So if you're party smokes out the shocker lizards, what exact impact does that have on the enemies in the fort? My players smoked out the lizards, set fire to the barracks, dropped a boulder on the old watch tower, and rang the bell all at about the same time. They ambushed Jagraath in the bell tower and killed him all kinds of dead, and meanwhile the rangers and spell casters have decimated the few ogres left outside. A wall of fire has been cast over the entrance to the keep, making stepping out of it a dicey prospect.
As my party descends down the bell tower and sweeps the second floor, I think the shocker lizards need to be causing chaos on the lower levels. But I'm not entirely sure what that should look like, and I'm curious what other folks did for them. Did you kill off any of the ogres, or deal some damage to the named Fighters?
Of particular note is Lucrecia. She's in the basement, closest to the lizard warrens, so it seems likely they are going to come into contact with her. I'm not especially sure how she'll react and where she will wind up going.
Obviously the rules have some pretty clear examples of using Follow the Expert when Avoiding Notice or mountain climbing. But I'm curious how folks would let the tacric apply outside of those obvious examples.
For example, could your bard lead the whole party through a kick ass concert Performance? Personally I'd be inclined to let the circumstance bonus apply to the checks from the others, but probably wouldn't let them apply their level to an untrained skill. An expert could certainly help improve the performance of others, but wouldn't be able to reach you to play piano on the fly. (Well, maybe if they're legendary.)
What about social situations? There are verbal duels and influence checks that often require your whole party to take turns. Could you follow the lead of someone more adept with a skill than you, or would that basically negate wanting to hear from other members of the party?
How about if you need to sell a lie? Can you just go along with what your bard says even if you are directly questioned?
Any other interesting corner cases y'all can think of?
So in light of the "canon" ending for this campaign, I thought it might behoove me to make Azaersi's tale known earlier to the players. This not only makes her feel more concrete and mitigates the common AP problem of "absent villain syndrome," but it also makes her more sympathetic-- which may lead to parties being more interested in negotiating a peace with her.
To do this, I've come up with an Ironfang recruitment speech, which the party can overhear while on the run, or be reported on by a militia action, or whatever is most narratively convenient. I see this speech being delivered to a massive assembly of different monsters, which can be fun to describe to folks. I also see there being periodic banging of shields to punctuate certain key moments, but I haven't decided exactly where to place those.
I've constructed this speech mostly by Frankensteining bits of text from Trail of the Hunted and Assault on the Onyx Citadel, so all credit goes to the respective authors of those books.
You all know change has come to this land. Humans, once so proud and ubiquitous, are being forced into pens and having their homes snatched from their pathetic fingers. You have seen our banners. What you have not seen is our destiny. The glory that awaits not just the Hobgoblins of our Legion, but all monsters who rally to our cause.
Let me tell you all the true story of our glorious General Azaersi. Some say she is the last surviving hobgoblin general of the Goblinblood Wars, while others insist she was the brutal Shrikewood Slayer who plundered Molthune’s great forest for a decade. Still others claim she cowed a great god of the Darklands and bent it to her service. I tell you now: she is all that and more. But her story begins when she was little more than a child named Aza.
Aza had not yet come of age during the fiercest fighting of the Goblinblood Wars. She saw the last true stand of her kin in the Valley of Iron Fangs. Human soldiers vastly outnumbered the hobgoblin troops, and 5 days of brutal fighting killed 8,000 humans and the remaining 2,000 stragglers of the goblinoid army, and every man, woman, and child too young to fight. That’s right. Even our BABES are terrors to the soft skins. Aza awoke at the bottom of a mass grave, an Eagle Knight’s spear still piercing her stomach. But our Aza was too stubbord to die. She dug her way out of the corpses of her family while the humans celebrated their slaughter, and limped deep into the Menador Mountains to recover.
Her travels brought her into contact with other retreating hobgoblins— many of them fellow survivors of the Goblinblood Wars or orphaned in the conflict. They were Soldiers in need of a leader, and teachers who saw promise in the stubborn young woman. Resourceful, clever, and absolutely fearless after clawing her way back from the brink of death, Aza rechristened herself Azaersi— or Aza the Immortal for those of you who don’t speak the goblin tongue.
The Mighty Azaersi who emerged in Molthune years later was a very different woman than the Aza who died on that muddy battlefield. She formed a bandit company called the Ironfangs and plundered the Shrikewood, striking like lightning and fading away like mist before the humans could raise a response. Her experience honed her mind and reflexes into a vicious blade. Eventually, Molthune too took notice of the bandit-queen’s success and dispatched a regiment of soldiers to end it. Even outnumbered and ill-equipped, Azaersi’s Ironfangs nonetheless slaughtered the well-drilled Molthuni troops. In a pique, the Molthuni commander offered the hobgoblin an accord: Molthune needed soldiers whose actions it could deny and would be happy to arm and train the Ironfangs and then turn them loose on Nirmathi targets. And here, The Ironfang Legion was born.
The Ironfang Legion served Molthune loyally as one of its infamous “monster regiments,” mercenary units of nonhuman creatures, hired without official sanction to pillage during the conflict between Molthune and Nirmathas. Utilizing her new contacts, she recruited great allies. They included Azlowe, who leads the Cult of the Witch Eater and grows stronger from sapping the marrow from the bones of elf magicians in the name of Hadregash. Azlowe wears chains forged in Hell that thrum with divine power, and his razor fangs and teeth are larger than daggers. But in Azaersi he found someone fiercer still, and he realized her coming was a sign from Hadregash himself.
And when Azaersi needed a cavalry, she recruited none other than Kraelos Dragonslayer, whose mounted raiders tore a legend across the Storval Plateau. Kraelos recognized much of the confidence and poise of his old teacher, Lung Tag, who hailed from a nation of hobgoblins on the far side of the globe, who had taught the eager youth the ways of honor, patience, and service—to be a leader and a warrior, rather than a mere killing machine. Surprised to see this cunning in such a young upstart, Kraelos challenged Azaersi to a duel to see if she was all she claimed to be. Kraelos meant to fight her on foot, but she insisted he be at his best, astride his vicious war yzobu Drakestomper. The legendary duo charged across the battlefield at the hobgoblin woman, whose twin blades flashed out and did the unthinkable: unseated the great Kraelos. He then pledged his loyalty to the Ironfang Legion.
And Azaersi traveled deep underground to match wits with the cunning World Serpent, Goddess of the Darklands. Even the serpent, for all its power and knowledge, bowed its head to the girl who was once Aza.
The Ironfang Legion served with distinction and earned a reputation for innovative tactics and fearless soldiers, culminating in a devastating rout of Nirmathi guerrillas assaulting Fort Ramgate (now referred to as the Ramgate Massacre by its few Nirmathi survivors). But even as she took the coin from Moltune and lives from Nirmathas, Azaersi’s keen mind planned to take more. Azaersi would take a homeland.
