Hooded Man

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How are you hidden to an adjacent creature?


Does the effect of Patron's Puppet end after giving the command or after the Familar comletes its actions? If it's the latter, making the companion skilled in deception would allow it to Create a Doversion to become hidden.


yellowpete wrote:
I'm just realizing that the familiar ability of Starless Shadow is a bit awkward because you want the familiar to be concealed before casting a hex to cause frightened, but the granted hex cantrip is precisely what will (potentially) make it concealed to the enemy, right after you needed it. And I think sinking actions or even spells into making the familiar pre-concealed would be a pretty steep price to pay for the effect (cannot help but compare Dirge of Doom).

You can actually choose whether the new familiar abilities trigger before or after the effect of the hex. So you can absolutely cast your cantrip on a target that's adjacent to your familiar ans immediately make the target dazzled and frightened.

Player Core says:

Quote:
Familiar Ability One of your familiar’s two bonus abilities is always the one listed here, a mark of your patron’s indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.


Depends on what the poppet is made of, I would say. I could see bones being used to craft poppets in some cultures.

But then again, does a "skeletal system" need to be made of actual bones? Would the wooden shell of a Conrasu be a "(exo-)skeletal system"? I think it might.

So gut reaction upon thinking about it, I would let this affect anyone with a hard organic suporting system. Which at a glance means Automatons are immune, some Poppets and Leshies (and maybe Ghoran? Don't know too much about those) might be immune, depending on their composition. Any other ancestry would be fair game.


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Any chance we can get a preview of the boosts and flaws for the already revealed new ancestries?


So the Ranger in my Kignmaker game got a Fangwire and used it to grapple an enemy. Rolled a Crit Success, so the enemy was constrained and then utterly failed to Escape three times.

Next turn, target is still grabbed/restrained (doesn't matter for the question) and the Ranger attacks it again with the Fangwire. His argument was that he's basically pulling on the wire to inflict damage, which honestly does kind of make sense. I'm just wondering if there's RAW somewhere that explicitely says you can't Strike with a weapon or unarmed attack that you are currently using to grapple.

I couldn't find anything like this, but if no such rule exists, he could in theory by RAW use the fangwire to grapple one enemy and then still attack someone else with the same weapon, which seems a bit silly.


Since it specifically calls out using a Recall Knowledge check, I would say yes, any effect that interacts with Recall Knowledge should apply.


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Unklbuck wrote:
Blave wrote:

Dragon Disciple can get you a few specific spells added to your spell list.

Adapted Adept from the human ancestry can at least add one 1st level spell

There's no other way to get non-divine spells as a cleric beyond what your deity grants, I think.

Runescared Archtype

Runescarred doesn't really interact with the cleric's existing spellcasting though, or am I missing something? The question was about adding more spells to the divine spell list of the cleric.


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Dragon Disciple can get you a few specific spells added to your spell list.

Adapted Adept from the human ancestry can at least add one 1st level spell

There's no other way to get non-divine spells as a cleric beyond what your deity grants, I think.


keftiu wrote:
Hasbro is worth something like 8 billion US dollars. They've got a lot more money to throw at a notable videogame studio - and infinitely more name recognition to cash in on, for now - and that's something that folks wanting "a BG3 for other TTRPGs" often miss out on.

While this is true, I don't think it's known whether they actually paid for any part of BG3. In fact, Larian might have paid Hasbro for the rights to use the license.

But yeah, DnD has a huge brand recognition. Even if a big studio like Larian wanted to make a AAA game based on PF2, doing so without a big name like DnD attached could potentially be disastrous.

And quite frankly, something more akin to Solasta would be more fitting for PF2. Larian's very freeform approach to what you can do in their games would likely clash with PF2's comparatively strict ruleset.

So the ultimate dream would probably be a game with Solasta's adherence to rules and BG3's AAA production values. But alas, it will likely remain just a dream.


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I didn't mention it because I directly linked to its steam page :)

But yes, mentioning the name would have been a good idea in hindsight.

It's also supposed to be a 10% off on launch, so you can save a bit if you grab it early.


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This might interest you if you like small indie games.

Otherwise, we got Gallowspire Survivor (Basically Vampire Survivors in Golarion) in early access, and Abomination Vaults, a Diablo-style ARPG coming up.

That's pretty much everything that's happening right now, unless I'm forgetting something.


As far as we know, all fiends and all undead have the Unholy trait by default with possible rare exceptions.

We will know details once Monster Core is released next month.


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Isn't that's what apex items already do?

Or do you mean you want to create a lower level kind of apex items that basically grant a partial boost?


Ah, I missed that this was discussed already. So it IS a flaw in the system, not just some weird interaction I'm missing.

