Aeteperax, Green Dragon

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Pathfinder Adventure Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Lieutenant, Washington—Bothell 104 posts. 3 reviews. No lists. No wishlists. 57 Organized Play characters.


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Grand Lodge 5/5 Venture-Lieutenant, Washington—Bothell aka Pinstripedbarbarian

That's exactly the sort of development I love to see in these storylines! Not only do the characters' actions have impactful consequences, but they're COOL consequences that are fun thematically and mechanically. Story evolution from choices? Fine. Story evolution that also gives new options for players? Great!

Grand Lodge

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Captain Morgan wrote:
Pinstripedbarbarian wrote:
Captain Morgan wrote:
TBH I wouldn't even assume the metal armor thing is still an issue for normal druids, given all the changes to armor and previous restrictions that have been lifted. It never made much sense to me anyway and I wouldn't be surprised either way if they just ditched it for the final version. I mean it is a bit of a sacred cow and all, but no more so than the changes to the Paladin/Champion.
Here's hoping. I have a Champion of Gozreh that splashes Druid of the Storm for my Ire of the Storm / Seers of the Drowned City group, and not being able to use metal armor and shields kind of... suuuuuuuuuuuuucks.
The other thing we will probably see is more armor materials, if not in core then down the line. I'd rather just ditch the restrictions, but if we get dragonscale,etc back that will help.

Again here's hoping. I'd be surprised if they don't add more materials like that to help things along, but it will almost assuredly be Rare for dragonscale heavy armor. Hopefully there will be some other sort of decent, non-metal armor for low-dex builds.

Plus I kind of liked the notion of a Gozreh zealot having an attack that is just being covered head to toe in metal, running up to enemies, and then getting struck by lightning.

Grand Lodge

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Captain Morgan wrote:
TBH I wouldn't even assume the metal armor thing is still an issue for normal druids, given all the changes to armor and previous restrictions that have been lifted. It never made much sense to me anyway and I wouldn't be surprised either way if they just ditched it for the final version. I mean it is a bit of a sacred cow and all, but no more so than the changes to the Paladin/Champion.

Here's hoping. I have a Champion of Gozreh that splashes Druid of the Storm for my Ire of the Storm / Seers of the Drowned City group, and not being able to use metal armor and shields kind of... suuuuuuuuuuuuucks.

Grand Lodge

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Halcyon_Janissary wrote:
Captain Morgan wrote:
Kyrone wrote:
Pinstripedbarbarian wrote:
Captain Morgan wrote:
The next round, the monk combined 2 ki powers to leap 75 feet straight up, landing on a wvyern and flurrying the rider. Another rider flew over to try nd help fight this crazy monk.
Was this via Wind Jump? Or some crazy combination of feats and items that increased your Athletics that high?
It was a Class feat lvl 10 of the Monk that let you get fly speed equal to your movement speed, Monks Incredible Movement class feature gives a lot of movement speed.

Indeed. This combined with a ki rush let him close the distance extremely fast.

(We might have miscalculated distances, or he must have had Wind Jump already active for him to Ki rush fly >> fly >> flurry all in one turn, now that I think about it. But that feels like quibbling and doesn't detract from the broader scenario.)

Looks good by my calc. Wind Jump 1 action, Ki Rush to move up to 90 ft (25 human speed + 20 monk bonus)*2 1 action, FoB 1 action.

Nicely done for that monk.

I was curious because of the "straight up" part since flying up counts as difficult terrain making it half speed. It is sort of quibbly, and I don't mean to pull away from the broader scenario. It's still possible with Haste or using wall run / wall jump. I was just seeing if I missed a way to jump crazy high that I could use for the dragoon I'm building for pfs.

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I also adore the kineticist. It's so flavorful and variable that it lends to really fun and weird builds. I think the element-manipulator-class will show up in 2e, but likely as part of another class. My hope is that the Elemental bloodline for sorcerer will emulate it close enough.

For my playtest group, I brewed up a druid order for it. Metamagic feats for infusions, beefed up cantrip damage for blasts, and the ability to overspend spell points by taking unhealable damage (like Quicksilver Mutagen). I think it might work better with more spell/focus point outlets or on an elemental bloodline sorcerer (or both).

Grand Lodge

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This would be great for my playtest Red Mantis defector if it weren't for the probability that whatever Red Mantis archetype we get will still need to be evil. Maybe there will be a background for him though. I'm still hoping Mwangi gives us a Storm Kindler archetype for my Ire of the Storm group.

