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I know the question seems stupid for seasoned D&D veterans, where you always kept your non cast spells and just fill the empty slots every morning (and optionally replace non-cast ones).

But forgetting D&D and Pathfinder 1ed and just reading Pathfinder 2ed legacy rules I suddenly have a (stupid?) doubt.

The way it is written it seems to imply that you spells you prepare are just valid until the next daily preparation and are then all un-prepared if not cast (although obvisouly you can usually re-prepare the same ones or not).

Makes a huge difference if for example you end up losing your spellbook (say you are put in jail and spend a couple of nights there without anything but mundane clothes). Do you still have prepared spells if you didn't cast them before being thrown in jail ?

As an old DM I thought yes but after taking the time forgetting everything I knew or played before Pathfinder 2ed and just reading the P2e Core Rulebook, I'm not at all convinced anymore.

"If you’re a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for THAT DAY" (emphasis mine). Core Rulebook page 298.

Does the Remastered P2ed change anything on that point?


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Me too.... for what it's worth. Nice to see all of you here.


Yep. Don't know how I forgot them.


Yep. There is nothing you can do between the end of "end of turn" effects and dealing with the clock drawn on the next turn.
Since resetting happens between the two you cannot play any power or play any card in between unless something clearly let you bypass the rule. Which is not the case with a standard armor.


