Seth Phoenix's page

14 posts. No reviews. No lists. No wishlists.


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Ravingdork wrote:
Probably won't happen. As you said, it had almost no support after its initial release in 1E, and has since proved to be rather unpopular. That makes it a very hard sell for a company that needs to be turning a profit in the face of difficult times and formidable competition in an already niche market.

That's genuinely sad to think about. I think it really could have come into it's own if given official support, maybe a few new words of power here and there in PF Companions, make up for the lack of some equivalent effect words for some spells. It really could have been great.


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Will PF2e ever implement wordcasting and if so, will it actually get official support rather than being dropped because it isn't as popular? I couldn't help but feel the "Words of Power" system seemed incomplete in 1e and the only support I could find for it was all third party. I do hope wordcasting can get the love it deserves because I feel that modular magic is more fun than traditional Vancian magic any day.


David knott 242 wrote:

Ultimate Campaign and Ultimate Intrigue were both released in January.

Occult Adventures and Ultimate Wilderness are scheduled for release in May.

See this page.

Cole's wasn't able to get Ultimate Campaign til February. Is that really all? I guess those are interesting enough to look forward to.


I was curious what pocket editions we could expect this year or at least in the next few months. The only one I know of is Ultimate Campaign, which was released this month.


I'm curious what new pocket editions I can expect in the future. I know the Advanced Race Guide is coming in October, but I don't know what else is coming. It'd be nice to know what to expect.


Volkard Abendroth wrote:

Lingering can only be applied to spells that affect an area.

Touch spells do not meet this requirement.

Spellstrike is not what allows you to full attack + cast, that is Spell Combat.

If you want touch attacks to apply to multiple attacks, use spells like Chill Touch or Frostbite.

I guess, I just thought it'd be cool to find a way to full attack with shocking grasp. Get some more mileage out of it.


Could the "Lingering Spell" metamagic be used to full attack with Spellstrike?


I just don't want the Paladin to change much. It's my favorite class and the PF Paladin is my favorite version of it.


Katina Davis wrote:

Hello Seth,

Thank you for your question. You should be able to run a search for "Pocket Edition" in the search bar on the left of the page, but that will bring up some items that are not necessarily Pathfinder books. I tried to do a narrowed down search, so you should be able to find that list here.

The pocket editions which are currently available are:

There are more slated for release, including:

...

Awesome! Thank you so much.


How many books come in pocket edition size? I can't find any information about just how many of the rulebooks come in pocket edition. I'd hoped to find Advanced Race Guide and Advanced Class Guide like that because they're less expensive and take up less space, but I can't seem to find them. I don't know if it's because Indigo simply doesn't get them or if they don't exist in that form. A list of what books come in pocket editions would be great.


Elghinn Lightbringer wrote:
Seth Phoenix wrote:

I feel like I should start with this. Every decision I make for a character, practical or not, is driven by how cool I think it would be. Not how much damage I can deal in a single blow, or how I can cheese the hell out of something. I've done some really dumb things because I thought they were cool. I'm also a relatively new player, so I may be very wrong about much of this, so feel free to take anything I say with a grain of salt.

I love the idea of the multiclass archetypes. One I thought I'd like would be the Bonded Warmage, but, and this is probably going to sound really stupid and whiny, because I know the Summoner is a gamebreaker, so I'm sure the Bonded Warmage can break the game too, but I dislike how it works a lot.

Sure, your eidolon summons faster, but you can't keep him out indefinitely and you get less evolution points, though I only need to spend three feats for the dragon mount build I came up with, which is a modified dragon template. The thing that drove me to check it out was the thought of a Magus riding on the back of a dragon, spellstriking enemies with a polearm of some kind, or spell combat on the back of a dragon. Or just flying around on a freaking dragon, because they're awesome. I do like the idea of delivering touch spells with my eidolon, and the capstone they get, but those are the only things I especially like all that much about it.

My Draconic Eidolon build
Base - Quadruped
Primary Evolutions - Claws, Tail, Sting (better than tail slap)
Secondary Evolutions - Wing Buffet, Mount, Flight
Immunity, Blindsense, Breath Weapon, Spell Resistance, Fast Healing

Thanks for the feedback.

Meant to put Large in there, not Fast Healing, as useful as that could be. I don't know how Fast Healing got in. I was half asleep when I posted.


