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I get that it's a symptom of the much-vaunted compatability between the systems, but that homogeneity dilutes Starfinder in a way I don't like. It's supposedly a science fantasy game, but we have ~2 skills related to science and 4 related to Magic. And "crafting" sounds way worse in this context than its progenitor: "engineering". Ugh. I really can't get over how much I dislike "crafting" for Starfinder. Even the Crafting specialties feel distinctly Pathfindery, with Starfinder paint. I really wish the skills kept more akin to their old name schemes. If necessary, there could've been a blurb in the GM Core about compatability, like "If playing a Starfinder character in a Pathfinder game, consider replacing uses of the Engineering skill with Crafting." Physical Science is the other skill that feels absent in the Pathfinder suite of skills.
I dunno, y'all. It feels like the Science and Engineering are taking a backseat, which I think is a real shame.
I know ship v ship combat isn't released yet, with Cinematic ship combat announced for GM Core and Tactical ship combat as of yet unannounced AFAIK. But still, what info is out there regarding ships?
Literally anything and everything about ships in 2E.
There still isn't a Starfinder 2E secon to the forums.
The Core classes still have their playtest forums up near the top of the page, even though they're released. It's just kind of a mess to find threads regarding 2E non-playtest material right now.
I read very briefly through Mechanic, focusing on Mines because it sounded novel. First off, in my experience, Starfinder was a much more three dimensional game than Pathfinder, which implicitly limits how useful area control and delayed area damage effects are.
Ranged Combat is the meta for friends and foes alike, so it's good that we can deploy a mine at a distance. Do regular Starfinder humans recognize a mine as it's being deployed? How difficult is it to know that a deployed object is a mine? How big is a mine? They don't take up bulk while stored in the Rig, but what if someone else tries to pick one up? 12 feels like an absurdly high level for Healing Mines. An Alchemist gets healing bombs at 4. How does Double Deployment even work? 1 action deploy twice is cool and the last line seems like you should be able to ranged deploye them, otherwise they could never be 30ft apart. Terraforming Mines requires Gravitic Mines, but its effect "Big Bang" is exactly the same as Gravitic Mines's "Big Bang" Multitasker's description text specifically mentions only mines, but its effect applies to all subclasses. Probably should be a broader description. This is all critical because I think it's neat and I want to see it as clean, functional, and effective as possible.
From the Divine Mysteries web supplement:
Bolded for emphasis. Not kill benevolent dragons.
Seems odd that his concerns include those which he seeks to destroy. Is this any intentional shift from the older "Kill metallic dragons" towards kill all dragons? If so, why are wicked dragons a particular area of concern? Or is it meant to be more akin to Kill benevolent dragons?
Yep. Clicking Community and clicking the drop down next to Community and then clicking Forums both go to the forums. The same is true if you click either Community or Forums in the forum addressing.
Both of the first two go to the same place. Edit: Technically they're different urls, but visually and functionally, they appear identical.
That's the thing we're all ostensibly trying not to be. Yesterday in the Pathfinder Second Edition General Discussion channel, a thread was posted expressing consternation about a perceived lack of communication, spurned by the Runesmith/Necromancer playtest ending without a post about it on the website; though there were posts to Facebook and bluesky, and a concern for the company given the departure of certain developers. It was not, general, a happy nor positive thread, though there was some push back trying to paint a somewhat brighter picture. As of when I last read the thread, last night, the mood was dour. However, it had not devolved into personal attacks, hatred, or the like. So I was very surprised this morning to find that thread deleted. Not shutdown, not locked, simply gone, as though it never existed. Now, PF2 General may not have been the best venue for that thread, so I see every potential reason to move it somewhere more appropriate.
But I think deleting the thread entirely goes too far, into the realm of over-moderation. I've done a bit of community moderating, certainly not on the scale of Paizo, though. One thing I've found pretty consistent is that the best way to upset people who are discussing something they don't like about an organizationis to shut down that conversation. It swiftly takes people from reasonable and upset/unhappy to furious and vindictive.
It's kind of sardonically funny. The thread with a major theme of concerning lack of communication gets silently deleted. I love Pathfinder. I quite like Paizo, generally. I disagree with the way they handled this situation and I think it does themselves more harm than good. If you, fellow forum poster, feel a desire to post in this thread, I implore you to keep a civil tone. Open, honest, but self-restrained dialogue is incredibly important to me and is a benefit to all of us here.
The old version of the feat was much clearer, imo.
