It's her favored weapon in battle, an upgrade to the dagger she's historically used. If Clerics of Pharasma existed in Starfinder, they'd be proficient with zero knives, emulating their training after the goddess.
It's not an upgrade as it cannot function as dagger, it doesn't cut. Has pharasma secretly had sick switch blade skills and passes them to midwives? The dagger aligned with her domains the is just seems tacky.
From the FAQ
It is always good to put yourself in the shoes of other people. A fantasy world will be different than ours but it still reflects us and can help understand the actions of others.
The AP of course is likely focused on violence but most APs have enemies than can be taken prisoner and defeated in other ways. I will be concerned though if everyone is evil and has the moral of “fights to the death.“ that seems unlikely here, but cultists in these games often are portrayed that way so maybe there could be a misstep for Paizo to make.
Brogue The Rogue wrote:
Permanency is limited to specific spells and is dispel-able which is why I like it over a single meta magic feat that Effectively doubles or triples the spell slots of your casters.
There are so many variables but it basically is giving extra spell slots per day and extra action economy. Even first level spells can be concerning. Charm person for days seems like it should be expensive but vanish is just a weaker invisibility, the improved invisibility spell actually goes back to rounds and invisibility sphere Is back to minutes. Each improvement is probably better balanced as a new spell. Idk, I have a small axe to grind with the power level of casters.
Maybe multiple feats for each spell school/spell level/duration type or even a feat per spell.
Mythic has this.
Enduring Blessing (Su) (Mythic Adventures pg. 36): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer
Anyway doing this with metamagic is bonkers and over powered. the Permenancy spell is here for that.
These seem to be fine for single class groups.
There are plenty of options for other classes to do well too and players to have fun. I think it would be hard to find a single class group that couldn't work well with the specific builds combinations.
All vigilante party. How do you handle having both everyone’s social identity, and vigilante identity, be a part of the group?
While PC A is shopping you hear a scream, do you want to switch to your vigilante identity?
PC B while working in your shop you see something unusual. Do you want to switch.
PC C you wake up to a loud boom. Do you
PC D while training you get a tip from one of your contacts....
PC E while at your 16th birthday party a guest howls and transforms into a werewolf. Do you run like everyone else and change into your secret identity?
Don't force the party to live with each other 24/7. Just ask them what they are doing and bring them in from that.
Matthew Downie wrote:
Well, if the party was level 13, you could make them fight a Cloud Giant (CR11) instead of a CR13+ giant. I think GeneticDrift is just saying, "Don't make them fight two Cloud Giants at once to bring it up to a CR13 encounter, or your players will get upset again."
I think they understood. Haha.
get other eyes on it to help and balance it for the role.
Inquisitor and unchained rogue for skills
Wizard and cleric for casters
Barbarian, Samurai, paladin for martials
Not all abilities are equal, even the same ability, could be weak or strong depending on the rest of the class and options. Even different builds with the same class can be leagues apart in usefulness.This makes it hard but you don't have to be perfect if everyone is having fun.
Make its gp cost /per day but improve the frequency if certain things are done. Deific obediences, sacrafices (like vows of silence). Certain weaknesses will remove the ability (silver, Mondays, certain colors, feeling a specific emotion).
The harsher the cost and/or weakness the longer the ability lasts as a SLA without having the repay the cost.the higher the spell the higher the cost should be.
Maybe some goblins attacked from this goblin village. You assume they all did? They left all the babies alone? The party terrorized this group and murdered everyone. I can understand the reaction but it wasn't normal paladin behavior.
This is revenge killing, like how Anakin Skywalker turned to the dark side.
It is very strong but not so much it will be a problem. I don't think you need to make changes.
It has a lot of good things and nothing bad. Possibly a perfect match for many classes.
If you are wanting to add something it is missing a breath weapon. A glide or feather fall could be nice too (wings)
If you want to remove or reduce something I would drop the natural armor or maybe make some of these a favored class bonus (armor, resistances, bonus breath weapon damage).
