Sarpini

Amaya/Polaris's page

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As much as I dislike Restoration, there's two big ways that it isn't obsolete: it lowers a condition without a check, and it helps with Doomed at spell rank 4 rather than spell rank 6 like Clear Mind. (Specifically non-permanent Doomed because that needed to be a distinction I guess.)

And if Paizo wanted to errata Synesthesia, there was absolutely nothing stopping them from getting around to it in the five and a half years since it got put in the playtest book with exactly the same effects it's always had. Aside from player discontent, I guess, and that didn't stop them from poking at cantrip damage or whatever. ¯\_('•')_/¯ It seems silly to say 'there must be a game design reason these weren't reprinted, they should be banned!' when all official guidance on the matter so far has been contrary to that.


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Plane wrote:
what am I missing?

It's just that it's a martial with a mental key stat, defenses that are typically on the weaker side, and a linear, sometimes action-heavy damage booster that's solid but doesn't get boosted by or interact with much in turn.

It definitely gets more in raw power/utility to make up for being a martial with a mental key stat than the others in the game, but taken on its own, it makes some sacrifices when it comes to total damage/defense compared to more dedicated martials and obviously can't offer as much utility and support as casters, so it totals out to being within acceptable boundaries for the game. (Specifically, for the original CRB classes, which tend to have the simplest and strongest selection.)

Where it does get a bit too overpowering for my taste is Recall Knowledge, because Esoteric Lore eats a good bit of that space's lunch even before the absurdity of Diverse Lore enters the picture. But, other RK-centric options and such tend to at least hold up okay in comparison, as far as I've seen — and much like Bard's dominance at party support, RK isn't something I tend to ban a class over being too good at or anything.


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That's pretty plain, yeah. Spellstrike is a humongous amount of extra damage on a big chunky activity you need to spend some 3rd action to recharge, so you generally want to keep its accuracy as high as is feasible when you use it since so much output rides on it. :o

That said, I agree that you shouldn't entirely miss out on conflux spells if you can help it, with Shielding Strike and Dimensional Assault having 3rd-action utility (Thunderous Smite is a cheap way to trigger swarm/troop weakness!), and Force Fang offering extra damage when you need to recharge as a first action for back-to-back spellstrikes. Using an opportunistic mix of conflux spells and archetype focus spells seems like the best bet to me, especially if you end up with 3 focus points. ~★


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Little quibbles with edge cases aside (they exist but that's for another thread), the new state of condition removal spells is SO much better, I am livin' as a Life Oracle who can feasibly (albeit with some effort!) cover all of that now. Turning 8 condition-clearing spells (Remove Fear, Remove Paralysis, Restoration, Restore Senses, Remove Disease, Neutralize Poison, Remove Curse, and Stone to Flesh) into 4 (Sure Footing, Sound Body, Clear Mind, and Cleanse Affliction) that address everything the old ones did and way more, and do it more practically for combat, is nothing short of blessed. ~w~

Speaking of blessings, Bless isn't the only spell that Became Real and suddenly changed what Divine can easily do, because Protection is now a Common spell that simply imparts +1 AC and saves for a minute! (And has Circle of Protection in its heightening! Though not the Rk 4 version that lasts an hour.) It was bizarrely difficult to get ahold of a basic-ass defense buff in this game, and Protection fills a much appreciated role for that reason. 'w'


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Only anathema is listed as something that could potentially break your connection.


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Pharasma is simply too cringe to effectively address her undead problems. And that's okay. I, too, am a highly-occupied woman who fails at my biggest goals sometimes. ~w~


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calnivo wrote:
The image caption on page 79 should IMO tell the name of their lineage like the other image captions do.

That's kind of a reach for being relevant errata, especially since the whole flavor of nephilim now is that it can include influences from several planes, and thus it's just as likely that the character marked 'Nephilim' isn't of any one lineage and features both celestial and fiendish traits.


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A rather extensive work, it seems! Much appreciated ~w~


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*points at all of the other books that have specific familiars*

To avoid being snippy for a moment, this isn't intended as a system reset or whatever, that elf feat still exists and so do specific familiars and so does all of the other content from all of the other books released since 2019. If you thought this was a hard reset or expected these remaster books to include everything made thus far, I'm afraid there was some communication or logistics you missed.


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Yeah that's a really cool read, thanks for sharing more :3


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SuperBidi wrote:

... the Wizard has a chance to become the worst caster in the game with no real area where it shines.

