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If the crit rule stays the same, I would expect a sidebar in the final book saying that when you crit, you can choose to just take the average of all the extra dice instead of rolling.

But even better would be if crits just maxed damage instead of doubling everything, because that would be a lot less swingy and they could be more lenient on modifiers.


Mathmuse wrote:


Since this is a playtest, the next obvious question is whether Quick Draw should be reworded to allow quick loading, too. And I think the answer is no. Reloading would be done repeatedly, but drawing is essentially once per combat, except for thrown weapons. A Quick Reload would be a stronger feat than Quick Draw, so it should not be tacked onto Quick Draw as an afterthought.

I actually disagree. No one takes Quick Draw except for people who rely on thrown weapons. And for those people, Quick Draw basically IS exactly the same as Rapid Reload. It reduces a tax of 1 action (drawing) before you can Strike to 0, and it applies multiple times per round, every round. This is fundamentally the very same thing as what Rapid Reload does.

I don't see any reason the feat shouldn't be worded to do both.


1. No. More specifically, not in the playtest campaign. If it's a homebrew campaign where the characters will be around for more than just a day or two in game, sure, whatever.

2. Property runes are items unto themselves. They can be paid for with their own item slot, or with straight up money.

3. Materials must be paid for with money. However, I would say an item slot of equivalent value suffices, when you compare the price of the material with the maximum value of a permanent item on the treasure table for that level.


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I actually reasonably like most of the conditions in PF2. I think a few of them could be more intuitive so you don't need to look them up so much. More importantly, they should probably be at the very back of the book right before the index so they're easier to look up when you need them, which is a lot.

Also, the Hampered and Slowed conditions seriously need to swap names with each other.


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Shields do indeed just passively cover and protect a large amount of your body just by passively existing on your arm. And requiring you to spend actions to benefit from protection gives me one of two weird images - the first being that all shields are like collapsible handfans that fold up when not raised, the second being someone just letting their arm hang dead like dragging a body while their primary hand is the only thing they bother raising or doing anything with.

Now, the way that a raise shield action works for me in my head is that if you spend the action, you improve your shield bonus. Maybe by half your strength modifier, and also adding your str modifier or half your str modifier to the shield's hardness for a Block action you take that turn. This would fit with how if you had a weapon there instead you'd be adding str to damage, and would help out str which is still one of the lesser ability scores. Or maybe reserve the str bonus to the block, while the defense bonus from active guard is your proficiency bonus or some other flat bonus.


Jason Bulmahn wrote:
Fuzzypaws wrote:
Vorsk, Follower or Erastil wrote:
I hope they actually keep the updates to Doomsday Dawn Separate from the update document. As someone playing and not running it I am trying to avoid spoilers and i hope the document does not spoil anything for those later 2 parts.
Agreed. I've brought this up a few times now and I would love Doomsday Dawn updates to be their own document. I should be able to just hand the errata file to my players.
I added a page break to this one so that you can hold those extra pages back.

Thank you!


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Vorsk, Follower or Erastil wrote:
I hope they actually keep the updates to Doomsday Dawn Separate from the update document. As someone playing and not running it I am trying to avoid spoilers and i hope the document does not spoil anything for those later 2 parts.

Agreed. I've brought this up a few times now and I would love Doomsday Dawn updates to be their own document. I should be able to just hand the errata file to my players.


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These are all very promising! I'm especially looking forward to flat checks when dying (I didn't like assigning a level to Golarion for falling damage), and the magic update. I understand updating all the spells is a huge project and it makes sense to start with the damage spells.

Thank you for the heads up <3


My rule of thumb is that if you cut something's body and something comes out of the hole at a reasonable pace due to internal pressure - be it blood, xylem, insects, fiendish ichor, alchemical battery solution, or whatever - then the thing is subject to bleed damage.

So, most plant creatures would be subject to bleed, but ones specifically made of wood like an animated tree probably shouldn't be since their sap moves so much slower than the liquids in other plants. A skeleton obviously can't bleed, but a vampire, sure. An alchemical golem should bleed even if a stone golem does not. Etc


So the resistance IS actually applied independently against every individual resisted damage type.


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Here's a separate question. Do Expert, Master or Legendary proficiency in shields respectively increase the AC bonus from raising a shield by +1, +2 or +3? (If not, what's the point?)

What if the shield itself is Expert, Master or Legendary? (I figure the answer here is no, since E/M/L armor does not appear to raise its AC. Here there actually is a point if it doesn't increase the AC bonus, since it at least raises Hardness.)


Between this and what I've seen from prerelease blogs and other posts, what I feel like what we have here is:

* Some creatures being vulnerable to positive but not to good was probably an error, or alternately the Paladin's bonus damage was also meant to count as positive.

* Weakness and Resistance go off at the very end of damage determination, after saves and crits and whatnot have been resolved.

* For some reason, only physical damage type (bludgeoning etc) OR material (cold iron etc) can trigger Weakness, not both. But,

* Physical damage type AND material are considered together to see whether the base weapon damage can get through Resistance.

* Weakness goes off once for each relevant type, with the proviso now revealed above about the weapon.

* All damage subject to being Resisted (because it's not the right type to bypass the Resistance) is summed up into one lump sum, to see what amount of that total (if any) gets through resistance.

* Non-resisted damage is added to whatever gets through the resisted damage to determine the final damage.

* While unstated, if a creature is eventually published with both Weaknesses and wide blanket Resistances, the Weakness is implicitly something that gets through the Resistance.

Does that sound about right?


As near as I can tell, the players have to pay for any upgrades not specifically listed. So no +3 cold iron weapon, because you can't afford a Master weapon's worth of cold iron on the amount of money they give you.


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I'm with Graystone. Special properties that do cool things are what make a magic weapon feel magical. The bulk of actual damage should come from the skill of the wielder, but here the skill of the wielder just means a very small bonus to hit over someone else of the same level. Your paladin probably only has about a +3 to hit over an average cleric of the same level even at the highest levels, and more like only +1 at low levels.


When we get here, I'm actually considering whether or not to just rezz the party after every encounter where they TPK, just to playtest the various fights. Not sure yet whether I should do that, or just have them build characters for adventure 6 at the same time they build for adventure 5, and move directly into 6 when they TPK rather than ending for the night.


1. It is counterproductive and likely fatal to try to fight Whark and invoke the wrath of everyone at the party, a substantial percentage of which will likely be combatants due to being pirates. However, there is technically nothing forbidding it. It wouldn't be playing the adventure as intended, but you could murderhobo the adventure since the primary and only important goal is getting the book, by any means.

2. The kraken should be basically impossible for the party if they are less combat focused, and very tough even if they are. There is "technically" an out in dispelling the binding enchantment, BUT information about this is not provided in the adventure, and moreover the dispel check to remove it is almost impossible since it's a 9th level spell. There doesn't seem to be any way for the PCs to find out about either the kraken or its out, unless they happen to get a critical success on Diplomacy against Whark. There is no DC given for this diplomacy check, but it is probably DC 30 or 31 since their Perception DC is 30 and the errata raised other Diplomacy DCs in the adventure to 31. I guess Bardic Lore might potentially offer an answer, but that's about it.

As such, pretty much the only way to deal with the kraken without metaknowledge or kissing Whark's feet is to not fight it at all, and instead focus on avoiding it and fleeing.

3. The biggest problem with the Darkside Mirrors is not just the summoning of the duplicates, but the far worse consequence that the duplicated creature is removed from the game. If 2-3 PCs are absorbed into the mirrors, it's pretty much adventure over, because it's unlikely the remaining PCs will be enough to defeat the duplicates and retrieve their comrades.

This is an encounter where the only way to win is not to play. The PCs pretty much have to disable or bypass the mirrors before they can start going off. However, there is no warning or information about them short of critically Diplomancing Whark as mentioned above, so they'd better be searching for traps as they proceed.

4. The tables being rigged is irrelevant to the party's mission. If a paladin were to insist on causing trouble about it, they would be playing Lawful Stupid and sabotaging the adventure.


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Goblin -> Moblin ;3


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PsychicPixel wrote:
It'd make sense that you would be able to deal 0 damage especially since enhancements require you to deal at least 1 damage. So if you are too weak to deal 1 damage with a poisoned dagger you don't inflict the poison on your enemy.

This is how I read it as well.


You are very welcome! <3


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It's not official, but someone did actually put up a version of the Playtest Rulebook online with all errata up to 1.4.

https://drive.google.com/file/d/1f3D4y49XbzB_Y7023O3gXJ-hW0k7pswd/view


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Vic Ferrari wrote:
MaxAstro wrote:
But if your core complaint is about the system itself then unless it's something that the devs have said they are working on addressing and we just haven't seen it yet, it is a bad argument, because obviously during the playtest is the time to address and fix system issues.
Why is it a bad argument to complain about the system itself, or aspect of it, unless a dev has said they are working on it?

He's not saying it's bad to bring up your problems with the system, he's saying "It's just a playtest and not finished" is a bad response to bringing up such problems.

That is a good distinction. Obviously there will be more feats, more archetypes, more etc over time. The corebook size is finite, even if I would be happy for it to be the size of something like the Ptolus book. :) But the core system really, really, REALLY needs to be hammered out and working right, to make the game more enjoyable; that way, people are willing to buy in and be patient for that extra content.


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"Can't be crit" is the most demoralizing ability in the game and way too many things have it. If it's not an ooze or a swarm, a creature should not have this ability. Any creature that DOES have it should get either lower HP and bonuses, or some easily procced Weaknesses.


Re the crits, I see the bonus damage from weakness as simply increasing the base damage dealt of that type. So if you do 1 good damage to something with Weakness Good 10, you're actually dealing 11 Good damage and it is the 11 that gets multiplied on a crit rather than 1.

But since it's easy to read the other way, they should definitely clear up the wording.


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Well, it just needs some tightening in the final wording when published, which is good feedback. Auras like this should always be worded so that they only affect enemies and not allies, unless something really is intended to always go it solo.


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Ah, I see now the confusion is coming from the intersection of the cantrip rules with multiclassing feats.

Page 193 wrote:

A cantrip is a special type of spell that you can master to a higher degree than you can other spells. A spell with the cantrip trait doesn’t use spell slots—you can cast a cantrip at will, any number of times per day.

You can’t prepare a cantrip in a numbered spell slot. A cantrip is always automatically heightened to the highest level of spell you can cast in the class. This makes a cantrip a 1st-level spell if you can cast 1st-level spells, a 2nd-level spell if you can cast 2nd-level spells, and so on. If you gain access to a cantrip but aren’t normally a spellcaster, your cantrips automatically heightened to half your level, rounded up.

Basically, everything in bold should be deleted.


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Yet none of that does anything to fix the bland and fiddly "feel" of a +1 bonus. None of that fixes my players' disappointment when they are trying to build a fun character, and spend their time wading through a sea of tiny situational bonuses that give a +1 while twerking under the full moon, and pretty much none of which stack with each other.


thorin001 wrote:
But arcane is different than occult. And one is more powerful than the other. A shield cast from your primary class is the highest spell level you can cast. An innate spell or one from a multiclass is about half that.

All cantrips always have a spell level equal to half your character level rounded up, regardless of how you get them.


While the sphere would certainly prevent a grab, I agree that it is very unclear what would happen to a grapple already underway. I would actually rule that the spell fails, following the precedent of all the other repulsion and barrier spells in the game's history that fail when forced against an opponent or when cast across an opponent's space.