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Captain Morgan wrote:
The next round, the monk combined 2 ki powers to leap 75 feet straight up, landing on a wvyern and flurrying the rider. Another rider flew over to try nd help fight this crazy monk.

Was this via Wind Jump? Or some crazy combination of feats and items that increased your Athletics that high?

Grand Lodge

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My favorite introductory module is Godsmouth Heresy. It's a traditional dungeon crawl with a bunch of flavor and lore behind it to explore (gotta love Kaer Maga). Lots of opportunities to expand into home games if you want. Plus the majority of encounters are already in the playtest bestiary, and there are close approximations for most of the rest.

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Sad to see Bleachling gone as a heritage. I loved the flavor behind it. Suppose I'll make my playtest gnome a Chameleon instead for coloration stuffs.

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Captain Morgan wrote:
IIRC hags were arcane casters in the playtest bestiary, so I'd assume they will be an arcane bloodline, as much as occult would make sense.

Ah well, I'm a little sad to hear it but thanks for the info. I'd love for classic monsters to really carve their niches into the "new" spell lists to give things more identity. Witches being occult seems to make sense for a lot of people, so Hags following suit would be great.

Grand Lodge

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Shisumo wrote:
I'm pleased that I'll be able to make 8 Wis characters again for Society play.

This was my first thought as well. As someone with a dozen bards in organized play each with a maximum Wis of 8, a small part of me died inside when I had to start making them wiser.

Grand Lodge

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Number 1 bloodline I felt was missing in the playtest was Elemental. It would be a great primal option, and it could potentially fill the "kineticist" niche in 2e (as could a druid order). An occult Hag bloodline could be 2e's witch, though a prepared occult class might be better for that.

I like the idea of Shadow and Harrow for occult options. A Verdant primal bloodline that would be nice given fey and (hopefully) elemental covering other nature-bases. Undead would likely be another divine, which could mean 4 on the same list. Hopefully there's an even spread of spell lists, but 16 bloodlines sounds like a lot.

Grand Lodge

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Roleplaying is not the same as demanding physical tasks. You can roleplay without reciting dialogue, and that can absolutely warrant a bonus to any skill check. Describing how you go about finding a safe spot to camp might give a small bonus to a Survival check to survive in the wild. Explaining what you hide behind and when you move could help a Stealth check if the situation would apply. Listing the explicit ways your character will eviscerate their enemy using rusty implements might give a small bonus to a demoralize action. Roleplaying, with our without dialogue, can add to the game.

Anyways, this is getting off topic from the future of Pathfinder. I do wish Charisma could do something intrinsic to characters like the rest of the stats. Resonance was an interesting attempt, but it felt especially rough on certain classes and races. Maybe something similar in nature will come about in the future to give a good reason for off-stat classes to take it.

Grand Lodge

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Eleanor Ferron wrote:
Pathfinder Society members might recognize her as a slightly less windswept Janira Gavix.

Dang, I might have to rethink my position on Janira then. I have been someone with... less than wonderful things to say about her in The Confirmation.

Spoiler:
I also may have personally framed her for capturing the soul of a major society member and giving it to the Aspis Consortium and murdering several society members in Serpents' Ire by disguising myself as her and loudly proclaiming as such.

That said I really like the new design. I wondered what changed to shift her from veritable troll-doll to this.

Grand Lodge

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Iomedae, Cayden, and Norgorber... Obviously the fourth they refer to is the Living God Razmir! Long may he reign!

Grand Lodge

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As sad as I am to see Harsk leave his crossbow on his back, I think it's good that at least one iconic is definitively a dual-wielder. Yeah Valeros could swing his shield, but we don't have the classic double blade warrior in him anymore.

I do hope they add some feats for crossbow. Crossbow Ace and Running Reload only go so far. During the playtest I was hoping for something like a feat that let you Reload as a reaction or free action when you fire so you could keep up with a bow if you invested enough. Just keep the momentum going, you know?

Overall the look of Harsk looks pretty rockin' in my opinion. He looks as fierce and cantankerous as expected. He's just here to drink tea and kick ass.

And he's all out of tea.

Grand Lodge

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Wannabe Demon Lord wrote:
Can anyone tell me about the Ashen Forgemaster? Undead Salamanders sound interesting.