I feel like I should start with this. Every decision I make for a character, practical or not, is driven by how cool I think it would be. Not how much damage I can deal in a single blow, or how I can cheese the hell out of something. I've done some really dumb things because I thought they were cool. I'm also a relatively new player, so I may be very wrong about much of this, so feel free to take anything I say with a grain of salt.

I love the idea of the multiclass archetypes. One I thought I'd like would be the Bonded Warmage, but, and this is probably going to sound really stupid and whiny, because I know the Summoner is a gamebreaker, so I'm sure the Bonded Warmage can break the game too, but I dislike how it works a lot.

Sure, your eidolon summons faster, but you can't keep him out indefinitely and you get less evolution points, though I only need to spend three feats for the dragon mount build I came up with, which is a modified dragon template. The thing that drove me to check it out was the thought of a Magus riding on the back of a dragon, spellstriking enemies with a polearm of some kind, or spell combat on the back of a dragon. Or just flying around on a freaking dragon, because they're awesome. I do like the idea of delivering touch spells with my eidolon, and the capstone they get, but those are the only things I especially like all that much about it.

My Draconic Eidolon build
Base - Quadruped
Primary Evolutions - Claws, Tail, Sting (better than tail slap)
Secondary Evolutions - Wing Buffet, Mount, Flight
Immunity, Blindsense, Breath Weapon, Spell Resistance, Fast Healing


Lazaryus wrote:

** spoiler omitted **

While I don't know what to do for Limit Break, I was thinking about Trance becoming available after a major personal event at some point in someone's career, granting extra class from one MCA that has their class (I don't allow normal multiclassing, but I do allow alternate multiclassing, retraining, and gestalt) as the primary class, chosen after the event, at which point the MCA choice and the class that the MCA is based off of cannot be changed, even through retraining.

Any ideas?

If you're gonna implement anything like Trance, you should make it so you either don't have to take as long to get there OR that it doesn't go off the moment you meet the requirements. I loved Final Fantasy IX. I daresay it is my favorite FF title, but the Trance system just left a bad taste in my mouth.


Are wrote:

NPCs can be of any class. The "NPC classes" are simply classes that there's little-to-no reason for a PC to take, and which are more common among the general population than the "PC classes".

The Adept class is a limited spellcaster, with spells taken from both the normally-divine lists and the normally-arcane lists. For instance, polymorph is otherwise limited to sorcerers and wizards, but the adept gets it as a divine spell.

What about playing young characters? You're supposed to play as an NPC class until old enough, then you can retrain those levels to another class. If you were playing a young character in Rahadoum, would Adepts be allowed? They're divine casters, so that might not fly, unless you made a criminal of yourself until you were old enough to retrain to wizard or magus or something.

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Finoan wrote:

From the look of it, you can still die after getting Final Union. You only continue as an animated undead object for up to a minute afterwards. Beyond that you are still dead. And unmoving.

The rest of the party would still have to revive you in some way afterwards in order for you to rejoin the living.

Sagiam wrote:
Perform the Perfection of Essence ritual. You will have Legendary Fortitude+Items+Status Bonus from Bind Heroic Spirit so surviving the poison should be no trouble at all.


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You'll need to be a lvl 20 Necromancer with the Reaper Fatal Method.

Take the lvl 6 Bind Heroic Spirit and the lvl 20 Final Union feats.

Perform the Perfection of Essence ritual. You will have Legendary Fortitude+Items+Status Bonus from Bind Heroic Spirit so surviving the poison should be no trouble at all.

Now, not only can you not die, you can't even be rendered unconscious thanks to Final Union, allowing you to continue fighting no matter how much damage or death effects are hurled your way, making you Totally Invulnerable*.

Then prove your superiority by hunting down and clowning on every Lich in the setting. Why? For having the audacity of using necromancy to have the dead serve the dead, instead of having the dead serve the living, as God intended.

*You can still be petrified, immobilized etc.


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HolyFlamingo! wrote:
Sagiam wrote:
This plus Paizo breaking its pledge to not use AI by using AI art in its marketing for its Titan Forge minis has convinced me that Paizo is going in very bad direction as a company.
WHAT?! Where?!

The Justice: How Paizo’s “No-AI” Policy Became a Marketing Lie


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This plus Paizo breaking its pledge to not use AI by using AI art in its marketing for its Titan Forge minis has convinced me that Paizo is going in very bad direction as a company.


