Ascalaphus wrote:
I want to second this. By the time you hit upper levels (12+) you are running pretty thin on skill feats. Lots of skills have only 1 or 2 Master level feats. Even fewer have legendary feats. It just feels bad taking a level 2 feat at level 18 because there isn't anything left.
Claxon wrote:
I didn't really think about teleporting off a cliff. My group does have a pretty strong "good for the goose, good for the gander" rule at the table.
Collective Transposition allows you to move a creature anywhere within a 30 foot emanation on a failed save. I would allow a PC to put a target in the air. Its a 6th rank spell with a max of 15 damage and prone, and no damage on a successful will save. There are much worse things a PC can do with a 6th rank spell thank 15 damage.
Theaitetos wrote: Here's a Writeup of the Paizo Live event from someone on Reedit for other future goodies: https://docs.google.com/document/d/1AS_d85X_Bbb95BX9GEi3KEghTQcgdIghUX6csxF fDdc/edit?tab=t.0 The-Magic-Sword does a lot of these write-ups. They're pretty great.
We have been waiting for this since the launch of 2E. But it is finally happening. Dead God's Hand is coming in September!!!!! I am very excited about this! Cannot wait! Also in the product description it says Aroden was murdered!
My guess would be in a format like Howl of the Wild and Rage of Elements. Lots of good ancestries, setting info and feats/archetypes/items. Then some great article and in character pages about the First World. Nice to see the Sprite get a remaster pass. Also adding fauns seems like a no brainer after the minataur and centaur. I am interested in memory magic. Also maybe they can squeeze the shifter in there somewhere?
Apparently a product page for Pathfinder: Feybound was posted and then quickly deleted overnight. Enworld has an article on the book description and cover art. Per the article:
Quote:
Let the speculation commence!
I think Tridus has it right here. RAW persistent damage does not have an area of effect. From a narrative standpoint, area weakness makes sense right? You hit with a weapon, it hits the specific individual members of the swarm, but there are hundreds if not thousands of individuals in the 10 ft square. But an area of effect, like a burst or splash, hits the entire area thus hitting a much larger percentage of the individual members of the swarm. Persistent damage, on the other hand, is usually something that effects an individual target, not an area. I think it is fair to argue either way for persistent damage from a narrative sense. BUT!! A narrative argument is not RAW. It is RAI.
ScooterScoots wrote:
I literally went through all 4th level feats for the Fighter and I literally said answered the question: Yes. Do you disagree with my analysis of the options at level 4 for a two handed fighter?
I think slam down is pretty good. It gives every two handed weapon the trip trait. There are 99 two-handed melee weapons. Only 17 have trip. So you now have more than 5 times the number of options. of the 17 weapons that have the two-hand trait, only the gnomish hook hammer has trip. Also, if you are a two-handed fighter it's probably the best level 4 feat. Double Shot and Parting Shot are archer feats. Dual-Handed Assault is for free hand fighters. Shielded Stride is for shield fighters. Twin Parry and Haft Striker Stance are for two weapon fighters. Of the remaining level 4 fighter feats, you have Barreling Charge, Powerful Shove, Quick Reversal, and Swipe. Three require you to roll two successful checks in a row, so no real benefit over Slam Down there. Swipe is one attack, but you need two adjacent creatures and if you miss, you miss both. Quick Reversal is a Press feat, so it has to be your second or third attack. Barreling Charge is super circumstantial. I need to have an enemy I want to move through instead of around and the Strike is at -5. Finally you have Powerful Shove which is just a class feat version of Titan Wrestler. Is it the greatest feat ever? No. Is it competitive with the other feats of its level? Yes. Does it have a clear benefit that can be used almost every fight? Also Yes.
Riggler wrote: But they didn't even print enough copies to cover subscribers. As a subscriber, I was notified there will be no hard copy for me in the first print run. Paizo has to decide how many to print 3+ months before the street date. They probably looked at the other Remasters and assumed it would be similar numbers. As xNelly said, it was probably a combination of fewer people opted out and higher preorders than expected. As soon as they realized the problem, they let us know and they hope to have the next set of books here by March. If I remember correctly, the first print of Starfinder sold out almost immediately too.
Unicore wrote:
Briny Bolt is from the Gatewalkers hardcover, which is full remaster. Exploding Earth and Splinter Volley are both Rank 2 from RoE and are good substitutions for Blazing Bolt if you don't want to do fire damage for the rest of your life. Unfortunately, the next (and last) spell attack spell is Rank 6 disintegrate. So from levels 3 to 11 you are stuck with one of the three above spells. I would expect to get a few more such spells from Impossible Magic.
Tridus wrote:
True, but I think we all knew the Thaum needed a light pass the Psychic was going to get at least some significant changes.
I wouldn't be surprised to see some psychic support in impossible magic coming out this year (I also wouldn't be surprised if it didn't get any). Part of the reason I suspect we haven't gotten much Psychic support in the last 3 years is because it was not remastered. Paizo probably didn't want to print anything for the Psychic that didn't work with the new class. Psychic also benefits from any book with new spells in it or spell caster feats, as many are shared between multiple classes.
