Anthropomorphized Rabbit

QuidEst's page

Organized Play Member. 7,204 posts (7,391 including aliases). 20 reviews. No lists. No wishlists. 1 Organized Play character. 13 aliases.


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"Swap" action is a thing now, making action economy much less frustrating to run by the rules.


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I'm sure GMs will eventually get tired of my "That's twenty-one combat damage from my Commander" joke.


Gorum is going to die in a volcano as he takes the ring from Flodo.


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.


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Red Griffyn wrote:

Just looking at AON and I think we are missing:

- Shifter (i.e., martial proficiency wave casting druid)

Not sure where you're getting "wave caster" from a martial class? Shifter didn't get any casting at all.


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.


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exequiel759 wrote:

I'm pretty sure the avenger would be the equivalent of the inquisitor in PF2e, but I will still think that if they felt investigator could be its own class (when it literally was a better rogue with alchemy in PF1e) the inquisitor (which is way more unique than the investigator was) deserves to be a class too.

That said, if they make an inquisitor and ends up being like an investigator (a worse rogue) then I prefer for them to just give us the avenger and call it a day.

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.


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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!


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I think everyone is missing the real potential of the class. Four commanders, all of whom fight entirely in someone else's turn!


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:
AJCarrington wrote:
Was anything mentioned re an .epub version as well? This will likely be the first hardback I’ve picked up in quite some time, but love the flexibility of digital.
Godsrain will be available as an e-book and audiobook as well.

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?
- The ability to shield others, probably adjacent, and use shield block reactions on their behalf.
- Improvements to shields. Champion already improves their stats, so Guardian might have something like Quickdraw to equip a shield and raise it, or reducing Tower Shield penalties on a subclass.


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.


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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...
- Eox has its standing in the Pact Worlds because of its military might and the need for that against external threats. (Mostly the Veskarium until recently.) Eox was the Pact Worlds' main threat before that.
- Eox still has to abide by Pact Worlds law- their blood sports require voluntary participants who can get a free ticket to Absalom Station if they want to bail, and so on.
- The Corpse Fleet is suspected by some to be still under Eox's control, but it hasn't been proven.

My conclusions from that are:
- Eox has to strike a balance. They need to maintain good relations with their neighbors, but they are an undead planet only tolerated for their usefulness. Military might needs to stay high, but not come across as a bigger threat. Bodies need to be replaced to maintain or grow the population. Media helps improve their reputation and increase acceptance, and having someone sign over their body while alive is probably the gold standard for body acquisition that doesn't look bad.
- The Pact Worlds need a strong Eox because looking weak in front of the Veskarium will probably break any peace, and there are bigger threats like the Swarm. Let Eox get too strong, though, and that's an in-system threat. Pharasma doesn't have a vote, and Eox does, so there are probably some quiet official deals. At the same time, illegal corpse trade looks really bad, especially if there's a whiff of people being killed for it.
- War. There's a lot of fighting that goes on, and it wouldn't surprise me if Eox's forces have a lot of mindless undead Vesk kept out of sight of the populace, alongside more recent reanimated Swarm critter husks. For political reasons, enemies probably don't get reanimated as intelligent undead much, because it sounds local public opinion of undead.
- Necro-biotech. At least for ships, creatures are engineered specifically to leave useful corpses.
- Who wants to live forever? Lots of people. It's one thing to become undead in a fantasy setting where you give up so much and miss out on so much, but when there's artificial meat and vidgames and streams and so much more, becoming undead doesn't sound like such a bad thing. Eox probably has no problem with having enough "immigration" of new intelligent undead.
- If the Corpse Fleet really does have strong ties in secret with Eox, they're probably the ones doing a lot of the illegal business for plausible deniability. If they're not, then they have their own replacement bodies problem to deal with.

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.


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hardbushido wrote:
QuidEst wrote:
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.

So followup question. Would you still have the PC engulfed and slowed?

But, allow the PC to move freely on their turn but still suffer from slowed 1. Or the PC grabbed condition is removed and as a result is automatically moved to a square outside the Ooze also removing the slowed condition.

I'm leaning toward the latter but it seems really powerful.

"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.


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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
Patron Skill Nature

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.
Familiar of Chucking a Tiny Crown at Your Enemies Your familiar has a tiny crown in emulation of your patron. When you Cast or Sustain a hex, your familiar throws its crown at an enemy within 15 feet of it, making it the dazzled for one round. This is a visual effect.


Fenenir wrote:
QuidEst wrote:

"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.

Yeah, the "free hand" thing is the only plausible hook I was able to find. A "free hand" is basically an "empty hand" and, Restrained or not, it's still empty.

I would imagine that the Manipulate trait was intentionally excluded from the Impulse trait due to Reactive Strike (and similar) and I'm perfectly fine with that part, but to ignore a condition that most others would find crippling does not sit right with me.

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.


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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.


It's also an excellent body-double spell since impersonating yourself is unlikely to require a check. Budget version of Replicate, basically.


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.


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Figured I'd provide some summaries for the contents. Spoilered for obvious reasons.

Gap Backgrounds:

Spoiler:

Gap Archetypes:

Spoiler:

Gap Magic Items:

Spoiler:

Gap Spells:

Spoiler:


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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.


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We will actually be losing half of the deities.

Source: my friend keeps calling the "Core 20" the "Big 10", and I don't know that they aren't prophetic.


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OliveToad wrote:
QuidEst 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.

Per the rules,“You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.”

To me, this implies when making skill checks with the illusory creature. To use the bonus of the given skill on the casters sheet.

As an example, if they wanted their Illusory Creature to shove a target. I'd have the caster make an Athletics check against the target's Fortitude DC. Not use their spell attack roll.

