Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Squiggit wrote:
Something I "need" but don't expect PF2 to ever do.
On the fly, dynamic weapon creation/manipulation as a core mechanic.
Played a handful of computer games that had characters like these. Conjure a bow, shoot an arrow, dash forward, summon a sword, stab someone. And just like, generally expecting to be good enough with all of these things.
The ability to change the kind of weapon you're wielding on the fly without a severe action cost and then wield those various weapons effectively, idk it's just a phenomenally cool conceptual space.
In PF1E, we had the Gloomblade archetype for Fighter that did this and I absolutely would want that to come back to us in some form.
I just loved the idea of being able to make an Expy of Thor: Ragnarok's Hela and conjure longswords and javelins that I could hurl at my enemies.
I'm doubtful that if this archetype came back that it would be exactly the same but it canonically exists in-universe so there's a chance we can get spontaneous generation of weapons again...
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Tempest_Knight wrote:
They have stated that hybrid options in the full book...
To be fair, the playtest says that hybrid options are only "likely". I think it would be worthwhile to continue to voice desire for these to turn that likely into a guaranteed.
The only potential problem I see is how to make 21 different blasts all feel different to each other in both melee and ranged contexts.
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Tactical Drongo wrote:
Karmagator wrote:
Tactical Drongo wrote:
Perpdepog wrote:
I hope that each element gets access to a physical and energy damage type this time around. Barring that, that the mechanisms for bypassing resistances and immunities come online earlier and haven't many hoops to jump through. There's nothing quite as sad as a pyrokineticist being told that they'll be fighting devils for the next three levels.
It'd also be neat if, were this to happen, each element could have a different damage type, but I recognize that would leave some elements with more exotic, harder to resist damage types than others.
Probably not each, hard to do for fire at least
the other way around it would be hard to get non-physical attacks for earth
but I remember blueflame and rare metal infusions to deal with resistant enemies
Earth has acid as its associated energy type. Fire is very tricky, though.
Acid could also reasonably be either metal or plant
plant because of corrosive plant juices, metal because it's also a plane of detoriation
Someone up-thread mentioned that metal could get poison and I actually like that idea because there are a few actual metals that are notoriously poisonous: mercury and lead. So I second poison as a non-physical damage type for metal.
But fire... the only thing I can think of is if you apply an intense enough heat to a small enough area (like a blowtorch or laser), it's almost like piercing damage. But that seems like a stretch...
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PossibleCabbage wrote:
I have to assume they're not going to give you three elements like they did in PF1. But they will probably give you two elements so you can combine them to throw around lava or mud or whatever.
I'd be okay with this because I would often not know what to pick as that third element and would often only double-down on something I had already picked. Assuming I would ever reach a high enough level to get the third element, anyway.
It might actually be cool if they could go all-in on the flavour for these type combinations as well because it kind of just felt like you got your combination blast and that was it. I wouldn't mind seeing some utility wild talents requiring you to have a specific combination of elemental foci.
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WWHsmackdown wrote:
Cantrip accuracy and no spell slots to compensate would be a worst case scenario for me
I'm sure this has been asked before but what if they were to get the fighter's proficiency progression but in spell attack rolls (and spell DCs) instead? (Assuming blasts end up being focus cantrips or some such.)
AnimatedPaper wrote:
I've always found this to be a curious statement, because they really weren't. Their basic attack was a spell-like ability. They could counterspell at will. Most of their talents and class abilities were adding either improvements to that initial spell or granting even more spells.
I was actually thinking about this before and realised that where PF1 had a distinction between extraordinary, supernatural and spell-like abilities (with spellcasting being its own separate beast), PF2E kind of doesn't have this.
Kineticists went all in on sp and su abilities without necessarily being a caster themselves, but with those not being in PF2E I suppose it depends on what gameplay element has subsumed the role of sp/su abilities. Personally, I think focus spells/cantrips fill this niche now but I can see your point of view.
EDIT: Sorry, I just saw your own edit so, uh, didn't mean to continue debating the point.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Personally, I rather enjoy seeing these types of mundane items ending up in these books.
