If you're expected to have so much AC +/-1, why doesn't the system just give you so much AC +/-1?
The way tight math works, the rulebook might as well say: at level x you receive +1 full plate as a fighter class feature.
To me this is a very large frustration with the entire 'tight math' paradigm. The fact that monsters *uniformly* increase to hit numbers - and ac values - mean that there is only an 'illusion of choice' instead of real choice when it comes to your player character.
You can choose to have an AC value of at least 10-(even level monsters to hit) or you can expect to get crit more often, and on boss monsters that have that extra +4 (or more) to hit - if you aren't at the baseline you might as well say one hit you die.
So the guy who chooses to wear more nimble armor (looks cool/matches my mini/whatever) better have the dex to back it up, or know what his target is ahead of time or he's asking for a knock out. The story of the party that starts in a cell with no gear - no longer is a challenge - it's a slaughter against any enemy that attacks. Arrows are now 'caster slaughter' guns, as the to hit value is based on the fully armored fighter.
This to me feels like there is no choice in the matter. If you want to melee and hit more than 50% of the time - your build has to focus on hitting the same 'to hit' value as a fighter of the same level (so perhaps you rely on flank/conditions/etc. to hit that number - but you still need to know what that number is to be effective). With the numbers needed per level *so solid* now - that is - codified into the rules - why are they still hidden?
If these numbers are built in and scale (which they do) then they should be up front targets. It isn't system mastery to know you need a +9 AC value to be 'average' against a level 9 monster. I mean - it is in a sense but I don't see how that's 'rewarding' for a player to learn - not when the alternative is death and pain. Why not be up front about it. "Here is...
Amen!
Our group largely gave up on the playtest after these hidden expections became obvious.
So, for the moment at least, we've decided to try out other rpg systems.
Yeah, we were also confused by how the old surprise round situations would work in thks edition.
Rolling stealth vs. Perception cor the initiativs makes some sense, but dont actually work well for some situations (what if both sides are trying to sneak upon each other? Who rolls stealth and who rolls perception?
Druids get orders that modify how their feats work. Fighters could have schools that govern what their abilities give them:
Schools:
Might (two-handed weapons, or weapon and shield with heavy armour progression)
Finesse (dual wielding one-handed weapons, or one weapon and a free hand with light armour progression)
Archery (ranged weapons with light armour progression)
You would be able to be in the Might school and take a Finesse feat, but you'll get an extra bonus from a Might feat.
Hear me out. Lots of Class Feats have built-in prerequisites, like Rage, Spells, Spell Points, or other class features.
The Class Feats that don't so far look to be pretty reasonable choices for other classes to take. At least, based on my browsing.
If Class Feats were unlocked, what would that mean? Keeping in mind, if something is too class specific or powerful it could be locked back up with an arbitrary prerequisite or trait.
Here are some examples of pre-requisiteless Class Feats that would be opened up:
Alchemist:
Alchemical Familiar - Get a familiar
Alchemical Savant (Trained in Arcana) - Identify alchemical items
Far Lobber - Throw bombs better
Quick Bomber - Throw bombs faster
Calculated Splash - Use int to throw bombs better
Poison Resistance - Resist poison
Bard:
Bardic Lore - recall knowledge on any topic
Steady Spellcasting - lessen spell disruption
Cleric:
Communal Healing - bonus to casting Heal spell
Emblazon Symbol - make an item a divine focus
Healing Hands - boost Heal spell
Holy Castigation - use Heal to damage devils and demons
Life Sapping - casting harm heals you
Turn Undead - Heal can cause undead to flee on a crit
Irresistible Energy - Remove some heal resistance from target
Druid:
Animal Companion - get a pet (might need to be class locked)
Leshy Familiar - gain a familiar
Reach Spell - increase spell range
Storm Born - reduce weather penalties
Widen Spell - Increase spell area
Wild Shape - use Pest Form 1/day (might need to be locked)
Poison Resistance - Resist poison
Savage Slice - Add a die of damage to second attack
Steady Spellcasting - lessen spell disruption
Fighter:
[The majority are PF1e Combat Feats or similar]
Monk:
[Basically all stances]
Ki Strike - gain ki spell points (might need to be locked)
Monastic Weaponry - proficiency with monk weapons based on your unarmed proficiency
Stunning Fist - stun with an unarmed strike...
At that point, wouldn't it be just easier to do away with classes?
While I understand it is only natural for Pathfinder to go trough different editions and I want to continue to support Paizo and its products, the blog description made me think of a simplified rule set (which I would hate).
