I'm kind of hoping that there won't be any focus spell access, at least based on what we saw from the playtest. Combining them with Effortless Concentration (something the class seemed to have intentionally restricted) or Fighter's accuracy (for things like Embodiment of Battle that count on a caster base) seems like it'd cause issues. I'm curious how the casting side of things is handled, though, yeah.
Red Griffyn wrote: Do now that we know that there will be a cleric class archetype to be more martial (perhaps convert to wave caster). Is there any context available around the druid content. Perhaps a wildshape wave caster druid class archetype? Sounded like it was more along the lines of additional transformation options, but we'll see.
exequiel759 wrote:
Eh, classes don't just "deserve" spots in PF2 because they were good in PF1. It's a matter of how well it would work and fits in PF2. They've already said that they're not going to publish something called "Inquisitor" again for obvious reasons, so no matter what they did, it'd involve at least a name change. "Sneaky lie-detecting divine smiter and monster expert with a focus on teamwork" is a heck of a bundle to try and repackage, and if you're going to do it... you might ask, "Does this really need to be divine specifically?" or, "Does this really need to be just one class?" We've got Thaumaturge as a pseudo-smiting monster expert (possibly sneaky), we've got Commander coming along to take over the teamwork angle, and Avenger is probably the sneaky divine agent. So whatever folks liked about Inquisitor, it'll be available in a class. (Except the lie detection, because that's intentionally uncommon because of how disruptive it can be. The divine list has that covered, though.) But yeah... we have Animist covering Shaman and Medium soon, class archetypes addressing Bloodrager, Warpriest (even more than the subclass), and a bit of Inquisitor. And finally, we have Commander covering the teamwork feat classes. That leaves almost everything covered, and while Shifter would be cool to see them take another stab at, it's not as pressing when we're getting a double-sized were-creature archetype next month.
Alexander Augunas wrote: This seems like the right call to me. Hopefully War of the Immortals has an option for clerics who are former worshipers of a god that died. It would be interesting, given that such an option could also be applied to former Arodenites! ... Or really old clerics who invested in Ihys early on!
All classes have a few level 20 feats, and progression is pretty formulaic. You can extend things a few levels of you need to. "Venturing past the level cap" isn't likely to provide a better experience, though. I'd recommend finding more story-based rewards, or talking with players about how they'd want to handle it.
Mark Moreland wrote:
Awesome, I was hoping audiobook would be an option!
Guardian: it's heavily armored, the vibe is battle-related, and Champion is already magical, so I think it's safe to assume it's a non-magical defender class. - Some sort of "taunt" or battlefield control. Perhaps a reactive strike that is narrower than Fighter has, but better at disrupting movement?
PF1 also had a lot of optimizing for versatility too. A Druid could be built to out-Fighter the Fighter while still being a caster, and Occultist or Spiritualist could be built to basically do everything. I played a game where I had seven different character sheets, all with their own feats. Oracle was notable for being a class you could build to use charisma for basically all stat functions. I think that's a bit more what's being discussed in this case, characters who specialize in "everything". PF2 has clear boundaries with only a little flexibility. A character eventually gets up to three legendary non-lore skills. Skill monkeys get up to six, and there's an archetype or two that adds another. Magical buffs normally only ever give you +3 to hit or to skills, with very special occasions going to +4. You can get legendary in casting, armor, or weapons, but never two of those together. In PF2 you will be specialized in a small number of things, rather than being able to dump all your resources into one focus or being able to make everything better than "normal" all at once. It takes three or four party members to really cover everything.
