Sanityfaerie wrote:
Well. It should be Rovagug at least. Because he is. In practice it might be that new spawn of Rovagug teased in the stream. Or at the very least that thing might figure prominently in a Rovagug release arc.
Perpdepog wrote:
Thanks!
Captain Morgan wrote: That makes sense. Breath weapons are the iconic dragon thing and should be strong. But pre-remaster dragons tended to just be strong across the board. Made a new thread for some of the other monster types you mentioned: https://paizo.com/threads/rzs482qv?Monster-Core-Numbers-Changes I went through most of the iconic Pathfinder monsters and compared premaster and post-remaster.
Part 2: Drakes:
River drake: lost 2 points of AC, otherwise unchanged Flame drake: unchanged Jungle drake: unchanged Wyvern: damage from venom cut in half, otherwise unchanged Frost drake: mist breath now lasts until the breath weapon recharges rather than having its own 2d4 round duration, otherwise unchanged Desert drake: electricity resistance reduced from 16 to 10, also now has resist 10 fire. Attacks at +19 rather than +20. Fangs is now 2d12+10 rather than 2d12+8+1d6 electricity, claw is now 2d8+10 rather than 2d10+8. Sandstorm breath now deals slashing rather than electricity damage and the cloud lasts until the breath weapon recharges rather than having its own 1d4 round duration.
Some AC debuffs on river drake, wyvern lost a ton of venom damage, frost drake's zones were simplified, and desert drake lost some attack bonus and damage. Elementals:
Air Elementals ------------------------------------- Zephyr hawk: AC decreased by 3, otherwise unchanged Living whirlwind: gained the forceful winds action, otherwise unchanged Phade (invisible stalker): gained the new hush action, otherwise unchanged Elemental hurricane: breath weapon renamed to gale breath, otherwise unchanged Earth Elementals
Fire Elementals
Water Elementals
Water weakness was added to fire elementals, a few new abilities here and there to flesh them out, zephyr hawk lost some AC without gained compensatory hp. Genies:
Jann (janni): wish ritual vs. wish spell is huge. Attacks now have "all made one" which is some bonus elemental damage at the cost of base damage, it works out to the same total damage though. Fire resistance replaced with variable elemental resistance. Jaathoom (djinni): gained "naturally invisible" ability at the cost of 16 hp. Spell names remastered. Otherwise unchanged. Jabali (shaitan): lost electricity resistance, spell names remastered. Otherwise unchanged. Faydhaan (marid): -1 to damage rolls on strikes. Hydraulic torrent boosted to 5th rather than 4th level. Spell names remastered. Lost rush of water action, gained gift of hospitality instead. Ifrit (efreeti): remastered spells, gained "wings of flame" action rather than a fly speed.
Minor marid debuff, jaathoom changed how its defenses work, ifrits get a fire aura. Mostly a wash I'd think. Giants:
Marsh giant: spit rather than rock, which deals 5d6 rather than 2d6+14 (lower damage), hook shake is now drowning hook and doesn't require water or a check (it's just a Fort save). Twist the hook deals 2d6 rather than 3d6 persistent damage. Otherwise unchanged. Stone giant: catch rock is now swat projectile and allows it to block any projectile, plus throw back as part of the reaction. Throw rock is now create boulder and doesn't require an existing rock. Otherwise unchanged. Frost giant: throws icicles rather than rocks, which deal 2d8 + 3d6 rather than 2d10+9 (about the same) but are at -2 to hit compared to previously. Otherwise unchanged. Fire giant: makes flame rather than rock attacks, which deal 4d6 plus 2d6 persistent instead of 2d8+13+1d6 (lower damage) but are at -2 to hit compared to previously. Cloud giant: throw rock replaced with crushing cloud. It's basic a fort save rather than attack, deals slightly lower damage. Shadow giant: shadowcloak is now just the blur spell, but pretty much the same. Lost rock attacks, instead gained shadow chain, which extends their reach to 60 ft and forces a Will save vs. being teleported near the giant. Rune giant: lost rock attacks, gained an additional invoke rune option that increases reach to 60 feet only during giant's turn.
Rock attacks were swapped out for more flavorful options (which usually have -2 to hit compared to the previous rock attacks). Marsh giant damage mildly nerfed. Goblins:
Goblin warrior: unchanged Goblin commando: unchanged Goblin pyro: spell names changed: burning hands to breathe fire, produce flame to ignition, tanglefoot to tangle vine. Otherwise unchanged Goblin war chanter: spell names changed, otherwise unchanged.
