Machine Slayer

Khefer's page

25 posts. Organized Play character for Tunu40.


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Verdant Wheel

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I'll be honest, I always thought the Carry rules worked for it as familiars are only 1 bulk.

But honestly, it could be much clearer because the question comes up ALL the time and I feel like it's something that should've been default in there.

Also...

Errata: Independent familiar ability to be in line with similar cases with animal companions. Your familiar should be able to take 1 action for free, but you cannot command your familiar if you do so.

It's weird that this got added to many animal companion feats, but the familiar one was left alone.

Verdant Wheel

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Maybe I was a bit too pessimistic earlier. I did have a feeling that the devs would be skipping the Errata, but I'm glad it's not due to dire reasons. They have been putting out bangers and I guess that's why I was really hoping to see what kind of errata they've been cooking.

Kudos to you Maya and the fantastic community management work you've been doing!

Verdant Wheel

I was curious about this too. I think last year it was released Dec. 6 on a Friday.

We're a week past that, but if Paizo wants to do an end of the week thing, it could possibly be today or next Friday.

Though, I wouldn't be surprised if Paizo ends up canceling their new errata schedule. I imagine the current climate and the change in distributors has made doing the physical erratas much more expensive to reprint, meaning they might try to save costs by NOT doing a physical errata, which means making no digital errata too.

But that's just speculation based on what I can remember this year of what could've impacted Paizo's operations.

Verdant Wheel

Just to add: Flexible Spellcaster and Wellspring Mage are also Class Archetypes. Flexible Spellcaster, however, only works on 3-slot casters and Wellspring Mage only works on repertoire casters.

So, I guess Summoner "technically" does have a Class Archetype via Wellspring Mage.

So the classes that actually don't have any class archetypes:

•Alchemist
•Champion
•Commander
•Exemplar
•Guardian
•Kineticist
•Magus
•Monk
•Swashbuckler
•Thaumaturge

I think these are the only ones without a Class Archetype option?

Verdant Wheel

I'm curious, what is the Dragonet's stat array?

Also, I'm guessing it's a Rare ancestry?

Really glad we're getting another Tiny ancestry though! I really want to play Tiny ancestries, but the selection options in PFS is...tiny.

Verdant Wheel

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Wow, these are so much more flavorful than the old Chromatic/Metallic dragons.

On a side thing...will we see any Imperial Dragons from Tian Xia? There are so many there (based on TX:WG), there should at least be a few entries!

Verdant Wheel

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Since the Fall errata will be coming in a few months, obligatory Weapon Trance errata:

Low Level (1-3) RM Battle Oracle is still disappointing, difficult to play, and confusing on its role to many players, with the focus spell Weapon Trance being a main reason. After playing quite a few various builds for Battle Oracle in PFS, BB, and one-shots, I think these would help players out:

1) Simplest Errata: Remove the Sustained duration and "You automatically Sustain this spell as a free action the first time you hit with a weapon Strike each round." like. Just make it a Free Action and last 1 minute.

Why? Cuts out 23 words from the next reprint, streamlines the spell, makes it less clunky for low level players trying the Battle Oracle early on.

2) Over-the-Top Errata: To make it work for Battle Oracles, keep the Sustained, but add this line: "If you are Cursebound when you cast Weapon Trance, one weapon you are wielding becomes a +1 striking weapon."

This works with Battle Oracle's flow of using Oracular Warning to become Cursebound at the beginning of initiative and this enables the low level Battle Oracle to reliably do something effectively when out of spell slots.

This also prevents Weapon Trance from being broken poaching-wise, as other classes will need to be lvl. 6 to gain both Weapon Trance and a Cursebound ability. And by lvl. 6, a +1 striking rune should already be accessed by all martials. Casters shouldn't mind this as a nice alternative spell. If this is too much, just have it be +status bonus to weapon damage equal to your Cursebound level.

