Marquess Tanasha Starborne

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Pathfinder Adventure Subscriber. Organized Play Member. 231 posts (248 including aliases). 11 reviews. No lists. No wishlists. 11 Organized Play characters.


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Blave wrote:
Sorry @Starling!

They tricked us!! Lmao, also thanks for the shoutout. I've adding a link to yours too. I think it gives people meaningful context on how you can approach the class from different angles

Ascalaphus wrote:
Nice guide :)

Thank you! I'm very glad you enjoyed it.

Trixleby and Playwars wrote:
Having very based conversations on Necromancer.

Thats a very VERY cool concept. As for how to get on-level access to cold spells (without archetyping) your best bet is going to be a Rime Crystal How I've understood most spellcasting items to work is that for your to cast from them (like wands, scrolls and staves) the spells need to show up on your list. Except for Spellhearts which can be cast by anyone as long as they have a spellcasting class feature. The cantrips use your Spell DC and the rest of the spells use the spell heart's DC. By level 13 you'll have access to your howling blizzard and ice storm. If you are in a homebrew campaign and want to go beyond 13 ask your GM if you can keep upgrading it to like level 17 to add things like Arctic Rift to it.


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Blave wrote:
Just noticed that you got some feat names wrong. The level 8 spellshape is called Infused Void. And the level 10 reach increase is called Skeletal Extention, not Skeletal Exoskeleton.

Thank you so much, I spent large blocks of time writing the guide and some went into the wee hours where I just started to hallucinate feat names apparently.

Paywars wrote:
Amazing guide ! Loved the rules interpretation as well (found it funny that one of them was probably caused by me XD).

I'm very glad you enjoyed it! Your enthusiasm for the class absolutely delights me and I very much enjoy your first Necromancer session thread. As for reach of the dead it really does get up there. I'll admit I didn't think of chaining Create Thrall to get them further away from you in one turn, that could be enough to get it to blue. For non-human necromancer builds this is effectively a level 2 feat which competes with getting your 3rd focus spell which has some stiff competition. But its going right on my watchlist now!


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While I haven't had the pleasure of playing Necromancer at high levels I have played at high levels several times (which I would describe as levels 15-20). In my experience casters get to the point where they have so many spell slots that it is physically impossible to run through all of them in a single adventuring day or at least that's been my experience in Age of Ashes, Agents of Edgewatch, and Prey for Death. Necromancer may have less spell slots but they don't have 0 and can still prepare heavy hitters like Quandry, Haste (7th), Heroism (6th) and Slow (6th). I predict that spell-slot rationing will be more of a consideration for them then a Sorceror or Cleric but not to the point of feeling incredibly weak compared to a caster like Druid.

It's all heresay until I get some hands-on experience which I hope to do soon with the 18-20 Claws of the Tyrant game.


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Trixleby wrote:
I used your guide to rework some of my planned builds for Pathfinder Society, my Blood Lords AP Campaign with FA and Ancestry Paragon turned on, and my Westmarch Campaign. Thanks!

Very VERY glad to hear it! If you get any actual play experience that contradicts one of my ratings feel free to let me know! While I have played Necromancer a bit there's still a ton of builds and options I had to guess at with my knowledge of the game. Guides are the best when they can be shaped over time as the community learns more.

Kelseus wrote:

Thanks for doing this Starling.

I really appreciate the rules interpretation sidebars. They help to alert players to possible shortfalls with their build if they GM has a different interpretation than you do.

I'm glad you like them! They were inspired by my group with 4 different GMs who rotate playing and GMing each with a vastly different view on weighing in on rulings. When something is obscure its best to just point it out and let each table sort it out (and gives players something to take note of in society that there may be table variance for each GM they have).


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PlantThings wrote:

Woohoo more Necromancer guides!

Nice shout out to Freeze Time. The fun to be had with thralls and that spell is what I look forward to the most for a level 20 Necromancer. Well, that and Living Graveyard.

Right!! I think Time Stop + Tear the Veil + Flesh Tsunami + A secret third thing of your choice would be a pretty powerful way to lock down a mass amount of creatures without teleportation.

