Paizo released a book on PLANAR ADVENTURES and didn't include anything for kineticists who are deeply tied to the elemental planes? o.O
James Jacobs developed it, I'm not sure he's even read the entire Kineticist class yet based on past answers in his thread.
There are Kineticist planar options in the Player Companion Planes of Power.
A somatic component would have two downsides: requiring a free hand and (per a Mark comment I'm pretty sure I remember) triggering an attack of opportunity from opponents that have that reaction. Somatic, but not verbal, components count as an object manipulation for AoO trigger purposes.
Weather Report wrote:
"I'm not just the president of Hair Club for Men, I'm also a client."
Diego Rossi wrote:
They can also take a feat to get an additional use of their arcane focus, so that's 6 available to a specialist.
It's a 20th level Wizard class feat to cast two spells at once, and even then they put a "same target" limitation on it. They are not going to let you have this capability through Haste.
Attack penalties bottom out at -10. If you use a Quick action to strike, your attacks are at 0/-5/-10/-10 for a full four attacks.
Monks probably have some flurry thing that already gives them extra attacks, or lots of damage (relative to unarmed) at the cost of 2-3 actions.
Not a big fan of “quickened” giving you different types of actions depending on the source. Really unintuitive and messy, and basically means that haste and that monk ability don’t actually give you the same condition, but it has the same name anyway. Would quickened just giving you an additional action you can use for whatever really be that overpowered?
Hugely so for spells, and bigly for the "two actions gets you three actions worth of effects" class feats.
It's unclear how often these "quick, but with special options" abilities are going to exist, actual variation and confusion may be minimal. Having to remember that a 20th level monk can make some new fringe uses of an extra action doesn't seem like much of a burden. If you demand a uniform solution, the one you're likely to get is removal of those extra, fun options.
Many of the traditional "get better" potions have gone away. None of them are "spells in a can" anymore, they have unique effects not tied to spells.
The concept is sound, but the example is flawed. It's pretty clear as described in the blog that while Slow has levels, you're either Quick or you're not, there's no levels of being Quick.
Giants can’t stand without magic bones.
Using a shield now costs an action, too. Unless the bonuses aren't that high, there's precedent to fear that rage might now cost an action to initiate.
This all sounds wonderful (particularly fatigue being something barbarians actually have to deal with), but I'm surprised that somatic components are available and not verbal. I can imagine a barbarian shouting their spells at someone in a rage (FUS-ROH-DAH!), But making intricate Dr. Strange style hand motions seems a strange fit.
It takes more mental effort to curse someone than to flip them the bird. Magic works the same.
Benchak the Nightstalker wrote:
It depends on what you mean by "require." They might have had a rope and told kids to climb it one day (I vaguely recall that from childhood) but that doesn't mean that most could or there were any consequences for failure or not really trying very hard.
Jurassic Pratt wrote:
Weren’t some Su abilities? They used magic.
That's not true. They want everyone to have a chance of success for the sorts of tasks that a normal person can reasonably attempt without training (e.g. sneaking or trying to stop blood loss by putting pressure on a wound). They want automatic failure for not having the requisite level of training for the sorts of tasks that a person can't reasonably attempt without training (picking a lock, sewing up a wound, knowing magical theory, etc.).
It's Mythic/Epic in the sense that "normal characters never could do this before without either spells or mythic abilities" but not in the "LOL check out the damage on this optimized Mythic Greater Vital Strike build who can one shot a CR30."
Marco Massoudi wrote:
It can't fly or burrow. It can't see invisible fliers. And it has a +12 Will save against possession (followed by coupe de grace) or being plane shifted to the Elemental Plane of Water (where it can't breath) or any demiplane where it can't escape.
Pretty much all the super scary monsters that aren't demigods are vulnerable to these tactics. Most of the demigods don't have Plane Shift or similar escape abilities, but some do. Against a true neutral Greater Possession optimizer they all struggle in vain.
Curse it first.
A key point is that these are allegedly your final result and are not reduced for any penalties, such as ACP or situational modifiers.
No, because the Spellcraft skill itself requires sight as the method to identify a spell. So whatever the manifestations is, it must be visible.
Just as you need "trained" to even attempt some things, for at least some skills you'll need "legendary" for the same, beyond the feat options it opens up. The one we know for sure is that you can't craft legendary items (such as weapons with a +3 item bonus, and which quality is a prereq for some enchantements) without being legendary in crafting. There might also be legendary locks to pick or legendary distances to try to jump.
This seems to confirm, incidentally, that spell resistance doesn't exist anymore in PF2. If it existed, this creature would have it. And eliminating it works given PF2s switch to levels of success rather than a binary fail/succeed outcome, as well as eliminating boring "must have" feats like Spell Penetration.
Nathanael Love wrote:
It scales by level.
And it competes with other cantrips that do that much more damage, but can miss, can be resisted, can (maybe) save for half damage.
And most problematically, it scales by number of casters. One of the big problems with Magic Missile is you have to explain why 20 (or fewer) low level Wizards can't burn down a dragon that attacks their town while they hide and shoot through windows. In PF1 the reason was limited slots and spell resistance. It's not clear if spell resistance still exists in PF2.