Not to mention, it adds a coolness/flavor factor of the Battle Oracle empowering their blade (separate from the Animist's flavor of being possessed by a warrior). The dev team cooked when they made Embodiment of Battle and after a year of the RM Player Core 2, both pro-RM and anti-RM Battle Oracle players are unhappy with Weapon Trance. Tying Weapon Trance's being an effective buff that isn't overshadowed by a General Feat will help players feel more connected to the subclass.

Hopefully this feedback is meaningful! I personally like the Remaster changes, but I do feel there are a few tweaks needed to make it perfect.

Verdant Wheel

How accessible are we talking about?

Outside picking up Animist's Spirit Familiar (achievable lvl. 4), the Shikigami's Mass Produce ability is pretty much Undying Familiar (resummons your familiar every daily preparation).

Accessible by lvl. 6 via Familiar Master, Enhanced Familiar, and Improved Familiar.

Verdant Wheel

Just a reminder, a Battle Harbinger is still a Cleric! You access all the Cleric feats on top of the Battle Harbinger ones.

At lvl. 16 (just two levels away), there's the Eternal Bless/Bane feats which lets you have a perma-Bless/Bane active. (Though, I don't think Tandem Onslaught or Empowered Onslaught boosts those, it's still convenient.)

You could pair it with a round 1 casting of Malediction.

Verdant Wheel

For Anadi, can we remove these limitations to their Spider Form:

“You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't flat-footed when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish.The GM might determine other manipulate actions are appropriate for your spider legs.”

Here’s Awakened Animal:

“Awakening altered your form, enabling you to speak verbally and stand on two legs. You can wear, hold, wield, and use items. Which limbs you use to manipulate items and how many are determined by you and your GM, but for the rules you function like a humanoid with two hands.”

A Climbing Heritage Awakened Animal is more spider than an Anadi!

Verdant Wheel

Possible for misinterpretation, but Curse of the Mortal Warrior (PC2, p.135).

Cursebound 1 Spells have an easier time wounding you. You gain weakness 2 to any damage dealt by a spell. *Any immunity or resistance you have to spells is suppressed.* This applies only to spells, not other magical abilities.”

Should probably change it to “Any immunity or resistance you have to spell damage is suppressed.”

This lines it up with how weaknesses from other RM Oracle curses are supposed to work.

Otherwise, it can be misinterpreted as suppressing any immunities to spells which Sure Strike and Guidance’s grant to themselves, meaning the Curse can override these immunities and make them spammable. And I don’t think this along the lines of “the oracle’s curse now just strictly debuffs” (James Case, Jul. 10, 2024). Even if it does help the RM Battle Oracle use one of their subclass function, it’s still not in the spirit of the game.

It means there’s an unintended loophole to getting around the Sure Strike change for the same “degenerate play” that Paizo wanted out of their game. So, since they care so much about it, they should probably make this as unambiguous and consistent as possible in the ruleset.

Verdant Wheel

Something I haven’t seen mentioned (or maybe it was?) that added power to the RM Oracle:

•Granted/poached spells at lvl. 1.
•2 extra domains.

Not perfect across the board, but Tempest/Flames/(pre SS nerf) Battle really benefited from these starter spells. And while Divine Access feat isn’t a RM option, the extra domains REALLY expand the Divine Access feature options of deity granted spells you can pick up.

So adding that to the other Oracle buffs, the class is pretty nice in terms of vertical and horizontal power.

Edit: And while it does come with a feat tax, all Oracles can access slot-less/unlimited Flight.

Verdant Wheel

Agreed.

Playtest was kind of fiddly because you had to choose between which damage type you WEREN’T resistant to (and didn’t stack with other resistances), pick something funny like Wooden armor (that only works if you get crit…which you’re not great at), or a combo like Mitigate Harm + Chain spec armor…which meant you were actually safer getting crit by someone…which wasn’t easy because you had better defenses. And Mitigate Harm + Chain spec being stackable meant it was really the only viable option.

Additionally, there’s the Malleable rune that an change an armor’s specialization type with 1-action…at lvl. 9. That’s way too late in the game. Additionally, Armors are heavily LACKING in terms of diversity and even depth.