Version 1
Adowyn CD-Hu FEMALE HUMAN HUNTER
Adowyn WotR FEMALE HUMAN HUNTER
Agna CD-Ra FEMALE DWARF RANGER
Ahmotep MM FEMALE HUMAN MAGUS
Ak the Survivor CD-Gf MALE GOBLIN RUNT
Alahazra CD-Or FEMALE HUMAN ORACLE
Alahazra MM FEMALE HUMAN ORACLE
Alahazra S&S FEMALE HUMAN ORACLE
Alain WotR MALE HUMAN CAVALIER
Alase Brinz-Widowknife CD-Su FEMALE HUMAN SUMMONER
Amaryllis CD-So FEMALE HALFLING SORCERER
Amiri CD-Bb FEMALE HUMAN BARBARIAN
Amiri RoR FEMALE HUMAN BARBARIAN
Amli CD-Wp FEMALE DWARF WARPRIEST
Angban CD-Gu MALE DWARF GUNSLINGER
Arabundi CD-Ra MALE HUMAN RANGER
Aric UIn MALE HUMAN VIGILANTE
Arueshalae WotR FEMALE OUTSIDER SUCCUBUS SPY
Athnul CD-Mo FEMALE HUMAN MONK
Balazar CD-Su MALE GNOME SUMMONER
Balazar WotR MALE GNOME SUMMONER
Bekah CD-Bd FEMALE HUMAN BARD
Brielle CD-Bb FEMALE HALFLING BARBARIAN
Celeste TD-1 FEMALE NAGA SORCERER
Channa Ti MM FEMALE HALF-ELF DRUID
Chuffy Lickwound CD-Gf MALE GOBLIN KNIFER
Cogsnap CD-Al MALE GNOME ALCHEMIST
Crowe WotR MALE HUMAN BLOODRAGER
Damiel CD-Al MALE ELF ALCHEMIST
Damiel MM MALE ELF ALCHEMIST
Damiel S&S MALE ELF ALCHEMIST
Darago CD-Wz MALE HUMAN WIZARD
Drelm MM MALE HALF-ORC CLERIC
Ekkie WotR FEMALE GOBLIN CUTPURSE
Emil Kovkorin VD-2 MALE PITBORN ASSASSIN
Enora UMa FEMALE HALFING ARCANIST
Enora WotR FEMALE HALFING ARCANIST
Erasmus OC-2 MALE HUMAN MEDIUM
Estra MM FEMALE HUMAN SPIRITUALIST
Estra OC-1 FEMALE HUMAN SPIRITUALIST
Ezren CD-Wz MALE HUMAN WIZARD
Ezren MM MALE HUMAN WIZARD
Ezren RoR MALE HUMAN WIZARD
Feiya CD-Wt FEMALE HUMAN WITCH
Feiya S&S FEMALE HUMAN WITCH
Flenta CD-Fi FEMALE HALFLING FIGHTER
Grazzle CD-Or MALE LIZARDFOLK ORACLE
Gronk CD-Dr MALE ELF DRUID
Harsk CD-Ra MALE DWARF RANGER
Harsk RoR MALE DWARF RANGER
Harsk WotR MALE DWARF RANGER
Hayato UCo MALE HUMAN SAMURAI
Heggal CD-Cl MALE HALFLING CLERIC
Imrijka CD-In FEMALE HALF-ORC INQUISITOR
Imrijka WotR FEMALE HALF-ORC INQUISITOR
Jirelle S&S FEMALE HALF-ELF SWASHBUCKLER
Kasmir CD-Wt MALE HUMAN WITCH
Koren CD-Pa MALE HALF-ORC PALADIN
Korundo CD-Hu MALE HALF-ORC HUNTER
Kyra CD-Cl FEMALE HUMAN CLERIC
Kyra RoR FEMALE HUMAN CLERIC
Kyra WotR FEMALE HUMAN CLERIC
Lazzero VD-1 MALE HUMAN CLERIC
Lem CD-Bd MALE HALFLING BARD
Lem RoR MALE HALFLING BARD
Lem S&S MALE HALFLING BARD
Lesath CD-Ro MALE HUMAN ROGUE
Lini CD-Dr FEMALE GNOME DRUID
Lini RoR FEMALE GNOME DRUID
Lini S&S FEMALE GNOME DRUID
Linxia VD-1 FEMALE HUMAN HELLKNIGHT
Lirianne CD-Gu FEMALE HALF-ELF GUNSLINGER
Lirianne S&S FEMALE HALF-ELF GUNSLINGER
Mavaro MM MALE HUMAN OCCULTIST
Mavaro OC-2 MALE HUMAN OCCULTIST
Maznar CD-Dr MALE DWARF DRUID
Megalister OC-1 MALE HALFLING MESMERIST
Melindra CD-Wz FEMALE GNOME WIZARD
Meliski CD-Bd MALE DWARF BARD
Merisiel CD-Ro FEMALE ELF ROGUE
Merisiel RoR FEMALE ELF ROGUE
Merisiel S&S FEMALE ELF ROGUE
Mogmurch CD-Gb MALE GOBLIN ARSONIST
Mother Myrtle CD-Al FEMALE HUMAN ALCHEMIST
Nok-Nok MM MALE GOBLIN GODTHIEF
Nyctessa VD-2 FEMALE DHAMPIR WIZARD
Olenjack CD-Ro MALE DWARF ROGUE
Oloch CD-Wp MALE HALF-ORC WARPRIEST
Oloch S&S MALE HALF-ORC WARPRIEST
Ostog CD-Bb MALE HUMAN BARBARIAN
Poog of Zarongel CD-Gb MALE GOBLIN WARCASTER
Qualzar CD-So MALE GNOME SORCERER
Radillo CD-Wz FEMALE HALF-ELF WIZARD
Radovan [Virholt] TD-1 MALE PITBORN ROGUE
Raheli CD-Wt FEMALE SAMSARAN WITCH
Ramexes CD-Or MALE PITBORN ORACLE
Ranzak S&S MALE GOBLIN RAIDER
Raz CD-Pa FEMALE GNOME PALADIN
Reepazo MM FEMALE GOBLIN BUGZAPPER
Reiko UEq MALE HUMAN NINJA
Reta Bigbad CD-Gf FEMALE GOBLIN COMMANDO
Rivani OC-1 FEMALE HUMAN PSYCHIC
Rooboo CD-Mo FEMALE TENGU MONK
Sajan CD-Mo MALE HUMAN MONK
Sajan RoR MALE HUMAN MONK
Salim CD-In MALE HUMAN INQUISITOR
Seelah CD-Pa FEMALE HUMAN PALADIN
Seelah RoR FEMALE HUMAN PALADIN
Seelah WotR FEMALE HUMAN PALADIN
Seltyiel CD-Ma MALE HALF-ELF MAGUS
Seltyiel S&S MALE HALF-ELF MAGUS
Seoni CD-So FEMALE HUMAN SORCERER
Seoni RoR FEMALE HUMAN SORCERER
Seoni WotR FEMALE HUMAN SORCERER
Shardra Geltl WotR FEMALE DWARF SHAMAN
Simoun MM FEMALE JANNI ROGUE
Siwar CD-Bd FEMALE HUMAN BARD
Skizza CD-Gu MALE RATFOLK GUNSLINGER
Talitha CD-Ma FEMALE ANGELKIN MAGUS
Tarlin CD-Cl MALE HUMAN CLERIC
The Red Raven UIn MALE HUMAN VIGILANTE
Tontelizi CD-Fi MALE GNOME FIGHTER
Tup RoR MALE GOBLIN PYROMANIAC
Ukuja CD-Hu MALE ELF HUNTER
Uliah CD-Wp MALE HUMAN WARPRIEST
Urgraz VD-1 MALE DWARF ANTIPALADIN
Valendron CD-So MALE ELF SORCERER
Valeros CD-Fi MALE HUMAN FIGHTER
Valeros RoR MALE HUMAN FIGHTER
Valeros S&S MALE HUMAN FIGHTER
Varian [Jeggare] TD-1 MALE HALF-ELF WIZARD
Varril CD-In MALE HALF-ELF INQUISITOR
Vika CD-Fi FEMALE HALF-ELF FIGHTER
Wrathack CD-Ra FEMALE HALF-ORC RANGER
Wu Shen CD-Ro FEMALE HUMAN ROGUE
Yoon MM FEMALE HUMAN KINETICIST
Yoon OC-2 FEMALE HUMAN KINETICIST
Zadim MM MALE HUMAN SLAYER
Zarlova CD-Cl FEMALE HUMAN CLERIC
Zelhara VD-2 FEMALE HUMAN INQUISITOR
Zetha CD-Su FEMALE FETCHLING SUMMONER
Zibini CD-Gb FEMALE GOBLIN FORTUNE-TELLER
Zova UWi FEMALE HUMAN SHIFTER
Zvarbel CD-Ma FEMALE DWARF MAGUS