John R. wrote:
Often made mistake but you cannot take wandering feats from the animist archetype so Grudge Strike is not an available option in the multiclass archetypes section.

Aw beans. I'll update it, I totally missed that.


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I have made a guide to Necromancer I would like added! Starling's Guide to Necromancer


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Starling’s Guide to Necromancer

Necromancer is by far my favorite class in the game by fantasy alone and when it came out, I knew that I would be compelled to create a guide for all those who wish to follow the way. Ratings are subject to change as I get community feedback and playtest more of the class myself. I also want to expand the guide at later points covering different group play styles like bunching wave encounters inspired by Unicore’s and Deriven’s posts in some of the other Necromancer’s threads.
Thanks to anyone who stops by to take a look!

Heres the Reddit Post if you want to leave feedback there instead.


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Tridus wrote:


In that sense, it's definitely not "too bad to be true", since it's similar to a spell that has existed the entire life of the system. I'm kind of thinking it's bad, though, much like Duplicate Foe isn't very good. It's 3 actions to maybe get something up that doesn't do anything until the next round, which at level 17 doesn't seem like the best way to use 3 actions.

THANK you, I knew there had to be something in the system it mapped to even if I still consider it to be a horrible investment of actions.


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I'm in the middle of writing my first guide and I've gotten to Reanimate focus spell when I realize that...this spell is way to bad to be real. Besides the fact that it strips a creature of anything you could want to use from it, sets it on a decaying slint of health, and requires 3 actions, a check, and a thrall to use. It gives the creature you reanimate with it the minion trait. Meaning that it only gains 2 actions and will only take them when commanded. Given that the spell is three actions you will not have the actions to command it the turn you cast it meaning you need to spend an entire round sitting around doing nothing!
I truly believe that the reanimated creature should have at least been given the initial 2 actions that summoned creatures get but even then it wouldn't be a good focus spell. Here is the spell for reference did I miss anything?


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Grab any of the new Banners they have good effects that apply to the entire party. Beacon of the Wilds is currently what our group rolls with.

Get a spellheart if you can use one and even if you can't, sometimes their crit effects are enough like Phantasmal Doorknob

Triggering weaknesses and bypassing resistance become essential so having a Transmuting Ingot of each metal is a good idea


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I love living lightning bolt. Before and after the nerfs. A 60ft flying speed along is very good especially because flying upwards is difficult terrain. The difference between flying up 15ft with a fly spell and 30ft with living lightning can and will be the difference between certain enemies with reach and large sizes being able to target and hit you.

The damage is nice but its ancillary to the other effects going on. A bonus that anything that lets you fly (commander tactics, kineticist impulses ect...) becomes ways to get damage on the enemy. I have seen casters get hit by grabs in the late game and, now that you have to roll for grabs, get completely restrained by a monster. Having this buff on you lets you pretty much get out of a normally hyper deadly situation.

Like, if someone said "You can cast fly, unfettered movement, and lightning bolt" for 2 actions I would grab that in a heartbeat at rank 6 and this is somehow even better then that! Also has anyone brought up the dazzled? The dazzled on a failure is also really nice.


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I absolutely love the Palatine Detective class archetype for the investigator. It gives you a few cantrips to use when you fail your stratagem, a good smattering of skill feats and tangibly useful class feats for dealing with Occult and Divine opponents. Its not perfect but it might be one of the best upgrades to a base class ever.

**

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Oni Shogun wrote:

Aren't we supposed to follow stealth rules (and most other rules) as written in organized play? I constantly see it being forgotten that you move at half speed unless you have feats or abilities, items, ext that change this. It is also forgotten that you must have cover or some such to hide. You can't just say "I hide" and roll and hide without cover. Then while moving if you break cover you're very likely to be seen and have to roll stealth again like every 5 feet moved or somesuch? If you also break cover and you're not flanking, going before them in initiative (for rogues) isn't only ONE of your attacks going to count as off guard? This needs to be enforced, otherwise feats, abilities, spells and items that change this are useless if the rules are being forgotten or even ignored entirely.

