Anthropomorphized Rabbit

QuidEst's page

6,370 posts (6,556 including aliases). 20 reviews. No lists. No wishlists. 11 aliases.


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I would love more subclasses. Summoner still can't have an occult abomination, or a demon, and I'd love a swarm for primal or as a companion of some kind. Barbarian instincts are cool, and I wish we had more choices.

I'd also love to have at least a second round of class feats for the classes that haven't gotten them. But, I do realize that core classes see way more use.


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DM_aka_Dudemeister wrote:
Is this satire? I truly hope so.

It's an infamous copy-pasta.


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You could also have it be somebody who was well-off before, but made a fortune buying up confiscated land and buildings from the new government on the cheap once it realized how impractical holding onto various manors would be. So, the "noble" title is used ironically because he "inherited" from at least three different former nobles.


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Sentinel seems like a requirement for strength-based kineticists, because you don't get medium armor.


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I think aether and void are probably not going to happen in PF2.

- We aren't getting many expansions to subclass lists in general. Dark Archives, which was a potential fit for many classes, only added a single subclass for an existing class.

- A new element is big. Two pages of feats, and at least one piece of art.

- There's a shift in lore between PF1 and PF2. Aether, wood, and void all had more complicated explanations for what their power source was- interactions between planes (elental planes with each other, the First World, and the negative energy plane respectively). In PF2, we are getting new elemental planes for wood and metal, so the kineticist is only drawing directly from elemental planes. Void could just draw from the negative energy plane directly, but aether is out of luck- at least for planes under primal's purview.

But, my track record on predictions is spotty, so apply as much salt as you'd like.

I can absolutely say with confidence that Paizo is not hiding two whole elements for the new book when they've already announced what elements will be added post-playtest.


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Verzen wrote:

Instead of gather an element being just 1 action and using it and having an aura cost 2 actions why not combine the two? Gathering an element causes an aura to occur. Using an element causes the aura to be "spent"

So the aura, rather than actions, is what I'm spending.

I think this is far more interesting than spending actions.

No thanks. I like the auras, and don't want them flickering on and off throughout the fight like you're flicking a light switch, or weakened to accommodate overloaded actions. I also would really like to be able to have them continue to persist through an element swap. And, finally, I think many people would like to be able to play without automatically getting an aura for each element.


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Another useful point of comparison: a 20th level caster can spend three actions for a free 5th level fireball (10d6) every minute, that can be flexibly used on any 5th-level or lower instantaneous spell, and I haven't seen it mentioned as particularly good.


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GrayDeath666 wrote:
Ravingdork wrote:

It does seem odd that fire can burn down cities, but water can't reliably flood small fields.

Hopefully we're just not seeing all the powers and there are other high level goodies behind the veil that make the elements more balanced towards one another.

Adapt Terrain absolutely can flood a field especially if make a reservoir out of ice first.

Spending a round per square takes three hours to flood a single acre of land. That's just embarrassing.

I also don't think you can really use it to build a fortress from what the ability says. It says it fills the square, rather than filling a cube. You can proliferate rocky terrain, but it doesn't really seem like you can Minecraft stone blocks into existence.


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Ravingdork wrote:

It does seem odd that fire can burn down cities, but water can't reliably flood small fields.

Hopefully we're just not seeing all the powers and there are other high level goodies behind the veil that make the elements more balanced towards one another.

Based on other playtests, this is it. They've always been very up front about what isn't included in the playtest, and in Kineticist's case, that's the remaining two elements.


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- Elemental Defense
- Powerful utility. Aetherkineticist could build a fortress out of force at 18th. Now... Earth can make a five foot cube, and Water has a pseudo-capstone to slightly raise or lower a small area of water? Hydrokineticist did that at level 6 before, and now it's 18? It went from 60x60 raised twelve feet at 6th, to 40 ft diameter raised ten feet at 18th.

Look, I know you're not a spellcaster and this stuff is at-will, but if I've spent twenty levels mastering an element, I should be able to do something impressive. Make a stone fortress, flood... I mean, at least a field, right? I know "flood a city" is probably asking too much, but I should at least be able to make a farmer regret incurring my wrath without taking... (checks math) Three and a half minutes per acre, provided there's accessible water already. Air is doing fine with the upgrades on its lower level utility, and fire can do cool phoenix stuff.
- Some specific abilities that I've already mentioned in my thread, so I won't spam. The class works fine without them.


