Samurai

Shisumo's page

Goblin Squad Member. *** Pathfinder Society GM. Starfinder Society GM. 5,797 posts (15,084 including aliases). 1 review. 1 list. No wishlists. 27 Organized Play characters. 24 aliases.


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Liberty's Edge

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I played the psychic in this playtest. He was a human with emotional acceptance and distant mind. I archetyped him into Blessed One because I didn't have enough psychic feats I cared about and I wanted to see if I could make a healer solid enough to carry the party. Turns out, not really; didn't have the spell slots.

That's gonna be a theme here.

Tokageko wrote:

Moderate Threat: 2 Nemhaiths

Again, not much of a problem for the Rogue or the Summoner. The Thaumaturge had invested in a Ghost Touch weapon rune, so it was basically a normal fight for him and went fine. The Psychic managed to do a good amount of force damage with a spell that I can't remember the name of. Again though, dealing with damage resistance was a problem for the Psychic.

It was spirit song and my only 8th level slot. And the issues with damage resistance in this fight were kind of misleading, because I had several more things I could have done to them - if I'd been willing to spend more than one spell slot on an encounter that wasn't the boss fight. My problem with the reduction was just another symptom of the resources problem, of not having enough spell slots.

If I wasn't healing, I was casting an amped telekinetic rend, with only a couple of exceptions. I did knock a hamatula back forty feet with a crit on an amped telekinetic projectile that I was in fact using in hopes of getting the crit and clearing some space around me, but it's hard to get really excited about being effective against a level -4 bad guy.

During the fight against the final boss I did wind up spending two comparatively high-level spell slots, on a 7th level haste and a 6th level heroism, but it's also worth noting that, by the end of those four encounters, I had exactly one 4th and two 2nd level spell slots left. That was it. I was out of Focus Points, staff charges, the scrolls I had bought, the heal spell out of my prayer beads, everything. For a 15th level character to be that entirely drained after just four encounters is, frankly, absurd. My home group is 15th level in Age of Ashes right now, so I know what they're capable of.

My takeaway was this: amped telekinetic rend is solid. I never used Inertial Barrier or Strain Mind, the former because I needed the damage output more and the latter because it was completely obsoleted by Unleash Psyche - by the time I was out of Focus Points I could Unleash, so the only way I could have used it was if I somehow didn't have the action to spend Unleashing or if I needed to cast an amped arrest trajectory on the same turn I'd already cast an amped telekinetic rend, and I'm not even sure that the RAW would allow me to combine Strain Mind and an amp that triggers after casting anyway.

Oh, and speaking of arrest trajectory, it's awfully niche for a high-level, you-don't-get-to-pick-from-options "bloodline" spell. I'm not even sure I would take it if it were an ordinary cantrip unless I had way more cantrip slots than normal, but I definitely felt like I wasted the feat on that one.

Right. The feats. As Tokageko noted, I wasn't impressed. I had nine class feat slots (I took Natural Ambition) and used four of them on actual psychic class feats, and only one of those ever had any impact on the encounters. I got to use Counter Thought in one encounter, though again, it was against the hamatulas, so yay for beating up mooks better I guess? And with so freaking few spell slots, giving up one for the counter almost felt like a trap. It's worth noting that I had those four feats after going back and doing some revision to better playtest the actual class - my first draft, I had two.

In sum: probably the most frustrating play experience I've had in PF2 thus far. This class needs a straight upgrade. Give it more spell slots and don't make it trade out anything for them. Just put it on the same footing as the bard and call it done.

Liberty's Edge

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Soooooooo looking forward to restarting my subscriptions when management recognizes the union.

This is inarguably the strongest step the company could take to rebuild trust with their customers. This is an easy pitch right over the plate. Please don't just watch it go by.

(I think there was a strike pun in there somewhere but it was too subtle to track it down.)

Liberty's Edge

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And oh yeah, to the CS team: you're amazing and I hope there are nothing but good things in your future. You deserve it.

Liberty's Edge

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I started my subs at Paizo before Burnt Offerings even came out. I'm not doing this lightly. I just don't have any other way to make clear what I think about the company's management in light of these revelations.

Fix this. Make real change. Maybe I'll come back.