Unchanged. Graveknight:
Graveknight: devastating blast changed from 6d12 to 11d6 (basically the same), wording of the curse changed a little. Pretty much unchanged. Lich:
Lich: siphon life replaced paralyzing touch, inflicts drained and gives lich temp hp rather than paralyzing. Spell names swapped to remaster versions. Otherwise unchanged. Paralyzing touch was replaced, that's all. Onis:
Mountain oni (onidoshi): lost 1 point of AC, hit points increased (even accounting for the lost regeneration), tetsubo is fairly equivalent to the old falchion attack. Lost its innate spells except for invisibility. Snow oni (ice yai): lost 1 point of AC, increased hit points even without lost regeneration. Chilling combo (double punch) no longer allows a save vs. slow. No longer slows with ice missile, which now deals 3d10+4+1d6 rather than 2d10+12 (deals 1 point more now on average). Lost its innate spells except for invisibility. Caldera oni (fire yai): lost 1 point of AC, increased hit points accounting for lost regeneration. Katana lost 2 points of damage. New ash form and dance of burning war. Lost its innate spells except for invisibility. Island oni (water yai): lost 1 point of AC, increased hit points. Spear lost 5 points of damage. Lost enveloping kimono. Gained swallow whole and some new abilities. Lost its innate spells except for invisibility. Massively overhauled. All of them lost a point of AC but got some more hp (even accounting for regen), fire and water lost damage bonuses. New abilities. Spirit weakness rather than regeneration shutoffs or fire/cold weakness on ice/fire yai. Lost all of their innate spells. Snow oni double punch no longer gives a save and also no longer has a slowing ranged attack. Proteans:
Voidworm: chaotic damage rolled into attacks, spell names remastered. Azuretzi: hit points reduced by 10, lost chaotic damage but only gained +1 to damage rolls in exchange, constrict DC reduced by 1 and constrict damage increased by +1 Keketar: hit points reduced by 30, chaotic damage rolled into attacks (same damage), prismatic sphere swapped for unfathomable song, spell names otherwise swapped to remaster.
Keketar and azuretzi lost some hp without replacement, chaotic damage was mostly rolled into attacks so they suffered less than fiends, celestials, aeons, or psychopomps did. Psychopomps:
Nosoi: spirit touch changed to shepherd's touch, otherwise unchanged Vanth: spirit touch changed to shepherd's touch, spell names remastered, otherwise unchanged Morrigna: spirit touch changed to shepherd's touch, spell names remastered, otherwise unchanged Yamaraj: spirit touch changed to shepherd's touch, spell names remastered, otherwise unchanged
Unchanged. Qlippoth:
Cythnigot: removed chaotic damage. Lost lawful weakness. Otherwise unchanged. Gongorinan: new Augnagar: lost lawful weakness, chaotic damage removed, bleed damage on strikes reduced from 4d6 to 3d6. Rotting curse DC is reduced by 2 and stage 2 now only triggers when the target takes slashing or piercing damage. Thulgant: lost lawful weakness, chaotic damage removed, quandary swapped for divine aura.
Lost their chaotic damage and lawful weaknesses, both without replacement. Few spell swaps, augnagar got a damage debuff. Vampire:
Vampire servitor (vampire spawn): unchanged Vampire count: unchanged Vampire mastermind: spell names swapped to remaster, otherwise unchanged Unchanged. All in all, it's mostly debuffs, especially to celestials/fiends/monitors, who lost damage across the board with spirit damage (except for some proteans and archons) and some individual ones (augnagar and tabellia) also took some additional debuffs to damage. There are also some AC and damage debuffs. Onis got massively overhauled, gaining more hit points, spirit weakness and losing most of their innate spells and regeneration. Most things weren't actually changed and were just scrubbed for OGL stuff. If people have requests for specific monsters that I didn't cover here, go ahead and ask! I'll try to look at them and compare.