Good to know, thank you all. I will make sure to add the ability to be repaired to any construct familiar one of my players might want to use going forward.


"PC pg. 212 wrote:

Construct: Your familiar has the construct trait

instead of the animal trait. The familiar is immune
to death effects, disease, doomed, drained, fatigued,
healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, and void. Your familiar
must have the tough pet ability (page 259) to select this.

This ability makes a familiar immune to healing. Previous construct companions (the one from the inventor and the clockwork specific familiar) had basically the same ability, but with additional text saying that they can be Repaired. The new ability lacks that language.

Repair says it only works on objects, not creatures. I can't find a general rule saying all constructs can be repaired.

So how does a construct companion regain HP? Only during rest and from other abilities like Focused Rejuvenation?


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The mummy statblock lists bleed immunity!


Even without the manipulate trait (which it absolutely still has by any sensible interpretation of what happened in the remaster, mind you), Phase Bolt in particular would still trigger Reactive Strikes anyway, since it has you make a ranged attack.

Sure there are other reactions that only trigger on manipulate, but Reactive Strike is by far the most common reaction.

But yeah, I agree with everyone else that those errata'd spells absolutely retain the traits buried in their original components.

Otherwise, one could also say there's no remaster rule on how to provide Somatic or Verbal spells at all, so you're outright unable to use any pre-master spell, period.


Abilities and effects that care about what you did with your previous actions or what yoi do with your next action do not carry over between turns. Yoi must use them at the same time as the thing they interact with. This has been clarified by Lead Designer Logan Bonner about 2 years ago.

So you can't use pacifying infusion with a 3 action impulse. Ever. (Unless there's a way to get quicken for infusions. I don't think so but Kineticist isn't exactly a class I'm very familiar with.)

Edit: Here's the source, if you're intersted.


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Both these spells are still part of the game. Stuff that's not plre-printed in PC1 is not delet3d from the game in any way. Using spells from the CRB is no different than using spells from SoM or any other book.


But neither tidal hands not air cushion are aura impulses. I'm not sure what you're trying to saying?


Future proofing, most likely. Just in case they ever release a stance Impulse that does not affect your aura.


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Spontaneous is better. I say that as someone who (subjectively) prefers prepared.

Witch and Wizard need more spells for free. If they are supposed to be flexible in their preparation, they should have access to more spells than a sorcerer has in his repertoire (Yes, I'm ignoring the handful of extra spells they get at level 1.). Giving both at least 3 spells per level up would go a long way to make them more attractive in my book.

The flexible spellcaster archetype has a similar problem. I can live with having fewer spell slots, but having fewer spells prepared feels terrible.


There's also plenty of other means to make enemies Off-Guard. If you have someone who focuses on Grab and/or Trip, you can often make do without flanking, for example.


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Bluemagetim wrote:

This is going to sound weird but +1 to hit while raging for fury barbs. Make them a little better at criting but its through fury instead of training.

Everyone' is going to say that's stepping on the fighters toes, but its not technically changing anything about their proficiency progression and its such a generic benefit that it fits generic fury.
In fact a +1 to hit and +2 to damage -1 Ac while raging is kinda reaching back to the 1e barbarian.

Last time I checked the math, a +1 to attack is roughly 15-20% increase in average damage. That would be way too strong on top of Rage Damage.

Fury needs better exclusive feats and maybe better damage resistance. Or more TempHP from Rage because "your Fury won't let you give in", or something like that.

Or maybe give it a level 10-ish feat that let's you choose a lower level feat from another instinct without being bound by its anathema. That could be fun.


Arachnofiend wrote:
SuperBidi wrote:
Arachnofiend wrote:
There is no need to switch to lighter armors unless you're worried about bulk, you don't get any more AC out of doing so. I don't know how that misconception is still around.
Increasing both Dexterity and Strength is not really useful, so it's more optimized to increase only one of them. And if you do, then you switch to lighter armor to remove the armor check penalty when you increase Dexterity and dump Strength.
Hard disagree. A Barbarian's choice for fourth boost is Int/Cha/Dex, which means that if you aren't making the extra investment for Intimidate then you may as well raise Dex. Sticking with your breastplate over full plate also saves you a feat (arguably two since you need Mighty Bulwark to really replace dex investment).

If you're investing in Dex anyway, you can also get the best of both (Max AC and good Reflex saves) by wearing heavy armor that does not have the Bulwark trait. I have a half-plate using Drifter gunslinger build lying around somewhere and it works out quite well.


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The Familiar alone doesn't make the witch better than the wizard, in my opinion. Not even with the patron abilities of the remaster witch.

The main draw of the witch compared to a wizard are of course focus spells and feats.

The Witch has a much broader selection of focus spells and while some are lacking, there are definitely good ones in there. The focus cantrips are still a bit hit or miss but unless you want an arcane patron, you can have at least one decent to good focus cantrip.