Stealth rules are complex and while I don't see them blatantly disregarded I do sometimes see the nitty gritty of them handwaved for the sake of a better experience for the table which GMs are in their right to do if they do not believe it will have a meaningful impact on the gameplay experience. If it is affecting your experience you should bring it up with your GM!

To answer a few of your questions though. Yes you have to move at half speed while while avoiding notice but you also move at half speed while searching so most partys default to half speed during exploration (though if this is sneaking in-combat then of course they should ensure they are moving at half.).

You don't need to roll stealth every 5ft of movement while sneaking. If you start and end your movement in cover or concealment then you roll once for the whole thing. Additionally you can add the bonus you receive from cover to your roll if you have cover for the entirety of your movement. Also if you fail a stealth check to sneak after hiding you are still hidden as long as you- once again are behind cover or concealed.

The rogue in-question does get all enemies they move before in initiative off-guard to them for all of their attacks due to their Surprise Attack class feature. Another important fact of note is you do not necessarily need cover or concealment to Avoid Notice (which allows you to typically roll stealth for initiative) to effectively try and be sneaky and it is rolled as an open roll rather then all the other stealth rolls which are rolled blind.

Add this on top of all the other things a GM needs to keep track of and I can see why sometimes aspects of the above get forgotten. I don't think any of it is done out of a malicious desire to cheat the system or break the "run as written" rule but rather just happenstance of a very complex system only being brought up ocassionally at tables.


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Unicorn said wrote:
The unfortunate thing, to me, is that these classes could have easily had the same kind of 2 FP recovery system as the psychic (for whom the class was destroyed by this focus spells per encounter limit change), so that they could still improve to 3 FP recovery late...
Unicorn said wrote:
Although, if it was mostly limited to one by default...

Necromancer does in fact recover 2 focus points per refocus from level 1. A tid-bit of information I'm seeing underdiscussed in the pre-season before the book has come out. The wording is: "If you have a thrall when you begin Refocusing, you can destroy it to regain 2 Focus Points when you Refocus."

On top of the puppeteer necromancer getting a FA recover a focus point 1/day for free at level 1 makes it a much more resilient focus caster in periods of back-to-back fights.

If you already understood this then please excuse me. I find your analysis very intriguing and I have to agree that the refocus economy changes were a massive shift in caster power.


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While I don't think this outcome is perfect, good compromises seldom are. What I am the most happy about is the preservation of a relationship that I consider absolutely essential to pathfinder's identity. I think that mattered more then the art and early pdfs. I hope that this event has cemented just how important the archives are in the eyes of the community and that further communication and decisions regarding the relationship between them and the company will be taken with respective weight, formality, and consideration.

Wishing paizo and archives the best moving forward.


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I think with the new blog post I understand at least why they felt they needed to make this change. While I am still frustrated and disagree to some extent, I can now put myself in their position as it were. What I don't really know is how to properly move forward with this information. I don't think pulling support from paizo when they are hurting for money the most is the right idea, that can't help anyone.
Maybe things won't change as much as I though. Sad news all around.


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This is a real shame and genuinely feels like a gut punch. It costs paizo almost nothing to keep providing the archives with pdfs and art. I just cannot see how kneecapping community effort and all the publicity the archives get you helps your bottom line in a meaningful way. I hope that whatever authority made this happen sees reason.


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I think my personal tier list for pf2e classes consist of how best they can execute their class fantasy and how often they fail to live up to it/contain pitfall options. With that criteria it looks like a bit like this.

S Tier- Always excels at fulfilling their class promise/fantasy with very little to no pitfalls
Barbarian, Bard, Champion, Cleric (Cloistered), Rogue, Fighter, Sorcerer, Thaumaturge

A Tier- Excels at fulfilling their class fantasy, can be composition/adventure based or have minor pitfalls
Commander, Druid, Exemplar, Guardian, Kineticist, Monk, Ranger (Flurry/Precision), Oracle

B Tier- Mostly excels at their class fantasy, may need some player mastery to avoid failing their gameplay loop.
Animist, Cleric (Warpriest), Magus, Summoner, Swashbuckler, Witch