Inspired my dragon thread (here: https://paizo.com/threads/rzs47mjo?Remaster-Dragon-AC) I decided to look at the rest of Monster Core. Haven't done the entire thing, but I targeted the most iconic monsters plus some random animals, and compared premaster and post-remaster versions. Here are my results, below: Aeons:
Arbiter: lost chaotic weakness, lost bonus lawful damage, remastered spells, otherwise unchanged. Axiomite: lost chaotic weakness, lost bonus lawful damage, remastered spells, otherwise unchanged. Akhana: new Pleroma: chaotic weakness replaced with generic weakness to spirit, energy touch lost bonus lawful damage and has -2 to damage rolls compared to before, spell attack bonus went up by +2, generate sphere is massively clarified but has same damage and DCs
Chaotic weakness and lawful damage stripped, otherwise pretty similar. Some of the high level ones have spirit weakness instead. Alghollthus:
Ugothol: remastered grab means restrained is easier to inflict for Drink Blood. Remaster spell names. Otherwise unchanged. Vidileth: slime swapped to shape flesh, which inflicts a choice of conditions rather than an affliction. Remastered spell names.
No real changes. Angels:
Cassisian: good damage removed, spell remastered, otherwise unchanged. Choral: bonus good damage removed, slam went from base 3d6+1 to 2d6+4 (same effective damage), spells remastered, otherwise unchanged. Balisse: good damage removed, spell remastered, otherwise unchanged. Tabellia (astral deva): holy rune updated, attack went from 2d8+22 to 2d8+14 base damage (huge drop).
Pretty much just good damage stripped off. Archons:
Zoaem (lantern archon): damage was changed to all fire, but didn't lose any damage in the switch. Some new abilities like "Behold!". Gained all-around vision. Qarna (hound archon): lost 5 hp. Gained all-around vision. Strikes deal much less damage than before (1d12+6 down to 1d8+6) but now has a ranged attack. Removed additional good damage. New abilities. Remastered spell names. Aesra (legion archon): gained all-around vision. Remastered spell names. Rekhep (shield archon): gained all-around vision, lost bonus good damage on attacks but holy lance is now a holy weapon which compensates for it. Now deals 2d8+11+1d4 rather than 2d6+10+1d6, which is actually a damage boost. No longer literally uses shield block, has a separate ability for that. Now has terrifying smite ability. Remastered spell names. Giylea (wheel archon): replaced good damage with fire damage. Gained detonate magic instead of antimagic field, remastered spells. Also gained archon's protection (retributive strike). Overall, gained all-around vision and lost bonus good damage on only qarna (hound armor) and aesra (legion archon). Not a lot of other changes. Azatas:
Lyrakien: removed bonus good and chaotic damage otherwise unchanged. Gancanagh: swapped mirror image for sure footing, bonus good damage removed, remaster spells. Kanya (lillend): hit points reduced by 10, bonus chaotic damage swapped for sonic damage and bonus good damage removed. Bunch of spells changed as well as remastered (gained charm, clear mind, swapped heal to soothe, lost hallucinatory terrain, lost darkness, gained courageous anthem and an ability that makes it into +2 rather than +1. Aeolaeka: lost bonus good damage, remastered spells, liberate the earth increased in DC from 32 to 35.
Some hp changes and ability DC swaps, going for both nerfs and buffs. Some new abilities on lillend/kanya. Chaotic and good damage got ripped off and not replaced. Bears:
Grizzly bear: AC reduced by 2, hp increased by +14 Cave bear: unchanged
Grizzly bear lost some AC and gained some hp.
Beetles:
Flash beetle: unchanged Giant stag beetle: unchanged
No changes. I know you were super worried. Boars:
Boar: AC reduced by 3, hp increased by 10 Daeodon: unchanged Boar lost some AC in exchange for hp, daeodon unchanged. Boggards:
Boggard scout: unchanged Boggard warrior: unchanged Boggard swampseer: unchanged except remaster spell name swap. Totally unchanged Cave worms:
Cave worm (purple worm): unchanged except improved grab hurts more with restrained. Benthic worm (azure worm): unchanged Magma worm (crimson worm): unchanged Unchanged besides improved grab hitting harder now. Cauthooj:
Unchanged Unchanged Daemons:
Cacodaemon: unchanged except lost evil damage Venedaemon: new Leukodaemon: unchanged except lost evil damage, spell names remastered. Astradaemon: jaws attack now deals d6s rather than d8s, took -1 to damage rolls on all attacks, claw now deals 2d6+8 rather than 3d6+9, lost bonus evil damage. Lost evil damage without replacement, astradaemon got majorly nerfed. Demons:
Pusk (dretch): hit points reduced by 9 to 36, lost bonus evil damage, gained +1 to base damage rolls on strikes. Otherwise unchanged. Brimorak: spell names changed to remaster, lost bonus evil damage, otherwise unchanged. Succubus: spell names changed to remaster, lost bonus evil damage, otherwise unchanged. Omox: slime ball to hit reduced by 1, base damage reduced by 2 and lost bonus evil damage on all attacks. Stinking cloud swapped to toxic cloud, which used to be cloudkill rather than stinking cloud. Remaster spell name swap. Seraptis: new Shemhazian: lost bonus evil damage on attacks, remaster spell name swap. Otherwise unchanged. Vrolikai: now level 20. Gained +1 to AC, +1 to Fort saves, +2 to Reflex saves, and +3 to Will saves. Also gained 65 hp. Gained +2 to all attack rolls, +1 to spell save DCs, +2 to strike damage rolls, lost bonus evil damage. Mindwarping DC unaffected. Lost death stealing gaze. Overall, went from moderate hp to slightly higher proportionally moderate hp, kept extreme attack bonus, armor class went from High + 1 to just High + 0.