Some players would prefer the Wizard to be as good as other casters, which is definitely a legitimate complaint.

I reckon it's only as legitimate as any other preference for casters, and not every preference can be fulfilled at once in the single product. There's a lot of good Arcane spells, and Wizard has never stopped being the caster with access to the most slots, flexibility, and situational boons for casting them — their feats can be boring, sure, but some of them are very good in those niches, and they've often been dismissed or kind of ignored in discussions of the class spanning back to the start of the edition. Arcane Thesis is also weirdly scorned despite being rather unique among caster subclass options and having some powerful options other casters don't get. ¯\_('•')_/¯


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Themetricsystem wrote:
There is a reason they killed Leadership in PF2 and also why there is practically nobody mourning its loss.

*looks at the Entourage feat*

*...and the Celebrity archetype*

I know it's different, this is a joke don't worry about it :b


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Did you read the one that extends any condition by one round? There's a range. :b

And there's also more to 'saving the Witch' than just the familiar benefits, there's some simple ways they seem to be taking to make it more appealing beyond the base power of being a caster. Those that like Rune (or The Inscribed One now) can get good use out of the ability in some setups, anyway — flanking is strong but usually requires having two people (who don't automatically revive later) in dangerous positions, and the particulars of a familiar can make them useful stand-ins to enable an offense.


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I'm willing to wait and see what they cook on that. Whatever it is, it'll be designed for PF2E and not PF1E.


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Seems pretty reductionist.


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Animist will sort of be that, I think? The flavor's probably different since it's a middle ground of it and Shaman, but it serves the same general purpose as well as the same thematic thrust. And the iconic situation is the same as any other, if they don't return as iconic of a class that doesn't mean they're not still extant in the world of Golarion.


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Ooh, liked that a lot actually. The dialogue and descriptions are both pretty great. :>


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There's, like, an entire nation of people with dragon blood or something. I have to imagine there would be some neat culture bits for those who have more of it than others, if they keep that setup or decide to make new ones! They include culture bits for ancestries with defined cultures in their setting, broadly speaking — there isn't much of a concentration of automatons or fleshwarps.

Also, there were a good few popular 3PP renditions of Kineticist, for years before the book where it's so big it's the only class was announced, so y'know. It's okay to publish stuff people want sometimes.


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Arachnofiend wrote:
masda_gib wrote:

With those changes and the backstabber trait of the arbalest, Crossbow Rangers will make good assassins.

The Assassin archetype gives a +2 bonus to deception against your marked target (useful for the new Crossbow Ace) and Expert Backstabber doubles the backstabber trait bonus damage.

Still no getting around that marking your target takes up your entire first turn.

Have you considered maybe doing assassin things? Stealthily casing a joint, hanging back and studying a proud, boastful enemy while the others are bantering or challenging them, or finding a way to scout unseen or unrecognized all work.

If you have a few seconds outside combat, you can mark, and if you're being ambushed then no defending yourself from a surprise attack is not an ideal time to try to assassinate 'em, that being something that requires some planning and preparation. Which is fine, in my book, because the bonuses and extra benefits that can be gotten are good to have but not the core of a class's damage or whatever.

(That all said, the archetype's a bit nicer for switch-hitters since the base Mark For Death benefits agile/finesse melee weapons with extra traits, but everything else in the archetype is weapon-type-agnostic as far as I can tell, so it's a good option overall.)


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You know what would be cool? And something I've unconsciously wanted since I first read through Sorcerer years ago? I want the fiendish bloodlines to have a blasting focus spell or two that draw on their origins, and thus have the Unholy trait...and also the Sanctified trait. So if you mostly draw on the hellish magic of your bloodline to fight but are sufficiently buddy-buddy with Nocticula or Ragathiel, then hey presto, your innate hellacious firebomb or whatever that burns at the core of celestials is also Holy and bears blessings against fiends. (And burns a bandit as surely as most anything else.) That would be sick. :3

Ditto for celestial bloodlines getting unholy blessings in a campaign like Blood Lords!


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Deceitfulelf wrote:
So with Thunderstrike you take away the best spell for Magus. You reduce the damage and make it a save so only Magi that take Expansive Spellstrike can use it and because its a save the already reduced damage is going to be even less but the Magi casting stat is not its primary. I don't see the benefit.

