Mr. Fred wrote:
That would be a change in the size of the dice, not the number of dice, so no.
Squark wrote:
Ah, looks like my knowledge there is rather incomplete, then!
wheatleymr wrote:
As written, that would be a big buff to minions that would slow combat, since it allows them to use the Aid reaction, as well as readying an action. I know it can be cleaned up, just pointing out it's not quite that simple.
griefninja wrote: I wouldn't mind some kind of "anachronistic" book to specifically focus on what the different people of old Golarion are up to in "modern" times. Planets colonized by different countries developing their own unique cultures and different ancestries living together you wouldn't usually expect. Starfinder lore kinda precludes that bolded part- or, it might be more fair to say that we already have most of what it's likely to include. Interstellar travel was a big endeavor before Drift drives, and those came after the Gap. So, the nations of Golarion mostly couldn't move to new planets except within the system before the Gap. After the Gap, nobody really knows what nations there were on the planet by the end of the Gap, and the planet itself is gone. We do have some of that, but it's what's already in the game. We have the different Pact Worlds System planets, of course, as well as the Azlanti Star Empire, who got their start pre-Gap. The rest of it- finding out what kholo or kitsune or other non-Core ancestries are commonly up to- is all still on the table. It just probably won't be very nation-focused.
Squiggit wrote:
Editing headache, as well as all the cumulative little headaches of new players and GMs being presented with "Arrest a Fall" references in an unrelated section for an edge case.
wheatleymr wrote:
I think you're pretty firmly in the territory of "edge cases that require house rulings". Going in and adding a new line to the Player Core minion trait give them a reaction, but only if they have a fly speed, and only to Arrest a Fall, unless they have a reaction from another source... The headache that would cause seems worse than the problem you're describing.
Waldham wrote: A character with a magus archetype and the shielded tome, raise a tome feats can have the three implements in the same hand and did it consider as valid to use the implements ? (shield as weapon and a fused tome) Probably not. The fused item can switch between being a book or being a shield, but it doesn't count as being both at once. The tome form can't have a shield boss attached and can't use the Raise a Shield action. The shield form isn't a book; it just has a book motif. Instead of being able to swap between the two when you use one of their actions, it would now require a separate action with every switch. Now, you can ask your GM about doing something like that anyway. It's a lot of feats to invest in a gimmick, and wouldn't be doing anything broken because of how easy swapping implements is.
NorrKnekten wrote:
Hmm. I took "In your humanoid shape, you retain the appearance of your original ancestry." to mean that was the base, but that could be wrong. I also appear to be remembering some PF1 details about "abilities based on the original form". Well, disregard my post then. Everyone else has this well-covered already!
Oni Shogun wrote: Can spells appearance be changed just for flavor or to fit a theme and are there feats that could actually change the type of damage something does? Iceball instead of Fireball? A fireball of balefire that does void damage? PF2 is pretty restrictive on changing spell damage types. Elemental Sorcerer can change a few spells permanently to fire or a physical damage type. I think there might be some option somewhere to change to a random damage type, but I could be mixing that up with something else. Iceball or voidball, no. As soon as that's a feat that can optionally be applied, the biggest limitation on something like Fireball is gone. Admittedly, a book called "Impossible Magic" is the likeliest place for something like that to show up. Changing appearance and flavor is usually chill. As always, talk to your GM about what you have in mind. (Even for PFS, checking with a local GM if it seems reasonable flavoring and wouldn't give a mechanical advantage.)
Driftbourne wrote:
"Why is this spammer talking about Cascading Style Sheets? Oh wait..." Cool to have a new tool for it!
Oni Shogun wrote: The AI search said there would be but I wanted to hear from actual people who might know. As expected, it made that up, and none of that is actually true. Generative AI will almost never have accurate information about anything past its model training date, even beyond its normal unreliability. We will at least be getting some PF2 Player Core 1 ancestry content, but any other PF2 ancestry material would be unlikely. We will be getting some SF2 Player Core ancestry material, but additions to any others are unknown. Now, having kitsune and kholo show up eventually is pretty reasonable - both had SF1 versions, and one Starfinder dev is a fan of kitsune. It might just have to be after Starfinder-exclusives are a little more caught up on.
