“…there's plenty of concern going around that if a community-beloved employee with a spotless record and 12 years of company loyalty can be fired on an apparent whim, none of us are safe.
By the way, we can see all of the subscription cancellations in the forums too. If that's how you want to express your disapproval with the situation, I can't fault you. I'll even grant you that as much as I wish otherwise, a dip in revenue is probably the only thing that has a chance of motivating the executives to do anything about this. That said, I have serious doubts that any action taken would actually involve anyone in power taking responsibility, and serious concerns that it would negatively impact the people who represent the best that the company has to offer.
But if you do cancel over this … if you feel strongly about this to even consider cancelling … I will ask that you send an email to someone on the executive team and express your concerns. It may not and probably will not make a difference, but when all is said and done, your opinions matter a lot more than ours do. If you genuinely care about Paizo and want to see it do better (now, not in five years), tell the people who can make it happen.”
With this follow-up:
Acceptabe_Ad_7359 wrote:
“Posts and CS emails won't be seen by the executive team unless they ask for them, which seems unlikely.
As for who to contact with your concerns, I would recommend anyone at the C-level, particularly Lisa Stevens, Erik Mona, or Jeff Alvarez (firstname.lastname@paizo.com). They may not choose to listen, but at least they'll know you cared enough to try.”
I hope those who are cancelling or thinking about cancelling their subscriptions will consider writing an email to one or more of these people. I know it’s more work than just cancelling your subscription. But if we care about Paizo and its employees, I think writing them is time well-spent.
If you do email any of these people, feel free to post the content of your email here. It might encourage others to write their own emails, and provide some helpful guidance for those who are having a hard time putting their thoughts into words.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I love the new Secrets of Magic release. Tons of great options and spells in there.
One spell I'm puzzled by, though, is the Phantom Prison spell. At first glance, it seems worse than the 2nd-level version of Illusory Object in virtually every respect.
You can use Illusory Object(2) to create the illusion of a prison around someone, just like Phantom Prison does. And the target would get a will save to disbelieve when they interacted with the illusion, just like Phantom Prison gives them. And in every other respect, Phantom Prison seems strictly worse than Illusory Object(2):
Phantom Prison takes a 3rd level slot. Illusory Object(2) takes a 2nd level slot.
Phantom Prison takes 3 actions to cast. Illusory Object(2) takes 2 actions to cast.
Phantom Prison has a range of 50'. Illusory Object(2) has a range of 500'.
Phantom Prison has a duration of 1 minute. Illusory Object(2) has a duration of 1 hour.
Phantom Prison effects 1 target. Illusory Object(2) can create an illusory "prison" around every being in a 20 foot burst.
Phantom Prison has the mental trait, and so won't effect creatures immune to such effects. Illusory Object(2) does not.
Phantom Prison has the incapacitation(!!!) trait. Illusory Object(2) does not.
Phantom Prison grants an additional Will save when the spell is cast to function at all. Illusory Object(2) only starts granting Will saves when the target tries to interact with it.
Why would anyone ever take Phantom Prison? Am I missing something?
Really excited this is finally happening. It's nice to finally have an easy way for new players to build characters without having to install android OS emulators or anything like that.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Starship Operations Manual has some interesting rules for having the PCs fly individual ships. This looks like it could make starship combat more engaging for the whole party. But I’m curious about how it feels in practice.
Has anyone tried these squadron rules out? If so, how did it go? Were there any unexpected problems or modifications you needed to make?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Hi Paizo folks,
This order says it was shipped February 2nd, and was transferred to USPS on February 5th. But it never arrived. Is there anything I can do to try to figure out what happened to it?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Since no one has posted any playtesting experiences yet, I thought I'd sketch a few encounters, and some thoughts about them. All three of these test encounters pit one of the Battletest conversion mechs against 1-2 creatures from the Alien Archive which are in the same ballpark, CR-wise.
Battle 1: Tier 20 Atlas (with 4 lvl 20 operators) versus 2 CR 20 Kyokor's. The Atlas's goal is to defend a city from a pair of advancing Kyokor's, who start 1000 feet away.
Given the p11 estimation of the power level of such a mech, and the fact that Kyokor's have no ranged weapons and start 1000' away, I expected the Atlas to wipe the floor with Kyokor's. Not what happened.
The Atlas spent 5 rounds firing every weapon it had at one of the Kyokor's, but all of the Atlas's weapons do at least some fire damage and the Kyokor's have 30 fire resistance, which roughly halved the damage the Atlas put out. When the Kyokor's finally got into melee in round 6, the Kyokor Multiattacks and Attacks of Opportunity against ranged attacks took the Atlas down to 6 HP, and they destroyed it at the start of round 7.
--Caveat 1. The Kyokor's fire resistance and all of the Atlas's weapons doing part fire damage definitely helped the Kyokor's. But in all 3 mech battles the opponent ended up having some defensive feature (Hardness, Incorporeal) that roughly halved the mech damage, so I'm not sure this isn't what one should expect from a high level opponent.
--Caveat 2. The Atlas doesn't have any melee weapons. And once the Kyokor's closed in, the Atlas incured AOO from the Kyokor's when firing ranged weapons. But even if it did mount a melee weapon, it would have been a bad idea to avoid AOO by just making one melee attack a round (given that it had four operators).
--Caveat 3. The Atlas was built with 440 MP (all the Battletech conversions are within 10% of the minimum MP mark), but 4 20th level PCs are supposed to get a 1200 MP budget. An extra 760 MP would have made the Atlas a more substantial threat. (At a first gloss, that additional MP could give the Atlas a Plasma Sword melee attack, a MK 4 Engine, +50 HP, +40 SP, +2 KAC/+3 EAC, and +3 Fort/Ref.)
But that still would have only bought the Atlas an extra round or so against the Kyokor's, and still wouldn't give it much of a chance against them if the combat started in close quarters.
--Thought 1: It would be nice if there was a slightly firmer tie between Tier and MP (or a maximum MP as well as a minimum MP for a mech of a given tier). As is, gauging the challenge level of a mech based on Tier and # of operators is hard, since the amount of MP (440 vs 1200) can make a big difference to how powerful the mech is.
--Thought 2: Overall, the Atlas seemed really fragile. The Atlas was built to be defensively focused (with Enhanced Shields, Unbreakable Armor, and AC-boosting component choices), but got brought down to 6 HP in one round by a pair of Kyokor's with only slightly better than average rolls.
And while spending 760 extra MP to boost the Atlas's defenses would have helped, the natural boosts (such as those suggested above) would have only bought the Atlas an extra round or so against the Kyokor's, and would still make it hard for an Atlas to take even one of them down if the battle started in close quarters.
Battle 2: Tier 9 Hatchetman (with 2 lvl 9 operators) versus 1 CR 12 AHAV. The two start 60' away.
On paper, the Hatchetman should be a little outclassesd by the AHAV. In practice, they were pretty much on a par, though the Hatchetman's low HP gave the AHAV the edge.
The most noteable things about this combat was how long it felt. Both sides had Hardness and either fast healing or regenerating shields (with the Hatchetman using PP to futher boost its shields each round), and it felt like a slow 9-round battle of attrition that the AHAV finally won because of the Hatchetman's low HP.
Ironically, given the results of the first battle, this was a case where I was happy the Hatchetman didn't have many HP!
Battle 3: Tier 15 Marauder (with 3 lvl 15 operators) versus 1 CR 17 Hallajin. The two start 120' away.
The Marauder should win this on paper, and it did. It sustained almost no damage and dropped the Hallajin in 3 rounds.
