Radosek Pavril

Joe Hex's page

493 posts (498 including aliases). 2 reviews. No lists. No wishlists. 3 aliases.


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keftiu wrote:
I’d be for it, maybe in an Iblydos book!

Was Distant Shores the only book that covered anything in Iblydos?


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Brinebeast wrote:


The book of occult mysteries – A book of psychic magic but also a broad look at different occult traditions such as astrology, harrow, chakras, esoteric order of the palatine eye, prophets of kalistrade, etc.

This would be my first choice. Though, I have a feeling it wouldn't be anytime soon.


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I'm stoked on the lore sections. For RP, it's cool to understand how a character might view magic to inform why they chose what they do. Not very crunchy, but a cool to dynamic for the game.

I'd also be excited if there is at least a small section explaining how they fey are able to twist primal magic to create their illusions and enchantments.


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I guess another thing to keep in mind, is that the more famous the circus gets, the more the PCs become celebrities. That opens some doors.


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jimbob5555 wrote:

What are the rewards that the PCs get for running a good circus? I scanned the books very quickly using the keyword "prestige" and only seemed to find one instance of an easier diplomacy check.

I know some GMs offer a small cut of the profits towards their individual purses but what else can I expect if anything?

The goal is pretty much to have the coolest circus. As characters level up and hire more performers, they get access to tricks with more traits. But outside of the circus itself, there isn't much the characters get.

At least not as far I've gotten running the AP. Basically it's just fun running the circus.

EDIT: You mentioned prestige. It unlocks upgrades to the circus and increases the payout for a good show. But again, it doesn't do anything for the PCs outside of the circus.


Alfa/Polaris wrote:
Themetricsystem wrote:
Joe Hex wrote:
Themetricsystem wrote:
I don't know what they smell like in your games, but personally, I would say that they smell like Joe.
The hell?
Don't worry, it's about you. It's Joe Mama.
That somehow manages to be even more offensive to poor Joe!

Naw. Metric's comments are just so dumb and out of nowhere. More confused than offended.


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As long as there is some wiggle room for the GM to let things develop organically, I love how immersive the long 6-part APs can be.


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Themetricsystem wrote:
I don't know what they smell like in your games, but personally, I would say that they smell like Joe.

The hell?


I'm a sucker for a fun sub-system like running a circus or kingdom building.


That is an excellent question :)! Running Extinction Curse and there is a lot of them. I'd like to know specifically as well!


I'm running Extinction Curse and one of my players is playing an occult witch. The only reason the character isn't dead is a combination of defensive spells and the fact that the other players love the character and are constantly protecting him.
That said, the character has missed a bunch of witch feats to take the ritualist archetype. I'm bending over backward to make this character useful besides great roleplaying by the player. Hoping higher levels pay off.
The game really needs some stronger occult magic. Looking at you secrets of magic...


Spoilers...
I recently ran the Echoes Under Escadar chapter... It's pretty rough. My players had bad luck and took a beating from the redcaps early, so they were cautious and didn't touch the masks. They also didn't open the Meditation Chamber after Ulthdar"s warning that it was locked for good reason. Honestly, I was expecting to lose a PC or two by the end, but they survived.


The Lantern King has a great circus vibe. Hoping to continue the show after book 6, and have the circus travel with The Witch Market.


Satyrs or fauns.


Reign of Winter needs a follow up IMO. Details of Queen Anastasia's Irrisen have been vague to say the least.


Quick question...
At the start of the adventure path the signature trick traits players have access to do not include Magical or Alchemical. How does a spellcaster or an alchemist create a signature trick that includes those features of their class to create a signature trick performance? Are they limited to only non-magical sig tricks? Feels like it puts them at a disadvantage. Should they really have to wait until another magical or alchemical performer comes along to show them? I'm still running The Show Must Go On. Characters are nearing 5th level. The casters know plenty of magic at this point.
I have a player who really wanted to use dancing lights as part of a sig trick, but there were no traits that seemed to fit.


kaid wrote:
Joe Hex wrote:
Ezekieru wrote:
Gisher wrote:
I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.

No prereqs, you get the Monk's Powerful Fist class feature and access to a bunch of stances. But you don't get Flurry of Blows or any ability riding off of that.

The 3 other feats exclusive to the Dedication is a feat that lets you make another strike after a miss at the same MAP as the previous strike; another feat that's basically Power Attack, but it lets you ignore resistances up to your level, and a feat that does this:

Stride, which doesn't provoke reactions. Attack up to 3 times. It doesn't count your MAP increase until after the 3 attacks are made. 3 Actions, can only be used once per minute.

Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!
Why wouldn't they be.Your hair becomes an unarmed brawling class weapon with a lot of traits. Basically unless your stance locks you out of it they should be able to use the hair fine with their stuff.

I was unsure of what traits hair would have...

All these archetypes and feats are really opening the door to some creative combos. Using that 3 unarmed attack feat with a beard is worth the price of the book alone. So stoked!


coriolis wrote:
Joe Hex wrote:
Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!

Follow-Up Strike and Grievous Blow only specify "unarmed melee Strikes", so the witch's special unarmed attacks should qualify.

Path of Iron doesn't specify the type of attack, so it can work with *any* Strike (including ranged weapons) as written currently. I expect this will be errata'ed eventually.

Flurry of Beard!

Edit: Just reread your post. No flurry with that archetype. Darn.


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Something that takes place in Iblydos. Would love a classic Greek-style AP!


Ezekieru wrote:
Gisher wrote:
I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.

No prereqs, you get the Monk's Powerful Fist class feature and access to a bunch of stances. But you don't get Flurry of Blows or any ability riding off of that.

The 3 other feats exclusive to the Dedication is a feat that lets you make another strike after a miss at the same MAP as the previous strike; another feat that's basically Power Attack, but it lets you ignore resistances up to your level, and a feat that does this:

Stride, which doesn't provoke reactions. Attack up to 3 times. It doesn't count your MAP increase until after the 3 attacks are made. 3 Actions, can only be used once per minute.

Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!


If players in the privacy of their own gaming table, want to allow their weirdo friend have his imaginary character, in a fantasy setting, have fun cooking up and eating the big bad guy for some cool crunchy bonus to whatever... have at it.

I cringed when one of the 2e adventure paths literally wasted the space with a sidebar to lecture on the ethics of raising wild worgs away from their mother.


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Haven't heard anything about the Herbalist archetype. What does it?


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Archaeologist, herbalist, and ritualist have my attention.

Archaeologist in 1e was my favorite bard archetype that let you not be performance based. That was awesome...For me at least, it made the most silly, and convoluted class fun. In 2e, it could better explain why the bard is somehow the new occultist.


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I'm really, REALLY hoping we can finally play a satyr or even a faun as an ancestry in Pathfinder.

It would also be great to get some 2e stats for the Grays in b3. They are weirdly fun to GM.


tqomins wrote:
Joe Hex wrote:
I don't suppose The Wild Hunt made it into bestiary did they? Ever since they appeared in b6, I've been curious about who or what the Horned King is... Maybe a new God or Eldest?
** spoiler omitted **

Thanks!


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I don't suppose The Wild Hunt made it into bestiary did they? Ever since they appeared in b6, I've been curious about who or what the Horned King is... Maybe a new God or Eldest?


The Gleeful Grognard wrote:

I am expecting mine to arrive from bookdepository by next week friday at the earliest. Tuesday/wednesday the week after at the latest.

No movement on the amazon order so far (got a crb in both)

Fallyna wrote:
Joe Hex wrote:
From what I understand, Amazon, and I'm assuming most 3rd parties, try to deliver on release date. Unlike Paizo, they won't risk breaking street date, and would rather have it arrive a day or two late than early.
That's probably the case if you live in the US. Pre-ordered from Amazon (I'm in Australia) and have received emails to let me know the estimated delivery date of August 12 - 15, using Amazon Global Expedited Shipping. I'm in for an extended wait, so I'll be hitting Archives of Nethys on August 1 for a preview.
Aus here too, did you order from amazon us or au?

Amazon US. The order has also been updated to arriving Aug 1st.


I got the CRB and bestiary pre-ordered for me for my birthday from a 3rd party (it's Amazon). The last I heard, is they will send an email when they have an arrival date.
From what I understand, Amazon, and I'm assuming most 3rd parties, try to deliver on release date. Unlike Paizo, they won't risk breaking street date, and would rather have it arrive a day or two late than early.
Only other consideration is that the CRB is already listed as a bestseller on Amazon. Worst case scenario, is a 3rd party might not receive enough copies for everyone to get their order out by the release date. That seems unlikely though.


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Are there tailismans a character can wear on their body for a single use benefit? Sorta like the ones in Occult Adventures? The weren't very powerful, I just found them cool.


Are Satyrs in the bestiary? If so, any noteworthy difference from 1e?
Thanks!


Lanathar wrote:
Joe Hex wrote:
Captain Morgan wrote:
Joe Hex wrote:
I guess the big difference between 1e and 2e for the fey bloodline, is the save DCs in 1e vs their enchantment spells were very high. They were on par with enchantment school wizards and mesmerists.