General Azaersi learned brutal lessons from the failures of the Goblinblood Wars: stay mobile, keep your enemies confused, and build your infrastructure. Isger, for all its precious bolt-holes, offered little to support a true army— but Nirmathas, with its active mines and endless forests, could support an active war machine for centuries!
Join the Ironfang Legion! We shall help you take what is rightfully yours from the humans. Together, under our glorious general, we shall carve out a homeland where ferocity is honed, not culled for the sake of soft humans. Where our babes can grow strong, and then prove the humans are right to fear them! Where human hearts are cut out by our iron blades! Where we bind them to our will with our iron chains! Where we stomp out their descent with our iron boots! And where we shall rip out their f#@$ing throats with our MIGHTY, IRON, FANGS!
Specifically spells like Phantasmal Calamity. I think by RAW it just follows the standard rules for Line of Effect. It therefore treats the walls of a building no differently than a fireball does. So if your unleash it in a closed room it won't affect anything outside of the room.
But does that bother anyone else? It seems like a psychic event like that shouldn't really care about material per se. I'm sort of inclined to use the old PF1 standard of "The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it."
So I've read a lot of the conversation on these forums about racial sensitivity and inclusiveness and these things from important to me. I know Paizo is committed to doing better in these areas, and I have read some really good responses from James Jacob in particular about it.
All that being said: Having the player's first exposure to Golarion's Africa analogoue be literal baboon people and/or speaking in broken common feels off putting. I'm into the Analdi, and what little I've heard of book 2 definitely sounds like it prevents the people of the Mwangi Expanse in a better light. But that initial impression feels worrying, especially from the perspective of a player who isn't as well versed in Paizo's efforts towards representation as I am, and doesn't know they will be meeting less problematic African analogues if they keep playing.
I don't think this is an unworkable situation, but I'm at a bit of a loss as to how to handle introducing the Charu-ka in a way that doesn't risk making people uncomfortable, and I thought I'd ask if other folks had thoughts on the manner.
So we don't know when we are going to get the official monster creation rules, other than hopefully before the GMG drops in January. But you've got so many monsters to create, especially if you're running one of the more recent PF1 Adventure Paths. Luckily, we are starting to amass the tools to make your life easier.
Most of the actual theory is pretty well covered by Paizo's official conversion guide. Pick the closest existing monster you can find, slap a couple of appropriate abilities/actions/activities on it, adjust its level/CR to the CR of the desired encounter, and unleash it on your players.
But there are some tricks you can use to make this easier on yourself. First off, I recommend making a Microsoft Word document (or other similar program) for any given set of encounters. I have been doing one per book of an AP.
Now, you need to find a stat block to use as a starting point and copy/paste it into your word file. I recommend using pf2d20pfsrd. You can sort that list by level, name, family, whatever floats your boat. While Archive of Nethys is great, its monster pages are badly formatted for copy/paste purposes, largely due to font and background color. The d20pfsrd statblocks have much simpler formatting that copy into Word quite cleanly. What they don't have are action icons, but if you like those you can copy/paste them from Archive of Nethys or some other source.
You'll probably want to reduce the spacing between lines/paragraphs to save space. You'll also notice that if you copy the entire statblock, including the name and level of the creature, there's a dropdown arrow that copies with it. This is a great feature-- you can collapse all of your statblocks into a single line to make them easier to sort through and then open whichever one(s) you are currently using. When you are ready to make a new statblock, keep the previous entry expanded and paste a new one directly underneath it. The drop down arrows will keep them separated from each other automatically.
Once you've got your basic statblock, you can pick out the actions and abilities. That's just up to you, but there are lots of useful points of reference in the bestiary for what seems interesting and balanced.
Finally, you'll need to make sure the math lines up. This is the tricky bit, given our lack of monster creation rules. But if you want a quick fix, tqomins has compiled the median data on every monster in the bestiary by level. That includes AC, HP, DCs, and attack values. It also includes the lowest save, highest save, and middle save, which you can place as appropriate to your critter. It doesn't have some miscellaneous stuff like Weakness, Resistance, or Regeneration values, but you can find the closest level monster with those abilities easily enough and go from there.
Hope this is helpful, and happy monster making!
So there's a Gug savant who spawned a couple of gugs with the fiendish template in this book. But I've read everything I could find on the gugs of Golarion and I see nothing on how they reproduce. They don't have genders, so I'm assuming the abberations spawn asexually, but there's no information on gestation periods or anything.
I'm particularly interested in this because some dungeons have mechanics to replenish lost troops over time, which I think goes a long way towards making them feel like a series of static encounters the party can wittle away at one fight per day.
So my current idea is that gugs can gorge themselves on enough recently slaughtered creatures, they can literally just split off a couple of spawn fully formed. (Or fast growing enough to where they might as well be.) This includes consuming the bodies of other fallen gugs, which means that any dead gug bodies the party leaves behind can be recycled into fresh gugs.
I think this feels suitably horrifying for these awful monsters bent on slaughtering everything in their path and makes the dungeon feels more alive. But I wanted to confirm I'm not contradicting existing canon or anything before pulling the trigger on it.
Also, forgive me if this isn't the right forum. With the edition split I'm not sure where very specific lore questions should go.
The Nine Ringed Broadsword is one of my favorite PF1 weapons and there are some specific examples of it in my converted AP. So I wanted to convert it, probably using either the scimiar or battle axe as the base example and just adding the monk trait.
I lean to the former option because of the weapon's flavor text, but it occurs to me that Forceful is REALLY strong for monk who can throw out lots of attacks. On the other hand, it's not any crazier than a ranger dual wielding scimitars I suppose.
What do y'all think?
Been doing a lot of conversions, and one thing I've been running into issues a lot with is the limited amount of property runes and specific magic weapons. I'd like it if we had more of these. I know Hellknight Hill has at least one new specific magic weapon and Fall of Plaguestone has another. If expect other adventure path books to have more as well. I'd also assume the Lost Omen's Character Guide will have some.
What other products should we be on the lookout for to broaden our item selection? The World Guides? PFS scenarios?
Phantom Steed makes a horse that "only you (or another Medium or Small creature you choose can ride... The steed has a Speed of 40 feet and can hold its rider’s body weight, plus 20 Bulk."
So is "ride" defined as being carried by the horse or "driving" the horse? IE, it only responds to commands from its designated rider but can carry another living passenger, VS it can't carry another living passenger at all.
Most medium creatures weigh less than 20 bulk. There are a lot of spells that designate they can't carry another creature, like floating disc or teleportation spells. So there's certainly precedent for spells being able to distinguish between the matter of a living creature vs an inanimate object. On the other hand, one could also interpret this spell lacking that language as Phantom Steed lacking that restriction. But it does involve a pretty belabored definition of "ride."
This is a pretty significant matter for determining the value of the spell.
Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can’t use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that’s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command, a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please.
So a strict reading of this implies that your minion's actions occur during the action you spend commanding it. Which would mean you can't take your other actions between the minion taking its two actions. Is that the case?