and Version 2
Amiri Core HUMAN BARBARIAN
Ezren Core HUMAN WIZARD
Fumbus Core GOBLIN ALCHEMIST
Hakon CotCT HUMAN SKALD
Harsk Core DWARF RANGER
Kess CotCT HUMAN BRAWLER
Kyra Core HUMAN CLERIC
Lem Core HALFLING BARD
Lini Core GNOME DRUID
Merisiel Core ELF ROGUE
Quin CotCT HUMAN INVESTIGATOR
Sajan Core HUMAN MONK
Seelah Core HUMAN PALADIN
Seoni Core HUMAN SORCERER
Thargrap Blog HALF-ORC SUMMONER
Valeros Core HUMAN FIGHTER
Varian CotCT HALF-ELF WIZARD
Plus of course all the Version 1 characters that were adapted to Version 2 (pretty much all of them)


1 person marked this as a favorite.

Pretty sure was already asked for but may have been lost in these special times.

Thanks to please cancel order Order 36394740 and all my subscriptions.


Now to the real question : where is Hawk when we need him ?


3 people marked this as a favorite.

All those points are very valid.

That said, my $0.02 from someone who starts to have quite an insight on both PACG and crowdfunding(IMHO):

A good thing about crowdfunding the way it is currently handled by plateforms like KS and others is that you can tune your campain with add-ons and qstretch goals. And that's VERY compatible with a Legacy / Collectible / Adventure CG.

You can ask for a min funding that covers your "Core" (like 5 main RPG classes, basic bestiary and a single adventure)

- Put as optional buys other gameplay main adventures/classes that you think will have a great success so with a price tag coherent with a estimated large set of backers

- Put as optional "deluxe" buys remaining "optional" gameplay main adventures/classes or non gameplay stuff (dice, monsters/boss minis, screens, playmats and the like) that you think will have a limited success so with a price tag coherent with a limited set of backers (i. e. more expensive to ensure you get a margin even with a smaller serie) - if you aren't sure, don't offer it

- Put as stretch goals "important" gameplay items that aren't necessairy for Core but you know people will spend to get (other main classes, iconic minis, single scenarios, iconic bosses / monsters / artefact cards...) -any single one you be "cheap" to produce so you can keep the funding steps between SG challenging but after all easily reached.

Works so well for a little set of companies that constantly raise millions of bucks, sometimes 3 or 4 times a year.

Paizo and LSG have the dream marketing knowledge and backers/fan base to make that happen - or to allow another company to make it happen.

More important, we aren't talking about a new game but about PACG where at least two thirds of the usual main risks for such a crowdfunding campain is already crushed :
- "Game" is already funded (it's tested, rules are already written and 99% FAQed, parts are already known by factories....)
- Tons of art / IP / AP is already done / there / written
- Core set is already in retail (so the minimum "Core" to be added as minimum game in your campain is actually an extension, so the minimum volume of content needing to be included is much less)
- Fan based in already built on a generic "Golarion" IP

Now to be precise, to be on the very very safe side, I would only fund creating and sending to backers some cards. Nothing else. Printing / sending decks of 54-60 cards is an industrial very well oiled machinery with many initial costs already gone.