There have been a lot of wrenches thrown in the works, between the OGL crisis, tariffs, and Diamond Distributor bankruptcy. Each of those needed to be responded to quickly in big ways. Paizo had to rework their schedule for years to fit remastered books into the lineup, fit remastering old material in between regular work as much as possible, get the store up as quickly as possible since their distributor folded, and deal with some of their already-ordered books being seized by that distributor while prices manufacturing prices jumped abruptly. My other gaming hobby company got shut down abruptly by its parent company because of the tariffs situation alone. Most of all, I'm glad that Paizo is still making content I enjoy, and that makes it easier to focus on the positives. Guardian and Commander, the latest classes, have been great- I've been playing the latter, and the former got a glow-up from the original playtest that bumped it up to a class I consider for new characters. I've seen multiple people rework characters to Animist, and an upcoming campaign segment will have two of us playing Exemplars. I'm eagerly looking forward to both Necromancer and Runesmith. The remaster fixed Witch, added flexibility to Champion, made Alchemist more manageable, made Oracle more accessible to new players, let Sorcerer be better at what a lot of people used it for, made Barbarian actually play like one would expect, and patched up some issues with Thaumaturge that I've personally run into. In comparison, Psychic, a class I already didn't play because it has too few slots, didn't get changed much but fixed the one mechanical issue I've seen in play, Wizard needs more GM permission to focus on the spells you like, and Oracle is a blander powerhouse with ambiguous spells known. Of those, Wizard is the only one I played, and my play experience actually got significantly improved because of the changes to Conceal Spell. Over on the store front, I know it's been rocky especially for subscribers, but I'm now getting benefits for purchases despite not being a subscriber- I have eight to twelve free PFS scenarios to pick out over the next ten months. The new "subscriber day" means that I can reliably look forward to when new info will come out, and the new store has fixed longstanding issues with limited payment options. All in all, I'm not really worried from a consumer standpoint. Worried for the writers and developers of the game with all the stressful stuff going on? Absolutely; it has been a lot, all in a row. I'm hoping that with the last of the remastered classes off to the printers soon and the changes in AP structure, things can get back to a more reasonable pace for them.
Justnobodyfqwl wrote:
Seems more like a Mystic thing to me, since they had something similar in SF1 and the Mystic already has a shared telepathic network. Psychic already has The Silent Whisper, and while that's a conscious mind, it's in the same thematic ballpark. If we did get it as a subconscious mind, "connection between people" is usually charisma, although I guess I could see "group intellect" being Int-based. Wisdom feels out of left field for hive mind to me? If I were to speculate about a Starfinder Subconscious Mind for Psychic... I think I'd probably go for something to represent Psychics created by experimentation and research programs. Int-based one themed around having undergone rigorous training, to fit your Kerrigans and the like. (I think it's worth noting that Lashunta and other telepathic species don't have a hive mind or anything like one, so the theming would probably be more around the Swarm. We actually see that sort of thing show up as a xenophobic conspiracy theory in Era of the Eclipse.)
Jak Kolchack wrote:
No. The beak is not a weapon. The beak is also not a one-handed attack- I'm not sure where you got that from.
OgreEye wrote: Ancient elf gives you a multiclass dedication feat, which is pretty slick, but I don't see anything exempting you from the dedication rule; are they just totally shut out from things like avenger or spellshot? Yep. An elf who focused on a particular aspect to the point of having a class archetype would not represent being ancient by having dipped their toes into another class. Ancient Elf is really good, but it does run into conflicts with things like class archetypes or free archetype rules. You can talk to your GM about making it even stronger than it already is, but usually the answer is just "don't take Ancient Elf with those options".
John R. wrote:
That's great to hear- Bell's effects not stacking with Frightened was one thing, but not being able to apply them to anything immune to Frightened? That was rough.
John R. wrote:
Ooh, thanks! I don't know if this matters much, but it also looks like Lantern is no longer a once-per-round light-or-extinguish. It does allow for lighting up at the start of your turn and vanishing into the darkness at the end... but darkvision is already better for that, so it's not unreasonable.