Liberty's Edge

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Spell lists and casting ability for any class you MCD into are kept separate from each other and from your base class (see the Spellcasting Archetypes rules found in the core book). Change wrought by a class archetype should have no impact on your multiclass spellcasting. Likewise, spellcasting from other sources, such as ancestry feats, is distinct from any casting you might or might not get from your class.

For example, Merisiel is a thief rogue, and therefore cannot prepare or cast spells. Nothing, however, prevents her from taking Otherworldly Magic and getting an arcane cantrip, even though her class does not allow her any casting capability.

Class archetypes affect your base class. That's it.

Liberty's Edge

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As a reminder: None of us knows anything about what "most groups" do. We simply do not have the statistical perspective to make claims like that. Consider using "many groups" or "most groups I encounter" instead.

Liberty's Edge

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Kalaam wrote:

Well, you could choose to spellstrike less often and use it more to capitalize on windows of opportunity.

Creating them with feints or demoralize (for example if you can't reach the enemy this turn) which can benefit your entire team.

I feel like this is definitely going to be an option for an inexorable iron playstyle. A Strength-heavy, Athletics-heavy approach can easily combine with a guisarme or meteor hammer to do reliable, hard-hitting damage mixed with maneuvers and the occasional spellstrike nova across a decent-sized area. If you've got the map for it, throw an enlarge in as well.

Liberty's Edge

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None of that is in the rules though. The hp thing, sure, but what if your 17th level eidolon is in the area of a massacre spell and crit fails its Fort save? The death trait explicitly says that you can be killed without reducing your hp to 0. So what happens?

Liberty's Edge

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Here's a question I haven't seen an answer to yet: can an eidolon die?

Liberty's Edge

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graystone wrote:
Shisumo wrote:
That reading makes it impossible to use a 4th level spell from a staff if you have already used your 4th level spell slots, as you then are not "able to cast spells of the appropriate level."
No it doesn't. If you read it as "able to cast spells of the appropriate level", IE has slots of that level, it in no way matters if you have used that slot or not. Having the ability to use slots of an "appropriate level" is in no way impacted by casting spells out of them. You're still a spellcaster even if you currently have no spells you can cast.

Yes, you are. But "has slots of that level" and "can cast spells of that level" are not actually tied together in the rules. That's why you're still a spellcaster even if you have no spell slots available. Because having spell slots and the ability to cast spells are separate things, as described in the class feature itself. And nowhere does it say you lose the ability to cast spells just because you lose spell slots.

Liberty's Edge

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graystone wrote:
Shisumo wrote:


From what I can tell, not having an available slot at that level is not mechanically distinct from having had some at that level but having expended them all - losing spell slots does not take away the basic ability to cast spells of any level up to the highest spell slot you get.
That in no way answer the question though: To use a staff a requirement is "able to cast spells of the appropriate level". A 100% valid reading of that is 'has slots to cast spells from': IE A high level wave caster is unable to cast a spell using a lower level slot of an "appropriate level". It's something that really should be clarified.

That reading makes it impossible to use a 4th level spell from a staff if you have already used your 4th level spell slots, as you then are not "able to cast spells of the appropriate level."

Liberty's Edge

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cheezeofjustice wrote:

Another one:

As was recently brought up on reddit and during playtest, the current rules as written make it sound as if the bounded casters can't use all the spell levels in staves as to cast from a staff you need to be able to cast spells of the matching spell level and they eventually lose the ability to cast lower level spells.

Is this intended?

An extremely close read of the way the spell casting class feature works (in basically every class that has it, including the magus and the summoner) reveals that getting more spell slots and increasing the level of spell you can cast are actually separate features of the ability.

Magus's Arcane Spellcasting, SoM pg 36 wrote:
As you increase in level as a magus, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in table 2-2

Note that it says "increase" and not "increases." That means it's a verb with more than one subject. Getting more slots and getting higher spells are distinct things. And nowhere does it say that losing those slots takes away the ability you originally gained to cast spells at that level.

From what I can tell, not having an available slot at that level is not mechanically distinct from having had some at that level but having expended them all - losing spell slots does not take away the basic ability to cast spells of any level up to the highest spell slot you get.