That's still true, isn't it? Unless I'm misinterpreting your meaning. A sorcerer's DCs are exactly as high as a wizard's. The only real difference is you probably can't get higher DCs on specific schools.

Sorcerers also get an additional advantage: high CHA makes them naturally great picks for Demoralize, Feint, or Create a Distraction as your 1st action, softening up enemy's defenses for the 2 action spell in a very fey appropriate manner.

I was referring to the 1e bonus they got to compulsions as part of the bloodline.
Your point was about putting them in line with mesmerists and enchanters - aren’t they just going to be by default as there are fewer DC bonuses from things like spell focus ? Or are things like that still in?

I don't have the CRB, but my impression is that numerical bonuses aren't as much of a thing for spell DCs for any class. My point was the 1e fey bloodline was pretty strongly built around having high enchantment DCs, while the switch to primal and the new math of 2e, makes that no longer the case. It makes converting a 1e character over a little more difficult, which is why I was asking.


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I always assumed the metal restrictions were part of whatever ancient pacts the orders made with nature. Just like teaching Druidic to nondruids causes them to lose their magic.
If the fey were involved, it makes sense that it doesn't make sense. Fey-logic and the price paid when bargaining with them often seems nonsensical.


Captain Morgan wrote:
Joe Hex wrote:
I guess the big difference between 1e and 2e for the fey bloodline, is the save DCs in 1e vs their enchantment spells were very high. They were on par with enchantment school wizards and mesmerists.

That's still true, isn't it? Unless I'm misinterpreting your meaning. A sorcerer's DCs are exactly as high as a wizard's. The only real difference is you probably can't get higher DCs on specific schools.

Sorcerers also get an additional advantage: high CHA makes them naturally great picks for Demoralize, Feint, or Create a Distraction as your 1st action, softening up enemy's defenses for the 2 action spell in a very fey appropriate manner.

I was referring to the 1e bonus they got to compulsions as part of the bloodline.


Captain Morgan wrote:
Joe Hex wrote:
caps wrote:
Joe Hex wrote:

Gonna give asking these questions one last try...

How does the Sorcerer compare to the playtest?

What direction did they go with the fey bloodline granted spells and focus spells? I'd like to convert my 1e fey bloodline character to 2e, but in the playtest they lost a lot of their enchantment ability.

Lastly, does anyone know if harrow cards made it into the CRB?

Fey bloodline is still primal tradition. Two of their bloodline spells have the Enchantment tag and the third has the illusion tag.

I don't play many spellcasters, and I only skimmed over the spell lists, so take this with a grain of salt:
At higher levels Primal tradition doesnn't have a lot of enchantment spells.
However, the Fey bloodline grants quite a few enchantment spells over 9 levels.
Occult seems the most enchantment-focused tradition. Divine has enchantment spells that seem more like buffs and debuffs (along the lines of bless and bane) and command type spells.

I do not see harrow cards in the appendix; that doesn't mean they're not in the book.

Thanks caps! I appreciate the info!

We also saw this from the #MyPathfinderSpoilers:

51. Fey Caller Druid Feat 8
You have learned some of the tricks the fey use to bend primal magic toward illusion and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells.

I dunno if sorcerers got that in class too, but it seems like something they should get down the road, and they can always multiclass into druid. This feat would come online late, but getting a bunch of prepared spell slots for buff and utility is awesome on the sorcerer so they can cover those bases while keeping their spell known primed for combat. Of course, with their charisma focus, they can also easily multiclass into bard, who get the most mental spell list in the game.

I also don't know that I agree they were lacking for enchantment. 6 of their 10...

I guess the big difference between 1e and 2e for the fey bloodline, is the save DCs in 1e vs their enchantment spells were very high. They were on par with enchantment school wizards and mesmerists. I am however very glad the bloodline getting the primal spell list. As long as the bloodline feels suitability "fey", I'm happy.


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They can't wear deodorant either.


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Alyran wrote:
Joe Hex wrote:

Looks absolutely amazing!

One thing I don't understand though...why would a monster's level be a factor in how difficult they are to identify? Generally you're less likely to encounter high level monsters, but that doesn't make them less well known. I'm sure the average person would know a dragon when they saw one.

Sure, but the actual common knowledge of what that dragon is capable of is probably something like "Breathes fire, wrecked our town." To know the specifics of what it does when it's really trying would require someone that fought one up close and lived. That knowledge is likely much less common.

So the above numbers would mean having the knowledge to identify the abilites and weaknesses of the monster, while just knowing what a monster is would be a lower DC granted it's not a rare monster.


caps wrote:
Joe Hex wrote:

Gonna give asking these questions one last try...

How does the Sorcerer compare to the playtest?

