I am running this for a mostly CE group who are in their element. The aspiring hellknight just recently cut off the hands of pious Pete and nailed them to the door frame of the house of iomedae for making profit off of his loose understanding of her life. Unfortunately for him pete got a look at who did it. At the brunch the devil impostor summoner noticed oppians feelings and decided to help him get back at loredana by proposing a tryst to make her jealous and want him. It has so far worked out ok. Loredana was purposely made aware if this plot. Our serial killer vigilante has quietly murdered 2 drunks who have yet to be found. Our pyrokineticist has not been let off leash to torch stuff but is chomping at the bit. The halfling twins were easily lulled into a false security and easily captured.
Im really super excited about this. Im making a homebrew for the playtest and it is centered around a druid war in ages past. And somehow due to this war the leaders of the 4 factions got stuck in time and now coming back. This post gave me the somehow in the form of the anathemas, the 4 factions, and just fits so well. Im really pumped.
I have been playing roleplaying games almost 2 years now. I was introduced to pathfinder with pfs i liked it, but one of the walls i have constantly hit is rules bloat. I recently finished running curse of the crimson throne for a group of 6 veteran pathfinder/roleplay gamers and i learned a lot. But ultimately i still feel like the rules get in their own way when it comes to telling a story. I also recently introduced my entire family to the game and system. I have 6 players in that as well. 8 if my nieces are allowed to stay up and play. And i gotta say, its very hard for me to explain to them what is going on each turn in a way they can understand.
As soon as the playtest is out I'll probably convert that campaign to the new rules. I dont think they will make the experience lackluster. I think they will make it easier for my family, who have never played this style of game ever, to actually enjoy without being so confused by all the rules and verbage that they decide they'd rather not play again.
Man, i love bards. With PF2 having 3 actions per turn i bet bardic performance will be similar to spell casting. Like if it is a visual performance it is one action per turn to perform and then you can cast a spell or do something else.
As an aside, I love the idea of an aura bard whose very being (maybe his rugged good looks?) Inspires those around him. I keep picturing sergeant armstrong from fma brotherhood.
From what i have heard you still get a feat every odd level and some classes give access to specific types of feats. Im just not sure if feats are now by a class type basis or a more general one. Such as martial feats, caster feats and such. As for a +1 or no, we still will need bonuses to hit. And maybe a +1 is too small or something.
The literal translation would be that it does due to the fact that at thr very beginning of the ability it state that
"At 2nd level, an Oenopion researcher learns how to create an experimental mutagen that benefits others, though not as well as his normal mutagen."
It is a different mutagen. It doesnt work as well as a "normal" mutagen and it is gained at 2nd.
Coupled with the fact that it says "This ability replaces poison use."
Instead of "This ability alters mutagen the alchemists mutagen."
This has not been FAQ'd, nor has an errata been released since 2011 when the source book came out, leads me to believe it does not rely upon a regular mutagen.
"If the researcher has discoveries or other abilities that alter or increase the benefits of the mutagen, these apply to the experimental mutagen (though the drinker only gets half the numerical bonus of the mutagen)."
This segment also implies that the experimental mutagen is separate of a mutagen, yet affected by the same things that would affect a normal mutagen. Meaning it is a different thing and not dependant on the 1st level mutagen.
"The researcher decides when he creates the mutagen if it is a standard mutagen (which gives no benefit if another creature drinks it) or an experimental mutagen (which does); there is no difference in the cost, time to create, or any other aspect of the mutagen."
one or the other. take one away and you have one left. you still have ONE option remaining.
you have apples. take one away. you dont have zero apples left. you have one left.
you have a mutagen and an experimental mutagen. take away mutagen. you still have the experimental mutagen left. not zero options.
i agree with you. its like...say i want to make pancakes. i think to myself "i could even make blueberry pancakes." then i realize i dont have blueberries. that doesnt mean i cant make pancakes anymore, it just means i can only have regular ones.
thats how i see it. so, ill make it and play it until someone says i cant. then i just wont play that character at their table.
what is your reasoning to allow the experimental mutagen? because past posts and even Bane Wraith have all said that since it says you choose between mutagen or experimental mutagen, if one is missing you cant have the other.
are you saying that, since you dont have mutagen you just automatically take the experimental?
Yeah. It seems they would stack since the experimental mutagen text says that