See the last move from LLG regarding AHCG : simplifying by selling the full campain as one or two boxes rather than monthly subscription of single decks. Less packaging, less shipping and handling costs, hence less taxes for buyers, less dependencies on production delays, and so on. The full business model change helps keeping the fan based, if not increasing it.
That's another good point in crowdfunding : done once, then gone.

And of course you can take the opportunity of the crowdfunding campain to sell some of your PACG legacy inventory. Some backers may not want to just buy old stuff in a "dead" game, but be interested to complete a collection if it's a "still alive" one. especially if completing the collection means more funds to improve the additional campain they are backing.

Just my $0.02....

I wish Liz, Vic and Mike would still be here to provide some feedbacks.

Nothing can go wrong.
Everything is under control.
Have a croissant.

Frencois - KS superbacker since even before superbacker became a thing :-)


2 people marked this as a favorite.
Matsu Kurisu wrote:

Thanks Keith. Really appreciate the insight.

I have loved all that you and the team bought to PACG and if there is every any more PACG content, I will be buying.

My feeling exactly.


I have no idea when my next subscription will ship so can you ship my side cart please ?
It should contain "Pathfinder Battles—Darklands Rising"

Thanks.


2 people marked this as a favorite.

We always play with 5-6 players, so I know those work well in that case :

Group awards :
"Globetrotter :" - Close each location by defeating the villain.
"Why? :" - Win the scenario after having always failed to close the location after defeating a Closing Henchman.
"Magic Missiles level #" - Beat a level # Villain with a combat check rolling only d4s.
"Long run" - Win the scenario after having always failed to defeat the vilain 4+ times.

Personal awards :
"Support guy" - Start all your turns after the first one with 0 cards in hand.
"One shot" - Win the scenario with 13+ buried cards.
"Peacerkeeper" - Win the scenario without attempting any Combat check.
"Holyman" - Win the scenario without attempting any non-blessed check.
"Unholyman" - Win the scenario without attempting any blessed check.
"Tourist :" - Win the scenario after having moved to another location at everyone of your turns.
"Greedy :" - Have 6+ cards in your hand above you hand size.
"Useless :" - Spend 3+ turns at the Base in a row.
"Ready for everything :" - Have 7+ boon displayed next to you character.
"Cheater :-)" - Having Embiggen displayed next to your character at the start of everyone of your turns.
"UberCheater :-)" - Having Embiggen and Enlarge displayed next to your character at the start of everyone of your turns.
"Overkiller :-)" - Playing Divine Fortune when Embiggen and Enlarge are already displayed next to characters.
"My Turn" - Start your turn with a full hand (= your hand size) of cards that can be used to explore and use everyone of them to explore during your turn.


Actually Boggart says "If undefeated, shuffle this monster into a random other location, then move to that location and end your turn."

Indeed the part between the two commas don't apply so forget it.
But there is still two questions :

A) Should the whole power be skipped. I. e. i don not end my turn if I'm defeated and the Boggart is by defaut reshuffled in my location.

B) If not, meaning it reads : "If undefeated, move to your location and end your turn.", am I considered moving to my own location or not (for purpose of powers triggered when I move, move from the current loc, or move to the current loc)? Or should I also skip to "end your turn" but that feels strange to only skup part of the "then". I know Vic gave some answer long time ago but I forgot.


Mike Selinker wrote:
Frencois wrote:
Mike Selinker wrote:
I think this rule should just be "You look at a location and decide what traits it should have if you care about them."
This is just how you become one of the best Game Creator in the world. I owe you a bottle of Gewurtztraminer for this one.
Late harvest Alsace, please.

I still owe you that one. As soon as lockdown is over and I can visit. But we are gonna miss new cards in PACG.


2 people marked this as a favorite.

So sad...


Logan Harper She/Her wrote:
Please let me know if I can assist you further :)

Thanks a lot for re-shipping. Will let you know if I have news of the first shipment.

These days are complicated.


Hi everyone,

Hope you are doing well

I have no news of order 36260138(Darklands Rising Pathfinder Battle case) which is said to have Shipped Jan 26, 2021 (package 3366398)

Do you have news on your side ?
Should it be reshipped ?
Anything I can do to help ?

Thanks for your help.

François Varloot


Hi everyone,

Just realized that the product "Pathfinder Battles—City of Lost Omens Case" in order 28919999 is still in my sidecart although it should have been cancelled.