I 100% recognise that this isn't everyone but I am pretty time-poor and my players do, on occasion, ask for these types of left-of-field items and as much as "just come up with a random amount" is a common solution, but it requires me to stop and think about an answer on the spot even if briefly (which is notoriously difficult for me and my ADHD, sadly).
Its just a massive time saver for me to be able to point at a table and let my players know this is where they can find the item which allows me to use my time to decide on the rules elements of things that I can't and don't expect Paizo to produce (like encounters or custom unique magical items).
So, yeah, I wouldn't want an entire book dedicated to mundane items (although...) but I do appreciate such things to be included every now and then.
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AnimatedPaper wrote:
citricking wrote:
I think it would be a lot better if the Eidolon and summoner did not share skills. Maybe the summoner could apply some of their skill increases to the eidolon instead of themselves? I'd like the eidolon to be able to choose to emphasize athletics, or stealth, Arcana/Occultism/Nature/Religion on a casting focused eidolon, or something else without that being what the summoner is good at too.
Question, where does it say the Summoner and Eidolon share skills? I've seen other posters say the same thing, but I can't find that in the playtest document.
Closest I've been able to find is that they share item bonuses to skills that come from invested items.
Under the Eidolons section (the one which lists the different types, not the class ability section), under Proficiencies is the sentence "They share your skill proficiencies."
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The AP blurb wrote:
daemonic Gray Queen
"daemonic"??? You mean, that Daemons will finally get to be the major villains for an AP? I was already interested in the premise but now I really want to run this.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Franz Lunzer wrote:
I hope we get archetype feats that can be chosen by different dedications.
Like a hypothetical "Iron Fists"-Feat (idk, 2 gauntlet attacks for one action) that can be taken as either Monk or Fighter multiclass-dedication. So a Rogue MC-Monk could take it, as well as a Sorcerer MC-Fighter.
Problem would be, where to put it, organisation wise. It would be a new category of "dedication-bridging feats"?
Couldn't that just be built as a feat available to the Fighter and Monk classes which you could then take as a MC-Monk or MC-Fighter via the corresponding class-feat-granting archetype feat?
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Eshenesra wrote:
QuidEst wrote:
Feros wrote:
Master Pugwampi wrote:
Rysky wrote:
What are some fun things you can do with the Fireball trick?
Stuff!
:p
** spoiler omitted **
Ooh, interesting... some of those will depend on what you have to pick up as requirements, but these sound really neat.
I’d love to hear the generalities of Prestidigitation or Unseen Servant if someone doesn’t mind!
Seconded! if anyone can.
I'm hoping I've managed to successfully summarise these while still being understandable!
Prestidigitation:
Adjust Scent: double or halve the smell of object or creature, for the purposes of the scent ability.
Chromatic Savant: permanently colour an object or colour part/all of a person for a month. Make complex patterns with a craft check.
Lasting Changes: changes last for an hour per CL.
Minor Levitation: up to 1lb of material becomes weightless and you move it 5ft/round.
Repulsive Flavor: make a willing creature taste awful to give them bonuses against attacks/grapple checks involving mouths.
Thaumaturgic Aesthetics: while Prestidigitation is active, thematically change your spells (by changing their colour/shape/smell/etc.) to make it harder to identify.
Unseen Servant:
Phantom Decoy: the servant inhabits a suit of armour, wearing it and gaining its AC bonus.
Unfettered Servant: increase range to long without increasing spell slot.
Unseen Apprentice: you gain an untyped bonus to concentration checks when the servant is adjacent to you.
Unseen Assistant: the servant can automatically aid another you in any craft/perform/profession check you have 3 or more ranks. alternatively, it can make its own checks using half your total bonus.
Unseen Squire: the servant assists any character in donning armour you are proficient with and they can do this in half the usual time.
Unseen Warrior: the servant can aid another on combat checks, but reduces its duration to 1 round/level.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dαedαlus wrote:
AAAAAHHHHH. Why is this book so amazing?
So what does the wizard/cleric give up in exchange for their capstone ability?
Absolutely nothing! They are specifically called as being able to take the alternate capstone, despite not having one to begin with. (Thus, theoretically, there's literally no reason to not take it.)
Dαedαlus wrote:
Presumably, they just get another option for a Grand Hex, like the Alchemist gets a new Grand Discovery option. A little disappointing, yes, but I imagine the new option is quite nice.