All right, here are some options! You're coming from PF1, where charisma can do anything if you have the right options, so I'll start off with PF2's closest equivalent. Thaumaturge is an excellent skill specialist using charisma. Diverse Lore lets you roll your scaling, charsima-based lore skill on any Recall Knowledge check, although there's a -2 if it's not about creatures, curses, or haunts. This by itself makes it the best class for generalist lore recollection. You can supplement that by taking the Tome implement, which lets you pick two trained (and eventually expert) skills every day. Further investment gives you master and legendary, the only way in the game to flexibly make a skill master or higher. It also gives you a +1 circumstance bonus on Recall Knowledge checks while you're holding the tome, replacing a regular success on an Aid check by an ally. If you fully invest in the Tome, it eventually gives +2 instead, although much later than Investigator gets a similar benefit. As an additional trick, because you're making all of your Recall Knowledge checks with Esoteric Lore, Unmistakable Lore means never critically failing a knowledge check. Over on the Investigator side, Flexible Studies lets you pick a skill to be trained in daily, and Pursue a Lead gives you a +1 circumstance bonus that eventually scales to +2. You'll need the Loremaster archetype (or Dandy or Bard) if you want a universal lore skill, but that will only be trained and at high levels, expert. What Investigator does have over Thaumaturge is double the number of skill increases and skill feats. That means six legendary skills instead of five (two chosen flexibly) for a Tome Thaumaturge, and being able to take Additional Lore a few times for anything you need. The Alchemical Sciences methodology has the additional benefit of being able to prep Cognitive Mutagens, which give a substantial boost to Recall Knowledge and the intelligence-based skills, at the cost of being terrible at combat for a while. It also means no critical failures on knowledge checks, and high level versions give you training in a skill of your choice- something nice to be able to do in the middle of the day instead of just during prep. Because it's so harsh on combat abilities, though, this is mostly an out-of-combat research tool. (We are expecting some small tweaks to Investigator in a few months when Player Core 2 comes out.) If you like the flexible skill selection thing, Elf is a great choice. They have feats that eventually let them flexibly make a skill expert, and even change up their flexible skill during the day, rather than just at the start of the day. Imperial bloodline Sorcerer gets a focus spell that makes a skill trained for a minute, but unfortunately it doesn't work on lores, which makes it a lot more limited.
It's possible to use the rights to your corpse as collateral when purchasing a few cheap necrografts, worth 200 credits. If you don't pay off the loan before you die, they get your body posthumously. That definitely implies that what happens with your body is legally yours to decide, and, at least officially, your family probably can't sell your body off after you die to pay for a vacation. That's the only official corpse trade I know of. That said...
My conclusions from that are:
Based on the few numbers we know, nobody is getting rich off of a body or two, and it's just not worth it to go around killing people for their bodies. There's probably a way to sell one's body rights cheap for a bit of emergency cash now. It's the opposite incentives of life insurance, so it probably pays more the older and less healthy you are. Those rights are worth more once actually collected on, so retrieval is probably its own shady business like debt collectors and bail bondsmen. Conspiracies almost certainly abound.
hardbushido wrote:
"A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space." Just treat it like a successful escape. If you go into a grapple fight prepared to win a grapple fight, it's no surprise if that part is easy.
It's worth noting that we only heard the patron titles spoken, we didn't see them spelled out. Which is to say, Spoiler: Devourer of DK
Your patron's appearance was heralded by a jaunty nautical theme that would probably get a pretty sick trumpet remix if or when your patron were to appear in Super Smash Bros. Your patron might be a giant crocodile monarch with a blunderbuss, or... nope, that's it, that's what he is. Spell List Primal
Lesson of Kidnapping Kongs Your patron's lesson is that the best way to get a giant hoard of bananas is kidnapping a primate as ransom. You learn the cartoon metal cage hex cantrip and your familiar learns summon animal.
Fenenir wrote:
Eh. I think it fits well with the class fantasy- trying to grab and hold the pyrokineticist should be a stupid move. At the same time, it isn't impossible to lock them up. Casters can get things like Unfettered Movement, a spell that makes all escape attempts auto-succeed.