Already received it through Order 36260137.

Thanks for cancelling order and removing product from sidecart.

Best wishes for the new year.


I see the fact that a SINGLE player cannot have duplicates (except basic/0 level blessings) as a major improvement.
There is no fun playing a character that has 6 Cures in her deck and therefore is sure to have one at any time in her hand.

However limiting to "no duplicate within the whole party" works well only with small parties.

In a 6 players game (like we usually play) if there is only 1 Cure, then at the very best it's gonna be played once every 6 turns. But in reality we see it played only once or twice in a single game.

And you get to only have - at the best - 1/6th of the good cards. In reality much less since in a 6 players game chances are you aren't the good one to acquire when you reveal the card and the boon is just lost.

So much feeling is that you should get 2 sets of cards for parties of 5 or 6.
Now the issue is that taking two Core covers that for levels up to 3, but we need another campaign (CotCC-like) fast to covers cards of higher levels (having twice the full set of Harrow Blessings would make no sense).

IMHO.


Jenceslav wrote:
... Note that some scenarios list dangers that might be in the decks as a henchman...

I would recommend in that case to replace the henchman by a proxy and keep the original card available to be encountered either as an henchamn or a danger.

That's why we have proxies...
IMHO.


Rulewise I would agree with Hawk (as usual), but from a logic point of view, especially for an Acrobatics check, I'm much more hesitating.

I don't see how you could IRL use both a Quarterstaff of Vaulting and a Spear to get double help for the same jump.

So because throwing knives and axes are only useful in combat, you cannot really make a full argument due to the specifics (Acrobatics checks) of the spear.

Interestning...


Whipstitch wrote:
Frencois wrote:
1B & 2B... That's goblin spirit on top of pirate spirit.

I kinda looks like you're trying to vote twice there, buddy.

(1 vs 2 is for the Kleptomaniac role; A vs B is for the Wrecker role.)

You got me :-)

I meant 2B


1B & 2B... That's goblin spirit on top of pirate spirit.


2 people marked this as a favorite.

It depends if you want to play with the second version (Core) rules or the previous historic set of rules (Runelords used 1st version. In short, depending if you want PREcore or CORE rules.

1
PRE : No avenge doesn't exist in Pre-core
CORE : Yes

2
PRE : Yes, the limit is one / type / character / check
CORE : Yes, the limit is one / type / whole party / check

3
PRE and CORE : You can play as many spells as you want during any turn (yours or another character one), respecting the limits (for example, you can't play CURE during an encounter

4
PRE and CORE : It adds the die that is linked to the SKILL you are using. So if a spells says "for your combat check, use arcana + 2d6" and your arcana skill is charisma+3 and you have d12 in charisma, then the blessing adds 1d12. if your charisma was 1d4+3, then you would add 1d4 (and not 1d6). Note by the way that if you didn't had arcana at all, you could still cast the spell, with a default arcana skill = 1d4. So the spell with a blessing would do 1d4+2d6+1d4 before being banished.

5
PRE and CORE : NO, when you add a DIE, there is never a "+" added.
So your blessed Scorching Ray is (1d12+3)+2d6+1d12
Blessing only adds a DIE to a CHECK. The amount of damage a cure heals ISN'T a check. So a bless would not add anything to the cure amount. Actually, you cannot even play the blessing because it doesn't apply.

6
PRE and CORE : YES you have to roll the second even if you failed the first one.
Succeeding on the second usually only prevents you to take additional damage, since each time you fail a check, you take damage.

7
PRE and CORE : like any boon, if you banish it at any time (including when rebuilding your deck), it goes back to the box (in PRE) or vault (in CORE) - which usually means it's lost forever.
Now depending on the rules, when you rebuild your deck and are lacking a specific type of card to complete it, you may decide to repick a previous loot from tyhe game (but usually if it's something like 3 levels below where you stand).

8
PRE and CORE : banishing isn't defeating. So unless the reason your are banishing a card is because you previously defeated it, a banished card isn't defeated. For example when you close a location, you banish the remaining banes, but they aren't defeated.

9
PRE and CORE : YES, if a card adds for a certain time to a type of check, it adds to all those checks.
Let's say you explored with an ally saying that during this exploration, you get to add 2d4 to your arcane checks.
And you have displayed an item saying that while displayed, you get to add 1d6 to your intelligence checks.
Your Intelligence is d8 and you have Arcane=Intelligence+3 and are casting a spell saying that for your combat you can use Arcane+2d6.
Then that check is at the same time a Combat, Arcane, and Intelligence check.
So you would roll d8+3+2d6+1d6+2d4.