1. As written, meld with stone doesn't say anything about being able to move once melded, or about being able to exit in any space other than the one you entered in. It really should say that when dismissed you Step to any open space within 5 feet, but currently, it does not. (It should also have a Heightened version at higher level that gives Earth Glide, but again, currently does not.)

2. Since prepare for battle says "rolls" and not "results" the intent is probably just that it grants the actual raw die roll, with your own modifier still being applied.


"Conditional" modifiers should be solely from conditions.

"Situational" modifiers can be stuff like cover, high ground, being flanked (which should not be the same thing as nor cause the flat-footed condition), and other situations.

"Effect" modifiers can be temporary bonuses or penalties from things like spells and elixirs. But a spell might cause a Situational modifier if it is adjusting the environment and circumstances, rather than adjusting you directly.

"Inherent" modifiers can be more persistent bonuses or penalties from feats, diseases and the like. I would recommend bonuses from Rage and the like be Inherent if they have to be named, so that they stack with the Effect bonuses granted by a Bard.

"Item" modifiers are easy to grok and should be reserved for more persistent modifiers, like from a skill item; the temporary modifier granted by an alchemical item or the like should be an Effect modifier.


This does make me hopeful. Having to have a very specific feat to make an item work at all is weird. But I do like the idea of items having an effect on their own, then calling out certain types of abilities as being further enhanced.

I'd still prefer they not call out actual specific feats though. For example, rather than a trinket that calls out "Flurry of Blows" or "Double Strike" by name, I would instead hope to see a trinket that calls out "If you use a feat or ability that gives you two Strikes, then..." That is more future proof.

Like, take the Bloodseeker Beak. Instead of calling out "sneak attack" it should instead call out "doing precision damage." PF1 demonstrated how Paizo preferred to come up with all sorts of alternate abilities that did the same thing as sneak attack without actually being called sneak attack, and I would prefer the Beak work with all of them.


I mean, I obviously disagree on overcorrection, but I respect the opinion. A one action power that actually costs a daily resource can be as good as or slightly better than a weapon attack. And the general reduction of durations to 1 minute in this edition is one of the biggest problems with it, as called out by far more people than just me. Increasing a duration to 10 minutes doesn't require weakening the power if it was already kinda weak to begin with; it's correcting the power.


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I'm okay with one action to ready a shield at the start of combat, but thereafter it should just work. The reaction is fine, re-raising it every turn has proven boring in practice. My players with shields rarely remember to actually raise it, or prefer to do other things with their turn.


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Vic Ferrari wrote:


Yes, concentrating/focusing on a potion is an entirely revolutionary concept, with no rhyme or reason, no legacy, no grounding in the genre this game is supposed to support, nothing, so it's just stupid, as far as I'm concerned.

I feel a lot of that response may just have to do with the name and how you're thinking of it. If it worked literally the same but it was "Luck" or "Puissance" or whatever instead, and flavored not as concentration on a potion but instead such things sometimes just being better due to luckily getting a really good potion or things just working better for you due to personal awesomeness... Well, I don't believe you'd have the same problem.


So, as a project I decided to go over all of the domains and domain powers! We all know that while there are a few good powers in the playtest book, most of them are… not that great, whether due to being incredibly situational, underpowered, or both. So I wanted to assess all of the powers one by one, and to try giving actual constructive feedback for tweaking or sometimes outright rewriting the various powers that need help.

A few notes on this:

First, I am generally going to try to keep the spirit and idea of the original power the authors chose to run with, even if I’m not especially happy with it, rather than outright replace it with a different idea. There is plenty of opportunity for expanding each domain with additional power ideas in later books. Here, I’m trying to respect the ideas presented, just reshaping them to make them more useful and to form a better baseline and foundation for future work. I’ll only completely replace the base idea if it seems unworkably limiting.

Second, not all the powers will receive major changes. I do think some of them are fine. Others just need tweaks or heightening options. I’m definitely keeping an eye on the trait tags though and fixing them in multiple places, because these are often inconsistent or sometimes outright wrong: Skin of Thorns, for instance, is printed as an Enchantment and Mental effect! Some non-damaging powers were printed with the Attack tag even though similar powers and spells do not have it, and so forth.

Third, a lot of the second tier domain powers are printed with a cost of 3 spell points / focus points. Not a single one of them is actually good enough to be worth 3 points. Other second tier powers are printed with a cost of 1 point. Part of what I do here is just set all second tier powers to cost 2 points for consistency and for ease of learning and use, and try to upgrade the 1 point powers to be worth 2. Note that I am assuming that we will end up with a decent number of focus points in the end product equivalent to the amount of spell points we get now; if not, and it’s actually a very small amount, many powers may have to be buffed even more than what I did here!

Fourth, even though I still very much think saves and other success / failure metrics should be listed in the final book as CS/S/F/CF, I’m going with the S/CS/F/CF standard from the playtest document as published for consistency and ease of comparison.

Fifth, as I have said elsewhere, I believe buffs / debuffs should typically last 10 minutes on a single target or 1 minute when cast on multiple targets… not virtually always just 1 minute as you see everywhere in the playtest magic chapter. This is reflected in my suggestions.

Hopefully this is helpful, especially if any devs are watching. :)

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Ambition (Domain)
You strive to keep up with and outpace the competition.

Quote:

BLIND AMBITION / POWER 1

(Emotion, Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Range: 30 feet; Targets one creature
Duration: 10 minutes
You strengthen a target’s ambition, increase its resentment of allies, and make it easier to turn. The effects depend on its Will save.
Success: Attempts to Coerce, Request, or use mental effects to convince the target to advance its own ambitions take half the usual circumstance penalties (or gain bonuses on the target’s save) for being against the target’s convictions or nature.
Critical Success: The target takes no effect.
Failure: Attempts to Coerce, Request, or use mental effects to convince the target to advance its own ambitions ignore any circumstance penalties (or bonuses on the target’s save) for being against the target’s convictions or nature, and they seem reasonable for effects like suggestion.
Critical Failure: The target is overcome with ambition, taking whatever actions would advance its own agenda over that of its allies, even without attempts to convince the target.

While a bit narrow, this is still a useful power. It covers a rather different niche than a typical charm or suggestion, and can be quite useful against selfish or evil targets – i.e., the usual targets a typical band of heroes would be facing. It also isn’t limited to just humanoids. No changes.

Quote:

COMPETITIVE EDGE / POWER 2

(Emotion, Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Duration: 1 minute
Your competitiveness drives you to better yourself against superior opposition. You gain a +1 conditional bonus to checks against a DC more than 11 greater than your total bonus before competitive edge; this doesn’t affect your DCs. For instance, if you attempt a check at a +10 against a DC of 22 or higher, you gain the bonus, but if the DC is 21 or lower, you don’t.

Too situational.

COMPETITIVE EDGE / POWER 2
(Emotion, Enchantment, Mental)
Casting: Somatic, Verbal (and see below)
Duration: 10 minutes until expended (and see below)
Your competitiveness drives you to better yourself against superior opposition. If you attempt a check for which you would have to roll an 11 or greater on the die to succeed while this power is active – i.e., the DC is greater than your total modifier by 11 or more – your Competitive Edge gives you a +2 conditional bonus on the check. This cannot be used to raise a spell DC. This bonus applies a number of times up to your spellcasting ability modifier during the duration, and then the power is expended.
You can instead cast Competitive Edge with a single Verbal free action as you attempt an applicable check to apply the bonus to that check, without having to cast it in advance. However, the power applies only to a single check when used in this way.
Heighten (+1): You can use Competitive Edge one additional time before the power is expended. Or, if you cast it as a free action for a single use, the margin of difficulty required for the power to apply is reduced by 1; for example, at Heighten 2, the DC only has to be greater than your total modifier by 9.

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Air (Domain)
You can control winds and the weather.

Quote:

PUSHING GUST / POWER 1

(Air, Conjuration)
Casting: Somatic Casting
Range: 500 feet; Targets one creature your size or smaller
Giving the air a push, you assault the target with a powerful gust of wind; it must attempt a Fortitude save.
Failure: The target is pushed up to 5 feet away from you.
Critical Failure: Per failure and the target is also knocked prone.

Pretty good, only one action, and it’s much longer range than the Water power and can trip so it’s okay if the push is only away from you. But I prefer the design philosophy where most things have at least some effect on a successful save, especially since, unlike an Athletics check, this costs a daily resource. Also, why would this be creatures only? Finally, I think magic effects should generally be independent of the caster’s size.

PUSHING GUST / POWER 1
(Air, Conjuration)
Casting: Somatic
Range: 500 feet; Targets one creature or object of Medium size or smaller
Giving the air a push, you assault the target with a powerful gust of wind. You may add a Verbal component to affect a target of Large size or smaller, or a Verbal and Material component to affect a target of Huge size or smaller. The target must attempt a Fortitude save.
Success: The target is pushed up to 5 feet away from you.
Failure: The target is pushed up to 10 feet away from you and can’t take reactions until their next turn.
Critical Failure: Per failure and the target is also knocked prone.

Quote:

WALK ON AIR / POWER 2

(Air, Conjuration)
Casting: Somatic Casting
You Stride, gaining the benefits of the air walk spell until the end of your turn, after which you fall normally.

Overall good, buuuuut…. Let’s have this scale and be worthy of having its cost raised to 2 to be consistent with other Power 2’s.

WALK ON AIR / POWER 2
(Air, Conjuration, Move)
Casting: Somatic
You Stride, gaining the benefits of the air walk spell until the end of your turn. If you are not on solid ground at the end of your turn you fall, but gain feather fall for 1 round or until you land.
Heighten (+2): Both the air walk and subsequent feather fall last 1 additional round.

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Cities (Domain)
You have powers over urban environments and denizens.

Quote:

FACE IN THE CROWD / POWER 1

(Illusion, Visual)
Casting: Somatic Casting, Verbal Casting
Duration: 1 minute
You cause yourself to blend into a crowd. While within a crowd of roughly similar creatures, you are concealed, gain a +2 conditional bonus to Deception and Stealth checks to go unnoticed among the crowd, and ignore difficult terrain caused by the crowd.

Too situational. Let’s make it something an adventurer could actually use on a daily basis without giving themselves away.

FACE IN THE CROWD / POWER 1
(Illusion, Visual)
Casting: Material, Somatic
Target: Up to 5 willing targets you touch
Duration: 10 minutes or 1 minute
You cause a target to blend into a crowd. While within a group of creatures within 1 size category of their own, your target gains a +2 conditional bonus to Deception and Stealth checks to go unnoticed among the crowd; for this purpose, a “group” is at least 2 other people. The target also always ignores difficult terrain caused by crowds or moving through the space of non-hostile creatures, even when not in a group.
You can also cast this on multiple people, who each receive the benefits. In this case, the duration is 1 minute instead of 10 minutes, and the size of the group required to conceal the beneficiaries when together is increased by 2 for each of them that are together in the same group.
Heighten (+1): Increase the duration by 10 minutes when cast on one target or 1 minute when cast on multiple targets.

Quote:

WATCHING THE WATCHERS / POWER 2

(Detection, Divination)
Casting: 1 minute (Material, Somatic, Verbal);
Requirements: You are in a city.
Duration: 1 hour
You tap into the pulse of the city and its wardens, gaining knowledge of their movements. You instantly learn the location of the nearest openly visible city guard activity within the city, outside the regular patrols and activities, and the spell ends.
If the city guard isn’t currently engaged in such an activity, the spell reports the next one that occurs during the duration and the spell ends.

