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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 60 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Pathfinder Lost Omens, Rulebook Subscriber
Albatoonoe wrote:
I spy Oni and Qlippoth. That makes me a happy man.

The Qlippoth are horrifying, you look at the pictures and go I am going to go fight the normal demons over there.


Pathfinder Lost Omens, Rulebook Subscriber
The-Magic-Sword wrote:

I have it and they knocked it out of the park, answering questions here on reddit:

https://www.reddit.com/r/Pathfinder2e/comments/gjs3g3/got_my_bestiary_2_pdf _ama/

Feel free to help out answering questions or asking things you think might be worth hyping, I do this to hype up the product and make every release as exciting for as many people as possible, since I want to share my excitement and help out the game's burgeoning popularity. I don't lie though, if I don't love something I'll be honest about it.

I am fine with regular spiders but it's an demonspider and is wrong on so many levels.


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Spider or spider like creature warnings. pgs 37, 60, 148, 157,217 (This is NSFL, really you did not need to use this picture paizo.), 234 (scoprions), 246, 249, 260.


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I hope it includes ancestry feats for the new leshies in the beastairy or people are going to be tapping their feet waiting for them.


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My copy was shipped today day Grendal is indeed a level 19 CR.


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Tectorman wrote:
graystone wrote:


• Alignment Variants: anything that kills off alignment is good in my book.
Care to go into detail? Does it allow for, say, Nocticula the Redeemer Queen to have Redeemers or for Asmodeus to have the nonevil Clerics he used to have?

3 of the 4 remove cleric and champion restrictions. A gm might add other edicts or tenants that make them unavailable though.


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I think that summon fey should be a contender. There aren't that many fey right now but most of them are spell casters so you get more spell versatility.


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levels 9th through 12th.


Pathfinder Lost Omens, Rulebook Subscriber

I can't find where it was posted, but I remember the devs talking about anathema being in order of importance. Allowing and evil person to be redeemed is more important than striking down evil to Sarenrae.

Someone could be working towards redemption and still register as evil, so blasting them and saying see they are evil would go against the higher anthema.


Pathfinder Lost Omens, Rulebook Subscriber

1. You are correct in your assessment for getting an item out of the back pack.

2. If your example is twin parry it only takes the two actions.

3. Most of the spells I am seeing go up by 2d6 for each level heightened. Cone of cold does vampiric touch and spirt blast do as well. The only spells that only went up by 1d6 either lasted more than one round or had an additional effect that they did besides damage.


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Sapient wrote:
K1 wrote:


I happened to make half of the first as a Redeemer, even if I was more a lawful ( because of bg, and attitude ), and then my dm allowed me to move to paladin.

Best choice ever.
It is what a champion should be ( consider to try it, if you can ).

After the Errata today moved one more feat to the Paladins only, I'm reconsidering Redeemer. We've had some liberty to change, but we just hit level 2, and we are locked into what we bring to the next game.

It seems that to really hit evil creatures hard, you have to go Paladin. And the different is significant. Liberator and Redeemer just don't get equivalently powerful or interesting options.

Which feat got moved not seeing anything about that in the errata?


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Atalius wrote:
If someone is under the effect of Enlarge or another polymorph spell can he benefit from Heroism?

on page 301 under polymorph it says that you can only benefit from circumstance bonuses, status bonuses and penalties. heroism is a status bonus so it would buff your stats.


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Mellored wrote:

Where does it say that only evil creature take damage from good?

I see a few creature that are weak to good damage, but I don't see where it says divine lance won't hurt a unicorn.

Under damage types on page 452

ALIGNMENT DAMAGE
Weapons and effects keyed to a particular alignment can deal chaotic, evil, good, or lawful damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.


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Yea just checked the core book and adding one more of the weak creature from your example would equal the added XP for the extra player exactly.


Pathfinder Lost Omens, Rulebook Subscriber

you can cast three spells in one turn if you want there aren't many spells with one action cast time though. It is common to cast two spells in around. normal two action spell and then shield is among the most common caster rounds. They type of action it takes doesn't matter only if you have enough actions to cast them.


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It is always up on https://www.twitch.tv/officialpaizo right after they stop recording.


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I think that PFS handing out guidelines for how much knowledge to give out would be a good idea. Since the game masters guide hasn't come out yet hopefully there will be guidelines in it.


