Zorek

Amaranthine Witch's page

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. 395 posts (565 including aliases). No reviews. No lists. 1 wishlist. 9 aliases.


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Syries wrote:
Bespell weapon is great if you know a target has weaknesses. Fighting against a Cinder Rat? Hit em with a ray of frost, bespell weapon, then follow up with an attack from Hand of the Apprentice. You've just made them take an extra 1d6+5 damage you otherwise would not have been able to do without bespell weapon.

You can't use bespell weapon with cantrips.


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NotBothered wrote:
Rysky wrote:
Treerazor
Thank you.

It's Treerazer, as in he razes trees.


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Atalius wrote:
Just as the subject matter says, looking to use Elemental Toss/Elemental Motion more times per day any suggestions?

As a sorcerer you automatically get back a focus point every 10 minutes. The quickest way to get a 2nd point is to take the dedication of an archetype that lets you take a focus spell as a 4th level feat (2 levels before advanced bloodline).

Keep in mind though that until level 12 you can only regain 1 focus per refocus activity and you can only refocus if you have spent focus. So if you use 2 points you only have one point for the rest of the day.


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rasplundjr wrote:

Core Rulebook

Ancestries - Chapter 2
Goblin Feats
Pg 48
Goblin Scuttle
"Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your
position. You Step."

Seems to be some truncated text to me.
You Step what? Behind Under Around Next To Away From....

I think that means you take the action called Step: Move 5 feet without triggering reactions.


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lordcirth wrote:
Amaranthine Witch wrote:

And to be a little on topic. For me it's not a better game. The codification of EVERYTHING is a drawback. Ancestries have been pruned too much from the races (still hate having half-elf and half-orc in the human ancestry btw). Martial stuff is great (kinda iffy on the champion). Caster classes most important feature has been gutted though: spells only scaling by spell slot feels awful, the number of spells has gone way down (supplemented by at-will and encounter powers though, which I'm mostly postivie about, even though only damage cantrips and shield feel worthwhile, both dancing lights and prestidigitation are worse than in PF1 and don't scale at all), they have toned down most buffs as well as flight and teleportation (both my favorite kind of magic), duration and number of targets of spells down across the board, upping base spell levels (teleport, purify food and water!!!, fly...), the uncommon tag is a plague upon the spell chapter...

(Yes, I'm salty)

When I play, I play mainly spellcasters, and I don't know if I can enjoy PF2's take on those classes. I'll still try them though, as I want to want to keep giving Paizo my money.

But many of your spells now scale with your casting skill, through attack rolls or saves, as well as through heightening.

While that is true it does nothing for utility spells and buffs, they must be cast at a higher level to get better, if at all.


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SteelGuts wrote:

I don't care about Seoni new outfit the old one was just over the top sexualised, but it is a shame for Sajan. He looks less Shoanti now, I think.

However some of that PG thing just wrecked my favorite monsters: Ogres were way better before. Now they look like generic cannibal monsters, but no more consanguinity or mutations, that's a shame. Same for the Succubus, who looks like a Tieffling courtisan rather than the lust demon.

I think that being more conservative for players is okay, but some monsters should keep the atrocity/maturity they deserved, in the core representation.

I am afraid when the art of Noctila & Sorshen are going to come out. They both use lust power.

And it is not for the sake of it, just that if you want to have some mature thematic and monsters, it should be ok for these few monsters to be represented in terrible ways. That is what make them monsters and opponents.

I remember a time when Goblins hide for trying to catch and eat childrens... Now they eat pickles for god's sake.

Sajan was never shoanti, he's vudrani. And his PF2 art update is one of my least liked. He lost so much muscle and the ab/pecs window.

Also, both Sorshen and Nocticula have left their lustful selves in PF1 along with their evil alignments and revealing outfits.

EDIT:

And to be a little on topic. For me it's not a better game. The codification of EVERYTHING is a drawback. Ancestries have been pruned too much from the races (still hate having half-elf and half-orc in the human ancestry btw). Martial stuff is great (kinda iffy on the champion). Caster classes most important feature has been gutted though: spells only scaling by spell slot feels awful, the number of spells has gone way down (supplemented by at-will and encounter powers though, which I'm mostly postivie about, even though only damage cantrips and shield feel worthwhile, both dancing lights and prestidigitation are worse than in PF1 and don't scale at all), they have toned down most buffs as well as flight and teleportation (both my favorite kind of magic), duration and number of targets of spells down across the board, upping base spell levels (teleport, purify food and water!!!, fly...), the uncommon tag is a plague upon the spell chapter...