Evil damage removed without replacement. Omox majorly nerfed, vrolikai upgraded to level 20 and it mostly seems to fit the bill with some minor proportional numbers nerfs. Devils:
Ort (lemure): lost evil damage, otherwise unchanged Vordine (barbazu): barbazu in terms of hp, AC, and saves. Attacks at the same bonus but dramatically lower damage, no infernal wounds, no evil damage. Lost 5th level dimension door. Sarglagon: lost evil damage on attacks, otherwise unchanged. Phistophilus: wish spell swapped with wish ritual and lost evil damage on attacks. Otherwise unchanged. Gylou: lost bonus evil damage. Otherwise unchanged. Nessari: literally pit fiends, loses the evil damage on attacks, remastered spell names. Otherwise unchanged. No real changes except vordine wholly replaces barbazu and loses evil damage without replacement. Dinosaurs:
Compsognathus: unchanged Velociraptor: unchanged Deinonychus: lost 2 points of AC, otherwise unchanged Pachycephalosaurus: lost 2 points of AC, otherwise unchanged Hadrosaurid: unchanged Anklyosaurus: unchanged Stegosaurus: unchanged Triceratops: unchanged Tyrannosaurus: unchanged Brontosaurus: unchanged Deinonychus and pachycephalosaurus lost some AC, otherwise unchanged.
The Raven Black wrote:
I don't think Szuriel would do this out of terror. But I can believe that the Bound Prince will put in an appearance, they've been hinting at that for a while.
Nicolas Paradise wrote:
Oh yes, I meant the art. I'm sure it'll be on the wrap-up post/inevitable YouTube compilation!
Nicolas Paradise wrote:
Is that from the stream?
keftiu wrote:
Oh I'd be thrilled to bits about that. Szuriel is easily one of the best Horsemen, and the Horsemen have never gotten an AP in the sun...
Breath weapon comparisons! There are only 4 remaster dragons that deal nothing but damage with their breath weapons, and I'm not going to get into the weeds by trying to compare pure damage breath weapons against breath weapons that also have a status effect (unless the effect is comparatively small and doesn't happen all the time). These are adamantine, diabolic, empyreal, and horned dragons. Below are comparisons for each age category, with any differences noted in parentheticals. Adamantine:
Dragons with same level progression (young at 9, adult at 13, ancient at 18): blue, bronze, magma, sky Young adamantine: DC 28, 8d8 ~ 36
Adult adamantine: DC 33, 11d8 ~ 49.5
Ancient adamantine: DC 40, 15d8 ~ 67.5
Same DCs across the board, some other breath weapons have much higher damage but also trade it in for a different shape. I'd say adamantine's breath weapon is a tad weaker than some of these but not by much. Diabolic:
Dragons with same level progression (young at 11, adult at 15, ancient at 20): gold and sovereign only. Young Sovereign: DC 30, 12d6 ~ 42
Adult Sovereign: DC 36, 16d6 ~ 56
Ancient Sovereign: DC 43, 21d6 ~ 73.5
Pretty much identical, gold trades a slightly higher save DC for slightly lower damage, sovereign is a point higher DC at ancient. Empyreal:
Dragons with same level progression (young at 10, adult at 14, ancient at 19): red, silver, cloud, forest Young empyreal: DC 29, 9d8 ~ 40.5
Adult empyreal: DC 34, 12d8 ~ 54
Ancient empyreal: DC 41, 16d8 ~ 72
Fairly similar as well, there are a few breath weapons with higher save DCs but most of them have slightly lower damage. Might be a very slight nerf at the highest levels, but it's pretty much identical. Horned:
Dragons with same level progression (young at 8, adult at 12, ancient at 17): green, copper, brine, sea Young horned: DC 25, 9d6 ~ 31.5
Adult horned: DC 31, 13d6 ~ 45.5
Ancient horned: DC 37, 18d6 ~ 63
Green is literally the exact same, the others trade in a slightly higher DC but are also bursts and lines. You can argue bursts are better, but it's a minor nerf if it's a nerf at all. All in all, breath weapon DC and damage is essentially the same as pre-remaster, maybe a little bit worse (but only a little, maybe by a point of DC and a few points of damage). So while strike attack bonus, strike damage, AC, and hit points have all declined a bit, breath weapons are similar.
