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Pathfinder Starfinder Society Subscriber
![]() I do like charisma for emphasizing the dealing with creatures/ pact aspect of the class identity. Diplomacy and Intimidate should be powerful tools in the thaumaturge's arsenal. It also limits the class's Recall Knowledge dominance to monster weakness, rather than making a monster hunter just as knowledgeable about Arcane theory as a wizard. ![]()
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![]() Aaron Shanks wrote:
Thank you for clarifying, Aaron. Do you have any idea when we might see a post-GenCon update/statement? ![]()
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![]() kayman wrote:
You are putting words into her mouth that just aren’t there. The thrust of her entire thread was that management acted indifferent to concerns people raised to them. ![]()
![]() Race Dorsey wrote: Plenty of GM's are opening their games to the playtest options. We didn't get the Secrets of Magic playtest sanctioned for Organized Play so GM Opt-In for Guns and Gears is already a great improvement. Let's keep this whole thing a positive experience so in the future we can continue to have GM Opt-In playtests rather than nothing at all. Yes, let's go into this playtest respectful of everyone involved: players, GMs, class designers, and OP staff. It is best to playtest with GMs and other players ready and eager to playtest with you. ![]()
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![]() Verzen wrote:
That is so boring in comparison to what we have in the playtest. I'd much rather have something to build on and make my own than a generic blob of evolution points. ![]()
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![]() Cole Deschain wrote: Putting aside the relative cost benefit analysis of curses versus what they give you... it just doesn't feel right. Of all the things to adjust with the oracle, a least curse effect seems a pretty straightforward addition. I'd prefer 1:1 curses, myself, but alternate curse options that are still tied strongly to the mystery playstyle would be neat to see in future publications. ![]()
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![]() Midnightoker wrote:
Bane and Bless are specifically tagged as Mental, and Protection is uncommon. Please keep trying. ![]()
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![]() Midnightoker wrote:
They can utilize any essence. But, they also must include either Mental or Material. ![]()
Pathfinder Starfinder Society Subscriber
![]() When witches and wizards study, they use intelligence. For wizards, their learning is academic. For witches, their learning is more intuitive, but still fundamentally based on knowledge and lessons. When clerics study, they use wisdom. For clerics, perceiving, intuiting, understanding their gods is the purpose. Memorizing holy texts doesn't grant a cleric power, it is by understanding and connecting to the nature of their deity via those texts, and communing through prayer. Those differences are highly related to the traditions of magic each can cast. I don't see divine spells as ones you can learn. And so the witch, as a class that learns their spells shouldn't have access to the divine tradition. ![]()
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![]() I think players/GMs should absolutely be able to make their own idea for patrons and what lessons are available. It shouldn't have to be homebrew to do that. Every witch should be able to decide on their patron for themselves. Some suggested Patrons in a side bar sounds about right. ![]()
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![]() Mechagamera wrote: Player: They cast spells and have horrible curses that This is the Advanced Player's Guide, after all. The fun part of oracle curses is coming up with tactics that maximize the beneficial effects while minimizing (but not eliminating) the drawbacks. Curses have to feel bad so that players can feel good about overcoming the challenge. Otherwise, what's the point? Go play a sorcerer if you want easy mode. ![]()
Pathfinder Starfinder Society Subscriber
![]() I think a witch is fundamentally Arcane. That's what they were in PF1. But because their study is less restricted than wizards, they can end up learning more about the Mental essence and end up Occult (headology), or more about the Material essence and end up Primal (hedge witch). But being fundamentally Arcane casters, they can't set out to study the Vital or Spiritual essences that make up Divine magic. That's how I see it, at least. ![]()
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![]() Three characters I'm planning to build once I have Pathfinder Second Edition: 1. Alara, a feisty monk/sorcerer who applies the discipline she learned growing up in a monastery to the burgeoning magic she discovers within herself. I'm not sure whether her bloodline will end up in the Arcane or Occult discipline. 2. Lissa, my halfling Chosen One Paladin of Shelyn from first edition. I'd like to recreate her as a Redeemer of Shelyn. I'll try to get her a familiar again as well. 3. A dwarven wildshaping druid. I haven't explored wildshaping much in first edition and I want to see if it is more appealing now. ![]()