(Yes, I'm salty)

When I play, I play mainly spellcasters, and I don't know if I can enjoy PF2's take on those classes. I'll still try them though, as I want to want to keep giving Paizo my money.


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Kelseus wrote:
SoulDragon298 wrote:
Kelseus wrote:
SoulDragon298 wrote:
Well, while there are some things said here that sound interesting, they’re far outweighed by things I don’t like the sound of. Seems like second edition is definitely not my thing, which saddens me slightly. But at least I still have Starfinder, and first edition isn’t going anywhere.

I would actually argue that there is a clear progression from Starfinder to P2.

The idea of
-scaling damage as you level
-having well defined lanes for each class
-AC more clearly scaling with level
-item levels
-reduced action economy
-every class has their version of "rogue talents"

If you like SF, I would suggest at least giving P2 a try, as it is clear that Paizo used what they learned from building SF from scratch and applied those lessons to P2. Really the only thing keeping SF from going full P2 is that they wanted it to be backward compatible.

Another big change from P1 to P2 is Monster design. What I mean by that is instead of Monsters just being walking HP sinks in different skins (one example given by Mark Seifter is the Dire Tiger and Owlbear stat blocks being almost indistinguishable if you remove the name at the top) each monster is given some unique and interesting ability to make it stand out, making combats more dynamic.

That monster design does sound interesting, but I’m still a bit iffy on PF2. I know I should play it before judging, but it’s really not sounding like something I’d like personally. I put story over mechanics of course, but I still wanna be able to enjoy the mechanics.

I would also say that many of the changes were for one of two reasons.

First, to make the game easier to learn/play. Just take action economy. In P1 you have Standard, Move, Free, Swift, Immediate, and Full-round actions. But Sometimes not. Also there are actions that are not actions like the 5 ft step, and all of them are conditional. In P2, you have 3 actions, and some "tasks" take more than one, but it's really...

Yeah, no.

You have 3 actions, some activities take multiple actions. Then you may or may not have reactions, each with a unique trigger. Then you have free actions, which you can take on your turn. Except when they have triggers, then they behave like reactions, without using up your reaction.


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The book is indeed beautiful, but leafing through it left me with an indistinct "meh" feeling. I'll have to buckle down this weekend and read it in detail from cover to cover to form a solid opinion, but what I've read of ancestries, spells and feats doesn't give me great hopes that it'll wow me.
I can see the appeal for other people though, as it seems like a solid system.


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Joana wrote:
Having just skimmed through the adventure, I am in love with NPC Alak Stagram and want to make sure he plays a prominent role. As such, I think I'll tamper with the beginning so that Alak is the one looking to hire adventurers to help find his ancestors' ring. Calmont, having eavesdropped information about Alseta's Ring without knowing what it is, thinks they're one and the same but was rebuffed by Alak and the council as not being a qualified adventuring party, giving him a grudge against everyone involved that leads to him setting the fire.

Alak really rubbed me the wrong way. He is a "cool bro" who thinks Asmodeus totally rocks, even though he doesn't do that religion thing. He's also an armiger of the Nail, the order responsible of bringing "civilization" to the "savages" by force. Despite this, your idea is good for groups that might like him.

I had, surprisingly, no problem with Warbal and Helba.


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Aaaargh, the package arrived today (I think. It's the only package I'm expecting that I have to pay customs for.) and I was at work. With a little luck my father will be home tomorrow to take it.


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Way to make a mountain out of a molehill.

I don't even like that blindfold and wouldn't even use it (it's only interesting to me because it gives basically a 1/encounter spell and I'd like to see what other items they've got in that design space).

I asked for precise language in rules going forward, because I've had players badger me incessantly before over any ambiguity on the rules (curiously, if the rules said no they didn't mind). I can just hear one of their voices going: "But I'm a brave dwarf", "In the last dungeon there were many fear effects, I shouldn't be fazed by this anymore"... after I'd decided it was 6 days. If it said 6-8 they would say nothing.

Also, for me it's only personal preference (I don't play with those people anymore), as I like my magic to have the mystery on the why, not on the how. If the designers feel it's better this way I'll shrug, keep buying books and move on.


