Mystic Theurge

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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 1,608 posts (1,613 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters.



Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

I was looking through Battle Cry with my playgroup and one of my players noticed the Atlas Arcane item.

The Atlas Arcane is a 7th level item with the following effects:

Quote:

This well-worn vellum scroll has edges trimmed with golden

thread, and it unrolls to reveal a map of the nearby area. The
atlas arcane always shows the surrounding area (out to a 36-
mile radius centered on the map) with a reasonable level of
detail, providing a +1 item bonus to Survival checks and any
skill checks to Recall Knowledge, provided the checks are
related to the location detailed on the map.

Activate—Situation Report [three-actions] (auditory, concentrate,
detection, manipulate) Frequency once per day; Effect You
speak a command phrase, and the map reveals the location
of all troop movements within the area it maps. This intel
is current the moment the phrase is spoken but does not
update afterward, and moving the map does not reveal
further intel.

Said player says that should allow you to know the shape/layout any dungeon you are in - at least on a floor by floor basis.

I can see a case for this, but I also have a feeling the intent is only for the world surface to be shown. This does constraints its usefulness for otherwise all sorts of legitimate applications.

What do we think?

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Pathfinder Lost Omens, Rulebook Subscriber

Shining Kingdoms gives us a new Wizard school, the School of Gates. I actually quite like this school, as both its focus spells seem very useful and it grants several school spells I quite like (Warping Pull and Echo Jump being stand outs).

I would like to focus in on the 1st level focus spell, Friendly Push, however. It reads:

Friendly Push wrote:


FRIENDLY PUSH [one-action] FOCUS 1
UNCOMMON CONCENTRATE FOCUS MANIPULATE WIZARD
Range 60 feet; Targets 1 willing creature
Duration sustained up to 1 minute

You exert magical force to propel a willing creature up to 10 feet in a straight line, including upward, though if they aren’t on solid ground or have another way to maintain their height (such as a fly Speed) when the movement ends, they fall. When you Sustain the spell, you can move them again or choose a new target within range and move them instead.

You can cast this spell on an unconscious ally, and if you do, the movement from this spell doesn’t trigger reactions.

Heightened (4th) The distance increases to 20 feet.
Heightened (7th) The distance increases to 30 feet.

Off the bat this has a lot going for it.

- It falls into that realm of focus spell where it can conceivably be used in every encounter for your entire adventuring career, and has a very iconic, "Build around me" feel.

- It can be sustained multiple times a round.

- Post 13th level, it can function as either a side-grade or upgrade to your own stride actions.

- Being a single action, there are several possible applications for the Ready Action

- It has a fun interaction with Catfall/Rolling Landing

- Probably some fun things can be done by a Liturgist Animist who poaches it.

Overall it can give your turns a very tactical "Chess master" feel with your party, and can have just some fun general interactions in several scenarios.

So What hijinx can we pull with it?

Party builds and combos, item interactions, everything is on the table.

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Pathfinder Lost Omens, Rulebook Subscriber

That is it, that is the post.

I won't rehash the myriad issues I have had Wizards over the years. Just revert the change that so that Runelords can remain as an actually good version of the class. The whole archetype has the rare tag already.

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Pathfinder Lost Omens, Rulebook Subscriber

Recently Michael Sayre posted the below on balance, design and notably Wizards.

Michael Sayre wrote:

An interesting anecdote from PF1 that has some bearing on how #Pathfinder2E came to be what it is:

Once upon a time, PF1 introduced a class called the arcanist. The arcanist was regarded by many to be a very strong class. The thing is, it actually wasn't.

For a player with even a modicum of system mastery, the arcanist was strictly worse than either of the classes who informed its design, the wizard and the sorcerer. The sorcerer had significantly more spells to throw around, and the wizard had both a faster spell progression and more versatility in its ability to prepare for a wide array of encounters. Both classes were strictly better than the arcanist if you knew PF1 well enough to play them to their potential.

What the arcanist had going for it was that it was extremely forgiving. It didn't require anywhere near the same level of system mastery to excel. You could make a lot more mistakes, both in building it and while playing, and still feel powerful. You could adjust your plans a lot more easily on the fly if you hadn't done a very good job planning in advance. The class's ability to elevate the player rather than requiring the player to elevate the class made it quite popular and created the general impression that it was very strong.