![]() Matsu Kurisu wrote:
I played Radillo! I had a feathered cap one of the days. Like many conventions, I remember the people at the table best by the characters they were playing. Who were you playing again? Convention gaming is tough for card players. ACG stories and rewards are much more linear than RPG and it isn't as easy to drop in and out of games. The game is best with a dedicated group playing through together. If you want to do another PFSACG marathon together, I would help make it happen. Conventions:
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![]() Matsu Kurisu wrote:
Were you part of the table that powered through three Adventure Decks of Faction's Favor? ![]()
![]() John Compton said as much last week. John Compton wrote:
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![]() The survey for Part 2 is open on the Playtest homepage. ![]()
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![]() Freder1ck wrote:
Yes, it says all that under Skill Increases. Are you not seeing the second paragraph, or do you not think it answers your question? Classes wrote:
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Pathfinder Starfinder Society Subscriber
![]() kaid wrote: For the halfling knapsack it looks like the action listed to use its features is an operate action for the bag and the cookware. It does appear that in reading it again the tarts are just an interaction action which seems fine so useful for those but just seems weird to burn a daily limited resource for a pure RP cookware ability. Sure its neat and very halfling but does that really warrant using up a resource or the book keeping involved in that??? The tarts require an Operate Activation to eat, so 1 RP per 2d8 + 4 points of healing. ![]()
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![]() shroudb wrote:
That's fine if you are the only person who needs a tool, but the same 2 RP can equip an entire party in necessary gear rather than require all four party members to spend 1 RP on their any tool. The bag of holding is twice as RP efficient. ![]()
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![]() Shade325 wrote: In the case of the ooze should I have called for initiative but left the ooze as unseen? If you call for initiative and the PCs go before the creature that is unseen doesn't that just tell them to make a bunch of Seek checks until they find it? Initiative is determined by Stealth and Perception checks. If the PC's Perception checks are higher than the ooze's Stealth check, they've seen it and can react first. If the ooze is Stealthy enough, it gets to go first instead. This works out about the same as the PF1 practice of allowing PCs a perception check to act in the surprise round of an ambush. ![]()
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![]() shroudb wrote:
Yeah, anytools can't replace climber's kits or disguise kits. And for what they can replace, an anytool requires 1 RP per party member, while a bag of holding requires 2 RP for the whole party. ![]()
Pathfinder Starfinder Society Subscriber
![]() I think I kind of like the bag of holding. The use of resonance does make players think about what they want to store in it and why. I imagine I would fill one with a variety of tools and situational kits to make sure my party always has an item bonus for relevant situations. 1 RP is not a high cost to give the whole party a bonus to Climb the frozen waterfall. ![]()
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![]() Klladdy wrote:
Check out the Playtest FAQ. Looks like the plan is to have regular discussions streamed on the Twitch channel and archived on YouTube. ![]()
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![]() Kerobelis wrote:
Yes. Continuing on page 292: Quote: If your enemy is far more powerful than you or a task beyond your abilities, you might roll a natural 20 and still get a result lower than the DC. In this case, you succeed instead of critically succeed or fail.
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![]() Asuet wrote: You can use double slice in combination with hunt target. Turn 1 you use hunt target. Turn 2 you attack and then double slice. That way you have 3 attacks with minimal penalties. Yeah, combining Hunt Target and Double Slice is pretty potent. Is it better to attack once, then double strike at -3 or make two attacks at full BAB and then one at -6, though? ![]()
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![]() Ghilteras wrote:
That paragraph is not suggesting the wall itself changes. It is saying that high level characters are more likely to storm the iron-walled fortress than the crumbling stone castle. A high level character approaching the crumbling stone wall just won't consider it much of a challenge.
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