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Ashanderai's page

Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. Organized Play Member. 710 posts (773 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 9 aliases.


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In an interview with Game Gorgon published to YouTube on 20 September 2019, while talking about the classes coming out in the APG playtest, Jason Bulmahn stated, "We're going to be releasing those in probably late October now." This statement was made 5 minutes into the video.


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Aside from the retraining restriction and class limitations with weapon proficiency, I think a big problem is the bonus class feat the human ancestry can get at first level via Natural Ambition. In my experience, the human bonus feat at 1st level was the main draw for most PC builds in 1st edition and I think that mistake has been repeated here in 2nd edition. I honestly believe that it should not have been created for 2nd edition. It is just too good.

I mean a bonus CLASS feat at 1st level is a huge deal. I am not aware of any other ancestry that offers anything on par with that when it comes to deciding on a build for your character. Sure, there are some nice feats that other ancestries can get that are pretty good, such as those that grant spells, but none are as versatile or can help as much with getting those prerequisite feats for later choices when deciding on your class build. Yeah, other ancestries can get it with Adopted Ancestry, but that is a feat tax which defeats the purpose for getting Natural Ambition via that route (and is how it should be for that concept, honestly).

Human versatility and ambition could have been illustrated with some other ability or by having Natural Ambition only grant you a bonus skill feat, rather than a class feat. The fact that it grants a bonus class feat is just too good in my opinion.


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I would like to see ancestries of monstrous races that have traditionally been too powerful to be PCs, but were otherwise a neat idea for a race. This was not previously possible in 1E without serious adjustments, but should be possible now with ancestry feats to simulate that monstrous ancestry's growing power over time as the character matures, such as nereids, fauns, and the like.

Beyond that, I have always liked many of the more niche races that could pass for human if disguised well enough or if you did not look too closely. That said, the ancestries not already announced for inclusion in an upcoming release that I would like to see are:

Androids
Vishkanya
Lashunta
Samsaran
Triaxian
Vanara
Suli
Kitsune
Nagaji
Kasatha
Wyrwood
Gathlain
Ghoran
Wayang
Ysoki

As far as a completely new concept, I would like to see some sort of ooze-like ancestry as a new playable ancestry or maybe even a Tiny-sized, flying, fey-like ancestry of some sort, like pixies or sprites. I think the design of 2E is more likley to make something like these ideas more plausible in the system than 1E was ever capable of.


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CorvusMask wrote:


2e Golarion Solar System book with heavier focus on how different planets are connected to Golarion would be really great.(like, instead of being about what exactly is on the other planets, book would be about how something from Eox would end up on Golarion or how someone from golarion would end up on Triaxus and so on)

Yes! This! 10,000,000 times over... this! Please give us a Barsoomian adventure via Stargate... I mean elfgates!


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Midnightoker wrote:
- You can take a MCD to become a Champion and you gain a Deity and some proficiency. You, however, have no code or any penalties for violating a code or telling your deity they're awful or really anything to discourage or encourage Champion like behavior until you receive actual abilities that can be taken away for violating the Anathema.

In an interview with Know Direction tonight, Luis Loza mentioned that the forthcoming Gods and Magic world guide will have rules for major and minor curses for the gods to penalize followers who violate their anathema. One example that was provided of a major curse from Iomedae is a curse that shatters swords when used to attack in battle. So, while there is currently nothing to punish PCs who violate their deity's anathema, that will change in January when the Gods & Magic book comes out.


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A conversion book for Starfinder or Starfinder 2E - I love the new game engine and want to see it adapted to fit Starfinder or have Starfinder fit it. Either way, I want to see Starfinder get rid of its version of archetypes, leveled weapons and use a 2E version of those as well as 2E's style of core game mechanics (critical success, success, failure, critical failure), ancestry, and class structure . I would rather see plasma, laser, ion and other weapon descriptors become weapons traits than have leveled weapons. Power and damage levels could rise with character level instead of weapon level.

Aside from that, I would love to see a book that focuses more on expanding the runes, rituals, trinkets, and other new item and magic rules that have been introduced.


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This is a thematic concept that is all about a dragon barbarian/sorcerer and works well with the Intimidation mechanics, I think. I just wanted to make something that combined the draconic themes and politics with the character caught in the midst of a centuries long Hatfields vs. McCoys/Romeo & Juliet -style draconic feud. So, here is

Noirox Blueblooded:

Ancestry: Human (Half-Elf Heritage)
Background: Emissary
Class: Barbarian (Brass Dragon Instinct: Fire)/Multiclass Sorcerer (Blue Dragon Bloodline: Electricity)
Alignment: Neutral Good
Deity: Cayden Cailean
Languages: Common, Draconic, Elven, Sylvan

Great grandson of Zaerkariss, the blue dragon, Noirox was the forsaken child of an elven servant and Zaerkariss’ grandson; himself a valued agent in the blue dragon’s criminal information network. Despite her deplorable treatment at the hands of the rest of the “family”, Noirvox’s forlorn, elven mother cared for him deeply and raised him as best she could while still under the controlling influence of Zaerkariss, who saw great potential in the child. Noirvox was tutored in the ways of the family’s agents and his baser instincts were encouraged and his blue dragon blood indulged, much to the horror and despair of an elven mother with fading health.

