Radosek Pavril

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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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I really like the tone of this thread and how everyone is keeping feedback above the bar. Think I'm gonna hang here to do some opining...

Does anyone else find the non-arcane sorcerer bloodlines to be weaker option? I'm creating a fey-bloodline sorcerer and my initial impression is that while the primal spell-list is fun, it may not be strong enough to keep the character alive. I think it works well for the druid, because the druid's other options compliment it, and their weapon and armor proficiencies provide additional protection. I don't think the other bloodline spells and powers do much to help keep up.
Also, fey-blooded sorcerers in P1 were masters of enchantment, on par with meamerists even. I don't see that as much now.


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My initial impressions are that a lot of non-damage spells are so limited in utility and/or duration, that they never justify the cost of the spell slot. A free use of a skill will get the job done better in many cases.

Example: Suggestion is a 4th level spell, and only has a duration of 1 minute on a failed save. Now the stipulation for it is not just that the target won't do anything self- destructive, but won't do anything not in it's self-interest. It's pretty bad if a 7th level wizard, at the hefty expense of a 4th level slot, can't get a target to inconvenience themselve for a minute. But a rogue or barbarian could most likely get the job done with simple intimidation.


Suggestion, 1 minute.


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How about the physical copies? Are they expected to arrive the 2nd or ship then? I know my account says mine shipped last month so I have no idea what's going on.


Feros wrote:
Joe Hex wrote:

... Example- I'm assuming the season witch loses their familiar to get other features. Nothing specifically says the familiar is replaced. Also, depending on the season you chose, you get to pick a bonus hex out of two options, but below, it says that feature "alters the hex gain at 1st level", which sounds like it replaces the 1st level hex. But if that was the case, it's not really a bonus hex... Usually it would say you must pick specific hexes at that level. Anyhow, I decided to treat it as a bonus hex in addition to the one normally granted a 1st level. Since you're losing your familiar, a bonus hex seems appropriate.

...

Actually, I think they misused the word "bonus" here, and you keep your familiar but are limited in your choices of 1st level hex depending on your patron season. So you get a bonus off choosing a season to compliment your patron spells—which you normally get nothing but the bonus spells per level—and as a result your choice of 1st hex is limited. That's my take on it.

What got me thinking you lose your familiar, is the bit about it saying the witch "learns her spells through communion with nature, divining secrets from shapes in the clouds or the play of leaves on the wind." I suppose none of that specifically states not having a familiar. However, if that's the case, the archetype sure gains a lot, with the only sacrifice/restriction being the need to pick one of the two listed hexes at first level- the options are all pretty good ones. I think anyone choosing a season patron would be foolish not taking this archetype. Plus it's one of the rare ones that make it easy to find a second archetype to take with it.


Spent much of the evening browsing the PDF, and I gotta say, I'm loving this book! However, reading PDFs tend to give me a headache after a while. I'll wait until my hardcover arrives before I do a deep-delve, where I can write a proper review. Off the top of my head, some highlights that stuck out are...
The archetypes are great. Some are exotic, others are pretty practical variants for those classes operating in a wilderness setting. The hunter, investigator and ranger have some real cool stuff.

Since I'm planning on creating a witch, I took a close look at those options, and am happy. Again, the archetypes are great. However, some of them seemed confusing at first glance in how they are written, but after re-reading, I think I have them down. Example- I'm assuming the season witch loses their familiar to get other features. Nothing specifically says the familiar is replaced. Also, depending on the season you chose, you get to pick a bonus hex out of two options, but below, it says that feature "alters the hex gain at 1st level", which sounds like it replaces the 1st level hex. But if that was the case, it's not really a bonus hex... Usually it would say you must pick specific hexes at that level. Anyhow, I decided to treat it as a bonus hex in addition to the one normally granted a 1st level. Since you're losing your familiar, a bonus hex seems appropriate.

The rest of the book has impressed me so far as well. Too much to absorb in one night though. So far, I am happy.


Is it midnight in California yet? I want to read the PDF, but I'm getting so sleepy...


Ectar wrote:
Joe Hex wrote:
To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?

First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.

Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.
Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.

Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.

And not really any guidelines.

Requiring both Brew Potion and Craft Wondrous Item is makes it very feat-expensive. Worth it?


To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?


graystone wrote:
Joe Hex wrote:
Question regarding the new witch patrons. Is each season an individual patron, or is their a single "seasons" patron as well. Someone also mentioned something about a seasons archetype...
Just the individual ones. And Thorns.

Thanks graystone.


Question regarding the new witch patrons. Is each season an individual patron, or is their a single "seasons" patron as well. Someone also mentioned something about a seasons archetype...