Feat selection for the witch seems vastly superior in the remaster. Stitched/Spirit Familiar, Ceremonial Knife, Patron's Clain, Cauldron, the lesson feats... It has become quite easy to fill all 10 class feat slots with good or even great stuff on a witch. Wizard feats got slightly better in the remaster but at least for me it's still impossible to find more then a few class feats I'm really looking forward to.

So... I would say the Witch is the better class, but Wizard is the better caster. If I wanted to play an arcane spell slinger first and foremost, I'd pick Wizard (and most likely grab the Witch Archetype).


The dedication could need some help. But seeing how the same is true for Fighter, which hasn't been changed at all, I doubt we'll get a buff.

But I still think going from unarmored to heavy armor is too much. YMMV, of course.


I mostly hope they remove or at least reduce the armor proficiency from the Champion archetype. It would be fine if it just gave you proficiency in the next "tier" of armor and maybe shieldblock or something like that. But going from no armor to heavy is too much. Not to mention that having this option it's yet another huge advantage for other charisma-based classes.


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You can hold it with one hand just fine.


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Come to think of it, having a Protector Instinct would make perfectly sense. It could trade the damage bonus for increased AC, more temp HP or other defensive bonuses.

That might be worth exploring further down the line, but I doubt we'll get anything like that in Player Core 2, since it inverts the whole premise of the class.

And another random thought I just had: The new Protection spell with its universal AC and save buff will make parties who favor defense easier to pull off. Your barbarian might want to dabble in magic a bit or be nice to your party's casters.


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Crouza wrote:

I don't think people really think things through when they ask paizo to get rid of the drawback to rage. The entire balancing point of giving you such large static damage bonuses and allowing you to use them the entire fight is because of that -1.

Without that, Rage damage and potentially Barbarian HP is going to be reduced. Or, Rage is potentially going to become an on/off state for the barbarian that is lost after 1 attack, and then has to be regained in combat. This brings a non-penalty rage in line with other abilities like Finishers, Spellstrike, and Unleash Psyche. Unleash Psyche is actually probably a good indicator of how Rage would be balanced, get a big bonus that lasts a fixed number of rounds, and then gain a negative condition that lasts a number of rounds.

Personally, I'd prefer rage remain as is. It's a risk/reward that works for the simplistic mechanic it is, and there's no reason to take apart a fence that's serving its job just fine as is.

I agree. The whole class balance would be destroyed and in need of desperate adjunstments if the AC penalty was simply. And I don't think (non-giant) barbarians are anywhere near as squishy as some people seem to think. The first few levels can be rough, admittedly. After the lowest levels, though, they have high HP, tempHP, above average saves, damage resistance at level 9+ and they are hard to flank. Deny Advantage alone can more than make up for the AC penalty in many situations.

The remastered armor proficiency feat also allows a barbarian to get full heavy armor proficiency all the way to level 18 (assuming they keep their current armor proficiency scaling). I expect more barbarians to go the way of the armored juggernaut in the future, which also negates the AC penalty.


While it's true that familiar outside of combat aren't exactly covered in the rules in any way, I would say taking part in a Ritual is a full-time job and takes more effort and time than an independent familiar can muster with its one action per round.


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You automatically recognize any spell you have prepared or in your spell repertoire. No check or action of any kind required. That's why Recognize Spell only triggers on spells you don't have prepared or in your repertoire.

Source.


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It's an unarmed attack. You can enchant it by using Handwalrps od Mighty Blows, just like any other unarmed attack.


There's no reason why you can't use it against bosses. They will be more likely to save or critsave, but that's true for all spellcasters.

That being said, the warprirst is ultimately still a support class. I'd be surprised if you actually find a situation in which Cry of Destruction is your best option in a boss fight.


Oh, yeah. There's none as far as I'm aware. I failed to mention that. My bad. I was trying to give the next best alternatives.


Atalius wrote:
Looking to wield a two handed D12 trip weapon does anyone have any recommendations? Don't want reach with it.

Scythe, Ogre Hook and Warflail would probably be my top choices. The bigger question is do you find a deity who has one of those as their favorite weapon and fits your concept (assuming you want to use your deity's favorite weapon).


Atalius wrote:
Kyrone wrote:

Marshal Topple Foe

Bastion Reflexive Shield + Additional Shield Block.

Blessed One Blessed Denial

Swashbuckler Charmed Life

Is Topple Foe typically regarded as better than AOO for a reaction? It is certainly higher level but we know a higher level feat isn't always a better one.

It's not about "typically better". It's about what works better for you and your party, if you are concerned with optimization at all. If nobody has Reactive Strike or similar reactions, knocking an enemy prone loses much of its value, for example.