I have to imagine that there's another melee attack spell somewhere, and that it was done with all of the other casters in mind. They were missing a simple 'smite with lightning' spell aside from the arguably overtuned AP-access Sudden Bolt. ¯\_('•')_/¯

Magus aside, they weren't lying, it's a much stronger spell for the average caster now. It's about 30% less damage at 1st rank but scales about 40% harder (so they're about equal at 2nd rank and Thunderstrike overtakes at 3rd), and a round of Clumsy is often a better effect to have than persistent electric in the armored case.


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I do believe that 'pigeonholing' is...kind of the point of the idea.

As Paizo designers have made abundantly clear that they significantly value versatility in balancing, (and this will remain the case since that's a reasonable thing to do lest gigabrain caster players easily break the game in two with that unchecked power,) the current default state is for all casters to be able to do many, many things...less effectively than an option-limited specialist could, and with need to properly leverage that versatility to be as effective as they're designed to be.

Which directly links to the issues some of the playerbase has with casters, on both feel and mechanics. The general inability to specialize in a theme rankles in such cases, especially because it's a common desire that links to more fantasy archetypes than just, like, Merlin. Or the absurdly versatile D&D mage. I'm generalizing here, but I think that's the crux of the issue.


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JiCi wrote:

Given how P2E now relies on feats to offer abilities, it's safe to assume that if an element is falling out, they can rectify it with new feats, thus new powers.

Just trying to be optimistic here ;)

I don't think any of them fall behind, actually. It might be cleaner to focus more on overflow or aura, but it doesn't actually seem that hard or bad in any way to have a balanced spread of options. And in all the Kineticist discussions I've seen on the Pathfinder Discord server, few can seem to agree on which elements are the "best" and which are the worst, everyone has different favorites and different mono and dual and multi builds they're favoring and different things they value that the class lets you focus on — which is always a good sign.

aobst128 wrote:
I wonder how effective a dedicated healer kineticist is. Between oceans balm and dash of herbs, An unlimited source of heals (per 10 minutes per target) sounds damn good.

Unlimited healing is not hard to get in this edition, but for sheer convenience, you just take Water/Wood and maybe Medic or Blessed One and live the good life, I reckon! Nothing as big as two-action Heal or as convenient as, I dunno, Vital Beacon or something, but you get a nice variety of auto-refreshing means to heal with a variety of bonus effects, including help with persistent damage from Ocean's Balm (but just fire and not acid, weirdly), flat value increase from Fresh Produce, AoE and affliction healing from Torrent in the Blood, and condition healing from Dash of Herbs.

As a bonus, if you invest in Wood's temp HP junction(s), it becomes a really neat choice for Protector's Sacrifice from Blessed One, or even Life Link from the Oracle archetype. Class feats and actions are both at a bit of a premium when playing a Kineticist, but it still seems like you can make a rather fun and effective healer with it.


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(Alternatively, don't do that and use the extra refocus to get your spellstrikes back more frequently if you aren't fussed by Arcane Cascade. Pretty easy to do by getting Force Fang.)


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There would be a lot of things that are a lot more similar to PF1E if their only motivation was money, that's a strange argument to me. Like, a lot of core design stuff is practically diametrically opposed to what PF1E allowed you to do or expected of you for a reason, I gather, they didn't just shuffle things around randomly and end up with stuff like heavily constrained bonus types, big simplifications of action types and core progression, decoupling of enemy-building from player options, and sharp reduction of caster resources and individual power by coincidence.


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My headmate really likes her ysoki Fighter's rat familiar, and was vaguely tossing around ideas for somehow playing her as a caster if said ysoki ever bit the dust. An awakened familiar could be fun! I don't yet have ideas for the others, but I'm very glad for their inclusions. :>


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Don't have the time to read the rest of this thread, just wanted to say-

Temperans wrote:
Squiggit wrote:
Temperans wrote:


Obviously barkskin is transmutation because it is changing matter.
And yet...

Like I said they gave away stuff that belonged to transmutation to other schools. That and many more spells used to be Transmutation. ...

why would they do this...

-that this hits exactly the same note as a common alignment-debate thing for me, in that 'no this slightly vague and overlapping classification is clear and obvious, lots of people are just doing it wrong!' isn't really a healthy state for a mechanic in a widespread game to be, no matter how right you think you are or how simply you think it could be righted if the designers did x.