The wording on the new version, to me, doesn't necessarily read as updated wording to an existing feat. To me, the changed words almost certainly imply a change in functionality. So, is "in range" supposed to mean "in range of the original, 2-action Heal"? In which case, neat buff. Or is "in range" supposed to mean "in range of the 1-action Heal we're now going to choose a target for"? In which case, sad nerf. Given the general paradigm of Remaster stuff, I'm inclined to believe the former is intended, but is that what the words themselves say? I'm too tired atm to make an assessment ^_^;;
Tin. Any class, ancestry, free archetype or not. I've always loved the idea of the 2H dex melee weapon character. I even did it once or twice in 1E, when dex was king. In 2E, I haven't thought of a character that doesn't feel hampered by that weapon choice. Not so much a trade-off and a trade down. So I'm soliciting ideas.
Inspired by Deriven Firelion. On paper, I was never really sold on the remaster changes to investigator's combat efficacy as being sufficient to make the class worth playing over a slightly reflavored rogue. And since I'm now back in the GM saddle, I don't know when I'll get the chance to try one any time soon.
Almost every ability that utilizes the thralls does so without any regard for the fact they are supposedly undead creatures.
There are very limited options to use the thralls as, well, thralls. Can't have a thrall grab me that drink off the counter. Can't have a thrall hold a torch for light (or even be lit aflame for light since it would be immediately destroyed).
Let me use my not-minion minions for something other than fueling the real focus spells.
I'm interested to see how in the world this system is going to be balanced. Not that original Mythic ever was, but with the tight math being such a selling point of the 2E system, this preview seems to fly in the face of that. Mythic proficiency sounds bonkers, even if limited in scope and number of uses per day.
Was perusing the War of Immortals blog post and when I went to look at the books, I saw a $67.49 price tag, which I'd never seen before.
Sorting rulebooks by price, it became clear that those are the two most expensive non-Special hardcover books right now. The Core series of books are all $59.99. Is this the expected price for hard covers going forward? I was already pretty on the fence about buying HotW and WoI before I noticed the price disparity. Like, $5.00 and $7.50 isn't a lot of extra money. It's just kind of a sentiment thing. "Do I really want to pay more money for a book I wasn't super excited about anyway?" If this is the new price, I'll probably just end up being a little more discerning about which books I end up getting. Times is tough all around. edit: Yes, PDFs exist, but I strongly prefer physical books. So in almost all cases, if I'm interested enough to buy a RPG book, I'm interested in buying a physical one.
They're both originally from Golarion, so far enough back they must, right?
Probably Humans and Halflings, too. Elves and Gnomes aren't originally native to Golarion, so likely no commonality there. I wonder about Dwarves, tho. Both from Golarion, but Dwarves were never on the surface.
For context, as a single action with the Attack trait, you attempt a Medicine check vs the Fortitude DC of a target within your reach. Critical Success- The target is either clumsy 3 or stupefied 3 until the end of your next turn. The target is then immune to Surgical Shock for 1 hour. Success- As critical success, but the target is either clumsy 2 or stupefied 2. The rest don't matter, because the question I have is: which one is it? The target is either stupefied or clumsy. Do I get to pick? Do they? Is it random? It's probably meant to be the former, and that's how I would recommend it to anyone. But it doesn't specify.
Never liked the change to moving Kobolds from little dragon guys to ambient magic sponges. (Didn't we just get Surki for that?) It's another in a long line of making options more flexible at the cost of a concrete identity. I'm rarely a fan, but whatever. I was mostly planning on looking the other way as much as possible and playing my Kobolds largely as before. Finally got a chance to delve into my PC2 this morning. Kobolds can no longer gain a permanent fly speed. They still get access to the garbage Winglets feat at level 5, which is a prereq for the Fly once per turn style feat that is so popular in the flight feat chain they get at level 9 (which the flight capable ancestries get 4 level earlier).
There's no third feat granting access to an actual fly speed, so Kobolds are limited to 1 fly action per round forever. Arguably, access is somewhat easier because there's no heritage requirement, but this change is terrible.
I usually try not to be this rage posty, but it feels like mechanically and thematically my favorite ancestry is no longer what it was, and that's extremely frustrating to me.
SF1 operatives getting 5 levels worth of early access to a typically highly thematic exploit did a lot to engender me to a particular specialization.
Looking to the SF2 Operative:
The actual unique things the specializations grants, the exploits and advanced exploits, are almost all combat-specific abilities. Intellectually I understand the desire to make the operative into more of a striker and shift skills more over to the Envoy, but it feels like this is too far in that direction. It makes the specialization choice irrelevant outside of combat, which feel wrong to me. Two changes I'd like to see for the operative:
2.) A unique, not specifically combat-related, ability somewhat early on. I'm thinking like the 4-6 range. Could be something baked into the base specialization or, I think more likely, actual class feats with a specialization as a prereq. Just something the specialization can get that helps them stand out. Especially outside of changes to the turn-by-turn combat routine.
