The Gleeful Grognard wrote:
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.
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.
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.
Captain Morgan wrote:
I was referring to the 1e bonus they got to compulsions as part of the bloodline.
Captain Morgan 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. I am however very glad the bloodline getting the primal spell list. As long as the bloodline feels suitability "fey", I'm happy.
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.
Thanks caps! I appreciate the info!
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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...
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.
Requiring both Brew Potion and Craft Wondrous Item is makes it very feat-expensive. Worth it?
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.
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.
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.
I wonder if the First World content will reprint the recent setting and companion content (which was beyond amazing), be new, or a mix.
Thanks!Sounds cool. It would probably work well with the Seducer archetype.
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.
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.
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.