When Noirox was 10, his mother was assigned to undermine the efforts of another dragon’s spy network; a brass dragon by the name of Aeryxulvox. She was supposed to do this by either quietly assassinating her target, an agent of Aeryxulvox, or by seducing him into eventually betraying his master. Instead, his mother, encouraged by the new love she found in the eyes of her target, chose not to assassinate him. Rather, she turned on the family and fled with the man, taking Noirox with them. Only after she fled with the man she loved, did she discover that he was really Aeryxulvox, himself. Surprised, but undeterred, she lived the rest of her days with him and raised Noirox. Even though she had already endured too much hardship and despair in her life – so much so that her soul never quite seemed to recover from the abuses of the past – she was happy for many years before she died after watching her son grow under the benevolent, though eccentric, influence of his new step-father, Aeryxulvox.

Noirox, too impatient for his own good, has learned from two dragons in his lifetime. He can be temperamental to an extreme, even though he means well, and often has difficulty controlling his blueblooded, draconian urges. He has been the emissary of both chromatic and metallic dragons. But, after serving draconic interests all his life, he is now ready to step out on his own and make his own mark in the world. His step-father, Aeryxulvox, loathe to let his step-child out of sight so soon, recognizes that he needs this journey of self-discovery before he can realize the true potential of his birthright and his true calling. So, Noirox pursues adventure where he can find it and hopes to accumulate his own hoard someday. Meanwhile, Zaerkariss schemes towards the recovery of her great grandchild, Noirox, and put him back in his rightful place as an integral part of her hoard.

ABILITY SCORES
STR 16
DEX 16
CON 12
INT 10
WIS 10
CHA 14

PROFICIENCY & FEAT ADVANCEMENT
1st LEVEL – Trained in Acrobatics, Athletics, Intimidation, Lore: City, Medicine, and Society; Ancestry Feat: Otherworldly Magic (Shield Cantrip), Background Feat: Multilingual, Barbarian Feat: Raging Intimidation, Free Feat: Intimidating Glare

2nd LEVEL - Barbarian Feat: Sorcerer Dedication (Trained in Arcana & Lore: Dragons), Skill Feat: Battle Medicine

3rd LEVEL - General Feat: Ancestral Paragon (Natural Ambition: Moment of Clarity), Skill Increase: Intimidation (Expert)

4th LEVEL - Barbarian Feat: Basic Bloodline Spell (Dragon Claws: Electricity), Skill Feat: Arcane Sense

5th LEVEL - Ability Boosts: STR 18, DEX 18, CON 14, CHA 16; Ancestry Feat: Clever Improviser, Free Feat: Untrained Improvisation, Skill Increase: Athletics (Expert)

6th LEVEL - Barbarian Feat: Basic Sorcerer Spellcasting, Skill Feat: Trick Magic Item

7th LEVEL - General Feat: Fleet, Skill Increase: Intimidation (Master)

8th LEVEL - Barbarian Feat: Dragon’s Rage Breath (Fire), Skill Feat: Battle Cry

9th LEVEL - Ancestry Feat: Nimble Elf, Skill Increase: Arcana (Expert)

10th LEVEL - Ability Boosts: STR 19, DEX 19, CON 16, CHA 18; Barbarian Feat: Terrifying Howl (OR Bloodline Breadth), Skill Feat: Titan Wrestler

11th LEVEL - General Feat: Terrified Retreat, Skill Increase: Medicine (Expert) OR Athletics (Master

12th LEVEL - Barbarian Feat: Dragon’s Rage Wings, Skill Feat: Assurance (Medicine)

13th LEVEL - Ancestry Feat: Elf Step, Skill Increase: Arcana (Master)

14th LEVEL - Barbarian Feat: Continual Recovery, Skill Feat: Expert Sorcerer Spellcasting

15th LEVEL - Ability Boosts: STR 20, DEX 20, CON 18, CHA 19; General Feat: Incredible Initiative, Free Feat: Scare to Death, Skill Increase: Intimidation (Legendary)

16th LEVEL - Barbarian Feat: Dragon Transformation, Skill Feat: Ward Medic

17th LEVEL - Ancestry Feat: Incredible Improvisation, Skill Increase: Arcana (Legendary)

18th LEVEL - Barbarian Feat: Master Sorcerer Spellcasting, Skill Feat: Unified Theory

19th LEVEL - General Feat: ?, Skill Increase: Athletics (Master) OR Athletics (Legendary)

20th LEVEL - Ability Boosts: DEX 21, INT 12, WIS 12, CHA 20; Barbarian Feat: ?, Skill Feat: ?

I haven't quite made every choice for everything just yet and some of the ones I have made are up for deliberation still, as I remain uncertain of some decisions in this build. For example, I hated leaving out Sudden Charge, but Raging Intimidation is too essential for this build, Moment of Clarity was needed to facilitate the spellcasting, and so many other Barbarian or Sorcerer feats seemed more essential to the concept than Sudden Charge. But, I think I like it so far, though I would love to hear any ideas, if there is something I can do to make this more fun.