"You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow." That free hand is potentially the catch. While they don't have the manipulate trait, impulses will still be stopped if you can't reasonably be said to have a hand free. As a GM, I'd probably consider that "handcuffs or being restrained by someone who knows to focus on the hands specifically". But regardless of interpretation, it's definitely less restrictive than what casters would face, and that's probably intentional.
hardbushido wrote: I know this is an old forum but I have a new situation that came up tonight. An ooze monster engulfed a PC. the bard wanted to cast this to remove the grabbed. So does the PC get an auto escape from the ooze just because the grabbed is no longer there? If the counteract check succeeds, then the grabbed condition is gone. A successful escape check would have also remove the grabbed condition, so the two should look pretty similar.
Baron Ulfhamr wrote: I fear we will lose the winged races, Winged ancestries were addressed in the initial SF2 FAQ. They're not going anywhere, and will be able to fly at first level. Baron Ulfhamr wrote: Large races, PF2 is getting three large-size ancestries in May, so this should be fine in SF2. Baron Ulfhamr wrote: and the damage scale for the epic high-tech weaponry that flatly SHOULD BE better than sword and board -sans epic magic, of course! Well, the damage will scale with upgrades, which is not something that PF2 does without magic. Ranged weapons in SF2 will be better than PF2 ranged weapons, but don't expect a doshko to be better than a greatsword. If they just arbitrarily make all of SF2's numbers bigger, then you can't bring over any PF2 creatures. Being able to have something like a specific fey show up in a home game without SF2 needing to re-stat every last fantasy creature from scratch is one of the advantages. Baron Ulfhamr wrote: Also, I for one LOVE the original starship combat feel which, although complex, provides a great tactical feel that is reminiscent of some of the most notable moments in the sci-fi genre. As this is a somewhat optional component anyway, please don't set Enhaced's streamlined system as the default mode. They've said they're taking their time to do starship combat right, so I wouldn't worry about this. Personally, I'd expect SF2 ship combat to work better, because PF2's level-based DCs are more obtainable than SF1's numbers. Baron Ulfhamr wrote: I see that the design philosophy calls out for balance, but please try to find a way that keeps the universe strange, alien, and different so player races don't feel like a bunch of costumed humans at a convention. Let aliens be Tiny, or Huge, Fly or whatever make them unique. PF2 has tiny ancestries, and I covered flying and huge. Immunities are probably mostly gone, though, because they caused a lot of encounter design problems. Baron Ulfhamr wrote: The balance comes from what they trade from being so different and how they react with other races and ships/gear/etc. built for them. ... Not sure how that's actually "balance"? Unless you mean size categories should be balanced by poor accessibility in public spaces and gear being hard to find for them, which I'd disagree with. Baron Ulfhamr wrote: To keep this positive, any who agree please post things you love about Starfinder 1 you hope to see carry over into the new edition. Holographic skin implants, absurd sniper rifle ranges, and Eox's entertainment industry.
I was really impressed with the design work on this; there's genuinely nothing in it that I feel like could be improved any further. The editing, too. I know I've said that there are always going to be some editing oversights as an inevitable part of the process, but Paizo went ahead and proved me wrong.
OliveToad wrote:
See, that doesn't follow at all for me. Your skill at lying or acting obviously helps you make your illusion lie or act- because you direct it and speak through it. Your quoted text comes right after "The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate." The caster being more athletic doesn't translate to the illusion being able to convince somebody that they should be tripped. Castilliano wrote:
Since you can spend your actions to speak through the creature, taking the demoralize action (auditory) and delivering it through the creature should be fine. It just wouldn't be one of the illusion's two actions per turn; it'd have to be one of yours.
OliveToad wrote:
It only has a modifier for attack rolls, though, not an athletics skill check with the attack trait. Allowing maneuvers would make it a strictly better Telekinetic Maneuver.
Zoken44 wrote:
No*. There's a sidebar saying what you produce isn't valuable. In practical terms, it's hard for the ability to produce plants, water, or air to be worth nothing at all in all circumstances- at least once a full bulk can be produced at once. As a GM, it's probably easiest to allow earning income with class modifier (class DC - 10).