It was also just more fun to play, with bespoke abilities and little design flourishes that at least filled up the action economy and gave you ways to feel valuable, even if the core chassis was weaker and less able to reach the highest performance levels.

In many TTRPGs and TTRPG communities, the options that are considered "strongest" are often actually the options that are simplest. Even if a spellcaster in a game like PF1 or PF2 is actually capable of handling significantly more types and kinds of challenges more effectively, achieving that can be a difficult feat. A class that simply has the raw power to do a basic function well with a minimal amount of technical skill applied, like the fighter, will generally feel more powerful because a wider array of players can more easily access and exploit that power.

This can be compounded when you have goals that require complicating solutions. PF2 has goals of depth, customization, and balance. Compared to other games, PF1 sacrificed balance in favor of depth and customization, and 5E forgoes depth and limits customization. In attempting to hit all three goals, PF2 sets a very high and difficult bar for itself. This is further complicated by the fact that PF2 attempts to emulate the spellcasters of traditional TTRPG gaming, with tropes of deep possibility within every single character.

It's been many years and editions of multiple games since things that were actually balance points in older editions were true of d20 spellcasters. D20 TTRPG wizards, generally, have a humongous breadth of spells available to every single individual spellcaster, and their only cohesive theme is "magic". They are expected to be able to do almost anything (except heal), and even "specialists" in most fantasy TTRPGs of the last couple decades are really generalists with an extra bit of flavor and flair in the form of an extra spell slot or ability dedicated to a particular theme.

So bringing it back to balance and customization: if a character has the potential to do anything and a goal of your game is balance, it must be assumed that the character will do all those things they're capable of. Since a wizard very much can have a spell for every situation that targets every possible defense, the game has to assume they do, otherwise you cannot meet the goal of balance. Customization, on the other side, demands that the player be allowed to make other choices and not prepare to the degree that the game assumes they must, which creates striations in the player base where classes are interpreted based on a given person's preferences and ability/desire to engage with the meta of the game. It's ultimately not possible to have the same class provide both endless possibilities and a balanced experience without assuming that those possibilities are capitalized on.

So if you want the fantasy of a wizard, and want a balanced game, but also don't want to have the game force you into having to use particular strategies to succeed, how do you square the circle? I suspect the best answer is "change your idea of what the wizard must be." D20 fantasy TTRPG wizards are heavily influenced by the dominating presence of D&D and, to a significantly lesser degree, the works of Jack Vance. But Vance hasn't been a particularly popular fantasy author for several generations now, and many popular fantasy wizards don't have massively diverse bags of tricks and fire and forget spells. They often have a smaller bag of focused abilities that they get increasingly competent with, with maybe some expansions into specific new themes and abilities as they grow in power. The PF2 kineticist is an example of how limiting the theme and degree of customization of a character can lead to a more overall satisfying and accessible play experience. Modernizing the idea of what a wizard is and can do, and rebuilding to that spec, could make the class more satisfying to those who find it inaccessible.

Of course, the other side of that equation is that a notable number of people like the wizard exactly as the current trope presents it, a fact that's further complicated by people's tendency to want a specific name on the tin for their character. A kineticist isn't a satisfying "elemental wizard" to some people simply because it isn't called a wizard, and that speaks to psychology in a way that you often can't design around. You can create the field of options to give everyone what they want, but it does require drawing lines in places where some people will just never want to see the line, and that's difficult to do anything about without revisiting your core assumptions regarding balance, depth, and customization.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Hey folks, simple one here but I'm unsure on it.

Player wants to cheat at cards. I asked for a Thievery check, as they are basically attempting sleight of hand, which Thievery generally covers.

They protested and said it should either be a deception or Gambling lore check.

I let them do it on Gambling lore for this one, but I'm just wondering what should have been the call between here?