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PoohPuss wrote:
The Battle Medicine feat doesn't specify that it requires the Healer's Tool tho.

Battle Medicine requires the Treat Wounds Action. The Treat Wounds Action requires the Healer's Tools. The Healer's Tools require 2 hands to use. Therefore, Battle Medicine requires 2 hands.


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This wasn't all originally my idea. I got most of it from a discussion in the Arcane Mark discord. But, here is a build for a high mobility archer.

Half-Elf Archer Champion (Paladin) of Erastil:
Elf Atavism (Woodland Elf)
Divine Ally: Blade (the Weapon Critical Specialization and Divine Smite's benefit later on are nice)
Domain Spell: True Strike
1st Level Class Feat: Ranged Reprisal
2nd Level Class Feat: Fighter Dedication
3rd Level General Feat: Fleet (or Adopted Ancestry to pick Unburdened Iron from Dwarf, Goblin Scuttle, or Natural Ambition from Human for another class feat or to get Point Blank Shot earlier, if you can use that feat to get a multiclass feat. Or you could go Gnome and get that familiar.)
4th Level Class Feat: Point Blank Shot
5th Level Ancestry Feat: Nimble Elf
6th Level Class Feat: Assisting Shot
7th Level General Feat: Get either Fleet if you did not before or one of the others mentioned above at 3rd level.
8th Level Class Feat: Ranger Dedication
9th Level Ancestry Feat: Elf Step
10th Level Class Feat: Hunted Shot

One thing that needs some clarity, though - Can you use Natural Ambition to pick a feat from a class you had to take the multiclass dedication feat for? It does not appear to be clear either way as it is not directly addressed, at all, unless you strictly interpret Natural Ambition's use of the phrase, "1st-level class feat for your class" to mean only the class which you took at 1st level. But, using it to gain a feat from your multiclass fits the spirit of the feat.

EDIT: for clarity and accuracy.


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shadram wrote:
Captain Morgan wrote:
FowlJ wrote:
Captain Morgan wrote:

Where is THAT stated? I haven't seen it, and we have some pretty compelling evidence it isn't the case since Jason told the Champion she could refocus back to back several times in a row.

Page 300, the requirements for the focus action:

Quote:
You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.

Huh, I missed that. That certainly shifts their paradigm, and also explains why feats like Meditative Focus are worth having. And that's consistent with how they were used in Oblivion Oath.

I totally missed that too... Thanks for the heads up, it certainly changes things!

For pure Ki focused monks, I think the Wild Winds stance is somewhat viable, since it lets you make ranged ki attacks for the rest of the fight if you stay in it, but that doesn't come online until 8th level...

Has anyone run the numbers on doing just normal unarmed monk attacks, with once per combat ki strike, at low levels to see how it stacks against the stances?

Wow, that Wild Winds Stance looks pretty good. Not only does it give you that ranged attack for the rest of the fight with +1d6 with all those traits in the description, but you can ignore the flat check concealment requires you to make a hit on the concealed target AND it can ignore up to a +4 AC bonus from cover, all while granting you a +2 bonus to your own AC against ranged attacks. Nice!


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I'm really intrigued by the design space opened up by things like the runes we can put on equipment now and the cool rituals system in this new edition. I think it would be really neat to see completely new classes designed and developed to take advantage of those things and other areas in the new system.

Something that might be neat could look like a "Runecaster" or "Witch-Hunter" that could do new and interesting things with runes, rituals, and focus spells while not necessarily getting any spell slots and more martial abilities. Maybe it could even get something resembling some of the abilities the Skald had. Or maybe all that could be rolled into the new version of the Magus and/or the Inquisitor...

There is all kinds of interesting things that are opened up by this new edition.


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Paladinosaur wrote:
I was pretty sure Magus and Inquisitor would be among the first new classes. Guess it will take them some time to figure out how to do 6th casters in this edition.

About 10 hours ago, on Reddit, in response to a poster's statement, "No Magus...SALT. Guess I will try using Swashbuckler as the base for my magus.", Eric Mona stated here, "Don’t despair. The magus is high on the list."

So, the magus will get made and sooner rather than later by the sounds of it. It just obviously won't be in this first round of new classes for the APG and its playtest.


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When asked about why they included the Alchemist in the core book for 2nd edition, they stated that it was because of not only the fact that it occupied a unique design space, but also because it was one of - if not the - most popular classes outside of the core 1st edition classes. The devs, in their posts and in their various interviews, have hinted that new classes are coming and have even mentioned how it would be a good idea to get the most popular classes released relatively soon. They have mentioned, and I have discovered, that the Magus is one of the most popular classes.

In one of his recent videos (or interviews - I cannot remember which) Mark Seifter has mentioned that (and I am paraphrasing here), while the multiclass system in 2nd edition is better than in 1st edition, and therefore creating less need for many of the hybrid classes, that the magus is still a class with a lot of interesting design space that can be explored in 2nd edition now that the baggage of 1st edition is gone. What new and interesting things can be done with the magus now that there is less of a need for spell combat? After all, spellstrike is still something that is not in 2nd edition and there were a lot of cool 1st edition magus archetype abilities out there that could be rolled into the core design of a new magus class now with the feat-focused design of the classes in 2nd edition. There is also the consideration of adding other magic/combat concepts such as arcane archer builds, natural weapon spellcasters, and unarmed magus martial artists.