As written, there are entire campaigns where this won’t come up more than once if at all. Let’s have a redo.

WATCHING THE WATCHERS / POWER 2
(Detection, Divination)
Casting: 1 minute (Material, Somatic, Verbal)
Requirements: You are in an inhabited area.
Range: 1 mile
Duration: 1 hour
You tap into the pulse of the city, castle, dungeon, ship, or other such inhabited area where you are, and gain knowledge about its defenders. You instantly learn the location of the nearest watch, patrol, or other guardian, and the spell ends.
If no one is currently engaged in such activities, the spell reports the next one that occurs during the duration and the spell ends.
Heighten (+2): The spell’s reach is increased by 1 mile and its duration by 1 hour, and you learn about the next-nearest watch, patrol or other guardian as well. The spell doesn’t end until it has reported a number of such defenders or defending groups up to 1 plus the number of times the power has been heightened.

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Confidence (Domain)
You overcome your fear and project pride.

Quote:

VEIL OF CONFIDENCE / POWER 1

(Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Duration: 1 minute
You surround yourself in a veil of confidence, causing fear to slide off you as long as the veil lasts. Reduce your current frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1. If you critically fail a saving throw against a fear effect during the duration, veil of confidence ends immediately and you increase the frightened condition you gain from the critical failure by 1 instead of decreasing it.

It’s mediocre, but okayish, except for that last part. It's also directly inferior to the Family domain power.

VEIL OF CONFIDENCE / POWER 1
(Emotion, Enchantment, Mental)
Casting: Somatic, Verbal
Duration: 10 minutes
You surround yourself in a veil of confidence, causing fear and emotional distress to slide off you as long as the veil lasts. Reduce your current frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1. Any penalties you suffer from an effect with the emotion trait are reduced by 1, to a minimum of 0.
If you critically fail a saving throw against a fear or emotion effect during the duration, the Veil of Confidence ends immediately.
Heighten (+2): The Veil persists through one additional critical failure before ending on the next one after that.

Quote:

DELUSIONAL PRIDE / POWER 2

(Emotion, Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Range: 30 feet; Targets one creature
Duration: varies
You supercharge the target’s confidence, causing it to rationalize failures as sour grapes. It takes a –2 conditional penalty to skill checks to retry a task it attempted and failed during the duration. On its turn, it takes a –1 conditional penalty to attack rolls if it failed its first attack, or –2 if it failed both of its first two attacks. The duration depends on its Will save, and it’s bolstered.
Success: The effect lasts for 1 round.
Critical Success: The target is unaffected.
Failure: The effect lasts for 10 minutes.
Critical Failure: The effect lasts for 24 hours.

Well this is interesting in theory but bad in practice. Let’s try again.

DELUSIONAL PRIDE / POWER 2
(Emotion, Enchantment, Mental)
Casting: Somatic, Verbal
Range: 30 feet; Targets one creature
Duration: Varies
You supercharge the target’s confidence, causing it to rationalize failures as simple bad luck or interference. When it attempts an action during the duration that fails, it is compelled to try again one more time at the next opportunity if it is reasonably able to, after which it can change tactics as desired. It takes a -2 conditional penalty to skill checks to retry a task it has attempted and failed during the duration and during the round immediately prior to this power being used upon it. On its turn, it takes a -2 conditional penalty to attack rolls after a failed attack.
The duration depends on the target’s Will save, and it is bolstered.
Success: The effect lasts for 1 round.
Critical Success: The target is unaffected.
Failure: The effect lasts for 10 minutes.
Critical Failure: The effect lasts for 24 hours.
Heighten (+2): The target is compelled to retry a repeatedly failed action one more time before being able to give up. Once a given action succeeds, the target no longer has to repeat it.

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Creation (Domain)
You have divine abilities related to crafting and art.

Quote:

FABRICATE / POWER 1

(Conjuration)
Casting: Somatic Casting, Verbal Casting
Duration: 1 minute
You create a temporary standard-quality object. It must be of vegetable matter and 1 Bulk or less. It can’t rely on intricate craftsmanship or complex moving parts, never functions as a cost or the like, and can’t be made of special materials or materials with a rarity of uncommon or higher. It is obviously temporary conjured, and its aesthetic matches your style of craftsmanship or artistry.

Very limited and doesn’t heighten. It shouldn’t be quite as good as the actual Creation spell (which should also be better and heighten better), but we can still do better than this.

FABRICATE / POWER 1
(Conjuration)
Casting: Somatic, Verbal
Duration: 10 minutes or 1 minute
You create a temporary standard-quality object. It must be of vegetable matter and no more than your spellcasting ability modifier in bulk.
It can’t rely on intricate craftsmanship or complex moving parts unless you succeed at a relevant trained Craft check against the DC for that item as part of casting. If you do succeed at such a check, it can be basically anything you want within the limits of your skill.
It never functions as a cost or the like, and can’t be made of special materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and its aesthetic matches your style of craftsmanship or artistry.
You can divide the object's bulk up among multiple smaller and identical objects, such as arrows. If you do so, the duration becomes 1 minute.
Material Component: If you supply minerals or special materials with the same bulk as the object you wish to fabricate, the object can be made of those materials. The raw materials are returned when the object ceases to exist, although half of them are lost if the object becomes Broken during the duration.
Heighten (+1): The object's maximum bulk increases by 4.

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ARTISTIC FLOURISH / POWER 2

(Transmutation)
Casting: 10 minutes (Material, Somatic, Verbal)
Range: touch; Targets one item or work of art
Duration: 24 hours
You infuse the target with artisanal and artistic vision. Its quality increases to match your proficiency rank in Crafting, to a maximum of expert. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so it can’t be sold for more than normal. This doesn’t allow you to use the target to Craft a magic item that requires the new quality or perform any other task requiring a permanent item of that quality.
Heightened (4th) If you spend 1 additional Spell Point, the maximum quality increases to master.
Heightened (8th) If you spend 2 additional Spell Points, the maximum quality increases to legendary.

This is actually useful, but becomes less so and more punitive / costly as you rise in level.

I’m going to leave the power as is but add a last line to the description and replace the heightening entries:

As a special exception to the casting time, you can cast Artistic Flourish as a free action as you cast the Fabricate power, Creation spell, or other spell or power that creates an object in order to increase the quality of that item.
Heightened (4th): You can cast Artistic Flourish to increase the quality of an expert item to master. You can spend 1 additional spell/focus point to increase the quality of a regular or poor object to master.
Heightened (8th): You can cast Artistic Flourish to increase the quality of a master item to legendary. You can spend 1 additional spell/focus point to increase the quality of an expert item to legendary, or 2 points to increase the quality of a regular or poor item to legendary.

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Darkness (Domain)
You operate in the darkness and take away the light.

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TOUCH OF SHADOWS / POWER 1

(Attack, Evocation, Shadow)
Casting: Somatic Casting
Range: touch; Targets one creature
You cloud your target’s vision in swirling shadows with a melee touch attack. The effect depends on your attack roll.
Success: The target is dazzled for 1 round.
Critical Success: The target is dazzled for 1 minute.
Failure: The target is unaffected.

Actually solid. No changes, except that it doesn’t cause damage so should lose the Attack trait, and should gain the Darkness trait.

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DARKENED EYES / POWER 2

(Darkness, Transmutation)
Casting: Somatic Casting, Verbal Casting
Range: 60 feet; Targets one creature
Duration: 1 round or 1 minute
You infuse a creature’s vision with darkness depending on its Fortitude save. The target is bolstered.
Success: It loses darkvision and gains low-light vision for 1 round. If it didn’t have darkvision, it loses low-light vision instead.
Critical Success: The creature is unaffected.
Failure: As success, but the effect last for 1 minute.
Critical Failure: As failure, but the target loses darkvision and low-light vision, and if it had neither, it’s blinded for 1 minute.

Preeeeetty narrow. Let's make it a little cooler.

DARKENED EYES / POWER 2
(Darkness, Transmutation)
Casting: Somatic Casting, Verbal Casting
Range: 60 feet; Targets one creature
Duration: 1 round or 1 minute
You infuse a creature’s vision with darkness depending on its Will save, stripping it of abilities and giving it a blind spot. The target is bolstered.
Success: The target loses darkvision, low-light vision, and any other special form of vision (such as x-ray vision, aura sight, or clairvoyance) for 1 round. It cannot gain nor benefit from such effects for the duration. Designate a 10 ft space; the target cannot see that space nor anything in it for 1 round, as if everything within was invisible. Anything which moves out of that space becomes visible to the target once more.
Critical Success: The creature is unaffected.
Failure: As success, but the effect lasts for 1 minute.
Critical Failure: As failure, but you can designate a number of additional "invisible" 10 ft spaces up to your spellcasting ability modifier.

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Death (Domain)
You have the power to end lives and destroy undead.

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UNDEAD’S BANE / POWER 1

(Necromancy)
Casting: Verbal free action; Trigger: You cast a heal spell to damage undead creatures.
Increase the amount the amount of damage dealt by your level (apply this increase after halving, if applicable). If you’re healing living creatures and damaging undead, only the damage increases.

Pretty narrow, and dependent on Heal.

UNDEAD’S BANE / POWER 1
(Necromancy)
Casting: Verbal free action; Trigger: You cast a spell that damaged one or more undead creatures.
Deal additional untyped damage to the undead equal to your level if you damaged more than one target, or twice your level if you damaged only one target.

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DEATH’S CALL / POWER 2

(Necromancy)
Casting: Verbal Casting: reaction; Trigger: You reduce an
enemy to 0 HP.
You gain temporary HP equal to the enemy’s level, or twice the enemy’s level if it was undead. It is bolstered against all castings of death’s call. The temporary HP last for 1 minute.

Actually solid. No material changes, except remove the second sentence that bolsters the target (how many times is a non-PC going to reach 0 HP anyway), and maybe increase the duration to 10 minutes per my general buff philosophy.

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Destruction (Domain)
You become a conduit for divine devastation.

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DESTRUCTIVE CRY / POWER 1

(Evocation)
Casting: Verbal Casting
Requirements: Your last action was a Strike that dealt damage.
You shout of glory and deal additional damage equal to your level.

You shout of glory and deal additional untyped damage equal to your casting modifier plus your level.

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DESTRUCTIVE AURA / POWER 2

(Evocation)
Casting: Somatic Casting, Verbal Casting
Area: 10-foot aura
Duration: 1 minute
Reduce resistances of creatures in the aura (including you) by 1.
Heightened (+2) Reduce resistances by an additional 1.

Meehhhhhhh....

DESTRUCTIVE AURA / POWER 2
(Evocation)
Casting: Somatic, Verbal
Area: 20-foot aura
Duration: 10 minutes
Any object or creature in the aura that would take damage takes 1 more damage. This is applied after saving throws for reduced damage but before resistances, weaknesses and Hardness.
Heightened (+1) Any instance of damage in the aura is increased by an additional 1.

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Dreams (Domain)
You have the power to enter and manipulate dreams.

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SWEET DREAMS / POWER 1

(Enchantment, Mental)
Casting: 1 minute (Material, Somatic, Verbal)
Range: touch; Targets one willing sleeping creature
Duration: 8 hours
You protect the target’s dreams from malevolent influences and fill them with positive and restful images. The target gains a +4 conditional bonus to saves against magic that attacks their dreams, such as nightmare. As long as they aren’t actively using their dreams, such as with dream council or dreaming potential, they also recover 1 additional Hit Point per level for their 8-hour rest.