C Tier- Can often struggle to deliver on a power fantasy and needs good piloting to feel worth it
Alchemist, Gunslinger, Wizard

D- Tier Will struggle to meet your power expectations and needs a knowledgeable player to pilot them.
Cleric (Battle Harbringer), Inventor, Investigator, Psychic, Ranger (Outwit/Vindicator),


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I am currently playing in a Myth Speakers campaign where I play a failed hero-god hopeful who died during their prophecy. When the godsrain occurred they rose as an undead skeleton who aims to fulfill their prophecy and claim their spot amongst the gods. Their name is Theophosa and so far are an Osteomancer Necromancer who will become the God of Failures and Second chances. They want to bring all the souls who sing their dirge with them to their ascension.


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Currently playing an Exemplar with Scar of the Survivor and Barrow's Edge and it can boast some impressive self-sustainability in a fight which is a pretty fun niche to have on the battlefield. There is no limit to how often you can transcend outside of combat meaning you are also practically full health after every encounter. Their high level feats can be pretty fun like Journey of the Sky Chariot for infinite out of combat flight, Warped by Rage to eat the Giant Barbarian's lunch, and a surprising amount of AOE options which paizo doesn't often give martial classes.

My biggest critiques of the class are the underwhelming level 1,2,4 feats where unless you are going for some specific builds (like throwing) you are probably better off archetyping. Level 6-20 each has something interesting to offer.


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Special material consumables have also gotten much better making long term investments into special materials an even riskier investment. Those one or two combats you have where you face a creature with a weakness can likely be covered by Silversalve, Alloy Orbs, Cold Iron Blanch, or my favourite the Transmuting Ingot whetstone which can cover cold iron, silver, or adamantine.

Usually I find special material weapons cool as a GM to give out as rewards rather then actively pursue as a player.


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As a person of Carribean descent I think it would be cool to have a section in the high seas region dedicated to Carribean culture outside of piracy and violence. I've been craving ever since I saw LO:Mwangi Expanse for a similar treatment of Jamaican, Haitian, or Trini culture.


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In the remaster War Mage archetype it makes the following mention of hands and casting in its War Magic entry.

Battlecry! pg. 68 wrote:
As a free action that can be taken once per round at the start of your turn, you can exchange any spell you currently have memorized for sure strike, heightened to the same level as the replaced spell. As normal, you can cast most spells while wielding a weapon in your hands. You can Refocus by studying plans of war, maps of troop movement, and reports from the field for an active conflict in lieu of studying your spellbook.

I know that referencing a class archetype's rules text isn't the most compelling case alone for rules questions but combined with all the other evidence put here I think it shows that at least paizo does not intend for a free hand to be a requirement for casting.


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While action cost is a big factor that affects poison design I think an even bigger one is duration. A lot of poisons are underwhelming because their effects are balanced around lasting for 1+ minutes and going through several stages.

I can count on 2 hands the amount of times an enemy has failed against a player poison, on 1 hand the amount of times they've gotten to stage 2+. This is because combat length rarely goes beyond 4-5 rounds and the chances of an enemy sticking around that long if they have a low enough save to fail multiple rounds is low.

I think poison damage numbers and effects should be rebalanced to put out their damage in 4 rounds or less. In addition to the action cost discussion mentioned in this thread.


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Necromancer Playtest wrote:
Thralls are undead creatures, but they are not minions with the summoned trait. They can’t take actions, but they can be used for various abilities. Unless noted otherwise, a thrall is Small or Medium (chosen by you when you create it) and must be created in an unoccupied space. A thrall can contribute to flanking as though it were able to make melee unarmed Strikes. A thrall has 1 Hit Point, is automatically hit by attacks, and automatically fails all saving throws. A thrall is immune to bleed, death effects, disease, mental, and poison. A thrall is level –1 if an effect needs to refer to its level. Spells or abilities that create thralls have the thrall trait.

Yeah they are creatures and are not minions or summoned.


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So I was reading through slayer and my favourite class (Necromancer) and realized that the thrall mechanics gives a Slayer pretty much infinite On the Hunt Triggers. Thralls are codified as creatures with 1 hp which are brought to 0hp by pretty much anything. This means that a slayer can use their reaction to go On the Hunt almost whenever one is destroyed.

