OceanshieldwolPF 2.5 wrote:
It is enough if you want to be informed about everything Paizo is releasing before it comes out. If you want to get all the information they put out as soon as it's available... yeah, some of that is going to be elsewhere first because there's no one place where everything goes first. The monthly streams do make a point of including some early spoilers, and external publications are more likely to run articles that serve as free Paizo advertising if they get some exclusive info. As for stuff the site gets first, the paizo.com blogs often give much more info as we get closer to a release, and the store pages usually have some early important unannounced details as well as now including a few pages of previews around the release date. In any case, someone did a spoiler breakdown on reddit here if you want to read more about the new beginner box, adventure, and AP before it's time for their respective blog posts. --- On the topic of the new AP direction, I'm excited to see how it plays out in Bastion of Blasphemies! That will probably be the first of the new style I'll be checking out, since I'm afraid I'm one of the folks still a bit burnt out on Cheliax and Andoran from 1e. Folk horror is also very much in my friend group's wheelhouse.
OceanshieldwolPF 2.5 wrote:
It's not coming out for another ten months or so. I think they like to keep the blogs for things that are a little closer to release, so that people following them don't get overloaded with stuff they can't actually get their hands on anytime soon.
SuperParkourio wrote: I'm looking for a serious answer. You already have the answers, though. - If you just look at the spell, "at least" means you don't need to worry about the negative, and the weakest souls can be stored in anything.
Given what a niche case sealing away such low-level souls is for such a high-level caster, it's neither likely to be addressed nor likely to be a problem. If you want to make a high-level caster that collects weak souls without affecting the budget, you just talk to the GM when asking for access to the uncommon spell. So, the practical answer is "Yes, but check with the GM if it ever matters".
Justin Franklin wrote:
We were told they wanted to do one, which is different than necessarily having the time to pull it off.
For me, it boils down to how I'd rule a player trying to bypass the sense with preparation. Tremorsense, lifesense, precise scent, all of them are things that make it so even being behind an object doesn't do you any good. Specific preparations need to be taken. For vision, there are a lot of solutions- invisibility, darkness, or most common of all, "having cover/concealment". I wouldn't generally let a player take specific precautions against darkvision seeing through darkness to allow hiding in darkness against it, and similarly, I think players of darkvision characters would be annoyed if hobgoblin commandos were able to sneak right up to them in the dark because "they're wearing darkvision-specific camouflage" or something like that.
Plenty of approaches one can take. If I wanted to make an archmage, I think the main thing I'd want is some way to flex on other casters when it comes to casting. Four things come to mind for me. 1) Spellshapes. This is the least of the bunch, since it's something that plenty of casters do normally. Conceal Spell is really solid here, since the archmage can just be talking casually while casting spells. The Spellshape Mastery capstone feat really sells that fantasy, getting a free-action spellshape on every spell. Unfortunately, Wizard doesn't really have many inherently impressive spellshapes, so you'll probably want to build out an effective combo or something to make it more than a parlor trick. 2) Modifying spells. Spell Trickster and Psychic Dedication both do this. The spell modifications are generally pretty minor and not the sort of thing you can flex as an "archmage". But, being able to split your fireball in two is pretty flashy. This is maybe something to include in a larger archmage kit, rather than a thing they actually brag about. 3) Rituals. The Ritualist archetype and/or some magic item support is good here. Rituals can be a lot stronger and longer-lasting than slotted spells, so an archmage who treats their regular spells as amusing and convenient tricks supplementary to their real magic works pretty well. Flexible Ritualist and familiar cut down on secondary casters, while Assured Ritualist makes sure you aren't taking penalties from relying on a familiar's low modifiers, and Efficient Ritualist is the biggest show of being better at rituals than casual practitioners. 4) Mythic. This is what "archmage" meant in PF1, and while mythic destinies don't actually let you feel like an archmage, the mythic spells and rituals do have a suitably grand feeling to them. Mythic Casting and Mythic Magic let you toss around some unusually high DCs, especially before 15th level. The mythic rituals just double down on the ritual archmage feel.
Ravingdork wrote: They got rid of Kostchtchie? Why? What lore changes were there, if any? He was a D&D-made deity that Pathfinder was using, and with pretty minimal changes. While he's certainly got some allusions to Koschei the Deathless, the misogynistic frost giant deity part of it is D&D's work.