At least make it heal a little more. And maybe…

SWEET DREAMS / POWER 1
(Enchantment, Mental)
Casting: 1 minute (Material, Somatic, Verbal)
Range: touch; Targets one willing sleeping creature
Duration: 8 hours
You protect the target’s dreams from malevolent influences and fill them with positive and restful images. The target gains a +4 conditional bonus to all saving throws while asleep. As long as they aren’t actively using their dreams, such as with dream council or dreaming potential, they also recover additional hit points for their 8-hour rest equal to your casting modifier plus your level.
Special: You always gain the benefit of this power on yourself when you are asleep, and do not have to spend the casting time or spell/focus points for this benefit.

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DREAMING POTENTIAL / POWER 2

(Enchantment, Mental)
Casting: 10 minutes (Material, Somatic, Verbal)
Range: touch; Targets one willing sleeping creature
Duration: 8 hours
You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can’t use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can’t access within the dream.

This could use a lot of clarification as well as some heightening.

DREAMING POTENTIAL / POWER 2
(Enchantment, Mental)
Casting: 10 minutes (Material, Somatic, Verbal)
Range: touch; Targets one willing sleeping creature
Duration: 8 hours
You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining. This accumulates with any other downtime spent in retraining, including bonus “downtime” granted by other castings of Dreaming Potential, until the target has “spent” enough total downtime to complete their retraining. If multiple casters grant Dreaming Potential to a given target in the same night, only the strongest casting applies.
A tutor is not required for the beneficiary of Dreaming Potential, except when retraining to gain archetype feats from an archetype or multiclass the target does not currently possess and has not possessed in the past. Even then, Dreaming Potential can reduce the total training time required by up to half.
Heighten (+1): Dreaming Potential grants the target one additional effective day toward retraining.

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Earth (Domain)
You control soil and stone.

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HURTLING STONE / POWER 1

(Attack, Earth, Evocation)
Casting: Somatic Casting
You evoke a magical stone and throw it. Make a ranged Strike with the rock weapon against a single creature within 60 feet. The stone deals bludgeoning damage equal to 1d10 plus your Strength modifier.
Heightened (+2) The stone’s base damage increases by 1d10.

This starts good but falls off against Fire Ray with the poor scaling, especially given that Hurtling Stone targets AC compared to Fire Ray targeting TAC, especially when considering the revision.

HURTLING STONE / POWER 1
(Attack, Earth, Evocation)
Casting: Somatic
Range: 60 ft; Targets one creature or object
You evoke a magical stone which launches itself at the target. Make a ranged Strike against the target with the stone. The stone deals bludgeoning, piercing or slashing damage (chosen at the time of casting) equal to 1d10 plus your casting ability modifier. You can add a Material casting action to increase the damage die to 1d12.
Heightened (2nd): The stone is a +1 weapon.
Heightened (per +2 above 2nd): Increase the stone's enhancement bonus by 1.

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LOCALIZED QUAKE / POWER 2

(Earth, Transmutation)
Casting: Somatic Casting, Verbal Casting
Area: 15-foot aura
You shake the earth, and each enemy in the area standing on solid ground must succeed at a Reflex save or fall prone.

Also good! No changes.

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Family (Domain)
You can aid and protect your family and community more effectively.

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SOOTHING WORDS / POWER 1

(Emotion, Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Range: 30 feet; Targets one ally
You attempt to calm the target by uttering soothing words. Attempt to counteract one emotion effect on the target.

Good, no changes.

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UNITY / POWER 2

(Abjuration, Fortune)
Casting: Verbal reaction; Trigger: You and one or more allies within range are targeted by a spell or ability that allows a saving throw.
Range: 30 feet
You allow your allies within range to use your saving throw modifier instead of their own. Each ally decides individually which modifier to use.

You and each ally within range may choose to use the highest saving throw modifier possessed by any of you.

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Fate (Domain)
You see and understand hidden inevitabilities.

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READ FATE / POWER 1

(Divination, Prediction)
Casting: 10 minutes (Material, Somatic, Verbal)
Range: 10 feet; Targets one creature other than you
You attempt to learn more about the target’s fate in the short term, usually within the next day for a creature living a fairly sedentary life, or the next hour or less for someone likely to have multiple rapid experiences of note, such as someone actively adventuring. You learn a single enigmatic word connected to the creature’s fate that day. Fate is notoriously fickle and inscrutable, and the word isn’t necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check (see page 292). If the creature’s fate is too uncertain, or on a failed flat check, the spell results in the word “inconclusive.” Either way, the creature is bolstered against read fate.

Almost worthless. Let’s at least get rid of the failure chance and make it scale.

READ FATE / POWER 1
(Divination, Prediction)
Casting: 10 minutes (Material, Somatic, Verbal)
Range: 10 feet; Targets one creature other than you
You attempt to learn more about the target’s fate in the short term, usually within the next day for a creature living a fairly sedentary life, or the next hour or less for someone likely to have multiple rapid experiences of note, such as someone actively adventuring. You learn a single word of advice relevant to the creature’s fate that day. The creature is bolstered against read fate for the duration covered by the reading (1 day or 1 hour).
Heighten (+2): Your reading gives an additional word. For example, when heightened once a reading might produce results like “Tread softly” if traps or stealth are expected, or “Avoid basement” if the basement in question contains only hazards with nothing relevant to the success of the target’s goals.

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TEMPT FATE / POWER 2

(Divination, Fortune)
Casting: Somatic free action; Trigger: You or an ally within range attempts a saving throw.
Range: 120 feet; Targets you or a willing ally in range
If the triggering saving throw’s result is a success, it counts as a critical success. If it’s a failure, it counts as a critical failure, and the critical failure can’t be reduced by abilities that usually reduce critical failure, such as improved evasion. If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails and your Spell Point is refunded.

In most cases in PF2, your chance of failing a save as a player character is actually higher than your chance of succeeding. This power is suicide. We can keep the risk-reward aspect (one of my players LOVES this kind of stuff) while still making it better.

TEMPT FATE / POWER 2
(Divination, Fortune)
Casting: Somatic free action; Trigger: You or an ally within range attempts a saving throw or skill check.
Range: 120 feet; Targets you or a willing ally in range
The target can choose to roll twice. If both rolls would succeed or critically succeed, the result is a critical success. If one roll would succeed or critically succeed and the other would fail, the result is a normal success. If both rolls would fail, or if one of the rolls would be a critical failure regardless of the other roll, the result is a critical failure.
If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails and your spell/focus points are refunded.

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Fire (Domain)
You control flame.

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FIRE RAY / POWER 1

(Evocation, Fire)
Casting: Somatic Casting, Verbal Casting
Range: 60 feet; Targets one creature or object
Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal fire damage to the target equal to 1d6 plus your spellcasting ability modifier.
Heightened (+1) The ray’s damage increases by 1d6.
Resonance Test wrote:

FIRE RAY / POWER 1

(Necromancy, Attack, Evocation, Fire)
Casting: Somatic Casting, Verbal Casting
Cost 1 Focus Point
Range: 60 feet; Targets one creature or object
Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal fire damage to the target equal to 1d6 plus your spellcasting ability modifier. On a critical success, the target takes double damage and also takes 1d6 persistent fire damage.
Heightened (+1): The ray’s damage increases by 2d6, and the persistent fire damage on a critical hit increases by 1d6.

The Necromancy tag from the revision is an error. While the revised version is clearly superior, I feel it will likely get revised slightly downward again when they inevitably increase the amount of focus points that we get back to current spell point levels. However, I don’t think they’ll want to get rid of having made it more than just a boring one-off blast, and while the original was decent it still wasn’t world beating by any means, so did merit improvement. So I’m thinking the final version will or should look something like this:

FIRE RAY / POWER 1
(Attack, Evocation, Fire)
Casting: Somatic, Verbal
Range: 60 feet; Targets one creature or object
Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal fire damage to the target equal to 1d8 plus your spellcasting ability modifier. On a critical success, the target not only takes double damage but also 1d4 persistent fire damage.
Heightened (+1): The ray’s damage increases by 1d8, and the persistent fire damage on a critical hit increases by 1d4.

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FLAME BARRIER / POWER 2

(Abjuration, Fire)
Casting: Verbal reaction; Trigger: An effect deals fire damage to either you or an ally within range.
Range: 60 feet
You or one ally gains fire resistance from the triggering effect equal to twice your level. The resistance applies only against damage you take from the triggering attack, not to any enhancements or conditions.

This is somewhat solid, especially given the original was 1 SP. The second half of the last sentence is misleading though; per the RAW, enhancements never take effect if all the damage from the primary attack is prevented. So even with the power as written in the playtest book, Flame Barrier DOES in fact stop persistent burn or other such enhancements and conditions if it manages to prevent all the damage of the primary attack. Also, it would still apply to fire damage that is itself an enhancement, e.g., the fire damage from a flaming sword.

Also, we do want to make it worth 2 points for consistency instead of just one. And it’d be nice if it actually helped when being full attacked by fire elementals and the like. So, how about:

FLAME BARRIER / POWER 2
(Abjuration, Fire)
Casting: Verbal reaction; Trigger: An effect deals fire damage to one or more creatures or objects in range.
Range: 60 feet
Duration: 1 round
You grant one target fire resistance equal to twice your level until the end of your next turn, or any number of targets fire resistance equal to your level until the end of your next turn.

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Freedom (Domain)
You can liberate yourself and others from shackles and constraints.

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UNIMPEDED STRIDE / POWER 1

(Transmutation)
Casting: Somatic free action; Trigger: You use a Step or Stride action.
You can ignore magical impediments to your movement as if you benefited from the freedom of movement spell. This doesn’t let you escape being grabbed, restrained, tied up, or bound, from either mundane or magical means.

Strike the word “magical” so this has a chance of ever being used, and suddenly we have a good power.

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WORD OF FREEDOM / POWER 2

(Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Range: 30 feet; Targets one creature
You either remove the grabbed condition from the target or suppress one of the following conditions of your choice that’s affecting the target for 1 round: confused, entangled, frightened, or paralyzed. You can Concentrate on the Spell each round to continue to suppress the condition for 1 round, to a maximum of 1 minute. If you don’t remove the effect that provided the condition, the condition returns after you stop Concentrating on the Spell.

Solid, no changes.

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Healing (Domain)
Your healing magic is particularly potent.

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HEALER’S BLESSING / POWER 1

(Necromancy)
Casting: Somatic free action; Trigger: You cast a heal spell to heal a living creature.
The amount healed by the triggering spell increases by 2 points per die. If you’re both healing living creatures and damaging undead, the healing increases by that amount but the damage does not.
Resonance Test wrote:

HEALER’S BLESSING / POWER 1

(Necromancy)
Casting Somatic Casting
Cost 1 Focus Point
Range 30 feet; Targets you or one ally
Duration until the end of your next turn
The next time the target casts a healing spell during this spell’s duration, increase the amount of healing by 4 if the spell has one target, or by 2 if the spell has multiple targets, and healer’s blessing ends. If the target is both healing living creatures and damaging undead with the healing spell, the healing increases but the damage does not.
Heightened (+1) The amount of additional healing increases by 4 for one target or 2 for multiple targets.