--Thought/Question 3: The Hallajin was at a severe disadvantage, because its best spells are mind-affecting (Greater Synaptic Pulse, Synapse Overload, Confusion), but I wasn't sure how to run any of those against the mech (tentatively ruling that the Hallajin didn't have line of effect to the operators). This seemed to really cut down on the Hallajin's options.
--Thought/Question 4: Do the Mech's weapons count as magical? I ruled that they did (and so ruled that, e.g., when the mech did a Fire & Piercing damage attack against it, half of both sources of damage went through). But going the other way would have made the Hallajin last longer (though it still wouldn't have had much of a chance).
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
While looking at the mech playtest rules, I thought it would be handy to have a source of pre-generated mechs available to give either to players who don't want to bother building their own, or to use as enemy mechs. I also thought it would be fun to convert some classic mechs from Battletech.
What follows are some pregenerated mechs, converted from Battletech. I've mostly presented them in Alien Archive format, with the build details (for those who want to tweak things) and descriptions of their special PP actions (for those who want cut-and-paste text they can give to give players) at the bottom.
Battletech conversion notes:
I've assigned light mechs huge frames, medium mechs gargantuan frames, and heavy and assault mechs colossal frames (based on these size charts.
I've set the tier of each mech equal to 1/5th of it's tonnage. (So 20 ton mechs are tier 4, and 100 ton mechs are tier 20.)
I've set the MP of each mech between 100 and 110% of the minimum MP of a mech of that tier.
Weapon assignment and placement match those in Battletech as much as the playtest rules allow. (The playtest rules don't allow, e.g., laser rifles or missle batteries to occupy upper limb slots, so I've had to move those to torso slots.)
LOCUST (TIER 4) (80 MP)
Huge Mech (1-2 operators)
Init [lowest operator]; Senses darkvision 120', blindsense (vibration) 30'; Perception +2+[operator]
DEFENSE
HP 40; SP 11
EAC 23; KAC 22
Fort +5; Ref +9
Defensive Abilities fast healing (shields only) 4, hardness 2
Immunities construct immunities
OFFENSE
Speed 120 ft
Ranged laser rifle +9+[operator BAB/piloting ranks] (2d8 F, critical burn) [range 250', automatic, capacity 20 (4 reloads)], or gatling gun +9+[operator BAB/piloting ranks] (2d10 P) [range 120', automatic, capacity 10 (4 reloads)]
Space 15 ft; Reach 15 ft
STATISTICS
Str +3
Skills +11 or +9+[operator piloting ranks] Athletics; +7 or +5+[operator piloting ranks/stealth ranks] Stealth
SPECIAL PP ACTIONS
PP Initial 3; Max 9; Rate 4
Fade (0 PP) "As a full action, the mech initiates active camouflage, granting it concealment until it makes an attack or performs other harmful actions, at which point the effect ends. If the mech begins combat while this ability is active, it begins the encounter with 1 less PP (minimum 1)."
Cloak (4 PP) "As a standard action, the mech fades from view as per invisibility. The effect lasts for 1 round, though the mech can extend the duration each round by expending 1 PP. The effect ends if the mech makes an attack or performs other harmful actions."
Speed Surge (2 PP) "Each time this ability is activated, the mech increases the number of times it can use an action to move by 1, exceeding the normal limit of two movements per turn. This auxiliary system can be used more than once per turn."
Has the ability to make Stealth checks.
+5 bonus to Computers when using Scan action, +2 bonus to Perception checks
BUILD
Frame: Phantom; Lower Limbs: Fast Biped; Upper Limbs: Precision Arms; Power Core: Dynamo Mk 4; Weapons: Laser Rifle (frame), Gatling Gun (upper limb); Auxiliary Slots: Ammo Reserve, Cloaker, Haste Circuit, Reconnaissance Array; Upgrades: Fleet (x2), Rapid Reflexes
HATCHETMAN (TIER 9) (180 MP)
Gargantuan Mech (2-6 operators)
Init +1+[lowest operator]; Senses darkvision 120', blindsense (vibration) 30'; Perception +[operator]
DEFENSE
HP 91; SP 21
EAC 29; KAC 30
Fort +9; Ref +10
Defensive Abilities fast healing (shields only) 9, hardness 5
Immunities construct immunities
OFFENSE
Speed 70 ft
Melee alloyed sword +10+[operator BAB/piloting ranks] (7d4+8 S) [analog, penetrating (9), thrown 20']
Ranged laser rifle +9+[operator BAB/piloting ranks] (4d8 F, critical burn) [range 250', automatic, capacity 20 (4 reloads)], or rocket launcher +9+[operator BAB/piloting ranks] (5d8 F&P) [range 150', explode (10'), unwieldy, capacity 2 (4 reloads)]
Space 20 ft'; Reach 20 ft
STATISTICS
Str +8
Skills +17 or +13+[operator piloting ranks] Athletics
SPECIAL PP ACTIONS
PP Initial 3; Max 9; Rate 4
Siege Mode (3 PP) "As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. While so configured, the mech can’t fly, and its other movement speeds are reduced to 10 feet. The rocket launcher’s range increases to 500 feet, its explode property’s radius increases to 20 feet, and it deals medium damage for a weapon of its level. The mech can end the siege configuration as a full action."
Power Jump (2 PP) "The mech can activate the thrusters as part of a move action, granting it a fly speed of 60 feet (average maneuverability) with a maximum height of 30 feet. The mech must either land at the end of this movement, expend additional PP to perform additional power jumps before the end of its turn, or fall."
BUILD
Frame: Legionnaire; Lower Limbs: Agile Biped; Upper Limbs: Powerful Arms; Power Core: Dynamo Mk 4; Weapons: Alloyed Sword (upper limbs), Laser Rifle (frame), Rocket Launcher (frame); Auxiliary Slots: Ammo Reserve, Thrusters; Upgrades: Rapid Reflexes
__________
The 75 ton (Tier 15) Marauder Heavy Mech, a ranged combat mech that can use dual strikes to lay down a hail of devastating blasts:
Marauder Details:
MARAUDER (TIER 15) (315 MP)
Colossal Mech (2-6 operators)
Init +3+[lowest operator]; Senses darkvision 120', blindsense (vibration) 30'; Perception +[operator]
DEFENSE
HP 160; SP 33
EAC 33; KAC 36
Fort +15; Ref +14
Defensive Abilities fast healing (shields only) 15, hardness 9
Immunities construct immunities
OFFENSE
Speed 50 ft
Ranged left arm plasma rifle +11+[operator BAB/piloting ranks] (10d10 E&F, critical wound) [range 100', line, capacity 10 (4 reloads)], or right arm plasma rifle +11+[operator BAB/piloting ranks] (10d10 E&F, critical wound) [range 100', line, capacity 10 (4 reloads)], or rocket launcher +11+[operator BAB/piloting ranks] (10d10 F&P) [range 150', explode (10'), unwieldy, capacity 2 (4 reloads)]
Space 30 ft; Reach 30 ft
STATISTICS
Str +9
Skills +21 or +14+[operator piloting ranks] Athletics
SPECIAL PP ACTIONS
PP Initial 1; Max 7; Rate 3
Dual Strike (1 PP) "When making a full attack with two different weapons mounted on your arms, you attack twice with one of those weapons and once with the other weapon. You take a –4 penalty to these attacks."
Siege Mode (3 PP) "As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. While so configured, the mech can’t fly, and its other movement speeds are reduced to 10 feet. The rocket launcher’s range increases to 500 feet, its explode property’s radius increases to 20 feet, and it deals medium damage for a weapon of its level. The mech can end the siege configuration as a full action."