Stats on dragon attack bonuses and damage! Premaster
Normal dragon Jaws attacks are almost universally at High attack bonus, with exceptions noted below. Young brass, young black, adult black, adult bronze, ancient red, ancient black, ancient brine, ancient sea, ancient magma, ancient sky, and ancient silver are instead at High + 1. Normal dragon Jaws generally deal a little bit above High damage, sometimes edging up to Extreme territory. Remaster
Diabolic, adamantine, and horned dragons have a Jaw attack at High attack bonus, and High damage. The exception is ancient adamantine which attacks at High + 1. Conspirator and empyreal dragons attack at High - 1 across all age categories. Fortune, mirage, and omen dragons attack at Moderate rather than High attack bonus. Damage on remastered dragon bite attacks is somewhere between High and Moderate. Conspirator dragons are actually a little below Moderate. So generally apart from linnorms (which didn't change) remastered dragon offense received a major debuff, with around more than half the remastered dragons dropping by 1 or 2 points to hit. Damage generally dropped from Extreme/High to High/Moderate.
Captain Morgan wrote:
That'll be easiest to do once AoN updates with monster core - currently I don't have the ability to automate Monster Core statistics. What I can tell you is that according to the GM core monster building guidelines, the average ACs for pre-remaster monsters are High, as a general rule. The average pre-remaster monster of every single level follows the guidelines for "High"-class AC. If you're curious, average saving throws tilt towards the following: Fortitude: Moderate for levels 1-5, transitioning to High or occasionally High - 1 at levels 6-24. Reflex: High for levels -1, 0, and 1, transitioning to Moderate by level 2, and Moderate or Moderate - 1 thereafter. Will: Low for levels 1-7, transitioning to Moderate by level 8 and staying there after that.
Castilliano wrote:
Without further ado...hp classifications for dragons pre and post remaster (yes, I built an actual computer tool for this, and yes, it includes things like weaknesses, resistances, and regeneration). Premaster, they're literally all closest to "moderate" hp values (the buckets are really narrow, but they're closer to moderate than anything else). Every metallic, every chromatic, every sovereign, and every primal dragon of all age categories has hp about 10-30 points above moderate. Except adult and ancient white dragons. Young are Moderate hp, but adult and ancient whites are High hp for whatever reason (likely because they only had moderate AC and every other type of dragon had more than that pre remaster). In addition, Tor Linnorms are closer to High than Moderate hit points. Meanwhile in the remaster... Linnorms of course didn't change AC or HP at all. Everything new has Moderate hp. In general they're within the actual Moderate range given in GM core, rather than being 10-30 hp over. Some of them are actually below the Moderate range but still closer to Moderate than Low. The exception is ancient fortune dragons, which are closer to Low. So in general dragon hp went down from pre-remaster to post-remaster by about 10-30 hp. Tl;dr dragon numerical defenses went down across the board, and the AC reduction is not compensated by higher hp. In fact, hp generally was cut by around 10-30 points.
Hey all, Just discovered something fascinating, which is that dragon ACs appear to have gone down post-remaster. Pre-remaster, dragon ACs could be sorted into a few different buckets, based on how closely they met the monster building guidelines for AC. For instance, all brass dragons (young, adult, and ancient alike) had the "High" value for their level, while all gold dragons were at the "High" value + 1. But not anymore! Premaster AC buckets: High + 0 for all age categories: magma, brine, sky, underworld, brass, blue, black
Silver and red both were High or High + 1 across the board but spiked to Extreme - 1 at ancient. Remaster Buckets: Moderate + 0 for all age categories: mirage, omen, diabolic, adamantine
What do people think about this? Good change? Bad change? Barely noticeable change? It's only around -2 to AC, but it's pretty consistent across the board.