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This plus Paizo breaking its pledge to not use AI by using AI art in its marketing for its Titan Forge minis has convinced me that Paizo is going in very bad direction as a company.


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kaid wrote:
DemiurgeMCK wrote:
On page 70 of Galactic Ancestries, it says for the Tankmeat Goblin heritage "While you're wounded, you gain +5 status bonus to your Speeds and melee Strikes". Even with the wounded requirement, the +5 bonus to melee Strikes at level 1 seems unintentionally excessive?
On reddit the person who designed that heritage seemed to confirm that was an error and should be +1 to melee strike.

Thank you! I was wondering about that one in another thread.

deathandtaxesftw wrote:
I have confirmation from Paizo staff that the Tankmeat Goblin thing is an error and is slated for errata. I cannot say more at this time.


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On a more positive note though. I also just want to say that the artwork in this book is gorgeous. My particular favourite is the Hellforged Android on pg 14. They're Androids created by the Hellknights to act as robocops, and their portrait looks incredibly badass.


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Cellion wrote:
I feel like 12d6 persistent bleed has GOT to be a typo. Just way out of line for what a one-action ability that doesn't affect MAP normally can do.
ARM BLOODBURST PHIAL wrote:
At 17th level, the persistent bleed damage increases to 14d6 in either case.

This makes me think it wasn't a typo and was written fully intentionally. Not that it isn't a bad idea mind you, just that it isn't a typo.


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BlueTuesday33 wrote:
I want Trophies to offer access to specific abilities, blue mage style.
BlueTuesday33 wrote:
Like what Dr.Aspects suggests, I wanna use my Trophies to cast Monster abilities. I want to get specific.

We get teased with this concept with the Chymist’s Vials letting you steal "one special vision ability the creature the trophy was claimed from had".

And I kind of wish they went more in with that. Let all the Sig tools copy a specific type of ability from a defeated enemy.


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Personally I hope they go the other way and let all the other Sig Tools copy specific abilities from defeated foes the way this one does.


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Dubious Scholar wrote:
There is no way Bloodburst Phial isn't a mistake of some sort, right?

Once per 10 minute abilities are pretty comparable to Focus Spells.

If it wasn't persistent it would be comparable to a strong Focus spell like Fire Ray. (14d6 at level 14 plus set the ground on fire for 7d6 Dot)

(I admit, when I first read it I thought it was a typo tho)


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CROSSBOW SLAYER wrote:
Interacting to reload gains the relentless trait for you.

This is the only part of the text that interacts with the rules. The sentence before this is flavour.

While it's certainly tied to crossbows in the flavour, there is nothing that prevents you from using it with a gun, sling or anything else that has the reload trait.


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Witchwarper has no weapon expertise, making it the only class that doesn't increase it's weapons from trained.


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TheCowardlyLion wrote:
Sagiam wrote:
You know you can just say you hate the Interrogation Investigator and don't want it in your games. It's ok. We won't judge you.
Throwing out ad homimems just make you look ridiculous.

You're right and I shouldn't have added that sentence. I apologize.


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ElementalofCuteness wrote:

Interrogator Pointed Questions will be Errata'd day 1.

And thank god for that.

Errata on if Alchemical Sciences recharge will hopefully be there too


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So to recap.

You have Versatile Vials without the Versatile Vials feature that lists all the rules for Versatile Vials and don't have any feature called Versatile Vials and instead just have items called Versatile Vials that have different rules than the feature Versatile Vials. Which is itself different than the Versatile Vials in the Alchemists archetype which does use the Versatile Vials rules from the Versatile Vials feature except where it doesn't, causing it to work identically to the Investigators Versatile Vials item but they didn't bother to just use the Archetypes Versatile Vials or give the same rules exception in the Investigators Versatile Vials item.

D-did I get that right?


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shroudb wrote:
Sagiam wrote:
Trip.H wrote:
Sagiam wrote:

I really hate to invoke the "too good to be true" aphorism, but in this case it seems necessary.

Do you think the same Stingy Paizo would intentionally give the Investigator recharging VVs?

I'm sorry to say, but they are rather consistent on the cross-class stuff granting a small number of per-day uses, not recharging ones.

Then what are the rules for Investigators Versatile Vials? Are the Investigators VVs infused items? Are they destroyed at end of day or can you stockpile them? What lvl and type of Vial do you craft? Where can you store your VVs and how much do they weigh? Are they actually physical objects, and if they are can you duplicate or preserve them?