Liberty's Edge

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I really like in-world card decks, and have always loved the Harrow deck. Now that we have the Old Mage decks described in Secrets of Magic, how's about getting one of those too? After all, it's probably the deck you play golem with, right?

Liberty's Edge

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AnimatedPaper wrote:
HumbleGamer wrote:
The only thing left is spontaneous spellcasters, who are unable to cast the proper spell of a specific level if they don't take it as a signature spell or at a specific level.
in the playtest, the summoner specifically noted that all their spells were signature spells. Is that still the case?

Yes.

Liberty's Edge

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"Appropriate" is not a defined game term, and "of exactly this level" and "or this level or higher" both seem to be perfectly valid candidates for how to interpret it.

I would argue that the way the rules in SoM are presented, particularly the staff magus and the personal staff rules, imply strongly that the book was written with the understanding that a magus can make reliable, regular use of staves throughout most of their career (excepting only the very early levels).

Liberty's Edge

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keftiu wrote:
Why would they be at a magic school?

This is the key question. Why is this character a student at the Magaambya? Why would they want to be, and why would the Magaambya allow it?

Liberty's Edge

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Narxiso wrote:
Can you trigger an Arcane Cascade stance from the shield spell, or does the spell have to be offensive?

Probably going to be my go-to for getting into stance most of the time, in fact. Shield, stance, 35-foot Stride to get into flank.

Liberty's Edge

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keftiu wrote:
I forget; is Alkenstar in a dead magic zone? It’s very fun if we get a “no casters” AP so soon after Strength of Thousands.

It's more a randomly-no-magic zone. Like, for instance, in Alkenstar itself, one side of the river has magic and the other side doesn't.

Liberty's Edge

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

(breath)

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAA

Liberty's Edge

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Author or Developer Question:

Is it intentional that Paga not have Performance, especially since she has counter performance? I'm guessing not, so what should her modifier be?

Liberty's Edge

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roquepo wrote:
Shisumo wrote:
roquepo wrote:
The attack trait is an eligible trait to craft a custom staff, right? It would help out Magus significantly.
It is not explicitly banned, but the trait is not supposed to be "overly broad." I wouldn't get my hopes up about GMs being excited about "attack" as a sufficiently-narrow trait.

Don't know how things have changed with SoM, but right now there are only 11 attack non-cantrip spells (a little bit more if you count some curses that probably will be errata-ed somewhere in the future). The fire trait has 18 and already has a staff.

I think spells that involve aiming are narrow enough.

The existence of already-extant staves should not be taken as making a trait a valid choice. Traits based on schools of magic are explicitly banned, and yet we have the staff of divination and its cousins. (Also, AoN has 14 non-cantrip, non-focus attack spells.)

Liberty's Edge

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roquepo wrote:
The attack trait is an eligible trait to craft a custom staff, right? It would help out Magus significantly.

It is not explicitly banned, but the trait is not supposed to be "overly broad." I wouldn't get my hopes up about GMs being excited about "attack" as a sufficiently-narrow trait.

Liberty's Edge

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keftiu wrote:
Do we know anything about how the Way of the Spellshot works? I’m struggling to imagine anything other than a Starlit Span Magus with a gun.

One of the obvious questions is whether it will be BYOS (Bring Your Own Spells) or if any casting - presumably cantrips - would be included. It might be set up to work something like Starlit Span but just give incredibly limited casting on its own, so that any additional spells have to come through archetypes and therefore eat up class feats. Maybe a structure kind of like eldritch trickster? "Here, have a caster archetype, it comes with two cantrips, if you want more that's on you?"

Liberty's Edge

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Kyrone wrote:
Unicore wrote:
I am looking forward to what a gunslinger sniper with the Magus MC and spell strike can do with true strike and a ridiculous chance of criting.
Don't work as you don't have access to Starlit Span as MC for ranged spellstrike.

Yeah, you'll have to go the other way with whatever gunslinger MC looks like.

Liberty's Edge

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vagrant-poet wrote:
Shisumo wrote:
I'm disappointed by how thoroughly the dormmate NPCs seem to disappear from this mod. They aren't utterly gone, but their inclusion is token at best and nothing in the adventure tells us much of anything about how they are doing, if any of them (Esi) are making progress at a similar rate as the PCs, or what misadventures they might be getting up to. Is any of that going to be addressed at all in future installments?