I'll wait for the playtest document and see how I feel from there.
So how many generations use regnal numbers? If you're the twelfth son of the Grand Prince and you're (for example) Ubar I then do you give your sons regnal numbers? Do they give their sons regnal numbers?
I think that the easiest solution, and the one I am going to go with until told otherwise, is that royal children receive their regnal names upon the ascension of their reigning parent.
That way you don't have to worry about numbering all your potential grandchildren, for example, until their parents ascend to the throne.
I am a long time fan of the old Dark Sun setting and I love the idea of meshing arcane magic and mental powers together.
The best way to replicate what I have in mind, seems to be an arcanist with the blood arcanist archetype and a draconic bloodline related to one of the esoteric dragons. The problem is I am unsure on how this specific interaction works out.
esoteric dragon bloodline arcana says: wrote:
When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.
but then again the arcanist class descriptions says
arcanist spellcasting class feature wrote:
Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
Am I restricted to knowing a number of psychic spells equal to the highest level spell I can cast,
or
Am I restricted to PREPARING a number of psychic spells equal to the highest spell I can cast?
1) Can a Samsaran reincarnate in a body that is very physically different from his previous incarnation (such as belonging to a different sex) or do they tend to cling to some sort of self-identity? Is it possible for them to keep ties to a magical lineages like sorcerer bloodlines?
Wow... that was a strange freakout.
So.
Normally a samsaran reincarnates as a samsaran. That's "normal" for them, where as for, say, a human, "normal" is the soul traveling the River of Souls to the Boneyard for judgment.
Now and then, a human (or whatever) soul can sometimes be judged in a way that reincarnates it as a very physically different body, in which case the reincarnated soul does not retain memories at all of the past life.
In order for this to happen to a samsaran, its soul needs to NOT follow the norm and move on to the River of Souls and then get judged and NOT be sent on to become a petitioner but instead to be reincarnated as something else entirely. In which case that new life lives and dies and then its soul goes and gets judged normally.
So, long story short, it's possible for a samsaran to reincarnate as a different race, but it's very rare and has nothing really to do with the typical samsaran reincarnation thing.
Thank you, that helps a bunch with my reincarnation doubts!
Could a previously male samsaran (as of his last incarnation) naturally reincarnate in a female or interex samsaran body ?
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James,
I believe that the website maintenance may have robbed me from your answer. Would you mind re-posting it, please?
1) Can a Samsaran reincarnate in a body that is very physically different from his previous incarnation (such as belonging to a different sex) or do they tend to cling to some sort of self-identity? Is it possible for them to keep ties to a magical lineages like sorcerer bloodlines?
How long does it take to create a new runic focus for the runesage?
The archetype says:
runesage runif focus wrote:
(...)replacement runic foci can be created using the standard rules for replacing a bonded object for a wizard’s arcane bond. When a runesage creates a new runic focus, she can focus it on a different school of Sin magic than her previous focus as long as the new school is not one that was an oppositional school from her previous focus.
The wizard arcane bound class feature says
wizard arcane bound class feature wrote:
(...)if the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. (...)
So do you need a week to replace your runic focus? Or does that part only apply if it gets destroyed? In other words, can you instantly replace your runic focus if you perform the 8 hour ritual and pay the gold price if it hasn't been destroyed?
1) Do you still answer questions regarding the RAI of rules and options you've designed yourself?
2)I've recently found the runeguard prestige class and I am in love with it. Can I hope to see more about the organization itself and any relationship that Soralyon may or may not have with ancient Thassilon, in the future?
Planar Ally, as well as its lesser and greater versions, are already on the psychic spell list. They get both sets of spells
You are right. Had to double check it, cause I couldn't believe it
Really weird. Now I find it even crazier that they don't have the magic circles in their list, since apparently the designers envision psychics as some sort of master summoners.
Evil clerics get Planar Ally, not Binding, because casting Magic Circle vs. Evil would be a Good spell and that's not allowed for them. Wizards have no alignment restrictions on spellcasting but have to do the whole Binding thing.
Psychics should get one package or the other, not half a package.
Agreed.
Why would you ever invest spell knowns into planar bindings, agonize etc, if you are depending on, let's say the wizard, to cast the magic circle?
Why not let the wizard do the whole calling and save yourself the spell knowns?
If the abjurations required for functional planar bindings are not aligned with the flavor of the psychic class (and frankly they might not be), why not replace planar binding with planar ally in their spell list?
I am sorry to hear that. As far as I am concerned this is an awful decision. I hope they reverse it, if it is indeed the case (as Mark doesn't seem sure of the answer in the quote above).
