Hilary Moon Murphy wrote:
I have two friends who took some convincing to not just give up on PFS entirely. They were excited to play their Osiriani characters and had artwork drawn and commissioned. I wasn't expecting almost an entire iconic pantheon to get wiped out, especially one tied to real-world mythologies with a major presence in popular culture. I'm hoping future releases elaborate on this and maybe provide new Osirion deities.
Losing half the Ancient Osirion pantheon is incredibly brutal. Neither War of Immortals nor Divine Mysteries elaborate how it happened. Only a summary in War of Immortals. My friends who love Egyptian-themed characters are devastated by this. Even those that bought the books were totally blindsided by it.
Squark wrote:
I think they're a playtest gunslinger made by one of the authors? There's an old reddit post about the character as a way of the drifter with a nunchuku and hand cannon.
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Ouch, that's really rough, considering what deities are included in that list. Spoiler: That includes half of the Ancient Osirion pantheon, and the other half weren't reprinted in Divine Mysteries. I'm shocked how little War of the Immortals mentions this despite it being the premise of the book.
This news devastated one of my friends who wanted to play an Egyptian-themed character in PFS.
I only have an issue with skill challenges when they're designed poorly or run incorrectly. A good skill challenge encourages roleplaying. A bad skill challenge forces players to roll-play. A good skill challenge has the GM present an open-ended problem and allows players to decide how to solve it. Specific skills are only mentioned when the GM adjudicates the player's proposed solution or when players are stumped and need a hint. A bad skill challenge has the GM present a problem and then explicitly lists the solutions. GM lists the skills; player rolls the one with the highest bonus; end turn. There's no decision-making here. Chases earned their notoriety because they almost always fell into this structure in 1st Edition.
Any chance we can get a clarification for Thlipit Contestant's interaction with the Lunge feat? Thlipit Contestant lists Lunge as a feat, which only works with melee weapons. It seems clear that the author intended that you can Lunge using the archetype's lash unarmed attack, but that's not the case as written. Otherwise, it would be incredibly weird that an archetype revolving around an unarmed attack would have a feat that doesn't work with it.
PMSchulz wrote: I would like to advocate for a boon to take Werecreature Dedication. Even though I made him as a skinwalker in 1E, and never got to play him, I think the Society would benefit from having a weretiger fighter who hates mornings as a member. This would also tie in with my request for character import from PF1 for characters under a certain level (4th or so) in order to get some of those unused GM characters played. Or at least lower the price of beastkin. I never understood why they're Rare despite untamed druids and barbarians being incredibly commonplace.
The remastered draconic and demonic bloodlines for the sorcerer completely replace their focus spells with new ones that have different names. Would the team consider making a ruling that draconic/demonic sorcerers can choose whether to gain the Core 2 focus spell or the CRB focus spell? The old spells grant unarmed attacks, which are desirable for players with melee combat sorcerers. Removing them would also be incredibly disruptive for PC concepts that rely on them. I'm not seeing any compelling reason why these focus spells should become totally inaccessible. It appears the spells were replaced in order to grant less niche options. Also, the Draconic Options Table in Lorespire appears to have a typo: the Crystal Dragon erroneously has fire damage instead of piercing damage.
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1. So new sorcerers can never choose the dragon bloodline options in Core Rulebook? 2. Is there a way for new sorcerers to get the old demonic and dragon bloodline focus spells? The ones in Player Core 2 are completely different, and there are character concepts that would prefer to have the unarmed attack spells instead of the new spell attack spells. 3. Is there an error with the Crystal Dragon option? Crystal dragons have breath weapons that deal piercing damage, but the crystal dragon bloodline has fire as their damage. Quote: Some ancestries had a pair of ancestry weapon feats at 1st and 5th level. The 5th-level feats have been removed and their effect (adding critical specialization) is now including in each corresponding Remastered 1st-level feat. Characters that took one of the following 5th-level feats replace that feat with another feat of their choice immediately 4. Does this apply to non-remastered ancestries with these options? 5. All remastered ancestries have lore feats that grant Additional Lore with their respective ancestry Lore. What about non-remastered ancestries? I have a kitsune with the Kitsune Lore feat that took Additional Lore for Kitsune Lore.
I'm glad there's now a way for fans to sell IP merch, but this is basically the death of Pathfinder and Starfinder 1e content, with only a month of advanced notice. This means I'll have to scrap a project I've put a lot of hours into. I also tend to release my ancestry titles with conversions for previous editions. I won't be able to do that anymore.
This all sounds like good stuff, but the article doesn't touch on what mysteries actually do now, aside from adding a few spells to your spell list and determining what happens when your cursebound condition goes up. The second biggest issue I had with the oracle is that the class didn't realize the fantasies that the mysteries are supposed to enable.
The text says "Weapons with the kickback trait don’t gain that
Full stop. I agree this change was probably meant to be a buff to long air repeaters, but that's not what the text says. At the very least, I think it should be clarified in PFS sanctioning. There will be GMs who will interpret this in the worst way.