The resonance test version fixes one of the complaints I was going to make, namely changing “You cast a heal spell to heal a living creature” to “casts a healing spell” so it works with spells other than just Heal. I’m generally not a huge fan of powers and feats that only interact with a single specific spell, and prefer more open design.

The two versions are significantly different. The first is something that you can lade onto a spell as you cast it for free, while the revised test version is something you have to set up in advance, preventing you from doing a 3 action Heal in the same round that you cast it. The second is given a significantly more powerful effect because of this restriction and can also be used to charge someone else’s healing.

I think my preferred version would be the original, but with the more permissive text of the revision: namely, being able to work with any healing spell. Make this fix, and the original is a great future-proof power.

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HEALING FONT / POWER 2

(Necromancy)
Casting: Somatic free action; Trigger: You use channel energy to cast a heal spell.
You draw power from your pool of Spell Points to cast heal, and thus this casting of heal doesn’t expend a use of channel energy.

See above about my thoughts on triggering off only one specific spell.

HEALING FONT / POWER 2
(Necromancy)
Casting: Somatic free action
Trigger: You cast a spell that restores hit points.
Healing Font negates the expenditure of the spell slot, item charge, use of Channel Energy, or other resource that would otherwise be spent on the triggering spell. Only the 2 Focus used to cast Healing Font are expended.
You cannot cast Healing Font while casting a healing spell that is also simultaneously doing damage or raising the dead. For example, you can use Healing Font to cast an area Heal, but not if undead are also caught in the area.

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Indulgence (Domain)
You feast mightily and can shake off the effects of overindulging.

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ENHANCE VICTUALS / POWER 1

(Transmutation)
Casting: 1 minute (Material, Somatic, Verbal)
Range: touch; Targets 1 nonmagical pint of water or pound of food
You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing food’s taste and ingredients to make it a gourmet treat. The transformation also attempts to counteract toxins in the food or water. If you have Spell Points, you can add an additional pint or pound for each additional Spell Point you spend. The feast vanishes if not consumed.
Heightened (+1) Initial and additional pints or pounds increase by 1.

About as narrow as the Cities powers. We can at least give it a minor Heroes Feast effect so it’s useful more than the one time per campaign that the GM poisons your food.

ENHANCE VICTUALS / POWER 1
(Transmutation)
Casting: 1 minute (Material, Somatic, Verbal)
Range: touch; Targets 1 nonmagical pint of water and pound of food
Duration: Instantaneous, 1 hour and 12 hours
You transform the target into delicious fare, changing water into wine or another fine beverage while also enhancing an accompanying meal’s taste and ingredients to make it a gourmet delight. The transformation also attempts to counteract toxins in the food or water. The person who partakes of this transformed food and drink receives temporary Hit Points for 12 hours equal to your level plus your casting modifier.
If you have sufficient spell/focus points, you can add an additional pint or pound for each additional Spell Point you spend. The feast vanishes if not consumed within an hour.
Heightened (+1) Initial and additional pints or pounds increase by 1.

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TAKE ITS COURSE / POWER 2

(Necromancy)
Casting: Somatic Casting, Verbal Casting
Range: touch; Targets one diseased or poisoned creature touched
You advance one of the target’s toxins to progress to the point that the target needs to attempt its next saving throw. If the target is affected by more than one toxin, you can choose from among the toxins you are aware of; otherwise choose randomly. Against an unwilling creature, you must hit it with a melee touch Strike. On a willing or unconscious creature or on a critical hit against an unwilling creature, you can grant the creature either a +2 conditional bonus or a –2 conditional penalty to its saving throw against the toxin.

There is quite narrow, but it can be improved.

TAKE ITS COURSE / POWER 2
(Necromancy)
Casting: Somatic and Verbal, OR, Verbal reaction
Range: Touch or You; Targets one diseased or poisoned creature touched
You advance one of the target’s toxins to progress to the point that the target needs to attempt its next saving throw. If the target is affected by more than one toxin, you can choose from among the toxins you are aware of; otherwise choose randomly. Against an unwilling creature, you must hit it with a melee touch Strike. On a willing or unconscious creature or on a critical hit against an unwilling creature, you can grant the creature either a +2 conditional bonus or a –2 conditional penalty to its saving throw against the toxin.
You may cast this spell on yourself as a verbal reaction after you become afflicted with a poison or disease.
Heighten (+2): Increase the save bonus by +1 or the save penalty by -1.

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Knowledge (Domain)
You receive divine insights.

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LOREKEEPER’S FORTUNE / POWER 1

(Divination, Fortune)
Casting: Verbal free action; Trigger: You spend a Seek or Recall Knowledge action.
Roll the Perception or Religion check you attempt as part of that action twice and take the higher result. If you’re trained in Arcana, Nature, or Occult, you can also use this spell on those checks attempted as part of a Recall Knowledge action.

Good, but can be tweaked just a tiny bit!

LOREKEEPER’S FORTUNE / POWER 1
(Divination, Fortune)
Casting: Verbal free action; Trigger: You spend a Seek or Recall Knowledge action.
Roll the Perception or Religion check you attempt as part of that action twice and take the higher result. You can also cast this spell as part of a Recall Knowledge action with any other skill, such as Arcana, Lore, Medicine, Nature, Occult or Society, if you are trained with the skill in question.

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KNOW THE ENEMY / POWER 2

(Divination, Fortune)
Casting: Somatic free action; Trigger: You hit a creature with a melee Strike.
Roll the appropriate skill check to identify the creature’s abilities as if you had spent a Recall Knowledge action. You can use lorekeeper’s fortune on this check.

Mostly solid… just change the Trigger.

Trigger: You hit a creature with a Strike or spell, or a creature fails its save against a spell you cast.

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Light (Domain)
You harness the power of the sun and other light sources and punish undead.

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UNDEAD’S BANE / POWER 1

(Necromancy)
Casting: Verbal free action; Trigger: You cast a heal spell to damage undead creatures.
Increase the amount the amount of damage dealt by your level (apply this increase after halving, if applicable). If you’re healing living creatures and damaging undead, only the damage increases.

Come on, why does Light just share the exact same power with the Death domain? Lazy. They could just downconvert Searing Ray into the power for this domain, or alternately come up with a different power.

SHINING MOTES / POWER 1
(Evocation, Fire, Light)
Casting: Somatic, Verbal
Range: 30 feet; Area: 5 foot radius burst and 30 foot aura
You evoke a burst of searing motes of light. The motes provide bright light in a 30 foot aura for 1 round. Roll two dispel checks against any darkness effect in the aura; the motes suppress such effects for 1 round on one success, but can only actually dispel such effects if both checks are successful.
The motes also deal fire damage to targets in the center 5 foot burst of 1d4 plus your spellcasting ability modifier, plus 1d4 to targets that are undead or vulnerable to sunlight, dependent on a Reflex save.
Success: Half damage.
Critical Success: No damage.
Failure: Full damage.
Critical Failure: Double damage, and dazzled for 1 round.
Heighten (+1): The burst deals 2d4 additional damage, and a like amount of bonus damage to undead and other targets vulnerable to sunlight.

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DAZZLING FLASH / POWER 2

(Evocation, Light)
Casting: Material Casting, Verbal Casting
Area: 20-foot cone
You raise your religious symbol and create a blinding flash. Creatures in the area are dazzled or blinded, depending on their Fortitude save.
Success: The target is dazzled for 1 round.
Critical Success: The target is unaffected.
Failure: Blinded for its next action and dazzled for 1 minute.
Critical Failure: Blinded for 2 rounds and dazzled for 1 hour.

Decidedly better than the Darkness domain power. Though I will comment I have never seen a 20 ft cone before… 15 ft? 30 ft? Sure. But 20… XD

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Luck (Domain)
You’re unnaturally lucky and keep out of harm’s way.

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BIT OF LUCK / POWER 1

(Divination, Fortune)
Casting: Somatic reaction; Trigger: You or an ally within range fails an attack roll, saving throw, or skill check by 1 and did not benefit from a conditional bonus.
Range: 30 feet
You tilt the scales of luck slightly, adding a +1 conditional bonus to the check retroactively, thus making the check a success.

This is obnoxiously fiddly. Also, considering you only get two choices of bonus in this system other than item, and conditional is one of them, this is never going to come up except at the earliest levels. Let’s make it something simple, easy and fun.

BIT OF LUCK / POWER 1
(Divination, Fortune)
Casting: Somatic reaction; Trigger: You or an ally within range fails an attack roll, saving throw, or skill check by 1.
Range: 30 feet
You tilt the scales of luck slightly. The check succeeds.
Heighten (+3): The margin of failure you can turn into a success is increased by 1.

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LUCKY BREAK / POWER 2

(Divination, Fortune)
Casting: Verbal reaction; Trigger: You fail (but don’t critically fail) an attack roll, saving throw, skill check, or Perception check.
Reroll the check and use the better of the two results.

Good.

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Magic (Domain)
You perform the unexpected and inexplicable.

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DIVINE VESSEL / POWER 1

(Enchantment)
Casting: Somatic free action; Trigger: You cast a noncantrip spell that targets a single ally.
Add one Somatic Casting: action to the triggering spell. Its target gains a +1 conditional bonus to saves as long as the spell lasts and as long as you Concentrate on the Spell, to a maximum of 1 minute. If the original spell already requires concentration, you can maintain the conditional bonus with the same action.

So it’s a metamagic feat, except you can only use it a few times a day because it costs spell/focus points, and it gives another fiddly +1 bonus, and it has Concentration duration. :|

DIVINE VESSEL / POWER 1
(Enchantment)
Casting: Somatic free action
Requirements: Your last action this turn was casting a non-cantrip spell on yourself and/or one or more allies.
Targets one of that spell’s targets
You cast the guidance cantrip on the designated target, regardless of range. This use of guidance does not bolster the target and can be performed even if the target is already bolstered against guidance.
Heighten (+2): You can choose one additional target for the guidance, so long as they were also a target of the triggering spell.

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MYSTIC BEACON / POWER 2

(Evocation)
Casting: Somatic Casting
Range: 30 feet; Targets one willing creature
The next damaging or healing spell the target casts before the start of your next turn deals or heals damage as if the spell were heightened 1 level higher than its actual level; the spell otherwise functions at its actual level.

Pretty narrow. As is often my philosophy on stuff like this, where you spent a feat to be able to do this, and that feat had a prerequisite feat, and the ability is only doable a couple times per day – just let it be good.

MYSTIC BEACON / POWER 2
(Evocation)
Casting: Somatic Casting
Range: 30 feet; Targets one willing creature
The next spell the target casts before the start of your next turn is heightened to 1 spell level higher than the actual level at which it would otherwise be cast.

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Might (Domain)
Your physical power is bolstered by divine strength.

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ATHLETIC EXPLOIT / POWER 1

(Transmutation)
Casting: Somatic Casting
Until the end of your turn, you don’t take check penalties or Speed reduction from armor or encumbrance.

Unlike the successor power, this is terrible. Let’s bring in a bit of the old PF1 version and tweak the duration.

ATHLETIC EXPLOIT / POWER 1
(Transmutation)
Casting: Somatic
Until the end of your next turn, your carrying capacity in bulk increases by twice your level, and you don’t take check penalties or Speed reduction from armor or encumbrance.

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ENDURING MIGHT / POWER 2

(Abjuration)
Casting: Somatic reaction; Trigger: An attack or effect would deal you damage.
You gain resistance to all of that attack’s damage equal to your level plus your Strength modifier.