Getting that GM itch again, so I'm soliciting opinions. I tend to favor APs that:
So what APs would y'all suggest?
I was perusing the Star Guns out of Treasure Vault and Guns and Gears. All three of them have the concussive trait, which causes the target to use the lesser of their piercing and bludgeoning resistance, but the guns don't deal piercing or bludgeoning damage. Is this just like, a flavor trait in these cases? Or just an oversight? The Roawn Rifle deals fire damage, and both the Ghosthand's Comet and the Kaldemash's Lament deal force damage, with other elemental options. So what gives?
In the errata today it says:
Sure sounds like they lost it to me. If so, that makes me sad. The conjuring bullets bit was the coolest, or at least most evocative, part of the archetype to me.
I fully understand that these are not well fitting for the class fantasy and mechanics. HOWEVER as someone whose character had their armor destroyed, I can tell you I was very glad that at least my proficiency was the same.
It's just an unnecessary feelsbadman, imo
Insofar as I can tell, no ability, feat, or class feature interacts with the level 1 Tactic classification. So why bother separating them? I could see a world where at level 1 the Commander gets 2 mobility tactics and 2 offensive tactics or maybe a feat that has an effect when you use a Mobility Tactic or something. So could be design space left blank for future iteration? I dunno; seems unnecessary atm to break 'em up into categories if those categories don't mean anything besides broad strokes description.
Relevant Rules Text wrote: Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. So the implement we start with is mundane. And an implement typically has no value if sold. Additionally, if we acquire a new, similar item we can make that our new implement with a day of downtime. Suppose I have a wand implement and our group happens upon a wand of Fireball. Can that be my new wand implement?
Petrify has replaced Flesh to Stone. I don't see a Stone to Flesh equivalent, and Petrify doesn't say anything about being able to remove its own effect or anything. I've long believed that Dispel Magic wouldn't work, since the spell ends when the creature becomes fully petrified. I could be wrong about that, tho. If I am correct about Dispel Magic not working, how does one remove the fully petrified effect of Petrify or similar effects using only Remastered content?
It's been established repeatedly that Hao Jin has lived for centuries, but also that she isn't truly immortal. What I haven't come across is how she has lived for centuries already. Even the 1e version of the Phoenix Bloodline's capstone worked like True Resurrection, so it wouldn't stop her from dying of old age. It's technically possible she's imbibed the sun orchid elixir a bunch of times, but that probably would've been established by now if that were the case. If there has been a canonical answer, I'd love to hear it <3
It's a simple wish: I hope that the Monster Core specifies what a monster's melee Strike range is, if one is not given. My default assumption has always been "5 ft". But I think an equally valid assumption is "whatever the standard reach is for a creature of that size". I brought this up ages ago regarding Tiny creatures. Prior to the release of Book of the Dead, the only creature in the entire game with a listed melee range of "0 ft" was the demilich. But because one existed, I felt comfortable assuming that no listed reach equaled 5ft.
But a number of people disagreed, saying that GMs should be using the reaches listed in the Size, Space, and Reach table if no reach is listed. I think these are both valid interpretations. The release of Book of the Dead introduced several Tiny creatures with a listed melee strike range of "0 ft". This further convinces me that if no range is listed, a 5ft reach should be assumed. However, complicating this assumption is the existence of creatures which have a melee attack with a listed reach of 5 ft. These include the Dreamscraper, Tehialai-Thief-Of-Ships, Lomori Sprout, and the Gorilla.
Frankly, I don't much care which approach the book takes in the Remaster, though, I think having an assumed 5ft reach on attacks unless the attack specifies is a bit easier and requires less GM fiat on assessing if a creature is Tall or Long. I just really hope the book specifies a standard and that the writers stick to it.
For context, here's the triggers and requirements for all three Thaumaturge implements which grant reactions: Amulet wrote:
Weapon wrote:
Bell wrote:
So for Amulet and Weapon, the Requirement includes Holding the specific Implement and that you are "Benefiting from Exploit Vulnerability". For Bell, the Requirement is "Holding the Bell and triggering creature is within 30 ft". Not "benefiting from from EV".Now, what does "Benefiting from Exploit Vulnerability" mean?
So after a critically failed EV roll, a Thaumaturge would still be able to use the Bell reaction, but not the other two. Because they have a target of Exploit Vulnerability and aren't required to be Benefiting from EV. I don't think this discrepancy between the three reaction-based Implements should exist, which begs the question: Which wording, and therefore RAW, is correct?
