Vallarthis wrote:
Spoiler: The Bastion archetype doesn't have any shield-bashing feats, but it does have a feat that allows you to attempt to Disarm as part of a Shield Block.
Verzen wrote:
Level 4 is going to be the earliest. The Living Hair feat is only level 2, so it can be picked up with your first witch multiclass feat after the dedication.
TRDG wrote:
The Orb hasn't had a chance to look over the Investigator thoroughly, but shall comment on the other three. Spoiler: The Swashbuckler seems pretty similar to the playtest, though it's been streamlined quite a bit, and options have been expanded upon. Overall, it looks like a really fun martial class.
The Oracle hasn't changed massively but has been tuned up a bit. The focus spells from the playtest have all been buffed, and the curse's penalties made a bit less harsh. Unfortunately they did lose a few feats from the playtest that seemed fun, but since they only really worked for a few mysteries, it's understandable why they were cut. Hopefully we can get them in a future book. The Orb is planning on playing an Oracle in an upcoming campaign of similar build to one playtested, so a more detailed comparison might be forthcoming. The Witch underwent the biggest change, what with trading some spell slots for at-will hexes. At present, they seem to only ever get one of these "cantrip hexes" (determined by their patron), so the Orb is a little concerned if the trade will prove to be worth it. Of course, additional cantrip hexes are a thing that future feats could explore. The focus-based Hexes have gotten some solid buffs, though, so overall the Witch should be in a good place. As for spells, that will take a lot more time to go over. At some point, once The Orb has had a bit more time with the book, a post highlighting some interesting as-yet unmentioned bits might be put together.
Gaulin wrote: Another thing that I don't think has been spoiled anywhere (just a quick blurb during the APG panel at paizocon that didn't reveal much), what's the new druid order? The blurb said something about using seeds to empower weapons and spells or something similar? Spoiler:
There is no new druid order. The abilities you mention are new feats available to all druids.
One, Verdant Weapon allows you to empower a seed with the ability to grow into a weapon. The weapon can also return to seed form if needed, and it functions as a primal focus. A much higher level feat, Sow Spell, lets you plant a spell in the ground, allowing you to trigger it at a later time when someone comes within range. Effectively a way to make spell "traps", but planting an emergency heal for your party members to retreat back too might be a useful application as well.
Micheal Smith wrote: Any info on bastion and viking archetypes Spoiler: The Bastion focuses on shield use, and opens up access to a number of shield related class feats from the core rulebook, as well as some interesting ones unique to the archetype.
The Orb believes that "Disarming Block" has already been explained, though it is quite good. Disarm is not the most reliable of combat maneuvers, but being able to perform it out of turn as a free action is nothing shake a stick-- er, shield, at. The Viking archetype gives a good mix of abilities that any self-respecting viking would need. It opens up access to a few shield feats from the core rulebook, as well as providing a means to gain proficiency in viking weapons such as the battle axe.
fibbonaughty wrote: Porridge-san! Can you confirm whether the duskwalkers are "descendants" of psychopomps as implied in steams or foundlings like the ones described in the Bestiary? So much curiosity! Spoiler: Duskwalkers are not related to psychopomps by blood, or even born at all. They're reincarnated souls, allowed to return to life in accordance with an ancient bargain between two psychopomps. It's not clear to what degree they remember their previous lives.
Master Han Del of the Web wrote: One of the reviews mentioned options to make Soldiers more skillful, can anyone illuminate me on this or even just confirm? There's a new class of options called "Special Ops Training" that you can take in place of a gear boost. They're skill focused abilities rather than things focused specifically on weapons. The two options presented in the book are just numerical boosts to particular skills (though fairly substantial ones), but it opens up space for some more interesting designs in the future.
GeneticDrift wrote: Anyone look closely at the ** spoiler omitted ** I feel like I need to read all the abilities closely to figure out the catch and it’s too late in the evening right now. There doesn't seem to be any catch. You won't be as good as a Solarian, without things like Plasma Sheath, but a free melee weapon is nothing to sneeze at.
Mechalibur wrote: Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes? Solar Flare users can pick up a revelation that lets them make combat maneuvers as ranged attacks instead of melee. This book honestly has everything The Orb needed to build the dreamed about ranged control-focused Solarian.
thecursor wrote:
Most of the racial options are representative of broad categories rather than specific ethnicities. Humans get alternate ability score bonuses to represent those that live in higher gravity or lower gravity, and alternate racial traits for humans raised by other species, humans that live underground, or humans that live in environments too harsh for most others of their kind.