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Pathfinder Lost Omens, Rulebook Subscriber

Hey folks,

After seeing the text for the Dancing Blade cantrip in Dark Archive, I'm wondering if it might actually benefit from Potency runes. Here are some relevant text snippets

Dancing Blade wrote:
You telekinetically animate a weapon that’s unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an invisible duelist. When you first Cast the Spell, the weapon automatically flies to the target and Strikes. It moves along with its target, always remaining within reach. Each time you Sustain the Spell, the weapon either Changes Partners or Strikes. The weapon’s attacks use and contribute to your multiple attack penalty.
Dancing Blade wrote:
Strike (attack) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to 2d6 plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the versatile trait or can otherwise deal multiple types of damage, you choose each time you attack).

In addition, the spell itself doesn't actually have the attack trait, nor does it actually call for you to make an attack as part of the casting of the spell. Instead it seems like you are making an actual weapon strike with the weapon itself.

Its language and setup from any other spell that using a weapon to strike.

Pulling up the text for Spell Attack Rolls, we get the following

Spell Attack Rolls wrote:
If you have the ability to cast spells, you’ll have a proficiency rank for your spell attack rolls, so you’ll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.

Following on from that, if we look at the text of the runes themselves, it looks like because this is a weapon attack, made with the weapon itself, then it would trigger relevant runes.

Weapon Potency wrote:
Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune.

So what do we think, might potency runes actually apply in this instance? Being the first example I can think of where an item bonus might actually apply to spell attack roll.

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Pathfinder Lost Omens, Rulebook Subscriber

One of the Thaumaturge feats I feel in love with during the PT was "DRAW WARDING CIRCLE" and its follow up feat "QUICK CIRCLE"

For those who never used it in the Playtest, here is the text

Warding Circle wrote:
The circle is the simplest way to define a closed space, and by drawing a circle out of materials that resonate with a given creature, you define a space that prevents its entry—or escape. You spend 1 minute constructing a circle along the edges of a 10-foot burst, using materials you identified in the process of figuring out the creature’s weaknesses, such as salt to keep out a ghost or anointed silver to contain a devil. Anyone except the chosen creature can cross the circle without trouble, but the chosen creature must attempt a Will save against your class DC whenever it attempts to do so. On a failure, the chosen creature remains on the same side of the circle and the action it was using to attempt to cross the circle is disrupted. Creatures other than the chosen creature can spend a total of three Interact actions scuffing the circle to break the effect early. These actions don’t need to be consecutive. Because of the amount of time it takes, typically you construct a circle in advance after Investigating a specific creature. A circle remains effective until you either Draw another Warding Circle or your Esoteric Antithesis ends (typically until you use Find Flaws on another creature).

With Quick circle during its setup time from 1m to a 3 action activity.

Magic Circles are a staple of the occult genre and lore, found everywhere in fiction and in real life occult practices.The above feat was also super flavourful for the Thaumaturge, and I used it every chance I got during the playtest, because it was such a fun dynamic to play around with. We even started using it to detain suspect in our Edgewatch campaign.

I had hoped that something like this would have at least been pushed over to the Pact Binder, where it would also have a flavourful home, but the whole concept seems to be gone. Its not even a ritual as far as I can see.

Is it actually totally gone from Dark Archieve or am I missing it buried somewhere?

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Pathfinder Lost Omens, Rulebook Subscriber

Hey folks,

Since the playtest area is closed at this point, and I only finished playing the campaign last week, I thought I would provide my findings here.

Overall thoughts:

- Even from the limited playtest material, the Thaumaturge felt great to play and was a lot of fun. There was never a situation where I felt like I couldn't bring something to the group.

- As a single target damage dealer, the Thaumaturge was a great addition to the party setup. I think having a martial that's all about single target, and what's more, seriously hurts those single targets specifically, helps shift encounter focus a great deal. My group fell into a natural rhythm where the casters, who are more AoE focused by nature, would work on clearing a path for me to get to the boss/biggest enemy, with the rogue coming up behind me.

- My primary Implement was a weapon. For this I used a bog standard 1d8 longsword. The weapon implement is incredibly strong, stronger than I expected at first blush. All 3 tiers where amazing and in conjunction they all worked great.

