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Parry's page
Pathfinder Lost Omens, Rulebook Subscriber. 76 posts. No reviews. No lists. No wishlists.
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Pathfinder Lost Omens, Rulebook Subscriber
I wanted to chime as I am running this for my group as we take a break from our regular AP (Gatewalkers) since the GM is in the process of moving.
I am having a great time, I echo the praise already shared in this thread (although I am not taking it as seriously as maybe the content warrants; I didn't want to get too grim dark so I have been writing the summaries up as penny dreadful novel blurps).
My one question/concern is the pacing and resource use for the castle infiltration. We are using this as a way to see how highlevel PF2 works, and the complexity of the characters has been rewarding for the players when it works out, but a few combats turn into a slog when everyone gets their wires crossed. The issue of resting came up just as they got 9 infiltration points. My solution was an effect called Achaekek's Goad. They received like a half resource regen and healing, but they had to kill someone within 10 minutes of be doomed 1. It sped the infiltration along a bit.
Also, I have to give praise once again for the foundry module. It totally makes it easy to track infiltration and alertness points. I am looking forward to the twist and especially Vatum's appearance at the end of the chapter.
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Thanks! I was leaning towards this as well. We are doing the automatic rune progression sort of thing on another game and it seems to be working well.
Pathfinder Lost Omens, Rulebook Subscriber
Hey all. I am getting ready to run PfD, and I was considering ABP (the players really love it). Has anyone else started with ABP, and if so, how did you adjust the starting loot suggestions?
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Pathfinder Lost Omens, Rulebook Subscriber
Gortle wrote: SuperBidi wrote: YuriP wrote: I also like Shock to the System. This spell is just broken: Just cast it on a Minion and you have a 1-action Thunderstrike 5 every round. Yep I'll add that to my notes. But summoned creatures automatically disappear. So a follow on from Final Sacrifice for your brave Animal Companion or Familiar? Ouch.
It is a level 7 spell though... That's why I name all my companions "Old Yeller".
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I think with the nature and history of the Whisper Way, so illusion and deception focused spells would be appropriate as well. I don't the schools should necessarily be one trait focused. This could also help with levels that have weak or non-existent necromantic spells.
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I can't remember exactly where, but the devs shared their approach to class design and they said they have moved away from the mechanic focused design space that especially dominated the hybrid classes of PF1. It seems lots of people are still stuck on this by leading with the idea any new class would look first to its mechanic designs, i.e. wave caster. As I read it, wave casting was not a catch all hybrid approach, but a specific mechanic that addressed the very contextual needs of the magus and summoner. While I could be wrong, I feel everyone is going to be very disappointed looking for that be replicated in any future classes.

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Leliel the 12th wrote: Sibelius Eos Owm wrote: CorvusMask wrote: I'm fine with this if Gorum's church's reaction isn't despair or "time to find new god" but "Time for glorious final battle!" as they become empowered by god giblets raining down I don't know. I think it would be okay if some Gorumites find the loss too great to bear. Certainly, a joining the righteous war to end all righteous wars would be the most fitting (and I mean, Aroden's church did that, too, at least those who were already within distance of the Worldwound), but it strikes me that Gorum's faith might have an inordinately high proportion of, "I have nothing and need nothing so long as I have a sword in my hand and Gorum to witness the glory of my next victory."
Losing something when you through you had nothing else to lose might fairly cause some BSoD, is what I'm saying--even if the general reaction of his followers is as you say. I'd be fine too - I'm just focusing on the operative word of "some."
I'd prefer the majority just going "BLOOD FOR GORUM! VENGEANCE FOR THE FALLEN GOD!" and simply charge in the direction of his murderers, probably with new deific backing, because while Gorum was a jerk he was their jerk.
And...actually, brainwave. Having lost everything it was possible to lose and then some, suddenly finding yourself lost utterly, knowing someone specifically took something you loved from you...
I think I know why Arazni suddenly has a lot more prominence. Ooooh, I wonder if we have a case like Kingfisher's Saint of Swords storyline, where a bunch of divine berserkers lose their god and have to control their own madness.
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Aw man, if our group deadpool I went with Sarenrae to be all edgy, but now I am worried I am right! I hope it will Gorum (war, good gods y'all!) but expect it will be Lamashtu.
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Bring back Helm of the Mammoth Lord from 1E, just so I can annoy the party by asking the GM if I detect any elephants anytime we enter a room.
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Saedar wrote: rimestocke wrote: I have a soft spot for Erastil so I'm glad he's safe! I really loved the bit about The Hunters and them coming across others like them who were similarly victimized by their deities getting eaten and giving them a sense of community.
But also cracking up at the image of Sarenrae and Zon-Kuthon forming a defense pact together. I'm trying to picture it and my brain just scrambles itself lol. Call their pantheon the Solar Eclipse. A total eclipse of the heart?