This is actually good.

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Moon (Domain)
You command powers associated with the moon.

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MOONLIGHT GLOW / POWER 1

(Evocation, Light)
Casting: Somatic Casting, Verbal Casting
Area: 60-foot burst centered on you
Duration: 10 minutes
You cause the area to shimmer with moonlight. This counts as dim light, but any magical script or arcane symbols in the area glow a slightly brighter blue, granting a +1 circumstance bonus to Perception checks to Seek them. Magical ink visible only in moonlight also appears in an area of moonlight glow.

Kinda over-specialized here. Let’s at least loosen it a bit.

MOONLIGHT GLOW / POWER 1
(Evocation, Light)
Casting: Somatic and Verbal, OR Special
Area: 60-foot burst centered on you, OR Special
Duration: 1 hour, OR Special
You cause the area to shimmer with moonlight, which counts as dim light. Any magical script or arcane symbols in the area glow a bright blue, becoming visible without any Perception check required to notice them unless they are concealed behind something else. This effect also reduces the DC to identify spells, magical items and other supernatural phenomena within its bounds by a number equal to the spell tier at which Moonlight Glow was cast. This is true moonlight for all purposes, including revealing magical inks keyed to the light of the moon, but it is too diffuse to force lycanthropic transformation or similar vulnerabilities.

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MOONBEAM / POWER 2

(Attack, Evocation, Fire, Light)
Casting: Somatic Casting, Verbal Casting
Range: 120 feet; Targets one creature or object
You call forth a beam of glowing moonlight. Make a ranged touch attack against the target. On a hit, you deal 1d6 fire damage plus your spellcasting ability modifier and dazzle the target for 1 round. Double the damage on a critical hit. Damage from moonbeam counts as silver for the purposes of weaknesses, resistances, and the like.
Heightened (+1) The ray’s damage increases by 1d6.

Why does a moon laser deal fire damage? It should be mental damage, or at least cold. Otherwise good!

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Nature (Domain)
You hold power over animals and plants.

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SKIN OF THORNS / POWER 1

(Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Duration: 1 minute
Your body sprouts a coat of brambly thorns. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed strikes, take 1 piercing damage each time they do.
Heightened (+1) The piercing damage increases by 1.

This should be the second tier power and can also be improved. Also what’s with those traits? I actually don’t have a problem with the 1 minute duration here because it’s specifically combat focused, rather than mixed use.

SKIN OF THORNS / POWER 2
(Abjuration, Transmutation)
Casting: Somatic Casting, Verbal Casting
Duration: 1 minute
Your body sprouts a coat of brambly thorns. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed strikes, take 1d6 piercing damage each time they do.
Heightened (+1) The piercing damage increases by 1.

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NATURE’S BOUNTY / POWER 2

(Conjuration, Plant)
Casting: 10 minutes (Material, Somatic, Verbal)
Requirement You can cast this spell only in a natural area that supports significant plant life.
You call forth nature’s bounty, providing enough clean water and fresh fruits and vegetables to sustain one human for a day. If you have a pool of Spell Points, you can spend more Spell Points to sustain an additional human for each additional Spell Point you spend. Most Medium creatures eat the same amount as a human each day. Most Small creatures eat 1/4 as much as a human (1/16 as much for most Tiny creatures, and so on), and most Large creatures eat 10 times as much as a human (100 times as much for Huge creatures and so on).
Heightened (+3) The initial casting and each additional Spell Point produce enough food for an additional human.

Make this the first tier power, fix the crazy unnatural Large+ food requirements that fly in the face of reality, and…

NATURE’S BOUNTY / POWER 1
(Conjuration, Plant)
Casting: 10 minutes (Material, Somatic, Verbal)
Requirement: You can cast this spell only in the vicinity of large plants like trees, bushes or large cacti.
You call forth nature’s bounty, providing enough clean water and fresh fruits and vegetables to sustain one human for a day. If you have a pool of Focus, you can spend more Focus to sustain an additional human for each additional Focus you spend. In a natural area with significant plant life, like a forest, oasis or farm, this spell produces twice as much food and water.
Most Medium creatures eat the same amount as a human each day. Most Small creatures eat 1/4 as much as a human (1/16 as much for most Tiny creatures, and so on), and most Large creatures eat 4 times as much as a human (16 times as much for Huge creatures and so on).
Heightened (+1): The initial casting and each additional Focus produce enough food for an additional human, before any doubling for being in a lush environment.

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Nightmares (Domain)
You fill minds with horror and dread.

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WAKING NIGHTMARE / SPELL 1

(Divination, Mental)
Casting: Somatic Casting
Range: touch; Targets one creature
Duration: 1 minute
You fill the creature’s mind with a vision out of a nightmare that might help or hinder it. Before attempting an attack roll, saving throw, or skill check, the target must attempt a DC 11 flat check. They gain a conditional bonus or penalty to the attack roll, saving throw, or skill check depending on the result.
Success: +1 conditional bonus.
Critical Success: +2 conditional bonus.
Failure: –1 conditional penalty.
Critical Failure: –2 conditional penalty.

First off, it's listed as a spell rather than a power. Second, you can’t get a critical success or failure on a flat check, so the power doesn't even work as intended. Third, the thematics are completely off – this isn’t what I expect from a “waking nightmare.” Fourth, no one would ever use this power on anyone whatsoever – you have a 50% chance of helping an enemy or hurting an ally.

WAKING NIGHTMARE / POWER 1
(Emotion, Enchantment, Fear, Mental)
Casting: Somatic Casting
Range: touch; Targets one creature
Duration: 1 round or 1 minute
The target's mind sees a creature or object of your choice as a vision out of a nightmare. They must make a Will save.
Success: The target cannot approach or take actions with or against the target for 1 round.
Critical Success: No effect.
Failure: As success, but 1 minute.
Critical Failure: As failure, but you can designate additional creatures or objects up to your spellcasting ability modifier that the target refuses to have anything to do with.

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ECHOING NIGHTMARE / SPELL 2

(Emotion, Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Range: 30 feet; Targets one creature
Duration: see text
You create a nightmare conduit between your mind and the target, ensuring one of you is confused, depending on the target’s Will save.
Success: You are confused until the end of your next turn.
Critical Success: You are confused for 1 minute.
Failure: The target is confused for 3 rounds. It can attempt a new Will save at the end of each of its turns to end the effect.
Critical Failure: The target is confused for 1 minute.

What the heck is it with this domain and screwing over the person who uses it? It’s not the Gambling domain. Also it's listed as a spell again.

It’s a powerful effect for a low level power that you can likely spam multiple times, so I can see some backlash potential. But make the current successful save effect the Critical Success effect (caster confused until end of their next turn), while simple Success just has no effect.

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Pain (Domain)
You punish those who displease you with the sharp sting of pain.

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SAVOR THE STING / POWER 1

(Attack, Enchantment, Mental, Nonlethal)
Casting: Somatic Casting, Verbal Casting
Range: touch; Targets one creature
You revel in your target’s pain. If you succeed at a touch attack, your target takes 1d6 mental damage (double damage on a critical hit) and becomes sick with pain depending on its Will save. As long as the target is sick, you gain a +1 conditional bonus to attack rolls and skill checks against the target.
Success: The target does not become sick.
Failure: The target is sick 1 and takes 1 persistent mental damage as long as it’s sick.
Critical Failure: Per failure, but the target is sick 2.
Heightened (+1) The initial damage increases by 1d6 and the persistent damage increases by 1.

This is actually good. Just add casting ability modifier to the initial damage.

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RETRIBUTIVE PAIN / POWER 2

(Abjuration, Mental, Nonlethal)
Casting: Somatic reaction; Trigger: A creature in retributive pain’s range deals damage to you.
Range: 30 feet; Targets one creature
You vengefully reflect a portion of your pain upon your tormentor. The mental damage you deal is equal to half the damage the target dealt to you with the triggering effect, to a maximum of 10 mental damage. This damage decreases or increases depending on the target’s Fortitude save.
Success: Half damage.
Critical Success: No damage.
Failure: Full damage.
Critical Failure: Double damage (this can exceed 10 mental damage)
Heightened (+1) The maximum mental damage increases by 5.

I’m not sure this needs a save. Looks fine, I guess, except that the attacker is mostly guaranteed to always save and thus take half of what is already half damage, because enemies in PF2 are overtuned. If I took this as a player, I would happily give up the infinitesimal chance of double damage to just have consistency.

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Passion (Domain)
You can evoke passion, whether as love or lust.

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CHARMING TOUCH / POWER 1

(Attack, Emotion, Enchantment, Mental)
Casting: Somatic Casting
Range: 30 feet; Targets one humanoid creature
Duration: 10 minutes or until dismissed
You infuse your target with love or lust, causing it to act friendlier. On a successful touch attack roll, the target attempts a Will save, with a +4 circumstance bonus if you or your allies recently threatened or acted hostile to it and a –2 circumstance penalty if you critically succeed on the attack roll or it allows you to touch it. You can dismiss the spell with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. The effects of the Will save are the same effects as charm.
Heightened (4th) You can target any type of creature, not just humanoids, as long as they would find you attractive.

Seems fine. That little bit at the end of the heightening, however, implies quite a lot of things not actually stated in the main power description itself; cut the line at the word “humanoids.” It’s magic, a spellcasting sentient slime mold should be able to make you feel passionate. Alternately, if using this to try to distinguish from just casting charm, move the attractive condition to the main power, give a little bit more of an explanation, and have a higher level heightening effect remove the condition.

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CAPTIVATING ADORATION / POWER 2

(Emotion, Enchantment, Mental)
Casting: Somatic Casting, Verbal Casting
Area: 15-foot aura
Duration: 1 minute
You become entrancingly beautiful and desirable, and creatures are distracted by their feelings for you as long as they remain within the area. The effect is determined by their Will saves. If a creature leaves and reenters, use the original save results.
Success: The creature takes a –1 conditional penalty to Perception and skill checks not directed at you.
Critical Success: The creature is unaffected.
Failure: The creature is fascinated.
Critical Failure: The creature is fascinated and its attitude toward you improves by one step.

More fiddly +/- 1 modifiers. Just make it -2. Also exclude allies.

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Perfection (Domain)
You strive to perfect your mind, body, and spirit.

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PERFECTED MIND / POWER 1

(Abjuration)
Casting: Somatic Casting, Verbal Casting
You meditate upon perfection to remove all distractions from your mind. Attempt another Will save against one mental effect currently affecting you that required a Will save. If the new save would have a worse result than the original save, nothing happens. You can use perfected mind only once against a particular effect.

Might be a little better with text saying you can still do this while dominated, stunned, paralyzed, silenced, etc. Maybe have a special casting condition where it takes mental casting actions, perhaps starting with two or three and then decreasing in number with heightening. But still okay.

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PERFECTED FORM / POWER 2

(Abjuration, Fortune)
Casting: Somatic reaction; Trigger: You fail or critically fail a saving throw against a petrification or polymorph effect.
Reroll the saving throw and use whichever result was better.

This is absurdly narrow to the degree that it will virtually never come up. Just change it to “You fail or critically fail a Fortitude saving throw.”

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Protection (Domain)
You hold the power to ward yourself and others.