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I think this is just the sort of thing you can ask the GM for, rather than something that should be baked in. If Sorcerer doesn't expand or restrict your ancestry feat options, then Kineticist isn't going to.


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The Raven Black wrote:

I remember in PF1 when people were annoyed that water attacks meant cold damage, earth attacks did acid damage, and air attacks were electricity.

Everyone cheered when the PF1 Kineticist gave the feeling that you were actually sending waves, rocks or blasts of wind at your opponents.

And those people (eg. me) are content right now, so they're not posting. PF1 Kineticists were able to do either, so the people who wanted energy damage weren't complaining back then.


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(Just chiming in that I do hope that the physical options are kept, and maybe shored up a little on damage. But I don't see any reason why Kineticist shouldn't get to mess around with energy damage- that's what a lot of people want.)


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Water has a solid defensive reaction, although it's overflow, and there are auras that can grant things like passive damage and concealment.


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All right!

Time for some really early and premature impressions, before I get into some more actual detail.

Dang I wish Constitution did something for this class. Please, at least something beyond setting DCs. Use it on a skill, scale effects off it, get a special ability that keys off of a fortitude save, whatever.

Auras look amazing. I love having a class with a ton of aura options ranging in level. And with an action discount for swapping auras? Excellent.

The d4 damage on air makes me a little sad.

What's with the random mention of "manifestations" in Clear as Air? The abilities are all specifically not spells, so they don't have manifestations.

I'd really like Air to be able to shut people up and/or have some sort of suffocation effect, even if it's got the Incapacitate trait. You control air; getting rid of it is the quintessential scary thing you should be able to do.

Adapt Element is nice. Pure Adaptation could really benefit from an example of what it means to purify fire.

Gonna try a character rebuild.


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In the category of "messed up ways for necromancy to substitute for other schools", if you know necril and can raise or convert somebody to an intelligent undead, then you can always make a translator instead of repeatedly using one of the linguistic spells.

Regarding celestials wanting to make their words known, some types have truespeech to address the issue.

I don't think necril has too much advantage in accessibility even setting aside the mental effects (increased hatred of life) and increased likelihood of rising as undead. It's not a designed or fluid language- because the knowledge of it is imparted directly to undead, any additions or conventions that the nation of Geb might add (sign language, etc.) aren't going to be part of that package. It's also just knowledge of the language that's imparted; we know there are undead that understand it but can't speak it.

So, Geb trying to push for it as a universal language probably falls under the same category as trying to get celestial/utopian/infernal/draconic adopted as a universal language. I suspect that PF1 giving wizards access to draconic means that it's been adopted as a common scholarly language, at least in magical circles.


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Totally Not Gorbacz wrote:
Bloodrager archetype :)

I'm not picky. I'll take an instinct too.


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There are a lot of little frustrating things lying around that are possible, but a little hard to do.

Bloodrager was a fun martial with a little transformation thrown in. And Barbarian instincts do that great for the little slice where they overlap! ... But there are only six choices, with one being "no thanks" and another being "I refuse all magic." But demonic, or aberrant, or something like that? You need to get your charisma up, spend two feats, and you can cast a focus spell, but only before you rage.

I was pretty surprised at not getting anything for Investigator in the "big book of weird stuff that could do with some investigating". I love Thaumaturge, and it absolutely works as an occult detective... but it would have been a shoe-in for a methodology for the occult investigator trope that had multiple PF1 archetypes. Psychic multiclass definitely adds solid options there, so I'm not too bummed about it.

Summoner doesn't even have an eidolon matched to every summoning spell yet, and I'm looking forward to whenever we do get synthesist.

---

The negative:

There's just kind of an annoying feeling of... "Better get the playtest right, because that'll be it." Archetypes are great, but sometimes I just want more choices from the class. The occasional uncommon or rare region-specific feat doesn't really cut it.

Buuut part of that is being used to PF1, where there was a book dedicated to mechanical options every month or two. They had to scale that back even during PF1, and it sounds like it was unsustainable.

