Scrip's page

Organized Play Member. 2 posts (164 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters.

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Thomas Keller wrote:
Didn't think he was into second edition at all.

No, you've known; multiple users have informed you of the fact, such as in this post from May 2021, in addition to your own admittals that your understanding is obsolete. Here's just one of his blog posts that dive into things he loves about 2e:

Ryan Costello wrote:

The action economy, obviously, but it really needs to be considered how good that is. There’s a reason 2e works better than 1e with three actions house ruled in. This is the foundation on which a great game was built. It makes thinking about your turn much easier, because you aren’t juggling as much between the concept of what you want to do and the mechanics of making it happen. [...]

Confining characters to three actions at all levels also helps with higher level play. As a fan of martial characters, 1e made any turn that I couldn’t stand still and full attack feel like a punishment. The higher the level, the more you lost not squatting. Being able to move and still attack twice, or more twice as far and still get an attack, adds dynamism and complexity to a martial’s turn.
Moreover, I like 2e spellcasters. The oracle specifically is a class I’ve played in both editions, and while I struggled with the experience in 1e, I love it in 2e. Similarly, the 1e paladin was never a class I paid much attention to, but as you’ll see in the new KD Adventure Series – Trouble In Otari Part 1, the champion’s focus spells give the class a lot of flavourful flexibility. There’s no combat in episode 1, but in later episodes you’ll see me mix up casting and fighting in such a satisfying way.

Now please stop harassing this man with false claims.

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Tonya Woldridge wrote:
In regards to the list mentioned above, it is now gone and will not be back on our forums. Any form of targeted hate such as this list is against community guidelines and will be handled as such. In this case, we took moderation steps so that the user won't be able to attack community members again.
Cori Marie wrote:
The biggest question is why that specific bad actor gets to continue to do these things. As Tender said, he had that list in his profile, and then it was removed, and then it was back. What's to stop him from adding it back again?

What's very funny is that yesterday, after removing his second hatelist, he did simply add a new third hatelist of users to his profile, where I saw it still remained up 12 hours ago.

It's now been removed, sometime in the 12 hours since then.

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The integrated gauntlet modification's requirement "(One-Handed Weapon Only; Can't Have the Two-Hand Trait)" does not disallow the [fatal aim] trait. I'd guess that it was probably intended to also disallow [fatal aim] as well as [two-hand].

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Good news, everyone: Fumbus and Droven reunite on G&G page 11, and page 202--they made it all the way back to Absalom!

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All mentions of this book in the Grand Bazaar PDF, as well as in G&G, refer to this as Lost Omens Grand Bazaar.

So it would seem that the store page is mistitled, as the store page and product description exclusively refer to it as Lost Omens: The Grand Bazaar. (Likewise seeming to mean that the placeholder image is out of date, as the store image displays "The Grand Bazaar" on the mockup cover.)

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Incredibly based

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TOZ wrote:
Ravingdork wrote:

While very true, if I wanted spy drama, I'd go to Taldor and join the Lion Blades. If I wanted to attend a school, I'd attend the University of Lepidstadt in Ustalov. If I wanted to uncover the past, I'd explore Ruins of Azlant.

Point is, none of what The Mwangi Expanse seems to offer in terms of adventure types is new. Instead, we seemed to have lost the "exciting safari exploration of a mysterious untamed land" genre (as some posters have come describe it) as it were.

I've long disliked new rules that serve little purpose other than to limit existing options.

You don't think the Lion Blades have significant interest in the evolving political scene of Vidrian? Does James Bond limit himself to England?

It could even be said that to tie uncovering the past or spy drama to one faction from one country is… to limit one's options.

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Narxiso wrote:
I was looking at the archetypes, and archer is wrong. Rogues can sneak attack with any ranged weapon, longbow and crossbow included.

Yes, the guide repeats this mistake in its analysis of Dual-Weapon Reload: The guide mistakenly states that the blowgun and hand crossbow require ruffian. They do not: Every weapon on the Ranged Weapons Table automatically works with sneak attack; only thrown weapons on the Melee Weapons Table require agile, finesse, or ruffian.

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David knott 242 wrote:
The only way to manage the equivalent of a PF1 kitsune with Fox Shape (and thus three forms to choose from) is with the Beastkin heritage and the Critter Shape feat (assuming that you want to have all three forms from an early age). The next opportunity is to start with any heritage with a "tailless" (humanoid) alternate form and pick a class with access to the arcane or primal list to learn the Pest Form spell. Either way, time in fox form is limited.