Spell school doesn't matter nearly as much as alignment and isn't player-defined so it's inherently a different case, but still, conveyance matters in a social game! If it's not supposed to be objective it could probably stand to not be presented that way, and if it is, they should go off of more objective traits. Focusing on what spells are actually intended to do instead of how they do it makes sense for the subjective side, and that in turn leaves room for future subclasses. (On a side note, hopefully Cleric gets some of that?)


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Just occurred to me that at last, Paizo has the perfect opportunity to fix their greatest crime: make Ancestral Paragon Lv 1 again, so that humans can take a heritage or ancestry feat to take a general feat to take an ancestry feat to take a general feat to take a skill feat, as is their Aroden-given right!
(Making more gained proficiencies scale with class stuff would be cool too :b )


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Reading through these comments has been an emotional rollercoaster. Ultimately I'm cool with backing it at a digital level and seeing how that goes. Dumb fun Pathfindery game to play with loved ones would be a pleasant niche if I can keep the AV knowledge sufficiently divorced (or as a victory lap after running it with 'em) ~w~


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Ashanderai wrote:
Amaya/Polaris wrote:
Oh wow that's a lot sooner than even I was willing to believe. Looks nice~. (For some reason I was expecting to see a 4th Iconic there; even the current CRB has 3!)
Ummm… there are 4 iconics on that cover; (left to right) Feiya, Harsk, Kyra, and Merisiel.

Oh! I think I vaguely saw him at first and then got lost in the sauce. ^ ^'


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I vaguely recall mentions that Witch as it is lacked space so they only put in the most basic/obvious ideas for the fantasy, that stuff like Hexes runs with a lot of restrictions and with hindsight they could remove or relax some of them, and that they want more guidance on the role of the patron and stuff.


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Oh wow that's a lot sooner than even I was willing to believe. Looks nice~. (For some reason I was expecting to see a 4th Iconic there; even the current CRB has 3!)


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By all given accounts, the same events that spurred on the influx of sales earlier this year also spurred on the rush to figure out what to do re:licensing and reprinting. Like, the most opportunistic thing they did was probably putting their stuff in a Humble Bundle of pretty enormous value, and maybe some sales and advertising or whatever. Considering they can't reasonably stop selling their premier thing at a critical time for most of a year, I'd much rather that influx come with sales and bundles rather than raised prices.

Aside from that...this is just a microversion of the same grief people have when anything new comes around to be focused on in place of the old. You've got people in this thread who lament that 2E isn't more like 1E and lots of stories of 'I spent all of this money on 1E books, what do you mean the system's being sunset!?'

I might be exaggerating a little, don't mean to. But, like, s%%& costs a lot of money to make for a lot of reasons, and there are always diminishing returns. New will usually supplant old in the spaces where money needs to flow for survival. Sometimes that's abused, but it's largely the way of this world, and it's weird that so many people('s brains) don't accept that. Alignment is bigger than the past biggest errata targets, but...not by much, still, and if you can deal with alignment the rest is pretty trivial to keep up with one way or another, with or without purchasing some restructured books.


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Anything that would normally be part of errata is eligible to be changed, plus a little more, so possibly here and there. But nothing beyond the certain class revisions has been confirmed.

(For my own pet concern, I do hope Investigator in combat will get a good look despite not being mentioned as one of those classes! It's often harder to use and weaker than Rogue for pretty thin and GM-dependent exploration benefits, the fundamental tools to play it best (non-Strike backup attacks like cantrips) aren't in it at all, and there's very little to make melee with it worthwhile. Swashbuckler could also use a little love as restrictions and power goes — APG classes in general seemed to lack time to bake.)

Jacob Jett wrote:


It's unclear. However, despite folks saying X is getting rebalanced, it isn't clear that any class beyond the witch is going to be receiving quality of life adjustments.

Alchemist was specifically described as continuing to be revised, and Champion as needing adjustments for the removal of alignment. Reasonable to assume they meant similar big looks for Oracle: though I personally find it mostly fine at a core level, there's certainly imbalance between the power of Mysteries, Divine Access as a feat has proven weirdly centralizing and complicated, and it's annoying that overloading a curse is boring and heavily restricts your use of points. (Unless, again, you take things the class doesn't provide, then it's not an issue.)


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Problem players are a problem for their own reasons, the exact excuses involved are rarely the culprit.