Administering aid is very clear, yeah. Demoralize- easiest way to handle it is allowing the caster to deliver a demoralize through the illusion, with appropriate modifiers to the circumstance. If the caster as Intimidating Glare, I'd consider that the knowledge and experience necessary for the creature to be able to spend its directed actions on a non-verbal intimidation. I'd still use the caster's modifier for it, though. As far as gravity stuff is concerned, note that the spell only gives saves on touch, seek, or incongruous damage. That means it should almost never do anything that would give an enemy a free check or automatic success- at least as long as the caster doesn't want to make obvious flaws intentionally, and so long as only the creature needs to change to look convincing. I think it's helpful to keep in mind for flavor purposes that a similar level Illusory Object spell lasts for an entire hour (if not being permanent) with appropriate stationary animation, vs. requiring constant attention in the form of an action every round. Yeah, the illusion should be able to react appropriately- it has the constant and dedicated attention of the caster.
Leri wrote:
- Flavor-wise, a sorcerer's power comes from their blood, and you'd expect a bit of visual appearance to creep into the person. In a mix of flavor and mechanics, sorcerer's refocus activity is by far the broadest- they can be doing anything and still refocus after ten minutes. That said, Angelic Halo would be a bit of a giveaway by itself. - Assuming that the focus spell is a later development, Blood Magic would make it obvious to anybody with a decent Religion modifier. When healing someone (the first non-cantrip granted spell), "An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round."- Life oracles (the likeliest confusion) are going to be pretty distinctive, seemingly overflowing with life. While I don't know that a somebody could really distinguish a 6hp class from an 8hp class, distinguishing 6hp from 10hp classes feels like it should be easy at a glance. Life oracles are probably diagnosed more than anything, because "they seemed so healthy, and everything around them grows so well, but they tire rapidly and seem to drain away..." presents as much like a strange medical condition as a curse.
The descriptions says "even some clerics", so I imagine the clerics aren't there to learn spellcasting, but rather to study things like metamagic/spellshaping. As for picturing her casting-focused studies, that could be practicing tapping into her bloodline power, developing her signature spell, and maybe retraining a spell or two. Thematically, metamagic/spellshape feats are good picks, as well as the Trick Magic Item skill feat.
The easiest option is to use Base Kinesis to move your created element to push you. If I were the GM, I might want at least level 5 to make enough to move yourself, or more likely, make using a light bulk much slower. Otherwise, I'd take the ratio of bulk, use twenty feet per action as the speed the acceleration achieved, and multiply them. Six bulk for a medium creature, so with one bulk (level 5 kinesis) I'd have them moving ten feet a round. Yes, Base Kinesis is probably reactionless magic, but it's really handy for giving us a number to work with.
Sanityfaerie wrote: Huh. Thinking about it... the age of Lost Omens started less than a dragon's lifespan ago, IIRC. I'm betting that the breaking of prophecy was pretty darned traumatic for the omen dragons who lived through it. I wonder how it changed them, and what they were capable of before. Alternatively, maybe it's far more entertaining now that things aren't as spelled out, and omen dragons enjoy a far greater prestige as one of the few sources of long-term prophecy, even if it's arbitrary in subject. Much like GMs enjoy hearing players speculate, I can see an omen dragon wanting to hear the interpretations of their subjects, and making up various excuses to do so. Other fun things: as a GM, take note of any time a hero point changes something really pivotal, and an omen dragon can come sniffing around eventually.
Sanityfaerie wrote: So... here's a thought about Rovagug. Why does everyone assume he'll be so impossible to kill? He's been bound under the earth for a very long time, under conditions that make it rather harder than he might like to maintain his preferred daily exercise regimen. He's getting at least a trickle of worship energy through, sure, but he isn't getting much. His followers are pretty few in number, and the ones he does have are often just in it for the power he gives them. Really, I'd expect that his faithful consume more resources than they produce for him, on average. He's not investing that divine energy as a way of gaining more divine energy. He's doing it in the hopes that one of those crazy cults gets lucky and can free him. Worshipers never provide any energy, though. This isn't D&D, where gods are empowered by belief or followers. The cage is probably cutting Rovagug off from something, but it's not worship.
