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.
Elric200 wrote: Its not healing font its under the 20tth level celistial rebirth you get 2 7th level heals as inate spells. So I guess y question is can inate spells actuvate staffs if the staff is prepared. No. Innate spells are not the same thing as a spell from spell slots. Innate Spells wrote: Innate spells don't let you qualify for abilities that require you to be a spellcaster—those require you to have spell slots. To cast a spell from a staff you have to prepare it, and to do that you have to be able to cast spells from spell slots and have a spell list, neither of which are provided through innate spells. Casting Spells from a Staff wrote: A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate rank or higher, and expend a number of charges from the staff equal to the spell's rank.
yellowpete wrote: Check again *why* you are actually unconscious when you go to 0. The only thing that makes you unconscious is the Dying condition. If it weren't for the Dying condition saying 'While you have this condition, you're unconscious', you would not be. But the Dying condition is also what kills you. So, the two (going unconscious and dying) are simultaneous. This is not correct. See Getting Knocked Out pg. 410 Player Core Getting Knocked Out wrote:
RAW the dying condition does not give you unconscious, its that you fall unconscious and then gain the dying condition. Falling to 0 HP causes you to be "knocked out." The Unconscious condition stats that "You're sleeping or have been knocked out." When you hit 0 HP, you are knocked out, which causes you to become unconscious. The exception here proves the rule. "If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you're instead unconscious with 0 Hit Points." Being at 0 HP from a non-lethal effect still 1) moves you in initiative, and 2) causes you to be unconscious, but does not give you dying.
Because you move in initiative when you drop to 0 hp, every other player is guaranteed a turn before you have to roll your first recovery check. You can just heal them when your turn comes up (heal, battle medicine, sooth, etc.). The reason to have Breath of Life is that if a PC goes down but they would drop to dying 4, you don't have a chance to try and heal them before they die. Enter a reaction that is usable only at this specific time. Any other situation and you have a chance to heal them on your turn.
Castilliano wrote: He's going from Wounded to Dead, not Wounded to Unconscious to Dead so it's a bit trickier than that. That's not correct. Look at page 406 and 410 of Player Core. The order is 1) roll damage; 2) apply immunities/etc. 3) reduce HP; 4) If Hp is reduced to 0 then become "knocked out" and unconscious; 5) Gain dying condition; 6) adding your wounded condition if applicable; 7) if dying value is 4, you die. Breath of Life triggers between steps 6 and 7. By that point you are already unconscious, so you cannot act to cast the spell. The only instance I could see is may be if you have an ability that allows you to stay conscious at 0 hp and just increase your wounded condition instead. Maybe.
If you are at Dying you, by definition are unconscious and can't act. Dying Condition pg. 443 Player Core wrote: You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Unconscious Condition pg. 446 Player Core wrote: You're sleeping or have been knocked out. You can't act. This is straight RAW. No ambiguity.
Super, can you find any other instance in a P2 book where they used the term affliction the way you are saying it should be read? SuperParkourio wrote: Given that Step 3 is a more integral part of the game than the Affliction rules and was likely developed first, I suspect that this use of the word "affliction" vastly predates the Affliction rules and was never intended to refer to them The "end of turn" language in the Player Core is unchanged since the first P2 playtest book. Pathfinder Playtest Rulebook p. 306 wrote: If you have a persistent damage condition, you take the damage at this point. You also attempt any saves for your afflictions at this time. Many other conditions change at the end of your turn, such as the frightened condition decreasing in severity. The same affliction rules existed in the playtest as well. The P2 Affliction rules are based off the Disease and Poison rules from Pathfinder Unchained p. 139. Pathfinder Unchained wrote: A character who is poisoned rolls a saving throw after the listed onset at the listed frequency. I think the persistence of the "affliction" wording shows that this is an intentional choice and not a case of poor wording.
To me the purpose of a free hand weapon is to have a melee weapon "in-hand" while using your ranged weapon. So you archer is mostly just using a bow, but a creature comes up to you, you can attack the adjacent creature or use any other "wielding a melee weapon" actions without needing to take an action to pull it out (manipulate) and then drop or stow once you are done.
Grumpus wrote: How much will the PDFs cost? Looking at comparable products: The PDF for the Gatewalkers AP Compilation is $19.99.The PDF for the Rise of the Runelords AP Compilation is $41.99 (although that is for 6 books not 3). Both Abomination Vaults and Fist of the Ruby Phoenix compilation PDFs are priced at $38.99. Alternatively, a current AP volume is $29.99 with the PDF at $19.99. So my guess would be about $50.00. It is closer to the 3 to 2 ratio of cost for the current Book to PDF ratio, but a lower cost than the Book to PDF ratio for AV. Although I could see an argument for as high as $60.
Maya Coleman wrote:
Maya, do you know if the SoG compilation will be on the "adventure" subscription or another one (or none at all)?
I only rarely purchase APs (I have 4 total), but I have had problems with the books falling apart. I think switching to a single hard cover will help alleviate that issue. I also agree it will make it much easier to refer back to an NPC or location from earlier in the AP if it is all in one book rather than in 3 (or 6).
Squiggit wrote:
At rank 1 non-amped, you are right it isn't that much stronger than existing cantrips especially considering that it is melee ranged. But when amped, it completely breaks the power curve. You can cast it amped 3 times per encounter. At rank 5 it deals 10d8 to two targets. A rank 5 fireball does 10d6, but you max out at 3-4 of those per day. It's just too strong for an every fight ability and that is pretty obvious since every power-gamer/munchkin/hyper-optimized build grabs it.