Example A: You command your mount to stride up to the enemy, which you then strike. Can your mount then move away as its second action? Or is it's turn over because you acted again?
Example B: As above, you command your mount to stride up to an enemy and then you strike it, but your mount still has movement left. Can it use that movement to move away from the target?
Example C: Your horse acts as in Example B, but is using its Support Benefit. Can it continue its movement past the enemy?
Basically trying to figure out of the base system supports something like the PF1 Ride By Attack.
PF1 had rules for selling an enemy's spellbook, probably after you've already scribed all the new spells from it. But the economics of the secondhand spellbook market never made a lot of sense to me. You only need one copy of a spell, really, and then you can use that as a rental or teach it to anyone that asks, and then they have their own copy. If I already own a spell in my magical library, why would I pay for another? (Beyond some really specific things like having a back up vault of spells, but even that doesn't really require purchasing a book from someone else.)
PF2 doesn't have any rules for selling spellbooks that I can find, which makes me think this market is shut down. I'm pretty OK with this, especially since Common spells shouldn't really be worth anything. I could see turning a profit renting spellbooks or teaching spells, but that seems like a Practicing a Trade roll rather than just selling loot. If you find an uncommon or rare spell, that could have value, but it is probably easier to represent that by raising the level of the job rather than trying to attach a dollar value to the loot.
Anyone have thoughts on this?
The playtest version of the spell specified you could only concentrate on it to target a square once per turn. Now it seems to have lost that language and I can't find anything in the general rules for the Sustain action limiting it to once per turn for the same spell. But 3d6 3 times per turn for 1 minute seems like rather a lot for a 2nd level spell. Especially one with no MAP.
Hey folks, gonna post some stuff for those of you who didn't watch today's stream.
Logan's top 3 things in the Game Mastery Guide:
1) Monster Building Rules. Jason mentioned he's committed to not making us wait for the book release, and says they are close to being able to release it but he doesn't want to promise a specific date yet. They really want to make sure they have it right before they release-- though if there are any mistakes, they hope the community points them out so it can be fixed before it goes to print.
2)Victory Points. There's a unified system for building your own subsystems. Stuff like chases, research challenges, and more.
NPC list. Huge list of general NPCs. All will be human, but there are quick templates to change to dwarves or elves or whatever.
Mark's favorite thing: variance chapter. Chapter to show off how modular the game is and how easy you can house rule it. Examples Mark gave include gestalt (what if you got two classes) and giving everyone the pirate archetype for free.
I've had a few sequences like something out of a Tarantino movie where the party has sat down with an NPC they are suspicious of but don't want the NPC to know they about their suspicions. This creates really fun moments to use ruses to try and figure each other out, and then use Deception for initiative when it inevitably leads to violence. Really love those.
Athletics has come up a few times when people are racing each other to a specific destination. Sometime this is just two PCs seeing who can out-idiot the other by charging heedlessly into the next room, and other times this is from someone trying to stop someone else from reaching a specific destination via grappling.
I'm planning one fight against Rocs. I figure the birds will spot the party from pretty far away and there aren't a lot of rules to support a bird of prey in a dive or even how quickly objects fall in general. So I plan to let them dive bomb the party and then use Acrobatics to to double as their initiative and their Arrest Fall reaction. Their acrobatics bonus is lower than their Perception score, but this will allow them to begin the combat at their ideal striking distance. Still working out the distances for players who beat them in initiative. I'm thinking either the distance of a single move which is doubled for flying downwards (120 feet) or just putting the Rocs at their arrival destination 15 feet above the ground, potentially allowing the players to strike them with close range stuff before they start snatching people.
What fun shenanigans have y'all had?
That is to say, if I hit an object with Hardness 5 with a sword that deals 7 slashing and 2 fire, does the object take 2 slashing and no fire damage?
I haven't seen anything mention Hardness is applied differently against different damage types. But if it behaves like Resistance to all damage does, that's a serious boon to shields and construct armor.
As written, the Snare Specialist lets you make snares without consuming any resources. Bombs seem like a resource to me, but snare resources also seem like this weird Schrodinger's box thing. You don't consume them until you build it, but you had to have bought the supplies ahead of time...?
It would seem very strange if a Ranger could make bomb snares without knowing how to make the actual bombs though, so I think this might be a mistake.
Also, does your player need to roll a Craft check for every snare they puts down?
Rangers got a very cool feat called Warded Step that allows them to Avoid Notice and confer the benefit of that exploration activity to their allies, presumably letting said allies use other tactics. But I have questions on how this interacts with skill feats.
1) Does Swift Sneak allow the whole party to move at full speed, assuming no one else uses a tactic that requires half speed? Gonna guess yes here, as no special action is required from the party.
2) Can you use Foil Senses to shield your entire party from weird senses? Again, I think it would, but I don't have the best handle on how Foil Senses works in practice for a lone character, much less this trick.
3) Can your allies gain the benefit of "Follow the Expert" to their Stealth checks? By RAW, I'm not sure they can, but that seems exceptionally weird given the flavor of the feat.
4) Can your party gain the benefits of Quiet Allies? Seems like this might come down to where we land on Follow the Expert in the previous question.
Just want to make sure I have this right.
There doesn't seem to be a general rule on spell completion items I can find.
Specific types of items list requirements to use them.
Multiclass dedications don't seem to have the playtest language limiting spellcasting items to a level you can cast.
The only item I've found said limits on are staffs.
So wands and scrolls can be used by anyone with that spell on the list of their tradition.
So any divine caster, including someone who just took the cleric dedication, can use a scroll or wand of Heal. But you can only cast non-cantrip spells from a Staff of Healing if you can cast that level of spell.
How am I doing?
I feel like I've still barely scratched the surface of this book, but I've got thoughts guys. Mostly good ones. I keep noticing a feat or spell that existed in the playtest and I took for granted as remaining the same, only to notice their is a subtle but awesome improvement. Sometimes it is as simple as moving a high level feat to a lower level. Other times it is from a tweak to the general rules from the playtest I don't immediately notice. So many goodies.
First off, skill feats. They are significantly improved. Some could still use some more improvement and some skills still feel under-served. So I have decided to keep my re-writes in play for the time being, with some exceptions where the final CRB solution was better than my own, like Assurance. if nothing else, there are some things like Object Reading that will probably get printed by Paizo eventually but serve as fun design space to explore in the meantime.
Next up is class feats. Good gosh guys, there are so many good class feats. I'm not sure they have fixed the customization bottleneck of the playtest, but part of that is that I just want all the class feats. Especially the higher level feats-- there are so very many good options. And while I really like the idea of giving players more class feats, be it through auto-scaling feats or more extensive class paths or just class feats at odd levels as well, I have also noticed that this takes character building into overly confusing territory for some of my players. It might be LESS confusing if these were built in assumptions that are written into the book, but Paizo might have known what they were doing with setting this as a baseline.