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Am I the only one that dislikes nearly all of this?

It's funny, because when the whole rigmarole with PF2E started I was skeptical of the rules and hopeful for the setting, and as time has gone one it has flipped in that I pretty much like all we see of the rules stuff and find the new Golarion status quo meh.


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The feeling I'm getting with this AP (and some recent ones), and I didn't get with for example Rise of the Runelords, Curse of the Crimson Throne, Kingmaker or Reign of Winter is that they're the NPCs stories and the PCs are only incidental to them. And honestly, may have worked better as novels.

To be fair though, I played Rise and DMd Curse, and I haven't reread Kingmaker or Reign in a while so that may skew my perception.


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The fact that it says human (half-orc) on the sheet reminds me of one of the things I don't really like about PF2.


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When you do not have spells, your cantrips scale to half your character level rounded up. Wizard dedication and Cleric dedication grant you cantrips but not spells, so the cantrips follow this rule.

When you have spells, your cantrips scale to the highest level spell you can cast (which is half your character level rounded up for all casters). When you take basic wizard spellcasting or basic cleirc spellcasting the highest level spell you can cast is less than half your level rounded up, so your cantrips would lose power by taking these feats. That's why they made explicit that your cantrips still scale as if you had no spells instead of getting downgraded.


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James Jacobs wrote:
Amaranthine Witch wrote:
I like this adventure, although I have a question. In the adventure, Captain Julit Freson is a man, while in the Roderic's Cove article Captain Julit Freson is a woman, which one is correct?
She's a woman. The adventure has a typo.

Considering they use he 3 times and him once and describe her as the son of Caralee Freson I wouldn't say it's a typo, that's why I was so confused.


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The Systems Agnostic wrote:
Matthew Downie wrote:


But my preference is for a game where interesting problems are not trivialized as soon as you hit level 9, to the extent that stories have to be rewritten to accommodate it:

Week 1:
GM: "You must fight your way out of the slave-pits of Khazar..."
Wizard: "Teleport."

Week 2:
GM: "You have been hired to carry a valuable cargo across the perilous Sea of Scimitars..."
Wizard: "Teleport."

Week 3:
GM: "You must rescue the priestess from the city prison..."
Wizard: "Teleport."

Week 4:
GM: "It's a race against time! Can you bring the priestess to the temple in time to prevent the ritual? The Bladehawks will be trying to thwart you at every step!"
Wizard: "Teleport."

Week 5:
GM: "You must cross the Plains of Desolation and cast the evil artefact into the Bottomless Pit."
Wizard: "Teleport."

Week 6+:
GM: "There is a dungeon full of monsters. You must kill them all."
Wizard: "Finally, a challenge worthy of my skills!"

An excellent set of examples, Downie. I am grateful for the OP's detailed breakdown, but it really comes off as complaining about a non-issue, or a rich person complaining about estate taxes.

I see you didn't even bother to read the replies to this post before attacking magnuskun for daring to be concerned Paizo is overnerfing a part of the game he and many others enjoy.


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bugleyman wrote:
WatersLethe wrote:
Identifying a spell being cast is now a feat.
That seems...unfortunate.

It gets worse though, you have to spend a reaction to do so, and be trained in the skill relevant to the tradition (since spellcraft is gone).


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Also, his divine realm is in Elysium?


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I agree, the frame is fine, but the painting is really lacking.

Also, I don't like that they cut up things you could do in PF1 and make you buy them back with feats, but they are worse now, like the Recognize Spell reaction. In PF1 you only needed Spellcraft, and identifying a spell was no action at all. In PF2 you have to be trained in 4 skills, take a feat and spend a reaction if you want to know what spell someone is casting. I thought skill feats where supposed to be exiting and exemplify dedication to that skill. (This also makes the counterspelling reaction feat of the wizard really weird, both it and Recognize Spell are reactions, so it seems you magically know someone is casting a spell you have prepared).


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Tender Tendrils wrote:
Almarane wrote:
Vic Ferrari wrote:
Almarane wrote:
DFAnton wrote:
I'm curious. Is there a canon explanation for humans being the blank slate race that can breed with damn near anything?