That way Telekinetic Maneuver retains its purpose. Is it no better than if the Caster went up to the target and tried to shove the target their self? Correct.

At the end of the day, this isn't a minion. I wouldn't want this to encroach on spells, classes and abilities that grant minions or companions (Eidolons). Nor would I want it to reduce the effectiveness of other spells, like Telekinetic Maneuver.

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:

Exactly. I'd say the same for Intimidation (et al).

Essentially it has +0, meaning it might work at the lowest levels, but not so much later. Of course an illusory creature might be scary enough on its own if the it suits the narrative.

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.


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OliveToad wrote:

For those wondering, I did some more digging. RAW they would be able to do any actions with the attack trait. So shove, trip, grapple and etc. However, by the same token, if any actions with the attack trait were successful on the illusory creature. It will end the spell.

This is because per the rules for the spells state. ”The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world… If the image is hit by an attack or fails a save, the spell ends…If the illusory creature hits with a Strike…” (RE PC1 337)”

Along with what I found in the Paizo FAQ, Core Rule book Errata . “Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time… An attack is any check that has the attack trait. It applies and increases the multiple attack penalty… An attack roll is one of the core types of checks in the game… Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.”

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:

That point about the Kineticist being able to generate matter from the Elemental planes on a space station is kind of interesting. Could a kineticist make a living doing this? or which ones could make the best living?

Also, if we keep this stuff up, someone may want to submit a scenario to Randall Munroe.

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).


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Ravingdork wrote:
How might the illusion be effected if the caster wasn't expecting it to fall or get wet?

That's a GM call, but "situations where the caster doesn't think the illusory creature should fall or get wet, but it actually should" should be rare.


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.


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Leri wrote:

Thank you.

And when as a child she started spontaneously casting divine spells, how would someone knowledgeable distinguish between a divine bloodline sorcerer and, for example, an oracle? Just because there is apparently an absence of a curse?

- 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.


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Unidentifiable Sending spells are a feature in the Overlord books, and a country's military was misdirected by an enemy due to over-reliance on the spell coupled with poor security practices.

It makes things a little more interesting if the spell is unclear about who is using it.


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Fun trick! Have a mirage dragon disguise themselves as an omen dragon. Three "retrieve this mirror to save the future" quests later...


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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.


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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.


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My pet "how could Rovagug die" theory is Norgorber has been plotting it from the moment of his ascension, with all four aspects coming together to steal the components to a secret poison to kill Rovagug.


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Lamashtu x Imbrex. The ship consists entirely of Lamshtu trying to figure it out logistically.

Irori x Nethys. The two "self-made" deities. They can be judgy about the Starstone upstarts together.


Captain Morgan wrote:
QuidEst wrote:
Captain Morgan wrote:

I don't really know how you are supposed to put a lock on it if it isn't on the inside, TBH. "It doesn't include its own lock, but it has a fastener to which a lock can be applied." A padlock on the inside is the easiest way that can work, unless it means installing a lock into the door knob somehow, which seems way less plausible. The alternative is putting a lock on the outside of the door, but if you padlock the outside, the only way to get in is crawling in through a window, which makes no sense to me. A padlock on the inside is just the most logical way to do it. But if that doesn't work, it shouldn't be very hard to nail up a couple of brackets to slide a bar into.

The grimoire is tight, but the sorcerer already has one she's attached to using. (And witches can't prepare from them, right?) Maybe I can talk her into it eventually, or use one myself when I snag the wizard archetype and basic casting.

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 did a little digging, and Grimoires can actually be used by any prepared casting class. Their rules specifically mention clerics. Many Grimoires individually call out that they work with spells prepared from the book, but not the Architect's Pattern book.

What I think is really interesting is that the rec room is 10 feet per side for every rank of the spell, so a 30 by 30 room for cozy cabin, larger than the cabin itself. That room also presumably just has a single door, making it extra defensible.

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:

I don't really know how you are supposed to put a lock on it if it isn't on the inside, TBH. "It doesn't include its own lock, but it has a fastener to which a lock can be applied." A padlock on the inside is the easiest way that can work, unless it means installing a lock into the door knob somehow, which seems way less plausible. The alternative is putting a lock on the outside of the door, but if you padlock the outside, the only way to get in is crawling in through a window, which makes no sense to me. A padlock on the inside is just the most logical way to do it. But if that doesn't work, it shouldn't be very hard to nail up a couple of brackets to slide a bar into.

The grimoire is tight, but the sorcerer already has one she's attached to using. (And witches can't prepare from them, right?) Maybe I can talk her into it eventually, or use one myself when I snag the wizard archetype and basic casting.

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.


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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.


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Ectar wrote:
Eoran wrote:
Farien wrote:
What's an Ability Score?
Farien, do you really have a memory that short?
Why are you responding to your own posts?

It's semi-in-character posting between a familiar and their witch as a comedy bit.


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.

You sure about that?

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.


If I go to Red Lobster and order a red lobster, using the silverware isn't taking possession of it by common definitions, putting it in my pockets is probably taking possession of it, and leaving the building with it definitely is.

... Putting it on a library book would be pretty messed up, though.


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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.


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... 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:
QuidEst wrote:

We know that Solarian has strength as their key attribute in SF2.

Precog was an Int-based caster, so Witchwarper has a chance of inheriting that in SF2, at least as an option.

Precog in Starfinder 1e says it is a Dex-based class, Class features use Dex but Precogs use Int for spell casting. If Precogs get rolled into the Witchwarper, and Witchwarpers already use Cha for casting then adding Precog abilities would likely still be Dex based is my guess.

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.


We know that Solarian has strength as their key attribute in SF2.

Precog was an Int-based caster, so Witchwarper has a chance of inheriting that in SF2, at least as an option.

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