I tried a Shield+Mitigate Harm Guardian and a 2H+Ferocious Vengeance Guardian, and weirdly, the weapons would’ve been better on the opposite version. 2H Guardian would’ve done better with Mitigate Harm while Shield Gurdian would’ve done better with Ferocious Vengeance.

Overall, Guardian was just not intuitive, did not provide the tools to do the fantasy, and the fantasy was mechanically undercooked because PF2e lacks an interesting/interactive structure for the PT Guardian to actually operate.

Flat resistance tied to the class (when in Medium/Heavy) and dropping the subclasses into feats was probably the more elegant way to get it done.

Verdant Wheel

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If we could prioritize new options:

New Style for Swashbuckler, new Subconscious/Conscious Minds for Psychic, and a new Way for Gunslinger.

I feel like they’re due for something. (I know Exemplar exists, but it’s barely 6 months old).

Other stuff:

A Witch class archetype that either gives a unique combat focused Specific Familiar, or lets you pick an Animal Companion and give it a few familiar functions (spell learning, spell preparation, familiar ability, limited selection of master/familiar abilities, but explicitly cannot become a specific familiar).

A “Reverse” Summoner class archetype that makes the Summoner the martial and the Eidolon the caster. (I know folks will say mechanically isn’t that the same as just reflavoring, but based on the RM Oracle discourse, not quite. Flavor-infused mechanics matter).

For Psychic, maybe a Sound-based Conscious/Subconscious mind focused on “vibing” with the frequencies in the universe, and harmonizing/dosrupting the vibes in others. Or for lols, a Psychic that relies on dealing *emotional damage*.

For Gunslinger…a cannon. I want an actual cannon. Inventor have have their fancy one, but I just want to blow a hole in the enemy in front of me.

For Swashbuckler, I really want a 2H focused one, but honestly, I’m sort of drawing a blank.

For Oracle, a new lvl. 1 Cursebound ability for a new host of related mysteries. Not sure how, but after playing FF14/FF5, I really want a Calamity Mystery Oracle. I like how some mysteries are like a twisted versions of other classes (such as a Blight Oracle is counter to a Druid), so I would like to see disastrous based mysteries.

For Wizard, a Theologian/Seminary class archetype. Could replace Arcane with Divine and instead of attending an Arcane School, they attended a Seminary which is just picking a deity they studied (doesn’t have to worship), which gives them their curriculum spells and a domain spell of their choice. Could have something fun like being able to use INT for Religion checks, or substituting Religion for Arcana checks.

Verdant Wheel

Ah, gotcha.

Didn’t catch you were referring to the PF1e->PF2e comparison.

Going back to Guardian, I guess it’s a good they kept the Medium/Heavy armor focus and changed Taunt’s operation.

I remember during the Playtest discussions folks were finding Taunt was more effective on a Bow Guardian…which wasn’t very “guardian-y”, lol.

I did suggest that there could’ve been a “Parade Armor” feat that let you tweak any Unarmored/Light armor equipment into Medium armor (with stat adjustment, similar to how Armored Skirt works). And while wearing your Parade Armor, you should get a bonus to Intimidation and Society checks.

Coz I think the part I wanted the Guardian to do more was rely on armor traits and selections, but honestly, the armor system is one of the least interesting parts of the game and hopefully can be spruced up in PF3e.

Verdant Wheel

Ryangwy wrote:
exequiel759 wrote:
Also, in regards to clerics in particular, I really don't understand why the base class doesn't have armor proficiencies and the warpriest only goes up to medium armor without a (horrible) feat. The cleric was the armored caster of D&D 3.5 and PF1e so I find really strange that now it doesn't begin with at least light armor, with the warpriest going up to heavy armor. I also won't ever be convinced that Warpriest's Armor isn't a bad feat. It's literally a general feat for the price a class feat. The animist, bard, druid, and oracle have at least light armor proficiency, so why doesn't the cleric?
Beyond the fact that this is still the Guardian thread, the PF1e cleric is, in fact, the warpriest doctrine, not the cloistered cleric, and they got medium armor in PF1e as well, so everything works out. The Oracle actually lost medium armour, too.