The Gencon preview wrote:
Suppose a level 20 Barbarian with Legendary Athletics, +1 item bonus to Athletics, +6 strength, and no other Leaping or Jumping related feats or items. They have a 40 foot move speed. They want to jump a 20 foot gap. Easy. They spend the appropriate 2 actions, Stride 10 feet and attempt their check, Nat 20 for a total of 20+20+6+8+1=55 feet. Goes down to 40 because of their land speed.
This is probably an improvement on the existing rules, but creates its own problem: you can't Jump less than the dice dictate.
Wisdom-based divine spellcaster.
Compared to Cloistered Cleric (since they get the same spell proficiency scaling): Wisdom-based divine spellcaster.
They both get Fort saves to expert at level 3. Animists get Perception to expert at 9th level, compared to the Cleric's 5th.
So like, the actual class chassis is not wholly dissimilar from the cleric. Somewhat better armor proficiency, somewhat worse saving throw proficiency (especially Sages). The Animist gets a few more regular spell slots; the cleric gets a bunch more top level Heal/Harm spells. From 1-11, the Cleric has more total spell slots, they're tied at 12, and the Animist pulls ahead for the rest of the game. A cleric's deity grants a handful of spells to their spell list. But this is where the Animist really shines, with the huge amount of flexibility granted by the Apparition Spell List and automatically going up to 3 focus points at 4th level. So by 5th level, an Animist has access to 3 cantrips and 9 spells which aren't limited to the Divine spell list. So given the pretty similar chassis, the biggest points of differentiation that I've noticed are the incredible flexibility of the Animist and the Divine Font of the Cleric.
What is the Cleric's mechanical niche anymore, unless you explicitly NEED access to a bunch of extra heals or harms?
Alright, so the following categories CAN be a weapon ikon:
So what does this list exclude? Flails and fisticuffs, mostly.
Now, a lot of those are kinda weird weapons: I'm looking at you Fire Poi.
I feel like this is probably just an oversight, but it is what it is for now. edit- I flagged this for moving to the playtest thread. Probably better served there.
So there's a level 10 Kineticist feat that lets a single gate Kineticist become affected by the spell "Elemental Form" of the type of your single gate once per day.
So here's my attempt at filling those gaps: Both Wood and Metal gain the Athletics modifier and strength-based unarmed strikes. Metal: Speed 30ft; electricity resistance 10; Melee Claw 2d8 slashing Wood: Speed 20ft, climb 20ft; bludgeoning and piercing resistance 5, fire and slashing weakness 5; Melee Branch 2d6. How would y'all flesh out these elemental forms, until PF2 Core comes out?
So you breathe it in and you get an effect for a long as you hold your breath. Cool.
tldr: what traits, if any, should the action of Exhaling have, as it relates to Bottled Breaths.
It seems likely to me that the name of the Drow ancestry (that I'm hoping we'll get some day) will change.
Svartalfar, to my mind, would have been a potential analogue, but they already exist as a fey monster in the Agents of Edgewatch AP. They could always just kind of retcon or ignore that in the transition, I suppose. It might also be the case that Paizo create an entirely new name for their underground, dark-skinned elf ancestry. They're renamed a bunch of other extant monsters, but to date have kept Drow. I wonder if they can just continue to use it? What would you like to see for "Drow" in PF2R? I've always hoped to see a little more Drow utilization in PF. I'll probably never get the chance to play Second Darkness, and it'd be interesting to see a more contemporary take on PF Drow (or whatever they end up being called)
I took minor issue with the implementation of the simplified ancestries optional system in this thread Here. With 2R on the horizon, these issues have a chance to be addressed in one of a few ways: 1.) Ensuring every ancestry has a level 1 ancestry feat called "Ancestry Lore". Like Elf Lore or Goblin Lore.
2.) Make a general exception in the subsystem for ancestries without an appropriate feat. Massive like a *If the ancestry you selected doesn't have an appropriate feat, work with your GM to find a replacement".
3.) Make specific exceptions for all the ancestries without appropriate feats. Like "A gnome PC receives Gnome Obsession in lieu of an ancestral Lore feat".
4.) Larger changes. Rework or removal of the subsystem entirely.
