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TheTownsend wrote: Good on those two adventurers for identifying Grimmyr as an ally and not judging him on his size. My first assumption definitely wasn't that they were the villains of this story and were trying to rope our Guardian into holding the town hostage. Nope, I trusted them immediately as I should have it turns out. I also definitely trusted those two adventurers were upstanding folks right away and didn't suspect they were the ones luring the monsters to the town, say, to reap the rewards of a perpetual contract, only to do the same thing in the neighboring village, no sir. Didn't think that for even a moment! ![]()
Inkfist wrote:
That's what I've been gathering too, yeah. You've got physical resistance all the time now, which sounds very cool. I'm genuinely super jazzed for guardian now. ![]()
moosher12 wrote:
Yes, War of Immortals came out in November (Actually October, I'm a dummy). It's an outlier though. Edit: to put in the correct month, and for being ninjaed. ![]()
Nothing To See Here wrote: Personally, I'm hoping for the return of the impossible bloodline sorcerer. Maybe with focus spells that cause confusion and can create temporary items. I'd love that. Impossible is one of my favorite bloodlines, up there with nanyte for real weird and unique takes IMO. I don't know which tradition they'd use. Arcane and occult are the natural front runners, with arcane squeaking ahead for me. Which ever they pick it needs to be a list with lots of funky movement options; I love how impossible sorcs got the ability to walk up walls. It wasn't a big part of the bloodline's original implementation, but that kind of uncanny movement always comes to mind for me when I remember impossible sorcerers.![]()
Perses13 wrote:
As does Prone, don't forget that one either. Speaking of things like Prone and Grabbed, I don't know if the GM screen makes reference to monster abilities like Grab or Knockdown, but if it does you need to keep in mind that, as of the Remaster, those abilities require a check to perform.
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Claxon wrote:
One stays Duke of Thunder, and the other becomes the Duke of Lightning. Which one that is is still to be determined, and it's the party who must now judge between the two deities to determine which has the more thunderous personality! ![]()
alsyr wrote:
Yeah. Exemplar is the folkhero class, after all, and loads of folkheroes have ties to the divine one way or another. ![]()
Bluemagetim wrote: maybe the ninja's thing could be playing into conditions like concealed, hidden, undetected, and unnoticed. Maybe they gain some baseline benefit as long as they are at least concealed and get more for being hidden, and something additional for being undetected or unnoticed. I like this idea. Basically every class benefits from having those conditions, like how pretty much every class benefits from flanking an enemy, but comparatively few classes really need to be flanking all of the time. A hypothetical ninja feeding off of the Concealed and Hidden conditions could be cool. It also comes with a possible game play loop built in. Become Concealed/Hidden, do your thing, break your concealment, repeat. My main concern is how it might slow play, needing to roll the extra flat checks, or if it might make a ninja overly durable as a dodge-tank, but I think it's an idea with possibilities at least. ![]()
HolyFlamingo! wrote: I wonder if it's allowed to, like, have pizza or donuts delivered to the warehouse team or something. They're gonna be working their butts off these next couple weeks. I hope so. I mean, not that they'll have to work their butts off (They need those butts!) but that there's going to be activity around warehouses and Paizo is able to keep shipping books. I'd heard physical prints of books were kind of up in the air with all the messiness around Diamond and the distribution channels Paizo uses. ![]()
NorrKnekten wrote:
But Jason is such a kind and benevolent GM! He says so all the time; I mean, a PC almost dies after he says it, but I'm positive those are just unfortunate coincidences. ![]()
Captain Morgan wrote:
This is kind of how Fantasy Age does things. You roll using intelligence when casting a spell to see if you "hit," meaning if you succeed in forming the spell or have to push through and spend more MP to cast it, while willpower determines a lot of spell parameters, number of targets or instances, overall potency, etc, as well as how many MP you have in the first place. I haven't gotten to play the system yet but their way of handling spellcasting looks good so far. I like the idea that multiple statistics contribute to casting spells just like multiple stats contribute to swinging weapons. On the topic of the thread, I'm not sure what stat spread I'd favor. Right now the main thing I'd like is if perception got graduated up to a save. It already feels a lot like one, but occupies a liminal space between a save and a skill which is a bit odd. That'd likely mean moving will over to another stat, like charisma perhaps, to compensate.
