We know that the research fields are getting new options for their perpetual infusions. It is 99% likely that is the only errata and absolutely nothing else is changing.
The main issue I see is that this could easily be a nasty surprise for new groups.
When creating a spellcaster even a novice can usually figure out "magic immune monsters are a thing, I need a plan B in case I run into one."
The fact that Kineticists have such a problem requires a pretty good understanding of the rules that a novice player or GM can easily miss and only discover with their first Golem or whathaveyou encounter. Which could be a souring experience.
If nothing else is done at the very least a heads-up sidebar in the class description is probably a good idea.
David knott 242 wrote:
Though the existence of spellcasting magic items and the UMD Skill in 1E and the Trick Magic Item feat in 2E complicates things.
You only need to gather an element a second time if you use an Impulse with the Overflow trait. Also gather element doesn't have a duration so it's analogous to drawing a weapon out of combat.
If you're expecting trouble you gather your element and hold it as long as necessary and when combat starts you can use as many non-overflow Impulses as you want immediately.
I think there needs to be a sidebar spelling this out because multiple people have missed this.
IIRC a couple of designers have commented that they were looking for inspiration from the Troop mechanic for the "summons a horde of minions," character fantasy. However they weren't going to copy it word for word for PCs because they felt it was too complicated for something that would show up every combat.
Now whether that worked out like they hoped in time for Book Of The Dead to fulfill the desire for Necromancers with an undead army is yet unknown.
I have no horse in this race because I came to Pathfinder in 2E but from what I've read a lot of people like the Kineticist as instinctive raw power. Sure a Sorcerer's abilities come from their blood but they still have to wiggle their fingers and speak in tongues to accomplish anything. A Kineticist just points and suddenly everything is on fire.
John Mangrum wrote:
Hard to say. We have some sources that point to it lasting millennia, others that point to it lasting a few centuries.
I have a vague memory of some material alluding to some temporal shenanigans with the Gap making its exact length impossible to pin down and it might have been different lengths for different civilizations. But, I don't remember the specific source. That could just be board speculation my brain misfiled as canon.
No matter how hard you try there will always be tiers of power in an asymmetric game where different people use different mechanics depending on what they're playing.
The Fighting Game community has to deal with character tiers too. In the FGC there's a growing opinion that the kind of game balance that is realistically achievable is something like: No more than three character tiers, no god tier, no trash tier.
It seems to me to be a standard that's fair to class-based TTRPGS too. I'd say Pathfinder 2E is pretty close to meeting it.
Are the Fighter and Bard tier 1? Yeah, probably. Are they god tier? In my opinion not really.
Are the Alchemist and Witch bottom tier? Yeah, probably. Are they trash tier? Some people say yes quite loudly. Personally, I'm not convinced.
Will the Psychic and Thaumaturge be tier 1? Probably not, the majority of existing classes aren't after all. Will they be trash tier? Again, probably not.
Now some people just can't seem to have fun unless they're playing a tier 1 class and there is nothing wrong with that. But expecting every class to be tier 1 without being overpowered is unrealistic and would require superhuman designers.
Under the Pride Emotion in Cathartic Magic, the Emotional Fallout Entry has "Spell: mirror image." I assume this is an artifact from an earlier version of the rules as no other emotion has a spell for Emotional Fallout.
In the Crushing Ground Focus spell the Failure condition mentions a -10 ft. penalty to speed, but no duration is listed.
One bit of consistent characterization for Iomedae is that she is keenly aware of her own fallibility and she always makes a sincere effort to learn from her mistakes. Previous attempts to redeem Arazni were indeed a disaster. That means Iomedae would seriously try to understand why and would then change her approach. Also previously Arazni had her negative emotions warped and amplified by undeath. Having overcome that and ascended to full godhood could have given her some new perspective.
The spell's Duration is one minute but in the text of the spell it says "You isolate the two targets for 1 round." Sustaining the spell is not mentioned anywhere.
On a note to other people, Paizo staff have posted before that they do find these threads useful but what they care about is that somebody found something confusing enough to post it. Additional Discussion as to whether a particular errata is justified is irrelevant to them and just clogs the thread and makes the things the staff does care about harder to find.
Here's something neat for you combination weapon enthusiasts. The Royal Armouries YouTube channel just posted a video on a Boarding Axe Carbine. One of a tiny handful of combination weapons considered effective enough to be mass issued by an actual military. Details in the video.
To Michael and Mark. Since this book is going to include siege engines I thought I would bring your attention to a really cool source. Here's an in-depth easy to follow interview about Ancient Naval Artillery from the Greek through Roman periods. The only problem with it is that the interviewee is clearly using his computer's default microphone over a Skype call and the resulting audio quality isn't the best. But everything else makes it worth it. Hope you find it useful.
Just add up the old containers. The Adventurer's kit came with three belt pouches that could hold 4 L each. Most people would agree that two bandoliers 1 on each shoulder are reasonable that's 8 L each. Wearing a sword and dagger in two sheathes is 1 B 1 L. Finally, either a shield or a backup ranged weapon worn on the back is 1 B. Total it all up and that's 4B 9L, 5 B if they have some arrows/bolts in a quantum quiver.