What direction did they go with the fey bloodline granted spells and focus spells? I'd like to convert my 1e fey bloodline character to 2e, but in the playtest they lost a lot of their enchantment ability.

Lastly, does anyone know if harrow cards made it into the CRB?

Fey bloodline is still primal tradition. Two of their bloodline spells have the Enchantment tag and the third has the illusion tag.

I don't play many spellcasters, and I only skimmed over the spell lists, so take this with a grain of salt:
At higher levels Primal tradition doesnn't have a lot of enchantment spells.
However, the Fey bloodline grants quite a few enchantment spells over 9 levels.
Occult seems the most enchantment-focused tradition. Divine has enchantment spells that seem more like buffs and debuffs (along the lines of bless and bane) and command type spells.

I do not see harrow cards in the appendix; that doesn't mean they're not in the book.

Thanks caps! I appreciate the info!


That's unfortunate. Looks like it's back to the big stick with shillelagh on it.


Gonna give asking these questions one last try...

How does the Sorcerer compare to the playtest?

What direction did they go with the fey bloodline granted spells and focus spells? I'd like to convert my 1e fey bloodline character to 2e, but in the playtest they lost a lot of their enchantment ability.

Lastly, does anyone know if harrow cards made it into the CRB?


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Looks absolutely amazing!

One thing I don't understand though...why would a monster's level be a factor in how difficult they are to identify? Generally you're less likely to encounter high level monsters, but that doesn't make them less well known. I'm sure the average person would know a dragon when they saw one.


Are harrow cards in the CRB?


Can anyone say how the fey bloodline looks? What direction did they go with the granted spells and focus spell/powers?


Lanathar wrote:
On elemental bloodline / primal spells - is there any way to play a water power focused caster? Or would their powers be based off of ice like the old elemental bloodline ?

I remember on the Glass Cannon podcast, the Sorcerer cast hydrologic push (or something like that) that was suppose to have a cool effect, but the critter rolled a crit success on it's save.


How is the Sorcerer looking overall? It's the class I thought needed the biggest upgrade from the playtest.

From what I've read they have signature spells and focus spells, neither of which sound like they're unique to the class. The only thing I've heard so far that sets them apart is the ability to regain focus without needing to do anything specific. That thematically fits great,but I don't see it as all that powerful or a worthy class-defining feature.

There's also the matter of spell lists not being equally powerful (at least in the playtest). The classes that cast non-arcane spells, have other class options to make up for this. How well has that been addressed?

Any info would be mightily appreciated and help sooth the churching, hellish wait for my books.


I think monks should be able to choose either religion or occultism, since they need to decide if their ki powers are occult or divine.


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Now that I have my hard copy of the rulebook and not forced to navigate it via my tablet, I'm absorbing things much better, and I'm feeling very optimistic overall.

There are things I feel need to be fixed, and I hope we get some official threads breaking things down by class and sections. I've read some pretty good critiques and hope it can be organized. Right now it feels like a hundred conversations in a crowded room all happening at once.


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The only only thing with P2 that's reminded me of 4E, is some of the extremely short duration on some spells and powers. Feels like they were tested out based only on combat-mode consideration and not how they can be useful otherwise. When I came across those, it did send a cold shiver up my spin, but for the most part, the P2 playtest and 4E are completely different worlds.


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A consequence of Signature Skills, is who can be a primary-caster in rituals. Everything we heard about rituals leading up to the release, is how they can be for any class. But it turns out most of the base skills required for rituals are those baked into the casting classes's signature skills. There are so many cool character concepts for characters like martials who learn to fight, so they can explore and get their hands on these rituals. A character like that should not have to rely on getting a caster to lead the ritual for them.


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I'm in the same boat. Waiting for my hard copy to shown up and spending the last two days bleeding from the eyes staring at my tablet.
I haven't been able to decide if the layout of the rulebook is bad or if I'm just not used to consuming Pathfinder this way. I suspect a little bit of both. I spent way too long scrolling around just get a solid grasp on how many spell-points a character should have.


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Deadmanwalking wrote:

Skills:

Now, on to the thing I hate with a fiery passion and want to destroy with fire: Signature Skills. One of the really great things about PF1 was the ability to invest a Trait, or one of a number of readily available Feats (Cosmopolitan leaps to mind) and get new Skills as Class Skills that reflected your character. In my experience, the skills so picked often became the character's primary focus, and much fun was had by all.

In general, I like the new skill system. But I see no upside at all to Signature Skills. Correct me if I'm wrong, but from what I understand, they don't provide any bonuses in skills, but only put a cold cap on how high you can rise in proficiency no matter how much you choose to invest. That's pretty contrary to an edtion of the game that's supposed to be predicated on character options.

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