I find the Ranger a particularly interesting case study. First off, lots of improvements to their core chassis for combat between stronger edges and not being forced to pick a weapon group. There are a few duds in their class feats that feel like they should have been made a scaling benefit of a previous feat (Monster Warden) or are a glorified skill feat (Swift Tracker). But even these feats are appealing to certain players-- one of mine really wanted Swift Tracker for example. I gave it to her as a Ranger exclusive benefit of Experienced Tracker, but she would have been perfectly willing to pay the skill feat for it, and frankly she would have still been fine as a combatant. Meanwhile, some feats that fit these criteria in the playtest are now strong enough to warrant a class feat. Snare Specialist, for example, now lets you make free snares each day the way an alchemist makes free items. That feat alone made Snares viable, IMO.
There are some interesting oddities in feat prerequisites. For example, Sudden Leap no longer requires Sudden Charge. Lightning Snares is basically an improved version of Quick Snares, but it doesn't require Quick Snares. (It does require Snare Specialist and master crafting.) I think this means some feats are meant to be retrained if you can replace them with their top end version. That's a very interesting design space, especially when you consider any given specialty for a class seems to have at least one feat per level dedicated to it. If you pay your best feat towards your specialty, you can use your lower level feats to get lesser benefits towards other things. That seems like it has potential that would have been worth further exploration. For example, what if you when you got Incredible Companion, you could retrain Mature Animal Companion? I'm very intrigued by this idea, and would like feedback before trying it out with my players.
The new armor paradigm takes some getting used too-- in general, if you have high strength and decent dex your choice of armor feels like it is mostly a flavor decision. But you can still get some pretty sweet benefits without it feeling punishing or locked into any particular class.
There are more errors in the book than I'd like-- I guess I just had unrealistic expectations for a first printing with this many revisions, though. Usually I can suss out the intent based on other rules or developers commentary, and I'm sure most of this will get fixed eventually.
I like that they added Jousting to lances. Still not sure how I feel about the lance not giving you reach while mounted, but I'm gonna try running it as written for now. It seems like the lance having deadly and extra damage on a charge makes it a decent trade-off for only doing a d6, compared to most d8 one handed weapons, even if it loses reach. I guess having the reach would make it the default option for mounted combat like PF1, which they probably want to avoid, and it matter less than the playtest given weapon specialization replacing some damage dice. Still trying to make heads or tails of the Horse support benefit, because it makes no sense as written, but I'm assuming it was intended to work like the playtest for now. Alternatively, it might have been intended to do quadruple the jousting charge damage, but that seems excessive.
I'm not sure how striking an unattended object works-- usually their AC is so low most characters would crit them on a strike, but I don't think you should be able to crit a wall for example.
Finally, I want to say I love all the language and steps to make the game more inclusive. The playtest did a lot on this front, and the final CRB does even more.
I love this book and am gonna have to buckle down and read it cover to cover.
So I know we are getting Lizardfolks in Lost Omens this year, but I've got somebody playing one in my Rise of the Runelords game and I don't want to wait. So let's talk about Iruxi, and what we know about them.
Zel from Oblivion Oath was our first window into them. We know he has a heritage (called Riverlands IIRC) which grants him a 15 foot swim speed and the ability to hold his breath hella long. (Did we get a definite amount of time here?) He wears leather armor and has claws which are finesse and agile, either doing a d4 or d6. He's got a 12 in strength and since he gets Dexterity to damage thisis a possible indication that Iruxi get that as one of their set boosts. He seems to have 8 HP from his ancestry.
The Bestiary has lizardfolk, and some very interesting discoveries there. First off, their Cold Blooded weakness is gone-- probably to make them more suitable as PCs without a glaring weakness. They also lost their claw attacks -- instead they have d6 jaw strike which seems to have no traits and d4 tail strike that is agile and finesse.
2 of the 3 have 20 foot swim speeds while the other has a 15 foot speed. They all have the same land speed, so I'm not sure what the deal is there. They can all hold their breath for hella long, at 15 minutes, 17.5 minutes, and 20 minutes. I'm not sure how those specific times are calculated though. They all speak Iruxi and Draconic but only the scout speaks common.
Two of the lizardfolk have the "Terrain Advantage" ability from the playtest, allowing them to treat non-lizardfolk in difficult terrain or in the water without a swim speed as flat-footed. (The latter seems kind of irrelevant since creatures without a swimspeed are already flat-footed in the water, unless this overrides things like the Underwater Marauder feat.) They all 1 higher AC than their level+2+Dex would suggest. While monsters aren't built like PCs, most of the humanoid NPCs in armor I've seem to follow the same rules for AC. They seem to get a +1 "natural armor" thing.
Now, let the rampant speculation begin. I'm guessing based on the stats of Zel and the 3 NPCs that Lizardfolks get boosts in Strength, Wisdom, and a free ability score, and a flaw in intelligence. They lack the enhanced senses of other ancestries, the speed of elves, the extra hit points of dwarves, or the flexibility of humans. So they probably got those jaws and tail strikes to make up for that, which seems fair. I'm guessing either training in claws comes from an ancestry feat or Zel's not using the same rules that made it into the final version of the game.
Despite the NPCs mostly not knowing common, I don't think the Xenophobic PF1 trait is coming back because having a PC that starts without common is obnoxious. Especially if they need 12 intelligence to offset it and have to get past a penalty. Similarly, I'm guessing the extra natural armor is a monsters only thing since Zel wears armor, although there should be an option to snag something similar. Which brings me to: Lizardfolk already had 5 heritages in PF1.
1. The default Riverlands.
2. Cliffborn: hailing from mountainous rainforests, they had a climb speed instead of a swim speed. I'm guessing they will start out with something akin to the Woodland/Jungle elf and get feats to improve their climbing later.
3. The Unseen: Racial stealth bonus from the ability to change their scale colors a la the Chameleon. Or Chameleon gnome in PF2 balance terms.
4. Sandfolk: Desert dwelling scaly boys covered in thick, horny scales. They lose the Deep Breath stuff for the ability to spit poison. The Forge Dwarf is a good example of a desert heritage, but spitting poison seems like a hard ability to balance for PCs.
5. Lizard Scion-- these were born only once every few generations, grew to large size, and lived twice as long. I think making a Scion to be who is still growing out of medium could work well--they don't get formerly honored as scions until their 100th birthday even if they start showing the signs, which leaves plenty of wiggle room to be an adventurer. I'm playing around with the idea of letting them grow to large size around 9th or 13th. It certainly shouldn't be overpowered since Barbarians start doing it at 6th, but they can shrink down to avoid getting stuck. But feats like Quick Squeeze could help offset this.
More importantly, the Scion strikes me as the best place to put an option for going unarmored, which is a pretty big trope for lizardfolk, and really shouldn't be limited to monks. I haven't quite worked out the mechanics yet, because it needs to not become overpowered on a monk, but I'm drawing some inspiration from the Animal Skin barbarian feat.
Coming soon: Iruxi heritages by Captain Morgan. We will see how close they wind up looking to what Paizo winds up putting out, eh? Also probably gonna do one for an Oread Heritage.
