Ferious Thune wrote:
A condition in a scenario that is triggered by specified actions is one thing. Every GM having the freedom to decide what earns a point seems like it would invite conflict between players and GMs.
Infamy is strictly better than the PFS1 version of an alignment infraction. In both cases, the GM must inform the player that their actions could be considered Evil and the player has a chance to reconsider.
Infamy is better because GMs have better examples and guidelines that reduce table variation from the PFS1 implementation.
Marco Massoudi wrote:
Playtest Announcement FAQ wrote:
We'll also have a free PDF-only playtest bestiary and other free game aids, such as character sheets and rules reference cards.
A wide variety of classes have some form of healing available. linked
Ultimate Magic introduced the emotion descriptor and applied it to calm emotions.
Emotion: antipathy, aura of greater courage, bane, blessing of courage and life, calm animals, calm emotions, castigate, castigate (mass), cause fear, crushing despair, doom, euphoric tranquility, eyebite, fear, forced repentance, good hope, hunter's howl, moonstruck, phantasmal killer, phantasmal revenge, rage, rally point, scare, shared wrath, symbol of fear, sympathy, weapon of awe, weird, wrath.
Claws are natural weapons.
No. One of the favorite things the devs like to talk about is being a bear-owl.
Brew Bird wrote:
Fiendflesh shifters can assume fiendish aspects for minutes per day, including DR/good and darkvision. Eventually gets wings and energy resistances.
Rageshaper doesn't get animal aspects or wildshape. She gets bigger and goes into a rage. She must make an easy Will save to end the rage, and if she runs out of rage rounds, she is confused instead of dropping out. If you liked the idea of the Brute(vigilante), but hated the execution, this might be the archetype for you.
Other Section Contents:
Blighted Myrmidon (anti-paladin)
Ferocity (psychic discipline)
Symbiosis (psychic discipline)
Wood (shaman spirit)
Leshy Caller (summoner)
Arrow Champion (swashbuckler)
Avenging Beast (vigilante)
Feral Champion (warpriest)
Disaster Blessings (earthquake, flood, tornado, wildfire)
Did you say there are antipaladins? What do they do? Are there any shaman options? Any cool rituals?
Just one. A Blighted Myrmidon that smites nature.
Wood shaman spirit.
There are five new rituals. My favorite is for putting kaiju back into their dormant state with Perform checks.
What all did the Barbarian get, if I may ask?
A whole page of rage powers: Four seasons, Tyrant totem improves bite attacks, and an eclipsing line that lowers light levels nearby.
No. They are not specific patrons. Four seasons, thorns and woodlands.
Flood walker likes to drown you
The Fool wrote:
There is a new bloodrager bloodline (Verdant).
The preview will do it more justice. It's a leshy, but a little more like a person.
How many options are there respectively for vermin/plant companions? Are there any new ways to unlock them?
Eight new plant companions and twelve vermin companions.
There is a hunter archetype for plant companions, and language for GM discretion allowing plant companions to any druid. Ask your GM!
How many archetypes are there for the Shifter?
Six. (listed above)
Several archetypes are related to fey in their flavor or abilities. Only the paladin archetypes and the antipaladin archetype could really be said to be for or against. I'm not sure how to answer your question
In addition to the hunter list: deinonychus, lizard, wolverine.
The blighted defiler gets bonuses from stealing the life force of nearby land and baby animals. The DCs of wild talents and Con-based effects of wild talents are based on Strength instead.
What kineticist archetypes are there?
Did they improve on woods lackluster defense? How does the wood element look? Is it better than it was previously or just a compilation ?
Flesh of Wood looks the same. There are several additions, such as the wood/wood composite blast
Milo v3 wrote:
It does sound like the monsters are just a coat of paint over a set of numbers though.
Maybe if you constrain yourself to painting by numbers.
If you already have the vision of what you are building, the system lets you realize that vision with a strong sense of what level of challenge it will provide to players.
Rysky the Dark Solarion wrote:
It feels like stats were summed up and then a monster was slapped on as an afterthought, rather than a statblock built for that particular monster. And then there's the class grafts...
Have you listened to the monster creation panel from GenCon? That might give you a better idea for how the process works in practice.
The room made a pretty weird monster together.
Eric Hinkle wrote:
Each of the heritages include areas where they are common.
Scapegoat give a bonus against curses and once per day you can attempt to absorb a curse from someone. If you succeed, the remaining duration affects you instead.
Joe Hex wrote:
There is a focused patron option called Fey Gifts that may be of interest. It's geared a little more toward the trickster kind of fey, but I think you could make it work. You'd get a portion of the Horned King's ability to command others at the cost of some luck.
The bit about boy witches reminds me of a character concept I had. I wonder if there will be anything for males born from hags? Surely the don't only birth changelings?
Hags only bear female children, but some changelings lack clearly defined sexual traits or may grow to express masculine identities.
This is an irate 30 year old saying "I paid the same price as everyone...
Just a note, but you haven't paid yet. The funds may be authorized, but you aren't charged until the shipping label is printed. You'll get access to the pdf as soon as you've paid for it.
Edit: I really like Opsylum's banquet analogy.
Super interested in the spiritualist archetype. Does the Hag phantom act as the spiritualists patron? Is it still a spontaneous caster (just arcane now)? Do they get any interaction with the traditional witch patron mechanics? Thanks for any hints :)
The hag phantom isn't a patron, but they are a bit more independent than a typical phantom. They are evil, and might have their own schemes.
doc the grey wrote:
What are the changes for the sea hag born changeling?
Sea-born (or brine may) have the same hag trait as before, allowing them to hold their breath for longer than normal. When they awaken their hag heritage, they gain a swim speed. Their ability modifiers favor dexterity instead of charisma. They are also very fickle.
Thomas Seitz wrote:
The patron categories are one of the things I'm most excited about. They make having a patron more interesting and play well into the theme of power at a price.
There is a good variety:
Celestial Agenda- Endurance, Healing, Light, Portents