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Ravien999 wrote: AceofMoxen wrote: Arachnofiend wrote: Shelyn definitely goes into the "more interesting alive than dead" category. Zon Kuthon is just an edgelord without her. Unless Shelyn's death sets Zon-Kuthton back on the path of light. That creates lots of interesting stories. There's an old segement from Paizo where they talk about how ZK never really was Dou-Bral, Shelyn's brother, but rather that Dou-Bral was a vessel for ZK's evil self to inhabit like a incubation chamber from himself in another multiverse altogether.
That is to say, if we go by the dev team's old intent, there never was a "Light" option for ZK. I think we can still go with this in terms of the war, involve Nidal and create a free for all.
So, let's say Shelyn does get the axe, because some evil god or god like being kills her, or she sacrifices herself to save Desna or Saranrae (or even Cayden).
Zk activates, not in the sense of becoming Dou-Bral again, but something is left of Dou-Bral that inspires ZK to act.
And oh boy, he acts. He acts all over the place. He unleashes his own power and the power of Nidal against whatever killed Shelyn. He goes after the gods who could not protect her. He sees EVERYONE as an enemy.
Adding a little more war to war of the immortals.
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I rolled an 81, and learned about Droskar!
And, I mean, he sounds like just a normal adventure?
The anathemae are easy, just be super frenetic during downtime, literarily do not let a day of downtime pass without earning income. Always keep dragging party forward, complain when the spell casters have to rest.
For the edicts, again, without the evil tag, they seem right on target. Be pushy and all alpha-chaddy and you are on target. You are just mildly annoying.
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ottdmk wrote: I have to admit, I've had a hard time putting this post together. I haven't felt so condescended to in quite a long time.
The thing that's missing from this conversation is simply this: the reason my build is a Mutagenist is that I wanted to play a Mutagenist.
Hey ottdmk, you should never feel obligated to respond to any of the less than charitable posts that are too often part of these discussion, but I wanted to say that I appreciate your insight and engagement with the alchemist! My first character for PF2 was an alchemist (a chirurgeon even) in Plaguestone of all things. Funnily enough, only the diabolic sorcerer and me did not need GM intervention to avoid death with the wolves under the tree.
I really like your take on the mutagenist here. I had been wrestling with a similar idea, but I couldn't bring myself to drop int lower than 16, so it still struggled a bit.
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There are two things at discussion here: Evil Eye and Prolonged Misery.
For Evil Eye - It applies the sickened condition. While sustained, the condition cannot be reduced under 1. Considering how it worked with Frightened pre-Remaster, I contend that sicken acts as it normally does as a condition, regardless of whether you sustain it or not. So, if sustained, sickened can't be reduced under 1. If not sustained, sicken persists until it is removed by spending the one action and making the fort save (previously, if the target crit failed against Evil Eye and was Frightened 2, that did not disappear if you stopped sustaining the spell the next round. Instead, the condition ticked down as normal).
My major question is does the target know that a sustained sickened can't be reduced, or would they try to vomit at least once.