Captain Morgan wrote:
Oh good, that helps. Yep! It's only once a week, but the party can also enjoy a nice, relaxing soak in a bathhouse or something else.
Captain Morgan wrote:
Hmm, you're right. I was just thinking of modern integrated locks, but yeah, padlocking the inside is the only thing that makes sense. It seems weird that a cheap lock would be undefeatable that way, but that's the system's problem, not yours. You need to prepare the spell from the grimoire to benefit, so that would come online at 8th level through multiclassing.
I'd be skeptical about the "inside lock" trick, personally, but otherwise that all makes sense. Maybe Invisible Item, third rank, on a lock? If you've got someone with a spellbook (arcane Sorcerer), Architect's Pattern Book is a weekly upgrade to the spell that gives you a bigger room. Cloak of Feline Rest improves sleeping perception cheaply. Spare unruned comfort armor to sleep in. Vulnerable party members sleep under their beds with dummies on the bed. Marbles under the windows and in front of the door. In general, third rank Invisible Item does a lot, including breaking line of effect without being obvious. Block two windows visibly, and block the third with an invisible panel. In two levels, hunt down Liminal Doorway for bested sleeping spaces.
Ectar wrote: Since the Deck of Many Things was never printed in 2E, ima flag this for moving to the 1E part of the forums. Anyway, this gamble is not a great one. The odds of getting the Star are 1 in 22, and to meaningfully beat the soft cap, you need to succeed twice. You need to declare how many cards you're going to draw, and once you draw those, that's it- no more opportunities to ever draw cards. You'd expect it to take about 44 draws to hit the Star twice. Two cards cause you to cease drawing, and if we simply assume that everything else balances out for simplicity, you have a 1.5% chance of drawing 44 cards without hitting either of them. Those 44 cards don't guarantee you getting the Star, so it's already looking dicey. If you're roleplaying a character, that's some genuinely unhinged behavior because the actual benefit of beating the ability cap is minuscule compared to the risk for them. (It also probably won't work on intelligence, since there's an intelligence-reducing card in the deck.) You also only have a 60% of drawing the Star twice in 44 draws ignoring whether or not those draws are interrupted. I'm not gonna go calculate the conditional probabilities, but the overall probability of it working is probably in the 1% ballpark with a lot of very unpleasant side effects along the way.
Captain Morgan wrote: What has actually been said about player core 2 classes? I haven't heard a single preview for them. Not much, but Monster Core isn't even out for another week. I'd expect any significant class details to be something we get after their other big remaster book is out at the earliest.
... And here I was bracing myself to adjust to Zon-Kuthon's death, comforted in the knowledge that Paizo was going to do a good job of it and that Starfinder's Zon-Shelyn would be a replacement for a lot of character concepts. With Erastil cleared as well, that leaves all my remaining chips on Sarenrae.
I think the difference between internal and external stuff is stacking. Fighter gets +2 and so does Gunslinger, but PF2 devs don't need to worry about someone getting both Fighter and Gunslinger's bonus. They also don't have to worry about it stacking with Flurry Ranger's untyped reduction of MAP. If Envoy really does get an untyped AC penalty to hand out, and that's Starfinder's standard, then the game design has to worry about what thingslook like a couple years down the road when five party members all have "it's their class's special thing" untyped buffs and debuff s, on top of the usual status, circumstance, and item bonuses and penalties. If a buff or debuff is external, there needs to be something it doesn't stack with. As for a status penalty, I'd definitely rather have their ability stack with frightened than with flanking. Envoy should be able to intimidate enemies to full effect.
Driftbourne wrote:
That would be really surprising to me. The PF2 remaster just got rid of casters using multiple stats at the same time (Cleric's channeling got moved from Cha-based to a fixed amount). Precogs in SF1 were able to use Dex as a key stat on an Int-based caster because they had a tailored spell list that made having weak save DCs fine, something SF2 can't do. They were originally pure Dex, but that didn't go over well in the playtest. I could be wrong about that, though, so we'll see.
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