And most importantly for this discussion, do you get any more back during the day?

All of these questions are answered in that paragraph that starts on p58 which the Investigator tells you look at. You have to ignore a sentence in the middle of that paragraph to say "no" to that last question.

They statistics for them are clearly separated than the Ability.

Investigator gets Quick Tincture, that works with his VV and Alchemist gets Quick Alchemy.

Nothing in Quick Tincture mentions you getting them back, so you don't.

The ONLY reference to Quick Alchemy is "use the statistics of the VVs" which are extremely clearly separated from the Quick Alchemy ability, even if they are structurally in the same section of the book.

If you want them tomorrow regenerate, you have to insert whole paragraphs of ability text that no one said to do (I can bold words too!).

Nobody here has mentioned the Quick Alchemy or Quick Tincture section but you. The rules for getting them back are listed under Versatile Vials which is a completely separate section. So I'll ask again, if you don't use that section for the rules for Investigators Versatile Vials, what are the rules on an Investigators VVs?


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Trip.H wrote:
Sagiam wrote:

I really hate to invoke the "too good to be true" aphorism, but in this case it seems necessary.

Do you think the same Stingy Paizo would intentionally give the Investigator recharging VVs?

I'm sorry to say, but they are rather consistent on the cross-class stuff granting a small number of per-day uses, not recharging ones.

Then what are the rules for Investigators Versatile Vials? Are the Investigators VVs infused items? Are they destroyed at end of day or can you stockpile them? What lvl and type of Vial do you craft? Where can you store your VVs and how much do they weigh? Are they actually physical objects, and if they are can you duplicate or preserve them?

And most importantly for this discussion, do you get any more back during the day?

All of these questions are answered in that paragraph that starts on p58 which the Investigator tells you look at. You have to ignore a sentence in the middle of that paragraph to say "no" to that last question.


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Here, I'll post the rules so you can be the judge yourself.

Player Core 2 Pg 58 to 59 wrote:

Versatile Vials

You know how to prepare fast-acting chemicals into
versatile vials, special items that can be used as bombs
and be turned into other alchemical items by introducing
special reagents. During your daily preparations, you
can create a number of versatile vials up to 2 + your
Intelligence modifier, which is also your maximum
number of vials. If you’re below your maximum number,
you can gather reagents from the environment around
you. For every 10 minutes you spend in exploration
mode, you regain 2 vials; this doesn’t prevent you from
participating in other exploration activities.
Versatile vials are infused items, and are destroyed
if not used by the next time you make your daily
preparations. A vial you create is always the highest type
you could Craft. See the sidebar for statistics on using a
versatile vial as a bomb. You can also use vials for Quick
Alchemy (see below) and your research field can add to
the ways you can use a vial.
You can store all your versatile vials within your
alchemist’s toolkit, with no increase to its Bulk. Though
versatile vials are physical objects, they can’t be
duplicated or preserved in any way.

The VV Sidebar that contains the bomb statistics isn't on pg 58, it's on pg 59 but these rules texts start on pg 58 so that's what I'm assuming their referencing.

Player core 2 pg 103 wrote:

During your daily preparations, you can create a

number of versatile vials equal to your Intelligence
modifier. Statistics for versatile vials appear on page 58
of the alchemist class.

And for completeness sake the Quick Alchemy Benefits(which the Investigator does not have) from the archetypes

Player core 2 pg 174 wrote:

Quick Alchemy Benefits: You gain the Alchemical Crafting feat (Player Core 252) if you don’t already have it.

In addition, you gain the Quick Alchemy action (page 59),
which lets you create short-lived alchemical consumables
with a special action, and you can create a certain number of
versatile vials during your daily preparations to fuel Quick
Alchemy. Unless otherwise noted, you can’t regain versatile vials throughout the day the way alchemists can. The
individual archetype tells you how many versatile vials you
can create each day, and might impose special restrictions or
benefits for how you can use them. If you gain versatile vials
from more than one source, you use the highest number of
vials to determine your maximum rather than adding them
together, but you can use the vials for any Quick Alchemy
option or other use of versatile vials you possess.


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Xenocrat wrote:

No on VV replenishment.

QA does get you infinite QVs, but only work as acid bombs and need quick bomber to be useful.

That's for the Alchemist archetype. Investigator doesn't have QA and doesn't have infinite QVs. They don't have QV's at all. They have Quick Tinctures which is not the same.