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SuperBidi wrote: Xenocrat wrote: The spell provides the duration. That’s usually the case, frightened, sickened, and most stunned values being the exceptions that spells do not give durations to an have their own rules for reducing the condition that don't involve duration. Frightened and Sickened are removed when the duration of the spell expires. It's especially true for the Resentment Witch because of Evil Eye: If you stop sustaining Evil Eye, the Sickened Condition is removed at the end of your turn. That's one of the basic uses of the ability to extend a duration: Evil Eye on one enemy while extending the duration of your previous Evil Eye. Are you sure this is the case?
So, Evil Eye causes sickened.
As a condition, sickened can only be reduced by spending an action and making a fortitude save.
Evil Eye complicates this in that while sustained Sickened can't be reduced by one.
So, Bandit falls fortitude save, is sickened 1. If the witch stops sustaining, does the condition end? I would think the sickened condition would just work normally and it would stick around until the Bandit is able to vomit and make his fortitude save. IF the witch was sustaining, no matter what the Bandit did, he could not reduce his sickened past one.
Or am I misunderstanding this?
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Shouldn't any spell that applies a condition work? So, fear, enfeeble, Evil Eye, the effects of dizzying colours, and stupidefy.
Two things seem a bit unclear. What does other means mean in the context of removing conditions. So, it seems obvious that conditions could be dispelled/cured by magic/medicine. What about sickened? Does vomiting count as other means?
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I think an over-sensitive interpretation of the Arzani's "despise and never forgive those who have hurt you" would be funny.
GM - Your soup is cold.
PC - Damn you Tavern keep! You are now my enemy forever!
Pathfinder Lost Omens, Rulebook Subscriber
MEATSHED wrote: Why should the subclass where their passive is that they can sneak attack with more types of weapons be able to use better weapons to sneak attack with More does not necessarily have to equal all. Also, separating the sneak attack with simple from the str primary attribute and medium armor is sort of missing the forest for the longspears.
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I am kinda ignoring the back and forth here. PAIZO got back to me and there had been a hiccup in the system. They pushed ot through to process as soon as possible and gave me access to a PDF.
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I know that there is usually a thread like this with every major release. I don't live in the US so I have a couple subscriptions that I pay redonkulos shipping on because I like the books. My remaster subscription processed on the 27, but now comes release day and I don't have a PDF. I emailed customer service before the long weekend, am I know they are probably slammed, but I am kinda bummed out now.
Subscriptions, especially with high shipping, make signifigantly less sense for the consumer if they don't ship by release date. I will probably be canceling and just buying PDF's on release for now on.

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MEATSHED wrote: The Raven Black wrote: MEATSHED wrote: The Raven Black wrote: Themetricsystem wrote: The Raven Black wrote: TBH PCs building their own cult of NPCs while holding the limelight have not waited for the Exemplar class. My point is that if their being a demigod is blatant, known, and apparent this kind of thing will naturally happen all on its own and over even a short period of time will effectively afford all Exemplars their own army of unpaid servants and make their adventuring parties appear to outsiders for all intents and purposes as lackeys.
Open knowledge of them being a demigod will taint how NPCs and commoners view them and those who surround them. PCs of great power have to actively go to extreme lengths to do this type of thing and is generally something that they purposefully build and foster but with the Exemplar if that information is public and innately known/understood it will almost certainly happen even without the consent or intent of that character. If people IC know everything about the class, then they also know these Exemplars are no more powerful than your average adventurer. I mean the main issue is that exemplars are getting titles. Like that is a built in part of their progression and it would be extremely odd for NPCs to call someone peerless under heaven while thinking that the barbarian traveling with them is just as good. They can totally call the Barbarian the same (and likely already do IC). It's just that the Barbarian gains nothing special from this. While the Exemplar does thanks to their Divine Spark. Calling two people peerless under heaven makes literally 0 sense. In Homer, everyone and their brother was Good at the War Shout, Shepard of the People, Best in the Spear Line and Peerless in some quality that everyone else was also peerless in.
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This assumption of perfect knowledge is something of a strawman. I don't think anyone necessarily thinks that perfect knowledge is required or expected for the wizard to be effective. As someone in the reddit on this pointed out, at some point the discourse on casters shifted from "targeting not the best defense" to be effective to "it is 100% necessary to target the worst defense or you are a terrible team member."
Being broadly prepared to target multiple defenses is the goal. Specialization can be viable in certain contexts, but as for ALL 2e options, this type of overspecialization was specifically designed against. If you feel it effected the wizard, that is an artifact from previous edition as much as anything else.
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The exemplar isn't the enlightened Buddha. Their divinity isn't clearly and easily manifested. I think everyone here is over-estimating the divinity aspect demigods characters (Even though class description seems to specifically mentioning the demigod aspect).
The exemplar is a "hero". They are not so much made powerful by their items but their items serve as a manifesting form for their superhuman potential. If they didn't need these, they would be gods.