Now there are some limitations, as far as I can tell Necromancer abilities that destroy thralls shortcut hp so don't meet the requirements of being "reduced to 0hp" that On the Hunt Stipulates. But any form of damage from strikes, aoes, breathing too hard, looking at them for too long ect...is going to proc an On the Hunt Reaction.

It feels...like a really broken interaction and hey! maybe in the final version of Necromancer they codified thralls to work differently but at least in these two playtest versions this synergy in strong.


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That's a really good point actually, the class does lose a lot of feats for smaller characters that want to take 'em. Should size based ancestry decisions be a factor at character creation?


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I noticed this along side some friends on discord that since a prop is defined as "-anything large and sturdy enough for you to push yourself off of. This includes a creature that is larger than you or a wall, column, or other durable terrain feature." it allows small creatures to use most of their fellow allies and animal companions (and thralls!) as props for Stunt Damage!

The trade off being that small ancestries are a little worse at maneuvers because of their size locking them out of moving gargantuan creatures even with Titan Wrestler. Don't know if its intentional but small PCs seem like they'll be able to use this system exceptionally well.


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Hags, Giants, Boggards, Serpantfolk, Oni, and Xulgath all feel thematically appropriate to be included in the Monster Lore but have the humanoid trait.
But who knows! Paizo has recently been trying to distance themselves from explicitly de-humanizing people-like enemies. It could all be intentional.


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There's 1 in a 2nd edition adventure path.

AP:
Book 1 of Agents of Edgewatch in the Dreaming Palace


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I just checked my Draconic Codex pdf, SAME HERE?? Why is someone else's name on my pdf? I thought there wouldn't be ANY visible watermarks. Something strange is going on.


Got my chronicle! Thank you for running!

**

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I am also fully behind a standardized sanctioning sheet.

**

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May I also throw my support behind slow play? I'm GMing a few starfinder 2e scenarios and while I would like to apply my chronicles I get to characters, I would prefer if they didn't skyrocket to too high a level too quickly. Slow progression would let me GM while leveling my characters slowly.


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I am not sure if this counts but I do own Jason Buhlman's signed copy of Book of the Dead. I won it in an auction he had while he was moving if I remember correctly. Since undead and Geb are my favourite part of the setting it certainly means a lot to me.

I also really enjoy the sketch book covers of the remastered books. While neither of these are particularly old or legacy, I think they are some of the cooler parts of my physical collection.


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My group likes to joke that we were born in the crucible of early 2e adventure paths. Extinction's Curse, Agents of Edgewatch, and Age of Ashes forced us to get really good at the game or really good at rolling up new characters. While it was pretty challenging, it was also really rewarding at the same time. From an objective point of view its probably better for the new player experience (especially at early levels) to not get so deadly.

That being said, while we haven't played Shades of Blood we have played through the first book of Curtain Call and the first two books of Seasons of Ghosts (amazing AP btw best I have ever played in). The combat has been noticeably easier across both stories but more reasonably so in SoG. With us now approaching the end of the 2nd book having gone down maybe once or twice to bad rolls but otherwise having a decent time.

Curtain Call however is a different story. I'm not sure if its just us getting a lot better as a group or the change in how the adventure path was balanced. But we have basically caked walked through every encounter in the first book without breaking a sweat. While this has lead to us certainly feeling like legendary heroes with stories worth telling, it also makes me feel less invested as a whole in the combat sections of the game. The GM even made some of the final dungeon harder (which consisted of mostly low-moderate) and made the boss a Severe encounter.

I think Prey for Death is largely an example of difficulty done right with some combats being complex puzzles where players need to approach them strategically and cautiously and others that they can batman and take care of without a second thought. An excellent example of what high level difficulty can look like.

I guess what I'm trying to get at here is that I would really like to see higher difficulty in the 11-20 APs. I think that it adds a meaningful element to the story that is lost when omitted.

**

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My players played really well, using mythic points to boost their initiative scores and immediately caging the boss in a wall of stone which bought them a whole turn. Despite this the last fight can turn into an absolute slog.

