Ajaxius wrote: I imagine part of the issue is just Paizo not expecting the remaster to be as much of a smash hit as it was. Paizo was not doing Remaster because they wanted more money. They did remaster because the alternative was spending every dime they had and then some fighting with a multi-billion dollar company over the copyright of the term "magic missiles" and "owlbear." Ask any of the Paizo employees (or go back and look at their former posts). Paizo would have 100% been happy to stick with OGL. Hasbro forced their hand.
YoskiFan wrote: I'm confused though. The heck? How can.. a guy who went bankrupt say Paizo not allowed to use someone else. You went bankrupt the company dead. FWIW, the Bankruptcy Judge agrees with you. But the creditors that now control the zombie of Diamond think the judge got it wrong and are asking the 4th circuit to overrule them.
Ed Reppert wrote:
They aren't contradictory because Diamond doesn't want to keep the contract. They want to sell it. A third party may pay money to get an exclusive contract to sell Paizo products. What Diamond's position re consignment inventory is that the consignment inventory stopped belonging to Paizo when Diamond filed bankruptcy. The inventory now belongs to the bankruptcy estate. They are sold, but instead of Paizo getting their contractual amount, they instead get in line and get paid after others who are ahead in priority get their money first (the banks are always first in line).
Diamond is appealing the termination of the contract because the contract is an asset that can be sold to pay down the debt that Diamond has. Its the same as the consignment books Diamond has. They want to sell the books, but instead of paying Paizo their share, their creditors are saying that they are entitled to all the money.
The Raven Black wrote:
Hunt Prey is even better on a Thrower. You will rarely need to worry about attacking into your second range increment with a shortbow and almost never with a longbow. But getting no range penalty up to 40 feet instead of 20 is much more likely.
Dual thrower is a pretty good feat. It lets you treat thrown and 1 handed ranged weapons as melee weapons for purposes of two-weapon warrior feats. Returning is a level 3 rune. Ricocheting Stance is a level 6 fighter feat. Now you can use a ton of fighter feats with two thrown weapons all day long. Plenty of feats work just fine with thrown weapons. The below feats are fighter feats that work with Thrown weapons. This doesn't include the feats that are explicitly for thrown (i.e. ricocheting stance).
That's 10 feats. Is throwing the best option in the game? No. Is it perfectly viable? Yes.
Shield Block wrote: Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. As you can see above, Shield Block only "prevents YOU from taking damage equal to its hardness." This language clearly negates your first scenario. If the shield is taking all the remaining damage after the hardness then this sentence doesn't make sense. The second sentence lays out what happens with the unprevented damage. "You and the shield EACH take the remaining damage..." "Each" shows that both you and the shield both take the damage. As Finoan pointed out, this is because shield block would otherwise be overpowered as a defensive option.
This is pretty good to start. First I would NOT give expert in religion. No PC gets expert before level 2, most not before level 3. it's also extremely rare for a class to give an automatic boost to skill proficiency. Also, clerics are already on the low end of skill proficiencies, since they only get 2+ int, and are unlikely to have a particularly high int. Getting one more skill trained would be more valuable then a free skill increase. Instead I would suggest society. That leans into the community aspect of the Pantheon. Protecting the weak, supportive of others. Medicine would be a good one too for the same reason. I like your domain selection, but I would suggest that Duty would be a standard domain instead of alternate. It feels more core to the main tenants of the faith than say truth. For cleric spells this is really more of a flavor choice then a mechanical one. The only real requirement is that they are not already on the Divine list. Leaning into the protection part of the pantheon, I could see: 1) protector tree; 3) shared invisibility; 5) shadow siphon.
I think there are several reasons why encounters don't merge, some already mentioned above; 1) monsters assume the guys down the hall can handle it.
All of these are perfectly reasonable explanations for why monsters will stay in their rooms instead of venturing out and none have to do with the monster not hearing what is happening. One last note: I find that many adventures actually do include information about how the monsters react if the alarm is raised or something to that effect.
One of the problems with this is that the multiclass feat's level is well behind your main class feat's level. You're not getting two level 10 fighter feats, you are getting a level 10 fighter feat and a level 4 fighter feat. You'd be better off taking a fighting style archetype. For instatance, the Mauler Archetype has the following Fighter feats. Slam Down F4/M4
If you take Mauler you can have those feats at levels 4, 6, 12 and 14, respectively. With Fighter Dedication, you get them at 8, 4, 20 and never, respectively. TLDR; No, not worth it.
I think its reasonable for a CF to result in a creature that is stronger than you wanted but hellbent on killing the casters. For example, when casting Demonic Pact, if you crit fail, that means you critically failed your religion check. That means you misidentify your target. Instead of pulling a level 2 pusk, you accidentally pull a level 12 Omox. It comes willingly for some fun and chaos, but now you and the party are in mortal danger.
As a concrete example of making an impulse a spell and blasts a strike, I was looking at Bespell Strikes, level 4 feat. It adds 1d6 damage to your Strikes for 1 minute for a free action. This has just become a must have feat for a Kineticist. Your elemental blast is now damaging the same as if you were 4 levels higher. You can pick this up at level 8. So at level 9 you are dealing 3d8+1d6 per strike. The melee martial PCs are only doing 2d8+1d6.
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.
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