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Squiggit wrote: Is it still a secret check where RAW you don't even know what skill you rolled?
That aside... I still feel like one piece of information for a successful check that can be reasonably hard to pass and costs an action is extremely stingy, and leaves open the very brutal possibility that a player asks the wrong question and gets screwed for it.
Breaking it down like this, a monster could easily have half a dozen or more different valid snippets of information in their stat block. More complex monsters could be pushing double digits.
I just don't really get why Paizo is so afraid of players getting information about monsters.
A lot of GMs I've been seeing lately have been giving out significant information on successes (and sometimes just revealing the whole statblock on a crit success). That style of play feels a lot more rewarding for knowledge-centric characters.
I think this new clarification is a good move because it prevents 1 character from being forced to be the RK monkey. Having a breadth of knowledge, possible lore general and specific lore usages, and a willingness to use across the party could be just as important as setting up off-guards or prones.
Hell, I might even be willing to try a second RK attempt at a higher DC for some encounters.

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alsyr wrote: Most of the playtest apparitions are based on nature, so I really hope that they include some that are themed around urban environments and civilization as well. A few ideas:
Warmth of the Kindled Hearth - Spirits that gather around hearths in the home, campfires in the wilderness, and the braziers that light up cities, providing comfort and warding off the dark.
Steps upon the Winding Path - Spirits that travel upon roads and passageways, some guiding travelers to their destinations and others leading them astray.
Keepers of Knowledge and Secrets - Spirts that reside in schools, libraries, and statehouses. They hoard every piece of knowledge they can glean, sharing it only with animists they deem worthy.
Reading the new Daniel Abrams series, and I am really into it. Also, I like the idea of lost spirits such as:
Keeper of the Empty Hearth - Not every village makes it through the winter, and a community is often one bad harvest from desolation. This spirit is the remnants of one of these failed communities, holding the memories and unfulfilled hopes of a forgotten people.
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Along these lines, I could imagine something like the PoE monk, call it a flagellant or something. (I mentioned this in another thread). Con based class centered around focus ability reactions. A level one reaction that gives then DR against triggering attack for 1 focus. Give them a base reaction as well, like an AoO against something that damaged them. Make them sticky with either a follow reaction or something like a champion reaction that throws their body on front of a party member. So I imagine the first round the flagellant gets hit, gets DR. Next round the bad guy goes after someone else, so you use your reaction to basically body block and take the hit.
Challenges would be separating it enough from both barbarian and evil champions.

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Pedantic aside - When speaking of many pre-modern mythic structures, there is little to no distinction between "demigod" and "hero". It has been a few decades since I have published in the area, but I will try to clearly lay out the specifics here, using mythic systems derived from IE sources (Hellenic being the most recognizable). All heroes were, by definition, demigods since being a demigod (that is, technically having some divine heritage) was the prime requirement for hero status (hero was not a moral status). The other requirement for hero status was death. So, all heroes in these systems had to have some sort of divine lineage and had to die. The earliest example comes from a non-IE source (which probably influenced later IE manifestations of this, but people can get all contentious about it), Gilgamesh. Gilgamesh was a demigod and was a hero, because they are functionally the same thing.
One of the possible reasons for this was nature of hero worship. Heroes in mythic material often complicate the distance between divinity and mortality, and in death provide alternate modes of worship in cultures like ancient Greece. Dead heroes become localized deities that received offerings, as opposed to larger cultural gods (again, turning to ancient Greece, we have the Olympians here). Figures like Hercules and Asclepius are conspicuous in not following this particular distinction, and the tortured mythologic traditions that try to reconcile there movement from hero/demigod to god attest to how uncommon this was.
Demigod as a class would be, in my mind, a bad take. First, it is not a role, but inherent quality more along the lines of ancestry. Second, it has not functional element except be better than anyone else.
In terms of demigods who were only noted for the strength, there are PLENTY of examples such as Asclepios. The use of magic in many mythic systems had deep cultural connections, and in fact characters like Medea , Ariadne, Phaedra and Helen all qualified as heroes (Medea, Ariadne, and Phaedra being associated with magic).
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Oh, maybe we have a really deep cut here. Instead of demigod, the née class is Therapon, a term meaning ritual substitute or scapegoat. Used in understanding the social functions of heroes in IE mythic systems. Could be a class that centres on take damage, like the monk from Pillars of Eternity.