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Pathfinder Lost Omens, Rulebook Subscriber

An order of the leaf druid that specializes in tree law.


Pathfinder Lost Omens, Rulebook Subscriber
PossibleCabbage wrote:

Does Speak With the Dead even exist anymore? I can't find it on aon.

The spell has been renamed talking corpse.


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Erpa wrote:
GM Aerondor wrote:

Is there a link to see the recording of this available?

Once one week has passed from the original airing, it'll be available on youtube. So..tomorrow night, presumably, we can watch ep 1 there while subscribers to the Twitch channel can watch part 2.

You can watch each episode live for free on twitch. You need to have a subscription to watch replays on twitch or you can watch it after a week on youtube as noted above.


Pathfinder Lost Omens, Rulebook Subscriber
Joana wrote:
James Jacobs wrote:
My suggestion; play the game for several sessions WITH hero points, and pay attention to how your players enjoy them. Or even better, play the game as a PLAYER for several sessions with hero points. GMs have the agency to alter the flow and reality of the game at their whim, but players do not. It's a different sensation to play the game as a player and have that agency. It's better.

Do you have any hints for GMs who have never done it before on when to award hero points?

I've never played with them, and it feels awkward to me to say, "Oh, I like that thing you did, have a hero point, but that thing the next player did, not so much, no point for you."

(I might add that I've been a player in a game with a Hero-Point-like mechanic, and it was uncomfortable for me because I got so many of them. It felt unfair. I wasn't putting any more effort into the game than anyone else at the table; I'm just more comfortable roleplaying than some of them were.)

I games I have played with hero points my favorite method was having player nominate each other for hero points, with the GM being the final arbiter on weather to give them out. It really helps giving everyone a chance to shine since only another player can nominate you.


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I wish they would use encounter mode for the current duration's and have longer duration's for exploration mode.


Pathfinder Lost Omens, Rulebook Subscriber

I feel like they could use encounter mode and exploration mode to fix a lot of these spells. You make the current duration for encounter mode and bump up the other spells to either 10 minutes or just till exploration mode ends.


Pathfinder Lost Omens, Rulebook Subscriber
JDLPF wrote:

Planar Binding is now a ritual rather than a spell, and crit failure summons a face-eating-thing-that-should-not-be rather than your original target.

Blink makes you appear 10 ft. in a random direction determined by the DM at the end of each of your turns for 1 minute. No longer lets you move through walls or objects, can't use it to bypass locked doors unless you get lucky with your random direction (and the DM can simply choose not to let you go that way anyhow).

A bunch of Conjuration stuff got moved around:
•Acid Arrow, Acid Splash, and Glitterdust went to Evocation
•Cloudkill went to Necromancy
•Mage Armor went to Abjuration
•No sign of the 1st level Mount spell, only Phantom Steed at 2nd
•Obscuring Mist got bumped from 1st to 2nd
•Black Tentacles got bumped from 4th to 5th
•Teleport got bumped from 5th to 6th and made Uncommon (requires GM approval)
•No sign of Sleet Storm, Secure Shelter, Trap the Soul, or Wall of Iron

This, plus the explicit ban on using multiple summoned creatures due to action economy, means it's a bad day for Conjurers.

In other news, Rope Trick got bumped from 2nd to 4th, as well as made Uncommon (A.K.A not for players, enemies only). Also, no more window outside, and can be dispelled by enemies with a successful Athletics check on the rope. So basically, they took the spell out the back and layed into it with nerf bats.

Trap the soul got changed to soul bind. not sure about the others.


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Do back packs and belt pouches increase the amount of bulk you can carry or are they just a convenient way to store it?


Pathfinder Lost Omens, Rulebook Subscriber
Witch of Miracles wrote:
Ronnam wrote:
I don't spend a lot of time on the Paizo forums, so I've missed a lot, but I'm curious: did people dislike the process of investing in Skill Ranks each level? Was that unpopular? Thanks
I think they were trying to keep the party from being autolocked out of certain skill-based approaches to encounters and challenges. E.G., being unable to sneak into the dungeon because everyone is at like +3 (if that) except the rogue, who is at +27 between feats and items and a bunch of other stuff.

Yea that was a problem along with some class/race combinations being so good that other people shouldn't bother investing in it cause they could never get close to matching you.