Wand of cure light wounds and first aid gloves.
That deals with HP issues. Removal spells will be nice to have along with lesser restoration. The other casters should try to get these so they don't have to stop and runaway too often. But you control the enemies and could avoid long term negative effects before bosses.
It is two burn to quicken blade rush. You still have to account for the blade rush burn and any substance infusions you apply. That two burn to cast as a swift action is not reduced by infusion specialization, but other reducers apply. Gather power, swift action kinetic blade, standard action whip hurricane is good.
Nimor Starseeker wrote:
"If the trigger occurs, the computer automatically activates the linked system. This occurs at the end of your next turn after the condition occurs."
Nimor Starseeker wrote:
Well the end of your first turn assuming you activate it with combat banter as a free action before your turn. Still, it helps.
Mythic is mixed for me,I didn't play test so I can't complain too much.
I didn't experience rocket tag, more turn slow down as everyone had counterspells, immediate action responses, infinite AoO, and/or 20+ buffs. The gm also buffed and threw everything at us at once.
It has some fun things in it still but not for every campaign. And PF experience helps.
Edit: at least the "new" mythic burn is a super option for kineticists. I also found the normal extra standard action (mythic initiative?) And extra move from mythic haste was amazing for my kineticist.
It is doubtful that pathfinder 1st edition will get any errata or rework. I don’t see these sludgy (and maybe not what you wanted) potions breaking the game. Potions effect you so I don’t see how this will help your crop. Just cast plant growth .
It doesn’t appear to change the 1 day creation time until it becomes 1 minute at 7th level. (There are probably rules and options for speeding up this type of thing but why bother when you get it for free at lvl 7).
Received shipping notification and subscriber PDF. It looks cool, wish I had time to dive in and read it. New spells defrex hardiness and personal gravity look fun.
The battle leader archetype also looks cool. Like an envoy and stackable. It uses reactions to give similar buffs. "Got 'em!" "Regroup!" "Listen up!", "Keep moving!", Etc.
Capital ships can get ramming weapons. Hahahahahahaha. Get out of their way.
Fast Movement (Ex)::
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Swift Foot (Ex):
(PRPG Core Rulebook pg. 34): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. Swift foot rage power
Slow Speed: Gnomes have a base speed of 20 feet.
Armor in other movement speeds:
Armor and Encumbrance for Other Base Speeds
The table below provides reduced speed figures for all base speeds from 5 feet to 120 feet (in 5-foot increments).
Base Speed Reduced Speed
Add everything up that stacks and then reduce for armor. 35 becomes 25 (Maybe I missed something).
I'm not exactly sure how the gm did it for the baby dragon. I assume he used the monster creation rules.
She just got to level 5 and is now medium sized and has a flight speed. She has always had dragon immunities, breath weapon, and claw,claw, bite.
I think spell casting, frightful presence, and large size will come on around lvl 9-11. The gm made a spreadsheet for the player, she just enteres her level, applies skills, and feats.
We're you a caster? Having over a dozen 9th lvl spells on top of normal casts is huge. Miracle is a very strong spell and mythic spells are bonkers. Even the non mythic version of deathless is game changing. On top of that we had 3-5 other mythic PCs with crazy powers.
I've played in two mythic games one as a cleric and later as a kineticist, both had crazy combos going on (infinite attacks of opportunity, huge size, reach..)
It's insane the dumb things you do in that AP with mythic.
I enjoyed it but mythic is nonsense. Getting to do that nonsense was kind of the point. I cast miracle to pick things up. I rained gold from the sky. I made everything masterwork when I had nothing to do. I had an ally alive and fighting at -400 hp. To entertain someone I cut my self open and removed my insides.
Such an odd and fun adventure.
Maybe add levels instead of mythic tiers and give bonus stats when they would normally get them from mythic.