Solarsyphon wrote:
Yeah almost everything that used to say "wish spell" now says "wish ritual" post remaster, in Monster Core. Which has a whole of interesting and wild consequences. This includes the fact that now resurrecting someone damned for making a deal with an imp (by accepting the imp's Infernal Temptation ability) requires exactly as much effort as becoming a god. Because the wish ritual explicitly lists divine ascension as an option for what you can do with it. That's why I'm curious what people think and how they'd GM some of this stuff, since diabolic deals to become a god haven't been things before!
Cole Deschain wrote:
Sarenrae is known for re-enacting the horror of Biblical Sodom and Gomorrah on the sinful city of Gormuz and smiting it with her flaming scimitar, with the result that it literally burned a hole to Golarion's core.
Wei Ji the Learner wrote:
I'd argue Iomedae isn't really evangelical in any sense, though she does crusade against evil for sure. And that Gorum isn't especially a god of murderhobos. He's just the god of "fight the good fight!" which can be taken to both good and bad extremes. Likewise, I can see Abadar serving a communist or socialist country just as readily as a capitalist one - there's still plenty of trade, banking, and law. The former USSR had central banks, after all, as do North Korea, Vietnam, and China, and all of them had/have fairly expansive legal systems. For that matter, Abadar's temple performs a very similar role to that the Knights Templar did in medieval Europe or Islamic merchants did in the Middle East. Chinese merchants were involved in making loans, changing currency, and investing as early as the Tang and Song dynasties in the 900s. All of which predate not only capitalism but mercantilism as well.
Powers128 wrote: Those might have been written without consideration of the updated grab rules I'm guessing Oh they absolutely were. Well, more accurately, they were copied over from previous monsters without consideration of the grab rules. Speaking of which. Mentions of the wish spell seems to have just been copy-replaced in Monster Core with the wish ritual, rather than the 10th rank spell manifestation. This means that people killed by norns and warsworns are now impossible to resurrect by means other than a Rare 10th level ritual capable of granting godhood, and that the ability to resurrect people slain by them is functionally no longer in the hands of the party unless the GM wants it to be. It also means that phistophilus devils can likely now grant divine ascension. I'm not sure if this is an error but it does seem notably more punitive.
So I was looking through Monster Core today, and I came across this gem. Similar to janni, and unlike janni it's a lot easier for the GM to twist. But it's certainly thought-provoking... Phistophilus devils are capable of granting wishes. Monster Core wrote:
Wish states that divine ascension is one of the possible benefits: Player Core wrote:
How would you run this as a GM, if a PC tried to sell their soul to a level 10 devil and become a god? Would it always go catastrophically wrong? Would the devil just refuse? What happens if you mind control the devil into thinking that this is a good idea? Are they even capable of making someone into a deity? Curious what people's thoughts are here, since it seems less "broken" and more "interesting".
There are several monsters with Grab/Knockdown/Push (and improved versions of the same) which do not have any sort of Athletics bonus that would allow them to actually use those abilities. Went through with a CTRL + F for Grab, Knockdown, and Push: Qarna archon (pg. 27) has Push but no Athletics training of any kind. This means it is rolling at only +3, at level 4. Its other skills are +10, and its attacks are at +14. It is unlikely to succeed on Pushes unless it rolls a natural 20. Phistophilus devil (pg. 90) has Grab but no Athletics training. This means it will be attempting to Grab with a whopping +3 Str bonus (+3 Athletics), at level 10. Its normal attacks are rolling at +23, and most of its skills are around +20. It cannot succeed on most Grabs even with a natural 20.
Ravingdork wrote:
Are there stats for remastered imperial dragons? They've always been among my favorites.
Deriven Firelion wrote:
Pardon me, don't mean to bring up a contentious topic, but back when we were discussing wizards and how martials tended to perform better, didn't you mention that long ranges were pretty rare in your group? I do think a lot of PF 2e does happen in 30 foot boxes, so it's much less of an issue than it might otherwise be. But overall I would agree it's a major downside...
Unicore wrote:
Honestly my concern is with changing up the pantheon right after player core (hell on wheels for a GM) and the fact that I think most of the existing gods are vastly more interesting alive.
Powers128 wrote:
I actually love divine access
Lucas Yew wrote: The new Diabolic Dragons, as they encompass everything I'd expect from a Big Bad Evil Dragon trope. Even better than the unmentionables of the same scale color, as after Smaug and Glaurung I expect European dragons to be more vile chessmasters than a brutish beast. Diabolic dragons are great. Very classic, very fun, they even make dragonfire burn through fire resistance.