The positive:

We've got a big book of equipment coming out. That's just the sort of options-heavy book I'm looking forward to, and it'll be coming out two and a half years after the APG. A big options-focused broad-themed book every two years or so? That sounds about right. I feel like something in the "APG 2" vein, "big generic book o' feats" would probably be PF2's equivalent of PF1's unchained book. It'll benefit from having some time to percolate.

The other thing is that new classes do a lot of heavy lifting. Before Dark Archive, an occult detective would be an Investigator with the Witch multiclass making a deal with some entity for the occult magic to uncover more secrets and maybe the Consult the Spirits skill feat. After Dark Archive, you can make a Thaumaturge with a tome and/or lantern implement, and Investigator can now take Psychic multiclass instead, and can even get an upgraded version of Detect Magic that meshes very nicely with the them. That's in addition to new Occultism skill feats that support the theme.

Kineticist coming out will do a lot more for blaster characters than dedicating a bunch of Sorcerer feats to it.

Anyway, just some rambling thoughts about this stuff.


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I think they're going to announce a kineticist class playtest.


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My PF1 Kineticists:

Aerokineticist human sadist and misanthrope who used her powers to shut people up by removing the air from around their head.

Aetherkineticist kitsune trickster who did things like recline in midair.

Aetherkineticist dwarf smoker who carried a bunch of knives as ammunition.

Pyrokineticist kitsune cook who used his fire to heat tea, cook, and survive in the bitter trek across the Crown of World.


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John R. wrote:


Ooo, that's a good and clever one. Thank you.

I'm fond of it, because I'll take any additional alternatives to the thrice-accursed game-warping mess that is flickmace.


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John R. wrote:
Ventnor wrote:

A couple combos that I thought of:

Bell + Wand: Making a foe clumsy means their reflex save are worse.

Bell + Weapon: Similarly, a clumsy foe has lower AC.

Lantern + Wand: This one only works at the end of your adventuring career, but you don't roll a flat check to target a concealed target with an AoE attack. Reveal any invisible foes with the lantern, and then drop a mini-fireball/icestorm/lightning surprise on them.

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

Regalia + Weapon: The Regalia's Paragon Aura is buffing your weapon damage rolls, including the damage from Implement's Interruption (assuming you're holding your regalia in one hand and your implement weapon in the other, and why wouldn't you?).

Awesome! Thank you!

But about this one:

Ventnor wrote:

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

These just don't seem like actual synergies for the implements.

You don't need the weapon implement to flank with yourself if you already have the mirror and I don't think you can really double up on areas where your EV target can trigger Implement's Interruption. Like...if they're within reach, they're within reach.

Although, they do combo nicely if you need to be somewhere else at the same time, so I'll give you that if that's what you meant.

Flanking with yourself (orthogonally, not diagonally) with a weapon implement means that stepping won't get them out of reaction range. It makes non-reach weapon implements a lot more effective.


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John R. wrote:
QuidEst wrote:
John R. wrote:
Wait....Idea....What if one hand is constantly holding an implement and ALL of your scrolls? Is there a limit on how many esoterica you can have in one hand? I really don't think this works but it's worth the shot of throwing it out there.
As mentioned above, you would lose out on Implement's Empowerment bonus damage even if you get your GM to allow it.

"You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit."

I could be mistaken but between Scroll Thaumaturgy and Scroll Esoterica, don't scrolls count as esoterica (or at least the temporary scrolls)? If so, then it should still work. But yeah, overall my idea is reaching quite a lot.

Scroll Esoterica says that your esoterica includes the scraps that you make into the scrolls. The feat is labeled esoterica because it's a feat to make temporary scrolls, and you can't make temporary scrolls if all your materials are confiscated.


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QuidEst wrote:
Besides, I want to necro this thread in five years.

Hey, sorry, I'm a little late.


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graystone wrote:
breithauptclan wrote:
Perhaps a particular item can only be one implement. So you couldn't have your 'mirror' shield and 'weapon' shield spike.
I want it to be three! Behold my swiss army shield!: a [mirror] shield with a shield augmentation [weapon] and a shield sconce [lantern].

Four, once you count the tome implement the GM throws at your head!