To be clear for the benefit of anyone reading this comments section, David's point is that at 1st character level you can only have two forms. At 5th level, you can take the kitsune feat Myriad Forms to gain the third form; time in this form is unlimited, just like your first two forms.

And ack! I messed up all my hyperlink tags in my first comment. Lemme fix that:
[ancestry description]
[ethnicities and heritages]
Luis&Eleanor interview VOD

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MVulpius wrote:

So I take this as Fox Shape is going to be a part of PF2 kitsune!? ^w^

(So excited!)

Boy, do I have a treat for you: They revealed kitsune's entire six-page spread in an interview on the Know Direction podcast! Including beautiful art of four more kitsune characters, and a star orb : Click these links for

[ancestry description]
[url=][ethnicities and heritages]
And you can watch the video of the entire interview [url=]here

Wei Ji the Learner wrote:
...better than three-quarters of the RL teachers I had in school... :>

This is what I play fantasy games for. :">

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This is also the stage at which you should choose your character’s home region (Core Rulebook 420-429), and in the case of human characters, your ethnicity.

This sentence from the Guide needs to be corrected, as non-humans are explicitly stated to have ethnicities too.

GMs should check Table 10–5: DCs by Level (Core Rulebook 503) to calculate the Earned Income DC.

It's the 'Earn Income' DC, not the "Earned Income" DC.

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LOVE THE ART. But hm, I can't help but feel that the title "Lost Omens Mwangi Expanse" looks a little awkward--it's like using "Lost Omens" as an adjective? It similarly doesn't work to call Europe "the Earth Europe". I think it'll make more sense if future posts put a colon in it like "Lost Omens: Mwangi Expanse"; the store pages of every single Lost Omens product put colons in their titles like that.

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In summary:

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Were these all sold and now out of stock? Will they be restocked?

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‘Calmont do this, Calmont read that, Calmont that’s not how you spell Norgorber!’ . . .

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ErichAD wrote:
Java Man wrote:
Artofregicide wrote:
Rysky wrote:
Or maybe have a Tiering system so the GM can decide if allowing certain spells would break certain stories or encounters, like a rarity system maybe?

I'm mean, I'm actually hugely not a fan of the rarity system (and the ambiguities it creates, plus the general trend towards GM fiat that PF2e and 5e have taken), but if you remember- this isn't a thread to discuss or compare versions.

Either create your own thread to compare versions of PF or better yet don't.

Regardless keep your commentary civil and constructive (your above comment is neither) or I'll start flagging your posts.


Please explain how the post you quote is within a flaming mile of flag-worthy?
I can only assume they are concerned that a direct reference to PF2 rules is going to turn this thread into a game versus game thing. That and it certainly comes off as snarky, at the very least, to enter a thread about fixing a game and recommend putting the game mechanic version of "out of service" signs on everything instead.

Fortunately, it was just a suggestion of a game mechanic; he didn't say a thing about editions. If a mechanic works it works. In practice, very many game systems have rarity systems that do. Rysky had no way of knowing that rarity rules aren't to Artofregicide's personal taste, and just because they happen to be so doesn't make the suggestion uncivil or unuseful.

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KingTreyIII wrote:
Cheliax: Chelish or Chelaxian sometimes used interchangeably; generally found “Chelish” to refer to nationality, while “Chelaxian” refers to the ethnicity (before 2e retconned the ethnicity)
I've got news for you: 2e retcons have struck again!
Luis Loza on the Know Direction Discord wrote:

Chelish is being phased out entirely

Chelaxian is now the adjective to use across the board.
Luis Loza also wrote:

Chelish also suggested it was derived from something other than Cheliax.

Chelish? Oh, that must mean it's from Chel/Cheland/Chellian/etc.

My theory is that another contributing factor was the word sounding too much like the Keleshite language 'Kelish'. In any case, 'Chelish' doesn't appear a single time in the Lost Omens Character Guide. The LOWG may have been its final hurrah--which puts us in the unfortunate spot of not knowing whether to keep calling it the 'Chelish Civil War' or to retcon its name to 'Chelaxian Civil War'.

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PF2 Gamemastery Guide page 127 wrote:

Divine Rank

Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power.
God: Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded.
Demigod: Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god.
Quasi Deity: The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own.