Different, but related question: Does anyone else think that the Occultist should have Astral Projection, Etherealness or Plane Shift? They have Create Demiplane which allows them to bring themself to their Demiplane a grand total of once, but if they ever leave it, they can't get back to it at all.
Sure, it's not completely useless, but it's still an odd omission.
They get UMD as a class skill, and add half their level to UMD checks. I'm sure they could figure it out.
I guess they could, but it seems weird that they don' have the means to escape their own demiplane without UMD. A first time occultist player could even imprison himself by accident if he is not careful. Somehow I feel that is likely uninetended.
Nope, that actually can't happen. The creator of the demiplane can always throw someone out of their demiplane, including themself.
Ultimate Magic wrote:
As a standard action, you may eject a creature from your demiplane.
The demiplane also only lasts day/level. It's still a shame and a bit odd that once you leave the demiplane, you can't actually enter it again without using a magic item.
You are right...
I'd forgotten about the "ejecting someone out" part of the spell.
I still find it weird tough that the occultist has no means to return to the demiplane (which can be made permanent with the permanecy spell) without items.
Back on topic, my gm has ruled that the psychic has the thaumaturgic circle on his spell list, but is unsure if it is supposed to be a 4th level spell (as in the wizard list) or as a 3rd level spell (as some of the other occult classes).
Different, but related question: Does anyone else think that the Occultist should have Astral Projection, Etherealness or Plane Shift? They have Create Demiplane which allows them to bring themself to their Demiplane a grand total of once, but if they ever leave it, they can't get back to it at all.
Sure, it's not completely useless, but it's still an odd omission.
They get UMD as a class skill, and add half their level to UMD checks. I'm sure they could figure it out.
I guess they could, but it seems weird that they don' have the means to escape their own demiplane without UMD. A first time occultist player could even imprison himself by accident if he is not careful. Somehow I feel that is likely uninetended.
Glad to heat that! As it's a relatively simple thing to clarify, and some GMs unfortunatelly only accept official rulings, my hope is that this will be addressed by the rules design team.
I believe the core rulebook says something to the effect of:
"With permission from the GM, [spontaneous casters] can also select the spells they gain from new and unusual spells that they come across while adventuring."
So Paizo already anticipated this sort of thing like 8 years ago.
Totally true, but then again the gm can rule pretty much anything in a home game.
I think it is important to have official clarifications on issues such as this one for pfs people, for those of us who play in many different groups and for gms that prefer to not house rule.
Glad to heat that! As it's a relatively simple thing to clarify, and some GMs unfortunatelly only accept official rulings, my hope is that this will be addressed by the rules design team.
10 people marked this as FAQ candidate.
1 person marked this as a favorite.
Should the spells magic circle vs. evil/good/law/chaos be added to the psychic class list? I find it odd that they have lesser planar binding, planar binding, greater planar binding, agonize and dimensional anchor in their list but have none of the magic circle spells nor the thaumaturgic circle spell to complete the calling ritual. Please hit faq if you feel this needs clarification.
Mediums, Spiritualists, and Occultists have it, but for some reasons Psychics don't even though they have Planar Binding on their list. Can anyone convince me this makes sense rather than being an oversight?
Proposed FAQ: Since Psychics have both Planar Binding and the related Agonize spells on their spell list, shouldn't they also have Magic Circle Against Evil/Good/Law/Chaos and/or the new Thaumaturgic Circle on their list so that they can effectively use Planar Binding? If not, what is the justification for giving them Planar Binding and Agonize without a circle spell for protection?
Apologies for the necro, but this came up in our group last night. It seems pretty clear that the psychic should have the magic circles spells or at leat the thaumaturgic circle spell in his spell list. Its hard to believe that he gets planar binding, dimensional door and agonize, but not the circles for binding.
I would teally appreciate an official clarification on this matter, as my dm is reluctant to use anything non-oficial.
So,
"Should a psychic have the magic circles against alignment spells in his spell list so he can use it in conjunction with his planar binding spells?"
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
What is the action required to perform said ability? Is it a standard action? Or does it function more or less like stunning fist, where you can use this ability during a full-round attack?
What is the best place to post rules question for the player companion line? Specifically for the rend body spell featured in the psychic anthology book. The author of the spell has posted in the product thread giving a couple of suggestions on how to handle it, but understandably he didn't want to pin down anything as you guys from paizo, might rule differently.
1) How powerful is Geb (the necromancer)? Would he be on par with the likes of Xanderghul and Sorshen?