Say the bane you are trying to defeat has as check to defeat :
Combat 20 OR Arcane 15 OR Intelligence 10
Then you could choose to roll either :
d8+3+2d6+1d6+2d4 against 20 (because it's a Combat, Arcane, and Intelligence check)
d8+3+1d6+2d4 against 15 (because it's an Arcane and Intelligence check)
or d8+1d6 against 10 (because it's just an Intelligence check)

10
PRE and CORE : ONLY if the card says "Monster" in the "Type" box. There are villains or henchmen that can be barriers.

Hope that helps


5 people marked this as a favorite.

To build on the answer from our beloved Brother Tyler, the generic rules is that if a power tells you to "Do XXX with a card".

- If the type of the card is not given (i. e. there is no word like "weapon"...), YOU choose it.
- If the way to select it is not given (i. e. there is no word like "new" "random" "top"... that would tell you how to select it), YOU choose the card.
- If the origin is not given (i. e. there is no word like "displayed", "buried", "from your..."), by default it is from your hand.


Well the idea to have temporary location powers is cool. But it ddn't need to be called "scourges". "Display this card next to a/your location, while displayed..." was sufficient.

Maybe, they could just have created a scourge trait and add it to some cards having either one of the powers :
"Display this card next to your character, while displayed..."
or
"Display this card next to your location, while displayed..."

Then there was no need for a specific scourge rule.

Poison gas could be something like : "Display this card next to your location, while displayed at the begining of a local character's turn, if that character doen't have a Poisoned card displyed next to him, he draws a new Poisoned card and displays it"

Remove Curse spell could just be "discard a scourge card displayed next to a local character".

and so on...


Well the "better" way to have done it (but at the cost of a slightly more complex rule) would have been to differentiate 2 kinds of scourges. For the purpose of clarity, I will call them :
- Affection : scourge affecting a character
- Ward : scourge affecting a location

Typical affections would be things affecting your character like "Wounded, poisoned, diseased, stunned, slowed...", which would mess with your character cards or actions independently of your moves/location.
Unless otherwise noted, a character would keep them when moving from location to locations.

Typical wards would be things affecting a location like "blocked, stinking, dark, antimagic, cursed, blessed...". This would in fact just add temporary "at this location" powers to a location. Like any other "at this location" power, it could (at specific time of the turn) either :
- Directly mess with the location deck (e. g. all banes are undead)
- Or mess with character-at-this-location cards or actions (e. g. you cannot explore twice)
- Or give/remove affections to characters at this location (e. g. suffer the affection poisoned)

E. g.:
Stinking ward : at the end of any turn, characters at this location suffer the scourge Poisoned
Blessed ward : at the start of your turn, you may discard one of your affections

With that you could differentiate :
Blocked ward : characters at this location cannot move
Entangled affection : your caracter cannot move

And thus the different boons or banes could be worded to avoid the issues discussed in this thread :
- Locked door : the location that bane comes from suffers the ward Blocked (see above)
- Paralysis trap : your character suffers the affection Entangled (see the difference ? even if I was teleported elsewhere, I would still be paralyzed)
- Cleanse Site spell : remove all wards from a location
- Antidote item : a local character discards the Poisoned affection
- Remove Curse spell : a local character discards all their affections OR discard all local wards
- Battering Ram item : remove the Blocked ward from your location

and so on...

Then it would feel much more "real" (in RPG terms) because
A) you wouldn't stay entangled if someone else would destroy the locked door you previously failed to defeat
B) You would stay poisoned if someone else would remove the stinking cloud trap in a location (even if you moved away)

My $0.02


Hi,

Can you send back order 28919999 that was previously returned to you since I have no news from it and I don’t know when my “next subscription” will be ?

I was expecting to have it sent back on July, August or September, but I have no news.
Can you send it together with the rest of my side cart (Order 28676314)? Altogether there should be 3 items :

Pathfinder Battles - City of Lost Omens Case
Pathfinder Battles: City of Lost Omens Premium Figure Adult Red & Black Dragons
Pathfinder Battles: Thieves Guild Premium Set

Thank you for confirming shipment.
Feel free to come back to me if any question.


1 person marked this as a favorite.

Yep but there are some spells that LOSES some abilities when they are heightened. Invisibility for example.
Which makes the way Summoner loses spells very ennoying to say the least...