The adjustments I had meant that there were 4 vampire guards on top of the BBEG herself. This meant 4 additional (low DC) dominates on top of the boss's + the mythic points she can spend to cast them again. Each vampire also has 3rd level dispel magics which can hit key buff spells like haste, fly, and heroism. They also all have drain bonded item to try again if they fail.

The final fight isnt impossible by any means, my players won in the end, but the amount of stuff going on really slowed things down, especially if the party's main DPS gets dominated.

Another weird quirk about the scenario's callings is that a lot of checks specified to recharge mythic points on a crit don't come up much or bait the players into trying to game the system (long jump until you crit ect...) I would suggest being more flexible in which checks can regen so the players feel like they can spend the mythic points a bit more freely.


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Squark wrote:
I appreciate the heads up! Do they explain why Guns and Crossbows get a very similar but not identical damage boost?

I think its about reinforcing the fantasy and weapon design of each weapon type. Crossbows tend to have larger damage dies and some come with traits like repeating. This tends to emphasize a more consistent, reliable weapon, which deals good damage over time. Just like how its crit spec. does persistent damage.

The design of firearms on the other hand are all about big explosive hits, lots of variance, and that "headshot" moment. We can see this with things like the fatal trait adding a ton of damage and the firearm crit spec. stunning to lend even more of that "punch" to the attack.

So d4's for firearms have the potential to deal more explosive damage while sometimes having softrolls while the +2 is just a consistent factor which will build up over time. Also on a crit the average for firearms just eeks out an advantage over the flat bonus for crossbows on average.

Thats all speculation though


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Wow!! This is the first level 12+ adventure in pfs 2nd edition. There's a decent amount of content now for 10-12 that I may well dust off the chronicle sheets for my original barbarian.


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cavernshark wrote:

Aside from Necromancer's Generosity and Harm, what are the spells on the Divine and Arcane list you think that are missing on the Occult list? What would you add?

The bespoke spell lists like Elemental are forever stuck not expanding unless there's a lot of upkeep. It was a huge problem in 1e and is already a little problematic with the Elemental list. I don't see a bespoke list working.

I've said this in other threads, but I'm completely in favor of Occult for this list being the bridge between Arcane and Divine. It does a pretty good job of getting most undead themed spells. I also fully expect there to be more feats and abilities which empower spells with the use of a Thrall -- a sort of custom Spellshape for a Necromancer.

Personally, I am against a bespoke list but there are some classic "necromancer" spells like Massacre, Execute (Finger of Death), Eclipse Burst, Necrotize and Sudden Blight which just are not on the occult list. Maybe a clause allowing you to learn spells with the void trait regardless of tradition? It would tie in well with in-universe theories of necromancy being its own form of magic.


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I would love to see an AP centered around "death", the cycle of souls, and Pharasma's judgement. I think Ghost King's Rage (BL book 6) really opened my eyes to how cool and full of opportunity the boneyard has as a setting. The idea of all the PCs starting off dead and helping out a problem in the cycle of souls in exchange for reincarnation (or perhaps redemption) for deeds they did in life. The psychopomp ushers and the different courts all seem begging for a fleshed out AP.


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I think it would be helpful to rank the strength of each vessel's given spell list. There are some STINKERS on some lists (sigil, mending, safe passage) which I think impacts their overall enjoyability as your spontaneous casting is limited.


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I use Automatic Rune Progression in all my games (ABP but for armor, weapons, and apexes only).

I also did not adjust any of the starting loot or the loot they got during the adventure so far. We are now probably 2/3rds of the way through chapter 1 and there haven't been any incidents. Whenever I use ABP this way it just gives room to my players to be more creative with their item purchases. It has never felt good to have an entire collection of items to choose from then feel like you need to spend it on a striking upgrade.

Il keep you posted if anything unexpected happens but my group has played this way for our past 4 adventures paths so I'm sure it'll work out.


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You may run into the problem that most early level swashbucklers have. Enemies can simply perform a hostile action on you once to remove their fear and since they are then immune you cannot "taunt" them with demoralize again. Swashbucklers at level 9+ can finisher enemies to "reset" this immunity but you need to find other ways.