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DIVINE WARD / POWER 1

(Abjuration)
Casting: Somatic reaction; Trigger: An ally in range takes damage.
Range: 30 feet
Redirect damage no more than twice your level to you. You take the damage instead of the triggering ally. Your immunities, resistances, weaknesses, and so on do not apply against the redirected damage. If the damaging effect applies enhancements or conditions, you aren’t subject to either; your ally is still subject to enhancements and conditions even if you redirect all damage to you.

Seems good. I would say “Redirect damage up to no more than your casting ability modifier plus twice your level.”

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PROTECTIVE AURA / POWER 2

(Abjuration)
Casting: Material Casting, Somatic Casting,
Verbal Casting
Area: 15-foot aura
Duration: 1 minute
You create a 15-foot-radius protective aura. You gain resistance equal to half your level to all damage. Your allies also gain this resistance while they are within the aura.

Mm. It’s a pretty weak resistance that will get utterly overwhelmed by even weak basic attack damage at high levels, but it’s for a duration and to all nearby allies… bleh.

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Secrecy (Domain)
You protect secrets and keep them hidden.

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FORCED QUIET / POWER 1

(Abjuration)
Casting: Material Casting, Verbal Casting
Range: 30 feet; Targets one creature
Duration: see text
You quiet the target’s voice, preventing it from giving away valuable secrets. This doesn’t prevent the target from talking or performing Verbal Casting actions, but no creature more than 10 feet away can hear its croaking whispers without a successful Perception check against forced quiet’s DC, which might interfere with auditory or lingual effects as well as communication. The duration depends on the target’s Fortitude save, and the target is bolstered against your forced quiet.
Success: The effect’s duration is 1 round
Critical Success: The target is unaffected.
Failure: The effect’s duration is 1 minute
Critical Failure: The effect’s duration is 10 minutes.

Since this doesn’t even prevent the use of spells and powers with verbal components, nor does it entirely prevent communication nor does it bestow a curse, it should not bolster its target. With all the limitations on it, the duration should probably be 1 minute on success, 1 hour on failure and 1 day on critical failure.

Consider allowing it to also target objects, e.g., to quiet a squeaky hinge or shattering window. 1 hour is probably a good duration when used on an object.

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SAFEGUARD SECRET / POWER 2

(Abjuration, Mental)
Casting: 1 minute (Somatic, Verbal)
Range: 10 feet; Targets you and any willing allies
Choose one piece of information that at least some of the targets know; affected allies must remain within range for the full minute during which you cast the spell. This grants those who know the piece of knowledge you have chosen a +4 conditional bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them or against effects that would force them to reveal it. These bonuses last until you use this power again.

*just laughs and laughs and laughs*

SAFEGUARD SECRET / POWER 2
(Abjuration, Mental)
Casting: 1 minute (Somatic, Verbal)
Range: 10 feet; Targets you and any willing allies, or up to “one page’s worth” of text or images
If you cast this spell on one or more creatures, choose one piece of information that at least some of the targets know; affected allies must remain within range for the full minute during which you cast the spell. Any attempt to trick or coerce one of the affected targets into revealing the information, or read it from their mind, or even divine by any means that they actually know such information, forces the antagonist to make a Will save against your Safeguard Secret power. If the save fails, the attempt fails, and if the save critically fails, that antagonist can never try again. Even on a successful save, the DC of the check the antagonist must make increases by 5, or the DC of any check the targets must make to resist decreases by 5.
If you cast this spell on text or images, be they on paper, a wall mural, or any other medium, the selected information disappears. It is still there, and you select at the time of casting the condition under which the information can be made to reappear. Such conditions can include things like being bathed in moonlight, being smeared with blood, a spoken password, or any other similarly uncommon action or event. Failing the use of the chosen method, apply the same save to locate the information or divine the condition as mentioned above. One “page’s worth” of information can be up to 300 words of text, or 10 square feet of imagery.
Safeguard Secret has permanent duration. You can keep a number of pieces of information secret at one time up to your casting ability modifier plus the maximum tier of spell that you can cast; going over this limit requires you to let a previous secret lapse.

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Travel (Domain)
You have power over movement and journeys.

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AGILE FEET / POWER 1

(Transmutation)
Casting: Somatic free action; Trigger: You Step or Stride.
For the Stride, you’re accelerated 5 feet and ignore difficult terrain. For the Step, you ignore difficult terrain.

Heighten (+3): You can move 10 ft further on the Stride, or 5 ft further on the Step.

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WANDERER’S GUIDE / POWER 2

(Divination, Mental)
Casting: 1 minute (Material, Somatic, Verbal)
Duration: 24 hours
You call upon your deity to guide your route, allowing you and allies who travel overland with you to reduce the distance reduction from difficult terrain by half for the duration, as long as you don’t deviate from the divinely inspired route. This doesn’t have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.

This is rather specific, and doesn’t help in normal terrain at all. It also falls off in usefulness at higher levels.

WANDERER’S GUIDE / POWER 2
(Divination, Mental)
Casting: 1 minute (Material, Somatic, Verbal)
Duration: 8 hours
You call upon your deity to guide your route. You must declare a destination and direction when you use this power, and if you move off the route – such as to meaningfully change directions beyond just circumnavigating an obstacle – the power ends. While it persists, you increase your entire group's travel speed by 25%, and the DCs of any checks rolled for your team's exploration tactics are reduced by 1. If random encounters or events are rolled while under the effect of this power, the GM rolls twice and uses the result more favorable to your party.
If you add 1 minute to the casting time of a teleportation effect, you can also cast Wanderer’s Guide as part of the casting of that effect to take along one additional creature.
Heighten (+2): The speed is increased by another 25%, and the DC of exploration tactics is reduced by an additional 1. If you add Wanderer's Guide to a teleportation effect, you can take along an additional creature.

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Trickery (Domain)
You delight in deceiving others and causing mischief.

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SUDDEN SHIFT / POWER 1

(Abjuration, Move)
Casting: Somatic free action; Trigger: An enemy misses you with a melee attack.
You Step; your new position must remain in that enemy’s reach.

SUDDEN SHIFT / POWER 1

(Abjuration, Move)
Casting: Somatic free action; Trigger: An enemy misses you with a melee attack.
You Step. If the enemy missed, your new position must remain in that enemy’s reach; if the enemy critically missed, you may step beyond its reach.
Heighten (4th): You may also use Sudden Shift in response to a failed ranged attack. If the enemy missed, you must remain in line of effect to the enemy; if the enemy critically missed, you may step into a position that would break line of effect.
Heighten (8th): As 4th, and you may also use Sudden Shift in response to a failed offensive action or activity of any kind, including but not limited to a spell or breath weapon against which you made your save.

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MASTER’S ILLUSION / POWER 2

(Illusion)
Casting: Material Casting, Verbal Casting
Range: 30 feet; Targets up to six willing creatures
Duration: 10 minutes
The targets gain the effects of a 1st-level illusory disguise for the listed duration.

Heighten (4th): This replicates a 2nd-tier illusory disguise.

Heighten (8th): This replicates a 3rd-tier illusory disguise.

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Truth (Domain)
You can pierce lies and discover the truth.

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WORD OF TRUTH / POWER 1

(Divination)
Casting: Verbal Casting
You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true.

I really want to like this. Maybe it can be made to come up more than just a few times in a whole campaign. Maybe also add the following section:

You may also add Somatic and Material casting to cast this spell as you inscribe a sigil or place a seal to which you have valid claim, as you write up to one sentence of text up to 25 words or fewer which is true to the best of your knowledge as described above, or as you quickly sketch an accurate image of something that you have witnessed. Any person who sees this mark, text, or image knows that you believe it to be true, for the duration of a Sigil cantrip of the spell tier to which this power has been heightened.

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GLIMPSE THE TRUTH / POWER 2

(Divination)
Casting: Somatic Casting
Duration: 1 round
You see things within 30 feet as they truly are. The GM attempts a special secret dispel check against any illusion in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against an illusory disguise spell, you see the creature’s true form but it doesn’t end the illusory disguise).

Increase duration to at least 1 minute.

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Tyranny (Domain)
You wield power to rule and enslave others.

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TOUCH OF OBEDIENCE / POWER 1

(Attack, Enchantment, Mental)
Casting: Somatic Casting
Range: touch; Targets one living creature
Duration: 1 round
You erode the target’s willpower with a melee touch attack, making it easier to control.
Success: Stupefied 1.
Critical Success: Stupefied 1, and it takes a –2 conditional penalty to Will saves against mental effects.
Failure: The target is unaffected.

This is okay.

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COMMANDING LASH / POWER 2

(Enchantment, Mental)
Casting: Verbal Casting
Requirements: Your last action must have been a Strike that dealt damage to a target.
You issue a command to the target, as the spell command.

This is okay.

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Undeath (Domain)
Your magic carries close ties to the undead.

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UNLIFE’S BLESSING / POWER 1

(Necromancy)
Casting: Somatic free action; Trigger: You cast a harm spell to heal an undead creature.
Increase the amount healed by 2 Hit Points per die. If you’re both healing undead and damaging living creatures, the healing is increased by that amount but the damage is not.

Xteenth verse same as the first, it shouldn’t be based on a specific spell. It should be “You cast a spell that restores hit points to an undead creature.” This is narrow and weaker than its healing cousin as it is due to the undead restriction, so maybe it should grant temporary positive resistance as well.

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TOUCH OF UNDEATH / POWER 2

(Attack, Necromancy, Negative)
Casting: Somatic Casting
Range: touch; Targets one living creature
You attack the target’s life force with the taint of undeath via a melee touch attack, dealing 2d8 negative damage. The effect depends on your attack roll.
Success: The target takes full damage, and positive effects heal the target only half as much as normal for 1 round.
Critical Success: The target takes double damage, and positive effects can’t heal the target for 1 round and heal the target only half as much as normal for 1 minute.
Failure: The target is unaffected.
Heightened (+1) The damage increases by 1d8.

Acceptable because it’s one action to cast.

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Water (Domain)
You control water and bodies of water.

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TIDAL SURGE / POWER 1

(Evocation, Water)
Casting: Somatic Casting
Range: 60 feet; Targets one creature
You call forth a wave to move the target either in a body of water or on the ground. The result depends on the target’s Fortitude save.
Failure: You move the target 5 feet in any direction along the ground or through the body of water.
Critical Failure: You move the target up to 10 feet in any direction along the ground or through the body of water.

Failure effect should be success effect, critical failure effect should be failure effect, and the actual critical failure effect should carry an additional penalty like making the target flat-footed. Moreover, the power should specify that creatures with weakness to water have it triggered by this spell.

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DOWNPOUR / POWER 2

(Evocation, Water)
Casting: Verbal Casting, Somatic Casting
Range: 120 feet; Area: 20-foot burst
Duration: 1 minute
You call a torrential downpour. The rain extinguishes nonmagical flames. Creatures in the area are concealed and dazzled. They gain fire resistance 4. Creatures with weakness to water that end their turns in the area take damage equal to their weakness.
Heightened (+1) The amount of fire resistance increases by 2.

Double edged sword, but the range and area still make it pretty decent. I’d probably add a line about it trying to dispel magical flames.

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Wealth (Domain)
You hold power over wealth, trade, and treasure.

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ACQUISITIVE’S FORTUNE / POWER 1

(Divination, Fortune)
Casting: 10 minutes (Material, Somatic, Verbal)
Range: 30 feet; Targets one creature
Duration: 24 hours
You call upon good fortune to protect from brutal calamity in daily work. If your target rolls a critical failure on a Lore check to Practice a Trade, it rerolls the check and takes the second result.