Accurate Strikes (1 PP) "For 1 round, the mech treats all of its operators as though they each had a number of Piloting ranks equal to their respective levels for the purpose of calculating the mech’s attack bonuses."
Energize Weapon (2 PP) "Choose one of the weapon core’s two types of energy. As part of a standard action or full action used to make one or more attacks with one of the mech’s melee weapons, the mech charges the weapon with the chosen energy; the energy selected must be a type of energy damage the weapon does not currently deal. Until the end of the mech’s turn, half of the damage dealt by this weapon is replaced with damage of the chosen type. If the weapon already deals two types of damage, replace one of them with the chosen energy damage. This effect never causes a weapon that normally targets KAC to target EAC."
Trample (2 PP) "As a full action, the mech uses the trample universal creature ability. This deals low bludgeoning damage as a mech weapon of a level equal to the mech’s tier. The Reflex save DC equals 12 + 1/2 the mech’s tier."
BUILD
Frame: Juggernaut; Lower Limbs: Heavy Biped; Upper Limbs: Assault Arms; Power Core: Dynamo Mk 2; Weapons: Plasma Rifle (x2) (arms), Rocket Launcher (frame); Auxiliary Slots: Ammo Reserve, Autotarget, Entry Hatch, Weapon Core
__________
The 100 ton (Tier 20) Atlas Assault Mech, a heavily armored mech for front-line fighting:
Atlas Details:
ATLAS (TIER 20) (440 MP)
Colossal Mech (2-6 operators)
Init +4+[lowest operator]; Senses darkvision 120', blindsense (vibration) 30'; Perception +[operator]
DEFENSE
HP 230; SP 63
EAC 42; KAC 44
Fort +20; Ref +18
Defensive Abilities fast healing (shields only) 20, hardness 12
Immunities construct immunities
OFFENSE
Speed 50 ft
Ranged laser rifle +12+[operator BAB/piloting ranks] (15d8 F, critical burn) [range 250', automatic, capacity 20 (4 reloads)], or missile battery +12+[operator BAB/piloting ranks] (15d6 F&P) [range 200', capacity 12 (4 reloads), volley], or rocket launcher +12+[operator BAB/piloting ranks] (15d10 F&P) [range 150', explode (10'), unwieldy, capacity 2 (4 reloads)]
Space 30 ft; Reach 30 ft
STATISTICS
Str +11
Skills +26 or +16+[operator piloting ranks] Athletics
SPECIAL PP ACTIONS
PP Initial 4; Max 8; Rate 1
Siege Mode (3 PP) "As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. While so configured, the mech can’t fly, and its other movement speeds are reduced to 10 feet. The rocket launcher’s range increases to 500 feet, its explode property’s radius increases to 20 feet, and it deals medium damage for a weapon of its level. The mech can end the siege configuration as a full action."
Energized Retort (2 PP) "As a reaction when the mech takes damage that causes it to lose Shield Points, the mech channels the shields’ lost energy into one of its weapons that deals energy damage. The next time the weapon deals damage before the end of the mech’s next turn, the weapon deals additional damage equal to half the number of SP the mech lost from the triggering attack."
Bulldoze (2 PP) "The mech can activate this ability when it attempts a bull rush or reposition combat maneuver. The mech gains a +2 bonus to the attack roll, and if the combat maneuver succeeds, the target also takes damage equal to the mech’s tier plus its Strength modifier."
Energize Weapon (2 PP) "Choose one of the weapon core’s two types of energy. As part of a standard action or full action used to make one or more attacks with one of the mech’s melee weapons, the mech charges the weapon with the chosen energy; the energy selected must be a type of energy damage the weapon does not currently deal. Until the end of the mech’s turn, half of the damage dealt by this weapon is replaced with damage of the chosen type. If the weapon already deals two types of damage, replace one of them with the chosen energy damage. This effect never causes a weapon that normally targets KAC to target EAC."
Trample (2 PP) "As a full action, the mech uses the trample universal creature ability. This deals low bludgeoning damage as a mech weapon of a level equal to the mech’s tier. The Reflex save DC equals 12 + 1/2 the mech’s tier."
BUILD
Frame: Juggernaut; Lower Limbs: Heavy Biped; Upper Limbs: Tough Arms; Power Core: Eternal Mk 0; Weapons: Laser Rifle (frame), Missile Battery (frame); Rocket Launcher (frame); Auxiliary Slots: Ammo Reserve, Plow Plating, Plasma Shock-Circuits, Weapon Core; Upgrades: Enhanced Shields, Unbreakable Armor
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Although I'm relatively content with where magic ended up in PF2, I know a lot of PF1 players are not. And it would be nice to have some house rules which:
1. Boost magic to a level that PF1 players would be more satisfied with,
2. Are simple and unified way (not a piecemeal list of changes to dozens of spells),
3. Don't allow magic to break the game.
After some discussion and playtesting, here's what what I've come up. Things have worked well so far with my group, but I'm curious to hear what other think. If you're one of the people who's generally unsatisfied with the power level of magic in PF2, does this house rule boost things to a level that would make you happy? Are there game-breaking consequences of this house rule that I've missed?
____________________
Supercharging Magic: Every time someone casts a spell, they can Supercharge it in one of these 5 ways:
1. Incapacitation Supercharge: Removes the Incapacitation trait from the spell, but grants creatures a bonus to their saves against the spell equal to [creature's level - (2*spell level)] (minimum 0).
EX: Casting a 4th level Charm spell with the Incapacitation Supercharge on an 11th level creature would give that creature an additional (11-8=)+3 bonus to their Will save.
Rationale:
The incapacitation trait is one of the biggest complaints I encountered about PF2 magic. This change allows casters to have a non-trivial chance of landing these effects against higher level targets, but I'm hoping the additional bonus to saves granted by such spells (combined with the overall strong saves for creatures in PF2) will still make it difficult for casters to trivialize boss encounters.
2. (De)buff Supercharge: Adds 1 to any bonus, penalty, or condition (except Slowed) that the spell incurs.
EX: Casting a Goblin Pox spell with the (De)buff Supercharge would have the following effects, given the target's Fortitude save:
Critical Success: Target unaffected.
Success: Target is sickened 2 [instead of sickened 1].
Failure: Target is afflicted with goblin pox at stage 2 [instead of stage 1].
Critical Failure: Target is afflicted with goblin pox at stage 3 [instead of stage 2].
Rationale:
With the Incapacitation Supercharge option, straight debuff options start to look strictly sub-optimal. This attempts to boost to debuff spells enough to keep the non-incapacitation options as viable competitors for spell slots.
3. Attack Supercharge: Adds an untyped +2 bonus to spell attack rolls with the spell.
Rationale:
Using the Gamemastery Guide rules for constructing NPCs, NPC spellcasters get a +2 bonus to spell attack rolls relative to PCs. So doing the same for PCs shouldn't break the math too much. This also makes attack roll cantrips more competitive with Electric Arc.
4. Damage Supercharge: Adds half the level of the spell slot used to the number of damage dice the spell inflicts (of the die size the spell normally employs). For non-area of effects spells with multiple targets, this extra damage is spread out however the caster desires.
EX: Casting a 3rd level Fireball spell with the Damage Supercharge would do 6d6+1d6=7d6 damage to everyone in the area.
EX: Casting a 1-action 3rd level Magic Missile spell with the Damage Supercharge would shoot two missiles that do 1d4+1 force damage each, and would add an additional 1d4 force damage to one of the targets of these missiles.
EX: Casting Electric Arc with the Damage Supercharge would do nothing, since the spell doesn't use a spell slot.