Squiggit wrote:
Long air repeaters have an air cartridge firing system by default, as per the firing system's description. The text makes it clear that any weapon with the system doesn't benefit from the kickback trait. I also can't find any option in Guns and Gears that lets you replace it with a gunpowder system. Quote:
Quote: Page 151: Long air repeater table entry updated to clarify that it is two-handed. It now has the kickback trait. Was this an intended nerf to the long air repeater? Weapons with air cartridge firing systems get all of the drawbacks but none of the perks of the kickback trait. The one-handed air repeater already felt like a much better weapon because it does the same damage, only requires a single hand, and has the agile trait.
Swiftbrook wrote: On one hand I would prefer that the players of clerics of Gorum would need to figure out what is next for their PC and continue building from there. Do they become a fighter? Do they go to a new god? I think that would add a lot of good fluff to the campaign and characters. Play a thaumaturge or a divine witch/sorcerer. Keep pretending to be a cleric. "Gorum's not dead. He's just sleeping!" I did this with an Arodenite in 1st Edition. Honestly, now I'm kinda tempted to do it with a summoner having the time traveler background.
Finoan wrote:
I'm saying that it's an antipattern to make a Charisma-based skill monkey class have a combat class feature that makes using Charisma-based skills redundant in combat. This is why I suggested making the ability to cause off-guard at the cost of requiring a skill check. Alternatively, maybe Get 'Em could give you the choice of whether it's AC or a saving throw that gets a penalty?
The problem with a status penalty is that it doesn't stack with Demoralize If I were designing Get 'Em, I would make the ability require a check with a skill based on Leadership Style. If it succeeds, the target is flat-footed. If it fails, the target just receives a -1 circumstance penalty to AC. Lead by example grants a +1 circumstance bonus to damage per weapon die and the envoy benefits from it on the triggering attack.
This is a class I've been looking forward to. I really like the directive system, but the Envoy's class features make it feel like a worse rogue or investigator.
Spoiler: I don't understand why the class has Charisma as its key attribute. Almost none of the Envoy's class features use it. Compare to the alchemist, inventor, thaumaturge, and investigator, who all have important class features that use their key attribute. Is there a reason why the class does not let you choose? Why can't Leadership Styles determine the key attribute like rogue Rackets do? Why can't there be envoys who lead through Wisdom or Intelligence? Restricting it to Charisma hampers character builds and concepts for pretty much no mechanical reason. Get 'Em's AC penalty does not stack with off-guard, which makes other actions like Demoralize or Create a Distraction feel like a better use of your action economy. Get 'Em's lead by example ability's damage bonus does not stack with many weapon traits. It also has worse scaling, given that most such weapon traits scale based on weapon dice. Does the envoy benefit from Get 'Em's lead by example on the attack that triggered it? It seems like a "no," which really hurts its usefulness because you have MAP and already had to spend two actions. I really like Size Up's purpose and flavor, but it's a weaker and more restrictive Pursue a Lead. Size Up takes between 1 to 60 minutes---Pursue a Lead always only takes only 1 minute. Size Up has a frequency of once per hour---Pursue a Lead can be done once per 10 minutes. An asset must be a person while a lead can be a creature, item, small location, or anything that the GM allows. Size Up has complicated rules for how much information you already know before you can designate something as an asset---Pursue a Lead only requires a single clue. The circumstance bonus from Size Up only applies to Deception, Diplomacy, Intimidate, Perception, and any check to Recall Knowledge. Pursue a Lead works on Perception and virtually any Charisma-, Intelligence-, or Wisdom-based skill check. Pursue a Lead's bonus also increases at a later level, but there's only 5 levels of Envoy so far. The bonus from Pursue a Lead can also be granted to allies without any feats. Saw It Coming is cool, but it only works if your asset is an enemy. What if the asset is a hostage or a neutral party your enemies are trying to harm? Saw It Coming's circumstance bonus to initiative is deceptively situational. You already get the bonus if you roll Perception or a social skill as your initiative. In fact, Saw It Coming's bonus will be *worse* if Size Up's bonus increases at a later level like Pursue a Lead does. It's also worthless if someone Scouts or you have Improved Initiative, which one of the Leadership Styles grants for free. So Stealth might be the most common use-case? But circumstance bonuses to Stealth are easy to get, and you will likely have one if you're Avoiding Notice while having cover. I like the idea behind Leadership Styles, but, as mentioned before, many of them are hampered by the fact you always have Charisma as your key attribute modifier. An Infosphere Director will have to decide to either ignore Charisma or become MAD for little benefit. As others said, I don't know how you could ever reliably use Guns Blazing's acts of leadership. A MAP does not carry over after a creature's turn unless they Ready an Action to Strike. The only way you can trigger it is if you can Strike as a reaction or if the creature takes a Readied Action to Strike before your turn. Even then, you won't get much use out of it, because most, if not all, directives last until the start of your next turn. Am I missing something here? If there is some way to use this, it needs to be more clear.
Ravingdork wrote:
Spoiler for PFS #4-13: Within the Prairies: You gain access to your choice of a drake rifle. The boon only applies to the character played in that scenario, and you're limited to purchasing only one drake rifle.
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