I was perusing AoN, as I am want to do, when I stumbled across this ritual. Seemed cool. Read what happens on success and, well: Critical Success wrote: You learn a significant piece of lore, a forgotten secret, or some other tantalizing nugget of knowledge that is of immediate use to you, connected to the skill you chose. The GM will provide you with some piece of information they know will aid you in your personal goals. In addition, you become trained in the use of the selected skill and gain a +1 status bonus on checks made with that skill. vs Success wrote: Success You become expert in the use of the selected skill. Now, there are certainly likely times where the immediately useful knowledge is going to be critical. But I feel like other times simply becoming an expert is superior. This feels like almost certainly a mistake somewhere. Reading the heightened options for this ritual, it seems almost certain that Critical Success is supposed to make you an expert, plus all the other benefits.
In the start of the Treasure Vault section on Missives, Purepurin admitted to sending Tik an Explosive Missive to show him how much of a meanie he was for drawing a particular picture.
Sympathy Heave (I'd want it to be Sympathy Puker, but I don't think that terminology is quite appropriate)
Reaction
The sight and sound of vomiting has always caused you to sick up as well. Immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success). I don't think this feat is exactly good but I think it's funny, has a reasonable use case, and it's pretty believable.
I was using this guide to help with making a homebrew version of the Monk's Spade:
when I thought the following question: Could you place Versatile on a weapon more than once? The 1e version of the Monk's Spade could do any of the 3 types of weapon damage, so I'd like to do something like this for the homebrew version.
So would y'all consider having a weapon with two versatile traits on it? Would you "dock" the weapon in other ways to compensate?
Supposing, of course, you need to underwater for more than an hour, an Aquatic Chair seems to me to be the most economical and effective strategy. As Mobility Device, your land speed continues to be equal to your speed. As far as I can tell, there's no detriment to handedness especially true if you also acquire Impulse Control, a common and cheap upgrade. Other items meant to facilitate underwater adventuring: Bottled air (level 7, 320gp) Requires actions to breathe. Doesn't grant swim speed. Potion of Swimming, Greater (level 11, 250gp) Lasts an hour. Doesn't grant water breathing. Ring of Swimming (level 12, 1750gp) Swim speed 1/2 land speed. Doesn't grant water breathing. Elemental Wayfinder, Water (level 10, 900gp) Uncommon. Doesn't grant swim speed. Compared to: Amphibious Chair (level 9, 575gp). Common. 20ft land speed, unless yours is better. 20ft swim speed, unless yours is better. Unlimited water breathing (or air breathing if you normally breathe water). I'm on board with Mobility Devices being 100% non-detrimental. But, to me, it sorta breaks verisimilitude when a wheel chair is by far and away the most effective means of underwater traversal. There's very likely an angle to this that I'm missing, and I look forward to reading it ^_^
Mechanically speaking. As far as I can tell, there are almost no differences to not being in a wheel chair, save that someone else can spend an action to help you stand, whereby you can stand as a free action triggered by your ally's help, and that you can be immobilized by having your hands bound, prior to Impulse Control.
Relevant rules text from AoN: "Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales." The way I read it, nothing suggests you should be. But having a heritage that makes you incapable of wearing armor while not guaranteeing that you can use the Scales armor feels wrong to me. If I were GMing for a PC with this ancestry who was not proficient in medium armor, I'd at least make them automatically trained in the Scales armor, specificity.
Relevant rules blurb for context: Archives of Nethys wrote: When choosing an ancestry for a simplified ancestry character, you gain the ancestry’s normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat (Dwarven Lore for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats. The problem lies in the fact that not every race has a _____ Lore feat. Most of these are rare races, so it's not too big of an issue: Fleshwarp, Poppet, Skeleton, Sprite. There may be others that I overlooked. The big HOWEVER, though, is that there is no Human Lore feat. Humans are one of the big core races and one of the most common races in the game.
For those wondering: this problem is partially, though not wholly, ameliorated by versatile heritages. Only Beastkin and Ganzi VHs don't have an associated Lore skill feat. Natural Skill seems like a nice replacement compromise. You get trained proficiency in any two skills you like at the trade-off of not getting a lore skill.
The 'unconscious' condition says "You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't." None of those effects, of the effects of the nested conditions, affects the fortitude DC, which is what athletics to grapple goes against. Kinda silly. It's the kind of thing every GM I know would probably house rule in some way on the spot.
"Your fly sped no longer restricts the height you can fly." -Sentence 2 of Unlimited Ghost Flight. However, nothing I can see in either Floating or the Ghost Flight feat indicate this to have been the case previously.
I suppose it's somewhat implied in Floating, since you can high jump up to your fly speed? However, it kinda reads like an earlier version of the Ghost archetype or maybe the Ghost Flight feat used to previously allow unlimited flight up to a height capped by your fly speed. |