Generally that stuff is not followed up on, because they don't want future events to retro-actively change the NPCs paths in anyone's game. The dormmates are available, and completely free for the PCs and GMs to develop.

It's obviously fun when reading the product if beloved characters get updates, but from a game module perspective it makes sense to leave writing the rest of their stories to everyone's individual tables.

The specifics, yes, but I direct you to this quote from Kindled Magic:

Students of the Magaambya wrote:
This article presents nine fellow students of the Magaambya who learn and grow with the heroes. Although most of these students have roles in “Kindled Magic” and later adventures, feel free to develop attachments, rivalries, or even romances as matches your group’s interests and comfort.

(emphasis mine) I took that to mean we would be getting some kind of guidance about what was happening with them somewhere. Obviously, I can and will fill in those gaps myself - I'm actually thinking about making Chizire Gossip Girl, as a means to seed campus rumors into the game - I am still, as I said above, disappointed.

Paizo's fault for making such awesome NPCs. I want more!

Liberty's Edge

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I'm disappointed by how thoroughly the dormmate NPCs seem to disappear from this mod. They aren't utterly gone, but their inclusion is token at best and nothing in the adventure tells us much of anything about how they are doing, if any of them (Esi) are making progress at a similar rate as the PCs, or what misadventures they might be getting up to. Is any of that going to be addressed at all in future installments?

Liberty's Edge

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Kendaan wrote:
Can Magis use Spell strike with Innate cantrips? If so, that opens a lot more options than just alternative cantrip.

The only restriction on Spellstrike is that you have to actually Cast a Spell. So magical actions that aren't actually spells don't count, but an innate cantrip absolutely would.

Liberty's Edge

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I just finished a 7th and 8th level game with a bomber alchemist who made heavy use of perpetual bottled lightnings to just make everything flat-footed. He wasn't trying to be the damage dealer, he was trying to enable the damage dealers, and he did a damned good job of it. That's a niche that electric arc can't fill.

Liberty's Edge

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Michael Sayre wrote:
Though it does bring up some interesting questions for the design team when the real meat of a thing that people want to see brought forward is a mechanical niche rather than a thematic one.

I do think there is a hunger for some kinds of mechanical niches that could be filled with a wide variety of thematic options. "I blast with magic every turn" is one, for example - it's not the only reason why people play 5E warlocks, but it's definitely a common one. Thematically, a 5E warlock looks a whole lot like a PF2 witch, but mechanically, "I blast with magic every turn" is still a missing concept in PF2. I'm less convinced that there's a strong desire for something as banal as "prepared occult caster" or "spontaneous primal caster," but in general, there are mechanics-first ideas that I think we are going to continue to see demand for until/unless they finally show up in PF2.

Liberty's Edge

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I haven't played my magus yet, but in building her, it feels really tight. Every spell slot has to be squeezed for maximal value. I worry about it dragging me back to a 15 minute work day.

Liberty's Edge

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Those were my FEELS, Michelle. I was USING those.

Liberty's Edge

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So... I don't think my players are going to like Oba much. Exotic animal traders are, um, let's go with ethically problematic, and I'm not sure how enthusiastic the PCs are going to be to help her recover her animals, especially since the evidence suggests she's not even taking particularly good care of them. I predict they're going to want to confiscate her stock to set them free, and even though I doubt they would be able to succeed in convincing anyone that they should be allowed to do so, I'm guessing the players will resent being forced to help her.

I think I'm going to rewrite her as an animal rehabber, treating injured wild and dangerous animals for rerelease into the jungle, and her conflict with Froglegs was simply that Froglegs wanted to buy the griffons and Oba said no. Froglegs then sent some of her people to steal them, but that didn't go particularly well, resulting in the griffons escaping and several of Froglegs's minions getting injured. So now the crime boss is pissed and doesn't have any griffons, so she's sent her goons back to punish Oba for not just selling them in the first place.

