SuperBidi wrote:
I'm going to disagree here somewhat. When you're consciously building two characters, you can deliberately avoid redundancies compared to what would happen when two people don't coordinate. I wouldn't necessarily go with 2 paladins, but a strength paladin and a dexterity redeemer/liberator could provide a lot of the same synergy woth less redundancy.
AestheticDialectic wrote: I guess a raccoon would be a climbing animal here? Feels restrictive. I don't know how you'd have an awakened animal ancestry and not immediately assume people are gonna play raccoons Raccoons are amazing climbers. Climbing animal seems the obvious choice. Given that all awakened animals get manual dexterity or an equivalent, what else would you give an awakened raccoon? That being said, there are some land animals that aren't fast runners or climbers who do feel underepresented. A burrowing ancestry and an armored ancestry would cover a lot of what's missing.
ElementalofCuteness wrote: Wait how long does Stretching Reach last for? Based on screenshots I've seen, it lasts until you change your grip on the weapon. So you need to spend an extra action to get reach back if you drop the weapon or take a hand off the grip to use one hand, but it looks like you could have it active during exploration mode. AestheticDialectic wrote: I'm just thinking about how perfect for inexorable iron the minotaur appears to be, whether giving bigger dice weapons reach or getting even more reach with a reach weapon if this is how that works. 15 reach to help with the 8 hp seems significant to me reach stacking is explicitly ruled out. You only get to add reach to a two-handed weapon without it.
A people with an affinity for underground mazes having darkvision is not surprising. Relying on smell doesn't really work with the way PF2 handles that sort of thing. I might have made that a heritage or feat, though, since that is a lot of stuff. Darkvision feels like overkill on centaurs. Street Lights have caused a lot of us to underestimate the amount of light there is most nights. Maybe the playtest was primarily in claustrophobic abomination vaults- style dungeons?
OceanshieldwolPF 2.5 wrote:
This was specifically in the context of making the best of the situation in PFS games, sorry. In home playtests, I think GMs are better off just giving playtest guardians better armor asap. Giving guardians a discount on heavy armor in character creation is a good idea for the final release. As for biting, it might not be for everyone, but I love the idea of a belligerent razortooth goblin in oversized biting everyone who tries to hurt his friends and throwing himself in front of blows. Re: Ancestry Boons: Boons are how Paizo handles access to uncommon and rare items in society. All of the ancestries with built in armor require a boon.
OceanshieldwolPF 2.5 wrote:
A stopgap solution for PFS playtests my Local VC pointed out was using natural weapons (and/or armor, if you have a character with a suitable ancestry boon) to help level 1 guardians save gold. It's also helpful for commanders who want medium armor and a healer's kit.
The soothe spell's healing is, for want of a better term, energy neutral, and works on the living and undead, although this was a change made in book of the dead and old copies of the rules may not reflect that (The remastered heal spell has the vitality trai while the soothe spell doesn't so as to make this clear).
Things we can definately observe so far 1) Witch received some better feat support and flavor
Your specific complaints haven't been largely addressed, and I think the new wizard schools were probably the biggest miss of the Player Core. School spells feel haphazardly picked and have a number of feel-bad moments during progression that the old system was at least slightly better at avoiding/mitigating
This is still mostly case, although the books in the core assumption are exempt. For 2e, that's the Core Rulebook, Bestiary 1, Lost Omens: World Guide, Player Core, GM Core, and Monster Core. Paizo has not indicated one way or the other as to whether Player Core 2 will become part of the core assumption upon release. Archives of Nethys is sufficient if you kept a copy of your receipts for the books, though.
Hello, I'm in the process of swapping a +2 Potency Rune and a +1 Potency rune between weapons and struggling a bit with the syntax of the rules for doing so. The Relevant passage in the rules says, "If you're swapping, use the higher level and higher Price between the two runes to determine these values." Does that mean I use the price of a +2 Potency rune, 900 GP, or the difference between the price of a +2 Potency rune and a +1 potency rune, which would be 865 GP? As I type this out, I'm leaning more and more toward the former, but I wanted to double check.
My local playgroup uses "Drugs" as slang for mutagens, so I was very confused for a second. As for actual drugs.. I presume their absence from current content because they don't figure into the stories Paizo wants to tell, but they've left mechanics in for those who do want to tell stories with drugs in them.
I think I've noticed other inconsistencies regarding the gods recently while researching these things- Gorum is believed to have arisen in early conflicts on Golarion, but is also cited as one of the architects of Rovagug's Prison- Something built long before Golarion could support such conflicts. For that matter, Asmodeus himself also has a very different origin story that claims he's an early empyreal lord. Personally, I like the contradictions. It's very much the way things are in real life; the various contradictory characterizations and birth stories of Aphrodite drove at least one classical philosopher to inisist she must actually be several different godesses with the same name.