Also, nobody has mentioned the First World yet. How is it? Reprint, or new goodies?


Human Mesmerist with Spell Focus & Greater SP (enchantment) at first level. Keep your eye on Susceptibility as a bold stare choice. The Confusing Stare (psychic anthology) feat at 7th level is a great pick for inflicting and controlling the confused condition. If you do take the Susceptibility bold stare, and throw a lot of skill points into intimidate- taking the Intimidating Glance feat will almost always give you a shaken target that is buttered up perfectly for any controlling spells. I played this build without realizing how effective it would be in a fight.

Human fey bloodline Sorcerers with Spell Focus and Greater Spell Foucs (enchantment) feats at 1st level.

Human Seducer witch archetype, enchantment patron, with the same spell focus feats mentioned above, and the Witch Knife feat, is also a pretty good pick.


Skirmisher- Ranger Archetype. Pure martial, Ex fun. It's an archetype, so I'm not sure if it qualifies for the thread.


I searched the thread, but didn't see anything about cultivating magical plants. Can anyone share anything?

Edit: Also, how's the First World section?


I was hoping for a feat/trait or something that could give a witch a bonus on ritual casting. With the witch's very limited skill points, they could use it. 9th level caster classes tend to not be very good at making ritual skill checks. I know casters get a bonus, but most 6th level casters have them beat with the skills they get.


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A lot of the discussion is focused on mechanics and power level. Personally I think flavor and theme has a lot to do with the appeal of the book. There might, or might not be close similarities between the OC classes and other classes- I'm not as versed in analyzing it as others are. I can say, people I know are playing Pathfinder because they like the different genre options offered in books like OC, rather than playing another Forgotten Realms type setting. If you want only traditional fantasy PF has that too. Just pick. I have not posted here for a while, but the online vs offline debate on these things is very different from my experience.


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I wonder if the First World content will reprint the recent setting and companion content (which was beyond amazing), be new, or a mix.
The first world has so much potential. Love how The Eldest are less like traditional demigods, and more like weird and powerful personalities that are just kind of stuck with each other. They remind me of The Endless from Sandman.


Chromantic Durgon <3 wrote:


Bloat the pejorative synonym for options.

Truth!


Samy wrote:

Got my PDF. *Extremely* happy. Dropped a review.

Can the Foxfire Lantern be re-attuned at will? Do you know if the attuning worked? Can you just keep retrying the Knowledge check until you succeed?

Read it. Great review- it gives a lot of helpful product info.


KingOfNinjas wrote:
Joe Hex wrote:

I was late to the game even hearing about this one. Got it ordered, and the wait is killing me!

I'm very curious about the expanded patron stuff, and the religion of witchcraft. Ever since I read about "The Horned King" in the Wild Hunt entry in B6, I thought he would be a very cool witch patron. Can anyone tell me if there's anything in the book that helps with getting that specific with a witch's patron? The Horned King would probably fall in the fey category.

There is a focused patron option called Fey Gifts that may be of interest. It's geared a little more toward the trickster kind of fey, but I think you could make it work. You'd get a portion of the Horned King's ability to command others at the cost of some luck.

Thanks!

Sounds cool. It would probably work well with the Seducer archetype.


The best thing about traits, is they throw a bone at 2+Int skill classes that could really use the +3 that comes with a new class skill that many traits provide.


I was late to the game even hearing about this one. Got it ordered, and the wait is killing me!

I'm very curious about the expanded patron stuff, and the religion of witchcraft. Ever since I read about "The Horned King" in the Wild Hunt entry in B6, I thought he would be a very cool witch patron. Can anyone tell me if there's anything in the book that helps with getting that specific with a witch's patron? The Horned King would probably fall in the fey category.


Occult Adventures is probably my favorite book since the Advanced Players Guide. It's also well-liked by the friends I play with.
However, I don't think it's a good book for new players. You really have to know the basics before taking on these classes and other new rules in the book.

The mesmerist turned out being one of my favorite classes in Pathfinder. They are the best there is at what they do, but focused enough where they have to learn to be team players for the situations where what they do isn't very effective. Also, it's just fun to kick @ss by giving someone a dirty look.

If people want to play mostly traditional fantasy, it's a book you can skip. But if you like a darker, lush, moody atmosphere- I can't recommend it highly enough.


VRMH wrote:
Joe Hex wrote:
What am I missing?
The fact that your PC now has to spend up to an hour in their Obedience, as well as up to an hour regaining spells. Which really isn't much of an issue in most cases.

From what I understand, fulfilling an obedience can be done in the same hour as any spell preparation.

From a RP stand point, that hour can be RP gold. I have a character that worships The Lantern King, and charges in jokes rather than gold.

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