Wind_Paladin wrote: How does the biohacker look? Any notable changes? The Orb does not have the best memory of the playtest version of the class, but a few things stand out immediately as different. One thing is that Biohackers can now inject their allies at a range without making an attack roll, provided they're "attuned" to a Biohacker's "Custom Microlab", which is a kit not unlike the Engineer's custom rig.
kaid wrote:
Don't worry, Paradigm Shifts (the equivalent of the Technomancer's Magic Hacks) are mostly at-will abilities that don't consume spell slots, and you get your first one at second level.
Rysky wrote:
Hmm?
Axial wrote: Are there any new empires or important factions introduced to the SF setting in the fluff of this book? There does not appear to be (though The Orb has not perused the fluff of every entry in the Archive). There is, however, a bit of new information on various empires in the entries of creatures who have some connection to them.
Micheal Smith wrote:
Spoiler: There aren't explicit rules for building your own companion, but there are some general guidelines for working with your GM to create a new one. Because companions are just fairly simple templates applied to a base stat-block, it shouldn't be too hard.
Companions have stats a little bit better than a drone, but below a PC in terms of damage and accuracy. Companions can be purchased, their cost depending on their level, but they can also level up with you. When they level up, though, you have to pay the difference in cost between their old level and new level.
CorvusMask wrote: So what was the flavor of CR 25 monster and were there some 21-24 monsters sprinkled in too? :D Spoiler: After the CR 25 monster, the next highest is "only" CR 19. The CR 25 monster looks like it could be a long lost cousin of The All-Seeing Orb... though it is far larger and far more destructive, it is no less mysterious!
Micheal Smith wrote: Any info about the companion system, like feats etc. The laser pup? Spoiler:
Creature companions work a lot like a Mechanic's Drone, in that you must spend your actions to grant them actions. As you get more feats, they can do more on their own without being commanded (again, much like a Drone).
There are 6 feats, 4 of which are part of a chain which gradually improve your Companion's action economy. The other two are mounted combat related feats. And yes, you can get a Tashtari/Laser Wolf companion. There's also a little shapeshifting ooze which should seem very familiar to fans of a particular sci-fi movie adaptation of a popular Robert Louis Stevenson novel.
Luke Spencer wrote: Since the PDFs have so far eluded me, would anybody who does have access be able to give me some info about the Raxalite, Dromada, or Hanakan? I would also like to know about the Cephalume, are they an aqautic species? Spoiler:
The Raxilites are tiny plants with artificial tentacle-vines that allow them to handle larger objects. They have two possible states, "Flowering" and "Seedling" which grant them slightly different abilities. They can change between the states by spending a bit of time resting. About the length of a short flight through the Drift to Near Space.
Dromada are basically space camels with eye-stalks. As prey-animals, they recognize that being on top is usually dangerous, so their societies nominate leaders against their will. Those nominated then try to convince the populace that their opponents are better suited to the position. Their art reminds the Orb quite a bit of the Gungans from Star Wars. The Orb is unsure if that's a mark in their favor or not. Hanakans are small magical dinosaurs. They (along with many species on their homeworld) developed magical abilities very early in their evolution, and their modern society is powered by magic rather than technology. Curiously, they view electricity with the same disdain many technological species view necromancy. Cephalumes are plantlike creatures native to an ocean of liquid methane. They form symbiotic relationships with strange arthropods that resemble armor, and come in many varieties granting different abilities. They have the "no breath" ability (it appears to have been accidentally left off their Racial Traits bar, though it is on the example Cephalume) so they can presumably do just fine in regular water.
HTD wrote: Are there any new members of major outsider races (name, size, CR)? None that The Orb can see. Troodos wrote: Any new wildlife? Plenty. Among them, the Defrex, source of the eponymous "Defrex Hyde" Steven "Troll" O'Neal wrote: Tell me of the Varkulak, please. Spoiler:
Varculaks are formed from dying creatures with a particularly strong will to continue living, though in rebirth they generally forget most of their previous lives. They're similar to Borais in that, though undead, they still have a constitution score and some living bodily functions.
Mechanically they don't have much to tie them to whatever species they originated from besides their size. Their fluff even specifies Lashunta Varculaks lose their antennae, likewise with Kasatha and their extra arms, or Strix and their wings. They do get some very flavorful undead abilities in exchange though, like draining health on a critical hit.
HTD wrote:
The Kaiju-sized robots are found on Daimalko, though they may have originally come from somewhere else. The swarm creatures are the Large Dissolver (CR 11) and the Medium Xersk (CR 16).
Troodos wrote: Is it possible to get multiple companion creatures for a single character? It looks like a Mechanic could conceivably have both a drone and a companion, but that seems to be the only way. It would be very difficult to use two companions at once, since you have to spend actions to command them (similar to how a Mechanic commands their drone).