Gregg Reece wrote:
My guess is spells will be associated with their related spell list, so Arcana lets you recognize a Wizard's spells, but to identify a Druid's spell you need Nature.
Has anyone complained yet that an Expert in Athletics (presumably) can't flap his arms in order to gain a 90' fly speed?
Lots of people mad that PF2 is going to give them limitless abilities to do things that are flat out real world impossible (and not previously possibly in PF1) as an outgrowth of investing an abundant character resource just because they aren't as good as magic that inherently breaks the laws of nature, is a limited resource, and requires foregoing all the other classes' abilities that also can't be replaced by skills.
A level 9 wizard in PF1 (and maybe PF2) only gets two free 5th level spells. Heightening gives you the option to rely on Fireball in a 5th level slot as your blasting option and pickup Dominate Person and Teleport as your new spells known, rather than have to blow 50% of your new spells known on a tiny damage upgrade through Cone of Cold.
Once wealth and scroll availability catch up, it's less of an issue, certainly.
John John wrote:
That seems pretty unlikely. This matches up with the action economy nerfs to companions we say with Starfinder's mechanic drones.
In a world with 9th level Clerics for Plane Shift and 9th level Wizards for teleport, any reasonably sized city can get any level of nonartifact (and evil/restricted) magic item on order. Clerics of Abadar surely don't mind making money by going to Axis to fill orders, and Wizards can distribute to satellite cities.
Or you pay spell service costs to go there yourself.
Axis has effectively infinite high level NPCs.
It seems a wash (or at best a +1 difference) to me. Casters will have high attacks with spell rolls because those go off casting proficiency, and maintaining a decent attack stat (presumably Dex for ranged) isn't that hard. Any deficiency on attack stat is presumably made up for a superior save DC from casting stat.
Plus Power Attack has some (unknown) level of scaling as you level.
They only update pdfs when they update and order a new version of the hardcover book. That requires (1) the old version to have sold out, and (2) the new layout to be ready and finalized.
I have no idea how (1) is fairing given their original buy ran out and then the rushed in at least one subsequent order when they realized demand was higher than they initially dared to hope, but (2) depends on figuring out layout for the changes (nothing can slide to another page and ruin old page citations) and reaching a critical mass of FAQs. They've been surprisingly slow on the FAQs, so much that I'd still consider an updated 2nd edition a bad purchase, as they really kind of owe us more corrections and clarifications than they've provided so far.
Not only can spontaneous casters not upcast their regular spells known, they apparently can't undercast, either. Instead they get a limited number of special spells known (legacy spells?) that they know at all possible levels.
Emeric Tusan wrote:
Yeah, these aren't great sources. James Jacobs has repeatedly demonstrated he's not that reliable on knowledge of (I think he still hasn't read all of Occult Adventures) and interpretation of Pathfinder rules, and Moreland is a former developer whose credits don't include any rule books and now manages franchise licensing stuff. Probably a minimum of 1/4 of the regular participants of this board have a stronger knowledge of the rules actually published by Paizo as a result of actually reading the products and engaging in debates here about ambiguities therein and the implications of potential rulings.
I'm sure parts of Absalom Station have been retrofitted to accommodate large species, but it would be pretty weird to do that for the majority of the station. No one is going to mandate that all rooms in Manhattan be made 16' tall and four times as spacious just because we make contact with a big alien species who sends several thousand people as permanent residents and rotating tourists.
I'll bet different rituals are linked to different magic skills. So Resurrection will use Religion, Elemental Swarm will use Nature, etc.
Rob Godfrey wrote:
R. Lee Ermey was one level short.
I think Magic Circle and Planar Binding are going to be rituals presumably not restricted to class, and therefore their essence classification isn't necessarily relevant to class spell lists.
I also wouldn't be surprised to see the essences used as a reason to narrow some of the more expansive spell lists. Wizard can still be very broad, because physical covers a whole lot, and mental covers a big enchantment/illusion space, but the kitchen sink might get tossed back.
Conjuring, however, can easily fit under the Arcane conceptual scheme. Physically calling/creating a creature that you mentally control.
So, once again, I am forced to ask: how does +4 to a single stat provide any advantage over any of the races that provides +2 to two stats? You have the exact same number of points to spend, and the same cap. You can hit 18 INT with a human just as readily as a grey. Only downside to other species is if the stats they provide bonuses to, are stats you didn't want to buff. But since there are good reasons to pump nearly every stat in Starfinder, this is a really marginal downside.
The only racial upsides are penalties in a stat you'd like to dump combined with bonuses in places you wanted to increase more than 10. Any bonuses in places you didn't want to increase are harmful, bonuses in places you did want to increase are a wash.
The Occultist was noteworthy among the occult classes in that it's spell list was the closest to the Wizard. Lots of blasting. Their enchantment spells were actually lackluster. Necromancy was good. The "psychic only/psychic specialist" spells that they got were things like Node of Blasting and Etheric Shards (blasting/evocation) and very early access to Retrocognition (investigation of spiritual traces of the past).
I could actually see them as Physical/Spiritual. Fireballs and spirit calling. The implements had spiritual resonances/traces that they were supposed to be channeling in some fashion.