Oracle never had Medium Armor. Only Battle did, but they also had Heavy because using its Curse benefits left you -2/-1 to your AC, effectively making you the same as Light/Medium armor wearers on first contact in an encounter.

Verdant Wheel

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Ryangwy wrote:
Khefer wrote:

I thought I’d add one voice of someone who was never intrigued by Pre-Oracle (but did stay informed), yet absolutely fell in love with the RM-Oracle. (Coz I know Paizo does look at these boards).

Overall, I think 1) divorcing Revelation/Curse level, 2) Cursebound abilities, 3) Negative Curses, and 4) Curse as a resource poll were all great ideas (I really like James Case’s class designs). I love having these pocket powers available (separate from typical caster resources) that I can tap into for a cost. But I do feel pretty feat starved with the RM Oracle.

Just checking, do you like cursebound abilities being available to all mysteries? It's definitely one of the things which I feel makes the mysteries very same-y but if it's valuable to players like you then that has to be taken into account.

(Personally I say heck to it, make each mystery's initial cursebound unique and unpoachable and now you can afford to have terrible curses even keeping the other things on your list, but I'd like to hear your views!)

Thanks for asking! I apologize if my thoughts are a bit raw/first draft. I don’t usually get to have a wholesome/good-hearted conversation about the RM Oracle (and potentially generating discussions on how Paizo should approach this in the future).

Short answer: I personally don’t think internally poaching/sharing lvl. 1 Cursebounds result in sameness. One main thought, the lvl. 1 Cursebounds have usage restrictions (initiative only, immunities, is a heal), we only have a max of 2 uses, and there are penalties (Curse) that come along with it, which means lvl. 1 Cursebounds tend to be a fraction of my Oracle’s combat abilities (because most are hard-locked to generally one usage per combat). Two, the rest of the Oracle’s combat options are made from their Mystery/spell decisions, which means granted spells, revelation spells, and repertoires cover a large portion of what the Oracle does in combat. Three, there’s a trade-off in spending feats to pick up other lvl. 1 Cursebounds such as Domain Acumen to pick up another focus point/spell as using it doesn’t have increased negative effects. Four, the chances of 2+ Oracles in the same game is likely going to be rare (someone will probably change to something else) and in Session 0, I’m more inclined to believe they’ll instead discuss synergy rather than trying to undermine each other.

Essay Answer: In my (growing) personal experiences so far, it hasn’t? And based on what I’ve done with building and seeing another RM Oracle in action, I don’t think same-ness will ever be a problem? I guess I sort of see it has having 4 “core Oracle identities” but then there are 2/(3) playstyle/subclasses in each core identities (if we shift perspective and view Cursebounds as a category rather than a component).

What I’ve experienced: my PFS folks are now more familiar with what an Oracle brings to the table as there’s only 4 core Cursebounds. And I feel like that’s been a good thing because it makes the Oracle so much more identifiable in what they will be bring. In one PFS, there was me (Battle) and another (Bones) Oracle. It became clear that I had a strong party support with Oracular Warning and they had post/emergency healing with Nudge the Scales. In a beginner game, I had a Battle Oracle with both Whispers of Weakness and Oracular Warning. My team picked up quickly what to expect by playing with an Oracle (none of them have played with one) and now they’re familiar with 50% of what different Oracles can bring to the table in the future. I think it’s also good in the future if Paizo accidentally makes a “weak” Mystery. At least there’s that core Cursebound identity. I think it’s a good thing as Oracles now have a “baseline identity”.

