Brigh Mask

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1,372 posts. Alias of j b 200.


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enters the cloud.


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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.


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Hilary, this is really cool. I love the whole journey of Teki from garbage ea...cleaner to goddess.

I could see easily using Teki as a good hook for a new campaign.


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Kakita Tatsumaru wrote:

"It seems like you have a specific type of character you want to play that your GM has told you would not work well this campaign.

Maybe you would be happier not playing a Champion?"

Well the problem is being forced as playing as "good", then being nerfed for it, with no workaround.

But if you have an idea for an heavily armored tank/heal class but without roleplay problems, I'm listening.

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.


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It seems like you have a specific type of character you want to play that your GM has told you would not work well this campaign.

Maybe you would be happier not playing a Champion?


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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.


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JiCi wrote:
Cori Marie wrote:
There will probably be posts in the forums about which are replacements, just like there was about the Horned Dragon. But putting it into the text of the book isn't going to happen.
Sure... although I wouldn't mind an official blog post about it on this very site either.

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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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.


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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:

Player characters... don't automatically die when they reach 0 Hit Points. Instead, they are knocked out...

As a player character, when you're reduced to 0 Hit Points, you're knocked out with the following effects:

Move your initiative position to directly before the turn in which you were reduced to 0 HP.
Gain the dying 1 condition.

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.


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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.


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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.


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For Preorders, what about products that aren't part of a subscription? I preordered the next Pathfinder Novel. I would love to have a Paizo Novel subscription!


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glass wrote:
A novel? I didn't think Paizo did those anymore. Did I get the wrong end of the stick?

They released 2 novels this year already (1 Pathfinder, 1 Starfinder), with the third coming in February.


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.


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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:
Cori Marie wrote:
They will be doing more compilations but not sure that all of them will get them. Season of Ghosts is the next one announced for early next year
Season of Ghosts is the next one, yes! We don't have news on any others, but if that changes, we'll announce either here in our blogs, on social media, our newsletter, or all three!

Maya, do you know if the SoG compilation will be on the "adventure" subscription or another one (or none at all)?


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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).


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Squiggit wrote:

To put it another way, that's 1.5 more damage on average than Needle Darts, a cantrip anyone can pick up that has a 60 foot range... y'know as opposed to a melee range ability unique to a spellcaster that gives up slots for better cantrips.

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%.


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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.


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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.


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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.


I really like the lower level incarnate spells all the existing ones were much higher level.


Got my shipping notice. Unfortunately, no PDF for the novel which I am really excited about. [I also will be sharing it with my gaming group to see if I can get them to play Starcraft too. ;)]


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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.


Also, the sustain action does not interact with the battle form restrictions, even if read broadly.


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Terevalis Unctio of House Mysti wrote:
Kelseus wrote:
The first post literally says "end shipping estimate." Show me where it says they guarantee you will get your books early. Oh no, you have to wait a day or two more what ever are you going to do.

Are you a subscriber?

Yes. I have been a subscriber to at least 1 line for 10+ years. As I mentioned in a higher post on this thread, sometimes I get mine super early, other times a week or so in, and sometimes like this one I am at the tail end.

Remember this is not a warehouse like Amazon or some major distributor. Paizo is a small company and are pulling and packing the boxes by hand.


The first post literally says "end shipping estimate." Show me where it says they guarantee you will get your books early. Oh no, you have to wait a day or two more what ever are you going to do.


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Paizo tried to dump or nerf all the "I win the fight" spells in P2. Containment (nee Otiluke's Resilient Sphere) is a perfect example of that kind of spell.

The D&D 3.5 the sphere is completely immune to damage, so if the enemy fails their save you win the fight. The only limiting factor was the size (1ft./caster level diameter). When the spell comes online it is already 7 ft in diameter, large enough for any medium creature.

In P1, Paizo pulled back a bit, allowing you to damage the sphere. But it had hardness of 30 and 20 hp/CL (min 140). Again technically damageable, but in actuality, nearly immune to damage.

In P2, high damage for a 7th level creature is an average of 20. Meaning with hardness 10 and 40 hp, a level 7 creature is going to take on average 4 actions to escape the sphere. Even a level 9 creature is averaging 24 damage per hit, meaning they lose a whole turn. Pretty good outcome. Even on a success the creature will need to take at least one action to escape, burning their high MAP attack on the sphere. P2 version isn't 100% worse than P1, since it no longer has a max size restriction.