Ooh pick me! I designed that one!

Not sure what all I'm allowed to say about it, but someone already pointed out it's CR, type and subtype, etc. earlier:

Spoiler:
Ashen Forgemaster, CR 17, CE Large undead (extraplanar, fire)

Without really spoiling anything, the creature's concept is an extension of part of the Salamander bestiary entry. I came up with the creature before knowing what project it would be attached to. However, even though it isn't necessarily something exclusive to the Runelords in theory, I definitely pitched the idea because I thought it would fit the general theme and motivation behind Thassilon.

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dmerceless wrote:
Just here to say that feat support for dual Wielding rogues has already been confirmed for the final version by Paizo.

I must have missed that somehow. Good to know!

Something else I thought of:

Sorcerer needs an elemental bloodline.

The basic chassis is simple. Primal spell list, choose an elemental similar to choosing a dragon, give them an ability to change energy types of spells like before. I toyed with a homebrewed list of spells for such a thing, but I ran into the issue of finding either appropriate spells for each element at each level or finding spells that would comfortably for all elements regardless.

With the talk in this thread about Kineticist, I wonder if that would fit an elemental sorcerer cleanly. I thought about it maybe being an order for druids based around cantrips. Give them metamagic feats that work like shape or form talents for cantrips, make the order power itself give cantrips better damage, stuff like that. On a Sorcerer you could do something similar, but it might be clunkier to put into a bloodline power than a metamagic feat.

I certainly think Kineticist should get a place in 2e, but I don't think it needs to be its own class. Don't get me wrong, I adore Kineticist. It's one of my favorite classes in 1e. It's just that the DIY, Lego brick, Ikea nature of 2e lends itself to folding old concepts into existing classes, like how Oracle can be emulated with a Divine sorcerer or Bloodrager can be a barbarian with sorcerer dedication.

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Bards: More skill and knowledge stuff. Right now they feel so focused on compositions that they lose out if they try to make something akin to the Archivist or Archaeologist of 1e.

Rogue: DUAL SLICE. Why the hell is rogue lacking a feat that enhances multi weapon fighting? Make it only for finesse rogues if you don't want brutes or swashbucklers using it. Make it a later level than fighter/monk/ranger gets it. Make it so it does fewer dice of sneak attack of you think that's too powerful (even though it's really not). Just PLEASE let rogues get it without having to multiclass. Dual-dagger-wielding thieves or ninjas are very iconic to fantasy adventure games, and it's a shame they can't embrace that in 2e.

Paladin: let them be something other than strength based heavy armor characters. I'd also love to see more alignments accessible.

Ranger: make crossbows better!

Grand Lodge

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2e has scenarios and they get reported for eventual credit. As far as I know you aren't supposed to use homebrewery for it.

Regardless, it's been over a month since we had the class updates, and they needed to revise the way the archetypes work with them. Even if the playtest isn't going much longer and we can't give as much feedback, they've used feedback in shorter amounts of time. It'd be nice to have some basis on what to use for the next several months before the official product is out.

Grand Lodge

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I know home games are workable with homebrew, but for organized play and the like, that's not an option. I've had people at the flgs I coordinate pfs night at asking how to handle updates like this, and I don't really have an answer besides "don't do it."

Grand Lodge

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We haven't had the multiclass archetypes document updated since September. As of the 1.6 update in November, the updated classes have made lots of the document non-functional. Paladin dedication doesn't match the new alignments, and alchemist dedication simply doesn't function at all. Paladin is easy enough to fake by adjusting verbage about Paladin's Reaction, but with the alchemist overhaul, we need clarification on how it works as a dedication feat. At the very least, we need to know:

  • How does the dedication feat handle infused regents? How many do they get, and is there a feat that specifically manages an increased amount?

  • Do you choose a research field with the dedication feat like a sorcerer's bloodline? If not, is it its own feat like Domain or Arcane School? What benefits would they grant? Do you not get one at all?

  • Are class abilities like Field Discovery or Perpetual Infusion incorporated in the feat list?

    We could also use clarification on other class updates. Some Bard feats now require certain Muses, and some Rogue feats now require certain Rogue Techniques. This locks out multiclass characters who don't get those class features. Technically a multiclass Bard could choose Multifarious Muse, but without having a muse in the first place, it seems kind of sloppy. Is this going to change?