So I know everyone is eager to get their hands on class specific stuff, but I'm sure that's going to get held under the microscope plenty. But the general rules have been tweaked as well, and potentially in ways that are easy to miss. Even when we all have our books, it seems worthwhile to try and highlight these little changes.
Subsist, the equivalent of the PT's Survive in the Wild downtime activity, can now be performed during a full day of exploration by taking a -5 penalty. Combine this with the significantly buffed Forager feat and you never need rations again!
Stealing or Palming an object that is closely guarded (such as in a pocket) is now something that can be done at a -5 penalty without a feat. The Pickpocket feat lets you ignore this penalty, among other things.
Staffs have taken a big overhaul as well, but that might be a little bigger than I want to get into at this exact moment.
Please don't bog this thread down talking about specific feats or discussing the merits of these changes. Make another thread for that. The purpose here to chronicle the changes so people are aware of them.
So I have been running this campaign in the second edition playtest rules, and plan to convert to second edition proper very soon. Book 2 was very fun, although a little easy as most of the enemies were very low level ghouls. We are currently just getting to Graul farmstead, but I'm looking ahead at Black Magga down the line. She's been hyped up already with some gather information checks, and I look forward to the "oh crap" moment when she shows up.
The problem is making sure she is survivable. In PF1, the enormous room for breaking the optimization curve meant many group not only survived her, but outright killed her. In PF2 the math is much tighter and level matters much more. Assuming they are level 9 when the fight goes down and she's level 15, even their martials buffed by Inspire Courage will need a 17-18 on the dice just to hit her on a first attack, an she's probably going to have a 50% chance to crit any of them on her first strike. That's before touching her damage resistance and myriad horrifying special abilities. She's gonna be auto-succeeding saving throws and critically succeeding many of them.
I can't see anyway the party can go toe to toe with her, so it basically seems to come down to whether they can distract her while keeping a distance. The Ranger can take pot shots from 200 feet away, the casters can fly to stay out of her reach... And they can hope for the best. I'm hoping I can instill the adequate sense of danger for them not to try anything more ambitious. The casters zooming 120 feet up firing magic missiles seems like it might buy 4 rounds.
I don't really want to diminish her by lowering her stats to where the melee folks can stand and bang with her, but I'd like to keep them contributing too. I've read some snippets about folks running her more like a natural disaster or something the party needs to drop buildings on. Anyone have recommendations for stuff like that? Ways the melee folks can be helping to evacuate folks while the ranged and fliers keep her distracted?
In all the hubbub about fans getting their books, we haven't been talking about the stream much.
Fly now lasts 5 minutes instead of 1 and makes you fly at 20 feet or your land speed, whichever is faster.
Focus pools may be capped at 2 or 3 points? Not sure what the deal is there, but Logan made a comment that seemed to imply it. Also, we have confirmed sorcerers don't need to rest or do any special activity to Refocus, it just happens automatically. Clerics of healing deities can also Refocus from healing people.
Monster Identification is confirmed to have a table telling you what skills are tied to different kinds of monsters. One interesting thing is that Craft can be used to Recall Knowledge about constructs, as well generally evaluating the construction of objects. Sounds like this replaces Knowledge Engineering.
Skill DCs are going to have a "by level table" for stuff that should be rated by level, but the UTEML static DCs also got some elaboration. Sounds like they will be +/- 2/5/10 from their base levels to adjust for different difficulty levels.
All right, gonna start with the Luis Loza episode.
The Living Monolith archetype will lean into the tough rock guy thing. One example is an option to only have your dying condition increase on a CRITICAL failure on a dying roll. Seems to make it nearly impossible to die without enemy's focusing fire on your unconscious body.
Hey hey hey folks, more live updates. This is going to be a slow one because it is a 3 hour episode that doesn't have easy rewind and I'm about to go into work. Level 7 characters up in here.
Champions have weapon specialization damage they add on top of strength, no surprise there since fighters and barbarians had similar stuff.
Stunning Fist now seems to trigger where fierce flurry did in the playtest: when you land both flurry strikes on the same target. The target makes a fortitude save to avoid being Stunned, which is now a numbered condition. If I heard correctly, it was stunned 1 on a failure and stunned 3 on a critical failure.
This is nice change compared to the playtest, where Fierce Flurry and Stunning Fist were often at odds with each other. Not sure if Stunning Fist is a feat or a feature.
Speculation: Stunned may have replaced Slowed as the "lose X actions per round" condition, which would be dope for the monk.
Gonna live post this as I listen through.
Logan on MAD Monks: Strength and Dexterity are gonna be important to all monks, but there are different ways to play to both. Ki powers are optional, and not all have DCs, so not every monk needs wisdom. From this we can infer that while ki power DCs are Wisdom based, the size of the focus pool is not. This is strong evidence that characters only start with one focus point regardless of stats, especially next to Oblivion Oath's Karina.
Players non-lethally took down the Faceless Stalker masquerading as Aldern Foxglove before he could escape the townhouse. I gotta decide what he can reveal to them. He's been reporting to Ironbriar, so he would almost certainly know about the Seven's Sawmill. But I don't see why he wouldn't know about the Shadow Clock either, so a party could potentially skip the Sawmill-- or at least do it out of order.
It is possible that the Stalker's been kept intentionally in the dark about its mistiness's true location. I'm also not entirely clear if the thing has been charmed like the ones in the clocktower were, which could certainly impact what it shares. The thing does try to flee the city rather than return to Xanesha a failure though, so there's obviously a limitation to how much of a puppet he is. I'm sort of leaning towards him being charmed as a way of foreshadowing Justice Ironbriar being charmed. Give some creepy hypnotic dialogue hinting at being charmed yet still fleeing from her. "To know the Mistress of the Seven is to love her. To love the Mistress of the Seven is to fear her."
I'd also like to drop evidence that the escaped Nualia has visited the Brotherhood of the Seven recently per the book's suggestion, and think the Faceless Stalker might be the best opportunity to do that. The party's grudge against her would probably serve to get them to hit the Sawmill first, if nothing else. Not entirely sure what that should look like, though. It could be as simple as mentioning that the last time the Stalker reported in there was an Aasimar Woman with a demonic arm.
Even if the Stalker can reveal the Shadow Clock's significance, I lean against him being able to reveal its defenses. He might be able to provide some insight into the Sawmill's though, which could further encourage the party to stop there first.
Per Corie Marie's request from #MyPathfinderSpoilers, let's move discussions of the reveals over here.
Summon Monster is a 1st level ability heightened to 10th level, not a 10th level spell. If they created a 10th level summoning spell (which is a pretty obvious thing they will do, even if it isn't in the CRB) it would be significantly stronger. Heightened spells shouldn't be as strong as higher level spells. The closest thing we have to a 10th level summon spell is Primal Herd, which does indeed seem much stronger than a Phoenix or a Boar Demon.