Themetricsystem wrote:
Gen and Nex have been squaring off for the cold war to turn hot ever since rumors of Nex's return broke. Tar Baphon has continued skirmishing with his neighbors. Cheliax would really like to be an Imperial power again. But the Inner Sea region has been kind of quiet. Sort of waiting for the other shoe to drop, which I think it just did.
Perpdepog wrote:
Yes, but I wasn't aware they'd announced that Tripkee were going to be in Player Core 2, hence my evasiveness.
Depending on the situation, you probably need to include your organized play number too. E.g. Your OP Number XXXXXXX - YYYY being the specific character number Link to your organized play acount homepage You should be able to see your OP # and character #s in the link above.
Mellored wrote:
Unfortunately, the melee half of all combination weapons have a different proficiency group from the ranged half, so singular expertise means no amount of shenanigans will get you legendary proficiency with the melee half of a combination weapon as a gunslinger. I agree Drifter is the way to go, though. In fact I'm pretty sure they used a bayonet drifter as the pregenerated drifter for the Headshot the Rot adventure.
As far as fallout goes, Gorum himself was at least nominally alined with the forces of good when the battlelines would be drawn, keeping his realm in Elysium as he did. His death is a major power shift in favor of the forces of evil. And while he was certainly a warmonger, he did enforce a certain code of conduct that limited some of the worst excesses of war. If Szuriel, or any feind really, makes a play for his position, conflict on Golarion will get a lot nastier.
As I understand it, Gorum's death triggering the war makes a lot of sense. With his divine realm in Elysium, he's technically allied with the upper planes, which means they're about to lose one of their biggest powerhouses. That opens up a lot of opportunities for the fiends and evil gods to make a play. God of War is also a very juicy portfolio a lot of fiends would love to grab. On the mortal side, while Gorumites are warmongers, they do enforce a limited code of conduct. If that goes out the window, well, yikes.
So, I know this is an old scenario, but I'm running it for the first time soon and I'm unclear what benefit there is to the PCs pressing on after completing a challenge. Also, how much time does the party have to socialize with other teams or the tournament officials at these stops if they don't press onward?
1) Treasure Vault has a lot of fun magic items. The only items that will require reworks to be used in a remaster game can be found on this page, which lists the items that PFS banned for incompatibility. 2) The rest of Dark Archive is a series of mini-adventures tied to the paranormal that include unique monsters, archetypes, spells, etc. This does make it a little fristrating for players if the GM wants to run the adventures. 3) Secrets of Magic has a fair number of spells and magic items, a significant majority* of which didn't make the jump to the Player Core. There's also a lot of optional magic system alterations that I don't know much about because I play mostly in Pathfinder Society where those rules aren't used, but I imagine they're still compatible if you choose to use them. Only remaster-oncompatible rules besides the runelord are eight magic items you can find on the site I linked to above. 4) Rage of Elements also includes new spells, monsters, and magic items tied to the elemental planes.
*The only spell I know of that made it into Player Core is the gouging claw cantrip, but people were more likely to ask about that because it is a very popular Magus cantrip. As far as what to purchase, I reccomend focusing on what you as a player/GM want to use.
Dubious Knowledge is quite popular in my local PFS group. It leads to a lot of roleplay interactions my group quite enjoys. Granted, this group also likes to fish for critical fails on the mission briefing recall knowledge checks, so we might not be the average group. I personally would find simply, "The monster has a weakness," quite unsatisfying. Giving a right answer a and wrong answer creates a lot more interesting scenarios, personally. Incomplete information that hints at a course of action can also work (Letting the players know Wrecker Demons don't like mirrors, but not telling them it specifically drives them berserk)
Dancing Wind wrote:
Fixed. Thank you for the heads up- I'm relatively new to actually posting here myself, so I appreciate you being polite about this
Bestiary 1 & 2 both have a lot of overlap with Monster Core. The rest of the monsters you can probably get by with AoN if you run an old adventure. Bestiary 3 had a few monsters get promoted to the Monster Core as well, but most of them will be distinct. Treasure Trove has tons of unique items. Only a few that are intimately tied to the old schools of magic are a problem Some of Secrets of Magic's lore is out of date. Compatibility Errata for the classes and spells is available on the website. Dark Archive's classes and spells have also received errata to make them compatible. The lore will probably need less retconning since it wasn't tied to something that got remastered. The only things that the remaster really broke were stuff intimately tied to the old spell schools. The most important items (the staffs) got updated in GM Core, so the main casualty is the Runelord archetype, which will be remastered... sometime.