  • Grand Lodge

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    Captain Morgan wrote:

    See, I'd much rather take Bloodline Heightening than several of the 10th level powers. Dragon Wings on a bloodline that already has Fly baked in is a little disappointing, for example. Which to me is a good example of why Bloodline Heightening should be a feat you opt into, aside from the reasons Landon mentioned. I don't really think there are that many sorcerer feats that outweigh it either.

    Now, you could definitely make a case for it coming online sooner. Realistically though, it does nothing at 2nd, probably does nothing to very little at 4th, might get some very niche use at 6th... I think it doesn't really seem worth a feat until 8th level, when there's 4 different spells it might affect. (Keeping in mind not every spell can be heightened, or gives an effect every level it is heightened.) I'd say 8th might be about right, maaaaybe 6th, but considering there aren't a lot of 10th level feats available and it is a feat that gets better as you level up I can see why it wound up where it did.

    As a specific example, the Imperial Bloodline gets a lot of mileage out of the feat, and 10th level is a neat place for it to kick in-- Dimension Door REALLY spikes in power when it is upped to 5th level, and Dispel Magic at 3 different levels is nice. At 4th...

    I agree that it shouldn't be free (see why last post on why my mind changed). I also like the opt-in nature of things in Ikeafinder, so having it as a feat that makes that particular character more in tune with their bloodline where another character might reject it completely is perfectly fine.

    You're right that at 2nd does nothing and 4th does little or nothing. Remember though that the ability to spontaneously heighten things comes online at 3rd level, when casters still barely have a use for them in most cases. The usability isn't entirely the issue. And if your bloodline doesn't offer anything good to heighten until later, you can delay taking the feat; the opt-in nature makes it so it can be your 10th level feat if you want. Right now it's not so much rewarding characters that would wait anyway so much as limiting characters who could use it early but also want other feats.

    In another light, limiting feats to later levels encourages multiclassing feats. Don't get me wrong, I absolutely adore the new multiclass system. However, as other threads have pointed out, multiclassing is almost too good of an option for some classes where low level feats are subpar.

    One example was a Bard could take extra cantrips or just multiclass into another spellcasting class to get cantrips AND a skill or two AND potentially other abilities. Since Sorcerer shares a primary stat anyway and offers any spell list it wants, this is kind of lopsided. Bloodline heightening is a great way to add something cool and useful at lower levels that scales with your character, making it appealing without being overpowering.

    Grand Lodge

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    I think the point made of bloodlines'spells needing to be balanced if the spontaneous heightening was default is good enough reason for it to cost a feat. Even if lots of characters take it, the idea is to not bloat things with unnecessary abilities. It could make a future bloodline not have a super thematic spell just because it isn't heighten-friendly. That's a great point and I agree completely.

    Still, level 10 is too high if it costs a feat. There are too many feats by then that outweigh it in either power or coolness. Level 6 at least would make it an option to empower your bloodline if you don't like the second bloodline power you'd get. Level 4 would be in line with the spell-tradition-feats, but that also might make it too early (and at that point there's only one spell to potentially benefit). Considering you don't even get to choose the spells, it's a high cost.

    Grand Lodge

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    I posted a similar thread wondering about an Alchemist Dedication update. I have a couple of character concepts that used the old version that I can't use currently, and the changes aren't straightforward enough to just convert to the new version. I hope they have a completed updated version of the file released or something, which would explain why none of it has changed in the resonance test or 1.6 files.

    Paladin also needs an updated dedication feat, but it would be easy enough to fake for now. You would need to choose a deity and a paladin code, get their anathema rules, then you get paladin's reaction 1/day matching your chosen code. And probably make the proficiency section match what fighter dedication says for armor. Just change "retribution" to be for any paladin's reaction ability and the rest lines up fine.

    Grand Lodge

    Pathfinder Adventure Subscriber

    I personally (almost) love the feat. It adds veratility to the class in a way that directly applies to its focus, which Sorcerer sorely needs. It emphasizes spontaneous casting - which sets it apart from most other casters - as well as the bloodline - which is the central theme of the class.

    Right now, very little separates same-spell-list-bloodlines like Angelic and Demonic; a couple powers you might not even take and a few spells you could learn anyway. Likewise, sorcerers don't have a lot to make them shine when compared to the other spellcaster that shares a bloodline's spell list. This feat helps fix both these things. It's a simple, fun way to make it feel like Sorcerer has something special from its bloodline.