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Temperans wrote: The Gleeful Grognard wrote: While I get the want for a flexible summoner with what it summons, people are being HUGELY disingenuous suggesting that the eidolon isn't a summoned creature or is only so 'technically'.
I would like to see a master summoner style class archetype though, maybe a focus point based set of summoning abilities similar to wildshape.
As for the summoner as it is. I have only had one player play it, they excelled in combats, but the player is by far my most mechanically minded and always tends to be the best in combats.
The eidolon is not a summoned creature, does not count as a summoned creature, does not act like a summoned creature, does not benefit from things that only affect summoned creatures.
If it looks like a duck, smells like a duck, and quacks like a duck then it is a duck. It is more disingenuous to say that a duck is a goose because they are both aquatic birds. This really seems like a bad faith argument. Should everyone who rolls a monk complain they don't have chanting feats and free viticulture skills?
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Cleavis Morerats wrote: I keep seeing the title of this thread, "Wolves in Sheeps' Clothing," and the first thing that comes to mind is, doesn't Pathfinder 2e have more clothing options? With alignments gone, wolves are more likely to have a more diverse taste in clothing. A wolf in ducks' clothing, perhaps. I happen to have a discount on ducks' clothing right now if you hurry. Awakened wolf animal barbarian with custom sheep instinct?
Ooooh, actually, this just gave me the best character future idea:
Awakened rabbit animal barbarian with deer instinct... the jackalope!
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The elementalist picks up some juice in the remaster as it adds a not insignificant number of spells for your specialisation slot.
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Arachnofiend wrote: Phillip Gastone wrote: Possible character idea is a cleric of Abadar who is corrupt and embezzles and does arrogent CEO stuff. They don't have spells but they use Bluff, magic items, their own authority and bribes to keep their position.
When I first saw this thread, I thought people were talking about the creature and not a person. If you're a cleric of Abadar you can't bribe government officials, that would break the "follow the rule of law" edict. You have to lobby them instead. :) There is technically no law about me putting this chest of gold under your bed and forgetting about it.....
Teleport let's you take along four other people, so the spell would really just be wasted if I didn't take a free ride to a fancy hunting villa....

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Skyduke wrote: Unicore wrote: Point of order, as the threads OP, this thread exists to document and discuss what changes have been announced about the wizard and how that may play out. It might have been over run with people decry the wizard and casting doom and gloom over the class, but that was not the point of the thread, nor is it the unanimous position of PF2 players. Most folks who feel the class will be fine probably don’t feel the need to refute every point made by people who have been dissatisfied with the class from the beginning of PF2. With all due respect, this is crazy talk.
If anything, there ought to be a giant outcry about the changes done to the wizard, which is by far one of the weakest classes in PF2, bar the investigator or alchemist (also - stop adding pointless classes. Focus on existing ones instead of adding pointless garbage no one cares about).
I'm a caster player, but even I agreed that magic needed toning down. But the toning down just went way too far.
You can't nerf summoning, and spell duration, and number of spells per level, and bonus spells, and spell damage, and spell effects, and minions, and golems, and adding rarity to spells, and adding secondary casters to rituals (did I miss any other aspect?), and raising saving throws and armor class to the point most spells will reliably fail, while simultaneously making ever other base class except champions better than they used to be.
The second edition kneecapped magic. The wizard is only about magic. They have no other class abilities. Now we can see that the remaster, as far as magic schools is concerned, is a rush job. The main focus of it seems to be making Paizo not suable for plagiarism, with little consideration for gameplay.
There definitely should be as much discussion as possible about this, precisely BEFORE it's too late. Once November comes and people who said "Let's just wait and see" (and who probably do not play wizards or do not care...), well, it's too late and nothing will change before a... Well, I can't speak for the "silent majority", but I personally agree with Unicore here. This thread has been filled with so many toxic personalities and not so veiled swipes at the developers I have no interest in posting in it.
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Of note, the sample hedge witch build on 188 has a level 1 feat. However, there is no level 4 class feat, so so.ething is fishy. I do doubt that any reasonable suggested build would include cauldron before a basic lesson, so I am leaning towards they forgot to list the level 4 feat rather than mislabel them.
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Interesting note from all the witch information. They show a page with a sample build on it from the Remaster and the build has a level 1 feat!
I also wonder if the Wizard is going to get something like Ceremonial Knife, which is a great feat. If the witch feats are any indication, the spell casting feats have been both flavour and power infused a bit.
Something interesting I ran across last night which I haven't seen mentioned. I was reading the much maligned elementalist archetype, the general spell list was set up as follows: 1) the universal elementalist list and 2) those spells whose traits correspond to your elemental philosophy. You can choose to be a universalist which operates under some unknown rules or a specialist in one element from your philosophy, and then your curriculum spells are any spell you have access to with that element tag, which seems like not a small number.
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The Raven Black wrote: Just realized that, with the disappearance of alignment, Final Sacrifice might enjoy a big popularity boost. As long as you never take the edict "don't be a dick."
My curse witch has an atntagonistc relationship with his familiar, so i am looking forward to using it.
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graystone wrote: Parry wrote: Many of the things you spend your starting are consumable, whether it is heavy armor you are going to be replacing or moving to a composite bow.the assumption that spending money consumables at level 1 is a waste I feel is not engaging with the intended design of item economy. That's simply untrue: trading up your armor or bow nets you 1/2 your money back as it's NOT a consumable. A used scroll nets you exactly diddly-squat. AS such, they aren't comparable. This is a distinction without a difference. Saving your 4 gold for 4 levels is a personal choice. It is painfully obvious that consumable use like this is built into the official adventure design.
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1st level scroll is 4gp. While no where near a guarantee, the extra flexibility and spellslot can definitely make THE difference in the early levels. This can free from the feeling of having to take mandatory spells (magic weapon) or allow you to have the perfect oh crap spell (illusory object).
Many of the things you spend your starting are consumable, whether it is heavy armor you are going to be replacing or moving to a composite bow.the assumption that spending money consumables at level 1 is a waste I feel is not engaging with the intended design of item economy.