Add in armor and plenty of characters could plausibly be wearing almost their entire bulk limit under the old system anyway.
Realistically the earliest we're getting a Mythic/post-20 progression is year 4 or 5. There are so many things to do first that will be applicable to more tables given that survey supported general consensus is that the vast majority of all games played with D&D descendants are levels 1-5. That said letting Paizo know early that people want it allows them to bear it in mind when designing future products. Knowing that there's enough demand for post-20 content someday now means that it's more likely to work smoothly when it's eventually developed.
John Mangrum wrote:
OK, here's my "audit" of a wide collection of published starships so far. I'll organize them by source, but I'm not including any potentially "spoilery" ships in here. (No Azlanti Star Empire, no grays, no outsiders, no species intended to be discovered during an AP, etc.)
This post looks useful enough that if I were you I would seriously consider posting it in its own thread rather than have it buried in this one.
I keep getting this error message every other page:
Error Message wrote:
I'm wondering if it's my internet or the website.
My understanding is that a spellcaster piloting a mech has no line of effect to the outside and so can't use 90% of their spells. Given that the complaints that starship combat had nothing for spellcasters to do ultimately lead to mystical weapons and the magic officer position it seems odd that mechs have nothing equivalent.
My thought process:
Champions are a really popular class.
Adventure Paths are designed to reach 20 and have many sessions at a high level.
Celestial Form is a really tempting feat for all champions from both a mechanics and flavor perspective.
Said feat explicitly says:
Celestial Form wrote:
You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings.
Hence the thread title question is soon to be quite relevant for a lot of parties.
Another thought is how do such champions fit in with the rest of the celestial host? All other celestials of comparable power to a level 18 champion slowly worked their way up the ranks over millennia. Suddenly having a peer who is from a life experience perspective practically a newborn infant by their standards seems like it would be disconcerting.
My understanding of worshiping a Pantheon is that the worshiper picks one patron deity from it as their primary so in the case of conflict between edicts and anathema, they take priority. But if a situation arises where the patron deity has nothing to say the other gods' teachings still have equal weight. Abadar, Irori, and Torag don't care that much about the things Iomedae and Asmodeus care about while the two of their teachings come into conflict almost all the time.
For example, a follower of the Godclaw has Abadar as their patron deity. During a fight a wounded foe attempts to surrender. That's something Abadar doesn't really care about but Iomedae says fight with justice and honor which includes accepting a genuine surrender but Asmodeus says granting mercy is an insult to his creed. (They aren't an "enemy of your people," so Torag doesn't care either way). His choice of patron deity appears to be irrelevant and he's in just as much a dilemma if he didn't have one at all.
So it appears that the only way to have a functional PC who worships the Godclaw is to take Iomedae or Asmodeus as your patron.
Is there something I'm misunderstanding?
Death By Awesome on the Positive Energy plane should work.
42. Ratfolk Mastermind Rogue multi-classed into Barbarian. Play Ratigan from the Great Mouse Detective
To give appropriate context first I need to set up my understanding of how you're supposed to set DCs for lore skills. As I understand it the intention from Paizo is that the more specific a Lore is the lower a DC the GM is supposed to set when a circumstance to use it comes up.
For example, a group of adventurers is in Ustalav and have learned the mastermind of the scheme they are attempting to thwart is a Vampire Noble. They aren't under any pressure at the moment forcing specific exploration activities so the GM rules they can all try to recall knowledge. The Vampire is 10th level so he sets the master check as Religion with a target DC 27. The first PC doesn't have Religion but does have Society and is from Ustalav in his backstory. He argues that since the undead nobility is such a big part of Ustalav's history there's a chance he's heard of this guy. The GM agrees but decides that using a lateral skill like this would be very hard so sets the Society DC to 32. The second PC has Undead Lore which is even more specific than Religion so the GM sets the DC for him as 25. The third PC was envisioned as a vampire hunter and has Vampire Lore. With an even more specific skill, the GM gives him a target of DC 22. The fourth PC has Clever Improviser which says it allows him to treat any untrained skill as trained. PC 4 says he wants to use it for Vampire Lore. The DCs in this example are secret but PC 4 knows more specific lore = lower DC.
RAW would appear to allow it. But a Clever PC can in principle use the most specific Lore possible in any given situation. Effectively making them as good or better than the specialists more often than not.
(Fun part of the character, every time she throws a bomb she rolls a d20 to see if she accidentally drops the bomb at her feet from sheer clumsiness, which was her own idea.)
You may want to talk to her about that. In a custom game where the GM controls the difficulty, they can compensate to enable fun ideas like this so it doesn't cripple the party at an inopportune moment.
Plaguestone is a preset module. One that is swiftly developing a reputation for being unusually deadly and causing many TPKs. This is usually blamed on Plaguestone being written concurrently with the rules before the math and encounter building guidelines were finalized and ending up deadlier than its designers intended.
I would think long and hard about adding anything that could cause additional difficulty.
In the same vein, you need to think carefully about where and when to add your assassin encounter because chances are high that the PCs will already be pushed to the limit by the preexisting encounters.