2) Any chance I can convince you to do an Adventure Path located in Geb (the nation)?
3)Is there any chance we can learn more about the Knights of the Ioun Star with the future release of Ruins of Azlant?
4)I know that it doesn't work by RAW, but do you see any issues in allowing and eldritch knight to access wizard arcane discoveries via the diverse training class feature?
diverse training:
Diverse Training
An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Each type of spontaneous caster needs a 13 in the casting stat of the associated prepared casting class. And the prepared casting class for psychic casting is...no one.
What I don't understand is why this expends a scroll. What a wasteful way to get around UMD in that circumstance for so little benefit.
It allows you to get around UMD and use your own CL and ability score modifier when you cast the spell; but yes you are right, it is very circumstantial.
It doesn't say ability to spontaneously cast 2nd-level arcane spells. So, you should be able to use it since you are still casting spells spontaneously. The only issue pops up under the special section. Since you have neither arcane nor divine casting, you'd have a problem.
Yeah, I figured it doesn't account for psychic magic because it hadn't been covered by the rules at that time, but I am unsure on how to proceed in regards to the special section. Maybe having a Int 13+ and wis 13+ just to be sure?
You made a good name for yourself in part because you knew how to prepare for the challenges before you, even if your natural magical abilities lend themselves less to preparation and more to spontaneity.
Prerequisite(s): Int 13 or Wis 13 (see Special), ability to spontaneously cast 2nd-level spells.
Benefit: When you regain spell slots at the start of the day, you may opt to prepare one spell you don’t know in place of a daily spell slot 1 level higher than the prepared spell’s level. To do so, you must have access to the selected spell on a scroll or in a spellbook, and the spell must be on your spell list (even if it is not one of your spells known). This process takes 10 minutes per spell level of the selected spell.
You can cast the selected spell a single time, expending the spell slot as though it were a known spell being cast by you. Preparing a spell in this manner expends a scroll but not a spellbook. A spell prepared in this way is considered its actual level rather than the level of the spell slot expended. You can apply metamagic feats to the spell as normal, as long as the spell’s actual level plus the increases from metamagic feats is 1 level lower than the highest-level spell you can cast. For example, a 12th-level sorcerer with this feat, a scroll of fireball, and the Empower Spell metamagic feat could prepare an empowered fireball spell in her 6th-level spell slot.
Special: If you spontaneously cast arcane spells, you must have an Intelligence score of at least 13 to take this feat.
If you spontaneously cast divine spells, you must have a Wisdom score of at least 13 to take this feat.
If you have both arcane and divine spellcasting classes, you can use this feat to prepare a spell using a given class’s spell slot as long as you meet the associated ability score prerequisite.
psychic sorcerer bloodline arcana:
Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Do you think that in-world a sorcerer could benefit from the guidance of a wizard (perhaps even becoming the wizard's apprentice)? Or are the two classes too inherently different in their backgrounds for that to work?
1) How well do yoou think deities from Greyhawk mix with the Pathfinder campaign setting?
2) Do you still use old Greyhawk or D&D stuff that you like in your own home games?
1) Very well, since they were the primary source of inspiration for me in building my homebrew, and many of the gods of Golarion are exported from that setting.
2) Absolutely. I pretty much use 100% Golarion these days as the setting, but I just finished running Temple of Elemental Evil set on the Isle of Kortos for example.
2) Really Cool! Were Iuz and Zuggtmoy still there during your games? Or did you have them replaced by other in-world entities?
I am hoping to play a Strange Aeons campaign that a friend is about to start, and I wish to play as a wizard. I plan on taking the eldritch scholar wizard archetype, but I cannot for the life of me decide which school to specialize in(if any).
I know you are an avid Mythos fan, so can you can give me a hand? Which wizard school specialization feels the most Lovecraftian to you?
In the context of the pathfinder campaign setting, do angels (the specific subtype of celestial) have genders? Or do they use magic to create half-celestials?
Do angels suffer any sort of punishment for mating with mortals like those described in the Judeo-Christean holy scriptures? If so who punishes them?
In 3.5, the offspring of two half-elves was a second generation half-elf and the offspring of two second generation half-elves was a human (according to races of destiny if am not mistaken). Is this also true in Pathfinder and Golarion?
1) In your home games do you allow your players to choose feats and spells that are typically associated with a specific faith or do you prefer to keep those options as exclusive as possible for their sects? For example a non Pharasma necromancer getting access to the defending bone spell.
2)What is the part that you like the most about your job?