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gesalt wrote: Putting everything else aside, I can at least say that the early level caster experience in pf2e is easily some of the most boring gaming I've done in the last 20 or so years. PF2e is the first time in decades that I have ventured to play low level casters. My sorcerer hit cantrips targeting low defenses keeping up the pressure on enemies big and small. I waited for my martials to set up all the debuffs so I could make the big hits. With my witch, my combo of support and debuff is extremely satisfying (and my GM said he will let me combine inside ropes and animate rope). And the new cantrips give me an illusion!
I GM'd for a primarily martial group low level group, and it was boring. I had to change and alter so many things because they lacked the support and versatility that casters bring.
So, for me, casters are in the best state ever right nnw, and while the new cantrips change the landscape a bit, it is in a good direction.
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Some notes from EC:
Vrock crit failing to save basically turned the fit into a curb stomp.
Hydraulic push crit on a prone golem.
For my bronze dragon sorcerer: lightning bolt through 4 xulgaths, next round lightning breath through another 3.
Also, enemy spellcaster bonus: I crit failed on feeblemind from cat lady.
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Dubious Scholar wrote:
For a historically accurate ninja, ...
This is like saying "for a historically accurate unicorn...".
Just had to be that person. ;-)
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I played a sorcerer with champion dedication, and with a sturdy shield and shield ally (and shield spell to take some heat during long fights) and I became a pretty sustainable tank in Extinction Curse In fact, for a couple fights I tanked for the fighter with a bo staff who stood behind me. I held a staff of fire in the other hand.
If you build for blocking, it goes the distance. I don't think champion dedication is 100% necessary, but it definitely adds longevity. Also, use the 10 minutes for repairing (I would lay on hands, and then spend 10 minutes repairing to focus thinking about how bad ass a sorcerer I was in the last fight). Too bad mending is useless as a spell.

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If I had to guess in terms of mechanical aspects of the schools:
1) a spell list for some representative schools that provide a base spells known, or a bonus of spells learned per level. Wizards can of course any arcane spell. This would include guidelines for building your own school spell lists
For the other additions, I see three options:
2) a broad bonus based on the character of the school. So, for a school of war magic, a choice of +1 damage per spell level, or +1 to hit with spell attacks, for schools associated with polymorphing, either an enemy penalty to saves or a bonus to duration.
3) focus spells that are broadly associated with different aspects of magic, but based on effect rather a determinative school. Again, the sample schools would have focus spells already assigned, but guidelines provided hooking onto custom schools.
4) metamagic feats the modify the spells associated with your school's mainfocus. These could applied to your school's spell list (maybe for free? Too greedy!)
I think the key here will to make the schools as modular as possible in terms of unique bonuses. There has to be a balance between accessibility for new players (so, the provided player core schools) and flexibility for different experiences while avoiding the pf1 trap of system mastery destroying all sense of balance.