    HOWEVER

    I agree that the ability is not worth the cost. Whether or not it would be a feat, level 10 is waaaay too late to get it. Instead of heightening a handful of spells, a level 10 feat could get you something way flashier and still thematic to your bloodline like dragon wings, abyssal wrath, or hellfire plume. Either a few levels earlier, not costing a feat, or preferably both could add a lot to the class.

    Grand Lodge

    Pathfinder Adventure Subscriber

    I might be blind or bad at Google-fu, but is there a new version of the alchemist dedication feat to go with the new version of the class? The old version from the multiclass update still uses resonance points. How do we handle a character multiclassing into alchemist?

    Grand Lodge

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    The only problem I'd see in Warpriest would be how similar it might be to cleric. There would certainly be some aspects from it that could be good to use for the paladin/champion/knight/crusader class if they'd be things cleric couldn't also do.

    Grand Lodge

    Pathfinder Adventure Subscriber

    I have mixed feelings about the paladin (or whatever it winds up being) and the changes brought by 1.6. I love the idea of more alignments. It's what I've been hoping for since the playtest began and they mentioned that it might expand beyond lawful good. Personally I was hoping the end product would incorporate all alignments, maybe forcing you to exactly match your deity's alignment. Either that or the four corner alignments to be the pinnacle of ideals, though that would still leave true neutral deities paladin-less.

    Regardless, more alignments are open. Coupled with an eventual name change, the class we know as paladin has huge potential for change and growth. Which lead me to an idea late last night I figured I would throw on the forums:

    What if 2e's "Paladin" merged with and became an updated Inquisitor?

    Both have the divine warrior aesthetic to them. Both judge the masses and enact their deity's will. Both augment their weapons, detect alignment, and get to do things that normal mortals can't because of their faith.

    Mixing paladin and Inquisitor together would really flush out what non-lawful-good paladins can do. I'm not suggesting replacing paladin with Inquisitor so much as reinforcing the class with themes and powers from the other. This way we could have a chaotic neutral worshipper of gorum that leads the charge into battle smiting all that oppose them, or a lawful evil priest of asmodeus that judges the meek and delivers their master's decrees. Even if the class is still limited on alignments in the end, there's a lot of cool, fun, flavorful stuff Inquisitor did that would fit well into the new, broader paladin. Or whatever the class gets called.

    Grand Lodge

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    This has been my favorite update so far.

  • ALL THE MULTICLASSING
  • Sorcerers can now take archetypes at a decent rate. FINALLY. Now I can make my Erinyes Gray Maiden Sorcerer be a decent level.
  • Rangers get flurry of blows for their hunted target. Not bad, though I wish crossbows would get a little more love.
  • Rogues aren't just dexterity fighters now! Whether it becomes a class feat thing or not, I can see pros and cons both ways. I'm happy with the options, but I'm a little sad that there's no two weapon fighting option outside of multiclassing. The traditional double-knife ninja / cutthroat seems like a staple of rogues to me.
  • Medicine healing outside of combat decently seems like a big help. I'm surprised proficiency level doesn't help this at all, or that Natural Medicine isn't faster now. Either way, good to see some way order than magic to patch people up between fights.
  • Identifying and repairing being faster is nice, making the quick versions not so necessary. I think repairing could have stayed at an hour, personally, but anything for convenience I suppose.

    Overall I love this update. Great work and kudos to the team.

  • Grand Lodge

    Pathfinder Adventure Subscriber

    While I like how sorcerers share spell-lists with different spellcasters depending on their bloodline, it's hard to see them as powerful or unique compared to the other spellcasters when they have fewer class feats than the rest as well as non-existent proficiencies. In the society playtest, my angelic sorcerer's spontaneous versatility meant almost nothing compared to the cleric's armor, weapons, channeling, and selective energy.

    So here's my idea: sorcerer - the class that empowers you with magic based on your blood and ancestry - should let you select class feats using their ancestry feats - those things you get that strengthen your ties to your ancestry. We have both a class and a type of feat that revolve around your lineage; why not directly link them?

    Thematically, doing so could be embracing your magical bloodline instead of your direct parentage, like a human draconic sorcerer inheriting the ability to cast extra cantrips that their dragon forebearer used. Or maybe it's your bloodline overpowering your normal racial traits, like a demonic gnome's ancestor enhancing their spells to cause even more damage every time they concentrate on them.

