The new store doesn't seem to have the concept of a Free Item. Like the Players Guides or the RPG day stuff. Players Guides can often be gotten via the main page links (please verify they all work that way).
Also a ETA for a fix or even aknowledging that bug in the Known Issues would be nice. Even a workaround like a 0.01 listed price plus a automatic coupon for 100% would be nice. This is a critical flaw in this software.
Some Weapons only sometimes meeting the requirements of Rune and other permanent Upgrades (like Ikons) and this case needs to be clarified. Some rules imply that "you can etch anything it could meet the requirements for, but they only apply when it actually does." Things like:
However this is something that really should be stated properly, in a central place. Like in the Weapon Statistics section of the PC1. I was thinking something like:
Some weapons only sometimes meet the requiments for a permanent Upgrade like a Property Rune. For example, a Longsword with Versatile P only sometimes is a Slashing weapon for the requirements on the Vorpal Rune.
Zoken44 wrote: So How do fiends and Fey interact with the Kobold warrens that form around them? We have no concrete examples about that. Just a single line: "Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality." The only non-Dragon Heritage we have is Elemental Heart and it has exactly Zero feats and lore. I guess that whole "retcon" is mostly just a easy excuse to slap Nephilim, Geniekin or a similar Versatile Heritages on Kobolds? Notably, the relationship can be entirely without activity from the benefactor. A Artefact can attract a Kobold Warren just by existing in a place. I think a sleeping or sealed Vampire could easily create a Warren of Dhampir Kobolds - without even needing to be aware they exist. Castilliano wrote: What happens to the physiology of a tribe which hasn't imprinted on another species? Or that's shifting from say dragon to fey? Or have parents from two different, strong influences? Apparently they will imprint on the nearest source of strong magic, be that a creature, a person or a artifact: "Every kobold instinctively understands the importance of power, and many are inclined to venerate those who have it, whether they be mighty dragons, cruel fiends, imperious fey, or even ancient artifacts. Kobolds seek out these alliances out of a sense of pragmatism— after all, who would dare bully a kobold who serves an ancient dragon?—but also because kobold eggs incubated near such loci of power take on physical traits (and sometimes abilities) similar to those of the warren's benefactor."And they mold their society to fit that benefactor: "Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable benefactor (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly." So their benefactor can be a artifact or even just a strong caster. And once they pick a benefactor, they become territorial towards anyone coming in. A Premaster character of mine was "Pinky":
With Remaster changes, I made a few adjustments:
There was a update, but the moderators decided it belonged into a forum that otherwise has no posts.
I just learned of this Bluesky post: Quote:
Elementalheart Kobolds are the least developed Kobold Heritage. The new system of Benefactors implies there should be a lot of things attached to being a "Elementalheart Kobold". But there is just nothing. A resistance - that is it. There are 0 followup feats. Dwarf have more stuff related to their Elementalheart stuff - they at least get a Action and a followup feat. Geniekin gives you a dozen times more things. And if a Verstaile Heritage is more interesting, that really just makes this heritage a waste of page space. If you want a Elementalheart Kobold, reskinning the Dragon themed stuff gives you way more.
pauljathome wrote:
I think you need to be more specific about the edge cases you want solved. Because "doesn't work" has never been a sufficient problem description.
A a quick glance, it honestly looks like the average real world Ponzi scheme/Pyramid scheme/MLM/scam/cult of personality. Meaning plenty have full faith in it. And those that realize the scam will either:
Quote: religious regimen known as the 31 Steps. This text dictates how his priests ascend within the hierarchy of his church, and the specific details of these steps can only be learned by first joining his priesthood. Once initiated into Razmir’s church, priests are taught the steps in careful and controlled increments; the highest ranking of Razmir’s priests are the gold-masked Visions of the 15th Step, and the second-highest rank are the silver-masked Masks of the 12th Step. What the remaining sixteen steps between the Visions and Razmir might be are known only to Razmir and the Visions themselves, though no Vision has yet attained the wisdom and discipline to ascend beyond the 15th Step. I am going to guess the issues with those 31 steps would be blatantly, brain numbingly obvious for anyone that reads them as a whole. Reading them as a whole would probably do so much mental damage, "Force the 31 Steps into your mind" could be the flavor for a mental damage effect.But as with any good cult that has such a scripture, they only teach the next step/make them priests if they are sure they either:
You can't have people "take it out of context" (without the proper brainwashing or greed) after all. How would you convert new followers like that? So I think there are two factions: the "True Believers" who still fall for the scam. And the "Scam Aware", that just want the power and wealth they get from it. Neither one will have a absolutel majority to steer the cult, which is fine by Razmir - as long as he is at the top, he doesn't sweat the details.
I don't like it either. There are plenty of APs were I have to warn potential players:
I have to give similar warnings about Premaster Golems, as I don't know if the GM will use the Remaster variants and Homebrew any unique ones to use Remaster pattern. And I don't know who had the genius idea to make a Swashbuckler a Iconic Class for a literal Ooze adventure. I agree a high Precision Resistance (equal to level?) should be enough, without being a total class block. Just assume there are some kind of central nexus or similar important structures in that seemingly "amorphous" mass. Enough to be damaged, but really hard to find.