Rationale:
I don't think spell damage needs much of a boost, but during my playtests I heard complaints about non attack roll damage spells seeming lame when other spells receive a substantial boost. And this seems to be enough of a boost to make them feel better, but not a big enough boost to break encounters. (The expected damage increase from this boost is substantially less than that provided by the +2 bonus to attack rolls.)
5. Duration Supercharge: Doubles the duration of the spell and its effects.
EX: Casting a Slow spell with the Duration Supercharge would have the following effects, given the target's Will save:
Critical Success: Target unaffected,
Success: Target is slowed 1 for 2 rounds [instead of 1 round],
Failure: Target is slowed 1 for 2 minutes [instead of 1 minute],
Critical Failure: Target is slowed 2 for 2 minutes [instead of 1 minute].
EX: Casting a 4th level Fly spell with the Duration Supercharge would have a duration of 10 minutes [instead of 5 minutes].
Rationale:
This provides a generic boost to most spells not effected by the first four supercharges, and offers an interesting alternative way to boost buff/debuff spells.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
So almost 5 starfinder APs have now come out (Dead Suns, Against the Aeon Throne, Signal of Screams, Dawn of Flame, Attack of the Swarm). How would you rank them?
(I ask in part because I'm curious, but also because I'm considering running one of them, and would like a feel for which of the APs people are most enthusiastic about.)
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Unfortunately, my complementary Starfinder subscriptions aren't showing up in my downloads (though they are showing up for purchase when I got to the product web-page). Is there any chance someone could check up on that when it's convenient?
(And just to forestall any confusion, I have already received shipments from all 4 of my subscriptions.)
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
While there's been a lot of discussion about spells that have been nerfed in PF2, there hasn't been much discussion about spells that have been buffed in PF2. But I've come across several spells which have been improved in some important respects, as compared to their PF1 counterparts. What buffs to spells have you found?
(NOTE: Although it would also be interesting to see a list of spells that have been nerfed, that's not what this thread is about. So if you want to talk about nerfs to spells, that might be best done in a different thread devoted to that topic.)
_______
Charm, Suggestion: Once spell manifestations became an explicit part of the PF1 rules, spells like Charm Person and Suggestion became too risky to use against anyone who wasn't already hostile, since the target would know you're casting the spell, and if they made their save, would get pissed off. In PF2, Charm now states that unless the target critically succeeds they think you've only cast a harmless spell. And with Suggestion unless they critically succeed they won't even realize you're casting a spell.
Now, Charm is weaker duration-wise in PF2, since it now lasts one hour instead of 1 hour/lvl. But the 4th level version of Charm lasts until you next perform your daily preparations. From p480, it looks like doing your daily prep is optional, so if you decline to do that it you could extend the duration of this Charm indefinitely... a great thing for a Wizard to do on some key figures before he retires!
Water Breathing: In PF2 this is now a second level spell, giving an hour of water breathing to up to 5 targets, making underwater adventures feasible at lower levels. And the third level version gives you all 8 hours of water breathing, while the fourth level version gives you all water breathing until your next daily preparation, which you could put off indefinitely...
Now, the PF1 version was more flexible, since it gave you 2*lvl hours of water breathing to spread out as you like. But it wouldn't allow you to give 8 hours to 5 people until level 20, and so generally falls far short of the PF2 same-level version with respect to total person-hours it can provide.
Shrink Item: In PF2 this spell lets you shrink any item up to 20 cubic feet in volume, and up to 80 bulk to the size of a coin. In PF1 the shrinking was to 1/16th the size of the original object, making it a little less convenient for certain things (the 20' long scepter of the Storm Giant King is still over a foot long, making harder than a coin to smuggle out of the throne room). That said, the PF1 version would allow you to make ordinary objects (like a coin you're trying to steal) really small, which the PF2 version does not. Call it a wash.
But it's duration which makes the PF2 version shine. The PF1 version lasts 1 day/lvl. The PF2 version lasts 1 day. But the object only expands if it's in a location large enough to accommodate it's normal size. So by putting the Storm Giant King scepter in a small box, you can keep it in its shrunken down state indefinitely. Pretty neat!
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dear Paizo staff,
Due to a website bug, I haven't been able to have my subscriptions start with only 2e products. (It insists on starting the subscription with Midwives to Death and Druma, Profit and Prophecy.) Can you ensure that my subscriptions just start with the 2e products? Thanks!
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
PF2 has tried to give skills a bigger role to play in the game, which is great. But there's been a lot of dissatisfaction regarding the way skills currently feel in the game. This dissatisfaction seems to stem from three issues:
Problem 1: Monster skills and challenge DCs are too high.
As noted by Deadmanwalking (here and here), and many others, monsters generally have much higher skill modifiers than a comparable PC could have. This incentivizes players to pursue purely violent ways of resolving encounters -- why risk using bluff, diplomacy, or stealth to non-violently defuse encounters (attempts which usually put you in a worse position if you fail) when you're unlikely to succeed? Likewise, the DCs given for challenges in the rulebook seem too high, and presuppose access to skill increasing magic items. This runs counter the goal of reducing magic item dependence, and (more importantly) makes PCs to seem bumbling and inept.
Problem 2: Skill bonuses/DCs don't mean anything.
As eloquently noted by Ascalaphusand ryric, among others, the lack of guidance regarding skill DCs, or even representative skill DCs, has a number of undersirable consequences. It makes advancing skills unsatisfiying for players, since they don't have any tangible feeling for what this advancement means. It makes it hard for players to know what kinds of things they should be able to expect to do with their skills. It makes it hard for DMs to know how to assign DCs to various challenges. And it makes it even harder for DMs to assign DCs to challenges in a way that's consistent from session to session.
Problem 3: Skill proficiency levels don't mean much.
As noted by Midnightoker, among others, skill proficiency levels don't currently seem to mean much. The only requirements on skill uses just require being Trained, which makes it hard to differentiate between the higher proficiency levels. The numerical bonuses beween the higher proficiency levels is small. And while there are different skill feats available at different levels, they might not get chosen, making it easy to have cases where there's no discernable difference between someone who's Trained in Stealth and someone who's Legendary in Stealth (for instance).
Although all three problems are important, I want to focus on the third problem here. Here are four ways of resolving the third problem:
Option 1. Number Tweaking: The most frequently offered suggestion is to change the numbers for skill proficiencies relative to (say) attacks. E.g., one might change the numerical boosts proficiency levels provides. Or one might change how checks are rolled at different proficiency levels (e.g., expert means you take the best out of two rolls, master means you take the best out of three rolls, etc).
The big con of this kind of approach is that it breaks the uniform skill/saves/attack set-up the developers have set up. It also monkeys with the underlying math in a number of ways (the details here depend greatly on what the proposal is).
Option 2. Gatekeeping: Another suggestion is to add skill uses that require higher levels of proficiency to be performed. For example, one might add to each skill a chart like this:
Athletics Proficiency Levels:
Trained or higher proficiency is required for tasks such as maneuvering in flight, climbing surfaces without handholds, swimming (not just staying afloat) in rough waters, etc.
Expert or higher proficiency is required for tasks such as climbing surfaces with a negative slope, climbing (with equipment) up Mt. Everest, swimming down to the bottom of a deep lake, etc.
Master of higher proficiency is required for tasks such as climbing upside down or climbing one-handed, swimming up waterfalls or whirlpools, jumping to the top of a tree, or jumping out of a cliff and landing unharmed, etc.
Legendary proficiency is required for tasks such as doing things with both arms (e.g., firing a bow) while hanging upside down, diving down to the ocean floor, jumping over a tall tower, etc.