This is the only power in the entire book as bad as the City domain powers. Talk about overspecific…

ACQUISITIVE’S FORTUNE / POWER 1
(Divination, Fortune)
Casting: 10 minutes (Material, Somatic, Verbal)
Range: 30 feet; Targets one creature
Duration: 24 hours
You call upon good fortune to protect from brutal calamity in daily work. If your target rolls a critical failure on any skill check during downtime in the duration, it rerolls the check and takes the better result. For example, this might trigger when trying to practice a trade with Lore, when creating goods with Craft, or when gathering information with Diplomacy.
Heighten (+2): The target can reroll one additional critical failure during the duration, or can spend two of its uses of this power to reroll a regular failure.

Quote:

MONEY TALKS / POWER 2

(Transmutation)
Casting: Somatic free action; Trigger: You Cast a Spell that has a cost with a value measured in gp.
You can substitute an equal value of gp for the spell’s cost.

So… it’s the handwave seen in most campaigns anyway, making it a dead power half the time. How about something much more interesting?

MONEY TALKS / POWER 2
(Conjuration, Transmutation)
Casting: 1 minute (Material, Somatic, Verbal)
You conduct a transaction with your deity or its servants to transmute any amount of money into a nonmagical item with a listed price. You pay a 10% surcharge for the convenience, and cannot obtain anything above the price of a permanent item of your level on the treasure table. This is a real object and cannot be dispelled. You can conjure spell and ritual components in this way and they work as usual. Once you possess the item, you can enchant it with other spells or feats if you call forth an object of sufficient quality.
You might be able to obtain an uncommon item of a type you are familiar with at the GM’s discretion, but you cannot call forth a unique item in this way.

-----

Zeal (Domain)
Your inner fire increases your combat prowess.

Quote:

WEAPON SURGE / POWER 1

(Evocation)
Casting: Somatic Casting
Your Somatic Casting action for this spell is to hold your weapon aloft and charge it with magical energy, so you can use the Somatic Casting action even if you don’t have a hand free. On your next attack with that weapon before the start of your next turn, increase the item bonus of your weapon by 1 (minimum +1 and maximum +5). This adds an additional die of damage as is normal for magic weapons.

This is great at level 1, but rapidly falls away when compared to attack powers that can do considerably more than one die of damage.

Heighten (+1): The effect lasts for one additional attack, and the maximum duration of the power is extended by 1 round.

Quote:

PREPARE FOR BATTLE / POWER 2

(Enchantment, Mental)
Casting: 1 minute (Material, Somatic, Verbal)
Range: 10 feet; Targets you and one ally
Duration: 24 hours
You converse with an ally to stoke her zeal for battle, or sing songs of righteous anger to set up a sympathetic bond. The next time you and that ally roll initiative, you both use the higher of your two initiative rolls. If you roll initiative, if you use this boon again, or if either of you rests, the spell ends.

This is pretty good. It’s yet another power that doesn’t really scale though.

Heighten (+2): You can include an additional ally in the effect. You choose which two targets get to use the highest initiative result after initiative is rolled, and assign the remaining results except the lowest to the remaining targets as desired.


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The Once and Future Kai wrote:
PsychicPixel wrote:
Your already throwing the bombs against TAC. I don't think to telling the enemy that they don't want to get hit by the bomb will do anything other than make them not want to get hit by it.
Good point. I missed that Feint grants Flat-Footed...which doesn't affect TAC. Hmm.

-2 to AC would also apply to TAC unless it specifically says otherwise, which the definition of flat footed does not.


HWalsh wrote:
Data Lore wrote:

Sanmei:

I disagree. Your deity's divine grace was channeled into the magical elixer you used your Focus on. As you imbibed it, you were charged with her divine sense of strength and purpose.

It works just fine. Focus means different things thematically for different classes but has similar mechanical functions with regards to items. That's OK.

My Deity's grace is the exact same as Joe the Commoner's natural charm. Not happy about this at all.

I'm also a little frustrated that we didn't get any kind of response for Paladins specifically as they're hit the most by this.

This is why one of my suggestions was that they go back to giving bonus Focus each time you get an ability or feat that costs Focus, as they currently do for spell points in the playtest book. It's an obvious fix. :)


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This is part of which I don't actually like bespoke potions. I think all the bespoke items should be alchemical elixirs, powders, oils and whatnot. Whereas I actually DO like magic potions as spells in a can. That would give the two items completely separate design space so they feel different and distinct.


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Rolling the points together is fine. Item uses and powers can come out of the same pool. The important thing though is that powers then need to expand that pool. When you learn a storm druid power or wizard school ability or ki power, that needs to give you more focus. :)

It's totally fitting for a supernatural character to some days have more item use, other days have more power use, and still other days balance them, depending on need. The flexibility is a good thing.


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MaxAstro wrote:
Fuzzypaws wrote:
Whether "item slots" have a name and what that name is aren't especially important to me, they already fixed the big one. But if people want it locked down with a name, sure, whatever. :)

I think it's important because it's NOT "item slots". With just item slots, you could take an item off and immediately replace it with a fresh one, and that is not the case with Resonance.

Which is an important distinction, since that way Resonance avoids the "carrying spare Quick Runner's Shirts" issue.

Wouldn't a Quick Runner's Shirt just be an item you have one of, and spend a Focus each time you activate it? I mean that is the thrust of one of the points made in my post at the top of the page. Get rid of the free 1/day, because doing so both prevents abuse as well as simplifying tracking. Meanwhile, increase the base amount of Focus you get so you don't even need the 1/day kludge.


Rysky wrote:
Fuzzypaws wrote:
On a final note, Focus is a VASTLY better name than spell points. :) But we don't need Resonance as a name for item slots. Just say you can invest 10 items per day. It doesn't need a name.
Uh, yeah it does need a name, in your suggestion you've just moved it to Invest/Investiture. Not having an official name for referring to the pool of 10 will just be really awkward when talking about it.

Whether "item slots" have a name and what that name is aren't especially important to me, they already fixed the big one. But if people want it locked down with a name, sure, whatever. :)


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Hm. I both like it and I don't - it's an improvement but I like it more conceptually than in execution. I think my two main issues come down to that you should really have more points (especially with it being shared with class powers), and that in a lot cases the focus effect is really what the item should have been to begin with.

My suggestions for the base would be:

* Make base focus 5 + Cha modifier.

* Each time you pick up a class ability or feat that costs Focus, you get extra Focus.

* Relevant classes like monk can have a feat that lets you substitute a different ability modifier for Cha, and then gives +2 Focus, as a better class version of Extra Resonance. (Edit: Perhaps a more interesting version that feels less taxy would be: You substitute an ability modifier, e.g. WIS for monk, then can advance proficiency in a skill of your choice based on that ability modifier.)

* Do not mix focus and charges. Something uses one or the other but not both.

More specific recommendations:

* Trinkets should have the full effect without spending focus. They are consumed if you don't spend focus as you use it, but spending focus lets you keep the trinket so it can be used again.

* Come up with a more general rule for potions, instead of a bunch of bespoke focus effects, and then set the base item effect to something good. I suggest a universal rule that spending focus on a potion, oil, elixir etc maximizes any dice rolled and doubles duration. There, simple and done. There are a few odd ducks that won't benefit from this, and that's fine! Not everything has to benefit.

* Activated items just cost focus to use. Don't do the thing where you can use it once per day then spend focus to use it more. You just spend focus to use it.

* Spell items like scrolls and necklace of Fireballs just cost Focus to use.

On a final note, Focus is a VASTLY better name than spell points. :) But we don't need Resonance as a name for item slots. Just say you can invest 10 items per day. It doesn't need a name.

-----

On the separate matter of bombs, I've been suggesting higher level bombs for a long time and I'm glad to see them. There are still major improvements to be made, like the splash damage being way too low, but it's a start!

Empower Bombs can then be like Sneak Attack, just bonus dice the alchemist gets to add to bombs instead of a multiplier. The Alchemist should also advance to expert, Master and Legend with bombs. Obviously this being for a bomb focused Alchemist; as I've suggested before, I would still like to see each class pick a path like the druid etc, with the Alchemist having a bomb path sure but also a mutagen path etc. :)


You can repair a broken vorpal sword. You can certainly repair a broken lockpick. Remember that "broken" is a distinct condition from "destroyed." Broken really means battered, bent, etc, not shattered into little pieces.


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The rules both in the bombs section and the glossary say that "bombs are thrown instead of activated." So if you draw two bombs with Quick Bomber, you should be able to throw one bomb with your second action an the other bomb with your third action. No separate action is required to prepare them once they are in hand.

(Good thing too, because they don't even match up to cantrips, let alone spells; being able to toss as many as you can draw as fast as you can draw them is the only way for them to be viable.)


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I see no problem with air bursts. Area attacks have lower damage than single target attacks of the same level, so it's not exactly an optimal solution, just making the best of what they have. And if a clever player or opponent manages to make use of an area spell in a smart way that avoids blowing themselves and their allies up with the enemy, that's great.


Because the failed save calls out "full damage of each damage type," it would be 2d10 of each, for a total of 4d10.

Thankfully, because otherwise it'd be awful for a 5th tier power.


I thought the idea behind the DC rebalance was to lower the inflated DCs seen everywhere, except in the case of group checks which would remain largely the same as before or only go up by 1 or so due to supposedly being targeted at +4 DC over the new lower single character check DC.


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There's classes like Alchemist with feat slots at 2nd level but no actual new feats to choose from until 4th. You're definitely intended to be able to take lower level feats. The level of a feat is just a minimum prerequisite.

I didn't think this would be even be a question... XD


Lyee wrote:
Sebastian Hirsch wrote:
Lyee wrote:

So, something I found.

The map has 5ft squares. And the church has nice, big, square floor tiles.

Each of those tiles is actually a 2x2 grid. The lines dividing up the tiles are really faint, and depending on your screen, pdf reader, print quality, etc, can easily be missed entirely, making the clearly-defined floor tiles look like they're 5ft to a side when they're 10ft.

On the offical Roll20 flip-map pack, this is clear, as the grid is integrated with Roll20 and set to the right scale. Apparently, the other person in my group had DM'd the entire module with only 25% of the grid spaces it should have had.

I had two huge creatures stomping through the church with plenty of room on either side of them.

Sorry, but no. Paizo actually sells these maps as physical products and they are normal flip mat size. The scenario would be different, and maybe better/worse, but the map we got is relatively small.

Physical map store page.

Interesting that the physical and online products have this discrepency. The online version I'm using seems very appropriate for a large church with huge monsters attacking, and the physical version seems cramped by comparison. Perhaps a scale change late in development (could have been going either way) that wasn't fully implemented?

Whatever happened with the physical map, you weren't wrong. I just zoomed in on the PDF and each of those tiles is actually 4 squares. So there is actually enough room for everything in the electronic version of the map.


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Gaterie wrote:

At level 8 you have a level 7 item, it can be a +2 master-quality armor.

i don't understand why +2 expert-quality armors exist at all, since the wbl work by item level (instead of price) and an increase of quality doesn't increase the item level. I guess there's a super-secret-special rule somewhere.

I thought the magic items on the table were always the minimum quality for their effect. So the +2 on the table WOULD be expert. The +3 however comes with Master because you have to have a Master item to accept a +3 bonus.

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