    Mechanically, the feat could be limited to half-level like the advanced multiclass feats. Maybe some sorcerer feats could have a trait like "bloodline" that this option is restricted to. Whatever the case, this would be a flavorful way to strengthen the class's options and versatility.

    Grand Lodge

    Pathfinder Adventure Subscriber

    Arcane bloodline got an arcane bond just like wizards, which could be a familiar. Some bloodline have specific familiarity, like serpentine getting a snake familiar at level-2.

    Grand Lodge

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    I kinda of like the build-your-own familiar aspect, but when you only get two abilities (without spending another feat) and EVERYTHING is in those two abilities, they feel lackluster. I'd be totally fine with the current list of options if each animal had something like what they did for animal companions. Each familiar type gets something on top of the two abilities that makes the choice beneficial (rather than now where it's irrelevant at best, impeding at worst). Something simple would do:

    AMPHIBIAN
    Your familiar is an amphibian, such as a frog or newt.
    Skill: Athletics
    Ability: Swim Speed of 25 feet.

    BIRD
    Your familiar is a common bird, such as a raven or owl.
    Skill: Acrobatics
    Ability: Fly Speed of 25 feet.

    RODENT
    Your familiar is a tiny mammal, such as a rat or squirrel.
    Skill: Stealth
    Ability: Scent

    I'm betting lots of people only see familiars as either bonus cantrips/spells - so familiar abilities are forgotten when you get 4th level spells - or a way to deliver touch spells - where you might take a fly speed or increased movement speed. Barring special circumstances like campaign setting or animal choice locking your abilities, things like climb speed, swim speed, scent, and even darkvision probably won't be used much. If every type of familiar got a different mini-entry like animal companions, the flavor of the whole thing would be much richer and rewarding.

    Grand Lodge

    Pathfinder Adventure Subscriber

    "You can prepare one additional cantrip. You must be able to prepare cantrips to select this master ability."

    "You can prepare one additional spell at least 3 levels lower than your highest-level spell; you must be able to prepare level 4 spells to select this master ability."

    Emphasis mine.

    Why prepared only? I kind of get that adding cantrips to your repertoire could be weird, but if Sorcerers have a class feat to gain a familiar and another to upgrade it, why are two of the three master abilities worthless for them? Let them cast an extra spell off their repertoire, or do something like the bard's eclectic spell feat. Something to make the familiar a bit better for a class that gets it as a feat.

    Grand Lodge

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    I agree wholeheartedly. There are too many instances of "the GM sets the DC" with zero explanation. It would be far better to give a DC in the book or give a way to use the difficulty-by-level chart of DC's. Then, let the GM's adjust DC's accordingly. This way, the GM choosing the difficulty for the chart is already a clear, simple way to allow GM's to adjust the DC while giving them some parameters.

    Grand Lodge

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    There's nothing saying Psychic or Occultist couldn't be CHA based in 2.0.

    Whether the realm of "Occult" stuff in this game is philosophical, illogical, metaphysical, lovecraftian/insanity, conflicting, or whatever else, it's distinct from Arcana because it isn't purely normal, logical, or scientific. It has its own reasoning behind it that only makes sense in its own way. So if you need to have a nuanced way of approaching Occultism rather than the pragmatic method Arcana works, why would you use INT to feel your way through it?

    Grand Lodge

    Pathfinder Adventure Subscriber

    The four magical knowledges should match their spellcasting abilities. One of the uses of each skill is to learn spells of the corresponding type, and yet Occultism doesn't seem to follow suit.


    • Arcana is INT based and focuses on alchemy and arcane practices. Wizards use Arcane magic (and Alchemists use Alchemy). They're INT based.

    • Religion is WIS based and focuses on "deities, dogma, faith, and the realms of divine creatures." Clerics are the primary dogmatic, faith-based, Divine caster. They're WIS based.

    • Nature is WIS based and focuses on "animals and magical beasts" and "flora, fauna, geography, weather, the environment, or creatures of natural significance". Druids are the Primal casters with all sorts of animal-, plant-, and nature-based powers. They're WIS based.

    • Occultism is INT based and focuses on "ancient mysteries, obscure philosophy, or creatures of occult significance" as well as "complex metaphysical systems, syncretic principles, and incoherent ramblings." Bards are the Occult casters that revolve around mysteries, philosophy, and rambling in their magics. They're CHA based.