Erk Ander wrote:
You ignored the bold bit there. That composite longbow required significant gold investment to upgrade to that point. Cantrips are free. A caster shouldn't be able to do comparable damage at will for free, especially when you consider at will damage tends to be biggest contribution a martial character can make while the caster still has, you know, spells.
If a caster wants comparable at will damage, they need to invest comparable resources at bare minimum. We know a cleric of Erastil could invest in that longbow and further boost it with the Divine Weapon feat, for example. And there may be ways to boost cantrip damage through wands, staffs, or other items.
So the caster dedication feats have a bit of text that reads "You can use wands, scrolls, and staves, but only for spells of a spell level you can cast." Does this refer to spell levels you can cast through your multiclass archetype, or spell levels you can cast at all?
To illustrate, let's say you are a 10th level cleric who took the Druid Dedication. You get a standard staff of fire, which has up to third level spells.
1) Can you just the use staff at will as a caster with 5th level spells? Or can you only cast the cantrip since that's the only primal spell level you can cast?
2) If our caster took Basic Druid Spellcasting, they could definitely cast anything from 3rd level or below from the staff, right?
3) Can you convert cleric spell slots into fireballs through the staff?
4) If the answer to 3 is normally no, what about if you use Trick Magic Item?
"A wielder who is considered sinful or virtuous (see page 416) with the same type of sin/virtue as a runeforged weapon he wields becomes more aware of danger around him—gaining a +2 insight bonus on Initiative checks and a +1 dodge bonus to AC."
This should be straight forward, except that each type of weapon has 3 different sins/virtues "associated with it. The 2 that are combined, and 1 that is opposed. And the names on the Runeforged weapons don't really clue you in as much I'd like. I think what I'm seeing is that the name of the weapon corresponds to the first of the listed schools of magic, and I'm guessing that this is supposed the be the sin/virtue that resonates in the wielder. So for example:
Dominant/Commanding (opposes transmutation): A union of enchantment and illusion magic, a dominant weapon functions as a bane weapon against transmuters.Enchanment is listed first in the union, and Dominate and Command are both functions of enchantment, so it seems to be the primary school here. So I'd guess that a wielder who embodies the sin of Lust or the virtue of Love gains the initiative/AC bonus.
This system can be applied to almost all of the sins-- except for:
Covetous/Charitable (opposes evocation): A union of conjuration and abjuration magic, a covetous weapon functions as a bane weapon against evokers. Following the formula, conjuration is the primary school, so Sloth/Zeal should be the sins/virtues for the wielder. But the weapon's name clearly refers to principles of envy/charity, as do Jealous/Trusting Weapons. There's nothing among them that actually feels associated with Sloth/Zeal.
Also, it isn't consistent if the names correspond to schools or sins/virtues. For example, Dominant/Commanding feels pretty linked to Enchantment, but not to Lust/Love. One could dominate in a lustful interaction, but Commanding doesn't feel like it would be part of love. Meanwhile, Sadistic/Compassion feels like a clear reference to Wrath/Kindness, but it doesn't actually invoke evocation in anyway.
So yeah, what do?
There are a few things I've noticed in the playtest rulebook that never got patched in the updates. Some of it seems to just be typos, like the damage progression on Telekinetic Projectile, but other stuff seems to be referencing rules that aren't in the playtest rulebook but presumably were at some point. (For example, the fighter feat Improved Brutish Shove lets you use Brutish Shove against creatures up to one size category larger than you. But Brutish Shove didn't have a size restriction in the first place as written, and the general Shove action works on creatures up to two sizes bigger by default.)
Should we be pointing this stuff out at this stage, in case the editors haven't yet? Or is the rewrite of the book too drastic to bother? For example, I wouldn't do this for anything in the first chapter because I know Jason completely rewrote that.
I keep seeing new players using their skill increases to train new skills. And it kind of makes sense, since taking a skill to expert is +1 where taking it to trained is +4 and nets you trained only uses. But they don't realize that there is a dozen ways to get more trained skills and almost nothing to get more skill increases. Or how important those increases are for unlocking skill feats. It is a trap. I mean, technically you could want less skills above trained? But I can't think of it ever being a good idea.
Unless skill increases become significantly cheaper than the playtest (which is quite likely to be fair) then I feel like skill increases should only work on stuff that is already trained. And even if they do make those changes, since I also want more feats which scale with proficiency like Cat Fall, increases seem like they are the better option. I guess when we start talking about not adding your level to stuff that might change though.
The Oracle was probably my favorite class, and I was looking at the Winter Mystery recently and it occurred to me how many improvements I expect the PF2 Oracle to have.
*Replacing X times per day revelations with a shared focus point pool feels way better to me, especially for a caster that is supposed to be spontaneous. I could see Oracles becoming the master of focus spells, given how many revelations they got in PF1.
*Spontaneous Heightening on Heal and Harm seems pretty dope, especially if Harm damage gets buffed like I'm expecting. Very nice for allowing darker themed Oracles to still provide healing.
*Spontaneous Heightening plus easier retraining means I can specialize in summoning without it completely taking over my spells known.
*I get the same spell level progression as the cleric, which will help me feel less like I'm playing a bargain bin cleric in order to get that sweet sweet flavor.
*Revelations to fit with class feats very well.
*Curses offer an interesting alternative to anathema.
*Demoralize makes being charisma based so much better.
There's also lots of stuff I'm just curious to see, like whether we still get a Battle mystery when multiclassing Fighter or Champion can get you the weapon and armor proficiency so easily. Or if they will get Bard or Sorcerer spell slots. I'm also hoping the divine spell list gets improved to make their base line casting more exciting.
Oracles rock my socks and I think they have the potential to rock even harder in PF2.
Once you have finished your actions, time begins to flow again for the rest of the world. If you had created an effect whose duration extends past the end of the spell, such as a wall of fire, it immediately affects others again as normal, though it doesn’t have any of the effects that normally happen when you first cast the spell.
So that means that if you cast Black Tentacles or Scintillating Pattern, which affect creatures when you cast the spell or if they end their turn in the spell, the creatures won't be affected when time resumes? And they will only be affected if they end their turn in it?
Seems a little counter-intuitive given the spell just instantly manifesting around you from the perspective of targeted creatures, but that seems to be my reading.
I know they aren't for everyone, but they are very helpful to a big chunk of people, myself included. I think it would be really good to put it on the front where we have space for actions and activities, plus reactions and free actions.
For actions, activities, and free actions, you simply need to leave the triple action symbol, but empty like the proficiency bubbles are. You can fill in the corresponding number of symbols, or leave it blank for free actions. We probably don't need anything specific for reactions if they get their own area, as a reaction is always just a reaction.
I dunno, seems like we have the space for it.
I think if there is a mechanic that could be ditched completely, this would be it. I think I sort of get the idea behind them. It makes elixirs feel less like magic and more like science if the change happens a little more gradually, and there are some tactical considerations to when you drink various types of elixirs, such as more powerful mutagens having longer onset times. It also could serve as a control factor for Quick Alchemy allowing spontaneous access to the entire formula book.