The big pro of this option is that (unlike option 1) it keeps all of the existing math and mechanics the same; it just adds another level of rules on top. The main con of this option is that it requires some delicate decisions regarding what skill feats are supposed to do, since they're supposed to add something over and above what (say) legendary proficiency in a skill already allows you to do.
Option 3. Merging Proficiency and Skill Feats: A third option is to fold skill feats into proficiency of the appropriate level. So someone who was (say) an expert in Athletics could do (for free) anything that a skill feat of expert or lower level allows one to do.
This big pro of this option is that (unlike option 1) it keeps the underlying math the same, and (unlike option 2) it avoids delicate decisions about what should be a skill feat and what should be a "unlocked" skill use. And it makes for clear, dramatic differences between levels of skill proficiency. The big con of this approach is that it removes skill feats as a separate element of the game, which would require at least some changes to the way things are set up (to remove dead levels, etc).
Option 4. Proficiency Requirements: A fourth option is to pair every skill increase with a free skill feat that must be of the proficiency level gained. (So if one raises one's proficiency in Athletics to Legendary, then one must also pick a Legendary skill feat to go with it.) This effectively imposes a requirement on proficiency levels: you can only be Legendary in Athletics if you can do something Athletically Legendary (i.e., do that thing that the Legendary skill feats allows you to do).
The big pros of this option is that it ensures (unlike option 1) that the underlying math is the same, it avoids (unlike option 2) further delicate decisions about what skill uses should require which proficiency levels, and (unlike option 3) it keeps the skill feats framework. The big con is that it would also require tweaking the existing rules slightly (since one would get twice as many skill feats). And it would require adding substantially more skill feats to choose from.
__________
I like all four options (though I think option 4 is the easiest to implement, and so probably the most attractive option from the perspective of the developers).
Do any of these proposals strike you as attractive options? Are there big pros/cons to these proposals that I've missed? Any different kinds of proposal that should be considered?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
A number of people have raised reasonable concerns regarding the sorcerer: worries that they compare poorly to other classes with the same spell lists, worries that they have fewer class feats than most classes, worries that their class feats aren't a good fit for non-arcane spell lists, and so on. While I share many of these concerns, I want to raise a different concern.
Most spell-using characters in fantasy literature are not Vancian. They don't change what spells they can cast daily, they're not locked into casting a spell at only one particular level of strength, they don't lose the ability to cast a spell as soon as they've cast it, and so on.
The point of having a Sorcerer class, IMO, is to allow us to create non-Vancian magic-users along these lines. Thus two desiderata for the Sorcerer class are:
Desideratum 1. They have a general mastery of certain kinds of magic that doesn't change from day to day.
Desideratum 2. They have a general mastery of certain kinds of magic that allows them to produce stronger and weaker effects, as they desire.
Of course, we also want Sorcerers to be fun to play. And developer commentary (especially from Mark Seifter) has helpfully identified two further desiderata to ensure they're fun to play:
Desideratum 3. Their flexible choices regarding what spells to cast should be constructed in a way that helps curb decision paralysis.
Desideratum 4. Their flexible choices regarding what spells to cast should be constructed in a way that is balanced against Vancian casters (i.e., is not too poweful).
The PF1 Sorcerer satisfied desiderata 1,3 and 4.
The PF2 playtest Sorcerer satisfies desiderata 3 and 4. But it doesn't satisfy either of the desiderata that (IMO) motivate having a Sorcerer class in the first place -- namely, allowing you to create spell-using characters that better fit typical fantasy literature.
Here's an alternative that, I think, satisfies all four desiderata.
Allow Sorcerers to have the same number of spells known and spell slots as they currently do.
Replace the Spontaneous Hightening ability with the following: a Sorcerer can use 1 spell point to spontaneously heighten or decrease the spell level effect of any spell they know.
This would allow Sorcerers to satisfy desiderata 1 and 2 -- what spells they can cast doesn't vary from day to day, and if their mastery of a spell allows them to produce stronger and weaker versions as they like.
It would satisfy desiderata 3 -- avoiding decision paralysis -- since there would be a "default" spell level to cast their spells at, and the option of casting a weaker/stronger version of the spell would only come up in special circumstances.
It would satisfy desiderata 4, since this change would, if anything, decrease the power of the Sorcerer class. (That itself might be a concern -- and if so, they might be beefed up a little to compensate for this -- but this kind of spell-casting flexibility wouldn't by itself make them too powerful.)
__________
I'm curious as to what others think. Does something like this proposal strike you as an attractive option? Are there modifications or alterations to this proposal that you think might do a better job of satisfying these four desiderata?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
First, let me say that I'm loving most of what I'm seeing so far in the playtest book. But this is a question about something I'm a bit puzzled by.
In PF1, composite longbows were vastly superior to any other ranged option for martial characters. One of the big things I was hoping to see in PF2 was for crossbows and slings to become viable options for ranged martial characters.
Instead, it's looking like crossbows and slings are strictly worse than before. Namely, they've retained the same big disadvantage (requiring 1-2 actions to reload each time), but there are no longer feat options to speed this up.
I was hoping that perhaps crossbows and slings might get some interesting special weapon properties to make them palatable. Sadly, while composite longbows get a number of special weapon properties that make them even better (Deadly d10, Propulsive, Volley 50), slings get a strict subset of these properties (Propulsive), and crossbows don't get any special properties at all.
__________
Now, I'm hoping (and half expecting) to be missing something here. There must be something that's supposed to make crossbows and slings appealing...
But I'm having a hard time seeing what it is. Any thoughts?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Here’s a pair of questions/potential concerns regarding the Starship combat blocks given in the CRB.
In the Starship combat blocks, the crew are given a Gunnery modifier. Given the rules on p320, this modifier would seem to be determined by: (BAB or ranks in Piloting skill, whichever is higher) + (dexterity bonus).
So calculating the maximium Gunnery modifier for a PC, by level, gives us:
Lvl 1: +5 = +1 BAB +4 Dex (18 Dex)
Lvl 2: +6 = +2 BAB +4 Dex (18 Dex)
Lvl 3: +8 = +3 BAB +5 Dex (20 Dex)
Lvl 4: +9 = +4 BAB +5 Dex (20 Dex)
Lvl 5: +10 = +5 BAB +5 Dex (21 Dex)
Lvl 6: +11 = +6 BAB +5 Dex (21 Dex)
Lvl 7: +13 = +7 BAB +6 Dex (23 Dex)
Lvl 8: +14 = +8 BAB +6 Dex (23 Dex)
Lvl 9: +15 = +9 BAB +6 Dex (23 Dex)
Lvl 10: +17 = +10 BAB +7 Dex (24 Dex)
Lvl 11: +18 = +11 BAB +7 Dex (24 Dex)
Lvl 12: +19 = +12 BAB +7 Dex (24 Dex)
Lvl 13: +20 = +13 BAB +7 Dex (24 Dex)
Lvl 14: +22 = +14 BAB +8 Dex (26 Dex)
Lvl 15: +23 = +15 BAB +8 Dex (27 Dex)
Lvl 16: +24 = +16 BAB +8 Dex (27 Dex)
Lvl 17: +25 = +17 BAB +8 Dex (27 Dex)
Lvl 18: +26 = +18 BAB +8 Dex (27 Dex)
Lvl 19: +27 = +19 BAB +8 Dex (27 Dex)
Lvl 20: +29 = +20 BAB +9 Dex (28 Dex)
Now, the Starship combat blocks seem to describe crew whose level equals the tier of the ship (e.g., they have as many ranks in any given skill as the ship has tiers). And starting with the Tier 1 ships, their Gunnery modifiers are as follows:
Tier 1 Kevolari Venture/Starhive Drone Mk III: +5 Gunnery (0 higher than PC max)
Tier 2 BMC Mauler: +12 Gunnery (6 higher than PC max)
Tier 4 Idaran Vanserai: +10 Gunnery (1 higher than PC max)
Tier 5 Blackwind Sepulcher: +11 Gunnery (1 higher than PC max)
Tier 6 UIE Hiveguard: +13 Gunnery (2 higher than PC max)
Tier 8 Norikama Dropship: +16 Gunnery (2 higher than PC max)
Tier 9 Hivonyx Titan Hauler: +17 Gunnery (2 higher than PC max)
Tier 10 Atech Immortal: +24 Gunnery (7 higher than PC max)
Tier 12 Idaran Millennia +22 Gunnery (3 higher than PC max)
Tier 14 Thaumtech Omenbringer: +25 Gunnery (3 higher than PC max)
Tier 16 Vindicas Tyrant: +33 Gunnery (9 higher than PC max)
Q1. Are some of these Gunnery numbers typos?
