I wonder if Prestidigitation gets any heighten effects.

More effects at once/stacking the same type effect in multiple way!? You could put on quite a show if so.

I'm all for this system, it pulls everything together in nice universal bundle.

However, I do feel like Heal could be written with slightly more clarity (or an example box of two & three action castings at a higher level). We've all had those moments where we had a brain fart and forgot how math worked, it could also help newer players out.

Ooh, imagine if the more components you give to Presti, the more "Real" the trick looks. Imagine if there was a feat to make objects made by presti actually usable as tools. Suddenly an Arcane Trickster type rogue always has a magical multi-tool.


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Xenocrat wrote:
Alexander Augunas wrote:
Also, any word on what Spell Points are? They're mentioned in the blog. Are they like spell slots, or something different?

They're surely like the Psychic's Phrenic Pool and Arcanist's Arcane Reservoir.

Combat Monster wrote:
It's looking like I'll be able to make a martial who has a magic attack or two. I'm optimistic.
Your combats must be really long if you think you'll pull of a ritual on the middle of one.

Master Roshi with his Mafuba/Evil Containment Wave says it CAN be done. And if your GM happens to be a weeb who loves Dragon Ball...


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It feels like y'all grabbed the best bits of PF1e Casting and Mixed in the best of D&D 5e. I like this a LOT. I don't play casters, but being in a party with a caster that is on his game always makes you feel good, because everyone loves fire support with actual fire.


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tivadar27 wrote:

So sneak attack are damage dice... am i right!?

Also, I like the addition "and meet/don't meet the target DC" for natural 1's and 20's. Don't want to be turning those failures into critical successes!

I'm pretty sure in one of the playtests, someone crit'd a Sneak Attack and doubled their dice.


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Where are people getting the impression that "Twist the Knife" would be 4d6=2d6 bleed instead of 4d6=2 bleed?


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The more I see pictures of Merisiel and exactly how many blades she has on her person, the more I think that the Quick Draw feat is stupid.


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If a legendary ability for Deception is basically Mind Blank/non-detection, I wonder what we get for Stealth? Immunity to "cheat" senses like Blindsight, scent and tremorsense? The ability to have the equivalent of Greater Invisibility?
But PLEASE give us Dex to Damage. Being stuck with base weapon damage because you needed the Dexterity too much to afford Strength above 10 sucks. It's part of what made Unchained Rogue slightly better than its Core counterpart.


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Fuzzypaws wrote:


Thievery: ... Can this be renamed Legerdemain please?

I don't get the hang-up on this. 90% of what you do with the skill ain't exactly reputable.


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Mark Seifter wrote:
GM Eazy-Earl wrote:
Mark Seifter wrote:
Are there any of these in particular that seem like you could just do them automatically in PF1? Your options and choices should wind up being more varied than in PF1 (though obviously, the playtest book isn't going to have more options than an entire edition right away).

This isn't called out as a feat in the blog post, and I believe the flat-footed rules will change in PF2, but this jumped out at me right away...

Blog Post wrote:
Flanking a foe is the easiest way for the rogue to make her foe flat-footed, but at 1st level, she also gets the surprise attack feature. Thanks to surprise attack, during the first round of combat, the rogue treats any creature that has not taken its turn yet as if it were flat-footed.
Ah, yes. That is case where removing that aspect from the beginning of encounters (as also shown in the linked OotS comic) was something we wanted to do in general. I don't think the same is really the case for any of the other previewed abilities in this blog though.

Not sure I like the idea that folks aren't auto-flatfooted on the Surprise round. Kinda feels like that invalidates the crappy situation of an ambush on both sides of the GM screen. "Oh no, we've been ambushed. Is anyone in the group ambushing us a Rogue? No? Then who cares? Our AC is fine."


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MusicAddict wrote:
Erich Williams wrote:
John Lynch 106 wrote:

I wrote my response before reading the comments and it's hilarious to see I'm quite happy and positive about the rogue while most people seem quite upset by it.

Things I got from the blog:
* People are no longer flat footed for the first round of combat before they act.
* Debilitating effects from Pathfinder Unchained (or a variation) are now core (makes sense. I'm all for it).
* Skill monkey: I approve!
* Bluff has been renamed to deception.
* Skill feats (at least some of them) will resemble what we're accustomed to with rogue talents. Hooray!
* Class feats: Despite some very 4th-edish names, it looks like for the rogue at least we're getting class feats that are very much grounded in Pathfinder 1st edition.
* Action economy: I'm starting to see the benefit of iteratives at all levels with the -5/-10 penalty. It makes the "sacrifice an attack" abilities very competitive instead of in PF 1st edition which cost a lot to use.
* I like that they're finding ways to offer similar (yet grounded in reality) effects when it comes to spells (blank slate being an example).

Overall I'm much more happy with how things are looking for the rogue. However I am concerned we perhaps didn't get any examples of "legendary" skill feats for rogues. If they're over the top and break the "aesthetic" of the rogue, I continue to hope they'll remain highly optional and viable characters can be made by topping off at mastery for many skills (vs legendary for a few skills).

I am also happy to see no dex to damage. I hope Paizo can be creative in keeping the rogue credible without going "all classes get 1[W]+Primary ability score mod" for all attacks (no bards using charisma to attack people with weapons please. Let's have ability scores mean something).

I never understood this sentiment about ability scores. What bleeds more, a harder stab or a stab into a place that's more vital? There's an argument that STR shouldn't even be your attack OR damage
...

Because, as surprising as it might seem, in the multitudes of situations where Rogue was denied Sneak Attack, they still want to do more than just base weapon damage without having to go so MAD that they become worthless. I don't understand the REEEEEEEEE that occurs when Dex to Damage is brought up.