But I also don’t think that risks sameness, because even amongst similar Oracles, the Mysteries will make things extremely different. As an example, I also made a Time Oracle (coz…time mages are fun) and it’s a completely different playstyle from my Battle Oracle. While both have the same Cursebound, that only applies to initiative. What I did during combat differed. As a Battle Oracle, I have a lot of different weapons I could start with because Weapon Trance lets me choose any ancestry without worries about what weapon accesses they have. I also felt more inclined to Runic Weapon (Greataxe)+Weapon Trance myself, then try to delete an enemy with a Stride (Flank)->Sure Strike->Strike (which I did and that surprised the table). I had a preference for Concordant Choir so I could have a 1A Concentrate save-spell in melee to go along with my Strike (which makes it great for avoiding reactions) while still having a spell for ranged AoE. On my Time Oracle, there’s a bit of randomness due to Temporal Distortion, which means I lean more towards caster/support (if Clumsy, use Bless. If Enfeebled, maybe use Benediction. If Stupefied, try a Demoralize/Command/Ill Omen). So, same Cursebound, but unique Mysteries and different repertoires to support that.

Going back to multiple Oracles (Bones/Battle), if Bones picked up Oracular Warning and I picked up Nudge the Scales at lvl. 2, our Curses could make us different. I’ve had a situation where I fought a caster boss in PFS, but our party decided to rush in without that knowledge. I used Oracular Warning to try and give us initiative, but the boss won out and got a nice AoE spell on us. That hurt my Oracle hard, so while the melee moved forward to the boss, I stayed back to help another martial with an add. So in the hypothetical of the Bones/Battle both picking up the same Cursebounds, if we knew we were at risk of fighting casters, it would offer strategic reasons for him to Oracular Warning instead of me, which means I shift to saving my Cursebound for tactical heals (Nudge the Scales) rather than him. Conversely, fighting enemies with more Void abilities, I would prefer to run Oracular Warning over him, to minimize his vulnerability. Otherwise, Weapon Trance can be action straining, that it’s better for me to Oracular Warning and emergency back-up Nudge the Scales while Bones can 2A cast and 3rd action Nudge from the backline.

Add to that, how we grow our Oracles is a lot more diverse and complex because we have so many different things we want to improve: our Cursebound “usage”/options, our focus spell points/options, our spell casting/spell slot uses, etc.. and they all have trade-offs that I have to sit with that decision for 2 levels.

Another example, of a Cosmos Oracle I was making, I have a choice at lvl. 2 for more focus points/focus option (Domain Acumen), “more” Cursebound “use”/option (maybe Foretell Harm), larger spells (Widen Spell), or safer backline casting (Reach Spell). Would picking up Foretell Harm detract from my Tempest Oracle (got to play one in a one-shot)? I personally don’t think it did!

My Cosmos Oracle can Oracular Warning, and I would likely use Foretell Harm with Spray of Stars to help improve its AoE damage while Dazzling enemies (defensive buff!). On my Tempest Oracle, I have options of Domain Acumen, Oracular Warning, Reach Spell, etc.. I personally picked up Domain Acumen for a second focus point and Tidal Surge for some utility. As I have a strong blast spell (Thunderstrike), I’m more inclined to use Thunderstrike+Foretell Harm for a strong single target blast, then using Tidal Surge for positioning martials (closer or further). Alternatively, Reach Spell would make it easier for me to Tempest Touch+Foretell Harm, then Thunderstrike next round. And if they were lvl. 4 Oracles, I might instead choose Whispers of Weakness + Domain Acumen (Charged Javelin) on Tempest. I can Whispers of Weakness, get the +2 for Charged Javelin, and then Foretell Harm if Charged Javelin hits, then Thunderstrike next round (hopefully with the save penalty). My lvl. 4 Cosmos Oracle could try to do similar with Whispers of Weakness and Domain Acumen (Moonbeam), using Whispers of Weakness + Moonbeam to try and Dazzle the target, then Stride + Spray of Stars for another round of Dazzle. Same feats both Oracles, but they both would feel different to me even if they were doing the same caster-y thing as one is about maximizing electric justice and the other is about debuffing (with damage).

TLDR: That said, this is ANECDOTAL (and clearly I have an obsessive bias). I don’t think it does cause sameness, as the it’s not just having components, but it’s how the components can interact as more components are added in.