Hey now, wait a second . . . that can't be right! Planar Adventures and Lost Omens Gods & Magic say that deity is the lore term for specifically the unstattably powerful beings, and god is the umbrella term that includes deities, demigods, and quasideities. Which book is right? And how come the GMG puts a space in the middle of 'quasi deity'? LOG&M's glossary writes it as one compound word: 'quasideity'.

And who do I email to suggest these discrepancies for correction in case their source books get 2nd printings?

Actually, Gods & Magic's glossdex gave me another question that's been itching at me:
LOG&M page 134 wrote:
Demigods are always level 26 or higher.
LOG&M page 135 wrote:
A quasideity can be any type of being and is always level 25 or lower.

. . . Huh. Always? This strikes me as an odd change from Planar Adventures, which said a quasideity could be any level at all. I'd figure it must take more than just leveling up for a quasideity to become a demigod--but G&M's new definition makes it sounds like leveling up could necessitate being redefined as a demigod.

This definition leaves me puzzled as to what to now call PF1-era, three-domain Arazni. PF1 called her a CR 26 quasideity, but the assumption that the terms 'CR 26' and 'quasideity' are antonyms would lead me to believe that Arazni must either have actually been 25th level that whole time, or that she must have been not a quasideity but a demigoddess the whole time.
I get that PF1 CR doesn't always exactly line up with PF2 level, and that every aspect of the campaign setting isn't purely and strictly defined by roleplaying game mechanics, but this little thought exercise does leave me scratching my head.

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Squirrelbomber0 wrote:
Aratorin wrote:
"CRB Pg. 93 wrote:

QUAKING STOMP [one-action] FEAT 20

Frequency once per 10 minutes
You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell.

Do you get the effects of the 8th level Earthquake Spell, or is it auto heightened to 10th like an Innate Spell would be?

Can this be counteracted, or is it a non-spell effect because it's caused by me physically stomping?

I am very curious about this too, also does the rough terrain and possibility of falling into fissures affect the barbarian who's causing it.

Well, for Aratorin's first question, it wouldn't heighten. No spell is heightened unless its source says that it's heightened. Innate spells aren't an exception; only cantrips and focus spells heighten implicitly.

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Wait whaat, is this adventure for 4th level or to 4th level?

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Oh, that link's broken! Let me fix that for you: Click here for the spreadsheet
You've set the link so that anyone can edit, so we don't need to request access.

I also changed the spreadsheet's title from "Official Blog Comments" to "Paizo Staff Comments", as not all of these clarifications are sourced from blogs, and we don't want to give the false impression that an off-the-cuff answer from a single developer is necessarily official. They can misspeak or be misinterpreted, and/or even be overruled when the game design team as a whole later confers together to check and see if prior interpretations have brought up any new concerns they hadn't fully considered before; formal errata documents that they all agree upon, get revised by Paizo's editing team, and finally publish are what's official.

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Bandw2 wrote:

so the witch doesn't fuller remember any given spell after its been cast and must reput it in their brain. maybe thats just how the original vancian casting worked, i don't particularly remember.

I don't particularly remember, but that's why prepared casters can't keep casting spells they prepared nor use other methods to prepare spells, imo.

4. the hexes, and other spells are originate from the familiar(refocusing requires a familiar for the witch). the first line of the witch's...

Oh. my. god.

I never realized. High Int, very intellectually capable, but for whatever reason, doesn't have the wizarding spark to originate magic themself . . .
Witch is the perfect class for our girl Flenta.

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A witch accessing divine spells is a fascinating character concept because, to me, it's unusual. Spooky occult hags, primal hedge witches, and classic PF1 arcane witches are the iconic archetypes that the word "witch" brings to my mind, especially when I'm thinking of the world of Golarion. It's huge that the Lesson of Death lets witches grab raise dead, a spell normally exclusive to the divine list, and I'd love to see future lessons and witch feats similarly allow them to nab the choicest, very witchiest bits of the divine list best suited to the witch class's spooky, hedge witch-y, or studious themes. For a witch who wants to do more than dabble, I'd love to see a class archetype that makes the distinction between a divine-focused witch and a normal witch feel important and impact play in its very own way.

Midnightoker wrote:

Primal and Divine only with a positive spell descriptor, no material descriptor at all and of the necromancy school which coincides quite nicely with the Spiritual Essence it represents, wouldn’t you say?

Oooo I know, what about Sanctuary! The clearly spiritual essence spell that’s also only on Primal and divine with no descriptors besides abjuration.