    I get that "knowledges" being INT or WIS based makes more sense and that CHA is more of a stretch, but we're talking about something that literally lists "incoherent ramblings" as part of its knowledge base.

    Bard has a class feat that magically unlocks memories to permit Recall Knowledge checks that improves with Occultism. They have another class feat that lets them act as if they're trained in every skill that improves with Occultism. It seems wrong to have such a core skill not match their key ability score.

    Grand Lodge

    Pathfinder Adventure Subscriber

    It seems like Sorcerer got the short end of the stick here. Almost like it never got a revamp that other classes got in regards to class feats.

    Clerics have domains, and each one has an advanced domain power. They're optional. You take the "Advanced Domain" class feat to acquire them. You can ignore your domain/s advanced options for other Cleric feats or to make room for multiclassing.

    Barbarians have totem specific options such as "Dragon Totem Breath" and "Giant's Stature" as class feats. Again, take as many or as few as you like.

    A bard's muse doesn't even lock them into or out of a path. They can grab other muses' class feats if they wish. Or not. Hell, a human bard can effectively start with two muses using Natural Ambition and choosing a specific spell.

    Sorcerers are forced into their bloodline powers. In place of those levels' class feats. The end.

    It's the odd class out in regards to class feats. All the non-spellcasters get a class feat every even level. Every OTHER spellcaster gets a class feat every even level save 12 and 16, when their spell proficiency goes up. The only feat sorcerer has with a choice-related prerequisite is the "Evolution" line, which technically isn't even about their bloodline (only the bloodline's spell-list, which might not even be unique to the bloodline).

    It's such a shame. I love the direction they went with the spell-list-bloodline connection, but the class looks ultimately crippled and railroaded while the rest are much more dynamic.

    Grand Lodge 5/5 Venture-Lieutenant, Washington—Bothell aka Pinstripedbarbarian

    I think the favored character option is a neat way to expand play options, but one character only might limit people with loads of characters they want to play. Perhaps we could tie the favored character option to gm stars? Maybe a gm reward boon like in the past that allows extra favored characters. Not necessarily one per star (I wouldn't object to getting 5 extra replays, but at that point it's almost the same as unlimited replays for practical purposes), but incorporating one or two extra characters' legacies into a gm's career is both fitting and helps address the first-edition-gm-star-reward problem.

    Grand Lodge

    Pathfinder Adventure Subscriber
    Ventnor wrote:

    "Watch out! Those space-murderhobos entered the space-dungeon to space-loot it!"

    "We get it! You're from space!"

    "So long as we don't lose our space-prestige points for our space-factions, I'll be space-fine."

    Precisely what I'm hoping to avoid.

    Grand Lodge

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    Pathfinder Adventure Subscriber

    Super serious conversation time.

    A common term I've heard for years in Pathfinder - be it in Society play referring to agents, or simply the playstyle of a lot of people - is "murder-hobo." I'm sure most people have heard this before or at least understand why we'd be called such. But soon, we'll be in space, travelling on starships, going onto spacestations... The "hobo" part might not hold up anymore.

    I personally propose we use the term "Murdernauts" in the future for any Starfinder shenanigans.

    What other colloquialisms from Pathfinder do you think need sci-fi-ing for Starfinder? Things like "lawful stupid" could stay probably, but I'm sure lots of things we say frequently could use a space-y version for fluff and fun.

    Grand Lodge

    Pathfinder Adventure Subscriber

    Simple question: does the bardic ability Lore Master allow a bard to take 10 on a research check?

    Ultimate Intrigue wrote:
    Attempting a Research check requires an uninterrupted 8-hour period of research, and a character cannot take 10 or 20 on a Research check.

    However, a bard's Lore Master ability allows it to take 10 on knowledge checks even in situations they normally can't, like being distracted or being in battle. Furthermore, they can take 20 a certain number of times a day as a standard action.

    My take on it is that 20 wouldn't work, seeing as the research roll represents 8 hours of studying / reading / whatever compared to a single standard action. However, taking 10 doesn't actually take an action different to a normal roll. It doesn't matter the time it takes, just a normal roll. It also makes sense, given that the ability is literally mastering lore. On the other hand, I can see the argument that researching for hours on end isn't a basic knowledge check and wouldn't qualify.