To answer the original question though it seems like the Invest does get the 2 VVs back every 10 minutes. That ability is baked into the rules for VVs (it's even in the same paragraph) That's why Quick alchemy benefits has to specifically say you don't get more. Quick Alchemy benefits is the exception, getting more back is the rule.


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This seems to be getting a little heated. (Which happens a lot when the Lie action is brought up in threads, now that I think about it)
I think what we can all agree is "Yes, they lose their turn if they Lie... but that's stupid and broken and I won't be having it in my games." Whether that's through houseruling the interaction down or just not answering the way the Action seems to intend.
I'm in the first camp since while forcing to someone to give a binary truth/lie answer seems very strong, I don't think it's stronger than free Insight coffees and Mutagens.

I'll be posting the question in the errata thread. But personally while I think it could use fixing I think the Lie action needs fixing more.


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Teridax wrote:
So, "I ain't telling you jack" is a valid thing for the NPC to do... if you get a failure. Because that is unambiguously a refusal to answer. If you succeed, the creature must answer directly; that is the point of this action. Between accepting that a character option has an unintended side-effect and expecting us to collectively degrade our own grasp of the English language just to avoid facing the facts, I'd rather choose the former.

Yeah, Pointed Question is kinda unique in PF2. It's as close to mind control as a non-magical effect can get in this edition. Most skill and non-magical class effects aren't like this; Antagonize doesn't force anyone to attack you it just applies penalties if they don't.


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WWHsmackdown wrote:
if I had to worry about PCs bypassing a mystery I had set up

well, this part hasn't really changed much. That's just kinda the Investigators wheelhouse. Before the interrogation was just happening after the fight


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Here's a crazy, innovative idea. The Commander should have a Stance feat at level 4 that adds a +1 to them and their allies attack and mental saves in their aura and another stance feat at level 4 that adds to damage.

...

Yeah, I know, but if were going to be seeing thousands of Commander/Marshals anyways, it would be nice to burn the word count on reprinting what everyone's going for into the class itself, so that way you can take other archetypes without being locked in.

And it's not like Paizo is any stranger to ripping feats and dedications out of archetypes and giving them to base classes before. They did it Three times With the Thaumaturge!


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Now that Firebrands is out I can finally talk about my favorite new absurdity: the Shield Pistol!

While an Item can't have more than one weapon attached to it, you can attach a weapon to another attached weapon as long as it's the appropriate type. So you can attach a bayonet to a shield pistol, that's attached to a meteor shield that you can throw at an enemy. Take Bastion archetype and Nimble shield hand and you can dual wield thrown-shield-gun-knifes!!!


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Drifters don't need Dual-weapon Reload. With reloading strike they can reload even on a critical miss, and if an enemy isn't within range they can "make a strike against an invisible enemy I suspect is within an adjacent square," aka swing into empty air and reload.


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A Shoony Investigator with his albino Goblin Barbarian companion.


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Hilariously enough, while you can't use the gunners bandolier as an action fix, you can put dagger or cane pistols into the Throwers bandolier and then Quickdraw them.


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I see them as "Meat points". Primarily because there's also the issue of environmental damage. Sure you can describe damage from dragons breath or fireballs as "near misses", but what happens when the barbarian or fighter needs to pull a Grog and swim through a river of acid? Or they go through an unmitigated free fall 100 feet onto solid stone and walk it off.

And yes, this means on some level (and at some Level) everyone in the party is going to be superhuman. I understand some people have an issue with that, but personally I'm okay with it. I feel pure mundanity goes out the window when the barbarian can grow 20 feet tall and stomp an earthquake into existence.


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N N 959 wrote:

Amazingly, the Ranger gets no inherent bonus for tracking (only your Prey if it runs away...and how often does that happen?). Find some tracks in the wood? A Cleric with the same proficiency in Survival is going to be better at initial tracking. A Druid, Cleric, or even Rogue with equal Wisdom can make your Ranger's primary skills redundant.

The reality is that Ranger is good at Nature and Survival simply because you start with those skills Trained. Any class with the same Wisdom and Skill Increases can be just as good. Doesn't it seem odd that the Ranger who is suppose to "hunt prey" is no better at initially locating tracks than any other class? I mean really?

Ummm... No? You can use the Hunt Prey Action while tracking something giving you a +2 bonus over those other classes. And then when you catch up to it, you start with it hunted, meaning you don't have to spend an action to hunt prey. A GM that is only letting you hunt prey in combat is like a GM not letting an Investigator Pursue A Lead. Of course it's going to be less effective and feel off.