Berselius wrote:
Delight Dragon is the old Havoc Dragon. Diabolic and Empyreal are connected to Hell and Heaven respectively. Requiem is similar to the old Crypt. In short, some amount of the divine dragons are tied to the planes that the planar dragons were.
Berselius wrote: Has anyone created an official list on what new Dragon's we've received and have been announced via second edition? There you go. The Draconic Codex table of contents has them all.
ChiaPet wrote:
Oh, really? That's good to know. I will readjust back to my previous mild hope, since alignment being gone is a big part of what the remaster needs to do.
The hopes I had have been doused by seeing that the upper-level feats are more or less the same. They still have a feat giving them more low-level slots and they still have a feat the removes the refocus improvement's condition that only used focus points to amp. While it's possible we got slot improvements and kept that feat, I'm skeptical. And while I do expect some tweak to the refocus wording, it's still similar enough to work with the existing feat.
Karys wrote:
Psychic Dedication doesn't require an off-stat investment that's costly for Magus, and it gives you your third focus point in those two feats. Same number of feats, though.
NorrKnekten wrote:
That's an ability with no cooldown, no restrictions on what it can be used on (including things like permanent curses or urgent things like the Dominate spell), that gives a bonus on the save, and that is level 1 instead of 6. I wouldn't really consider it that similar of an ability myself. Or, put another way, if it's limited to once-per-effect, it would be appropriate for it to affect anything, not just poisons and diseases.
Sogranar wrote:
I would certainly let the Bard choose to retrain Cleanse Affliction if they don't think they're getting good value out of it anymore, and I'd handwave the usual training costs and time. (Spontaneous casters can freely retrain a spell on level-up anyway, and often forget the option.) It's worth noting that Torrent in the Blood won't remove the lingering effects of a disease or poison, so if the Bard needs a substitute spell, Restoration, Clear Mind, and Sound Body are all good choices. However, Cleanse Affliction can guarantee improving the condition of a poison or disease right away, while heightened versions also get a counteract check to remove it entirely. Even if you don't change Torrent in the Blood, Cleanse Affliction is still pulling its weight against poison.
The "point" of a Kineticist is essentially spending a whole class feat to get something like a spell as essentially a cantrip. If you go nerfing those at-will abilities so that they don't overshadow casting in the few cases where being able to do something at-will actually matters, it's a real bummer. The ability does essentially guarantee removing a disease before it can progress, so if you need to nerf it, I would consider making its ability to treat a disease once per eight hours (matching the frequency of the Treat Disease activity, but taking a few actions instead of requiring working for eight hours straight). The ten-minute limit is longer than most poisons run, so it's just not relevant there.
ElementalofCuteness wrote:
We already knew it didn't have any because Summoner isn't remastered yet, right? There's already a dragon eidolon that, when remastered, should work with all the dragons in here, same as Sorcerer, Barbarian, etc. It's an arcane Summon Dragon for a barrage dragon, I think.
I only got glimpses from Phoebe Bane's stream, but the bog dragons being able to make bog mummies (even if unreliably) is exactly what I wanted from them. The fact that they hoard undead heroes to force them to retell tales of their lives forever? Incredible. Much better hooks than the old black dragon. My favorite stuff will probably have to wait until I get the book myself on December 3, but it seems really cool.
Occult only having two phantoms that are... let's say, less likely to inspire characters than what the other traditions have, is a bit of a bummer. Aberration is such a natural fit that Secrets of Magic even discusses the underpinning of why occult tradition summons aberrations in the occult magic section. I know that a remaster is unlikely to add a lot of new class options, but I'll go ahead and toss it out there anyway.
As someone who didn't really click with the old dragons, I'm one of the folks glad that we're getting a whole bunch of new ones to explore the new space, a little farther afield for what dragons can be. The new occult dragons do a much better job than the old esoteric dragons for me, for example. But, I also have to acknowledge my place as the person in all my game groups least likely to appreciate the "dragon-shaped dragon with a thematic coat of paint" approach that 1e had.
The Total Package wrote: I just realized I am a Lizardfolk, would I be able to take the ancestry feat Tail Whip to be able to grapple with my tail? I don't see that feat. Iruxi Armaments doesn't give the tail the grapple trait, which is what it would need to do. Kholo get a bite with grapple with the Crunch feat, if that's not too much of a change.