I think this is a result of an incomplete update of an ability for remaster. Between the original and remaster, the "without a new save" language was added. I think you have two options, 1) ignore the new language and give targets a new save every round OR 2) no new save, on a F/CF the penalty goes up if they are still in the area when it is sustained. My preference is option 1. It is simpler. I think that a creature that enters the emanation on subsequent rounds is affected the same as a creature in the emanation on the first round (see "it repeats the effect...")
I agree that even if Razmir were to die, the cult would continue. Look at other organizations in a similar vein in the real world. I like the idea that the cult leaders pull a Dalai Lama. "Yes Razmir shed his mortal coil, but he was reincarnated in the form of this child who very conveniently was born at the exact moment of Razmir's death. It's a miracle and proof of his divine power!"
Normally damage does not interact with the armor/shield in anyway. This is the rule for just about every type of damage that is in the game. (Note: I am saying damage, once you get past the AC of the armor/shield, it is generally ignored for the effects of damage). When you Strike a creature, the damage is only applied to the creature's hit points. A common exception to this prove the rule, specifically Shield Block. Shield Block allows a PC to reduce the damage taken by the shield's hardness. But this is only because of a reaction used by the target of the Strike. The attacker has no control over dealing damage to the shield. Only with the use of the Shield Block reaction allows the damage to also be applied to the shield. However, even then, the damage still goes directly to the creature (less the shield hardness). In Pathfinder 1, you could use the Sunder action to attack armor or shield's directly. No similar ability exists in Pathfinder 2. There is no way RAW to directly attack armor or shields. This is all important to consider the corrosive rune crit damage. You Strike with a weapon and hit the creature. Your weapon does damage to the creature. Period. Your Strike damage does not interact with the creature's armor at all. The corrosive rune is the exception to the rule, it allows an additional instance of damage that is independent and separate from the Strike damage that also damages the creature's armor. The razing property does not interact with the corrosive crit damage. They are completely separate.
I don't think that the razing trait and the corrosive rune interact in any way. Razing only applies if you are intentionally hitting the equipment or object. The corrosive rune damage is separate and independent from the weapon attack. Scenario 1: you critically hit a creature wearing armor but no shield raised. You deal double damage to the creature (as normal) and 3d6 acid to the armor, applying hardness as normal. Scenario 2: you critically hit a creature with their shield raised. You deal double damage to the creature and 3d6 acid to the shield, applying hardness as normal. Scenario 3: you critically hit a creature who shield blocks the attack, you deal double damage to the shield, plus 3d6 acid, plus 4, and double to the creature, less the shield's hardness.
I decided to put together a homebrew an Aether and Void Kineticist. I started with a quote from a sidebar in Rage of Elements about the "elements" of aether and void. I had three goals in mind when designing these elements. First was I wanted to be as true to the original void and force kineticists from Pathfinder 1 as I could. Secondly, I wanted to create more unique and original impulses that play into the unique aspects of each element instead of just reskining existing impulses. Third, I wanted the new abilities to be balanced against the existing impulses. Force was particularly hard to balance. The Kineticist damage curve is already pretty stingy, but I was worried that giving force the same damage curve as other elements would make it too strong since there are no force resistant/immune creatures and it is a trump card for a subset of monsters (incorporeal). On the other hand, if you pull back on force damage too much then the rough damage curve gets even worse. See the link below for write up. Any input is helpful. Is the ability unbalanced either way (too strong or too weak). Is there some void/force concept that I didn't use that could be better represented?
Sir Belmont the Valiant, II wrote:
This is incorrect. Assurance ignores your ability bonus. It is 10 + level + proficiency. At level 1 that is 13. so it doesn't help you. By level 3 however, even at just trained you hit the DC 15 with assurance. You can hit DC 20 (expert healing 2d8+10) by level 6. Master DC 30 by level 14. Assurance is still 100% the way to go with medicine, it just doesn't come online until level 3 unless you get a proficiency boost at level 2 (see rogue, investigator, etc.) That being said, at level 1 with a +2 wisdom, a PC only has to roll a 10 to succeed at a medicine check.
Lyle Borders wrote:
Thanks Lyle! Great to hear!
I just want to start with saying that I really appreciate how up front you all about this process and the changes that are coming. my understanding is that under the current system, your PDF is released once your box is packed and has a shipping label. Which means some people get their PDF the first day of shipping and some get it after the release date. From reading this it looks like you guys are going to charge our cards on the first "shipping" date even if our box is not ready to go. But that also means that everyone who subscribes gets their PDF on the same day. Is this correct?