- Being the "main" front liner wasn't as bad as expected. My Full implement load out ended up being Weapon, Amulet and Chalice. Originally I used the Lantern instead of Chalice, but my let me swap it out after I ended up hardly using it in the first 10 sessions. A reaction from the Amulet (or two) to mitigate from damage, and an action on your turn to Sip ends up shielding you from a lot of hits.

At 20th, My Thaumaturge was able to mitigate 48 damage per turn between the two. I advanced the Chalice to adept at 18th but kept the amulet at initial, as I felt that was good enough.

My party didn't actually have a proper healer, but between Drinking from the chalice and our Rogue with Battle Medicine, I was able to stay the front liner.

- Draw Circle and, more importantly, Quick Draw were amazing at early levels and kept being useful all the way to end-game. Being charisma base, being able to Bon Mot someone in a circle to keep them there just felt fun.

- We played with Free Archetypes. I sent these on Pathfinder agent, Scrollmaster and Bard MC. Between these, Pocket Library, Unified Theory, Cognitive Crossover and my various lore skills (I took Additional lore 5 times), making a Recall Knowledge check on Find Flaws stayed pretty breezy all the way to end game.

There is a bit of a disconnect when it came to non-combat Recall Knowledge checks, wherein, on paper I was build as a language guy, but with an Int of 12 from 1-19 and most of my bonuses only working in combat, it felt weird not to be able to fill that role as well. Lots of aid actions though!

- My character evolved in play due to my high Charisma making me an effective party face. I started out thinking I was going to be Geralt of Rivia, but ended up being closer to Giles from Buffy (not a bad thing mind you).

- Action economy was actually fine. Most of the things I see commonly noted in the playtest forum were, while at times annoying, fairly easy to work around and remain cohesive. Hand management and effective use of actions are things that once you solve them (around level 5 for me), you almost never worry about them again.

I did enjoy getting an action back with Unlimited Esoterica at 19th, but by that point it came too late and my play style was already locked in for it to make a real difference.

So, all in all, I thought it was great and hope its core remains mostly the same for release!

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Pathfinder Lost Omens, Rulebook Subscriber

There really is no good reason why they don’t have it. No other class has this penalty and, at this point, with the drop of G&G, you’ve just implemented a feat tax.

It doesn’t add any flavour to the class, nor does it actually impact balance. All it does is force wizards who want to dabble in guns to waste an additional feat.

Boo to that! Boo!

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Hey folks,

Taking a look at the gunslinger and its somewhat unusual proficiency scaling for non-firearms

Singular Expertise wrote:

This intense focus on firearms and crossbows prevents

you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can’t be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master

I'm curious how this is intended to act with the new series of combination weapons that are also in the book

Combination wrote:
Combination is a new trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has a firearm form or usage and a melee weapon form or usage. Table 4–3: Uncommon Combination Weapons lists the firearm statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the firearm usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a firearm Strike with the combination weapon against that foe without fully switching to the firearm usage, firing the firearm just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the firearm Strike.

When deciding on how to rule these, would you:

A) Treat the weapon as one item for Proficiency and use the highest prof to determine attack rolls.

B) Treat the weapon's prof bonus depending on what "mode" it's in. Using whatever the relevant prof on a per-attack basis.

C) Something else entirely.

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Pathfinder Lost Omens, Rulebook Subscriber

Hey folks, since we have 5 of the 9 implement ideas in the playtest, I thought we could have a fun thread where we design the other possible 4 implements and pitch out some ideas for them.

So far I've come up with the following:

Bell

Concept pitch: Something that allows you to wake the dead and give them orders. Speak with dead into eventually having a minion as your paragon benefit.

Initial Benefit

Adept Benefit

Paragon Benefit

Orb

Concept Pitch: The allows you to both see and work at a distance. The orb should allow you to see glimpses of the past, present and future.

Initial Benefit

Adept Benefit

Paragon Benefit

Sceptre

Concept Pitch: Something that allows you to have a bit more casting to you via staves. Since you'd be able to rotate them daily, I'd imagine a character going all-in on the Sceptre would have a small collection.