If you want some shorthand, Paizo replaced some alignments with edicts and anathema. For NPC entries, there's a one-word description instead- where it would once say "Soandso, LN Merchant", it is now "Soandso, Forthright Merchant". And, in some cases, like for monsters, there isn't a replacement shorthand. The CE dragon with a description of what kind of CE they were is now just a dragon with a description of what kind of dragon they are. Those seem to be the tools that Paizo is using.
JiCi wrote: Is it intended to redesign/design the dragons as "more nightmarish" and "outerworldy alien"? Eh, I'd personally say "more varied" and "more interesting". Some of them are more nightmarish or otherworldly, because the old dragons would never stray far enough from a basic dragon to be scary or alien. But I don't think a Rune Dragon or Fortune Dragon is nightmarish nor otherworldly. I think Brine Dragon and Coral Dragon makes for a fair comparison. They're both ocean dragons from their respective second monster books. Brine Dragons are very standard-looking dragons, with the only distinctions being decorative fins and the blueish color. GMing, I don't think the art is going to do much to impress the players with anything about the dragon. I'm going to have to lean into the personality to make them memorable. Coral Dragons look a lot more like they're built for swimming, with properly webbed feet. They have powerful builds and scary teeth. Their appearance ties in with what their "thing" is. GMing, I think the art is going to do a lot of heavy lifting for me. They're probably going to be memorable even if I drop the ball on their personality. I personally think having that wider range and venturing further out is what results in some dragons looking like you described, rather than those traits being a goal for all the new designs. But, it could also be something else entirely, like a goal to have "more imposing" dragons.
JiCi wrote:
Speculation on my part, and speculation that missed the fact that Imperial Dragons actually use a variety of traditions of magic. "They are Imperial Dragons" - Probably still true.
Instead of being inherently arcane creatures like they were in PF1, dragons are all tied to one of the four types of magic. So, we have four categories of dragons. The PF1/pre-remaster categories of dragons were just groupings of five dragons. For Imperial Dragons, it happened to be the elemental cycle, something that naturally has five. But there's no reason for there to be exactly five Esoteric Dragons, and there's a solid reason there shouldn't be only five Planar Dragons. That was all because Paizo released sets of five dragons in bestiaries, with each being a category sharing a theme. For the sake of clarity, I'm going to call these "families", since that's what the wiki does. Post-remaster, we have four permanent categories for all dragons to fall under. Instead of rolling Arcana for all dragons, you roll the appropriate category skill. Instead of getting Arcane spells for all draconic-related magic, you get the related spell list. They are functional categories with mechanical impact and design considerations (Occult Dragons have feet-wings and a compulsion, Arcane Dragons are connected to some sort of magic, etc.). It doesn't look like we are likely to be getting new dragon families, now that we have the four traditions as categories. (I could immediately be proven wrong in the big dragon book, so we'll see.) There's no reason that the old families can't stick around, and the Imperial Dragons are probably the most lore-important family of dragons, being tied to important parts of Tian Xia and to the elemental cycle. But, Imperial Dragons do need to fall under some tradition if used in the remaster, to answer questions like "what spell list allows turning into them" and "what skill is best to roll knowledge on them". Using their casting tradition works, and leaves them in an interesting position where they're a draconic family that falls under several different post-remaster categories. If they all need to fall under one, "Primal" because of the elemental cycle ties makes sense, or "Arcane" for its own association with the same thing.
Narratively, I would describe it as slow waves of fear washing out from the dragon. Let's suppose we have a well-hidden invisible halfling sneaking around near a dragon. Every so often, despite their best efforts, they will feel dread creep over them and horrible images of being devoured will shake them. It passes after a few moments, but it isn't long before it's back.
JiCi wrote: Yeah, a dragon for the Planes of Metal and Wood, the Astral and Ethereal Planes and the First World would round up thing nicely; Umbral Dragons are already in the Netherworld and while Forest Dragons are living in the Plane of Wood, they... are Imperial Dragons, not Primal. I would expect that imperial dragons fall under primal dragons in the new categorization. That seems to fit them better than arcane, divine, or occult.
Berselius wrote: I think this book would be the perfect opportunity to showcase some new Devils! I've always been very interested to see Paizo's official take on Wayfinder's Hellforge Devil, Addiction Devil, Physician Devil, Rumor Devil, and Seduction Devil! ^^ Easy thing to check is if there are any shared authors between this and Wayfinder #11 from 2014, since I don't think Paizo would use somebody's fan work without involving them or crediting. It doesn't look like there are any shared authors, so probably not those specific devils.