Is this the best spell in the game? No. Is it the best level 4 spell? Probably also no. Is it a good spell that is helpful to the party even on a success? You bet.


You want Containment It is a sphere that surrounds the target, even on a success. Also it's only a level 4 spell instead of 6.

[Ninja'd by Trip.H]


Still waiting on mine too. One of my friends is also a subscriber (but he gets everything and I don't). It is kind of funny seeing which of us gets the books first.

There was a stretch where I was getting my shipping notice within the first few hours. It seems to have dropped off more recently.

I suspect I am in a weird group this month, since I am just getting Battlecry and the Starfinder novel, but not any of the Starfinder books.

No bother. It will arrive when it does and I will live, despite my anticipation.


The following demons are pre-remaster Paizo creations and therefore stick around in Remaster:
Abrikandilu (Creature 4),
Brimorak (Creature 5),
Coloxus (Creature 12),
Ghalzorokh (Creature 15),
Invidiak (Creature 7),
Kalavakus (Creature 10),
Kithangian (Creature 9),
Omox (Creature 12),
Roru (Creature 7),
Seraptis (Creature 15),
Shemhazian (Creature 16),
Urglid (Creature 13),
Vavakia (Creature 18),
Vermlek (Creature 3),
Vloriak (Creature 5),
Vrolikai (Creature 20)

That gives us a 3, 4, 5, 7(x2), 9, 10, 12 (x2), 13, 15 (x2), 16, 18 and 20* creature levels (as OP stated Vrolikai used to be 20).

Since remaster they added:
Degholau (Creature 13)
Eshmok (Creature 9)
Imvath (Creature 19)
Katpaskir (Creature 18)
Miastrilek (Creature 11)
Pusk (Creature 2)
Vansidieth (Creature 18)

This puts us with only gaps at levels 1, 6, 8, 14, 17.

Some of these seem to be 1 for 1. Pusk is literally a Dretch. But since Paizo's dretch was so different from D&D's they just had to drop the name. Eshmok is a large level 9 flying demon with infestation abilities. Not a Vrok with the serial numbers filed off, but not that far off either. Miastrilek is a large level 11 demon with pollution abilities. Not a Hezrou, but also not-not a Hezrou.

Others are clearly more replacing the niche with something more interesting than the D&D creature. The Merilith was the "pride demon" but really she was the "I have a bunch of arms" demon. Vansidieth on the other hand leans much more into the "I'm a leader because I'm the best" aspect of pridefulness.

I think the Seraptis and Ghalzarokh will replace the Nalfeshnee niche. Although I would like to see a new demon that really leans into the "I am the Abyss incarnate" idea.


Deriven Firelion wrote:
What class should kineticist compare to? Where's there niche?

A kineticist is a cantrip based blaster caster turned up to 11. Their impulses are not as good as a full rank spell, but they can do it all day with no limitations.

Lightning Dash is a level 4 feat. It deals 2d12 electric in a 30 ft line, with basic reflex. At level 4, cantrips are at Rank 2. At Rank 2, electric arc does 3d4 to 2 targets, basis Ref. Rank 2 sudden bolt is single target 4d12, basic ref. Average damage is 13 vs. 7.5 vs. 26. This is also the highest damaging spell at that rank. Most are more along the lines of 2d8-2d10 damage. Dropping the average to 11. Heightened rank 2 breathe fire does 4d6, or an average of 13.5.

Kineticist outguns a cantrip, but isn't as good as a on rank spell. Difference is a level 4 spellcaster has at best 5 castings of a rank 2 spell for the day, and that assumes the spell is their school spell and they use their bonded item to cast it. Kineticist can do it all day.

Lightning dash hits 3d12 at level 7. Our spellcaster's electric arc deals 5d4 and rank 4 lighning bolt does 5d12. Averages of 19.5, 12.5 and 32.5, respectively.


I would wait until at least Friday before opening a CS ticket. You can do that from the CS link at the bottom of the page.


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Quiet Allies in the text says it does not apply to initiative rolls, but that doesn't mean it isn't useful.

In Exploration Mode Roll QA: instead of the Champion having a +1 (Dex Mod) instead they have a +8. Champ rolls a 12, so the party is rocking a 20 stealth check.

They come upon a group of guards. They have a Perception DC of 18, so the party is undetected by the guards.

Option 1: party can sneak past the door to the guard room and avoid the encounter.