After Tier 1, all of these Gunnery modifiers are higher than it’s possible for a PC to have. For the most part it’s 1-3 points higher than the PC max. But the BMC Mauler, Atech Immortal and Vindicas Tyrant have Gunnery modifiers 6, 7 and 9(!) points higher than the maximium PC modifier at the corresponding levels. This seems way out of whack, leading me to think these values may be mistakes.
Q2. How are PCs supposed to survive against these ships?
Now, we know that monsters are generated in a different manner than PCs in Starfinder, and aren’t constrained by the same limitations. And we know that this is balanced by the fact that they’re also made weaker than PCs in certain respects (e.g., they don’t get both Stamina and HPs, don’t get Resolve, etc.), so everything plays out fine.
Now, these crew stats also seem to be generated in a different manner than the PCs, and (with respect to Gunnery modifiers, anyway) seem to be strictly better than a PC could be at the same level. But unlike monsters, these ships aren’t weaker than PC-built ships in other respects. These ships appear to be made by the same rules as PC ships. This suggests that enemy ships have a substantial built-in advantage over PC ships of the same level.
So what do you think? Does it seems like these are typos, or reasons to be concerned? Or am I just missing something that makes this less worrying?
20 people marked this as FAQ candidate.
2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Question: The fluff describing the Solarian's Radiation revelation describes it as a low-level radiation that can potentially sicken nearby creatures. What, if anything does this have to do with the levels of radiation described in the environmental rules section?
Some relevant points:
--In the environmental rules section, the level of radiation is tied to the DC to resist it. But the DC of the Solarian's ability is determined by an entirely different batch of rules.
--In the environmental rules section, radiation can cause radiation sickness, which moves people along the physical disease track. But none of those effects line up with the effect of the Solarian's Radiation revelation (Sickened, but no other effect).
--Every set of modern armor protects against low levels of radiation (and references the environmental rules to determine what low levels of radiation means). So if the Solarian's ability should be understood as only emitting a low level of radiation in that sense, then the ability would not work against anyone wearing armor.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Here’s a question I’ve been thinking about for the last couple days:
The Long Version:
One of my favorite features of Starfinder is the implementation of a number of variable-level spells. I love this mechanic — after all, it seems weird that spontaneous casters can know how to cast sixth level cure spells, but not first level cure spells. And, of course, these kinds of spells are solid gold for spontaneous casters, since it gives them a lot more options.
Now, here are the variable-level spells in the Starfinder CRB:
Creation 4-5
Dismissal 4-5
Fear 1-4
Flight 1-6
Holographic image 1-6
Mind thrust 1-6
Mystic cure 1-6
Mystic cure mass, 5-6
Planar binding 4-6
So far, so good. Now my question. Why did the designers make these particular spells variable-level spells, but not do so with other similar-themed spells? For example:
Charm Person and Charm Monster
Hold Person and Hold Monster
Handy Junkbot and Battle Junkbot
Dispel Magic and Greater Dispel Magic
Invisibility and Greater Invisibility
Teleport and Interplanetary Teleport
Lesser Remove Condition, Remove Condition and Greater Remove Condition
Lesser Restoration and Restoration
Rewire Flesh and Mass Rewire Flesh
Synaptic Pulse and Greater Synaptic Pulse
I guess the question is especially salient for spells with the same name, but with a “Lesser” or “Greater” out front. Why not make these variable-level spells as well? It’s too obvious an option for them to not have thought about, so I’m sure they had substantive reasons. But what were they?
TLDR: Why do you think the designers choose to make some spells variable-level (e.g., Flight, Mystic Cure or Planar Binding) but not others (e.g., the Remove Condition spells, the Restoration spells, the Dispel Magic spells)?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Inspired by Mashallah’s thread, I thought it would be interesting to see people’s takes on the Solarian. Mashallah makes some interesting remarks here, but they’re kind of lost amidst discussions of other parts of the book. So here’s a separate thread to pull together discussion of the Solarian in particular.
Here’s my take: The Solarian is basically Starfinder’s Unchained Monk. It’s a full BAB class with good HP (same as the Soldier) and two good saves. It’s a lightly armored melee-focused fighter who gets special class abilities that allow them to make more (and more accurate) attacks when full-attacking. And it gets the analog of ki powers (revelations) every other level, several of which are very similar to ki powers available to the monk.
A couple key questions, and my initial take on the answers:
Question: Why choose to be a Solarian over a melee-focused Soldier?
Answer: If you want to be the most effective melee-focused combatant you can be, you probably shouldn’t be a Solarian. The Soldier is better. But if you want to be a pretty good melee-focused combatant, with a bit more skill-focus, more out of combat utility powers, and some different kinds of combat oriented powers, the Solarian might be up your alley.
Question: What excites you about the class?
Answer: It’s flavor is awesome. And some of the powers you can pick seem decent and pretty fun.
For example, Radiation (available at 2nd) allows you to kick in an aura that potentially sickens any creatures that get near you; a nice debuff for a melee combatant.
For another example, Gravity Surge (available at 6th) lets you perform a trip or disarm maneuver (with a bonus) against a creature within 30’, with a couple of minor (but neat) effects if you succeed.
For a third example, Stealth Warp (available at 10th) offers a nice out-of-combat stealth bonus, and helps you perform some potentially neat in-combat disappearing tricks.
Question: What dissapoints you about the class?
Answer: As one might expect, there’s fair amount of variation in how attractive the various revelations you can choose from are, but (in my opinion) the majority of them are at least interesting options. That said, there are two classes of revelations that stand out as being disappointingly weak (though these are just first impressions, that might change after playing for a while).
First, there are a couple revelations that allow you to use gravity-based powers to increase your mobility. This is really important for a melee-focused fighter, since to really shine you need to be able to get next to your opponents. And, like the mobility-increasing powers available to the Unchained Monk, the flavor of these abilities is pretty cool and cinematic. Unfortunately, like the mobility-increasing powers available to the Unchained Monk, the Solarian’s mobility powers seem pretty underwhelming.
For example: the best mobility-boosting power they can choose to get (at 6th level) is Defy Gravity, which allows them to spend a move action to fly up to their speed… but after that, they fall if they’re not on solid ground. So if you need to get close to a flying opponent to unleash the melee full attacks which are your specialty you’re out of luck. First, you need to use a move action to get close to them, and so can’t full attack. Second, you immediately fall if you’re not on solid ground, so (as I read it) you won’t even get the chance to attack them once. And all of this is moot if the flying opponent is more than your speed (say 30’) above you.