    So does Lore Master allow a bard doing a research check to 1. take 20 on the check as a standard action, 2. take 10 on the check with the 'always can' option, or 3. do nothing special with the ability.

    Grand Lodge 5/5 Venture-Lieutenant, Washington—Bothell aka Pinstripedbarbarian

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    Kashka wrote:

    Pathfinder Swat sat down for Bid for Alabastrine this morning. 56 minutes later we make it out of the briefing. The Gm has lowered his head in laughter/pain/joy/disgust a dozen times.

    58 minutes later, the first combat is over, the Perp's handcuffed and it is time for the union break. When the coffee and donuts landed on the table the gm was just speechless and started laughing again.

    YOU GUYS WALKED UP WITH AVIATORS, A THEME SONG, AND DONUTS. WHAT WAS I SUPPOSED TO DO WITH THAT

    Mista Moore wrote:
    Spoiler:
    The aspis just tried to bribe the cops.

    Spoiler:
    She thought you were dirty cops. Could you blame her?
    MisterSlanky wrote:
    Cheers to the people of Druma and your new protectors. That Aspis rat didn't stand a chance.

    #DrumaLodge4Life

    Dicky Serpico wrote:
    Ri'chard Beckett wrote:
    And one word about my mom and I'll be sending IA a formal harassment complaint.
    Go a head and complain all you want. Your mom doesn't.

    Don't worry, IA is already very intimately aware of Ri'chard's ma.

    Seriously, Swat was one of the most memorable moments I've ever had GMing. We need to make sure to get at least one table together next year, if not sooner!

    Grand Lodge

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    Pathfinder Adventure Subscriber
    Wei Ji the Learner wrote:

    Fortunately, the GM was awesome and a couple of our players... well...

    Hopefully that one poor, poor, poor Mister Explodeypants will get better in a next life.

    Hey, when you get one of the writers to get out of bed and come down to see for themselves how you guys break the scenario, you know you're doing alright.

    Grand Lodge

    Pathfinder Adventure Subscriber

    I have... mixed feelings on the artwork. The talons and feathers incorporated in the suit are almost too subtle compared to the LOUD costume he had before. I think it looks cool, don't get me wrong, but what was wrong with the original Red Raven art? It definitely made him more memorable, more of an icon for Galt. Nobody mistook him for anything but the defender of the people that he was. This look, while very neat, seems like it could just as well be a mook with good fashion sense.

    Grand Lodge

    Pathfinder Adventure Subscriber

    Am I missing something? When does the protection from energy part refill?

    Pathfinder Unchained wrote:
    Energy Resistance (Ex): The barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). At 8th level, she gains limited immunity to the same type of energy, as protection from energy. She can absorb 2 points of damage per level, and she applies her energy resistance first. The energy type is chosen when this rage power is selected, and it can't be changed. This rage power can be selected more than once; each time, it applies to a different energy type.

    It doesn't say per day or per rage or anything. Is this really meant to be a one time protection? That doesn't sound right, but I can't seem to find a clear answer to when it does refresh.

    Grand Lodge 5/5 Venture-Lieutenant, Washington—Bothell aka Pinstripedbarbarian

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    I only wish "Anybody want a peanut?" made it into the list of quotes.

    Grand Lodge

    Pathfinder Adventure Subscriber

    I love the Princess Bride quotes this week.

    Grand Lodge

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    Pathfinder Adventure Subscriber

    Wow. I came to make a Princess Bride reference, and you folks have gone above an beyond. You've made my night. Thank you all.

    Grand Lodge

    Pathfinder Adventure Subscriber
    Queen Moragan wrote:
    Normally the trapmaker would want to put the trigger within the area of effect. If you put the trigger before or after the area of effect, assuming you want to inflict some sort of damage to creatures within the area, then you'll miss the creature that triggers it.

    Okay, so let's say there's a Fireball trap that uses Sight (True Seeing). The location of the spell trap is in the back corner of a room that only has a single entrance in the opposite corner. The trap is set to go off any time the True Seeing detects movement, and it has 120ft. vision range with +30 perception. At that point, even if the trap was detected before it goes off, they'd have to bypass the Perception check to get close enough to disable, right? And if they don't succeed, it triggers and goes off while they're approaching?

    I just want to be clear on how all this stuff works. I have a very good trap-monkey in this party, so I want to give him every chance to do his thing. At the same time, being able to have a trap go off with this party is something of a rarity and would be fun to do on occasion.

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