Option 2: party can attack the guards.

Party goes for option 2. Champ, Wizard, Rogue and Ranger roll initiative.

Rogue chooses to stick with stealth. Being an expert they have a +13. The other 3 choose to go with Perception b/c its higher than their stealth modifiers.

Combat begins. Wizard rolled a nat 20 and goes first. They choose to sneak into the room and hide behind a large crate. They are trained in Stealth, so they have a +9, the secret roll equals a 19. The wizard remains undetected by the guards. The rogue decides to take advantage of their surprise attack class feature. They stealth forward and strike one of the guards for sneak attack damage.

The first guard gets to act. They know about the rogue, who is standing in the middle of the room, but they don't know about the Champion or Ranger in the hall.


Any one with the PDF willing to answer questions?


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Maya Coleman wrote:
DatTransChick wrote:
Kelseus wrote:
Is it just me or is the Iblydos map upside down?
Yup. There's even a compass rose pointing South as up.
The map has been spun!

On this page is is correct, but on the main blog page it is still upside down.


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Is it just me or is the Iblydos map upside down?


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I don't understand the push back.

They are giving you a discount, which they don't have to. This new system will benefit more people.

The current system is all or nothing. Either you have 4 subs and get the free PFS adventures OR nothing. The new system allows for you to get a little bit of a reward even regardless of how many subs you have.


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Is today the day?!!

Also relax on the PDF hold folks. God forbid you have to wait an extra week for something you get for free. They did the same thing for P2 when it came out and we all lived.


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Large creatures do not get reach by default. A Young Horned Dragon is large, but its claw attack does not have reach. All Large bears, horses, camels, Catoblepas hoof attack, Aeolaekas azata, ankhravs, chimera, etc.

Even some Huge creatures don't have reach for all their attacks. Alicorn horn attack, caustic monitor talon, dragon turtle claws.


The way I look at it is that you get a reflex save even when you can't act because of in-universe randomness. Think of it like how there is a plane crash or auto collision, lots of people get hurt or die, but one guy just gets up and walks away with just some bumps and bruises. Or how some people die from a single stab wound, while other's survive a dozen. I don't think anyone thinks these outcomes are due to someone's reflexes, but just randomness, i.e. a roll of the dice.

As the old adage goes, sometimes its better to be lucky than good. My rogue can be really good at dodging fireballs, but the cleric with 8 Dex still takes no damage on a nat 20.


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I am going to jump in and say that, in my experience, using Pathbuilder is not as helpful as it feels at first, especially for starting a high level PC.

I find that the biggest issue with starting a high level PC is that you tend to forget everything you can do. This is because you look at the level 4 feat when you are picking it, but then you move on and don't think about it again. With Pathbuilder it is even worse, because the program gives you all the feats right there, you click on one and then scroll down to the next level.

My suggestion is to use a hand written or typed character sheet to build your character. I go level by level picking my feats and abilities. Each time I select one I write out a abbreviated version so I can just glance at my character sheet in game. By writing it out, you have to take the time to synthesize the ability and that helps you to better remember it. Also by getting most of the info on a single page, you are less likely to forget about some ability you have. If you want you can then use Pathbuilder to check your math.

I use a Doc to type of a modified stat block for my PCs. Link HERE. It ends up looking like THIS.

For a prepared caster spell list, you should probably set a default prepared list. Unless otherwise done at the beginning of the day, those are the spell you have prepared. This will help to keep the list of spells you need to know off the top of your head a bit shorter. Don't be shy of pulling the spell up on AoN in between turns so you know that it does.


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cleth wrote:
Mika Hawkins wrote:
Announced for November! Product images and descriptions are not final and are subject to change. :)

Very excited for this! Especially when it comes out as the pocket edition (hopefully?)!!!

I had a general question, about purchasing products, which will ultimately apply to this when it comes out.

Options for purchasing are to order it directly through Paizo, that mega huge website that we all know about, or getting it through a local game store. Generally, will the price directly from Paizo be about the same as through a local game store?

I know that, generally, the rule books are cheaper from that huge mega website, but I would rather not support them, if possible.

GOOD NEWS! Now you can't buy it from the Megastore! (See blog from July 2).

Yes, Paizo sells on the website for MSRP so as to not undercut the FLGS. But if you subscribe here you get a free PDF too.


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Very (but happily) surprised to see the auth email come through last night. Excited! Missed the shipping discount by $3. *womp-womp*