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The devs have stated a couple of times that we will get new races and classes "sooner rather than later". My guess is that they will have an announcement at GenCon for a new book and/or a playtest with new classes for release sometime next year. I also suspect that based on developer comments that the new classes will include the most popular classes of the past edition, such as Magus, Oracle, Witch, Kineticist, Summoner, etc.


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Rysky wrote:
First World Bard wrote:
Captain Morgan wrote:
I've already got plans to convert the playtest Cavalier to PF2. Seems to me like it will mostly stay the same, but I'll adjust Challenge's damage a bit to be in line with the new Smite Evil.
At UKGE, I asked Jason when we'd get the final version of the Cavalier. He said "soon", but followed that up with explicitly not defining what "soon" meant. My take is within the first year of the game, but that was neither confirmed nor denied.
Both Witch and Oracle were "Sooner rather than later" at Dragoncon :3

Yeah, I suspect that the GenCon announcement for the RPG line from Paizo will be for the 2E version of the Advanced Player's Guide and/or its playtest. At least, that is my hope.


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I think a better representation of the detriments of high temperatures on the human body would be to inflict periodic saving throws against dehydration and heat stroke with failure inflicting a condition or inflicting a disease (heat stroke) and stat it up as a disease or as a Condition with symptoms that inflict consecutive penalties that can result in death when it progresses too far (like past Heat Stroke Condition 3). Though, fire damage at the Incredible Heat level is probably still appropriate, but maybe have it as damage in addition to the condition.


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Wow, I guess my family and I have fire resistance in real life, because we must be taking fire damage every hour or every 10 minutes depending on the day and time of day during the summer here in Arizona. I just came in from 106 degree temperature just a few minutes ago and my adult kids work outside all day in this heat at their jobs.

So, um, yeah the temperature thing is better than what it used to be, but still not realistic. :)


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Deadmanwalking wrote:
Voss wrote:

Any overhauls to the ranger? The playtest version (even the final one), seemed be competing for worst possible class iteration.

Apologies if the ranger has come up before, i missed it if it did.

It's been mentioned that there have been significant changes a few places, but I haven't seen any specifics.

This is not about Rangers exclusively, but today, on Arcane Mark, it was revealed that Animal Companions can use 2 actions when you use 1 to command them.


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jdripley wrote:

Yeah! I'm part of the "my order has shipped" club!

Ashanderai, I didn't pick up the combat pad as I use a completely different setup to track initiative. So.. try to sell me on the combat pad! What is great about it?

Okay, however, if you already prefer a different set up, I'm not sure I can convince you. But, I'll give it a shot, though I will refrain from copying the text on the back of the product or the product page text and just describe it. Go to the product page or back of the cover if you want a precise breakdown of the components.

First of all, the pad is all in scroll and parchment -like browns and tans that Pathfinder loves to use for its documents, character sheets, ransom notes, and watermarks.

On Combat Pads I have seen in the past, name plates are blank with different colors to represent different categories of PC, NPC, or monster, etc.; however, these are actually titled, lest you forget that the blue ones are for a... oops! I shouldn't spoil the surprise here, so:

PC is Blue:
Player Character

NPC is Green:
Non-Player Character

MON is Red (or at least a Rusty Brown):
Monster or Enemy

HAZ is Gray:
Hazard

You get one sheet of these with thin, condition marker magnets in different colors that you can lay over the top of other magnets, and several arrow markers. If you do not like the idea of these labels, then you are in luck because the second sheet of name plate magnets have no writing on them, what-so-ever, and use can use them for whatever you desire without fear of being called a heathen for doing so.

Also, let's not forget that the pad itself and the magnets are all wet- and dry- erase. So, you can write on it with almost anything; water-soluble, dry erase, blood, saliv... um nevermind that... what were we talking about? Oh, yeah...

The 2E Combat Pad has 8 columns from left to right in the following order:

An untitled column for writing your initiative numbers (so it can be as high or as low as you need the numbers to be)

Initiative Column - This is the column where you will place name plate magnets for PCs, NPCs, Monsters, Hazards, etc.

Delay Column - You can slide a name plate over to the right and into this column if that is an action that the character in question is performing or you can just color in the circle in that column and row intersection with your marker.

Dying Columns - "Dying" is the larger title that actually encompasses three columns, each labeled 1, 2, or 3. These three columns have a skull depicted for each row. This is apparently so that you can slide a name plate over to the appropriate dying condition depending on the row it is in, which saves the time of having to write the condition down. Or you can totally write on the skulls and color them in; maybe even get one of those sparkly markers and make them into those candied Day of the Dead skulls - You know, just let out your inner, undead, artistic self to be free of its fleshy shackles!

NOTES - This column is actually just a big open area without lines separating columns or rows so that you can take whatever notes you need such as what damage or current HP levels certain characters or monsters may have or anything else you may want to quickly jot down. Or, you know, mark down those hash marks like you do on prison walls and whatnot. What? It's better than the other stuff that gets on prison walls.