I appreciated the scroll section. It really forced me to consider the cost of scrolls relative to wands and... yikes. You could buy 15 1st rank scrolls for the price of one 1st rank wand. If you go from 1-20, you might be able to get value out of it, although scrolls come with the benefit of allowing you to use several in a day without being destroyed. The other spell rank wand to scroll cost ratios are marginally better, but still extreme. 2nd rank: 13.33x
So a blasting spell wand will definitely be obselete before it recoups its value, but some low-level spells you can cast every day like Sure strike or *sigh* Tailwind can be long term investments.
Ceru Familliars are another source of misfortune effects, although the effect itself is tied to a will save. On the plus side, they can instead apply a fortune effect to an ally if that's more critical instead.
My only problems with the scamps are 1) I can't find the water scamp are in the book, only online. 2) The earth scamp art is hidden in the index, so people may not get to see it the delightful little beast. 3) Rage of the Elements lacks Metal and Wood Scamp art, so we're still missing two more delightful little elementals (probably because they needed an art redesign after the Remaster began, but still). Or to make it simpler, my problem with the scamps is that I NEED MORE OF THEM.
If you're referring to the frightened condition inflicted by the fear spell reducing enemy saving throws, you're correct- Inflicting status conditions is the primary way to reduce enemy saves. There are a few odd debuffs that might inflict a penalty another way like the Bane spell or the Curse Maelstrom archetype. Of course, many of these themselves come with saving throws. Abilities that apply a status or circumstance penalty to enemy saves automatically are uncommon and often very desirable (The Bard's Dirge of Doom is incredible for exactly this reason. If you're looking for easy ways to improve your success with save-or-suck spells, consider coordinating with a Charismatic Character to have them Demoralize an enemy right before you cast a spell on that enemy, or using recall knowledge to determine an enemy's weakest saving throw. More specific strategies are going to depend a lot on your party's composition.
Gortle wrote:
I imagine it hasn't gotten any attention from them because the non-class archetypes are getting updates in Player Core 2.
Heavy Crossbows can also be relevant if you're creating a low level npc or monster that will start a fight in an advantageous position. As for the Arbalest... The comparison of weapons with reload to bows has often been uneven. It's probably better to compare the Arbalest to other martial weapons with reload, such as the Sukgung (Longer range and fatal aim d12, but a lower base damage die) or the Harmona Gun (Longer range and concussive, but it's uncommon and has kickback).
Captain Morgan wrote: The only thing that's a bit ambiguous to me is how Thaumaturge handles VERY SPECIFIC weaknesses like golem antimagic or demon sin vulnerability. You learn those weaknesses on a critical success on Exploit Vulnerability, but nothing specifically lets you trigger them from what I can tell. I might house rule otherwise, personally. I disagree. Giving your party the knowledge to exploit it is enough. I wouldn't allow a Thaumaturge to, say, pull a Mirror out of their esoterica to trigger an Abrikalindu's hatred of mirrors (Obviously, this is for non-mirror thaumaturges. The mirror implement should absolutely work) unless they had prescient planner or can show me the mirror on their character sheet.
Captain Morgan wrote: Starlit Span is a Magus hybrid study that can be pretty overpowered, though I'm not sure what you do about reload actions exactly. I guess if you only spell strike every other round you can maybe make that work. I was specifically talking about a Magus using an air repeater, since if you only ever make one strike a round, the Air Repeaters' clip sizes aren't a big issue (But unless your character needs their other hand for something, a shortbow is still better). I really hope was clear about that. Please do not try to make a Magus using a black powder firearm. You will be miserable.
To elaborate a little, the gunslinger's abilities are tailored around the single shot, crit-fishing nature of most of 2e's firearms. Other classes really struggle to make them work. Investigators can kind of make them work, but you will still miss slinger's reload a lot. The gunslinger multiclass archetype is frustrating because practiced reload is a 10th level feat, and that's a long time to go without. If you're conaidering the handful of firearms with repeating, on the other hand, they have such unique drawbacks that the Gunslinger isn't very good with them.
*Also, as an ex-Air repeater Thaumaturge, I must disclose that you are likely to consider switching to a Returning throwing weapon at some point. I did, and it was probably the right move.
Tomppa wrote:
I don't own the scenario, but I remember that besides the reward on the chronicle sheet, Spoiler: players get the opportunity to buy uncommon orc weapons specifically at the Orc Camp while playing the scenario (So if you were broke at the moment, you don't have access later). I suppose it's possible my GM misread and the players are only supposed to be able to buy necksplitters.
Thanks for the help. I tracked down the problem- The session was missing a date, so the system puts it as your very first session played, which for this player was 10 pages back. I'll try to get the VC who ran the event to fix it eventually, but I know he's swamped right now. After letting the players know, the player in question found the scenario. Looks like the other players are good too.
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