The Pathfinder 2nd Edition rulebooks don't go crazy with putting in traits to explain every single spell's presence on every single spell list because doing so would be cumbersome to the point of quickly becoming absolutely infeasible; you have to weigh how much or how little value an investment of developer time, effort, and word count has on the gameplay experience at the table. It's unwritten that a bard's haste spell quickens the mind while a druid's haste spell quickens the body; the devs leave the power to us to choose how to flavor them in our own games, and I love that.

But yeah, Midnightoker, you're absolutely right that a monk casts ki strike to deal lawful damage as a divine spell powered not by a deity, but by the planar concept of Law, just as an oracle can, rather than draw power from a deity, hold some thread of connection to the Positive Energy Plane, or to the unending conflict between the armies of Heaven and Hell or the Elemental Planes, according to the APG playtest. The CRB tells us that Religion tradition skill is concerned with "the Outer Sphere, and the Positive and Negative Energy Planes".

A divine spell is a divine spell is a divine spell. That's why a champion or divine ki monk who multiclasses into cleric or divine sorcerer gets expert divine spell proficiency at 9th level for free, three levels before a fighter/cleric or wizard/sorcerer would even have the ability to take their multiclass archetype's Expert Spellcasting feat.

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* p.170: The Hill giant has a +14 damage bonus to its greatclub and rock attacks, but only a +4 damage bonus to its fist attack. That's likely a typo that was meant to also say +14.

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Edge93 wrote:
I don't have time to check almost 400 posts, so sorry if this is covered:
Edge93 wrote:
Two, their Rock accuracy is listed as +37.

Ah, there should be a little searchbar in the top-right corner of the page that you can use to search for mentions of storm giants and stuff--but ohhh crap, that to-hit bonus is a big deal! Thanks for catching that; I can't believe we'd missed it!

3Doubloons wrote:
I've forked the repository to split the corrections by book

My man!

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Reldan wrote:
Q: Can the Champion's Blade Ally class feature providing the effect of Shifting be used to turn a 1-handed weapon into a shield with a boss or spikes attached?

No, shifting can only shift your weapon into the shape of another weapon, and neither a shield nor a shield bash is a weapon. There would only be a chance that you could convince your GM to let you shift your weapon into a lone shield boss or handful of shield spikes, which would be useless detached from a shield.

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Ooh, new from Klaher! Here's art of Abadar himself . . .

And is this here a worshiper of Casandalee?

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Oh, and on Lost Omens World Guide pg.71, I still think Crimson Shroud ought to have the divine or magical trait. It was a (Su) in PF1!

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Shout-out to the Paizo staffers reading this thread! I take it that even if these won't be added to the GitHub, it's more helpful to keep our typo collections all in one place, rather than make new threads for each and every sourcebook as they come out.

From the Lost Omens World Guide:
* p.28: We've been told the Aldori dueling sword's price is misprinted.
* p.48: The Vudrani language is listed before Tien, putting them out of alphabetical order.
* p.72 misspells the Kelish language as "Kelesh".
* p.84 lists a "Garundi" language. Should this be Osiriani?
* p.95: Luis Loza says the feat Magic Warrior Dedication is missing the uncommon trait.
* p.95: The feat Nameless Anonymity allows a magic warrior to cast nondetection, but does't provide the spell's tradition. Should it specify that this nondetection is the same tradition as the magic warrior's focus spells?

And from the Core Rulebook:
* p.242: Grapple's description says "You can also Grapple to keep your hold on a creature you already grabbed." It may be helpful to change "grabbed" to "grabbed or restrained".

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Domain spells like fire ray and healer's blessing have the cleric trait—even when a champion gains them as devotion spells from the Deity's Domain feat. Is it intentional that such a spell does not gain the champion trait? Are you able to tell us about any plans for interactions with focus spells' class traits in the future?

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Now, we saw the monkey goblin art in the "Such a Lovely Place" blog post that Andrew linked above, but now contributing artist Klaher Baklaher has been so kind as to show us a glimpse at the art of more LOCG ethnicities in an album on his ArtStation!

It looks like these are an Ironfang hobgoblin (iirc first sighted in Mark Seifter's appearance on Pathfinder Friday[/i]), forest goblin, frost goblin, and . . . "rasp goblin"?? Quite the dapper look!

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Hey, contributing artist Klaher Baklaher has posted G&M's art of halfling goddess Chaldira Zuzaristan to his ArtStation account!

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oh gods what is that worm thing in the back--
The walkers that worm.

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The CRB and LOWG make references to the "fast healing" ability without ever defining it, or indicating that the reader can only find its definition in the Bestiary. Its definition should probably be added to the glossary of the CRB.