DURATION - This last column is numbered 1 through 10 with 10 at the top and 1 near the bottom of the pad. It is adjacent to the NOTES column, so if you want to use an arrow of a certain color in that empty space to depict the duration of an effect or maybe color coordinate it with those thin condition magnet strips, you can. Or you can write something there in the NOTES column that points to a duration, if you want.

I prefer this newer, modified layout to that of the previous combat pads I have bought and it's use of the dying conditions already leads me to believe it is more practical than the "Ready", "Delay", "Action" columns of past combat pads since my groups seem to never bring these things up in game. But, I am as certain I will use these dying columns more as I am in the existence of Birth, Death, and Government Taxes that I will be far more likely to have dying conditions come up in my 2E games.

Watch out though, the flip side of the combat pad has the exact same setup, just like a doppelganger! I have certain feeling about these sorts of things, and my suspicions are usually right about...


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I just got a package from Paizo via USPS, but all I got was this stinking Combat Pad in it and that was it! :(

Actually, I really like the new combat pad. I'm just upset that that was the only thing in my subscription package that arrived. I was charged on Monday and it got from Washington state to Arizona in just 2 days. So, that is pretty good.

But, I wanted to see the books first! However, UPS tells me that the package with the rest of my Paizo subscriptions will get here by Monday, July 22nd. I'm hoping it gets here faster than that!

So, in the mean time I can answer questions about the 2nd edition Combat Pad! :)


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The Poisoner did not make it into the 2E Corebook; just the Bomber, Mutagenist, and Chirurgeon.

The UK Expo had a broadcast interview they conducted with Paizo where they flipped through the book onscreen and showed a lot of the Alchemist stuff. Forum user, dmerceless, saved still shots of that interview here. Much of the Alchemist class can be read there.


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Some Kind of Chymist wrote:

As we know most of the classes have some manner of sub-class (a big choice you make at level one) with the exception of fighters and I think monks...


  • Alchemist - Research Field (Bomber or Mutagenist or Chirugeon)
  • Barbarian - Instinct (Animal or Dragon or Fury or Giant or Spirit)
  • Monk - N/A (Stances)

Does anyone know much more?

Well, this sucks. I was hoping I could make a Chaotic Drunken Martial Artist as a subclass of something somewhere, but the three most likely candidate classes don't appear to have that option...

:P

I guess I'll have to multiclass the Monk with Alchemist or something... good thing they fixed multiclassing with this edition and took away the Monk's alignment restrictions. Yay!

To add to the thread in a more constructive manner, I believe that the Druid class still has the Plant, Wild, and Storm Orders or whatever they were called from the playtest. Also, it was confirmed that the Cloistered Cleric and the Warpriest are the 2 Doctrines that Clerics will get in the Corebook, but there is room to expand in later books. Rangers will have options for Bow, Crossbow, Agile Weapons, and more, but I don't think we know them all yet or what that class feature's final name is yet. The Rogue Rackets are Brute, Scoundrel, and Thief. Sorcerer Bloodlines include those from the playtest as well as Undead, Hag, and I think at least one more that has been added.


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Jason Bulmahn wrote:

Nice effort everyone! I am very proud of all of you for getting so close!

Maybe next time...

But never fear faithful Pathfinders, we will have plenty of additional reveals for you in the coming weeks leading up to the big release on August 1st!

Oh, yeah... well...

Well, BLESS you!

:P

Seriously, though, this was great fun and it brought me back to the forums when I don't usually come here too often these days. So, great job with this whole scavenger hunt thing! :)


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Joe Wells wrote:

Failure builds character.

Also we can learn from this. When Paizo is set to release Pathfinder 3, we'll know to lock the doors at the Paizocon banquet and collect all of the cards before anyone is allowed to leave.

Uhh... Who is going to accomplish all that without coming across like some kind of Batman villain?

Also, I really hope we won't ever need a Pathfinder 3. I hope this newest edition really nails it.


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Look on the bright side, after August gets here we won't care about the missing spoilers anymore since we'll have the books by then. So, the missing spoilers and reveals will only matter for a month and a half.


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Runnetib wrote:
I've figured out why we can't locate it. #85 is "invisibility"

Nah, I think it's the Bag of Holding...

...'cause someone is holding on t... Oh, if you don't get it you never will. Kind of like the last spoiler card.

:P


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Deadmanwalking wrote:
Spellmonger wrote:
Umm... wow. I thought I was gonna read about 2nd edition spoilers from UK Expo, but got to read about the action economy of minions, summons, and the verisimilitude of their action economy and how to use the rules for those things in the playtest instead... when those things weren't even really spoiled for 2nd edition yet, as far as I can tell. The images I saw from UK Expo didn't really explain that, at least.

The spoilers from the UK Expo include the page stating that Familiars have the Minion Trait and what that Trait does. It's thus actually somewhat on topic.

Technically we don't know that Animal Companions likewise have Minion, but they did in the playtest, so it's very possible.

You could read that through the glare on the page...? Impressive.


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Umm... wow. I thought I was gonna read about 2nd edition spoilers from UK Expo, but got to read about the action economy of minions, summons, and the verisimilitude of their action economy and how to use the rules for those things in the playtest instead... when those things weren't even really spoiled for 2nd edition yet, as far as I can tell. The images I saw from UK Expo didn't really explain that, at least.