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I'm relieved they aren't better. I'm not a big fan of guns in my fantasy games generally, and the degree to which it works for me strongly ties in with "how much does it feel like flintlock pistols and blunderbusses instead of revolvers".

You can get guns to work, but it's not the go-to option for mechanical reasons. That's exactly where I'd want it.


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Exploit Vulnerability, bonus damage for one-handed weapons wielded alongside an implement: These bonuses can definitely be applied to the weapon. The Mind Smith's weapon is a weapon, and there isn't any additional requirement.

Making it your Weapon Implement: Run it by your GM. The bracelet/keepsake isn't a weapon, so it couldn't be one. The weapon itself... if the GM feels like it's "a new object you've acquired", then it could qualify after a day of downtime. Balance-wise, it's fine (although keep in mind the limitation that it can't leave your hand, which will shut down Implement's Assault). It's not too far from the Call Implement feat.


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Ly'ualdre wrote:

Less a prediction and more a discussion point: how do we feel about the idea of Paizo potentially developing another setting outside of Golarion and the Pact World? Like something akin to Eberron or Forgotten Realms in scope. Or even d20 Modern.

I know Golarion isn't everyone's favorite setting. But would anyone be opposed to a new setting using the same system?

Idea mostly stems from doing something similar to Drift Crisis for PF2. The only thing that make sense, in my head, is maybe a new setting. It could take place in the same universe. Like maybe expanding on what may be happening to Earth and its Star System. Maybe something in a parallel universe perhaps?

Thoughts? Posted it here only because it could fall into a prediction if it came true. But may make a separate thread depending on how expansive the conversation becomes.

Before Starfinder, I would have said "it'll never happen". After Starfinder, I will say, "it'll never happen again". Even then, Starfinder kept and built off of the existing setting and lore.

This is especially true because if somebody at Paizo wanted to make such a thing, it's the perfect thing to launch separately from Paizo under the OGL. See: Jason Bulmahn's Eventide setting. There are other third-party settings, like Indigo Isles for PF2 and Grimmerspace for Starfinder.

Plus... of the people who are interested in PF2's rules but not the setting, how many would be interested in a specific different setting done by Paizo? I imagine a lot of them aren't interested because they prefer their homebrew setting, or they use a setting from another company (whether a D&D setting or a fantasy series), and there's no setting Paizo could make from scratch that would catch their fancy.

If they do announce exactly what you suggested at GenCon, though, I will be very amused at how wrong I got this.


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Frankly, I also found the later PF1 setting books to be a lot more engaging than the early stuff. Paizo's gotten better and better at writing the setting, and the later books on Nidal or Druma have a lot more interesting details than the old stuff like Cheliax.

The PF2 setting material is the best comprehensive stuff, so I'd start there regardless.


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Amulet could be a censer, with the smoke coming from it blunting blows.

Bell could be a collection of bones clattering against one another. I wanted something that was a bit more ominous. You can also have something that doesn't normally make noise- a crude doll that cries whenever it's squeezed.

Chalice could be an apple or other piece of food that you can take either a small or large bite from.

Lantern has to shed light, but a holy symbol (especially for a deity of knowledge or truth) would work for a pious thaumaturge, or one not above using a relic they found for a faith they don't particularly follow.

Mirror could be a marionette styled after the thaumaturge, or a mask. I'm thinking of having the action be to put a comedy or tragedy mask to their face, and pull it off again, only now there are two- one holding a comedy mask, and one with a tragedy mask. The mask's expression changes depending on which is selected as real.

Regalia could be a conductor's baton.

Tome could be a ledger instead. A difficult to read record of metaphysical debts, with skills provided by different entities paying off debts. Or maybe it is a collection of spirits or souls, like the PF1 feat Spirit Ridden.

Wand could be a scroll that never gets used up.

Weapon could be a practice weapon instead of a real one.


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I'm predicting that the Dark Archives hype has been so big that they're going to announce Dim Records at GenCon.


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Totally Not Gorbacz wrote:
Starstone makes you a god, not a demigod.

Starstone can actually do either. Sometimes people come out with a "partial success" result, so to speak. What that entails varies.


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Terevalis Unctio of House Mysti wrote:
Will one be able to Manifest the focused totality of one's psionic powers into a weapon like Psylock?

