Nobody likes me, everybody hates me
Down goes the first one, down goes the second one
I bite off the heads, and suck out the juice
Nobody likes me, everybody hates me
Well, yes, but the argument is based on "should" one get the system, not compulsion. The rest of your post addresses that, but this statement is out of place. :)
As far as the argument goes, contentment is a perfectly good reason to stay the same. However, the person might be missing out on an even better experience (I believe this is the crux of Seisho's thought process).
I don't think it's a watered down version. I think it's different and new. Because it's new, it will naturally have less content available.
Just a few of my favorite changes:
3 Action + Reaction System: More intuitive, more versatility in combat, more room to "power up" abilities by "charging" them with more actions.
Monsters: Most monsters have unique abilities that make them more interesting than standard PF1 fare.
Items: Previewed items show some really neat and interesting effects. Wands are changed from spell sticks to "1/day w/ cool extra effect" sticks. Weapon choice is no longer the highest crit range or the most damage - they have cool abilities now.
Class Feat System: You are not forced to take lame or useless class abilities anymore. You can choose which class abilities you want via class feats.
Multiclass System: Rather than taking different levels than your core class, you can multiclass using your class feats. Effectively, the core feature of the class still levels (such as spellcasting), but you can dip into other classes' abilities.
Cantrips: Cantrips scale now; my players always wanted an "auto attack" option for their casters and this will work nicely.
It still keeps PF1's customization (and surpasses it, imo), while introducing a lot of neat features.
Well, that's cool news. Happy to be proven wrong, but unhappy that I'm going senile.
By some dev somewhere on these boards. I'm sure someone else can link the post, but I'm honestly just too lazy with my free time today. :)
Did I miss a blog post about the Impossible Lands?
You have become my favorite poster on these boards, tqomins.
As I did not participate in the playtest, I'm curious. How quickly do you get feats? How easy/quickly can you enter an archetype? Do you gain dedication feats specifically for this purpose (or investing in a dedication in your main class)?
Staffan Johansson wrote:
I was so hoping this is what you linked. Kamelasa!
Or perhaps Savage Species from 3.5? Also, Dreamscarred Press has released a number of supplemental materials for monster races in PF 1e; Astral Deva comes to mind. I, too, would love monster classes again.
Reminds me of when I played a Gestalt Minotaur Fighter in the World's Largest Dungeon.
"I'm not locked in here with you! You're locked in here with me!"
Got a shipping notice for the core rulebook, but not for the screen or the alien folio. Everyone else seeing the same?
I bundled the adventure path & core rulebook as subscriptions. That order has shipped.
I ordered both the GM screen & Pawns in separate shipments. The GM screen was the first shipment notice. The pawns have not shipped yet.
I am not sure if you mean "Alien Archive" or something different? The Alien Archive doesn't ship until October.
It reminds me of this moment portrayed by the eminent actor, Willard Carroll Smith Jr.
yeah not a fan of oversimplification and doubly annoying if you have to reverse engineer everything. I will run it as it and see how it goes but im with you in liking to know why something has the stats it does and what gives what bonuses. I much prefer as much detail and info as i can get.
I don't think it's an oversimplification to use a different rule set to design monsters.
I believe abilities are based off of CR now.
Owen K. C. Stephens wrote:
It's purely relevance towards the pact worlds. I don't consider it a "demotion" if they don't have broader appeal to the campaign setting. There is no necessity for something to have happened to them.
Tarik Blackhands wrote:
That said, Chains is still a fantastic spell. A reflex based save or suck is simply worth its weight in gold considering how garbage most creature reflexes saves are as you climb the bestiary.
It's a good spell, but it's not meant to be for this campaign. Most of the mythic foes have 20+ bonuses across the board (will, reflex, fortitude) and he rolls 2d20 for them and takes the best. The one time I got lucky, it made its save on its initiative (which was right after me, so no effect). I'll have to stick to control/buffing spells!
Chains of Light wrote:
A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional travel, such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast.
Recently, I tried to use this spell against a baddie. The DM ruled that they can make a new saving throw as a free action, since it doesn't specify the action type to make a new saving throw. I argued it was like the hold person spell, which is a full-round action.
How does this work?