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Zirosto wrote:

Can't say I'm particularly keen on losing alignment, imo it really added a lot of flavor to the game. Like it was clear that was is Good/Evil/Lawful/Chaotic are largely determined by the (very biased) gods and what they individually approved or disapproved of. Pharasma probably being the best example, not only is she the ultimate judge of everyone and everything, she also has very clear biases. Like how she presents herself as True Neutral (To better fulfill the unbiased judge role), yet she herself has an obvious bend towards Lawful Neutral and even keeps her domain in Axis. Then there's everything involving the undead. While undead does lean towards evil imo, Pharasma also has a clear personal grudge against all undead and Urgathoa in particular and I'd argue it clouds her judgement of undeath in-general. Though she's far from the only example. There's Videlis and Ragathiel's merciless zealotry that puts them at odds with a lot of other Good deities, Sarenrae's overlooking of slavery undermines her position as the goddess of mercy and compassion, Findelhara refuses to acknowledge the art or worship of non-elves.

And just, I dunno, it feels like everyone approaches character alignment in a different way than me? Like people see it as a hard-set category your character falls into and they can never deviate from ever. And yeah, if that's how you see alignment I can get why you think it's stupid but is it really supposed to be like that? But as my last paragraph shows, even the gods who set the rules are clearly very inconsistent with acting "as" their alignment. Isn't that proof enough that alignment isn't supposed to be a hard-wired programming for a character they cannot deviate from?

Imo alignment is more an expression of the character's typical worldviews and aspirations, and they can deviate it based on the circumstances without it necessarily affecting their alignment. Like a Good character raised in a bigoted community might unconsciously act on those bigoted notions without it suddenly...

GameReaperOZ wrote:

Not going to lie, like many others I am nervous about the "removal of alignment" because I liked the concept of alignment damage. I think it comes from a place of too many people misunderstanding what having particular alignments ment so their just ditching it.

Alignments are more of a typical attitude, not something that defines every action or belief. Just because you are lawful for example doesn't mean you can't do or believe in something that is considered chaotic, nor does it mean that you have to do or believe in something that is considered lawful.

I feel y'all, I think, but I do wish to point out that a system used to describe characters (with mechanical knock-on effects!) being so frequently a matter of IMOs and 'feels like a lot of people misunderstand x...' is likely the major problem in the first place. As far as a game and stories go, conveying to an audience is important. A lot of this audience can't agree on what this central mechanic-descriptor is or how best to use it.

(And also aside from the defensive wonkiness: using Evil damage as a player kinda sucks overall, Good can be pretty feast-or-famine, and Lawful and Chaotic almost never matter mechanically nor are they popular as player options — holy and unholy damage/traits/whatever will likely get at the most broadly valuable things those did, honestly, though details elude us.)


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Ravien999 wrote:

I'm throwing one more hat in the ring of the "monster core" name sucking

I don't want a monster manual
I want a Bestiary. A Creature Tome. An Entity Opus.

"monster core" is blah

Even Creature Core would roll better, I think :b


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Don't have an object targeting argument here, please. Not that this thread's super valuable either.

DoubleGold wrote:
The fatal trait is more powerful than the deadly trait when a weapon has a striking rune. But the deadly trait is more powerful than the fatal trait when a weapon has a greater striking rune. In other words, guns become inferior to bows at later levels.

Aside from your whole post being 'Cloud could instantly kill Crono his damage numbers are higher!!', this isn't even true as far as I've seen. Deadly sizes relative to the weapon vary, but in general Fatal starts out drastically more impactful than Deadly and Deadly only *starts* to catch up with Greater Striking (which is over halfway into the level curve where people don't often reach). Depending on situation, Deadly sometimes doesn't *quite* catch up even with its final upgrade point at Major Striking.

It's a bit laughable to suggest this one trait difference determines the effectiveness of entire weapon classes, on top of getting the traits wrong. The broad-strokes evaluation of usefulness and power (these are often different things) looks at action economy, hand requirements, and related feats and features.


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Alchemic_Genius wrote:
keftiu wrote:
Alchemic_Genius wrote:
I'm honestly not sure why people are convinced there isn't already a drow ancestry; cavern elf is a thing! With Otherworldly Acumen, you can even get darkness or faerie fire as an innate spell.
I believe because we’ve explicitly been told Cavern Elf isn’t meant to represent Drow.
The thing is... even if not all cavern elves are drow, you can still get every single iconic drow ability ... with the base elf feats. ... A couple of new ancestry feats patches this hole very readily.

I would doubt most people want this to be all that drow are in this edition. ¯\_('•')_/¯


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Alchemic_Genius wrote:

I'm honestly not sure why people are convinced there isn't already a drow ancestry; cavern elf is a thing! With Otherworldly Acumen, you can even get darkness or faerie fire as an innate spell.