I know that I will get a ton of push back on this, but I think while buffing several of the psychic features, Paizo needs to nerf Imaginary Weapon. 2d8 damage (at Rank 1) is as good as most Rank 2 spells. Even being a spell attack roll, it is just too good. Amped is even more broken. By Rank 3 you are dealing 6d8 Force damage to two targets. It should probably be dropped down to 2d6 with +d6 per rank (regular and amped). Now it is more in line with Force Barrage for damage. At Rank 3, 2 action casting of Force Barrage deals 4d4+4 (Avg 14) v. 4d6 (Avg 14). Because you have to roll to hit it is weaker than FB, but it should be since it is a cantrip.
I don't believe by RAW you can intentionally fail a save. In the Immunity rules it says that "You can still be targeted by an ability that includes an effect or condition you are immune to; you just don't apply that particular effect or condition." So a creature immune to the paralyzed condition can still be effected by the spell, if not the condition. Strict RAW, I think the creature rolls a save and if they succeed, they are stunned 1, if they get any other result they ignore the spell. From an RAI standpoint, I think it is not unreasonable for a GM to rule that you should at least get some negative effect from a failed save and therefore apply the success result(stunned 1) instead of the failure result (no effect) on a failure or critical failure. I think this should be on a case by case basis though. If I were GMing I would not apply the success effect to a creature even on a success. The way I see it is the stunned 1 is being psudo-paralyzed. You fight off the spell effects, just not 100%.
Just to get some objective numbers out there. Arcane (including legacy spells like Power Word) has 17 unique spells on its list. Notable ones are Summon Construct, Disintegrate, and Contingency. Divine has 42 unique spells. Harm, Breath of Life, Divine Wrath, Divine Immolation and Avatar. Occult has 37 unique spells. Soothe, Ill Omen, Synaptic Pulse and Synesthesia. Primal has 66 unique spells. Animal/Dinosaur/Plant Form, Lightning Storm and Summon Kaiju. There are 16 Arcane/Divine spells, 219 Arcane/Occult spells, and 228 Arcane/Primal Spells. Divine/Primal has 48, Divine/Occult has 84, and Occult/Primal has 23. A/O/P has 45, A/D/P has 36, A/D/O has 89. D/O/P has 22. Finally there are 57 spells on all 4 lists. Out of 1030 possible spells available. Arcane has access to 707. Divine has 394, Occult 576, Primal 525. Arcane has access to 70% of all spells in the game. Occult and Primal about 55%, and Divine under 40%. Arcane has access to 410 of 576 spells on the Occult list and 366 of 525 Primal spells, and 198 of the 394 on the Divine list. Divine and Primal have overlap of 163 spells, Divine and Occult have 252 overlap and finally Occult Primal have 147. Arcane has access to 70% of the Primal and Occult lists and half the Divine list. So other than Divine/Occult, Arcane has access to the most spells from other lists.
Summoning was too powerful in P1. It would allow you to take over a combat. That is why they instituted the sustain mechanic, keeping you to one at a time. Also with the cleaner math of P2, you didn't have to worry about a creature 5+ levels lower than your opponent hitting easily or using touch spells, etc. It is part of the effort to prevent spellcasters from being better than other classes at their niche.
Unfortunately, the EB has to be balanced around too many different spots to allow for easy scaling. Your class DC is used to determine to hit with EB and DC for impulses. Your impulses scale the same as a full Kin, so it has to be weaker somehow. EB can add Str to damage, so it has to have a lower dice damage. Ostilli Host at level 10 gets 3d6 damage on your class/spell DC. EB with just the dedication feat can get 1d8+5 by level 10 for a 1 action melee attack. Average damage of 10.5 and 9.5 respectively. Max save for Ostilli at 10 is 29. Max to hit with EB at level 10 is +17, but it is easier to reduce AC than saves. Compare an innate cantrip at level 10 dealing 6d4 damage for 2 actions, with save DC between 22 (no Cha no spellcasting) and 29 (full caster +5 Cha). A wizard with a weapon is swinging at +18, this assumes a +2 potency rune and +4 strength. More likely they are at +15, but dealing 2d6+3 damage (ave 9). Same average damage as EB and Ostilli above.
EB regular scaling is pretty decent in my opinion. 1dX at 1, same as everyone else. Striking rune is level 4, Kin gets 2dX at level 5. Property runes are level 8, Kin gets 3dX at level 9. Greater Striking 12, Kin 4dX 13. Consistently one level behind. But the Kineticist doesn't have to invest any money in their blast, and it can be both ranged or melee while going off the same stat, CON. You can also add both STR and CON to a melee blast. Throw in 1 level 1 feat and your blast can now have a range of 100 feet, have propulsive, versatile S/V/B, thrown, agile or reach. The martial has to buy separate sets of runes for multiple weapons that they have to spend actions switching out, while the Kin can do all those things in the same round. Level 5, a cantrip does 4d4, average of 10. EB does 2d6/8+4, average of 11 or 13. If you use weapon infusion, it can do 2dX+4+(3 or 4) at 20 foot range, average of 14 or 17. Level 11, cantrip is at 7d4, average of 17.5. EB does up to 3d8+9, average of 22.5. I agree that one level 2 feat should not be as good as a primary class feature.
Kineticist MCD is isn't really great for taking elemental blast. I think it is much stronger to dip in and grab some good impulses. They advance at same rate as a regular Kineticist. I put together an awakened Squirrel Summoner with a Tree Eidolon with FA Kineticist. Blast isn't great damage, but Fresh Produce and Timber Sentinel are great and you have them both online by level 6. That means I can use my limited spell slots for attack or buff spells instead of healing and defense.
|