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Teridax wrote: I personally really like rules-light systems, and while I haven't looked at Daggerheart's rules in super-great depth, several of its elements look to throw lots of narrative prompts at the players, including in combat, in a manner that seems really fresh and interesting. I get that we're all more likely to have a preference for rules-heavy systems on these forums (I certainly do) and want to be protective of Pathfinder, but I don't think the two systems necessarily exist in tension with each other, let alone in competition. If this new system turns out to be good to use, I'd readily include it alongside 2e for players wanting a lighter bite of fantasy tabletop gaming. If it means those players become more open-minded to trying out different tabletop systems, or even that some of them end up wanting to sink their teeth into a more in-depth game like Pathfinder, all the better for us all. This is what I'm hoping Daggerheart does. I'd love to see D&D supplanted from its monolithic position by a spectrum of a few very popular TTRPGs that run the gamut from very crunchy to more narrative. I mean, obviously I'd love if each RPG out there had its time in the sun to drum up interest, but by and large people work off of patterns of association. It'll be easier to point at a different tactical TTRPG and say, "this is like Pathfinder 2E, but kinda not," or gesture to Daggerheart and say, "It's like this but X, Y, and Z are different." ![]()
Vel Cheran wrote:
That looks like a typo to me, yeah. Having the Skill trait means you could take it as a skill feat, and getting a dedication as a skill feat seems pretty gnarly. ![]()
Super excited by this blog! I'm especially glad to hear about technomancer. It sounds like there will be some other paths that don't rely so much on juggling spellshapes, which I'm glad to see. I'm hoping there will be a more and less complicated way for technos to play so folks can build one according to how much they want to engage with that complexity. ![]()
Gisher wrote:
Sorry, I guess I didn't communicate clearly. I'm aware spell components aren't a thing anymore, outside of Manipulate and Concentrate actions; what I'm interested in is if the psychic will get anything new to indicate how differently they tend to cast as compared to other classes. I doubt it, but since I like subtle psychic I can hope. ![]()
I wonder if they'll mess around with spell components and how they interact with the psychic. Somatic, material, and verbal components aren't nearly as emphasized now. I'm hoping they do something with the new Subtle trait as well. Psychics always felt like they'd be the sneakiest of casters to me, casting spells while walking down the street with their hands in their pockets and that. ![]()
Zoken44 wrote: I think he should be old, comparison to everyone else. So if you have everyone else like early twenties, yeah someone like Pedro Pascal playing Ezran works, especially with a running gag about how old he is and his response, "I'm only 42!" We did exactly this gag with one of the PCs from my Tyrant's Grasp game. One of the players was a dwarven kineticist who had a bad accident requiring them to use a cane, and whose hair went prematurely white, and who had to keep yelling to everyone the assertion that, "I'm not old!" It was a gag that ran through the entire campaign, and I can attest that it was never not funny. ![]()
Finoan wrote:
Just wanted to point out that ten stones would outperform that; I think you mixed up the stones' healing rate of one minute for ten minutes. Each stone is granting 1 HP per minute, for a total of 10 HP every ten minutes. That's a total of 100 HP to the champion's 12. Champions can consistently out-heal a full investiture's worth of stones once they have three focus points and the feat that allows them to regain all their focus with a single rest--level 10 or 12, I forget which. Actually if it's level 10 they'd need to wait until level 11, because at that point a full load of healing would grant 108 HP to the stones' 100.Of course, by then characters can also gain Incredible Investiture to equip more stones, which would push the breakpoint in favor of the champion up to level 13, where they could do 126 HP of healing per ten minutes. I'm not sure why I devoted time to figuring this out. I'm also in the camp that it's really not that big a deal, and other healing options are generally much more efficient. It is funny imagining someone foregoing magical armor or any other form of protection to be surrounded by a cloud of pretty rocks, though. ![]()
QuidEst wrote:
And we have, unfortunately, yet to see stats for peanut butter in PF2E. ![]()
I'm in agreement with others pointing out that I'd kind of expect to get wrecked by a dragon if I tried to fight it in the open and didn't prep for its speed. That's part of the narrative of sneaking into the dragon's lair in the first place. I'm also in agreement that hit-and-run does strip away a lot of its best abilities; honestly hit-and-run would be more concern to me because it would stretch a fight out and make it a slog, rather than having me be worried about a TPK.