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Pathfinder Lost Omens, Rulebook Subscriber
Fuzzypaws wrote:
So what's going on with this book? I was charged for it a while ago but it hasn't shipped and I don't have a PDF.

if your like me they are trying to line up shipping dates so we get it close to August second. I have 4 to 8 business days shipping which means it should ship tomorrow to get to me on time. Other wise we would get the books before release date.


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Yea i kinda think we are not going to get multi classing since that would be the Monday of Gen-con. It's going to be Controversial and they will have all of the last minute stuff to do. I actually doubt we are going to get a blog on the 30th. could move druid to that Monday though we have seen most of it so it should't be as controversial.


Pathfinder Lost Omens, Rulebook Subscriber
Mbertorch wrote:
Iron_Matt17 wrote:
Mbertorch wrote:

For me, and I think many others, it's important that the name Paladin be associated with Lawful-Goodness.

So, I'll try this again. I am aware it's not perfect, but with such fundamentally opposed sides, nothing could be. Here goes, with adjustment for the fact that 4 Corners seems to me the most likely alternative to only LG.

Class in the CRB: Champion
(Basic class intro) Champions are Holy - or Unholy - Warriors who not only dedicate themselves to a deity, but also a Code of extreme Principles. Their resolve and drive comes from both of these, and it is not a path for the faint of heart. These Codes are so essential to their being, that oftentimes Champions are known first and foremost by the Code they follow.
The Paladin devotes himself to upholding goodness, first and foremost, and then the importance of laws, traditions, and honor.
In a similar way, the Vindicator is devoted to all that is good, but then departs greatly from the Paladin, in that she always safeguards the freedom of the individual and cannot abide tyranny, no matter how minor.
A Tyrant, like a Paladin, is a defender of law and order, but is a servant to evil instead.
Finally, the Antipaladin is, appropriately, the antithesis of the Paladin. Selfish. Cruel. Always going out of her way to hurt others and spread evil and chaos.

Each a champion. Each in his or her own way.

As for what features they share and which are unique, well, someone more qualified than me can figure that out. :D

The Class intro is great. Two thumbs up for it. Keeping the flavour of the Code and their deities.

Paladin looks great as well.
The more I read the Vindicator (I think a name change would be in order as well, though something other than Liberator. That's got too of an anti-slavery vibe.) the more I like it. But I think someone from the CG side would be a better editor...
Tyrant and Anti-Paladin look great as well. Good job!
Thanks! I really...

I like Marauder or ravager for chaotic evil. The others sound fine.


Pathfinder Lost Omens, Rulebook Subscriber

IF the Warpriest worked at all like it did in 1e it wouldn't fill the role that the paladin could in 2e for a couple of reasons.

1. It is to heavy of a spell caster for what I want to play.

2. This is more important the warpriest is not a good leader. I want a class that buffs my allies not just myself.

That said I would be fine with different named classes for some other alignments i don't really want to just see chaotic paladins. I would like to see paladins only available to LG, NG, and LN alignments. I would even be fine with only LG paladins not needing to warship a deity.

not sure how much design space there is for multiple war-leaders that are charisma based in the game without so much overlap that there is no point in making a new class.


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Mathmuse you always get the +1 to healing after you invest the one resonance required. I don't blame you for making the mistake many people have complained about the layout being confusing which it is.


Pathfinder Lost Omens, Rulebook Subscriber
Deadmanwalking wrote:
Logan Bonner wrote:
Varun Creed wrote:
Logan Bonner wrote:
They're experts in unarmored defense, so it will be 10 + 2 (expert proficiency = level+1) + Dex.
So the same as a Common Chainshirt. Except you can craft an Expert Chainshirt which has an AC of 3 I believe.
The same AC as chain shirt, but 1 higher Touch AC, no skill check penalty, and 0 Bulk.

Wait, isn't a Chain Shirt +2 AC as per the equipment Blog? Wouldn't that make Dex 18 + Chain Shirt AC 17 at 1st level (4+2+1)? And the Dex 18 Monk's AC only 16 (4+1+1)?

Have we gotten the math wrong?

monks start at expert in unarmored so that's a +2 there not +1.


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Yea most of the legendary feats would actually be Xianxia which is a subset of Wuxia. It deals with the higher level stuff like spliting mountains in half. Traditional Wuxia caps out with skills at around crouching tiger hidden dragon level.