But like... man is it adding complexity. Trackings rounds can already be tricky, especially when temporary conditions are involved. Now tracking how long it takes those conditions to start? Ouch. You don't know how much longer a combat will last, either, which makes cracking one of these open a potential waste of actions and resources.
And mutagens, let's talk about mutagens. As their duration and effect increases, so does their onset time. How often can you predict a combat or a skill check with enough accuracy to know when to guzzle one, or which one to guzzle? They already have drawbacks built into them which hurts their appeal. Do they need this level of complexity? Now, there are Research Fields and class feats which allow you to reduce or ignore onset times. But having to spend resources to remove such a burden seems pretty onerous, and runs counter to a design goal our boy Jason laid out recently.
See, in his January interview with Know Direction, Jason described what his ideal version of Pathfinder looked like. It was something that was easy to learn to play, but you could discover huge depths to plumb. He wanted the complexity to be opt-in. You choose your own level of complexity when you select your feats, rather than expecting a baseline of that complexity as the bare minimum to play. Onset times being a default you can toggle off with a feat is the exact opposite of this. It makes an aspect of the game harder to understand and enjoy unless you opt in to make it easier on yourself, at the expense of other cooler feats.
On a related note, I think elixir bonus types might be suffering from some of this. They always provide item bonuses. Generally speaking, a mutagen will provide a slightly higher item bonus than magical equipment of equivalent level. But this makes it harder to figure out the effects of X elixir on Y party member. I don't even think you'd need to create a new bonus type. Even just making them into conditional bonuses would mean they would mostly just need to compared to spells, which feels a lot more intuitive for a temporary effect from what is basically a potion.
This would probably necessitate lowering the bonus size, because a +5 bonus on top of a +3 from permanent items seems nuts. And this would actually be a downgrade to the alchemist. Currently it can provide a +1 net gain to a well equipped party member and +3 to an under-equipped one, but this change would mean both party members only gain +1. But it might be worth the cost.
So if increasing onset times and scaling item bonuses to stay ahead of equipment aren't fun, that doesn't leave as much to differentiate the minor/lesser/standard/greater/true versions of the same mutagen. So maybe there shouldn't be different versions of the same thing? They certainly take up a lot of real estate right now. Collapsing at least some of the differences between them might let you condense them into single item entries like bombs have, which would be nice.
The main thing the mutagens do provide that doesn't clash with item bonuses come in the form of scaling fringe benefits. Stronger Quicksilver Mutagens make you more and more accelerated, Juggernaut gives you more and more hit points. This sort of feels like the best justification for higher grade versions of these mutagens existing. But I think we could take this further. Instead of making an upgraded quicksilver mutagen, why not make a higher mutagen grant brand new affects?
You could tie this into existing lore and monsters, as well. Create a harpy mutagen that grants creatures a fly speed and talons. A bulette mutagen could provide improved natural armor and a burrow speed. This could also create fun hooks for discovering uncommon mutagens or giving you bonuses to inventing them.
Regardless, I think mutagen onset time should probably be standardized if not axed entirely. If we want to allow for a gradual in fiction transformation effect, "end of your next turn" is about as long as I think it can last and be entertaining, although that particular wording is weird because it means you sort of have it start sooner if someone else feeds it to you. "Start of your next turn" still has that problem. 1 round might be the simplest phrasing. And their duration really shouldn't be less than 10 minutes if it is a major shift in the body. I'd probably use an hour as a default, though.
Instead of having feats that let you ignore onset time, I think a more fun, opt-in mechanic would be letting you extend that onset time. So you can drink a mutagen before walking into a fancy banquet and not have it go off immediately. Or perhaps you can delay the onset time to increase the duration.
Anyway, all that is to say I think the mutagens need serious work, and I hope we get some improvements when the final edition drops!
My players wanted to finish Doomsday Dawn despite the playtest being over. We skipped part 5 because it sounded like a slog, but "pirate gala" sounded fun af to folks.[https://paizo.com/threads/rzs42d4m?Red-Flags-Feedback] I didn't put in the awesome work Lyee did rewriting and expanding on the adventure, though I think they have some great ideas I might steal for my next session. [/url]. In particular I like their idea on lowering DCs to make high level characters feel more competent.
But not being shackled to the survey results liberated me to adapt a lot of stuff on the fly. For example, while the party mostly got failures or successes on the pre-gala gather information checks, the two bards immediately started hobnobbing at the party, which served as a fine way to get bits of information they had missed, like the motivation behind the party and Blackguard's Revenge. The party made lots of friends with guests, staff, and guards, and even though they were largely inconsequential NPCs the bards felt satisfied with their interactions.
One of the bards asked a fellow bartender about a woman who went by K he wanted to make an appointment with, implying it was for a sexual dalliance of some sort. Which made for an amusing intro for the bartender to mention Kasbeel the contract devil.
And because it's essentially a one shot, I didn't feel constrained by things like WBL considerations either. The rogue/pirate decided to gamble at the high stakes card table, and wagered his dagger of venom. As such, I ruled the stakes were a 5th level item. I had him roll Deception against the perception DC of a Masterful Rogue, and he won a hat of the magi, glamour runestone, and a bunch of trinkets.
Other big developments included the rogue deciding to steal some of the tributed treasure from the Blackguard's Revenge, which worked as much more deserved way to get the curse of Besmara then critically failing a gather information check. The sorcerer recognized Necerion off the Nemesis's description, but the Nemesis has yet to be in the same room as Necerion so the party hasn't been made. (Which is good. Her secret disguise check was abysmal and he WILL recognize her.) The nemesis also started a rumor the Night Heralds were coming to steal from Whark-- we will see what effect this has on proceedings.
They seem to have wrapped up their individual party shenanigans and gathered enough info to try and approach Whark as a group now, potentially trying to barter for the Last Theorem. No idea what will happen next, but it was a pretty grand time.
I have a newer player as a wizard in a converted RotRL game, and she just wants to get new spells. She went and asked an NPC wizard if he could teach her any healing spells. The magical essences and how they intersected with the traditions made for a really solid way to explain a mechanical limitation in fiction. Being able to tell a player "No, because we wizards use the mental and material essence and healing is largely of the vital essence" felt like a much more satisfying thing than just saying "it's not on your spell list."
It also made for an interesting avenue to explain multiclassing in fiction a bit, and the wizard has already started studying up on Sheylyn with the intention to take the cleric dedication at some point.
It's all just pretty neat. I hope the essences get worked into future publications, even if it is just setting books.
Like, crazy good. So good I can't help but wonder if it was intended to be this good, but it has survived 6 updates, so I guess it's kosher!
Prerequisites deity with a chaotic, evil, good, or
Frequency once per round
When you select this feat, choose chaotic, evil, good, or lawful.
Your choice must match one of your deity’s alignments. This
action has the trait corresponding to the chosen alignment.