Initial Benefit

Each Morning you may prepare a staff as though you were a prepared caster, acting as though you had access to spell slots as a Wizard of your level. While holding your Sceptre in one hand and your prepared staff in the other, you gain the benefits of the Trick Magic Item feat using your Charisma modifier instead of the normal ability modifier used for that skill. If you have Esoteric Lore, you may Esoteric Lore in place of the normal skill check.

Adept Benefit

Your Sceptre and Staff fuse into one, allowing you to free up your hands when using your implement. During your daily preparations, you can magically fuse your Speptre implement and a magical staff together into one item. You prepare the staff at the same time you do this. This fusion lasts until the next time you make your daily preparations.

Paragon Benefit

Each morning you may empower your Sceptre with additional charges for that day by breaking down the magic energy found in scrolls and absorbing them within. When preparing your staff each morning, you may destroy a magical scroll and add a number of charges to your Sceptre equal to the level of the spell of the destroyed scroll.

Crown

Concept Pitch: Since Charisma is the class' key stat, the Crown should enable you to act more as the party face, and benefit more from social roles.

Initial Benefit

Adept Benefit

Paragon Benefit

Dark Archive

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Pathfinder Lost Omens, Rulebook Subscriber

Hey Folks!

Just thought I would do a quick break down of the raw number of spells open to each tradition now that we have SoM up on the archives.

It's an interesting look at the traditions and how they generally scope out. More spells generally equals more utility, so its an important part of how we understand the different traditions kits, and the impact it can have on "pick a list" casters.

Arcane: 489
Occult: 441
Primal: 357
Divine: 282

While we all knew that SoM didn't set out to change any of the trends we saw in the core, with Arcane at the top and Divine at the bottom, I am a little suprised to see Occult so close to Arcane in general. Obviously 40 odd spells is nothing to be sniffed at, but they are much closer in number than I would have guessed.

Primal is actually a suprise as well. Perhaps its because I favour both arcane and primal casters over other classes in general, but I always felt that primal was roughly on par with Arcane. But I guess not.

Just some numbers for thought!

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

So… spider form Anadi can’t let go of objects they are holding. The Release action has the manipulate trait, which spider form appears to disable.

I guess this is okay because they also can’t Interact with objects to pick them up.

Is this honestly intended?

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

So, I have a player who has an irrational love of the squeeze mechanics and everything that enhances them.

After a recent death, they have expressed interest in playing a Sprite. Knowing where this is going, I'd like to figure out just how small a space a squeezing Sprite can get through. Assume that they have whatever relevant feats that they could conceivably get access to, including the acrobat archetype and Rogue class feats.

From the Squeeze action:

Squeeze wrote:

You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.

Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
Success You squeeze through in 1 minute per 5 feet.
Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
Sample Squeeze Tasks
Trained space barely fitting your shoulders
Master space barely fitting your head

A Sprites head sounds pretty damn small to me.

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Pathfinder Lost Omens, Rulebook Subscriber

I love the interaction between Hit the Dirt! and Return Fire. It even makes me excited to get to 20th for Slingers Reflexes. Running Reload is a solid feat as well, with a decent amount of flavour build in.

If we could get a feat, at maybe around 12th level, wherein using the Hit the Dirt! reaction allows you to gain the benefits of Running Reload, while also triggering Return Fire, that would be great.

It goes along with the whole "Gunslinger Dodge" fantasy, while also allowing for an additional attack, to make up for the one which would otherwise be eaten by a regular reload action.

Dark Archive

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Pathfinder Lost Omens, Rulebook Subscriber

Triggers are apparently simply too hard for Wizards to workout.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Bit of a strange ask, I know!

I'm starting a new group of all beginners over Zoom (due to these coividy times) and got the Beginners Box to go through it all with them.

I was kinda hoping there would be some digital components to it as well, character sheets, beginners book, reference cards, etc, to help them get to gripes and have something handy to reference.

I'm planning to just display the map and pawns on camera and move models as the player directs, but it would be nice to for them to have something to quick reference.

Anyone got any suggestions / resources to aid with this?

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

The Arcane Duellist v1.0

Hello everyone!

After being inspired by this thread, I thought I would slap together a quick homebrew class archetype to showcase what some of my takeaways from that discussion might look like.