Hopefully that was helpful! I’ll leave myself to the possibility I’m deluded and wrong, but maybe there’s something to glean out of this long-winded answer!

(Edit: If anyone wondering why I keep using Weapon Trance, it’s moreso that I have a philosophy of trying to explore classes at their baseline and really exploring the flaws of something personally/extensively. I have a friend who is a min-maxer and he can be the “best” at something, but he doesn’t know why. He also can’t explain why to choose one thing over another. I really like understanding things as a whole and I also love exploring what causes fail-states, so we can learn from it. So, that’s why I keep playing with Weapon Trance and not picking up an ancestry that can grab Ancestral Familiarity or pick up Weapon Proficiency. Because that ignores the problem, rather than trying to explore it. I don’t think anyone is required to do that, that’s just how I like approaching things.)

Verdant Wheel

I thought I’d add one voice of someone who was never intrigued by Pre-Oracle (but did stay informed), yet absolutely fell in love with the RM-Oracle. (Coz I know Paizo does look at these boards).

Overall, I think 1) divorcing Revelation/Curse level, 2) Cursebound abilities, 3) Negative Curses, and 4) Curse as a resource poll were all great ideas (I really like James Case’s class designs). I love having these pocket powers available (separate from typical caster resources) that I can tap into for a cost. But I do feel pretty feat starved with the RM Oracle.

Admittedly, I do think not all Mysteries are equal and Paizo should take another pass at them. Examples being: Ancestors/Life/Battle need some tweaking to either their curse (Ancestors/Life), granted spells (Ancestors/Life), and revelation spells (Ancestors/Battle). Generally, Tempest, Bones, and Lore look good. I think Flames and Cosmos need a tweak to make their Curse more impactful.

If I could make some general tweaks, it would be:
•Major/Extreme Curse earlier (maybe lvl. 7 and lvl. 15, not 11 and 17). I don’t think using the original levels from the Premaster Curse class features make as much sense in the new system, especially since Overwhelmed isn’t a thing anymore and these are active powers, not passive powers.
•Divine Access at 9, not 11. (Getting both Major Curse and Divine Access at lvl. 11 feels very…back-loaded).
•Major/Extreme Curse grant a free Cursebound feat choice.
•Maybe a free lvl. 1 Cursebound feat of our choice (on top of our Mystery granted feat) at lvl. 1.
•Maybe a free domain revelation spell at lvl. 1, but drop Oracle back down to 3-spell slots.

On a selfish note: I do love my RM-Battle Oracle. I like Weapon Trance conceptually (and intent), but it is a (functionally) bland focus spell. I think they can thematically incentivize it by 1) also auto-sustains whenever you use a Cursebound ability or Mystery spell (granted/accessed/focus) and 2) a status bonus to weapon damage rolls equal to your Cursebound value.

Overall, I’ve enjoyed the RM Oracle. Contrary to some online discourse I’ve seen, I do think it has its own niche amongst the Divine casters and if taken another pass at, I hope Paizo solidifies its place in that niche further. Coz, the die has been cast and the decision has been made on what the Oracle is now.

However, with Paizo finally doing actual class-class archetypes, I really hope they listen to the passionate Pre-Oracle players here and cook up an Oracle class archetype to bring back some of that beloved legacy Oracle playstyle.

I think PF2e is big enough for both RM and Pre-Oracle players to exist.

Verdant Wheel

I personally feel like it’s more of a poaching issue with the Oracle Dedication than just the Oracle itself.

Any class can just grab Flames Mystery as their archetype curse as 1/2 Fire damage per round at lvl. 4 (where you’ll have 36-44ish HP) is hardly an issue.

I think instead, they should have you pick a Mystery (simply for your cantrip/spell/revelation spell option), but give a dedication specific Curse (something like, you gain -X untyped penalty to all checks or whatever) equal to your Cursebound value. That way, yes, you can use Oracle Cursebound’s power as well as them, but it stings more on non-Oracles than actual Oracles.

Verdant Wheel

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I know Piecemeal armor won’t be a thing in BattleCry! (or *will* it?), but man, I’m hoping that might be a Guardian mechanic of being able to piece together different defensive benefits for their armor.