Liberty's Edge

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Pg 58 Eidolons don't seem to list their starting Perception proficiency. It's clearly meant to be Trained, but there's no actual statement to that effect in the text.

Pg 213 The Terrain Shield feat looks to be missing an action symbol (probably a Reaction).

Liberty's Edge

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In the entirety of the level 4 part of the adventure, there is exactly one level +3 creature and one level +4 creature. In the level 3 section, there are only two level +3s. That's it. So something isn't adding up here.

Liberty's Edge

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I actually kinda love the idea of a character who only uses their room as a place to store school materials and occasionally to sleep in when the rains last overnight; their normal preference is to use the Soaring Spire to camp out on the roof.

Liberty's Edge 2/5 5/5 **

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I find it really frustrating to have to spend an ancestry feat to acquire an ancestral weapon that is supposed to be iconic of my character's people. Spending the feat to change proficiency is perfectly fine, of course, but having to burn an ancestry feat to acquire an elven curve blade that my elven fighter already knows how to use seems antithetical to how the PF2 commonality system is supposed to work. I'm an elf! This is an elven weapon! Why is it so hard for me to get my hands on one?!

(As a sidebar, in my home games, sharing an ancestry trait with a piece of uncommon equipment automatically fulfills the access requirement for that equipment. But that's a home game, not PFS.)

Since the Powers That Be don't seem inclined to change the access system accordingly, though, it seems like the Achievement Boon system might offer a compromise. How about a fairly cheap AcP boon that would give a character access to the uncommon gear of their ancestry? No change to proficiency, so it doesn't step on the toes of the ancestral weapon feats, but this way you don't have to burn one of the three or so ancestry feats your PFS character will ever get to use on just being allowed to buy a thematically-appropriate weapon.

Liberty's Edge

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darch wrote:
Waldham wrote:


If a character already gained Dedicated Attendant 3rd for the primary branch, what do the character gain with the secondary branch at 3rd level?

Nothing; the branch benefit specifies that it is only gained the first time any branch reaches third level.

Hope that helps!

I think this is a significant mistake, incidentally, and one I will absolutely be changing in my game. By making the 2nd level benefit in the secondary branch miniscule and the 3rd level benefit nonexistent, the PCs will be going from character level 2 to character level 8 without any meaningful reason to pursue their secondary branch. That strikes me as a huge flaw.

I plan to give Halcyon Speaker Dedication as a bonus feat when the PC reaches the 3rd level in their secondary branch, so there's actual incentive to keep working toward it.

Liberty's Edge

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John Whyte wrote:
Strength of Thousands arrived earlier this week, and I agree the information about the npcs is woeful. Compare it to Souls for Smugglers Shiv, where the npcs are placed together, in one section, in a more structured and less meandering way.

This made my jaw drop. I thought the NPC section in Kindled Magic was the best and most useful such article I've ever seen in a Paizo product.

Liberty's Edge

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Rodnis wrote:
Is there an overall listing of teachers, a basic description of their personality, and their area of specialty for teachers not mentioned in this first book? My group is really interested in roleplaying as students and I'm looking to see what options I have for classes, mentors, and so on while staying true to the AP.

I'm guessing we're going to wind up having to assemble such a list ourselves, once we have the AP in front of us.

Liberty's Edge

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keftiu wrote:
Do people have a particular Hybrid Study they’re drawn to? All of my concepts seem to end up the ranged option.

I suspect 99% of my future magi will be Laughing Shadow, but oddly my first one is almost certainly going to be Inexorable Iron, just so I can make maximal use of the wish blade.

Liberty's Edge

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Nicolas Paradise wrote:
Shisumo wrote:
Nicolas Paradise wrote:
keftiu wrote:
I love the Meyanda-lookalike on the cover of the Ancestry Guide!
They Meyanda look alike was a mistake of a hired artist just copying the given reference instead of being inspired by it. It got my hopes up when I saw it that Meyanda was meant to be redeemed but James said in a stream when I asked him that while it could go that way he wrote her to die(as opposed to Nualia from RotR he assumes she survives somehow).

I mean, androids dying and then having someone running around wearing their exact face is literally how android death is supposed to work, isn't it? I honestly just assumed it was Mayenda-2 and didn't even stop to think more about it.