What kind of actions are your martials using to not go down? Are they standing next to the enemy and just swinging 3 times? That is going to get you killed. A level 7 PC should have an AC of 25 at least, with a to hit of +16. A level 9 creature should have an AC of 28 and a to hit of +21. For the creature, they are going to hit on a 4, 9, and 14 for their 3 respective attacks, while critting on a 14, 19 and 20 or better, respectively. On the flip side, your PC is hitting on the first attack on a 12 or better. But the second/third attacks are only hitting on a 17/20. So your likelihood of hitting on the third attack is the same chance of the opponent critting. Your martials need to reduce the number of attack they are taking. Every swing by a L+2 foe is risking a knockout. Step on your third action instead of taking a third swing. By forcing the enemy to step up to you before they can swing, cuts the possible damage by 1/3 with nothing else. Raising a shield also make a difference. It reduces the likelihood of getting hit by 10% and allows a chance to shield block, thus reducing damage. Pair that with a protection or benediction spell and now your AC is on par with the opponent. Meaning they're only hitting on a 7/12/17. A crit on the first attack is on a 17 and the second and third is on a 20 only. Other options your PCs can use are simple action denial or debuff spells. Slow even on a success still takes away one action. Paired with stepping away and now the opponent can only swing once or can't use its multiple action abilities. Also, the warpriest is not a caster, they are a melee PC with spells to boost their attacks. Fly, Unfettered Movement, Heroism, Bless, Protection, Benediction are all good spells that will boost the warpriest and/or party members. Heal and vital beacon help to keep the warpriest and companions in a fight.
Berselius wrote: Any of those new Devils make appearences in Wayfinder already? I can't comment on Wayfinder. Of the 5 new devils. 3 are reprints from Bestiary 2 and 3. One is a reprint from an AP volume. There is one that appears to be a brand new devil. The Ayngavhaul (Heresy Devil) is a level 13 and does not appear on AoN.
Maya Coleman wrote:
My first scroll through was on my phone and I was like, "Wait a minute, am I seeing what I think I am seeing?" Reader I was, and it was creapy AF! Really the Occult dragon art has been top tier. Really helping to differentiate it from other prior dragons in Pathfinder/D&D.
TheTownsend wrote:
My favorite art has to be either the new Alghollthu art, or the Despair Dragon. I really like the new Abrikandilu art too. For Fiends, we have Demons, Devils, Daemons, Divs, Sahkil, and Velstracs. Asura are all spirits. No new general adjustments.
Psiphyre wrote:
8 New Dragons:
Cinder (Primal)- classic red fire dragon
Coral (Primal)- underwater dragon bound to a specific coral reef. Despair (Occult)- fear dragon with a puppet tongue Phase (Arcane)- teleport abilities (offensive and defensive) Requiem (Divine)- interesting death/life abilities Resurrection (Divine)- as the name implies Rune (Arcane)- etches runes on it's scales Whisper (Occult)- collector of rumors and secrets.
SP - I think that the traits are also there for non-hand attacks as well. Say I have a beast eidolon, and I want their primary attack to be a gouging horn. Usually that kind of attack would not be usable to disarm or shove, but now I can because I added it to the horn attack. Also the traits allow you to use the attack's reach to trip etc. instead of it using your standard reach.
To me edicts and anathema are roleplay opportunities. It creates a permission structure for my PC to do things that are not optimal from a meta standpoint and helps to inform the characters actions and decisions. Another system that my group plays regularly outside of P2 is Savage Worlds. In SW, during character creation, you select hindrances for your character. Some are minor annoyances, some are major obstacles. But they usually lead to the most interesting parts of the character. I had a character that was overconfident and impulsive. Because of that he impulsively accepted the blessing of a blood goddess and even turned against the party to fight for her. The party eventually defeated him, but it is one of the most interesting character and story arcs you table has had. Anathema are an easy way to lay a foundation for your character's personal philosophy and worldview. It informs your characters actions throughout their adventuring career. TLDR; come restrictions on a PC make them more interesting.
Kakita Tatsumaru wrote:
Try a Guardian, they are the heavy armor tanked class. For healing you can just go with Medicine. No magic needed. Take Assurance in Medicine and level it up at every opportunity. Grab continual recovery and ward medic. You can easily heal your whole party to full as long as you have time. You can grab the Medic Archetype to give your Treat Wounds a boost. If you still want lay on hands you can grab Blessed One Archetype instead.
First off, instead of using AI summaries, you should just read the Champion rules. They're free on Archives of Nethys, and really not that long A Calistrian Justice Champion is a ... unique decision. Calistria's Edicts are "pursue your personal freedom, seek hedonistic thrills, take revenge" which don't really jive with the Justice edicts of "follow the law, respect legitimate authorities or leadership" but they aren't necessarily in direct conflict. Remember that the Champion rules say that "As with any implementation of edicts and anathema in the rules, these are a tool for roleplaying between you, the GM, and the other players at the table—you're still playing a nuanced character, not strictly following a script." As the rules say, these are not hard and fast rules, but an opportunity for role playing. So how do you roleplay a person who both follows the law but must pursue personal freedom? Maybe you are a letter of the law kind of guy, so if something isn't explicitly forbidden, then it is acceptable? Maybe he leans in on Malicious Compliance? What better revenge is there than petty revenge? It also help you to lean into the Calistrian Anathema of not being consumed by revenge. I would suggest talking with your GM about who this person is and how they view these different requirements.
JiCi wrote:
There won't be an "official" post at all. Because its pretty hard to say that you aren't using D&D IP when your official Blog says that you are.
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