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Pathfinder Lost Omens, Rulebook Subscriber
Xathos of Varisia wrote: You could easily have a thousand schools of magic all over the Inner Sea. They do not have to be large, formal schools. They could be "Lucky's Legerdemain & Lore," or "Master Mikhail's Dojo of Mysticism." They could be really large formal academies as well. Anything is possible. There could be on major school in a city and 15 smaller dojo-style schools or any combination or lack of combination.
The 3+1 slot system can be maintained by saying school trained wizards acquire the extra slot whereas generalists retain their current slots. We could also say the generalists are self-taught or traditional wizard-apprentice types of wizards.
Schools could offer all kinds of spells and have a few higher spell ranks spells be original. Or not at all. Anything is possible. I am in favor of having as few restrictions on this aspect as possible so the writers can be as creative as they can with this. This is also a way for writers to create new spells for schools in their adventures for a specific school.
I see you too went to Upstairs Absalom Wizard College!
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Pathfinder Lost Omens, Rulebook Subscriber
Sanityfaerie wrote: Diabolic is clearly Divine, and probably has a mirror over on the Celestial side.
Fortune and Omen sound pretty Occult.
I'm going to guess that Adamantine is Primal and Mirage is Arcane?
Lurker in Insomnia wrote: If the dragons are going to be based long the lines of traditions, I wonder if there will be any impact to how Sorcerer bloodlines work out. Well, for one thing you're going to have dragon sorcs of all four traditions.
All of a sudden my ash oracle blaster build becomes better accessing dragon sorcerer spells with divine casting proficiency.
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Pathfinder Lost Omens, Rulebook Subscriber
Roll for Combat did an updated info video with a Contract Lawyer. A source that is traditionally friendly to Paizo writ large:
https://www.youtube.com/watch?v=MDuHjpwx5Q4&ab_channel=RollForCombat
Pathfinder Lost Omens, Rulebook Subscriber
On the other hand, blasting is actually fine. If you are a caster that focuses on attack spells only, you are probably not a great blaster.
Kineticist needs it's own niche. So far, I am cautiously optimisitc.
Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote: Temperans wrote: Adding more traits is not the solution to people just skimming the rules. There is honestly no solution. Even if you have the most basic rules there will be people that will not have read the rules.
Case and point Monopoly has very simple rules. But everyone still manages to play that wrong in such a way that it has become a meme that it destroys your family and friendships.
I am not talking about people just skimming the rules. I am talking of people who dive into the rules and post on the forums and build character after character and who still missed this gem.
These people read traits. I am all for more obvious marking, but, really, I am struggling to see how anyone who actually read the full plate description could miss this.
I also think trait tags reach a point of diminishing returns. Having every other item with 12 tags might get a bit tiresome.

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Pathfinder Lost Omens, Rulebook Subscriber
Preface by saying the I generally love the mechanics and level design of PF2e, but....
This is definitely an AP issue. In EC, I can understand how my 1st level sorcerer got his lunch money taken by a drunk in the stands. However, when we finally go to confront Mistress Plothooklight the carny guards beat on my now enormously experienced and powerful sorcerer/champion who could summon lightening from the heavens. I mean, these guys are basically bouncers... for a circus.
I think there has to be more room for super weak level or whatever encounters. There can offer just as much challenge as on level fights. Does your liberator just murder kill a couple of mooks who are just doing their job? Does you LN warpriest of Abadar take the time to explain the legal ramifications to a couple of level 2 ruffians rather than just walk through them?
In general, I think this a relatively minor thing, but I remember it being quite jarring when we were heading into the climax of the book and we had to stop and first aid after fighting Joe Dirt.
Pathfinder Lost Omens, Rulebook Subscriber
While everyone is proposing some super focused great builds, I think we might have left the "basic" behind. I do have to say I learned a lot reading this thread.
I wanted to propose a possible ranger archetype for the bomber. Hunt prey extends the range of your bombs versus your prey which is nice. In addition, your high int makes the monster line of feats more likely to crit (with three major knowledge skills, and possibly a number of lores)
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