Errenor wrote:
By and large...no! Look at fiends. No poison immunity. No cold/electricity/fire/acid resistance and vanishingly few immunities. Sure, devils still have fire immunity, but in PF 1e they also had acid and cold resistance, which is now gone. Gone is the demonic immunity to electricity plus resistance to acid, cold, and fire. Gone is daemonic immunity to acid, plus their resistance to cold, electricity, and fire. They're also no longer immune to disease (I'm sure someone cares). Even the minor fiends got fixed. Poison immunity was removed across the board. Qlippoth aren't immune to cold anymore, and just have some minor mental resistance rather than flat immunity to mind-affecting. They also don't have electricity and fire resistance anymore. Divs lost literally every resistance and immunity they had. Asuras lost immunity to disease, and their electricity and acid resistance. The same is true of celestials. Archons, angels, azatas, and agathions were stripped of every single resistance and immunity they had, which included immunity to petrification and lightning plus resistances to fire, cold, and sonic. Aeons lost all their resistances and immunities, including to poison and critical hits (ewww). Proteans lost their acid immunity and replaced it with variable resistance along with their sonic and electricity resistances, meaning that they now have to pick one rather than just having them all up all the time. They also lost their amorphous form quasi-immunity to precision damage and critical hits. Psychopomps lost poison immunity and electricity and cold resistance. This is so much kinder to blaster casters and kineticists it's not even funny. But wait, there's more! No more spell resistance, which was a 20-50% fail chance - now it's just +1 to saves vs. magic, +2 at worst, which is like 5-10% - and even if they succeed on the saving throw, it's not like it totally negates the spell like spell resistance used to. Constructs lost their immunity to Fortitude saves (except those affecting objects). Golems no longer have immunity to, like, SPELLS. PERIOD FULL STOP. That's sort of enormous. Undead lost their immunity to mind-affecting and Fortitude saving throws. That's half of all spells, roughly. I'd honestly say problem solved.
Sanityfaerie wrote:
I'm concerned it'll be Iomedae, guessing it'll be...Sarenrae? I'm not really sure who they're going to pick. Hope it's not Sarenrae either, though. Personally I'm not certain I want any of the remaining options to die - Zon-Kuthon would have been neat because of the implications for Shelyn, but the reverse is absolutely not true. We don't really need the designated edgelord of the Core 20 getting edgier because his gay sister died. Ick. That might have been novel in 1995, but today? Just no. And if Calistria dies that's just horror movie logic. The girl who has the most sex dies first... Ironically I may want Gorum to be the one that bites it even if I don't think it'll happen, because I don't care about him and almost nobody I know does either.
The Gleeful Grognard wrote:
Personally I have, ah, feelings regarding the whole sneak attack/poison immunity thing. In the abstract, I think it was fine - after all, you cannot poison something that isn't alive. You can't deal precision damage against the blob. Both of these are, to its credit, things Pathfinder 2e has kept. The issue came in with high level monsters and the monsters that had immunity being overused in general. Why is every single Pathfinder 1e demon lord, horseman of the apocalypse, archdevil, spawn of Rovagug, great old one, and empyreal lord immune to ability damage (goodbye poisons...), ability drain, death effects, charms and compulsions, energy drain, and petrification? Because those are contractual boss immunities - if your boss didn't have them, they would be sad and die fairly quickly. So most of those abilities were essentially impossible to use at high level. Huge swathes the game essentially disappeared once you hit level 15 (well, so did most of the rest of the game) because every single accursed creature was immune. Fiends, constructs, and undead were hugely overrepresented among the high level monsters as well, and all of them had immunity to poison (plus constructs and undead had their own further laundry lists of immunities, and fiends had silly quantities of energy resistances). Abominations in 3.x were an entire creature type with contractual boss immunities plus a laundry list of energy resistances. Again, because "if they can't shrug off one-shot abilities, what are they even doing?" being the mentality of the design. Pathfinder 2e has set a lot of this on fire. The incapacitation keyword removes a lot of the absurdity of "so why are all creatures above level [X] immune to the same random set of things?" and standardizing it as a power level thing rather than being ad-hoc laundry lists of immunities. I must admit I'm a fan of that.
The Gleeful Grognard wrote:
I think D&D's Forgotten Realms (not to mention comic books) have pretty conclusively proven what an incoherent nightmarish mess "rewrite the entire setting every time there's an edition change" actually works out to be in practice. Their god of magic has been killed and resurrected so many times she's like Schroedinger's Cat, you don't know if she's alive or dead until you open up the new edition.