Now, at 12th level, the ability improves, and allows you to use both your move and standard actions to effectively fly up to double your speed… after which you fall if you’re not on solid ground. Again, if you want to make your melee full attack, you’re out of luck: you’ve used up all of your actions to get near them (assuming they’re within twice your speed, say 60’ of you), and after doing so you don’t have any actions left to attack with, and fall.
As a powerful master of the elemental force of gravity, especially one focused on making melee full attacks, it seems that they should be able to get something better than this — say, the ability to actually fly up to your opponent. And since any Solarian worth their salt is going to need to be able to do this, they’ll have to obtain some other means of actually flying, making these revelations poor choices.
Second, there are several “tricks-in-combat”-style revelations (e.g., Flare, Crush, etc) that seem hard to justify choosing. Roughly speaking, these abilities require you to trade an action of yours in order to have a chance of inflicting a minor disappoints on one of your opponents, usually for 1-round. (And if they last longer than that, they generally allow another save each turn, and require you to continue spending actions to keep them debuffed.) It’s hard to imagine many cases where these abilities are worth it (perhaps against a big-bad boss who happens to have really bad saves?). And since these abilities require you to spend a precious revelation to acquire, I suspect these are options that virtually no one will choose.
(Though to be fair, perhaps this reflects my lack of familiarity with the system. If, for example, opponents tend to be really hard to hit, and so attacking with your action probably won’t do much, using one of these abilities might be something that it’s worth spending your standard action on.)
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Pathfinder's classes offer broad templates to use when fleshing out characters of a certain kind. Most archetypes usually modify the base class in a way that allows you to "zoom in" on a particular kind of character idea that class might cover (e.g., the Crusader cleric archetype, or the Merciful Healer cleric archetype). And a few archetypes modify the base class so that it allows you play a completely different kind of character (e.g., the Dandy ranger archetype).
But recently I've noticed a third kind of archetype: "default" archetypes that modify the base class in order to make it do a better job of doing what the base class was supposed to do. These are the kinds of archetypes which make you think "this should have been what the base class was like", or "this should be the default for anyone playing this class".
I've only noticed a few, but there are hundreds (thousands?) of archetypes. What have you noticed? Are there any archetypes you've come across which strike you as arguably doing a better job of capturing the idea behind a class than the original class does?
41 people marked this as FAQ candidate. Answered in the FAQ.
4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
This is an attempt to get an official FAQ/errata verdict on the following question:
"Does the DR granted by the Invulnerable Rager archetype stack with the DR granted (while raging) by the Increased Damage Reduction rage power?"
Reason to think they don't stack: Hero Lab doesn't allow them to stack. When I reported this, they emailed me the following:
Hero Lab wrote:
We've gotten this question before and sought clarification from paizo. Based on that, the implementation is correct as things stand now. Here is the text of our question and Paizo's answer.
Question:
This question revolves around the text of the Increased Damage Reduction barbarian rage power. The text reads as follows:
CRB Barbarian Power
The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging.
Unchained Barbarian Power
The barbarian’s damage reduction increases by 2/— whenever she is raging.
Our question is, what is the meaning of "barbarian's damage reduction" in these sentances? Is that referring specifically to the "damage reduction" class ability of barbarians, or is it referring to any untyped damage reduction the barbarian gets from any source (like the Resurgent Transformation spell, that grants DR 5/-)?
A - Refers to the Class special ability
If it refers to the class special ability, then the rage power would not affect any barbarian that had used an archetype to replace the class ability (even with something very similar). For example, the Invulnerable Rager archetype replaces the Damage Reduction class ability with the following:
Invulnerability
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Under this interpretation, Increased Damage Reduction has no interaction with Invulnerability, and thus no effect.
B - Refers to DR X/- in general
Under this interpretation, the increase when raging would apply to any granted DR /- including that from spells, items (adamantine armor) or the invulnerable rager archetype's ability.
Paizo's Answer
It should only apply to the barbarian’s damage reduction ability. Invulnerable rager archetype probably wants it to apply, and if it was written to modern standards, it would probably say that it “alters” rather than “replaces” damage reduction, but it doesn’t, so technically they don’t stack. Honestly invulnerable rager gets more than enough DR already anyway, but you’re right that it would need a FAQ or errata to work together at this point.
Reason to think they were intended to stack: The description of the Invulnerable Rager archetype ends with:
Advanced Players Guide wrote:
Rage Powers: The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.
To sum up: RAW, it seems they do not stack. But it also seems that they were intended to stack. To make this correction official would require an official verdict from the Pathfinder Design Team. So if you would like to see such a correction (so they can stack, as intended, in Hero Lab, PFS, etc), please FAQ this post.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Armor Master's Handbook introduced three Shield Gauntlet Style feats. I really like the idea behind these feats, and they seem pretty good, but I'm having a hard time thinking of the a build that really takes advantage of all of the different things these feats do.
A brief description of the feats:
Spoiler:
Shield Gauntlet Style: When you're wearing a (spiked) gauntlet in your off hand, and you're not using that hand to hold weapon or shield or to make attacks, you (1) get a +1 shield bonus to AC, and (2) can treat your gauntlet as a buckler for the purposes of feats and abilities (though you're considered to have a free hand). And (3) you're treated as having Improved Unarmed Strike for the purpose of satisfying the Deflect Arrows and Snatch Arrows feats.
Shielded Gauntlet Attack: (1) Attacks with your (spiked) gauntlet do damage as the sacred weapon of a warpriest of level = (your BAB - 4). (2) You get an extra attack of opportunity that you can make each round, but you must use your (spiked) guantlet to make it. And you're allowed to perform a disarm or steal maneuver when you make this attack of opportunity.
Shielded Gauntlet Master: (1) You get the shield bonus to your AC even if attack with your (spiked) gauntlet, or use that hand to hold a weapon. And (2) you get to add your (spiked) gauntlet's enhancement bonus to the shield bonus to AC you get.
General prerequisites these feats require: proficiency with bucklers and light shields, weapon focus (gauntlet of spiked gauntlet).
So what builds would best take advantage of these feats?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Armor Master's Handbook introduces a number of powerful new feats. One of them, Unhindered Shield, allows you to effectively get the shield bonus from a buckler without in anyway tying up the use of that hand, making this a viable option for two-handed fighters, two-weapon fighters, monks, spellcasters, and so on.
There was some interesting discussion in the Armor Master's Handbook thread on how good this feat was, and indeed, whether this feat was so powerful that it should be banned and/or errata-ed.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Some background: I'm one of those who really wanted to like the mythic rules. But given the number of problems I had running a party through the first five and half books of Wrath of the Righteous, it's hard for me to imagine using them again.
Brief Details:
By book three the PCs were steamrolling through encounters. I started (a) using Scorpion's modified stat blocks and (b) multiplying enemy HPs by x2-x3, and this kept encounters challenging. But the game also became incredibly slow and error-prone. (I don't think we managed to get through a single fight in the last book and a half without making at least a few mistakes (forgetting bonuses or penalties, forgetting about PC abilities or monster abilities which would have substantially changed the dynamic of the fight, and so on.)) And when, in the middle of book six, we spent two 4 hour sessions on a single fight and still hadn't finished it, we finally called it quits.
That said, I really like the idea behind the mythic ruleset. So I was wondering whether anyone knows of any 3PP offerings for how to run a campaign with a mythic feel, but a more manageable rule-set. (And if so, what people's impressions of these offerings were!)