<science rant incoming>

I'd say it's a genetic thing. Humans tend to adapt pretty well to their environment : you live in the desert ? Bam, you're tanned to prevent from burning up. You have to do very physical things all the time, like running or climbing ? Bam, you get muscles. Some of those changes are inherited, but in the end, except for a few exception, every human can become tanned or muscled in a matter of weeks or years. Plus, we have a wide variety of "different humans" through the world depending on where they live, reflecting this adaptability even more.
Thanks to this genetic adaptability, humans' DNA can assimilate very varying other DNAs and "make it work", and you get some traits from both your parents. For exemple, in real life, if a Nigerian and a French person have a kid, maybe he will end up with a black complexion and an european face. Transposed to a fantasy world, humans' DNA would assimilate other races' DNA.
Other races would have a tougher time doing the same since they are all described as "not being able to adapt". Every dwarf has the same complexion and anatomy, same for elves,

I would say Elves in D&D have historically also had very adaptable DNA, what with the 9,000 elf types (wood, snow, desert, wild, jungle, subterranean, flying, amphibious, etc).
True. I only played 3.5 years ago and a bit of 5, and in core there weren't that much different elves (well, as I remember it at least). So yeah, maybe for D&D elves, it may be more of a cultural thing. Still, Pathfinder elves are all very similar.
What I don't get it how elves can be as adaptable as humans when it takes them like 90 years to reach maturity, and have such a prolonged lifespan. Humans go through many iterations a lot faster than elves.

"Unlike humans, elven diversity springs not from common ethnic lineages, but is a result of their species' adaptation to the various ecological habitats across the planet. Changes in elven physiology generally occur gradually over centuries, but even a single elf's appearance can change dramatically over the course of his or her lifetime when exposed to a new environment."

This is from the pathfinderwiki, and the Inner Sea World Guide says practically the same.


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gwynfrid wrote:
Charon Onozuka wrote:
QuidEst wrote:
You misunderstand. It’s a tenth-level feat to make Wild Shape last for an hour, and that reduces the level by one to do it. Sorry I didn’t say that very clearly.

Welp. If that requires a 10th level feat then I guess I can forget about ever using it. I've never had a game go past 8th level and unless the relative power of spell levels significantly changes in PF2, I kinda doubt that'll change in PF2 for my group.

Which is kinda sad. "Wildshape at level 1" really doesn't have the same appeal when it just means a a minute or two.

Well, one of the major design goals of PF2 is to make the game more usable at high levels. I have high expectations about that, and the previews so far have shown a lot of steps in that the good direction (spells per day reduced, spell don't auto-scale with caster level, simplified action economy, less bonus types, 4 degrees of success sharply reducing save-or-die situations, etc). We'll have to see at the playtest how this goes.

And that is a noble goal, but sometimes it feels like instead of fixing high level play they are stretching the low levels.


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KingOfAnything wrote:
edduardco wrote:
Sorry DMW to hijack your discussion with magnuskn, but I think something to consider is that although PF2 Sorcerers have overall a little more spells known, PF1 Sorcerers have the advantage of automatic spell progression, and no and I don't think 2 Spontaneous Heightening is good enough compensation for that.
That is not all that PF2 sorcerers have going for them. While their damage may not increase automatically, their spell DCs do, keeping lower level spells relevant in a different yet similar way to caster level scaling.

Except that only (to be fair a very big only) DC scales with level. Not range or area of effect, not duration, not number of targets, not buff modifiers, or any other variable (if there are more).


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People keep saying it's great you can now choose what kind of spell list you want to cast from, and I'm really not seeing that.
What we get is an arbitrary and locked pairing of certain spell lists to certain bloodlines. No more arcane casters descended from demons or angels, all fey-related sorcerers casting primal spells (will there be charms, illusions, curses...?)...
If I wanted to cast arcane spells I played a sorcerer, and I could get whatever bloodline matched my character at the time for the origin of his powers, but now I only get a small selection of the bloodlines.

I really don't like heightening. I was already iffy about it for prepared casters and absolutely loathe it for spontaneous. One of the key points no one has told us (I think) is how often do we get to change our spell load-out. Any less than every new spell level would be the nail in the coffin for sorcerers for me.