You can mitigate this in two ways I think. One is going the hobgoblin ancestry for remorseless lash. This will extend the frightened condition as long as you hit them leading to two conditions needing to be satisfied in order for them to lose the frightened condition (you missing and them not hitting you).

Or you can take the Aura of Despair feat if you are an unholy champion of justice. Meaning that creatures who don't target you also have to move away from you if they want to lower their frightened value.

One could argue that if you are spec'ing into either of these options to bolster antagonize then you may be better off just not going antagonize but it could still be a fun build that goes hard into demoralize.


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Kobold Catgirl wrote:


Anyways, thank you to Andrew White for your advocacy, thank you to Mark Moreland for braving the community backlash and charting a new course, and thank you to members of the creative community like the Foundry team, who immediately took action to clarify and make sure Paizo understood what the consequences of this change actually were. :)

I want to second that thanks, Mark's presence on the boards was a great help in keeping calm and keeping faith that paizo's eyes were on the issue and in tune to the various grievances the community had. I was unaware of Andrew's involvement but double kudos to him. Its incredibly relieving to have someone championing the community's interests internally (not that all team members don't have the community's interest in mind at some level mind you!).

Great stuff


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What a breath of fresh air. Glad to see both of the policies existing alongside eachother


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redeux wrote:

I'm glad at least someone tried and found the license. And I say that as a kuthite because it was harder than it should be.

I do think that this is a bit different than what WOTC did. As much as I don't like what Paizo has currently said about their licensing, it's not quite on the same level as the coastal wizards.

The coastal wizards wanted to revoke the OGL which would've prevented people from using any of the WOTC content unless they signed a new license that gave up a good % of money to WOTC.

Separately Paizo has revoked their CUP which, among other things, allowed free TTRPG content to use paizo IP. The reason why this isn't as bad as the OGL debacle is because Paizo still has content published under the OGL and going forward all their content is still being published under the ORC license. Meaning that regardless of what paizo does with their licensing here, as long as they continue to publish ORC content then anyone can continue to use their non-Paizo IP content for free or paid purposes, however they'd like...

Ah I see! Thank you for explaining, I felt like I was missing something. I can see that the OGL crisis and this situation are meaningfully different but also agree that, despite being able to do whatever they want with their IP, that paizo should make some revisions to make it less easily taken advantage of.


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Pathfinder Adventure Subscriber
redeux wrote:
Try finding it, and if you do find it, give it a read. Understanding the full implications of the Infinite license is crucial for any creator considering publishing under it. Your rights, your work's future, and your ability to manage your content are all tied up in these terms.

Wow you weren't kidding, that took some digging to be able to download and read. Having done so, perhaps not to the full depth necessary, I have to say that I too am a little disheartened.

Was this not exactly what we were rallying against when WOTC tried to revoke the OGL? Against a walled garden where in order to publish you needed to give up all rights to your IP in exchange for the privilege of publishing on DnDbeyond/Pathfinder Infinite.

I was really looking forward to writing some adventure sequels for my favorite system but, while I agree that their intent seems to be in the right place, there is a lot of room for abuse in the system.

I do hope that someone with better reading comprehension then me will may shed it all in a better light.


Pathfinder Adventure Subscriber
Sibelius Eos Owm wrote:
Perhaps I'm misunderstanding but it sounds like some folks are treating a second exposure like an automatic increase of the stage, when the section on multiple exposures seems quite clear that this is the result of a new failed save. Just wanted to poke my nose in here in case it wasn't just me getting that impression

In my case the guys did make extra saves for subsequent exposures. However bad rolls + drained 1 + alchemist class DC meant a stage increase for most of them.


Pathfinder Adventure Subscriber

As far as I can tell there is nothing stopping it.

Player Core pg. 430 wrote:
Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length. If the poison does not have an onset time or it’s already elapsed, you are immediately subject to the effects of the new stage.

Its a multiple exposure to the same effect for a poison. As far as I can tell theres nothing in the inhaled or poison traits that would disallow it? Its the first time for me running inhaled poisons so I could have missed something.

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