Yes.


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Is there anything like Object Reading in the occult skill feats? That was my favorite unlock, so I'm wondering if it made the cut.


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dmnewearth2100 wrote:
Anyone know if there are any ways to get skill feats similar to the fighters feat Combat Flexibility.

Bribe the GM. But more seriously, no. Even Rogue and Investigator don't get anything like that, so I don't really expect it outside of some sort of capstone-esque feat eventually.


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John R. wrote:
QuidEst wrote:
John R. wrote:
Since we're discussing the mirror, could you dismiss the effect without having to move from your current space, perhaps by swapping implements, no longer having the mirror in hand?
*Yes. If you have one copy move, but declare the other one real, you can dismiss it without moving from your square.

I thought the reflection mimicked the actions of your true self, therefore the real you would have to actually be moving.

I'm basically trying to think of an efficient way of hiding behind trees and moving from tree to tree using the mirror. I also thought about maybe needing Call Implement after maybe dropping the mirror to dismiss the effect(?). Probably wouldn't work for the same reasons swapping implements wouldn't work.

Good point, I think you're right. I keep thinking of the "pick which one of you effects come from" part and applying it to actions.

The implement doesn't say what happens if you use it multiple times in a round, and given how all the language refers to "both" copies of you, I imagine you'll be able to get rid of one image by making another.


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John R. wrote:
Since we're discussing the mirror, could you dismiss the effect without having to move from your current space, perhaps by swapping implements, no longer having the mirror in hand?

No*. Mirror would be really bad if swapping implements dismissed the effect, and it would also imply things like Chalice's temporary hitpoints should disappear upon swap. The two end conditions listed are "move" and "start of your next turn".

*Yes. If you have one copy move, but declare the other one real, you can dismiss it without moving from your square.


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Ezekieru wrote:
QuidEst wrote:
VampByDay wrote:
Xethik wrote:
LordeAlvenaharr wrote:
so assuming no one hits me, do i have to activate the mirror again every round?
It lasts until the start of your next turn.
Still, a smart enemy could ready an action to attack as soon as a mirror turns up which could really shut you down, especially in close quarters. I dunno, just something that I noticed.
A smart enemy? They're spending two actions and a reaction to mess with one action, they take automatic damage in the process, and you can just use the mirror implement again with your second action if it's important.
It'll depend on how many enemies there are in this hypothetical situation VS how many PCs there are. If there's fewer enemies than there are PCs, then it's an utter wash. If there's more enemies than there are PCs, then that might end up as a net advantage for the enemy group.

If there are more enemies, just have your mirror image show up next to somebody who didn't only spend one action on their turn. Readying an action is really expensive, and pretty telegraphed.


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VampByDay wrote:
Xethik wrote:
LordeAlvenaharr wrote:
so assuming no one hits me, do i have to activate the mirror again every round?
It lasts until the start of your next turn.
Still, a smart enemy could ready an action to attack as soon as a mirror turns up which could really shut you down, especially in close quarters. I dunno, just something that I noticed.

A smart enemy? They're spending two actions and a reaction to mess with one action, they take automatic damage in the process, and you can just use the mirror implement again with your second action if it's important.


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A swarm-using class that can go the whole game without an attack roll. Preferably with options for different kinds of swarms- animals (living or undead), spirits/ghosts, minor elementals, etc.

Class that has a customizable aura, building out different effects for it and having options to temporarily boost those effects as the situation requires. Psychedelia Psychic and aura-focused Antipaladin from PF1 would both be viable builds to emulate.


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Captain Morgan wrote:

Best familiar abilities for the Thaumaturge:

Second Opinion: Esoteric Lore. This does require the skilled ability for Esoteric Lore, and your GM may not al

- If your GM lets it take Skilled: Esoteric Lore, then Second Opinion becomes really good. Won't help with Exploit Vulnerability but will help with regular Recall Knowledge checks.

I feel like asking for Skilled (Esoteric Lore) is pretty much the same as asking if a character can take Additional Lore (Bardic Lore).