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
A question about Ultimate Intrigue: Is it right that without the Quiet Death feat or the Silent Dispatch talent, attacking someone (even stealthily) allows anyone nearby to make a -10 DC Perception check to hear what's going on? And so something anyone within a 100 feet (given the usual distance penalties, and barring obscuring walls, etc.) will automatically hear?
If that's right, it would entail that only a 10+ level rouge (required for the feat) or a 2+ level Vigilante (required for the talent) is capable of quietly disposing of someone. (Or a spellcaster able to cast Silence, of course.)
That would be a bit disappointing.
For example, it would entail that a 20th level Ninja has no way of quietly assassinating someone, for they have no way of getting either that feat or that talent. (A ninja can't quietly assassinate someone?!)
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
There have been several highly reviewed 3pp products aimed at revamping the rogue. In particular, I have seen multiple recommendations for Rogue Glory from Drop Dead Studios, The Genius Guide to the Talented Rogue from Rogue Genius Games, and Legendary Rogues from Legendary Games.
My question to those of you familiar with these products: What do you think are the main pros and cons of each of these approaches to revamping the rogue? If you had to choose just one, which of these three options would you adopt?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
What characters are you excited to try out in Richard Pett's The Blight? Here are some of mine:
A Psychic (Amnesiac archetype, Pain Discipline) who escaped from the Asylum, but can remember nothing of his past but episodes of searing pain...
A Spiritualist (Haunted archetype) who made a Faustian bargain to escape the poverty of Toiltown, and now finds himself slowly being taken over by his spiritual "ally" from the Between...
An aristocratic Barbarian (Flesheater archetype) from the Capitol who must hide his dreadful compulsion to feed on the flesh of those he kills from his peers...
(For those of you who don't know, the kickstarter for The Blight is going on here: The Blight)
1 person marked this as FAQ candidate.
1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
When I first got the new Unchained book, I didn't expect to like, or even really look at, the Grouped skills option. And given the dearth of threads on the option, I suspect that this apathy might be shared by others. But I started playing around with the system recently, and I've found myself falling in love with the "Grouped Skills" option.
Here are some reasons why. Feel free to add your own!
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
This is intended to be akin to a play-test report of my experiences running the WOTR, to help Paizo get a feel for how these adventures are playing for when they next make a mythic adventure path (which I hope they will!), and to help other GMs who are planning on running it get a feel for what some potential pitfalls are.
I have 4 players---a Paladin, an Urban Ranger, a Separatist Cleric of Milani, and a Groveborn Sorcerer---and I'm using the mythic rules.
Like many people, I was worried about this adventure path being too easy. Following James Jacob's advice, I've been running the adventure path with a number of restrictions: (1) 10 pt buy (and no bonus points for scores below 10), (2) slow XP advancement (this generally puts the players 1-2 levels behind), (3) no crafting of magic items, (4) no purchase of magic items above a city's base value, and (5) mandatory donations (in cash) equal to [PC level wealth for their level on the medium advancement track] - [PC level wealth for their level on the slow advancement track]. (Currently (at level 14) donations have added up to 220,000gp (440,000gp-worth of magic items), but this has turned out not to matter. With restrictions (3) and (4), the party has much more money than they can spend---after donations and expenditures, they still have a 580,000gp stock pile.)
In addition, I've nerfed various spells---protection from evil doesn't provide immunity from charm or possession, blindness has the [evil] descriptor and so isn't available to good players, and so on.
Here's how things have been going, through the first four adventure paths.
The Worldwound Incursion was good and challenging, though to make the end properly trying, I gave them only 1-shot to clear out the Gray Garrison.
The Sword of Valor started off pretty easy, with a few exceptions (e.g., the Vescavor Swarms). By the middle of the adventure, the players were getting bored. But by grouping various encounters in Citadel Drezen together (grouping the Brimoraks in F1, F14 and the gargoyles in F2 all together; grouping the Thoxels in F16, the minotaurs in F17 and Jestak from F9 all together, and having the occupants of F18 and then F19 each join the battle after 1d4 rounds), and by playing the opposition as intelligently as I could, this part of the adventure remained challenging and exciting.
The Demon's Heresy was a similar story; by grouping all of the opponents in Arueshalae's Redoubt together, and by grouping the opponents in the Ivory Labyrinth into 3 big climactic battles, this part remained exciting and challenging as well.
The Midnight Isles went similarly, but has been harder to keep challenging. I started giving opponents perfect knowledge of what the players buff spells are (due to "spies"), allowing them to target specific buff spells with dispel magic and avoid attacks which buff spells (like death ward and freedom of movement) would make ineffective, and I've been having the opponents automatically win initiative (due to "readied actions"). This, and grouping encounters (e.g., in the Nahyndrian Mine, roughly grouping all of the opponents in area J together, all of the opponents in area K together, and all of the opponents in area L together), with all of them buffing each other beforehand with the appropriate spells and working in concert, made for some challenging battles.
But as it turns out, this was due to a bit of luck on my part. Afterwards, one of the players pointed out that they had forgotten they had the Flexible Counterspell mythic path ability, and this would have made the most challenging battle (against Hepzamirah and a horde of minions) much less challenging, since the player could have countered Hepzamirah's spells every turn.
At this point, we're just starting the Herald of the Ivory Labyrinth.
Here are some thoughts about the adventure path so far.
1. The players are designed to be effective against evil-outsiders, encounters with evil outsiders run about 2 CR easier than encounters against other kinds of opponents. So when grouping and/or boosting encounters, take this into account. (The wardstone shards contribute to this disparity, but even after taking them away---I made Nocticula claim them as the price for being allowed to remain in her domain---evil outsider encounters remain much easier for the party.)
2. Paizo suggests adding half of the party's mythic tiers (MT) to their party level (PL) for the purposes of creating encounters. I've heard people on these boards suggest that this underestimates the amount of power mythic tiers add, and I think this is probably right.
(Even putting that aside, it seems to me that some of these adventure paths have lower CR encounters than Paizo suggests. E.g., I usually take CR = PL encounters to be easy, CR = PL+1 encounters to be moderately difficult, CR = PL+2 encounters to be challenging, and CR = PL+3 encounters to be difficult (boss fights). So in the Nahyndrian Mine (where the party is supposed to be 14th level, and have 6 mythic tiers), I would expect a smattering of CR 17 and 18 encounters, a couple CR 19 encounters, and a CR 20 boss-fight. Instead, the average encounter is CR 15, with only one CR 18 and one CR 19 encounter.)
3. Although this doesn't have much to do with Mythic play per-se, I'll note that at higher levels, concentrated dungeons which allow for the party to buff up before hand run about 1-2 CR easier than encounters where the party runs into things throughout the day, and don't have time to prepare before hand. (My party buffs with wands of Stoneskin and Heroism---which the Riftwarden Orphan trait allows them to recharge easily---followed by Life Bubble, Delay Poison (communal), Freedom of Movement, Air Walk (communal) and Barkskin, and they use a Death Warden's Bandolier and a mythic power to give themselves a daily Death Ward effect.) So encounters in dungeon-like settings need to be boosted more than "wilderness" encounters.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Question: When are the points of spells like stoneskin or protection from arrows used up?
For example: Suppose a 10th level wizard has cast both protection from arrows and stoneskin on herself. Each spell will then only prevent up to 100 points of damage of the appropriate kind, after which that spell will no longer offer her protection.
Suppose the wizard is then hit by a non-magical, non-adamantium arrow for 5 points of damage. Her spells will prevent her from being harmed. Does this reduce the total damage of *both* the protection from arrows and the stoneskin spells? (So now each will only prevent up to 95 points of damage?) Or does it only reduce the total damage that one or the other spell will prevent? (And if so, which one?)