An important part of your OP point is also discussed in other threads.

I think the confusion comes from 2 things:

1)- The class is called "Summoner" (which using common language - especially seen from an non-native English speaker like me - immediately seems to imply magic usage), whether it should be called "Manifester" since the key signature ability of the class is indeed to Manifest a eidolon.
With the key difference that: a summoned/conjured creature has a Golarion existence independently of a specific character (and for that matter can be summoned in turn by different PC/NPC), whether an eidolon can't be summoned by anyone: only one character in the whole world can manifest it. it is totally linked with a unique being and cannot be in Golarion unless it is manifested by its specific summoner nearby.

2)- The PF1 class was indeed using Summon Monster spell-like ability and thus help gave the class its former name.

Where I see your point as interestning is that an Eidolon-Manifester doesn't need to be a Monster Summoner too to be a great intrestning class to play. Actually, trying to have both at the same time as some real drawbacks:

A) The #1 purpose of PF2 is to make things simpler and easier while keeping the fun. Having a class that tries to do 2 things when only one is needed to ensure the fun isn't going that way.

B) Many other spellcasting classes can already be specicialized in conjuration/Summoning. Adding Summoning capabilities to the Manifester doesn't fill a need. Especially if archetypes or specific feats can allow players who want to to add optional Summoning abilities to the Manifester.

C) If the class rules somehow forces you to invest feats/skills/focus splitted between both the manifest-eidolon and summon-monsters parts, you may end up having two half-interestning-classes rather than one amazingly fun one.

This said, the interestning part of the Manifester is to - sometimes - play two "bodies" of the same character during combat.
Since the eidolon part is clearly melee-oriented, having the other part being spellcasting-oriented (but not specificaly summoning-oriented) is freally more fun that playing a double-melee or melee-ranged character for example. Including for the other party members that could argue with a good case that a double-melee for example would be stealing some of there role fun in the battle.

Bottom-line, having the "Manifester" not being a "Summoner", but before all the eidolon-manifester, with limited additional spellcasting (so that the manifester itself (by opposition of the eidolon) doesn't feel useless (=not fun to play) in combat seems to me the way to go.

IMHO.


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OK I don't know why calling it Summoner is so important to you Rysky, but I think we get your point. But besides the class name, I guess the issue I see in the different comments - and that I share - is the following:

First let me make clear that I know we do not see on the playtest the whole rules - mostly only the ones dealing with the eidolon. But taking that into account:

For the "so called-summoner" to be really a summoner (forgetting about the eidolon manifesting part), she's gonna have to have specific rules to make her better at summoning than other classes.
Since she will use the same skills or spells lists (yes we WANT that for simplicity) than the other classes, then the difference will have to come from feats or focus stuff.

And this is where I'm worrying a bit: for the eidolon to be interestning/competitive/balanced, right now, I have to pretty much use up all my ancestry/class feats or focus stuff on eidolon-oriented choices.

Nothing left to invest in (yet to be revealed) summon-oriented feats/focus.

To summarize my point: if I have to sacrifice the eidolon part to become a decent summoning-summoner, might as well play a conjurer. If I have to sacrifice the summoning part to become a decent eidolon-manifester, might as well call it a "manifester".

We don't know enough to see if we'll have a decent summoning-summoner AND eidolon-manifester class. But until then, I think that stating that it MIGHT be an issue isn't inappropriate as a playtest feed-back. IMHO.


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OK now for the fun...

"An eidolon is a being formed of ephemeral essences—typically mind, life, or spirit—that needs your body and connection to this world to manifest."

This is where it isn't a summoning.
If you summon an animal, or a demon, you just "call" it. It could have come without you calling it. It doesn't depend on you to come in this world.
And nothing prevents someone else to call that same creature.

Manifesting is a very very different matter. If it wasn't for its summoner, a particular eidolon would never be seen anywhere in Golarion.

In V1, a summoner was (depending how you play it, but just looking at the rules by the book) splitting her life between manifesting her eidolon and summoning a bunch of other things. Many of her powers/feats/spells/blabla were aimed at summoning.

In V2 pretty much all the class is aimed at the manifesting-my-eidolon part. A very few feats help summoning other stuff but nothing pushes you to mandatory take them.

So the V2 class is something like 80% Manifester - 20% Summoner.
So it would make sense IMHO to rename it (Manifester ? Symbiote? whatever).
Especially has the Mage-Conjurer is way more a summoner than the "Manifester" so keeping the "Summoner" name feels like confusing new players.
Since the whole purpose of V2 is to make things easier...