Someone or another from Paizo made a point early on of drow needing to be their own ancestry, since Cavern Elf would make for a very insufficient stand-in.

At any rate, my answer is simple and pretty boring: that amnesiac fleshwarp Investigator I've mentioned a few times was originally undefined but I eventually decided she used to be a drow. As much fun as I've had with her cast-off memories and hints at an unscrupulous, ambitious, surprisingly pleasant life before Xhamen-Dor, it would be even more fun to replace some of the "might as well" fleshwarp feats with drow ones via a reconciliation of memory Adopted Ancestry.

(I wouldn't be able to because Adopted Ancestry is Common-only, but maybe I could get a fiat exemption or fleshwarp will have a broader version added, who knows. Makes me curious what cultural feats they'd have, though I'd happily take just about anything with a practical, ferocious or poised feeling to it. Fleshwarp doesn't have any cultural feats, which...makes sense. ^_^; )


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Errenor wrote:
Squiggit wrote:
TBH for me the easiest way to do burn would just be an option like the Psychic's strain mind. A feat that lets you hurt yourself to improve your game flow, entirely opt-in, but pretty awesome when you get to use it. Doesn't require a ton of overhead either.
Unless they terribly overdo it. 'Blood component substitution' was so bad I won't ever take it because 2xSpell Level damage is terribly high for a 6 HP class, but with the 'Strain mind' they outdid themselves, 4xSpell Level for a 6 HP class! Just no way it's worth that and a feat slot. It's about 1/5th of all HP.

You're more squeamish there than needed, I think. Spell level goes up every two levels and there's also ancestry HP, so a reasonably average low/medium/high HP spread would be 42/50/58 for Lv 6 (+0/1/2 Con), and 90/104/~118 for Lv 12 (+1/2/~3 Con), without including Toughness for +Lv HP or other ways to invest in that resource.

Strain Mind is 12 damage at its level, which is a fair bit proportionally (closer to 1/4), but less than the usual Strike from even a weak enemy and quite possibly less than half of a limited-use area effect you might get caught in. It's necessarily saved for later in a fight, and the equivalent of an extra focus point could certainly be worth it given how potent some amped cantrips are. At Lv 12 it's 24 damage, but you have more resources for that to not be a significant problem, and as a backline caster in either case you ideally avoid most of the heat and have backups for your healing needs, or you have bigger problems than Strain Mind being risky.

Since Sorcerers have the same HP calculation and take half or less of the damage, you can hopefully see where blood components are close to a pittance by then, likely avoiding much more damage in reprisals than incurred. Strain Mind is always a significant chunk, but a frequently worthwhile one with careful use. (And with Toughness, average ancestry HP, and Constitution focus starting with 12/14, the HP is more like 62/68 for Lv 6, and 128/140. HP investment goes a pretty long way over time, and you could technically go even higher, though I certainly wouldn't recommend it.)


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The old edgy PF1E description expresses a fairly random ancestral cycle of disharmony and violence, not some sort of supernatural kill mode.

PF2E CRB wrote:
Nearly all dwarven peoples share a passion for stonework, metalwork, and gem-cutting. Most are highly skilled at architecture and mining, and many share a hatred of giants, orcs, and goblinoids.

I'm pretty sure if you pointlessly backstabbed an ally as a dwarf and then said "but my ancestry lore!" you'd just find yourself looking for a new game, and hopefully not finding one while that idea of yours persists.

The Rot Grub wrote:
They're supposed to be, well, killed.

Gross.


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I just wanna play a clearly-snakey snake person 'v'


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I believe they've also said that the books don't really sell if they're just mechanics. All of the mechanics are freely available on Archives of Nethys, after all. :v And releasing this theoretical stuff in purely non-book format is a bad idea right now for various reasons.

Books adding to old classes has happened a few times in piecemeal fashion. A more dedicated one could maybe happen with a good enough narrative/lore basis. But a themeless book just isn't likely.


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Basically every singular ability score they could pick has issues. I wouldn't expect any one in particular. ¯\_('v')_/¯


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It really doesn't have to be that big of a deal. This is a game. The subject is which math rocks are used to make the blasty people blast. ¯\_('•')_/¯


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Y'know, it would be funny if they released Shifter without a public playtest for the second edition in a row, but I get the feeling they wouldn't want to repeat that particular history. :b

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