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Regarding Cantrips used with Spellstrike, why not expend focus (if that is a class feature the magus gets in this theoretical build) for the use of a Cantrip with Spellstrike and/or charge the cost of a level-equivalent spell slot the the effective level of the Cantrip used? If there are no more higher level spell slots, then adjust the power output of the Cantrip according to the lower level spell slot used.


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PossibleCabbage wrote:

A thought, suppose the Magus comes back with as much casting as the bard, but the class is slightly reflavored to emphasize the black blade, mind blade, etc. concept. Specifically you possess a unique weapon which is tied to your soul, you can enhance this weapon via focus points to do cool stuff, but you can also use it to cast spells.

But "casting magic through your sword" requires you to only use spells that affect what is directly on the either end of your sword. So you could cast shocking grasp, or mirror image, but never fireball, reverse gravity, stinking cloud, wish, gate, antimagic field, cone of cold, etc.

I'm not sure how to quickly identify these spells, but maybe something like "personal spells, and single target spells with the range of touch."

I like that idea, but I don't think any spells from the arcane list should be denied to the Magus, but rather place a limiter on them, such as "casting area-effect spells like fireball requires the Magus to expend an additional action in order for the Magus to cast it (maximum of 3 actions)".


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swoosh wrote:

Do we actually need the Magus in 2e though?

The Magus, as a class, fundamentally exists as a patch on 3.5 to deal with the action economy issues gishes have and the inability to make a properly functioning spellsword that both effectively blends its martial and magical halves and comes online at a reasonable time (both things the Eldritch Knight fails to do).

PF2 is building a much more robust multiclass and archetype system that seems specifically designed to allow for more modular character designs and PF2's action economy is much more flexible: casting spells and attacking is something you can just do by default.

Given that, is it really necessary to port over what's essentially a bandaid?

It's like asking for PF2 to have the dirty fighting feat instead of just fixing the problems that made the dirty fighting feat even needed to exist.

It just seems like anything you want the magus to do should be buildable with some combination of wizard dedications and fighter multiclass or vice versa and if you can't then PF2 has failed at one of its core design features and we have much bigger problems than whether or not you can play a Magus.

For myself, this is not at all how I felt about the Magus in 1st Edition. When that class came out, I felt like there was finally a class i actually wanted to play. I never have liked the core classes in D&D or Pathfinder. I just don't. They don't inspire me or capture my imagination. (The alchemist coming out in 2nd edition will be an exception when the new core book comes out.) The Magus never felt like a bandaid to me. This is for thematic and game mechanic reasons. I have always wanted a hybrid of a caster and swordsman, not just someone who could do both separately. The Magus was it. It finally gave me a way that didn't just blend someone who could fight and cast a spell as separate actions in the same character, but someone who did it not only in the same turn, but could also channel it through his weapon. That is what I wanted. No other class did this in a way that was satisfactory.

So, obviously, I want the Magus to be a class in 2nd edition. With the playtest rules and what spoilers of 2nd edition I have seen so far, I don't feel that the multiclass of fighter and wizard (either version) adequately captures what I want to play in a Magus. It needs to be a class in 2nd edition. Furthermore, I forget which panel it was, but could swear I saw a PaizoCon panel on twitch where the designers stated that they will eventually find a way to bring along the favorite classes of 1st edition into 2nd edition somehow; and Magus was always in the top percentile of those popularity polls. So, I am confident they will do so at some point.

The only other classes I enjoyed playing in Pathfinder were some of the classes that came later, but for different reasons, usually for a good theme with decently flavored rules that supported the theme. Those classes were the alchemist, inquisitor, oracle, witch, and kineticist. Summoner was cool, too, but it needed some work to balance it better. I always wanted to play the vigilante, but never got a chance to. Most of those classes find some way to blend magic and combat in some interesting way, which is why I like them.


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Since we're getting the time jump, I think it would be cool if the Ysoki from Akiton made their way through some underground, magical gateways to Golarion and started a cultural renaissance with the Golarion Ratfolk. Also, they could be instigating inter-planetary adventures both directions through the gateways, causing adventurers to go to Akiton to face threats there. Then, we could get some Barsoom-style adventuring material for Akiton and other worlds without having to resort to spaceships. Also, I want to see the android and kasatha races get some love for some adventuring in Numeria, post-Iron Gods AP.


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Ediwir wrote:

Everyone will get Expert or higher in all saves, perception, and at least some weapons and AC by level 15 at the latest and 13 as a more likely candidate - based on my estimates and expectations, of course, as I do not have the book.

Deadmanwalking wrote:
Inquisitor could easily also be a Doctrine, with some martial and a lot of skill options to, again, make up for lower casting Proficiency. We do know there's a third doctrine and don't know what it is...
Unfortunately not, Cloistered and Warpriest are gonna be the only two in core. Back when we got the news of 3 doctrines it was apparently wrong.

Yeah, I heard about there only being 2 cleric doctrines in the core rulebook during the Arcane Mark Twitch stream the other night.