Increased resonance pool seems a great boon at first (although with the new ability score raising method and the changes to stat boosting items I suspect it won't be that large of a difference), but you get the same wealth as a wizard, so the only area where I think it could be an advantage is in using non one shot items like staves and wands... that require either spell slots (staves) of which you have the same as the wizard or charges (staves and wands) of which you recharge the same as the wizard with staves or not at all with wands. (EDIT: All this setting aside that sorcerers will likely be worse at crafting spell related items than wizards and availability of exactly the right magic item)


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This module is full of people casting spells and spell-like abilities (mainly charms) stealthily, without any of the feats that make it possible.
Paizo made the rule that all spells have "manifestations", they really should stop putting that tactic in adventures.


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Wizards can get the ability to counterspell... that sounds like counterspelling is going to be a wizard class feat, which would be pretty meh. What about the other casters?


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I rarely play core classes (my go tos are oracle, kineticist and witch) but I do have some favorite archetypes for them.

Feyspeaker (druid): I love charisma classes and fey, although I'd like it even better if it was a spontaneous caster and wild mischief was a different ability.

Arcane Duelist (bard): for when you want to fight and have a fairly interesting spell list.

Vivisectionist (alchemist): for more doctor types, replacing a feature I don't especially like (the bombs)

Sword Binder (wizard) and Mind Sword (paladin): although they fight fairly differently, the fact that I love about these two archetypes is that they fight at range with melee weapons, one of the fighting styles I like the most and always try to get at least once in any game system.

Chronomancer (wizard): time powers are always fun, and I love the Shyka the Many feel of the Parallel Self ability.


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Spoiler:
Amaranthine Witch wrote:
Also the unique male ettercap sorcerer's before combat section says he uses a pause in conversation to cast mage armor with silent spell. Mage armor would still have somatic components, and he doesn't have any of the feats that allow to conceal spellcasting, so I don't think he should have a freebie spell like that.

Ignore this, he's on the ceiling and uses ventriloquism. That's what I get for reading the statblocks and looking at images instead of reading all the adventure. Although that sparks a question. If he is on a web on the ceiling, in plain view, wouldn't he be spotted fairly easily?


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In concluding the adventure, one of the possible rewards is a cloak of protection +2. I suppose it's meant to be a cloak of resistance, but it could also be a ring of protection in cloak form.

Also

Spoiler:
the unique male ettercap sorcerer's before combat section says he uses a pause in conversation to cast mage armor with silent spell. Mage armor would still have somatic components, and he doesn't have any of the feats that allow to conceal spellcasting, so I don't think he should have a freebie spell like that.


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I'm of two minds on this. On one hand having a big book of monsters just at the start of the new edition (jointly with easier magical knights and some other things I've read) might get me to transition earlier than I thought I would. On the other hand, if monsters and NPCs don't use the same mechanics as PCs, I'll likely not buy the bestiaries (looking up statblocks online or at most getting the pdf).


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Mark Seifter wrote:
Dasrak wrote:
Tarik Blackhands wrote:
I believe it already got confirmed that Harsk is now a TWF based ranger (to the rejoicing of all). I think Paizo was rebuilding a few of them to fit less...shall we say esoteric niches and act as more common builds for newbies.

Harsk and Valeros definitely had a lot of problems in that regard. To an extent, I am disappointed since this seems to indicate that Paizo has given up on the longsword/shortsword fighting style. It never got any noteworthy support in PF1E and over the course of the system's lifespan went from being bad to completely unviable. Valeros changing his fighting style will make for a more usable pregen for newbies - which is definitely a positive - but it looks to me like Paizo isn't even going to try to make longsword/shortsword work.

Still an improvement; if we are going to get a dysfunctional fighting style, at least the iconics won't be using it.

Longsword/shortsword is actually pretty solid now, or at least, I've seen that build putting out good damage. The switch to have Valeros also carry a shield, as I've heard it explained, is more to allow the iconic character to have access to the iconic sword and board style. But he still has his short sword, and there's no reason you couldn't build for two-weapon fighting with longsword and shield and then switch in a short sword for better damage and lower defense on occasion.

We already had a sword and board iconic though, Seelah. Passing the two-weapon fighting to Harsk tells me crossbows might not be any better in PF2, which is concerning.