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So does the bleed from Twist the Knife stack? IS there still the limit of 10d6 Sneak Attack Dice? Because if that's the case, 5 bleed at level 20 feels a tad low, especially if it requires a save


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Arachnofiend wrote:
BretI wrote:
Debilitating strike moves from 4th level to 9th? That seems strange.

This is a serious concern for me; I was hoping that the Rogue would maintain her Unchained role as a hybrid damage dealer/debuffer, but that is obviously not going to be the case if you have to wait so long to do any debuffing.

The revelation that Rogues get more proficiencies and skill feats than anyone else is a good one, though. Hopefully a Rogue>Other Martials>3/4 casters>Full Casters paradigm is used to determine who gets how many skills.

I was a little sad that Debilitations got moved to 9th too. Hopefully if enough folks say something during the playtest, we can get that moved up a few levels, if it needs it, of course.


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Tangent101 wrote:
Smite Makes Right wrote:
Childeric, The Shatterer wrote:
[3] This one's a long shot, but...Venetian spellcasting replaced with spell points, similar to, no exactly the way psionics works in ultimate psionics.
I think you mean the abomination that is Vancian Magic.

I saw one of the best and most interesting depictions of Vancian Magic in the second Amber series. Spells are something you cast ahead of time but you leave out key words and gestures. Those anchors prevent the spell from being cast but do decay over time which is why you need to "re-memorize" spells. And the hero used Vancian spells to bury his opponent first with a pile of roses, and then a pile of cow manure. It was most amusing. ^_^

If you don't like Vancian magic, just play a Sorcerer. ;)

That's a bit of a lazy solution for the problem that Vancian Magic is quite simply awful, and we need to start moving away from it. The Spell Point system, if it was expanded upon, could work really well.


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Honestly, all I want is Dex to Damage for Ranged so we don't need to be Fighters and Rangers who can afford to split their stats for Strength to Bow damage.


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Thebazilly wrote:
Arssanguinus wrote:
28. Vs, say, 23. That’s it. Unskilled vs legend. That spread is ridiculous.
The point is that there's more to the skill system than the raw numbers now. We don't have any examples of skill feats, but it seems the character with the +28 bonus will be able to do many more things with their skill, or perhaps even gain numerical bonuses in certain tasks from their skill feats.

Again for the folks in the back please


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Arssanguinus wrote:
Deranged Stabby-Man wrote:
Arssanguinus wrote:
So a grand total of difference for two equally dexterous characters at level twenty of, yes, five.
Yes, numerically. The question is what kind of cool stuff can the fully trained guy do that makes the "Sorta okay, but not amazing" guy stare wide-eyed and exclaim "Holy ****, you can do THAT?!" The kinda okay guy can sneak good enough to not instantly give his position away to a guard, though he's screwed if he tries to move. The trained guy can sneak up on deities with all the extra unlocks he has.
But at the same basic task, the legendary guy is really not that much better.

Depends on what you call "Basic." At crouching behind a bush while a company of Orcs charge past? Yes, the untrained guy is passingly competent enough not to screw over himself and the trained guy. Do you mean moving unseen? Because the untrained guy in fullplate will still be slow and loud compared to the Leather-Clad Rogue who practically stealth-sprints his way to safety. Not to mention the DM could decide that someone untrained has no way in hell of pulling this off.


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Arssanguinus wrote:
So a grand total of difference for two equally dexterous characters at level twenty of, yes, five.

Yes, numerically. The question is what kind of cool stuff can the fully trained guy do that makes the "Sorta okay, but not amazing" guy stare wide-eyed and exclaim "Holy ****, you can do THAT?!" The kinda okay guy can sneak good enough to not instantly give his position away to a guard, though he's screwed if he tries to move. The trained guy can sneak up on deities with all the extra unlocks he has. WHile numbers are important, it's not STRICTLY a raw numbers game anymore.


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Also everyone's forgetting that not everyone gets to level 20. Level 20 is an extraordinary, or rather, LEGENDARY pinnacle of power. You're not some average Joe anymore. You've seen damn near everything the world has to offer. Guess what? That means you'll end up pretty much better than the 1-5s who are still basically peasants. You're a Hero, nigh-unto a demigod. Maybe if your Wizard is old as the hills, he'll end up being more scholarly than athletic with whatever penalties Aging brings, but even Gandalf could swing a sword well enough to be dangerous, and he was described as "Old but Vigorous."


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"A master is extremely skilled in an area, and she can achieve incredible results. In addition to adjusting her checks and DCs by +2, she may unlock powerful perks like master-level skill feats for skills, **or the ability to dodge fireballs completely for Reflex saves**."

Please tell me you didn't just make Evasion a feat instead of a Class Feature....


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What's the penalty reduction for Agile or Finesse weapons? I hear -2/-4 and -4/-8 thrown around. Which is it?


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J4RH34D wrote:


Also the numbers just are nowhere near as big yet.

Bigger numbers ain't even what I'm after at this point. In that regard, everything is balanced. I just mean more STUFF to grab. Technomancer gets a mere 7 Magic hacks, 2 of which are so important and borderline mandatory that they might as well be class features (the two Fabrication hacks)so technically 5 hacks. Most of Envoy, Mechanic, and Operative's actually GOOD special not-quite-feats are Prereq trees that you either neuter yourself by taking even one tree, or you begrudgingly ignore.


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Maybe it's just growing pains from going from Paths to Star, but I've worked and played experimented with each class, and every time, I end up thinking "It just needs a little... more."