Lich Dedication requires Expert in Crafting.
Is the requriement wrong or does the Dedication bypass that? Also, there is a catch 22 with requirements:
Death Effects and Doomed have some edge cases:
Do Death effects override regeneration? Does Doomed lowering the death threshold to match your current dying value override Regeneration? The Regeneration Creature Ability hardcoded the amount of dying that would kill the creature. However those can be affected by creature abilities and the Doomed condition from some player options. That is unecessary inconsistency. How does Mythic interact with Death Effects? Depending on reading either you instantly die (Death is more specific then Mythic Rules) or Death does absolutely nothing: You can't die unless Doomed 4 but Death doesn't affect dying or doomed. It propably should apply maximum Dying and just resolve from there.
Tridus wrote:
The question is what the tradeoff for the Amphisbaena Handwraps is, if it is not a specific magic weapon. If you can do everything you can do with normal Handwraps, then it becomes a no-brainer to invest the 150 gold to have Verstaile P on every unarmed attacks.There should be some tradeoff. Something the Errata should deal with. Discussing that is going off topic for the Errata Suggestions Thread.
Madhippy3 wrote:
PFS rulings are separate from the books. You should ask for changes over in the proper forum
Zoken44 wrote:
Water alone just washes away the top soil. Unless the water leaves fertile mud, it will actively harm fertility. And that mud has to come from the right conditions upstream.Also, few buildings and few trees can exist in the flood plain.
Triumph of the tusk indicates it might be inconsistent water: Quote:
So one of the main rivers cycles from "little flow most of the year" to "massive flood for a few months" once per year.
Ravingdork wrote:
Who says "every round"? This is your baseline.Same way the melee Fighter baseline is "go to enemy, use Attack Actions". Same way a casters baseline is "2 Action spell". You variate it form that baseline, as possible by your Ikon and Feat choices.
Ravingdork wrote:
The best starting point for me is usually a weapon (Ikon). Pick a weapon that has few support elsewhere:
Preferably pick a Weapon Ikon whose Transcendence has no conditions (Titan Breaker or Gleaning Blade over Barrows Edge) so you know you can use it every turn. Pick a second combat Ikon. As a melee, Scar of the Survivor and Mirrored Aegis are way at the top. Aegis is reliably spamable (worst case you keep refreshing the durations after 4+ turns). Pick a 3rd Ikon that seems sometimes useful or fits the flavor. There you are done. There is a half dozen "Dagger fighter" builds just in Humble Strikes and the various Ikons.
exequiel759 wrote: I also think the damage bonus being baked into the weapon ikons themselves is also wrong. I think it would be much better if exemplars had bonus spirit damage equal to twice their weapon damage die passively similar to thaumaturges and weapon ikons instead had more interesting passives effects, possibly with some of them interacting in some way with that bonus to damage like the Barrow's Edge or Titan's Breaker ikons do. Their version of Weapon Specialisation does provide Spirit Damage, which can be affected by Energized Spark. So by level 7 the energy damage types can be a passive. Plus by this level you get the Elemental runes too.
davidsolano wrote:
The question was answered 2 months before you posted. With a actual link. In the post just before yours. I think you rolled a NAT 1 on that perception check.
PF2 usually has several ways to "skin a cat".
The full Exemplar is all about the Ikons and especially the Transcendence Actions. Your goal is to ideally use one every turn, juggling your spark between Ikons. Two of them being the main rotation, the 3rd being more situational.
Meanwhile as the Archetype, they are mostly about the passive Immanance effects (or even fully passive ones, like the Shadow Sheath). Until they get a second Ikon, they can't do Ikon juggling. So they rather want to avoid the Transcendence, unless they have the right situation for it. As others said, Humble Strikes can give you a good idea. Champions and Clerics have this only for the deities favored weapon. Only Inventor and Exemplar can do it for every weapon. If you want to play a specialist with a particular simple weapon, those 4 are "it".
Hurl at the Horizon adding thrown to a non-thrown Ikon is of limited usefullness. Because then you have thrown your Ikon. You would need a seperate way to get it back. Any chance it could get a Transcendence that retreives the item from great distances? Like 5-10 times range increment? Would also immitate Thors hammer nicely.
vyshan wrote: Pretty sure that there is no lore reason, and no lore reason is coming as it is done that way purely for game balance reasons. Some of the best lore comes from game balance reasons. Shadowrun added the whole "Essence" thing pretty much to balance against "stacking cyberwear and magic". But it evolved into it's own major setting element.
Agonarchy wrote:
Honestly the batteries need the same explanation. You aren't going to magically fit 2, 4, 6 or 10 times the energy density in the same space, weight, energy loss and discharge rate. They already use null space effects. At best you could make the 100 capacity battery as "top of the line" and the offer lesser versions of it for cheaper. But usually scaling up the production of the 100 capacity one would be more efficient.