It sounds like Thaumaturge got a lot of the weaker options improved a bit, something I was personally hoping for. (I'm going off of what folks have reported, so any corrections are appreciated.) Chalice: Since this is the one I played most recently, I was really happy to see the improvements here. Base Chalice's sip option went from "2 + half level" to "level, minimum 3". No longer falling behind what mono-element Wood Kineticist gets for free is nice. Adept now scales at double level, making a reliable source of low bleed a better investment. Sounds like the only upgrades are still circumstantial at this level, so I still probably wouldn't upgrade Chalice if I weren't planning on intentionally triggering the bleed clause. Intensify got significantly improved: you no longer need to hit an enemy (so no more restrictive three-action combo, just a more normal two-action combo), just be within 30 feet. Adds level to the temp HP, or double level to the healing from draining the Chalice. Is turtling up that much worth two actions? Usually not, but I can at least see cases where it's handy. Mirror: The common house-rule is in place- Mirror's Adept ability is now optional, so your reflection only explodes if you want it to. Now a much fairer option to consider, without needing to run it by your GM. Wand: Boosted damage is now only on cooldown for one round, not 1d4 rounds! The reliability of two-or-three times a fight instead of once or twice is big. Additionally, the base damage changed from 1d4 + stat to 3d4. That's +1 average unboosted damage at first level, but it's +3 to the boosted damage since there are more dice to change to d6s. Intensify Vulnerability is better now, adding level to damage instead of just 1 + damage dice. That makes the three action boosted option hit harder than a cantrip. Lantern: Intensify Vulnerability now doubles the area of the bright light (presumably in addition to the old effects?). The Lantern's area of effect is also now treated as an aura, although I don't know if that makes any practical difference. Call Implement Feat: The biggest reason I used to recommend this is now gone! If somebody is holding onto your stuff and you fail to retrieve it, you can just try again after midnight now. Before, this could become a dead feat even in the rare situation it was relevant. Now, you can reliably plan on eventually getting the object back, allowing for active skullduggery like the old "sell you something I can teleport back to me" or "here, take this scrying focus as a gift" routines. Paired Link Feat: A solid glow-up, if I'm understanding this correctly. The old version felt like a mostly dead feat- "share touch spells (and Thaumaturge abilities) with one person up to thirty feet" would be situational on a caster, but on a non-caster... woof. Ranged Chalice, mainly? The new version is no longer limited to touch spells and no longer has a range limit. Letting the party caster ignore range considerations altogether when targeting you with spells is very solid, even if it still probably needs normal line-of-effect. Know-It-All Feat: Reworded for the new Recall Knowledge rules, giving you an extra question. Thaumaturge's Demesne Feat: No longer references rituals, and doesn't give an elemental sentinel. The elemental sentinel was a bit forgettable as an inclusion and was a bit unclear on heightening, so I'm not too concerned on that one. --- All-in-all, I'm happy that the class got improvements to most of the options that I used to caution new players about the usefulness of. Some easing up on swapping to passive implements would have been nice, but it's understandable if they remain effectively action-or-intensify to draw.
Squiggit wrote: I think there's a decent chance it's a cool archetype, but at the same time "bringing it back as an archetype/subclass" is still kind of a death sentence to fans of the original. Archetypes just don't have enough power budget for that. As someone who wanted to like the original... the original didn't have the power budget for what I wanted. "Here, have clouds of nanites! Oh, want to fight with them? At sixth level, you can do damage once per ten-minute break!" The class was already required to use a regular gun or punch people, so an archetype makes sense to me. Now you can have your Technomancer pulling tricks with nanites in addition to magic, your Soldier hosting nanites in their body, and your Mechanic using them for repairs (probably).
It's Vancian casting because it's based on what Jack Vance wrote- casters preparing most of a spell in their head, and completing the spell to cast it. Without that prepared part, it's not "Vancian". Now, in practical terms, I think plenty of people lump spontaneous tiered daily casting in with it because of the similarities.
Claxon wrote:
Not quite- the "10% chance of making a difference" narrows the range. If our +3 friend succeeds on a 9 or lower, then it starts impacting the crit chance as well. That means the lowest number our +3 stat friend could succeed on would be a 10. That's pretty generous for hitting Will DC anyway, so I went with 13.
Eh, from what I heard, Psychic had two significant issues fixed.
And yeah, one cantrip's damage went down while it got switched from physical to force damage. It all sounds like normal errata, not the class getting nerfed like some folks are saying. I'd have loved an extra slot, sure, but fixing Unleash Psyche not working with so many damage spells was the boring practical thing I was hoping to have covered. --- As far as Thaumaturge goes, it had some of the weakest options shored up. You can't actually make a stronger Thaumaturge than you could before; you just aren't in quite as much trouble if you pick Wand, and you're not shooting yourself in the foot for "upgrading" Mirror.
Dr. Frank Funkelstein wrote:
Ah, thanks! Well, I know folks will be very curious to hear what changed in the two classes (myself included), even if it's just reports on things that stayed the same. My personal curiosities are whether the Chalice implement got any changes, and if Psychic got any notable improvements like "an extra spell slot". That latter one sounds like at least a "not at first glance".
glass wrote: I am not QuidEst, but.... Exactly this. In a more extreme example, if somebody needs exactly a 20 to get a success, getting +2 triples how often they succeed (because they succeed on three numbers instead of one). That's still only ten percent of the rolls becoming a success, but it's very significant because the expected time between successes decreases to a third of what it was. And, if you aren't looking at increases to the critical success rate, that means it's somebody who is succeeding less than half the time. That's pretty normal for demoralizing, since it resolves against Will DC. But it does mean that the +2 shift has a more noticeable difference in things like "how many times do I have to fail before I succeed".