Ascalaphus wrote:
I like this phrase "high-plot." It's a nice axis to set perpendicular to level. ![]()
It wouldn't close the gap, but it might be kinda neat to harken back to premaster cantrips with a psychic-specific ability to let them add their KAS to the damage they deal. It'd be like a much bumpier Sorcerous Potency, starting off considerably higher, when cantrips are going to be of utmost importance, and level out as the game goes on. I do hope we get some buffs and QoL changes to psychic. I keep looking at it, because I like the class fantasy a lot, but then shy away because it always looks just a smidge too clunky for me to feel comfortable piloting it. ![]()
Deriven Firelion wrote:
I kinda like that unwieldiness, honestly. I for sure wouldn't be disappointed if we got more precise, single target impulses, but I like the narrative of the kineticist forcing their gate wider and wider for more dramatic effects, and those effects being more splashy and destructive than precise and controlled. It works with the flavor of how gates work, and them using Con as their key stat, to really sell the fantasy for me. ![]()
Krajeek wrote:
A bonus against Emotion and Possession effects, immunity from the Possession trait (as it's so vanishingly narrow and rare), or resistance to Void or Mental damage would be where I'd start building such a heritage. ![]()
Archpaladin Zousha wrote: Stepping into the Doylist perspective for a moment, it WOULD be kind of cool if Paizo decided to shake up not just their status quo, but the fantasy RPG status quo in general by having Asmodeus dethroned in their version of Hell as a way of making it more distinct from its predecessor (which is so entrenched in the RPG-playing public's consciousness that people STILL call it "the Nine Hells" when playing Pathfinder even though that hasn't been the case in the actual text for YEARS)! You're referring specifically to the name "The Nine Hells," right? Not the actual number of distinct zones? Just double checking that I didn't miss some shakeup to the layout of Hell in PF's cosmology, somehow. ![]()
LinnormSurface wrote: I would really like to see some more impulses, especially utility ones or ones that affect downtime. I'd really like downtime impulses, though I think I'd rather see them formatted as something like a ritual that a kineticist can learn rather than as a feat they have to take. Format it really similarly, but with few to no secondary casters, and with a kineticist able to use their blast DC for the primary check to gage their success. Downtime options are necessarily pretty limited, and I'm not sure that's worth a class feat, even with the ease of reflowing, but making those abilities into rewards or options kineticists can pick up would help give them something special to differentiate them from casters more. ![]()
Feylin wrote: What is subplanar? I've been wondering that too. It could just be simple word choice, but it sounds like sub-planar refers to a boundary space to judge from the blog. The name, The Fray, also makes me think it's intended to refer to some form of metaphysical boundary. It's where the edges of the Universe and Ethereal Plane start to get fuzzy and comingle or break apart.I'm not sure why The Fray isn't simply referred to as its own plane though. Perhaps we'll start seeing sub-planar spaces between all the elemental planes too? ![]()
Zoken44 wrote:
It's not. It's also not the part of the thread people are responding to. Everybody seems in agreement that more impulses, as a general idea, is both cool and good. The argument isn't just that kineticist needs more impulses, however, but that going mono-element is bad, and there need to be impulses that broaden each element so they can be more of an all-rounder. I'm also seeing discussion surrounding damage output as well. ![]()
I really like the contrast between these two new iconics. Ulka's motivations are really complicated and confusing, possibly even to herself, while Grimmyr's motivations couldn't really be simpler. A very cool pair! I also love how our big blue boy decided to tie a bunch of weapons to his weapon to make it more weapon and scare people away from messing with him. Also, you never know. Tying hammers to hammers might give you more HAMMER. ![]()
QuidEst wrote: ...give me- okay, for metal, I mostly want an impulse that can make an enemy count as wearing metal armor. This gave me a mental image of an impulse that literally wraps a creature in metal, similar to Metal Carapace, and now I want that to be a thing. It could grant small AC bonuses to teammates, or a small amount of resistance against an attack, or on the flipside it could hinder an enemy's speed, or cause them a penalty like making them Clumsy or Enfeebled while trapped in the armor. And, of course, it'd make whoever you use it on, in whatever form it takes, count as wearing metal armor.![]()
I'm down with two-action magus focus spells that can be bigger and flashier. Personally speaking, the big reason I feel like needing to spellstrike as much as I can is because spellstriking is flashy and cool, and magus is kind of the flashy and cool big attack guy.
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I'm kind of the opposite, funnily enough. Thief rogue irks me, mostly because I'm not a big fan of Dex-to-damage as a class feature, and I don't see how it equates to being a thief.