Anorak wrote:
Arazni killing Sarenrae seems...unlikely. I think Arazni is supposed to be likeable or at least not actively hated by the entire Pathfinder fanbase afterwards. Even if it was accidental (as if), even if Arazni apologized (not her style), repented (which I doubt), and did penance (never going to happen) I think at least 50% of players would hate her guts for murdering the iconic Pathfinder deity... Especially if she then immediately ascended into the core 20 to take Sarenrae's place (no, not her literal place in terms of domains and stuff, but the open slot in the core 20). Icky implications on a million different levels.
Jan Caltrop wrote:
Valid question here. What even is the prismatic ray about, thematically? Is it defined by those three goddesses and their relationship? Destroying evil? Given there's a limited amount written about it, it's always been a little vague to me what it means and therefore what "changing" it would actually entail. Does it mean them hooking up with someone else? Someone in the pantheon getting a new job? A copy-paste edit to swap "destroy evil" with "destroy unholy"?
Squiggit wrote:
Hey, you can't disparage Rovagug too much! He killed a wet rat and Bilbo's more competent cousin, after all... But yes he's not really presented as a destroyer of worlds and devourer of gods in this, is he?
Arcaian wrote:
I suppose that's fair. It was just interesting because one of her primary motivations for being focused on redemption was the fallout from blowing up Gormuz. So I'd have expected a little more care.
The Raven Black wrote:
You know that's honestly fair. And hey. Sometimes you just need: VENGEANCE SHALL BE BROUGHT UPON THE GUILTY! THERE SHALL BE NO EXCUSES! A CLEANSING FIRE WILL BURN THEM! in your life. It's very liberating.
SuperBidi wrote:
Yup same. It's a good way to put it.
Shelynite Songbird wrote:
I once again beat my "PR suicide" drum on Shelyn dying precisely because of that. I've got a whole nine course meal of hats lined up if I'm wrong, of course. (I think it's possible she dies and merges with her brother, or he takes up her mantle and becomes some sort of off-the-wall crazy love-and-pain composite queer deity, but it's a lot less likely than him dying and the reverse happening was)
Ridge wrote:
I admit I was surprised that Sarenrae believes that "Imprisonment is not enough. Rovagug must die." given her status as goddess of redemption rather than, er, capital punishment. Also given the LAST time she decided to personally punish things related to Rovagug rather than try a softer approach. Pit of Gormuz and all that. Not that I think Rovagug actually could have been redeemed, it's just surprising given Sarenrae's history with the Beast. Good thing for all concerned it turned out a little better than last time...
Kittyburger wrote:
But what about Gorum! I'm so worried about Gorum! (to all Gorum fans out there...if you exist: I jest, I jest, but he's a tad bland for my tastes. He, Gozreh, Abadar, and Norgorber are probably the safest of the remaining deities though. Re-enacting the global financial crisis of 2008 with the death of Abadar is a little too on the nose...)
Thanks, Erin. I admit I'm not exactly surprised Rovagug isn't the one to get it. He was my "least likely to be killed" nominee, because killing him off would remove a very big villain from Golarion. Also, I'm just a little concerned Shelyn, Sarenrae, and Desna talk about divine murder on their dates. Yikes.
Veltharis wrote:
Ah, that's not really what I meant by "samey". I meant that in PF 1e, where you had total flexibility, everyone could (and many would) take the exact same curse. And many would take the exact same mystery. So there was like one viable build for the entire class. Now at least if you pick a different mystery you can't pick the same curse. Honestly I feel like the solution is to have more balanced options, but obviously that's not always possible.
Veltharis wrote:
Yeah this is very fair. In some ways I can see the perks of customization and letting people pick their curse. If only min-maxers or optimizers are liable to pick the "least bad" curse anyway, then who cares how flavorful the "assigned" option is for flames/storms/death/whichever - on the other hand, I think most non-optimizer players are also liable to not pick something too crippling, because of course they are. So things could definitely get samey.
Kittyburger wrote: I feel like the most likely deity to be announced safe tomorrow is Sarenrae. She's one of the two gods with an Iconic PC (Kyra and Seelah) and of the two, Kyra is by far the more well-known. Are we just getting another "safe" announcement today? Or also the reveal of the person who's toast? I can't remember which week is which. I was assuming the former since the latter wouldn't make much sense.
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