Claxon wrote:
Not making strikes yourself is probably fine, as long you are letting your teammates perform extra strikes. So, if your banner is just on your backpack, you should be going and hitting stuff yourself.
Okay, you want a nerf, but not "just run it how it's written". I propose that it's only convincing enough to fill them up close while they're distracted. If a zombie is flanked by the illusion, you flip a coin for which way it attacks. No more leaving zombies attacking it while the party snipers safely from afar or whatever, but it's still negating half the attacks.
Teridax wrote:
As you mentioned, flight is already covered by the existing conversion guidelines, and I'm fine with something like example two happening in a home game. Party has an easy time, and the GM can adjust after the one easy encounter. Most tables won't run into it at all, and it's a smaller adjustment than most I see a home-game GM needing to make. Next encounter with the Azlanti forces, the enemy commander shouts, "Shock setting only!" and there you go. Or the GM gives them some cantrips next time to use the caster trait on their guns to switch the damage type. Paizo could go put out another book with even more detailed conversion guidelines. If they do it now, I think it'll still have similar minor gaps like not addressing player resistances, since not much has changed since the GM Core. I'm fine with those gaps, but that's why I'm fine with what we got. That's also why if we do get something more in that vein, I'd rather it be some years in, when the guidelines can have the benefit of plenty of feedback from people's games.
I would be more interested in something specific, like a Numerian setting book. That's got a particular focus, rather than needing to cover all the different ways there are to blend the games, and ending up a GM Core rehash. It can provide PF2-balanced tech without needing to worry about every SF2 weapon. For a dedicated hybrid book, I think that's better once Starfinder has reached the point where Pathfinder got mythic. That gives it some time to settle into its own, and any guidelines will have the benefit of a few years of player feedback from mixing the two. In fairness, I have zero interest in an official crossover adventure. For me, home games with their own settings are where a hybrid game shines. Since those are going to have their own blend, official conversion rules aren't actually very useful.
Gazwin wrote: While I appreciate this coming out, I wish that Tech Core was coming first. Maybe I'm in the minority on that thought. Tech Core has classes, so it's a GenCon release. Exceptions to that are few and far between. Plenty of people would enjoy having the new class book first, but probably not at the cost of them being unchanged from their playtest version, or Starfinder floundering because it didn't hit the important release cadence.
Well, since this discussion was dragged into another thread, I'll go ahead and say my two coppers. There's an actual shield implement now. Regardless of "it doesn't say you can't" RAW, a good number of GMs are going to point you to use that instead. This is the advice forum, not the rules forum to pick over the exact rules. Telling players on the forum that they can use a mirror implement as a shield seems like it would be poor advice. Telling them they could ask their GM about doing that seems like much better advice. Providing specific reflective magical shields to ask the GM about using, even likelier to work. Personally, my interpretation would be "no" on a basic steel shield being polished up, but "yes" on a magic shield that reflects things. I would still point the player to the shield implement because of the significant action economy benefits on a class already constrained in their actions.
moosher12 wrote:
I'm not really sure how you're picturing it playing out, but I see some downsides to that approach. - There are three or four times as many PF2 classes as there are SF2 classes. The result would be that people would go in interested in playing SF2, only to find that it's just PF2 2: Now Electric. - The systems do have different balance and assumptions. Dropping a reach weapon melee Fighter with a large-size reach ancestry into a fight designed around ranged enemies is just going to be a cakewalk in a way that standard martial progression off-stat melee Soldier won't be. Investigator's relatively inoffensive Studied Strike is a lot more of a menace when you hand them a sniper rifle. Thaumaturge gets weird once you move away from a "two hands" assumption. I don't believe that Paizo has the time to pore over all those PF2 classes and handle all the edge cases that are going to be a problem. People do also play stronger things more, so the broken edge cases would be over-represented. - It's a means a lot of system bleed. Having Swashbuckler means certain skill feats must be in SF2. Having Alchemist means all the alchemy items need to be in the system. - I expect a lot of GMs wouldn't want to deal with two games at once, even if it's the same underlying engine. Overall, it seems like an experience that would give new folks a poor impression of Starfinder, and I'd expect a lot of posts complaining about how they should be separated again, at least for Society.
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