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The Cloistered Cleric Doctrine grants Expert Fortitude at 3rd level, but does not increase it to master later. So I think one part of their save progressions probably depends upon which doctrine you choose.


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They are called "Doctrines", per the spoiler that came from the PaizoCon Banquet:

45. Cloistered Cleric Cleric Doctrine
You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect.
Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.

Also, it has been revealed that there are only 2 Doctrines in the core rulebook (Cloistered Cleric and Warpriest), with the possibility of more coming later in other books.


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Here you go: Bestiary, 2nd Edition


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Blave wrote:
Spellmonger wrote:
I am very curious about #45, the "Cloistered Cleric", as a "Cleric Doctrine". I don't remember cleric doctrines from the playtest. I am very curious to learn more about those, which makes me especially curious to learn what #46 might be since we have not seen that one revealed yet. I am hoping it might be another cleric doctrine. I want to learn more about those. I have always found the cleric to be a boring class, but the idea of cleric doctrines is making me excited to learn more. I am hoping there are at least a few to sink my teeth into, like maybe "templar", "warpriest", "inquisitor", "oracle", "shaman", and such. Cloistered Cleric is clearly a very spell-focused doctrine, but maybe there are more combat-focused, investigative, diplomatic, sneaky, healer, and anti-monster doctrines.

All classes except fighter and monk are confirmed to have class paths similar to the druid orders. Doctrine seems to be the name of the cleric's path.

And warpriest* was already confirmed to be one of the available doctrines.

Warpriest as in "martial focused cleric". Can't remember if "Warpriest" was the actual name.

Ooh, nice to know about the warpriest bit. Thanks for sharing. I did not know that before now.


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oholoko wrote:
wxcougar wrote:

#58

Monk class feature 17th

Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.

Is this power progression i am so happy... This is the best.

Wait... "tradition of magic"... "ki spells"...

Monks just got a whole lot more interesting and versatile, unless I am misreading things.


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Marco Massoudi wrote:

From Paizocon reveal:

November - Character Operations Manual released. 160 pg hardcover. 3 new char classes. Themes and archetypes for character options. New alternate character racial abilities.

Two new starship roles - like the Mystic for starship combat (?).

Actually, the slide named the role, "Magic Officer".


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I want to see an episode where we can have a discussion, ask questions, and otherwise get ideas from the Starfinder staff about the starship crew system and everything in the rules and lore related to that. This would include:

- Starfighters
- Mecha
- Kaiju vs. Starship battles
- Advice on how to have fun and interesting battles with dragons and other Huge creatures vs. mecha/starfighters (or whatever we might want to 1 or 2 person crewed ships) and/or starships
- Transforming and/or combining starships/mecha
- Organizations and locations where these things are more likely to be found
- Any information that can be shared regarding upcoming products featuring information on these points


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I prefer the 3-part format over the traditional 6-part. We can get a change of pace much more easily and reduce campaign fatigue, which is what has always prevented my groups from ever finishing any adventure path. What I want to see now is more 3 parters so that we can have much more variety to choose from at various levels, as well as higher level sequel campaigns.


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What are the articles in this issue? Each of the rest of the AP has a sentence listing what articles are in them, but not this one. Also, what race/species is the lady on the cover? Tiefling? I'm very curious about her and her species, especially if she is not a tiefling.


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I really like the name, Vanguard, for that class as I find it very fitting for what they will be most likely be doing in battle. They are the tip of the spear and will be right in the thick of things, drawing as much attention as they can because they need it to be more effective with their abilities. I do not think that their name has to reflect their power source. After all, the Barbarian class is not called the Berserker, even though that is exactly what they do. I mean, if classes all had to be named after they source of power as opposed to what they do or what they are in the setting, then shouldn't the Ranger be called a Hunter or the Oracle be called the "Divine Spontaneous Caster" (they aren't predicting the future as part of their class abilities, so why give them that name).
In short, I REALLY like the Vanguard name and find it the most fitting of all the new class names; so, please DO NOT change it.

As to the Biohacker, I am fine with it. But, I am cool with something like Doctor, Doc, Physician, Medic, or Sawbones, too. Though those last two are probably less appropriate, I think. I think I might like Doc best though, as that is something less likely to come up as a generic descriptor in an adventure to confuse the class name and yet also really gets the general point across for what the class is.

I don't know what to think of the Witchwarper, but I kind of like calling it "Weirder" just because, to me, it is the weirdest one so far.


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Jason Bulmahn wrote:
Finally, as for calling things feats, we have decided to use that term to help new players understand "feat means I get to pick a new rule to add to my character", much as it did in the past. This was simpler than explaining rage powers, rogue talents, ki powers, etc, all of which were trying to do the same thing (roughly). It made the process of understanding how a character works flow much more smoothly between play (a class feat always means the same thing, but the list you chose from changes with each character, same with ancestry feats, and the like).

I think you are on the right track, but too many feats, whether they are ancestry feats, class feats, skill feats, etc. is too much. Perhaps using something that divides them along those lines without calling them feats, but also not getting more specific names divided along the lines of each race or class (like rage powers and rogues talents - as you are concerned about) is a better middle ground.