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Secane wrote:
Emeric Tusan wrote:
LeesusFreak wrote:
KitsuneWarlock wrote:
LeesusFreak wrote:
What happened to sense motive? What umbrella is it under?
If I had to guess, I'd say Deception.
Unless your Intimidation is your resistance to being intimidated, that doesn't seem continuous...
It is rolled in to perception or at least it was at Paizo con.

Perception is gone from the list above?

So the question is where does Sense Motive and Perception fall into now?

everyone gets perception and it levels based on class I believe.


Pathfinder Lost Omens, Rulebook Subscriber
LeesusFreak wrote:
KitsuneWarlock wrote:
LeesusFreak wrote:
What happened to sense motive? What umbrella is it under?
If I had to guess, I'd say Deception.
Unless your Intimidation is your resistance to being intimidated, that doesn't seem continuous...

It is rolled in to perception or at least it was at Paizo con.


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Quid can you post a link I am having trouble finding the video you are talking about.


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graystone wrote:
PossibleCabbage wrote:
I mean, Ultimate Intrigue included the ability to use a skill (Knowledge (Local) IIRC) to tell what class someone is, and I'm pretty sure people in the diagesis are not aware of classes, or at least classes existing as distinct categories.

Also Phrenology (Knowledge [arcana]), Prognostication (Sense Motive).

PS: Read Aura (Perception) tells you the total number of points available in its ki pool, grit pool, or similar resource.

As to "I'm pretty sure people in the diagesis are not aware of classes", then what do they learn when they use the skill/spell? The simplest/easiest answer is the class name.

According to both Mark Morland and James Jacobs hit points and other mechanics don't exist in game they are there as concepts so we can play the game. A fighter doesn't exist in game some one leaning that information would have an idea of the persons capabilities based on the knowledge check. They spelled this out in the Secrets of Golorin panel, when someone asked how they explain new classes showing up. The answer is they always existed the mechanics just didn't have a name for us to play as one.


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Deranged Stabby-Man wrote:
Okay so where's the next blog?

No playtest specific blog today or Monday due to Paizocon


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Ryan Freire wrote:
The issue is, imo, as a golarion centric rpg there's no reason for nethys and caiden, and irori, and rovagug to use even remotely similar base chassis for their holy warriors. The modularity of "class feats" lets each god have an archetype that slots onto 1 or 2 different classes and modify say, a rogue or alchemist, or monk into a holy warrior. Paladin, on its own can be a fine base chassis for gods like iomedae, sarenrae, torag, abadar and the like. It begins to stretch as a chassis for norgorber, or nethys, or rovagug.

In contrast it works as a very good chaise for Groum and not a great one for Erastil IHO. It could also work as a fine chaise for Zon-Kuthron.


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I hope the remove portection spells from being alinged. A chaotic good cleric should be able to get portection from a Promethean with out causing alingment changing issues.


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I think it is important to consider that not all clerics are adventures. I could easily see a cleric hitting levels 3-5 without every seeing combat just by spending years resloving conflicts between the faithful l, healing and tending to the other parts of dieties portfolios.


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First off I have to apologize to Paizo and Jason in particular because on a reread of the blog i realize i fell into the group think trap!

Nowhere in the blog does it say that abilities we give to a paladin will remain paladin exclusive abilities. In fact they are explicit it presenting that there maybe more paladins down the line of other alignments. Just that they want to get the LG one right first and then go from there.


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I would honestly be fine with limiting paladins to LG, NG, and LN with the additional limitation that your deity had to be one of those alignments. This let's me follow closer to my dieties ethos with out changing the goods that paladins are limited to.


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Pathfinder Lost Omens, Rulebook Subscriber
AnimatedPaper wrote:
Excaliburproxy wrote:
Milo v3 wrote:
Athaleon wrote:
Yes, Lay on Hands / Mercy doesn't belong on the Paladin's evil counterparts.
Even that's not true anymore, since now alignment is no longer connected to positive or negative energy with evil gods now being able to providing healing powers to their clerics instead of harm powers.
I don't think the ability to heal the injured and the sick is particularly well aligned with the themes of evil and evil gods in general, though.

Nonsense. Injuries are often consequences. Evil dieties love avoiding consequences, and will even help others do the same if it means they can then extract payment for that.