You touch a weapon. That weapon deals 1d6 additional
damage of the chosen type to creatures of the opposed
alignment. For example, if you chose evil when you took this
feat, the weapon would deal 1d6 evil damage to good creatures.
Special You can take this feat a second time, choosing one of
your deity’s other alignments. When you Align an Armament,
you can choose either alignment. If you Align the Armament
again, the most recently applied alignment overrides the
previous one, so you can’t use Align Armament to make the
same weapon deal both 1d6 evil damage and 1d6 lawful damage
simultaneously, for example.
So what really makes this crazy is that there is no duration listed. That means you can effectively permanently add 1d6 damage to a weapon. That's basically a free property rune. Admittedly, it won't work on neutral creatures, but even damaging all evil creatures is amazing. And then you have to consider weakness: you can now absolutely mulch fiends with this.
But wait, there's more! While you can only apply one alignment to a single weapon, there's nothing preventing you from applying this to multiple weapons. So now all your back up weapons do this damage forever too.
Wait wait wait, it doesn't end there? The text specifically says "the weapon deals this damage." It doesn't say "while wielded by you." So congratulations, you can Align every weapon in your party. Pound those demons into holy guacamole, gang!
So all that makes for a truly stupendous feat that turns your party into the ultimate slayers of [opposed alignment.] I mean, by comparison Blade of Justice requires an action every round (though it can be extended based on enemy actions), only can deal good damage, only applies to your righteous weapon, and will probably deal less damage until high levels. So Align Armament might be too good already. It seems like it would absolutely be a deciding factor in beating Heroes of Undarin, for example.
But where I think it actually starts to break down the game is when you consider that it isn't limited by distance from the cleric. There's no limit to the number of weapons you can Align, and no cost to do so. This means that a single cleric could produce a limitless amount of aligned weapons, and effectively outfit an entire nation. It also means you can get a bargain brand version of the alignment runes that costs nothing to produce, and is therefore probably sold at a relatively low price.
I'm not sure what the actual intention of the feat is, but I can't imagine it was supposed to do all this. The last bit in particular just alters the world of Golarion in a way that the playtest rules and economy doesn't seem prepared to support.
One possibly interpretation that would severely limit this is if the Frequency: Once per round bit applied to rolling the damage. That would mean you only get the damage once per round. You could take it even further and say this is the case no matter how many weapons you've aligned, so if you outfit an entire party the first person to land a hit hat round is the only person to deal the 1d6. The problem is I'm pretty sure that isn't what the feat means by RAW, looking at how other Frequencies and feats are written.
Making the duration last 1 round would bring the feat more in line with other content. Blade of Justice could last longer, but Align Armament would be more flexible in what/whose weapons it was applied to, which feels appropriate for the cleric equivalent of a paladin ability. But if you are fine with how powerful this feat makes a party as written, I still think it needs some kind of limitation to keep Aligned Armaments from showing up in every discount bin in Golarion. A distance limitation could work, or simply making the duration one day.
Until then, go out and smite the enemies of the faith, true believers!
So I've argued in great detail that skill feats need to be improved. I thought I would put my money where my mouse is, and so I've begun the process of re-writing the general feats chapter. I'm doing this in a way that alters as few rules as possible outside of the feats chapter, so hopefully it can easily be tested out in my own game and anyone else who is interested.
Here it is. . Still a work in progress, but I'm quite fond of some of it. HIGHLIGHTS!
*Collapsed Adopted Ancestry and Cultural Familiarity into one non-skill feat, with a language to boot.
*Wild Empathy is now a Nature feat.
*Battle Cry extends the range of Demoralize by 30 feet.
*Used Occult Skill Unlocks of PF1 to create feats for Occultism and Religion.
*Added Faith Healing, Legendary Gatecrasher, Legendary Understudy, and Legendary Tumbler.
*Altered Forager to allow for usage in Exploration mode or while performing another downtime activity. I'm quite fond of this one.
*Assurance now simply treats failures as critical failures. This is more powerful, but my goal is to make all of the skill feats appealing enough to where mere risk mitigation isn't the most attractive strategy.
*Automatic Knowledge currently doesn't use Assurance, though I suppose it could be added back as a prerequisite. It simply allows you to roll a free action knowledge check when initiative is rolled.
*Removed Student of the Canon, unmistakable lore, Charming Liar, Shameless Request, Hobnobber, and Courtly Graces.
Hobnobber might get added back in. There are a lot of very situational feats like that left, which I can't quite convince myself to remove because they seem handy in certain sorts of campaigns.
Please, give me your thoughts! And forgive any current typos. I'm very tired and just want to get this up before I pass out. Also, nods to Fuzzypaws, at least one of these ideas came from him.
Specifically, for the barbarian, but this probably applies to other characters. Myself and others have complained that the barbarian has a conundrum for it's ability scores. It obviously wants strength, and its class features seem to largely push it towards constitution as its secondary score. But without heavy armor it feels like you need to have a decent dex to not get killed. And that cuts into your speed, which is rough if you're a dwarf who didn't take unburdened for example.
I'm pleasantly surprised to say I think those fears may be misplaced.
I have such a character in my Part 4 Doomsday Dawn party. A dwarf with 18 Con, wearing a chain shirt with only 12 dex. His player opted for maximum dwarf mobility over AC. She's newer, and optimization was less important than character concept. But with toughness and mountain stoutness the barbarian wound up with 172 HP, with an additional 13 temporary HP every rage. Which doesn't seem like it should make a huge difference-- it's only about 18 permanent HP over another martial with the same feat investment who could wind up in heavy armor and thus get hit less. The temporary HP is another 13, and raging resistance MAY take 4 damage off any given hit. It doesn't seem like it should matter.
Until you start fighting pretty out there creatures. Stuff that targets saves or just deals automatic damage. Or a boss monster who seriously out levels you and who laughs at your AC bonus no matter how high it is. or a fight that lasts long enough for multiple rage cycles. Suddenly, the barbarian's staying power begins to show. In my game, the barbarian was still swinging when the Paladin and Fighter were knocked out or at single digit HP. All those little advantages collectively can make up for a lot. If you're taking lots of little attacks, your resistance has more opportunity to shine, and if its one big strike AC may not matter.
It also creates an interesting tanking dynamic. While the fighter and paladin have reaction to keep opponents from moving away or striking allies, or even reducing their damage, the barbarian lacks such tools. But it also has less need for them. In my experience enemies are less likely to target you if they realize your AC makes it a waste. They don't have trouble hitting the barbarian. And between doing the most damage per strike, the biggest potential reach, and the best mobility options outside of the monk, you can't really ignore them.
The other nice thing is that Treat Wounds means your Barbarian is no longer costing the party additional resources to get patched up after the battle, just time. Which also feels appropriate for a class that fatigues itself so much-- they just need a little break after a long fight.
So go out there and take it on the chin, you bloody savages! Bonus points if you can figure out a way to make lighting yourself on fire a viable combat strategy.