Hunt prey wrote:

You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.


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DomHeroEllis wrote:
Themetricsystem wrote:

Wait... is the Brewer's Regret just the Golarian version of Malört?

I think it is meant to be Marmite

It's Marmite or Vegemite. And the description for the effect is absolutely hilarious.

"it also creates a strong desire to live to taste anything else."


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So, going ALL the way back to the OP's original statement. I can't remember the name of it right now but isn't there canonically a magical super artifact book that literally lists all the crappy, messed up stuff the good gods and forces of good have had to do, in the name of a better tomorrow? One that would magically break the faith of any good reader?

Edit: Found it! The Apocrypha to the Chronicle of the Righteous.


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Sagiam wrote:
Backpack Catapult has the Volley trait but doesn't list a distance for it, so currently the volley trait is non-functional for it.

Whoops. See, this is what I get for posting late at night. The AoN doesn't have the range listed but the GnG pdf does list "Volley 50 ft".


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Backpack Catapult has the Volley trait but doesn't list a distance for it, so currently the volley trait is non-functional for it.


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HammerJack wrote:
This is a lot like Skill Feats that require Expert and are level 2. There are plenty of them. Their level requirement is the lowest level that anyone can meet the prereq, not the lowest level that everyone can meet the prereq. There isn't a problem here.

Reverse Engineer isn't a skill feat.


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Cordell Kintner wrote:


OR, like I said, they left it at level 2 so it could be taken by anyone taking the Inventor Dedication with the Basic Breakthrough feat. If it were level 4, anyone multi-classing would need to take Basic Breakthrough, and then wait until level 8 to take Advanced Breakthrough, when their Crafting would already likely be at Master.

Firstly, I never said it shouldn't be level 2. Personally I think its requirement should be trained in crafting not expert. I think they just copied the wording from Reverse Engineering and made it -2 levels (as is the standard formula for "Class Feat to Non-MC Archetype feat") without realizing nobody could actually take it with that requirement.

Secondly, why? The standard for MC Archetypes is half-level access to feats. Why, out of every feat in the game, is this one accessible to the MC Inventor and an actual Inventor at the same level and in the most obtuse way possible?


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Aw3som3-117 wrote:

I've never understood the mindset of it being seen as a negative/bad thing for a feat to be in between two options, which is basically what's happening here. I doubt anyone would bring up whether it should be a 2nd level feat vs a 4th level feat if it was 4th level and required expert or if it was 2nd level and required trained. So... what's the problem with something in between that with marginal benefits for some people?

Same thing with casters getting feats that are "level 1" despite most non-human characters not getting to actually take them until level 2. There just so happens to be more of those examples because there needs to be for things like that human feat.

It's not a negative/bad thing. It's just pointing out Occam's razor.

What's more likely? Paizo purposefully designed a feat for a main class that can only be taken at the level it's listed by one specific faction-locked archetype from the Lost Omens: World Guide, while using an optional, non-core, rule from the Game Mastery Guide.

Or somebody did a typo.


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Leomund "Leo" Velinznrarikovich wrote:
AnotherGuy wrote:
I would love to get a tankier caster, a more "in the fray" caster

What would that look like?

When I think of a tanky caster I think of a spellcasting class with champion dedication or bastion archetype. Or a magus with bastion archetype. Or a warpriest cleric. Or a defense focused eidolon with the spellcasting options.

I guess my curiosity is better expressed as, what would it look like that you couldn't already build and be less tanky than a straight champion?

The Oracle.

No really, hear me out.
Flame has better reflexes and constant concealment. Cosmos has damage reduction. Battle has better armor and eventually fast healing. Life has more hit points and better heals. Bones has better fortitude and strong defensive focus spells. Tempest gets a bonus against ranged attacks and the most common energy attack type.

Except for Ancestor and Lore, all of the mysteries get an immediate (level one) boost to their survivability, and in a way that isn't necessarily just the old "more AC". I think that oddly, the Oracle provides a good benchmark for spellcaster based "tankiness".


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thewastedwalrus wrote:
Defending the Lion Scythe, it looks like AoN missed that it's agile, finesse, and trip from looking at the book.

I believe AoN has a discord for reporting any errors that come up.