Curing disease is a bit more altruistic, but as Milo said, a healthy murdererous minion is an efficient murderous minion. Plus they can introduce an insurance scheme, and what could be more evil?

A pyramid scheme based on recruiting sacrifices?


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KingOfAnything wrote:

I'm partial to four corners, myself.

As I've mentioned before, putting a different small bonus on lay on hands for each alignment is a small, but significant way to distinguish the different aligned classes. That and a few alignment exclusive feats in the class list goes a long way toward satisfying my LG protective instinct.

Can we get a list of abilities that you think should be paladin only? Knowing goes a long way towards letting us know what you don't want touched right now we are going back and forth with out knowing what we want to be in a paladin.

Edit: oops meant for that to be a post to Malachandra


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Pathfinder Lost Omens, Rulebook Subscriber

Can we can some clarification on what you are asking us to play test with with paladin? Are you asking us to help make a lawful good paladin with exclusive abilities Are you asking for what we would like in a lawful good champion that could potential share abilities with other champions of different alignments? Depending on the answer to that I will give you completely different feedback.
I have reservations about building one champion first as they potentially get first choice of abilities that I would want shared between champions. The paladin I would give you for a lawful good only exclusive abilities would strip half of the things a paladin now has out because I don't believe they would be things that only a lawful good should have.


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Mark Seifter wrote:
Obscure citations wrote:
Mark Seifter wrote:
If you play classes like cleric (which admittedly you might not), you still have to keep track of "I have 10 uses of bit of luck, 2 uses of tugging strands, 1 use of deflection aura, and 14 rounds of aura of protection" for instance. (incidentally, for those reading alon, who can tell me all the specs of my example PF1 cleric based on only this information?)

Tugging Strands is the power of the Fate Subdomain, and 2 uses indicates a level between 14 and 19 inclusive:

Fate subdomian wrote:
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Bit of Luck is by default 3+Wis, so ten uses would seem to imply Wis 24, but some FCB like the elven one increase this number.

Deflection aura is from the defence subdomain of protection (fixed at 1/day), and the time on aura of protection locks the level as 14.

The first deity listed that provides both these subdomains is the Empyreal Lord Chadali

All accurate possibilities, and indeed, a 14th level 24 Wisdom (or lower Wisdom elf) cleric of Chadali could have those uses, but Occam's Razor wars with obscurity in terms of which deity who has those subdomains is most likely.

Shelyn being a much more likely case for the deity.


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John Lynch 106 wrote:
Fuzzypaws wrote:
5E has a rather awful, underpowered version of upcasting.
So is the issue not the mechanics but the math behind the spells?

The math is broken in 5e you add one dice for each level you highten the spell.


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PossibleCabbage wrote:
Dragonborn3 wrote:
So it sounds like the highest score you can have is a 14 at level one, and even then only if you have an 8?

I would guess 16 if each step in the Ancestry, Background, and Class contributes up to +2 to a given stat.

Characters who start with their highest stat at 16 are perfectly viable in PF1, so that's fine.

Every carecter in the podcasts had an 18 in thier primary stat.


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FedoraFerret wrote:
QuidEst wrote:
I don't think this is a fair comparison. Fighter, Rogue, and Wizard aren't common dips (taking that as an indication of front-loading), and you're asking why they aren't having what little they get taken away. Paladin, Alchemist, and Sorcerer are a lot more common. Paladin sounds like it is getting smite evil moved from first, and Alchemist is getting mutagen moved. I wouldn't be surprised to see Sorcerer's bloodline arcana either moved or tweaked.

While I'm on the side of "alchemist 1 dips were really dumb," I will say that fighter dips are actually exceedingly common. Heavy armor and tower shield proficiency and a bonus feat are incredibly enticing.

For the record, I have no problem with multiclassing. I do have a problem with patchwork dips that serve no purpose other than "I want this cool class feature." People who dipped alchemist on martials because their martials were the type to experiment with alchemical concoctions is perfectly fine, but doing so on your 11-or-lower Int fighter or barbarian and ignoring every aspect of the class's flavor just to get a free boost to Strength is not and _maybe_ some first level self buffs is not.

I agree with the one level to gain armor proficiency is gaming the system. I am guessing that you won't get all the proficiency's that you would normally get at level 1 when you multi-class in the new system.

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