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Karmagator wrote:
I just noticed that the thaumaturge can hit a swarm with a butter knife and still trigger its substantial weakness to aoe/splash damage. I don't know why, but the mental picture is hilarious XD

I, for one, intend to have my thaumaturge stab them right in the "collective self identity that prevents them from eating one another". A class that's all about finding and creating connections should be really good at breaking them too.


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I think any question of not bothering with Cha in order to pursue knowledge checks got thoroughly quashed by the revealed first level feat, Diverse Lore. You get to use Esoteric Lore on everything else at -2, and when you exploit vulnerability if your result would be a success or better if it were a knowledge check, you get a successful knowledge check result.

In addition, it's still a lore, and it auto-progresses, which means you can take Unmistakable Lore at fourth level and never crit-fail. With Dubious Knowledge, that means always getting at least one piece of info (possibly accompanied by false info) regardless of if you succeed. That still allows you a good avenue to dump Cha, but removes incentive to do it for knowledge check reasons.


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YuriP wrote:
Also we have only 2 implements that requires cha (chalice and wand) but if you don't plan to use them your cha stat doesn't matter.

Bell also uses it very substantially for the save DCs, and Regalia is bonuses to Charisma-based skills. On the other hand, Chalice only adds Cha at Adept, so it works as a tertiary option.


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From the discussion here, I kind of expected the Twitter thread to be more heated or something, but it's just a creator voicing annoyance at a category of repetitive and unhelpful comment? No accusation of a toxic community or anything, just wishing they wouldn't post PF2 recommendations on her videos about 5e.

Whole thing seemed pretty chill to me, and I'm glad the solution was as straightforward as "block Pathfinder from comments". It's fine for creators to express annoyance.


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NECR0G1ANT wrote:
Aenigma wrote:
3e? Has Paizo finally announced the creation of Pathfinder Third Edition? If it's true, then I'm so glad to hear that, because while Pathfinder Second Edition is way better than Pathfinder First Edition, some elements are very unsatisfying in fact. And even if it's not true... Paizo will eventually make Third Edition in the not too distant future, perhaps? First Edition was published in 2009, and Second Edition was published in 2019. So logically Third Ediiton will be published in 2029, right?

Remember that PF1 goes all the way back D&D 3E, published in 2000, so by when PF 2E was announced in May 2018 First Edition had been around for almost two decades. Hence the need for an edition change.

In other words, who's to say when we'll see Pathfinder 3E? Second Edition is doing well, so hopefully no time soon.

Makes me want to make an overly specific prediction, like:

There won't be an official third edition. PF2 will continue strong for another five years, before the pressure from artificial intelligence reaches a tipping point with the creation of multi-AI dungeons (MAIDs) where every NPC is being run by its own mini-AI. Paizo will pivot to producing content with the Pathfinder and Starfinder settings to be run in a more expansive freeform manner, which will be colloquially known as PF3, but can't be marketed as such for legal reasons as the AIs are providing a portion of the "rules". When the tabletop renaissance occurs and there is a move back towards human-run systems because the post-scarcity society under Our Benevolent Computational Overlords allows people to schedule games consistently, Pathfinder will be designed under a new name that no longer turns up a bunch of cars when you search for it.


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Aenigma wrote:
It's really frustrating that this book doesn't introduce the mesmerist class. Perhaps it will become a archetype that requires some psychic levels?

As much as I liked the class, I do expect that it's not coming back as a class or class archetype. Psychic is getting Charisma-based psychic casting and had a hypnotic stare feat in the playtest. That pretty much just leaves implanted tricks, which are an awfully specific concept to be brought into PF2.

I do hope we eventually get a psychic subclass focused on enchantments.


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PossibleCabbage wrote:
QuidEst wrote:
Coming soon: dragons with 26d2 breath weapons.
I have an old coffee can full of pennies. That should work.

Ah yes, for copper-zinc dragons.


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Coming soon: dragons with 26d2 breath weapons.


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Verzen wrote:
After the playtest, they mentioned each implement will get a unique option you can choose instead of making the enemy have a weakness and this bonus is different per implement. Anyone know if they are keeping that or what the new bonuses even are for find flaws?

Pretty sure they didn't say that would happen; it was an idea.

From the sound of it, Rule of Three is becoming a class feature with specific effects for each implement when you present it again, and again. Mirror allowing bending your image for concealment, for instance.

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