* p.536: In the 2nd-level consumables table, silversheen's name is mistakenly italicized.

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Is Adopted Ancestry intended to be unable to let me be adopted by half-elves or half-orcs?

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Rysky wrote:
Leshy Hellknight

With a pumpkin head!

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* p.87: The giant instinct's titan mauler ability says "You gain access to one weapon one size larger than you". This needs an addendum that if you are Small, you instead gain access to a Large weapon, not a Medium one.

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* p.194, 207: The flavor text of sorcerer's defensive robes says they "help you get out of the way before an attack", but wizard's defensive robes instead "help you avoid attacks". If their class features have the same name and do the same thing, they should probably be unified to have the same text, just as both classes' magical fortitude class feature has the same text. The sorcerer wording sounds really clunky compared to the wizard's, imo.

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Syri wrote:
Mark Seifter tells us on his twitch stream's Discord server that a 'high' skill for a 3rd-level monster is about +10, and somehow, the Bestiary's doppelganger ended up with only high Deception, a +11

Oh wait, this may not be so much an issue because Change Shape gives the doppelganger a +4 status bonus to the DC of seeing through its disguise, and "The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed".

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I'm not 100% sure on which chapter every bullet point falls in, so for some of these I just placed them based on my best guess.

- They're still making the Advanced GM Screen, so Logan asks you to post on the forums or the A-GM Screen product page and tell them if you have ideas about things you don't need from the basic screen, or things you think would be useful to have on the advanced screen! A lot of the info on the basic GM screen is useful to inexperienced GMs but isn't necessary for GMs who are really well-versed in the game, like the key that tells you what the action icons look like.

Chapter 2: Tools
- How to build a world, deities, nations and settlements, and read their statblocks
- A lot of details about the planes, an overview of the planes of the Lost Omens campaign setting, the traits and mechanics of planes and advice on creating your own
- Downtime advice like what groups downtime is good for and how to run it so it stays interesting
- Artifacts like the deck of many things, sphere of annihilation, and an alchemical artifact that can make alchemical items
- Advice to GMs on roleplaying intelligent items, making them distinct characters. Also there's an orb.
- Relics start with a 'seed', with a couple themes tied to it; your grandmother's hunting axe might have the Beast theme, with its own set of abilities, and the book has suggestions on how you might discover it, how to integrate it into your backstory, and what are good moments for your GM to introduce its new abilities as it grows into a more primal relic over time. Categories of relics' manifestations include Beast, Celestial, Plant, Fire, and Water.
- Monster creation: Noting that monster building is an art, not just math, lots of advice on best practices: Just like Paizo developers do when creating a monster, you should compare its spells and abilities to those of existing monsters and see what's similar, and see if your monster makes sense in the game's ecosystem--and of course, give your monster stuff that's evocative and specific to that monster.
- Monsters' abilities are broken into four categories: 'extreme', like the Deception&Diplomacy of a dryad queen, only the absolute best, so it's something most monsters don't have; 'high' for what a monster's really good at (Most monsters have at least one high save); 'moderate'; and 'low', like a wizard's attack bonus
- A little different from Unchained and Starfinder, PF2 doesn't have tables for expert, combatant, and caster arrays; it goes into a little more depth explaining how to decide on stats based on what you want your monster to do, so that monsters won't be as similar to one another. It'll also have these details for deciding on the stats and class features of NPCs who are meant to be a PC class, and discuss how NPCs made using the GMG will differ from ones made using the normal PC creation rules.

Chapter 3: Subsystems
- Chapter opening art has Valeros and Lem on a crashing airship!
- Subsystems include influence, research, and infiltration rules; a heist can represent the legwork you do in preparation, and reskin Victory Points to enemies' Awareness of you, like how most subsystems put some kind of spin on Victory Points

Chapter 4: Variant Rules
- Proficiency without level, just flat +2/+4/+6/+8, and advice on how it makes the game play differently, you have to build encounters differently, the number of enemies someone can take on is different, etc.
- May possibly let you "do backgrounds differently"? Logan may have been referring to deep backgrounds, a section on"generating backgrounds from components and picking which parts you want so it ends up looking a lot like the backgrounds from the Core Rulebook, but you've told a little more of the character's backstory through this process".
- Three main ways to change alignment: Remove it from your game altogether, remove it from mortals and only have it affect aligned outsiders like celestials and fiends, or expand on alignment with a more granular Unchained-like sliding scale that lets you follow the progression of a drift toward Evil instead of falling to Evil instantly
- Automatic bonus progression
- Skill ranks as an alternate skill progression system
- Feats & Features section, how to run a gestalt campaign, how to give everyone in the party the Pirate archetype, etc.