Also, yes, GIVE ME ALL THE SCI FI PLZ

Correct me if I am wrong but the whole new soul same body only happens when they die naturally. If they are killed by sword or bullet lets say, the nanites can't repair the damage well enough.

RAW that is absolutely true, but since I object to it on both realism (What exactly does "die by violence" mean? Can I do it if I'm bleeding out? If I have a heart attack? If I die from undiagnosed cancer? How much time do I need to "release my soul to the Boneyard?") and narrative (the first android I ever played was out to find out who had murdered his previous incarnation) standpoints, I tend to dismiss it pretty intensely.

Liberty's Edge

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Nicolas Paradise wrote:
keftiu wrote:
I love the Meyanda-lookalike on the cover of the Ancestry Guide!
They Meyanda look alike was a mistake of a hired artist just copying the given reference instead of being inspired by it. It got my hopes up when I saw it that Meyanda was meant to be redeemed but James said in a stream when I asked him that while it could go that way he wrote her to die(as opposed to Nualia from RotR he assumes she survives somehow).

I mean, androids dying and then having someone running around wearing their exact face is literally how android death is supposed to work, isn't it? I honestly just assumed it was Mayenda-2 and didn't even stop to think more about it.

Also, yes, GIVE ME ALL THE SCI FI PLZ

Liberty's Edge

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Secrets of Magic question: we've heard off and on about a "supplemental spells" class feature for the magus, something that replaced the Martial Caster feat from the playtest. Can we get some more information on that?

Liberty's Edge

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Yossarian wrote:
As for flavours of sci-fi, I'm attempting to use the two big bucket definitions of 'steampunk' (low-tech sci fi, clockwork, breach loading guns), and 'high-tech sci fi' (Starfinder, laser guns, spaces ships, etc).

The problem you're going to run into here is that Akiton is explicitly out there for "sword and planet" stories, which have always stood very firmly with one foot in each of those buckets. And a third foot in actual fantasy, because there's aliens so they can have three feet. You're not going to be able to pull them apart comfortably.

Liberty's Edge

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bravespacelizards wrote:

This is a really great post, but the extra readings section brings up something that I’ve been thinking about since I heard about this AP.

I’m new to Pathfinder in general, having played a game or two of the 1E Beginner’s Box.

I’ve been reading that for other APs, it’s easier to seed the climax ahead of time if you know who the big bad is. Should I wait until the entire thing is out or start this once our group wraps up our current 5E campaign?

Also, how much of the world lore should I read ahead of time as the DM?

"Kindled Magic" includes an overview of the entire adventure path, including revealing the ultimate Big Bad. I pretty much always suggest having the vast majority of the AP available before starting to run it, but that part at least wouldn't be a hindrance. Still, the further ahead you can read, the better the experience will be.

As for setting material, I would highly recommend getting Lost Omens: Mwangi Expanse (I would call it just barely shy of required), and the Lost Omens Character Guide wouldn't hurt either.

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I use it a lot on martials I don't want to dump Dex on. Dex 14 is a pretty common place for my barbarians and melee-specc'd rangers to land.

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More seriously, I do have a question about the academia system. What happens the second time a PC reaches level 3 in their branch (presumably their secondary one)? I can't imagine they get the feat a second time. Is it as simple as them adding the second branch to their feat for prereqs and such, or do they get a bonus feat, the way the other "if you already have this feat" features work?

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Ezekieru wrote:
Zero the Nothing wrote:
Is Secrets of Magic the book with the new FF Summon style spells, cuz I wanna make Yuna?

Those are incarnate summoning spells, and yes, they are in Secrets of Magic.

Be warned, however, that most are higher-leveled spells, so it'll take you a while before you can start casting them.

We've already seen a 1st-level one in the Secrets of Magic livestream, so I think the devs were being careful to cover all the spell levels.

Liberty's Edge

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keftiu wrote:
KarmaKollapse wrote:
Good god, who's idea was it to put giant silverfish and swarms in this????? Vile!
I have Reasons to believe nasty insects are the primary threat in this AP.

They are the only monster type called out by a Lore in the AP PG, which has traditionally been an indicator of frequent or prominent enemies in other APs.

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