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I started roleplaying with 3.5 when I was in high school and despite dabbling in other games (Vampire the Masquerade, Changeling the Lost, Lot5r, Shadowrun, Anima Beyond Fantasy, In Nomine Satanis/Magna Veritas...) discovering Pathfinder made me very happy and I focused on it.
Over the years my favorite races and classes changed, from half-elf draconic sorcerers, to undine oracles, to tiefling witches, to aasimar kineticists... And to be truthful, I don't want to go back to not being able to make a kitsune mesmerist, an aasimar lunar oracle who becomes a near demigod for good lychanthropes or a gillman aether kineticist (with some of N. Jolly's exellent 3pp) gestalted with rapport psychic for some epic mind powers.
I will look at the playtest, I don't really care about the fundamental mechanics changing (as long as it still feels Pathfinder, and magic doesn't get nerfed so martials can feel special) and I'll certainly comment on it, but until I have all my options again, I won't buy any PF2 rulebooks (if I still care about Pathfinder).

EDIT: Also no backstage shenanigans on monster stats, in my opinion both pcs and npcs should run on the same chassis.


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KarlBob wrote:
My personal quibbles about diversity relate more to the fact that on the Inner Sea map, there's one elven country, one orcish country, one dwarven country, no majority halfling or gnome countries at all, and dozens upon dozens of human countries.

In respect to the elves, you are partially wrong. While the homeland of the elves on Golarion is Kyonin, the elves control Mierani Forest, the Mordant Spire (also Jinin in Tian Xia) and there are also the Snowcaster elves that live in the Crown of the World and the Ekujae of the Mwangi Expanse.


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We have compared the empyreal lords to demon lords, but what about Nascent Demon Lords? Well, look no further than Shamira (CR 25)... who still has better stats, better spell-like abilities, better and more interesting special abilites, better saves, and only slightly worse full attack routine and hp because of the 7 hd Andoletta has on her. Or Treerazer (CR 25) that looses only on charima against Andoleta while having greater strength and constitution, still better spell-like abilities, less attacks but much more damage per attack and better special abilities.

I really expected more from Grandmother Crow.


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Nope, araneas already cast as 5th level sorcerers, so the 2 sorcerer levels make her cast like a 7th level sorceress.


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Annabel wrote:
Amaranthine Witch wrote:
Annabel wrote:
No, I reject the claim that it's biologically determined.
How is it determined, then?

It's socially constituted, obviously.

Amaranthine Witch wrote:


Annabel wrote:
Generally, cisgender heterosexuals have a difficult time recognize their privilege, and in turn do things like make "jokes" at the expense of queer folks.
I know that, but that image does not say "cisgender heterosexual" and gay men and lesbians may be (and most are) cisgendered. And it's still inappropriate.

Yes, and on the occasions that cisgender gay men and lesbians perpetuate the oppression of trans men and women, they are being bad people too. But it's worth noting that the oppression of queer folk isn't a product of a few "bad gays." It arises out of the dominance of cisgender heterosexuals, and the marginalization of all others.

Are you really having a hard time seeing how the "joke" about gender ambiguous dwarves wasn't a dig at non-heterosexual/cisgender conforming individuals, which makes up the group of people generally referred to as queer folk? If you don't understand the "humor," don't defend it.

I'm not that interesting in getting into a respectability debate here with you. I'm not going to play into these politics of turning straight heterosexuals into the victims of queer villainy. If you don't understand the message, just let it go.

How nice of you to tell those poor misguided asexuals that the fact they don't want to have sex is a product of the way they were brought up, and if they had lived in a different socitey they'd get the joys of sex. [/SARCASM]

And I'm not really defending him, I'm just saying that while making a joke (and I'd like you to explain to me why it's so offensive to you) may be bad, saying "let's space him!" is certainly no better.


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chaiboy wrote:

I've been digging into the various types of slavery and you could put different kinds into alignment context. Here is a really rough attempt at it.

I of course left my notes but will try to put what i could remember into this list.

LG would only have bondage. That is you sell yourself into bondage in order to pay a debt or are forced into bondage to pay off a loan or other debt, such as a criminal activity. Basically you have a choice to enter such a situation. You have various rights for proper treatment

LN would be serfdom/Thrall. You and your family are born into it and are tied by location or work until such time as you can buy or freedom. If you want to change jobs or leave family to become a soldier then someone has to buy your obligation. It is almost like a work contract. you stay until you pay it off or someone else does. You have some rights against being mistreated but not many.

LE would be chattel slavery. You were forced into bondage and have no rights. Your owner has rights over you as if you where their property. There is little way for you to escape this situation. There is no way to buy your freedom since you are considered a thing not a being. You have no rights at all.