So, for example, you could call all of the ancestry feats something like Ancestral Gifts or Ancestry Talents, class feats could be Class Techniques or Class Talents, and general feats and skill feats could remain as Skill Feats and/or General Feats or maybe become something like Skill Aptitudes, Skill Secrets, Knacks, or General Arts if you wanted to keep using the word "feat" with class or ancestry. That way, when we talk with our players we can say feat, talent, technique, or whatever other word you might choose to use and the players would know they are all different from each other, but are equivalent in power and/or design space, while each of those comes from a different place of origin during the character creation process and at different steps of progression when leveling up.

I confess, I think I would like referring to my class feats as something like, "The Secret Arts of the Paladin", or the "Secret Arts of the Druid".


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What about "Immunized"?


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Something else that I noticed last night while making my first character is that I was filling out the character sheet wrong. Some stuff I could tell was off and did not know where to put it (like my Low-Light Vision from being a Half-Elf and trying to find where I should write that I'm a humanoid, a human, and an elf - it looked to me like the step by step instruction were telling me to do so... so I tried...) or I was putting things in the wrong place. I had to go back to that video of Buhlman making an Elf Barbarian on Paizo's Twitch channel and pause the screen to see how he filled out his sheet.

I think the playtest book should have put a filled out sample character sheet in the book. Ideally, they should display the same character they walk us through the step process of creating. Also, instead of a fighter they should show us something like a druid or a bard so that we can see how armor, weapon attacks, and spells all get filled out, too. We don't get all that with many of the character classes like the fighter they used (and who obviously does not get spells; and a sorcerer does not get armor). They showed us a character sheet in the character creation chapter, but nothing was filled in. I did not know exactly what went where. They did put the step numbers all over their unfilled, sample sheet to tell us that something from that step goes there, but some of those steps have a lot going on and I got confused.


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I agree with much of what is said here; however, I have a couple of other things I would like to address, as well:

I think the skill feats should be placed with the skill chapter next to the appropriate skill. But, if not that, at least organize the feats the same way they are listed on the feats chart at the beginning of the chapter so that we can comparison shop easily without having to flip all over the book.

I would prefer the action icons to just simply be words, but if we need graphic icons, can it be in addition to the words? As it is now, I have to stare at the icon for a bit to understand which one it is. Telling Actions, Reactions, and Free Actions apart is too distracting to me. I have to stare at the internal components of the shape to tell them apart and I have trouble with that. I don't mind the chevron system to indicate multiple actions; that seems clear to me - though it might be better if the second diamond for that second Action were a hollow diamond. But, I think the biggest problem for me is that Actions, Reactions, and Free Actions are all diamond-shaped. Can they at least be different shapes besides a diamond? For example, how about a Diamond for an Action (keeping the chevrons to indicate additional actions as it is now, but with the hollow second diamond I mentioned above), a Circle for a Reaction, and a Square, Triangle, or Hollow Circle for a Free Action.

Another thing (...and this is really minor, I know, but it is annoying to me on the level of a squeaky front door at your place of work when you're stuck at the front desk in a busy office all day,) is two of the watermarks on every page that make me want to claw at the book to get what feels like a food stain or bug off of my book. An example page to find these watermarks I mention can be seen on page 211 at the bottom over the word, "LANGUAGE" in Comprehend Language and to the far left by the "COMMAND" spell entry. They are on every page and they break my immersion/rhythm every time I read the bottom of every odd numbered page.

Otherwise, I agree with most of what has been pointed out above. I think powers should be broken out into its own section adjacent to the Spells section.


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Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

To the best of my knowledge, and certainly within my own personal experience, Paizo's customer service has always been really responsive, efficient, and overall very awesome. I am happy to see the track record is actively being maintained here. Congratulations on the second book!


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Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Sara Marie wrote:
SnowHeart wrote:
Thanks, Sara. Is there any particular order or priority in which things are being shipped that you can share with us? (Alphabetical, time of order, internal customer ID #)?
It's all based on being as efficient as possible for the warehouse staff to ship. The simplified version is that packages are categorized by shipping methods, content, box size (and other internal factors). Warehouse staff might pull all the Standard postal International packages containing a Core Rulebook, an AP and the maps and jam out those, and then move on to UPS Domestic containing just a Core Rulebook because that the size of the next batch that is they can finish before they're done for the day. We have staff working on larger batches of "simple" orders in assembly line fashion and then also staff working on "complex" orders or other orders that don't fall into large enough batches, (this is very over simplified and Will is probably shaking his head laughing at me). The pattern of which we ship sets of orders can vary from month to month depending on a number of factors.

Yeah, I'm thinking that my order will be among the last since I have preorders of all the Starfinder stuff I could get this month (including the limited edition core book), much of which converted to subscriptions orders that had to be corrected by customer service, and the authorization email stated my stuff will be coming in two separate packages. Oh, well, that's just how the cookie crumbles. In the end, we should all get our stuff one way or another, so there is no need to stress ourselves out and we should just try our best to wait patiently. :)

Thanks for the information, though, Sara Marie.


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Rite Publishing may help with some of what you folks are looking for. I am writing a couple of products for Rite Publishing's Starfinder setting, "Nebula Imperious", with Owen KC Stephens as developer. Watch for more information to come later.

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