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In summary, since the character doesn't really summon the eidolon, and doesn't the rest either, it's no more a summoner.
It's a very interestning class where you play a strange king of twins, more like symbiotes or one (which one by the way :-)) being the parasite of the other.
So renaming it something like SYMBIOTE or the like would make a lot of sense.
IMHO.


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The class should just be called EIDOLON.
We all know it's actually the eidolon who controls the summoner!


I would like to fully support Yewstance's last two paragraphs.


I stand corrected. Don't know why I wrote that.
I've been in lockdown too long...


Perception is +2!

Say you will later win the skill Perception: Charisma+3, then it would change to +3.

The Perception modifier is the highest + you have in the different "Perception: XXX+Y" you have access to. But the other skills it is built on (Wisdom, Intelligence...) isn't taken into account.
IMHO.


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Good one. I can see arguments for both.


Hi,

I never received Order 28919999 - Shipped package 3299022 That was said to be shipped on July 6th.

Maybe it’s normal due to the actual CoVid issues, but usually it arrives faster in France.

Do you have any information regarding this shipment?

Thanks for your help.


Nope, that would be too easy... :-)


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I must admit I wasn't clear... because as we can see the issue is far from obvious. The misleading factor comes - as you mentionned - that "At the End of Turn" has a double non consistent meaning :
- On one side it is a phase/step that has a duration in which many things can happen, mandatory powers happen, optional powers may be played, characters may be moved and so on...
- On the other side it has to be a precise unique timing point where some conditions have to be evaluated for some things to happen : "At the end of turn, if blablabla..."
The issue here is that usually, when the game requires a precise unique timing point where some conditions have to be evaluated for some things to happen, it is usually a "When...", which implies precisely at the time a condition is met).
All powers that evaluate a situation to trigger (like Pyramid powers discussed) should IMHO be rephrased to something like "When you would reset your hand at the end of turn..." or "Before resetting you hand at the end of turn...". Anything that would replace reference to an entire step "End of Turn" to a reference to a specific point in time would make evaluation precise.
That was just my point.


BTB you could do what you what I guess.
This said, I would apply Mike's principle of "cards may not have memory, but you have, and you know what you'll play next".
So if you applied a power that implied that at end of turn something happens, you cannot then play something that who make that power not valid anymore.

This means if I know that I'm gonna do next something that will make the EOT condition false, I cannot play a EOT condition that won't be valid anymore after my next move.

Note that this apply to powers that you decide to use.
For automatic mandatory powers, you would be able to use the "I can play EOT automatic powers in the order I want" trick.

A more restrictive house rule could be:
EOT mandatory powers happen (in the order of your chosing) AFTER EOT powers that you MAY use.


However if you were in a specific situation where the number of weapons in your hand would directly (without playing them) affect the check, then you could use Seltyiel's power.


Thanks Malcom. Just to summarize :

When you play a scenario from adventure level X (X being a number from 0 to 6) :

- You should only have cards in your decks and in the box of levels inferior or equal to X. So cards used to build the locations, the blessing deck, or cards you draw during the scenario can only be <=X.

- At some point (starting at level 3 or 4 if I remember well, see the Wrath of the Righteous adventure path card), you will start to remove low level cards from the box (i. e. from the rest of the advebture) at specific times when they are played. Removing banes will be mandatory (hence making the game more difficult). Removing boons will be your choice (you can get rid of a weak boons to increase chances to draw powerful one, but you may want to keep in the box some low levels boons of specific interest depending of your style of play).


Yep, no power that I know of would tell you to display it again.


Seems legit. Nice one. Indeed seems a bit broken just reading it.


Seems cool


Thanks a lot for all the work.
IMHO the proposed power:
"□ The first (□ or any) Alchemical or Liquid item you play may be played freely."
Needs a bit of rewording:
"The first" is unclear (first one during the scenario? turn? exploration? check? step?)


Your welcome. Have fun with the game.


This is clearly the number of cards you draw (i. e.: how many cards where missing in your hand - vs your hand size - at the hand of your turn).

The idea is that you can heal no more than you actually played/lost since your last turn.

It makes it imposible - on purpose - for you to just skip a turn (keeping your hand full) to heal.


Usually I would say "Don't start Hawk on Sajan elcoderdude".
But these days, any sign of Hawk or other veterans is a (level 3+) blessing so...