NG would be a type of bondage but a gentleman's agreement. no formal rules exist but the word of your master and you and the agreement both of you struck up. There are no formal rules just your master's compassion in how you are treated and it will be good. Pure business with workers over profit.

N, True Neutral would be serfdom/thrall. Maybe you where taken in battle or you where born into it. You don't have a formal way of getting out of this situation but you could in time convince your master to free you. either by deed or money. You would find you are treated based on how the master can get the most out of you. So treatment will be even handed and not harsh unless necessary. The only rule is what the master wants. Pure business with profit and sustaining the workers.

NE. Chattel slavery. This is...

I agree with pretty much every assessment, except the CG one. CG people wouldn't keep slaves, chaos=freedom, good=empathy, and that is incompatible with slavery.


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Mystically Inclined wrote:
Side note- I'm willing to bet the Arcanist Iconic will be female. The witch and wizard are male so it would balance the female casters.

I don't see how you can mistake the witch for a man.


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Mikaze, I've made this for you, as a thank you for being so generous and generally fantastic. Maybe it's not very good, but this year is all I can do. (If you want the original file, send me a PM and I'll pass it to you)


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Karzoug should be aware of the PCs tactics. If he faces a known and effective counterspeller (or a dedicated counterspeller) he should use tactics other than the default (I won't go over it now because I have to study for an Anatomy test).

EDIT:

Shisumo wrote:
It's also pretty cool when you get to use swift actions right after using immediate actions. In fact, it's so cool it's completely illegal.

I hadn't noticed. So, a broken item, illegal actions and poor tactics. I don't think this is a good indicator of what the exploit is like.


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Lormyr wrote:

Spell Parry is not so bad when you must use a readied action to counter. When you are countering with an immediate action (which is the root problem), Spell Parry becomes very strong (a symptom of the root problem).

Just my opinion.

I'd say the problem is there was no immediate action counterspelling when Spell Parry was first printed. Solution: errata Spell Parry to require a readied action counterspell or mention that the "counterspell" exploit can't be used with feats that modify counterspelling.


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xavier c wrote:
that there are no male gods of love and beauty

There was one, but he went nuts and now he is the god of pain and shadow.


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KarlBob wrote:

I'm also not a fan of the fact that there is one country of dwarves, one country of elves, one country of orcs, and dozens of countries of humans (and halflings).

It's not a gripe about the world itself, but I'd love for Paizo to cover some areas of the world about which we know very little. Casmaron, Vudra, Arcadia, etc. The Inner Sea is obviously the focal point of the campaign, but Paizo has written more about other planets than about the other continents of Golarion.

Elves are actually from Castrovel, where they inhabit an island/continent.

In Golarion, there are at least five elven "nations": Kyonin, the Mordant Spire, the elves of the Mwangi Expanse, the Snowcaster elves of the Crown of the World and Jinin in Tian Xia.


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master_marshmallow wrote:
I had a player demand that I let him play a Killoren in a game I ran. Somehow his people ended up creating a small town. When they had to visit the Dwarven kingdom in my game underground (where they all had to use Darkvision which is in black/white) all of the dwarves mistook him for a Drow and attacked him.

I suppose they'd have also attacked an elf, a bralani, a ghaele, a half-elf or anything that remotely resembles an elf, right? This smacks of punishing the player for being forceful with unrealistic reactions by the NPCs.


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Sissyl wrote:

And for precisely this adventure, individuals of six different species of oddball cryptid humanoids that have never been in contact with any kind of civilization before, just decided to show up, all on the same day, to struggle against a villain who wants to destroy something precious in the aforementioned civilization.

Give me a break.

That is when players and DM have to work together:

Maybe the naval forces of that civilization had a "Jacques Cousteau" officer dedicated to the pursuit of new knowledge and exploration of the world, and the PCs are people of the races he encountered that wanted to go with him.

Or the seers of their people predicted that if the civilization falls they will be next.

Or a magical explosion on the laboratories of the foremost private academy of the civilization changed the PCs to their current races.

Or a druidic cult reincarnated them and previously unknown races appeared.

Or a powerful witch cursed them with baleful polymorph and a poorly worded limited wish by a hired spellcaster turned them into anthropomorphic animals.

You want more?

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