Oni Shogun wrote: Why are there no options to increase magazine sizes for say a machine gun, or pistol or anything that shoots bullets that isn't a revolver (and even those have some options for more bullets). Only the designers could answer that and they haven't given a definitive answer. I looked at the madness that was batteries in 1E and the 2E solution is definitely a huge upgrade. But I personally would prefer if we just gave them ammunition and be done with the fixed sized batteries entirely.
PossibleCabbage wrote: I don't think "threaten" is a game term in PF2/SF2 anymore (reactive strike just refers to actions made within your reach). Dance Partner should probably be rephrased. "Threaten" is a DnD 3E/PF1 Rules term. It doesn't exist in PF/SF2. But if is still occasionally used as shorthand for "being in weapon or unarmed Reach" in discussions.
Khefer wrote:
Shikigami have the Kindling Familiar ability and returning quickly is required to get any use out of it. Another "because otherwise this doesn't work" buff, like the Witch one.
moosher12 wrote:
I linked that Patreon post above. It is also the best source of information we have and there is nothing new.
Trip.H wrote:
Are you trolling? Or do you seriously believe that: - being a full spellcaster- the Patron Familiar Ability - the Patron Hex - the additional familiar abilities are not a core selling point of the Witch as your main class?
Tridus wrote: Not really: you're going to be encumbered and have your hands full, and they're in a situation where they don't have free movement and are effectively grabbed because you're carrying them. This is not really preferable at all. Please show me where you found: "The carried creature is grabbed."In "You might need to know the Bulk of a creature, especially if you need to carry someone. This table lists the typical Bulk of a creature, but the GM might adjust this number." Because I can't find it. Also please explain how this non existent Grabbed condition is proper replacement for:
Bringing your Homebrew Solution to prove there is no problem is inherently flawed. All it shows is:
Should be automatic if you are the Ancestry and Uncommon per Regional Languages if you just live near them.
Captain Morgan wrote: If other characters could also do this, I would suggest witches get some kind of buff. Maybe they could revive and heal their familiar as a refocus activity, for example. I don't get the "don't nerf the Witch by giving others access" argument. Even if other classes could get this via a Familiar ability or Feat, the Witch still has:
What is the Witch losing here?
Finoan wrote:
The familiar is incredibly likely to die to massive damage. Even from a AoE. 5 HP per level just isn't that much.Even squishy casters have 6+CON.
Tridus wrote:
Which would mean carrying someone is infinitely preferably over them riding you. There isn't a place on the outer planes where that is RAI. That rule is obviously intended for carrying unconscious bodies, which is why it doesn't give any penalties.
Ectar wrote: I do think OP's story is a good cautionary tale about mixing PF2 and SF2 not being quite as harmonious as top level discussions have indicated. I have not seen a single compatibility discussion where the flight issue wasn't explicitly mentioned. Because I am the one that mentions it, if nobody else did!
exequiel759 wrote:
None of my Exemplar ideas are dependent on "and then Gorum died messily, all over the planet". They are always things that predate Gorums death. Like stuff made in other planes millennia ago. Or where each Ikon only provides part of the spark, rather then the spark being external. If someone is looking for ideas, Simple Weapons are a ideal starting point.
kaid wrote: One interesting thing is one of the main non lethal weapons is also electricity based. I am curious how that immunity interacts when they are weak to the damage type being done. Immunity first. Weakness can't increase 0 damage. "Apply immunities first, then weaknesses, and resistances third."
Wizard Level 1 wrote: According to the rules, a fist is nonlethal, but I absolutely could kill someone with my bare hands, or destroy a robot with them, anyone could, and certainly someone that's fighting eldritch horrors and demons on a regular basis could as well. Taking a -2 to make the attacks lethal just breaks my suspension of disbelief. If hitting someone with a fist is nonlethal, why do people die in accidents in fist fights and stuff all the time? Fist is a bad example. There are plenty of Class and Archetype Features in PF2 that increase Fist to D6 and make the Nonlethal optional. Those the "skilled fist Fighters that can kill robots without issues."And everyone can kill Robots by taking the -2. And accidental deaths are not resolved in the system. Of course you can whip someone to death. If you have them knocked out or restrained, you can kill people with a pillow. But that is way outside normal combat resolution.
The Resistances of the former Golems need another pass:
"physical and spell 10 (except adamantine, bludgeoning, sonic)" could avoid that. But then this might be complex enough to make something called "Golem Resistances".
We could use rules for carrying a conscious ally. Carrying an ally via the Bulk of Creature rule assumes a unconscious character. But there should be nothing stopping them from picking up a conscious ally
The riding rule impact on actions and initiative + off-guard for both maybe?
BotBrain wrote:
Yeah, this seems like purely a PFS mistake. Low level PF2 adventures aren't designed with permanent or even temporary flight in mind. So SF2 ancestries in PF2 should not get those speeds for free at level 1. It is a failure of PFS that they (seeemingly) don't have a rule for that. I actually wrote something up for that a while ago. Primarily focussed around Barathu and Contemplative,but should also work for Dragonkin.
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