Dr. Frank Funkelstein wrote:
Mine also says updated 1/16/2026, and it is the pre-remaster (based on "flat-footed" and references to the Advanced Player's Guide). So sadly, no early leak. (Although I'm sure Paizo's IT is happy to have not accidentally released it early.)
The Contrarian wrote:
It makes a difference one-in-ten times, sure, but that's probably at least a 33% increase in how often it succeeds.
JiCi wrote:
Well, once he sacrificed himself for her, yes, so "at the same time" might not be exactly right.
Christopher#2411504 wrote:
Oh man, that's super handy! Thanks; I've been looking for something like that.
HammerJack wrote: Those search links are including things that are Greater or Major versions of earlier items, which are not a new formula if you have the lower level version. Ah, fair enough. It's true that I don't see a lot of things there that aren't upgrades to stuff, outside of poisons. You get 46 free formulae- call that half in various common non-mutagen elixirs, one-action foods, and tools, then a quarter in common bombs, and that last quarter going to poisons and/or mutagens, or being left blank if you don't want to touch either. Since it's about a quarter of the formulae in question, I don't think it makes sense to cut the numbers in half. Getting a slew of common legendary-level (level 15-ish) alchemy items in there to keep high levels fresh would be nice after the change.
Christopher#2411504 wrote:
There are 27 non-poison, non-bomb, non-mutagen consumable items of common rarity between 16 and 19. There are another 10 uncommon options to check with your GM about getting access to. There are 16 poisons in that level range if you really need to round things out. I know you may have the things you want, but there are a lot of options available for most folks. If you only care about bombs, then you will eventually run out of items, but Paizo isn't designing around that. If you don't want more, that's fine. Paizo doesn't really give much out for somebody deciding they don't need all the versatility at their disposal, so an uncluttered alchemy list will have to be its own reward. Even if they dropped it to one free formula per level, the class wouldn't get something in exchange.
JiCi wrote:
Whoa, whoa, whoa... I won't stand for this Zon-Shelyn slander! Zon-Kuthon and Shelyn merged because they both sacrificed themselves trying to save the other at the same time. How is that not a redemption of Zon-Kuthon? Certainly, Shelyn embraced part of his portfolio, but he embraced part of hers. Redemption isn't always from a high-handed and lofty position without getting dirty to meet someone where they're at.
Tactical Drongo wrote:
I think the problem there is that it would allow much higher rates of applying the game's nastiest effects- things like Dominate or Slow, where a critical failure means being more or less out of the fight or worse.
Surge72 wrote:
The flip side of that is that Paizo stocking up on the books in the initial print run (before tariffs hit) means they probably didn't have to adjust prices to reflect the additional costs yet. How soon stuff sells out depends on how fast folks are buying, so it's not something that's entirely in Paizo's control.
Zoken44 wrote: And that's fair. and I appreciate you engaging with all this. I will also add that this isn't a situation where there's nothing you can do. Removing a bad example will do less to make people think than providing a good example, so if you want, you can put together a homebrew for the core deities to provide a more neutral version. Maybe include some setting implications of that as well for folks that want to apply it to Golarion. Folks are more likely to consider it if you present what an alternative looks like.
LoreMonger13 wrote:
Based on what I saw posted elsewhere, not until the street date, but that's second-hand. (Although subscribers will probably answer the most burning questions before then.)
Maya Coleman wrote:
Just wanted to let Paizo know that it's okay to go ahead and release the playtest today. I am ready to see.
Zoken44 wrote:
Hey, I certainly can understand that sentiment. There are folks whose interest in the good vs. evil dichotomy is a bit much for me, even if my line is at a different place. But, I am someone who enjoys playing an evil character more than playing a good one, so the evil deities are occasionally useful for me as they are. I think it's an excellent thing to cover in a recruitment and/or session zero. I'd be happy to play in a game that takes some of the evil deities and applies that same "de-propaganda" treatment that's so useful in understanding the deities of historical cultures. Unfortunately, I think it's hard to ever get away from needing the preface of, "And in my version of the setting..." when talking about it on the forums, though.
I think it's not too hard to see from what some people ask for that there is a demand for some amount of straight-up cosmic good-vs.-evil conflict. Even with the removal of formal alignment, Holy and Unholy stuck around because so many people want that. Once you have that, your amount of nuance has a bit of a cap. Now, what I do want is that if gods are shown as having followers, that there be a good reason for that. And, generally, I think that's handled decently well. Take the core 6 evil deities.
Tridus wrote:
Oh yeah, I would have been weirded out too if the class description itself had included "But don't worry, it's only Pharasma-approved imitation undead".
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