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Pathfinder Rulebook Subscriber
WWHsmackdown wrote: ....I don't think the efficacy of the magus rests precipitously on one spell. Those slots are better used for utility anyway Yeah, people complaining about it are telling on themselves. Even at early levels, Magic Weapon is significantly better spell to prepare. Spellstrike cantrips are still nukes.![]()
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Sy Kerraduess wrote:
Oh that's another good idea, thank you. ![]()
Pathfinder Rulebook Subscriber
Sy Kerraduess wrote:
Unfortunately, I've asked several times and they told me they were not doing so, regarding the spell list change. ![]()
Pathfinder Rulebook Subscriber
MadamReshi wrote:
I'd love it if Archives of Nethys took it that way! But they didn't, and that's why there has been content removed from Archives of Nethys. the conversation is about Archvies of Nethys removing content, and that's what they did, idk what to tell you. ![]()
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Calliope5431 wrote:
Wow, I didn't think of that, thank you! ![]()
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GameDesignerDM wrote:
The Secrets of Magic spell list literally isn't there? What are you talking about? That's the Rage of Elements spell list. It's different. ![]()
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Aaron Shanks wrote:
I've very happy to say that the update since I've posted has fixed the problems! ![]()
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Sibelius Eos Owm wrote:
I never mentioned Shocking Grasp?? ![]()
Pathfinder Rulebook Subscriber
GameDesignerDM wrote:
Secrets of Magic Elementalist Spell List is missing. The current one is just the Rage of Elements spell list, which doesn't have all the options Secrets of Magic did. Blistering Invective, Flammable Fumes, etc. Deities that appeared in Rage of Elements but also was written before have had their alignment removed. ie Sairazul ![]()
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Aaron Shanks wrote:
I love the Remaster, but options are *already* gone from Archives of Nethys. ![]()
Pathfinder Rulebook Subscriber
Aaron Shanks wrote:
Unfortunately, the module is still broken. It might open in the current version, but the Scenes and NPCs have never been fixed. The included Cobbleswarm isn't even correct, despite the normal Cobbleswarm in Foundry being correct. The scene's actors have no linked tokens. It'd be easier to set this up this adventure yourself than having to purchase the module and find every missing broken detail. ![]()
Pathfinder Rulebook Subscriber
Another thing, Clone Mirrors is out of line for a level 6 Hazard. Did you accidentally combine two hazards together in the editing process? In the adventure it appears in, it works because its a third party in another fight, but it is as powerful as two level 6 hazards as is, making its current power level more like level 8... ![]()
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CorvusMask wrote:
yeah but it took some time to realize it was the mistake of the adventure and not me miscounting. ![]()
Pathfinder Rulebook Subscriber
Quote: This is an experiment to see if the community can handle this feedback without using it as an invitation for debate, or as ammunition against our designers, editors and writers. Would you prefer us keeping discussion about Society legality to a minimum to prevent this? I've talked to a few people about it but haven't posted it to the forums here. ![]()
Pathfinder Rulebook Subscriber
Squiggit wrote:
Many classes specialize in Performance, and can use Performance to do nonstandard things, like Demoralize, or be used to gain Panache, etc. This is a huge buff for those. ![]()
Pathfinder Rulebook Subscriber
Musical Accompaniment seems a long stronger than comparable cantrips, such as Guidance, Sense Time, Infectious Enthusiasm, and Forbidding Ward. No limit on how often you can cast to get the bonus, you get the bonus on every Performance check for a minute, without sustain. It feels comparable to level 1 bless. It's suddenly by far the best ancestry cantrip for Battledancers, Gladiators, Pistol Phenoms, etc., when it doesn't really seem like the type of thing that's trying to shake up the meta *this* much. Especially being Common, which makes it slightly easier for a player to sneak it into their build without GM approval. ![]()
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Alchemic_Genius wrote: Not to be a party pooper here, but bombs techically don't have the thrown trait, which means rules as intended might not have them them work with the bandolier. I hope they do, but, well yeah It says they are thrown weapons here: https://2e.aonprd.com/Rules.aspx?ID=703"Bombs are martial thrown weapons with a range increment of 20 feet." And this fulfills all the requirements of the Thrower's Bandolier. ![]()