Atalius wrote:
One additional thing, is it still better to play a Cloistered Cleric if starting at level 15 rather than a Warpriest or did they fix that in the remaster?

Better is relative. Since you no longer need charisma, accessing armor via champion is a bit awkward for a cloistered cleric. It can still be done, mind you, especially by level 15. But you might opt for general feats and/or Sentinel instead. Warpriest still saves you those feats. And it gets shield block, of course.

No longer needing charisma also means that warpriests are much more likely to max out their wisdom these days, which makes their spells more potent even if their proficiency is stunted.

If you want to go into melee, the master fort saves of the warpriest can be a huge advantage. And level 15 is somewhat close to the master weapon proficiency at level 19 (assuming your campaign will go all the way to 20).

So there's no general answer to which doctrine is better at any given level.


As with all mutagens, it provides a +1 bonus over what permanent items would grant at its level. +1 is a good thing in PF2. The drawbacks mean you should only use it on a ranged character and it becomes more effective if your ranged attacks aren't using max item bonus already. So things like lower level bombs or thrown weapons (without throwers bandolier) benefit the most from it.


Constructs: Yes.
Golems: No.

Though it might be worth waiting for Monster Core. Golem magic immunity was always one of the weirder rules and I think it was specifically called out as one of the things they want to clear up or outright change in the remaster.


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It is. Still a bit situational. To get the full benefit, you need to be injured yourself and you need an ally who is also injured adjacent to your target and you need to actually hit. But if that happens (and frankly, it's not terribly unlikely to come up), the feat is quite good. The fact that it allows you to heal yourself without triggering Reactive Strikes is also very good.


Correct. You basically get two 1 action heals for the price of one - IF your Strike hits.


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Warpriest was always viable.

The new feats, divine font and some other remaster changes (like the new actually useful armor proficiency general feat) easily push the new warpriest from viable to "amazing" in my opinion. A shield-wielding warpriest can have better defenses than most martials. And that's on top of 10th rank spells and tons of heals. I'll gladly take delayed weapon proficiency for that, personally.

No longer being MAD also allows the warpriest to multiclass more easily. You can reasonably pick up Spellstrike, Flurry of Blows or Reactive Strike with relative ease now.


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Finoan wrote:
What the old 2 flaws => 1 boost option did do that the current voluntary flaw system doesn't is allow for 2 stats at 18 at level 1.

This is incorrect. It was never possible to reach two 18s at character creation.


The new Remaster Spel Infuse Vitality (which seems to be the new version of Disrupting Weapon) says

Quote:
You empower attacks with vital energy. The number of targets is equal to the number of actions you spent casting this spell. Each target’s unarmed and weapon Strikes deal an extra 1d4 vitality damage. (This damage typically damages only undead, as explained on page 409). If you have the holy trait, you can add that trait to this spell and to the Strikes affected by the spell.

Emphasis mine.

Since the Holy Trait is added to the Strikes and not to the Vitality Damage, it should make the Strikes trigger Holy weakness of fiends, even if they are immune to the vitality damage, correct?


Atalius wrote:
SuperBidi wrote:
Atalius wrote:
Isn't Cackle still a virtually mandatory feat to take?

Far from it, in my opinion. An interesting feat, yes, a mandatory one, not really.

But it also depends on your Patron. Some will push you more towards Cackle than others.
For Resentment, would it be mandatory?

Nothing is ever mandatory. It saves you an action and costs a focus point. It's good, but you could easily take another feat without killing your build. You're still limited to one Hex per turn so if you want to support your Frontline with a Life Boost or two, you might find it hard to use Cackle all that often, for example.

Evil Eye is also one of the hexes that could be more effectiv, if you don't sustain them, depending on how your GM rules the sickened condition. If it ends with the duration, sustain becomes necessary. If it doenst end with the duration, it could potentially cause the target to waste one (or more) actions trying to get rid of it, which can easily be more ompatful than having the enemy stuck at sickened 1.


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I never had a problem with ancestry boosts. If anything, I'd wish we had more variety. There's too many ancestries with dex boosts and very few with strength.

The extra boost is easily balanced by the flaw and the fact that you're limited to a specific ancestry. Like if you want to play a sturdy cloistered cleric you're playing a Dwarf (or maybe a conrasu). If you don't want/need many of the Dwarf feats foryour character, you're still stuck with them.

Yes, I know dwarves have good feats for most characters. It's just an example. There's other ancesties that might have good stats for certain character builds but very few ancestral feats to support them - or vice versa.


Bleed damage always ended when you're healed to full HP.

Can't access my book right now but there's also always been a rule about counting damage dice. Now you say they put in a rule but nothing changed? Not sure I understand what you're trying to point out.

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