Edit:

AoN wrote:
With new features come potential bugs, so as always if you spot anything awry, please come let us know on one of our Discord feedback channels. We'll be doing another update this weekend to fix any issues found during that time, so let us know as soon as possible if you find something to ensure it stands the best chance of getting fixed in time (otherwise, it'll be a bug until the next official release).


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*Off-topic* The Thaumaturge isn't remotely close to an Investigator. It has closer similarities to the Inventor (skill-based damage bonus offset by non-attack-attribute class attribute on a martial chassis with no "replacement" mechanic, versatile subclasses, high utility and downtime focus in feats, recharge-every-ten-minute-abilities that are focus spells by any other name, a few free skill increases to keep signature skills up but not nearly as many as Rogue or Investigator, Implements Assault/Devastating Weaponry are identical etc.)


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It is now up on the Archives of Nethys


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Slinger's Reflexes doesn't work. It doesn't let you reload your gun so the only gunslinger reaction you could use more than once is Instant Return. (Which is extremely situational at best.)


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Although oddly not on Archives yet.

That's all.


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Man, I'm so glad everyone on this thread is providing anecdotes from their own play experiences, instead of talking out their butts. /s

Reminds me of the very early "Kineticist Sucks" threads.


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I can't wait for more "Fighter MC (blank) is the superior (blank)" threads. "Fighter MC Summoner is the superior Summoner".

I think comparing the magus to the fighter is comparing apples to oranges. I'd prefer to compare apples to apples; I'd compare it to the swash.

The similarities aren't subtle. Both have a near constant small damage buff (precise strike/arcane cascade), both have a large "nova" strike with a recharge mechanic (Finisher/Spellstrike), and both have a greater focus on combat utility than a Fighter or Barb, but less than a Rogue or Investigator (skills/spells). Really, the magus is basically what you'd get if you stripped away the skill focus from a swash and gave them spells.

So, how does the Magus compare to its cousin, the Swashbuckler?
In a word? Well.
1.The magus's damage buff is functionally constant. You turn on your arcane cascade and that's it. The Swashbuckler has to spend their damage buff in order to use their big strike.
2. Seguing nicely, the Swashbucklers recharge mechanic (gaining Panache) is unreliable, especially at low levels or against boss enemies. The Magus's, comparatively, is guaranteed to work. Only Magus's Analysis has a chance to fail the recharge.
3. The nova strike (the only thing people care about on here)? Not even close. Spellstrike does more damage even with a cantrip, scales way better, and often has better rider effects. The one thing the Finisher has going for it is it's one action, not two, but this is mitigated by the fact that it can be your only attack in the round.


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Lanathar wrote:
There is a word for your Wizard with an M16 example. Hyperbole. Indeed I’d struggle to think of a better example of hyperbole if i tried

Everything else aside, this statement is hilariously ironic.


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Seisho wrote:

*reading the 5e which is around for 6 years, has gotten barely any new content, will be replaced in 3 years which are probably also devoid of any notable content*

Hmmm...

*Looks at Pathfinder pdf collection and Paizos release schedule*

I think I'm good...

And it's FREE on a regularly updated website with a SEARCH FUNCTION.

Edit: Legally and Officially too!


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Porridge wrote:
Sagiam wrote:

Interesting is one word for it.

They've released some tidbits.
Standouts are, a set of feats for each race including some mutually exclusive ones at first level (the word "Heritage" was actually used), and "a pool of options for each class at every level to customize your class".

Yeah. Now all they need to do is to mention a 3 action economy.

Any chance you can post some links to where they’ve mentioned those details (for those of us out of the loop)?

Linkies:

A live reaction Original stream is in video description, but be warned it's 9hrs long.

Final thoughts video.
Edit: More linkies

Moar
Don't remember which of these had those details


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Porridge wrote:
Sagiam wrote:

Interesting is one word for it.

They've released some tidbits.
Standouts are, a set of feats for each race including some mutually exclusive ones at first level (the word "Heritage" was actually used), and "a pool of options for each class at every level to customize your class".

Yeah. Now all they need to do is to mention a 3 action economy.

Any chance you can post some links to where they’ve mentioned those details (for those of us out of the loop)?

I'll try and find them again.


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Interesting is one word for it.

They've released some tidbits.
Standouts are, a set of feats for each race including some mutually exclusive ones at first level (the word "Heritage" was actually used), and "a pool of options for each class at every level to customize your class".

Yeah. Now all they need to do is to mention a 3 action economy.

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