I've included what I think class archetypes will look like in general, some new feats, some new spells, some new items, and what I hope is an interesting mechanical take on the concept.

Is it balanced? Probably not! Is that why I've called this version 1.0? Sure is! Let me know what you guys think and what I can do execute on the concept better.

Looking forward to your feedback!

Dark Archive

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Pathfinder Lost Omens, Rulebook Subscriber

A player in my game recently attempted to use True Strike in combination with Devise a Stratagem in order to get two rolls as part of the check.

I made a table ruling of "No" due to what I thought would be incompatible wording, and I'm still pretty certain of that. That said, after reading both abilities after the session, I think there might be room for this to actually work.

Devise a Stratagem wrote:
Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
True Strike wrote:
The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.

The argument here would be that since Devise a Stratagem substitutes the result of its own attack roll with that of an otherwise normal strike, on the condition that True Strike is cast before Devise a Stratagem, then you would roll twice on the Devise a Stratagem check and pick the better of the two, as the Devise a Stratagem roll is the only attack roll you'd make in that round.

Could this argument, or some version of it, hold water?

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber
Maneuver in Flight wrote:
You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
Aerobatics Mastery wrote:
You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you're legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.

"Rarely", as a condition, seems very ambiguous to me.

Under what circumstances may one exceed their fly speed through use of a maneuver?

Can we, for instance, as part of a maneuver, voluntarily stop flying - fall 60ft - catch yourselves - then carry on with whatever our speed would otherwise be?

Is the clause mainly their to help get around edge cases that come up with the ascent and descent rules at various angles of steepness?

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Hey folks,

One of my players is plotting out a druid build for a high level game we're planning, and I want to run a clarification by you lot.

Contention:

The True Shapeshifter druid capstone feat, when paired with Perfect Form Control, means that as long as they stay in a form of a N-2 (8th level) Wildshape, they can stay Wildshaped forever. Since all durations within the level bounds would be permanent, they can then spend two actions to keep changing form without the need to spend any additional focus points, the duration permanent throughout.

Yay or Nay?

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Hey folks!

One of the "Wizards Suck" megathreads has spawned a breakout rules debate over the use of Clever Improviser and to roll any and all specific Lore subcategories.

Read the thread portion here.

The contention resolves around if having access to all subcategories is simply too good to be true?

Let's Discuss!

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Hey all!

One of my players asked me to look over their fighters build plan, and I have to say, it turned up something I haven't seen discussed yet. That is, the potentially crazy distances characters can potentially leap to thanks to Cloud Jump.

_________________________

Character Relevant feats and abilities:

1) Assurance (Athletics)
2) Powerful Leap
3) Quick Jump
4) Cloud Jump

Assume Legendary in Athletics and a Strength over 20.

_________________________

My player has put to me the following:

While making a Long Jump (a single action thanks to Quick Jump, with no additional Stride required), they can take the default check of 38 (at 20th level) thanks to Assurance, for a Long Jump distance of 43ft (+5 from Powerful leap) - Additionally, they are an Elf with Fleet and Boots of Bounding for 45ft base movement. Since Cloud Jump triples the distance you can Long Jump, this would provide him with a Long Jump of 129ft, for 1 action, no check.

Does this look right to everyone?

The contention was "Why would I ever bother to take a Stride again when I can just bounce everywhere?" and its a compelling case given how much additional distance they can cover on a single jump.

Are 20th level characters with Athletics just going to be bouncing all over the place instead of doing any actual movement?

Dark Archive

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Pathfinder Lost Omens, Rulebook Subscriber

The evolving guide to Modular Wizardry for Pathfinder 2nd Edition

It just occurred to me that I never actually made a thread for the release of my Wizard guide.

I imagine many of you will have already seen, messaged and complained to me about the contents on reddit or discord, but I thought it would be a good idea to open a thread here to help me catalogue things.

Ideas for inclusions, discussions, corrections, questions, thoughts, swear words and general meanness, throw it out here.

I would also like to generate some discussion on the more contentious aspects of the guide. That said, if a section of the guide already has one of those big red Contentious tags, please don't tell me you think its wrong. I already know!

EDIT: Also note that the guide is very much a Work in Progress.