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I can't imagine that Wildsong not existing would be a reason to ban the druid class. For one thing, how often has anyone even spoken Wildsong in their games? That's a genuine question, because it's happened in my games a grand total of zero times. I've always seen the language as more of a flavor ribbon than anything else. There's also the fact that classes aren't really diegetic in the setting, at least not normally. Someone could have the cleric class, for example, but be referred to as a priest, rabbi, friar, magus, or whatever religious title you'd care to use. Same goes for the other classes, like druid. I'm sure someone can practice prepared primal magic but not consider themselves a druid, even if they do many of the same things. ![]()
Trickster318 wrote:
The spiritual leader of a now-destroyed goblin tribe, summoning the spirits of their former tribemates to get revenge on the longshanks, or whoever else, killed them all, maybe? ![]()
I think it should? See the Unseen and Truesight both have the Revelation trait, so it seems RAW that you'd be allowed a counteract check when somebody looks at you, and you have Hidden Mind active. ![]()
PossibleCabbage wrote:
IIRC, it's a psychology thing. The final class gets received more favorably if the playtest class was a bit undertuned, because the memory of that playtest class gets used as a comparison point. The perception becomes that you're getting more out of the class. The opposing scenario would be that a class comes out super powerful and then gets nerfed in the final release, which has the knock-on effect of making people feel like the cool stuff they are meant to be getting is being taken away from them. There's also the fact that pain points become harder to detect if you make a playtest class super powerful. The sheer power of the options can overshadow any issues that would be much more apparent if those options were less individually impactful![]()
Woot! Super excited for this release. Moth Mariner wrote: Yeah, missing Shirren. And the caption for the third image invites us to play “countless hours of adventure with tarfinder Player Core!” which I think should be Starfinder unless there’s a new oil-mining spinoff game XD I caught that too, lol. Also, I'd play it. ![]()
steelhead wrote:
How about some leftover ruins from a technologically sophisticated enemy who tried laying siege to Absalom in order to lay claim to the Starstone? In a similar vein, perhaps the high-tech adventuring areas are new, just recently brought by a technological foe like the lich Alling Third, who has made the mechanisms of Crowhollow mobile, and seeks to succeed where The Whispering Tyrant so recently failed.![]()
I'm with TRB; I think spells like Blindness or Blur will be winners for you. I can't think of many more buffs in terms of accuracy off the top of my head. Heroism will eventually give you some more breathing room, action-wise, than Fortissimo does, but that's not until level 17. I think it'd be more effective to start looking at buffs that help your barb keep swinging longer and suffer less damage overall, so they can keep critting down enemies like the Universe's angriest lawnmower. Also, a bit off-topic, but something about the framing of this thread makes me smile and I'm not sure why. OrochiFuror wrote:
If it were to be something I'd do, I'd only ever do it once, and even then not for a super important fight. IMO the point of those kinds of jokes is to gently remind the party that the world is alive and will sometimes respond to cheesy tactics they employ with cheesy tactics of their own, not to punish them for being organized and prepared for danger. It'd also be fun to employ for setting up a big bad later on. It'd clue the party in that this character is either genre savvy, or canny enough to make no difference, and also gives them a reason to want to fight and defeat them without even needing to meet.![]()
I was already on board to play SF2E before it got announced, and yeah, I do think it's largely because of the PF2E engine being used. I played some SF1E, and it was fun, but I'm way more interested in the two games being broadly cross compatible so I can mix and match, or not, as I feel like. I suspect that, if I do get to play, it'll be on the GM's side, as I think I am the person in my group most interested in science fantasy who is also most familiar with the system. I'm also super looking forward to eventually getting to play though, because Galaxy Guide put out so many of the ancestries I like already. NoxiousMiasma wrote:
In case someone hasn't suggested it to you before, have you considered checking out Roll for Combat's Eldemon supplement? It comes with a trainer class and I wanna say forty-odd evolutionary families of critters. ![]()
Agonarchy wrote: I had this issue with 5E not too long ago, but regarding creatures with much less context available outside their monster entries. Paizo generally expands on their material in ways closer to 2E D&D (my highest compliment), but you do have to know where to find it. I'm hopeful that we'll get some Fiendish Codex kinds of books like the upcoming Dragon book for those creatures that are less region-specific. I would be over the moon for a 2E rendition of The Book of the Damned with sections devoted to each kind of fiend. Loved that book, and the format for the monster-centric books in 2E is even better organized IMO.
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