Sorry, I overlooked the Witch, but this is essentially correct. No new capstone, but a new option for their capstone.
David knott 242 wrote:
From the names of the feats, I am guessing that many of them enhance particular features of particular prestige classes from the Core Rulebook. Are any of the feats more generic in regard to enhancing characters with prestige classes?
Unfortunately, this is the one thing I feel this book is lacking.
Dragon78 wrote:
Looks like the alternate Capstones are still the most interesting thing about this book.
They are pretty cool but I honestly also really like the Magic Tricks section—and I say this as someone who generally doesn't like magic classes!
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Exodur wrote:
Mmmmm...can we get a list of names of capstones?
Here you go.
Capstones:
Tip of the Spear (Antipaladin)
Deep Reservoir (Arcanist)
Unstoppable (Barbarian or Unchained Barbarian)
Adoring Fan (Bard)
Empowered Bloodrage (Bloodrager)
Perfect Warrior (Brawler)
Tactical Genius (Cavalier)
Proxy (Cleric)
Home Ground (Druid)
Veteran of Endless War (Fighter)
Personal Armory (Gunslinger)
Huntmaster (Hunter)
Team Leader (Inquisitor)
Deadly Study (Investigator)
Unbridled Power (Kineticist)
Legendary Blade (Magus)
Hardened Soul (Medium)
Piercing Gaze (Mesmerist)
Old Master (Monk and Unchained Monk)
Slicing Wind (Ninja)
Collector of the Strange (Occultist)
Diverse Mysteries (Oracle)
Crusader Champion (Paladin)
Phrenic Mastery (Psychic)
Seen It Before (Ranger)
Masterful Talent (Rogue or Unchained Rogue)
Indomitable Spirit (Samurai)
Hex Mastery (Shaman)
Flexible Form (Shifter)
Great Kenning (Skald)
Against the Odds (Slayer)
Unique Bloodline (Sorcerer)
Potent Phantom (Spiritualist)
Grand Eidolon (Summoner and Unchained Summoner)
Incredible Luck (Swashbuckler)
Past Your Limits (Vigilante)
Hammer of God (Warpriest)
Well-Prepared (Wizard)
Arch-Familiar (Any class with a familiar)
The Boss (Any class)
Deep Magics (Any class with spells known)
Great Beast (Any class with an animal companion)
Ki Sage (Any class with a ki pool)
Old Dog, New Tricks (Any class that gains at least four bonus combat feats)
Perfect Body, Flawless Mind (Any class)
The Right Spot (Any class with sneak attack)
Soul Channel (Any class with channel energy)
Walking Library (Any class that prepares spells from spellbook/familiar)
With This Sword (Any class)
Won't Stay Dead (Any class)
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Thomas Seitz wrote:
Any chance we can get a list of magic items, spells and/or feats?
Sure thing.
Magic items:
All of these are Legacy Items, which working similarly to scaling items.
Bracers of Antiquity
Carved King's Band
Conqueror's Breastplate
Ring of Sealed Souls
Scimitar of Deliverance
Totemic Figurine
Trailblazer's Boots
Unyielding Aegis
Wayfinder of Cooperation
Spells:
Realm Retribution
Rival's Weald
Song of Discord, Greater
Uncanny Reminder
Feats:
Arcing Weapon
Battle Planner
Collector's Boon
Expanded Enhanced Arrows
Explosive Weapon
Extra Hail of Arrows
Extra Spell Synthesis
Improved Collector's Boon
Lesser Spell Synthesis
Lingering Breath
Magic Trick (~technically~)
Mind Strike
Murderous Sniper
Secret of Magical Discipline
Shadow's Embrace
Storm of Arrows
Surprising Strategy
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Having mythic options for occult classes is quite possibly some of the best news I've heard this week. Definitely opens up a bunch of classes for the WotR campaign I want to run!
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Hi all,
Hoping someone might able to point me in the right direction here...
In PF1e, intelligence increases at later levels retroactively granted additional skill ranks.
Does a similar sort of logic still apply to PF2e? Does increase to intelligence give a character additional trained skills? Or does the character's intelligence score only factor in at first level and first level only?