Pathfinder Rulebook Subscriber
Alchemic_Genius wrote: Not to be a party pooper here, but bombs techically don't have the thrown trait, which means rules as intended might not have them them work with the bandolier. I hope they do, but, well yeah It says they are here: https://2e.aonprd.com/Rules.aspx?ID=703"Bombs are martial thrown weapons with a range increment of 20 feet." ![]()
Pathfinder Rulebook Subscriber
DemonicDem wrote:
Another thing. Does Wind Them Up only allows for stealing negligible bulk, right? Why would stealing be useful in combat? You can't steal weapons, consumables, material component pouches. And there's another thing about the wording, if you succeed on your Thievery check, do you not trigger reactions for movement and ranged attacks from anyone, or just the target? If it's only the target, then Steal already triggers an Attack of Opportunity, which would make the lack of reactions pointless. ![]()
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I have some questions about Way of the Triggerbrand from Impossible Lands that might need errata to answer. Can a Triggerbrand using a combination weapon use Wind Them Up, Break Them Down, and Triggerbrand Salvo while the weapon is either in Ranged or Melee Mode? Triggerbrand Salvo being exactly like Stab and Blast would make how you'd rule Stab and Blast apply to Salvo as well... but that's unclear. As it is, if they have to be in melee mode, it's a case of specific beating general for making the ranged strike, since the weapon would be in melee mode. But then why wouldn't the melee strike also be a case of specific beating general while being in ranged mode? Wind Them Up specifying it flatfoots to ranged attacks makes me think it can be used while the weapon is in ranged mode, despite it making no ranged attacks. Otherwise one would need to be hasted to make use of the flatfooted debuff, or have Triggerbrand Salvo. Also, what are you meant to steal midcombat that would be useful? You can't steal bombs, consumables, wands, material component pouches, or a significant amount of ammo because all of things are Light bulk, and Steal says usually only negligible things are allowed. Break Them Down specifies you don't need to change modes to make Strikes with the melee and then ranged, but it doesn't specify if you need to start in melee mode, similar to Stab and Blast/Triggerbrand Salvo, which makes me think how you'd rule those two would apply to here as well. Additionally, does the two MAP apply to Triggerbrand Salvo if the melee strike misses? The wording is unclear, similar to Stab and Blast ![]()
Pathfinder Rulebook Subscriber
So, this might be another bug in Impossible Lands, or maybe it's indicative of changes to the Scimitar and Falchion in the next CRB printing, or maybe it's an advanced weapon that's printed as martial, but the Dandpatta is straight up better than both the Scimitar and Falchion; being Martial, 1d6, Two-Handed [1d10], Forceful, Sweep. Forceful is a terrible trait so I can see why the Scimitar and Falchion might be changed, but this could just be an error. ![]()
Pathfinder Rulebook Subscriber
I have some questions about Way of the Triggerbrand from Impossible Lands that might need errata to answer. Can a Triggerbrand using a combination weapon use Wind Them Up, Break Them Down, and Triggerbrand Salvo while the weapon is either in Ranged or Melee Mode? Triggerbrand Salvo being exactly like Stab and Blast would make how you'd rule Stab and Blast apply to Salvo as well... but that's unclear. As it is, if they have to be in melee mode, it's a case of specific beating general for making the ranged strike, since the weapon would be in melee mode. But then why wouldn't the melee strike also be a case of specific beating general while being in ranged mode? Wind Them Up specifying it flatfoots to ranged attacks makes me think it can be used while the weapon is in ranged mode, despite it making no ranged attacks. Otherwise one would need to be hasted to make use of the flatfooted debuff, or have Triggerbrand Salvo. Break Them Down specifies you don't need to change modes to make Strikes with the melee and then ranged, but it doesn't specify if you need to start in melee mode, similar to Stab and Blast/Triggerbrand Salvo, which makes me think how you'd rule those two would apply to here as well. Additionally, does the two MAP apply to Triggerbrand Salvo if the melee strike misses? The wording is unclear, similar to Stab and Blast. ![]()
Pathfinder Rulebook Subscriber
The text on Stab and Blast is unclear. Quote:
If you miss the first melee Strike, does this ability still count as two attacks towards your multiple attack penalty?
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