Guardians are supposed to be to their armor as Fighters are to their weapon and I really wanted the Guardian to be nerdy and tweaking their armor all the time.

Grimmyr’s story makes me hope that there’s gonna be something like that for the Guardian, but prob just wishful thinking on my part.

Verdant Wheel

Tian Xia: Character Guide
Wayang Weapon Familiarity

Weapon familiarity usually includes a line that says you gain access to Uncommon weapons with your ancestry trait. Wayang does not. Merfolk does this, even though there are no weapons with the Merfolk trait.

Whether or not Paizo intends to make Wayang weapons isn’t the point, it’s just incorrect in terms of how the Weapon Familiarity feats work and for future-proofing.

Excerpt: You learned to fight with weapons that help you keep your distance or make the most of striking from shadows. You gain access to and familiarity with the blowgun, fighting fan, kris, longspear, machete, sai, and trident. You have familiarity with these weapons—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

Add: You gain access to all uncommon weapons with the wayang trait.

Verdant Wheel

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Any guesses when this might happen?

Considering that the Fall 2024 Errata happened in December (end of business Q4, which I'm guessing is the Fall Quarter), that would mean Spring 2025 Errata would likely happen at the end of business Q2, which places that at the end of June?

It would line up in terms of "hype".

May is Paizocon 2025 and July is BattleCry! release. Spring 2025 Errata releasing in June would be a hype-filler between these two events.

(Also, don't think we've done it recently, but thank you Maya for your hard work in the background?)

Verdant Wheel

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I'm not sure if this is something Paizo deals with in their errata...

But Korakai's Remastered Pregen Sheet (1/3/5) has some mistakes in the Revelation Section.

For lvl. 1 sheet: Pg. 2.
For lvl. 3 sheet: Pg. 2.
For lvl. 5 sheet: Pg. 3.

For Lvl. 1/3/5 Korakai, on the page with Revelation Spells and Curse, it says under Revelation Spells:

"When you cast a revelation spell, it causes your oracular curse to progress (see Oracular Curse below)."

That is no longer true in the Remaster.

For lvl. 1/3/5 Korakai, on the page with Revelation Spells and Curse, under the Tempest Touch spell:

"Tempest Touch (uncommon, cold, cursebound, focus, manipulate, oracle, water)"

Revelation spells no longer have the cursebound trait, so Tempest Touch should not have the cursebound trait in the Remaster.

For lvl. 5 Korakai, on the page with Revelation Spells and Curse, under the Charged Javelin spell:

"Charged Javelin: (attack, cursebound, electricity)"

Charged Javelin is a revelation spell, but revelation spells no longer gain the cursebound trait. Charged Javelin should not have the cursebound trait in the Remaster.

Verdant Wheel

I found it on my own after being introduced to PF1e at work. I’ve never really played TTRPGs before and thought D&D was a dumb waste of time. I also thought D&D was pretty generic and boring fantasy (without knowing that is where all modern fantasy games are based around). I only got into TTRPGs because my line of work at the time meant I ran out of things to do and the imagination of PF2e helped me get through it.

Anyway, there were three things that attracted me to PF2e:
•Modular character customization via feats, ancestries/heritages, skills, etc..
•Four spell traditions
•Three-action system

3-action system made for an intuitive to play (I always got confused on what’s standard/bonus/free/reaction/move actions). The four spell traditions made casters kinda more fun and deep. And the modular character creation is what I want from RPGs. I hate playing RPGs with no freedom of exploration or expression.

And you guys keep knocking it out of the park with new ancestries and class options. The respectful approach to culture and diversity really draws me in, especially when you (Paizo) have gone out of your way to accurately adapt not well-known cultures into fantasy. I’m really amazed when you did for Minata and some choices in the Character Guide!

Please keep doing that! I only hope PF2e continues to grow because it’s the only big TTRPG I know (in my limited experience) that allows me to play what I really want to play in the way I want to play it.