I don't think the Undead Master archetype is that great either, especially since you get the animate dead spell via your divine caster class early already.
Two level 9 spellcasters will always be viable, regardless of which archetypes you take.
Samsaran is a good race for Wizard/Cleric. (+Wis/Int)
If you really want to go bananas on necromancy, take a look at Juju oracle (spirit vessel revelation).
AFAIK, you don't need to do direct damage with a flaming blade. You simply need to do damage "with the spell". It's still a spell at all points (ie, no instantaneous duration).
One more question:
In the Flame Blade Dervish feat (from Paths of the Righteous), it states that you add Charisma to the damage of your flame blade. Would this portion of damage from flame blade benefit from empower spell?
Empower Spell wrote:
1) Does flame blade allow iterative attacks?
I've seen a lot of arguments on this one. Is there a definitive answer?
2) Could flame blade benefit from improved critical?
3) If it can benefit from improved critical, presumably an augmented mythic flame blade would have a threat range of 10-20?
4) Would spell perfection increase the threat range from improved critical? (for a ray, if not flame blade)
Since it is not a set bonus, presumably no, but just making sure.
My 11th level arcanist has been stamped by a "Mark of Treachery" given by a Glabrezu.
Mark of Treachery: The wisher gains a mark of treachery somewhere on her body. This mark appears as a fist-sized tattoo that combines the seven-pointed spiral of the sign of the Abyss (see page 3) and the glabrezu's name (not its true name) written in Abyssal in a circle within the sign. This mark can only be removed by a miracle or wish, and only then if the caster makes a DC 30 caster level check. As long as the wisher is marked, the glabrezu can observe the world through the marked person's senses and can communicate telepathically with her. At any point thereafter, the glabrezu can demand a service of the marked person—this allows the glabrezu to affect that person with a geas/quest to carry out the service if the person agrees to do the service. Agreeing to this causes the mark to fade. If the marked person refuses, she is immediately affected by a destruction spell (CL 14th, DC 22) and the glabrezu can demand the service again 1 round later. A mark of treachery persists through death and any resurrections that follow.
I don't have access or money for a miracle or wish spell. What is the most effective way to remove it?
Alternatively, what is the most effective/cheap way to call and kill the Glabrezu responsible? I have craft wondrous item.
Mark Seifter wrote:
Thanks to you both, I am very excited to see what I have to work with!
Eric Hinkle wrote:
What is this "Cult of the Eye" people keep mentioning?
A cult mentioned within "Pathfinder Campaign Setting: Isles of the Shackles".
They believe the Eye of Abendego is the birth pangs of a new god (which they call the "Deluged God"). They offer sacrifices to be saved from the mass floods that will undoubtedly come once their deity arises.
Unfortunately, the most relevant changes for my gaming group are the handful of game balance adjustments that basically removed several items from the game. :)
I've been a faithful Paizo fan for a long time - own at least a thousand dollars in their products like many of you - just going to add my 2 cents:
Paizo, I've really disliked what you did with the Advanced Class Guide and now in Ultimate Equipment. Please use errata to finish incomplete sentences, increase clarity, fix charts, etc. Please, don't use errata to balance the game. It's a poor policy that dampens my desire to buy your products.
As for the OP - playtesting before the product launches is great. I don't want a "balance patch" every X months. It's OK to have imbalances in this game.
That is all,
Craig Frankum wrote:
Aether & Fire Kineticist would be pretty good for a sith.
You could go the kinetic blade route or brilliant energy weapon as mentioned.
The Veiled Illusionist is a great prestige class for this!
Halfling: At 2nd level, a veiled illusionist can spend 1 point from her veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it's being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist's veil pool) or misidentify the spell as a spell of the illusionist's choice. The illusory spell must be the same level as the true spell, and must be one the illusionist can cast.
I don't comment on these boards ever, though I browse them quite a bit. However, I have enjoyed this book so much that I have to tell you.
I love the Divine Combat Techniques (Especially Cayden's), the weapon tricks, the various fighting styles, and advanced weapon training.
Good job, guys! I hope for more of this kind of content.
Would a summoner be able to take it at level 5 if he were wearing a robe of arcane heritage?
No, RAW, he meets all the requirements at level 7.