Chapter 5: NPC Gallery
- NPCs are presented in fourteen or fifteen 'families' like 'Courtiers', 'Criminals', and 'Devotees'. The Healers category includes statblocks for an apothecary (-1st-level creature, 3rd-level challenge in medicine or alchemy), physician, plague doctor (cleric 5), and surgeon (2nd-level creature, 6th-level challenge in medical matters).
- The GMG presents only human NPCs, with advice on how to modify their statblocks to reskin them as other ancestries.
- There are some other special templates you can apply to NPCs.
- NPCs like the librarian and the judge can literally throw the book at you as a ranged Strike.

They showed us this two-page spread image of the Healer NPCs on the livestream! Good ol' surgeons with +11 to hit with a scalpel, and the physician's Bedside Manner ability gives them a +2 circumstance bonus on Diplomacy checks to Make an Impression on or Make a Request of a diseased, poisoned, or wounded creature.

Another note on creature creation: Mark Seifter tells us on his twitch stream's Discord server that a 'high' skill for a 3rd-level monster is about +10, and somehow, the Bestiary's doppelganger ended up with only high Deception, a +11; he feels the doppelganger ought to be extreme at disguises, or else the hypothetical doppelganger player would feel sad about getting outdone at his own specialty by the party rogue or bard!

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PossibleCabbage wrote:
Perpdepog wrote:
I wonder if this means we'll still be seeing monsters in the 21-30 range like in PF1E, or if they are going to trim it down to 25 or simply ax higher-level threats entirely.
Treerazer in the Bestiary is a level 25, and he's a demon lord (grants spells and everything). I'm not sure there's going to be anything you're ever going to be supposed to fight that's tougher than a demon lord.

He's a nascent demon lord. PF1's CR 26-30 range was perfectly well populated with higher demon lords, archdevils, empyreal lords, Great Old Ones, kaiju, the Four Horsemen of the Apocalypse, Achaekek, Leviathan, and more. I can totally see there being demand for statblocks so we can fight Belial and Baphomet like we could in PF1, and it wouldn't do them justice to reduce them down to 25th level.

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Syri wrote:
Wow! What's an alternate domain?!
News from Lost Omens Developer Luis Loza on the Know Direction Discord server!
Lost Omens Developer Luis Loza wrote:

As PF1E went on, new domains came about like the scalykind domain. However, there were cases where some of these new domains were fitting for existing deities, but we couldn't break certain rules like the fact that deities always had five domains.

To sneak around that rule, we had subdomains, but those faced pretty much the same issue.
So alternate domains are just domains with specifications as to whether they are a "primary" domain or an "alternate" domain.
And you can get them with some buy-in, typically a feat.
But you can work with your GM to offer alternate takes on the faith that might have the alternate domains as primary domains instead.
So, if we decided to release a scimitar domain later down the line, we could say that it's an alternate domain for Sarenrae and it would require the typical means of accessing it.
And even if we didn't say it was available as an alternate domain, you could use the options in Gods and Magic to help bring them in when it made sense, such as part of the Cult of the Dawnflower, for example.

All of the deities presented in Gods and Magic have alternate domains

Well, all of the ones with write-ups at least.
I don't remember if our big chart in the back has alternates

When I suggested making a background that allows alternate domain access, Luis answered, "There are three or four ways to get an alternate domain right now, but a background might be a good idea. Especially as we will inevitably want to try new things with backgrounds beyond the two boosts, skill feat, and skill trainings"

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* p.217 gives Ambusher animal companions a bonus to initiative . . . but animal companions don't have their own initiative in this edition.

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thistledown wrote:
Why the hard cap on 3 points in a focus pool? Yes, I see the rule, but why is the rule there?

If the rule didn't exist, I could see people dipping into multiclasses solely based on what archetypes can get them the most focus points as soon as possible, and taking six different focus spells they don't actually care about just because they want to be able to cast one imbalanced focus spell six times in one combat.

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* Core Rulebook p.56: The half-elf and half-orc heritages don't give PCs the half-elf and half-orc traits.

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In the Lost Omens World Guide, the Red Mantis assassin feat Crimson Shroud might be missing the divine trait; Red Shroud was a (Su) ability in PF1.

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