HTD wrote: Are there any Swarm, Elder Mythos, Dominion of the Black creatures, or colossi? There are 2 new Swarm creatures, and the Hounds of Tindalos and Yithians. The Orb does not recall if there's anything tied to the Dominion, and also is unsure what you mean by colossi. There's the Kaiju-sized robot that was mentioned earlier in the thread, as well as a number of Starship-scale creatures.
HTD wrote: What are the new playable races (name, type, subtypes, size)? Spoiler:
Brenneri - Medium humanoids
Cephalume - Medium aberrations (plantlike) Dessamar imago - Medium humanoid Dessamar instar - Small humanoid Dirindi - Medium humanoid Dromada - Medium magical beast Espraksa - Medium humanoid Hanakan - Small magical beast Hortus - Medium plant Ijtikri - Medium aberration Izalguun - Large monstrous humanoid Morlamaw - Large monstrous humanoid (aquatic) Raxilite - Tiny play Sazaron - Large monstrous humanoid Shakalta - Medium humanoid Shatori - Medium humanoid Shimreen - Medium humanoid Spathinae - Medium monstrous humanoid Telia - Medium monstrous humanoid Varculak - Small or Medium undead
Rysky the Dark Solarion wrote: Yay! What’s your favourite playable race? The Orb is partial to the Spathinae, which are swarms of tiny instincts that form roughly human-shaped hive-bodies. The Shakalta are also cool, in theory. They're energy beings formed from 2 joined souls, but due to their dual nature they have to multiclass. Not just a dip into one class though, Shakalta forced to take levels in each of two classes evenly, which seems like it'd be pretty subpar mechanically.
Deadmanwalking wrote:
Dirge of doom hasn't gone anywhere. There are also some more utility-focused compositions now. A Bard should be able to find a niche pretty easily in a party that already has buffing handled.
Ventnor wrote:
This is a really tough question to answer without actually playing multiple sorcerers. They each have different granted spells, focus spells, and blood magic abilities, but whether they'll "feel" properly different is going to be pretty subjective.
Blave wrote:
Whoops! The All-Seeing Orb might be only the Some-Seeing right now. The blog was correct. It is a status bonus.
Blave wrote:
Spoiler:
Cloistered Clerics do indeed get a domain for free. The Might domain grants an ability called "Athletic Rush" which boosts your athletics skill and speed for a round. It only takes one action to cast, and you can Stride as part of the casting. At higher levels, a multi-classed cleric/monk could cast the spell, stride, make an athletics check to perform a combat maneuver, then follow up with a flurry of blows. Quite a turn.
Clerics have more than a few spells for boosting both their own and allies' AC, available from first level. Bracers of Armor grant an item bonus to AC, whereas mountain stance grants a circumstance bonus. Monks and Champions both can pick up focus spells, and the DC of those is determined by Wisdom and Charisma, respectively. These stats aren't necessary to build an effective character though, or even an effective focus spell user so long as you avoid spells that allow saves.
Paradozen wrote:
Spoiler: Impossible Technique is a 20th level feat. Stance Savant comes shortly after 10th, and the rest (including Arrow Snatching) are available before 10th level.
Arachnofiend wrote: What's the most "fantastic" (as in, outside the realms of reality) Legendary skill feat in the CRB? Spoiler: There are a couple really fun ones.
Legendary Thief lets you steal the plate armor off a knight without them noticing. Scare to Death lets you use intimidate to do exactly what you think. Legendary Survivalist lets you survive indefinitely without food or water.
Secret Wizard wrote:
Spoiler: How about a brief description too?
Deflect Arrow: +4 AC against the triggering ranged attack. Can be upgraded with Arrow Snatching to throw blocked projectiles back at attacker. Stand Still: Attack of Opportunity, but only triggered by movement. Can disrupt movement on a critical hit. Crane Flutter: Net +2 AC against the triggering melee attack, can make a melee strike if attack is successfully blocked. Stance Savant: Enter a stance while rolling initiative. Impossible Technique: Force an attacking enemy to reroll and take the lower result, or lets the Monk roll twice and take higher result of a saving throw.
Voss wrote:
Spoiler: Warpriest's of deities who don't have simple favored weapons don't even get the feat (as of course it would be useless). The purpose of Deadly Simplicity seems to be to let martially inclined Clerics keep pace in damage while using a lackluster favored weapon. The damage boost puts a simple weapon about on par with a martial weapon, but martial weapons still have superior special abilities.
Edge93 wrote:
A number of feats that grant or improve your weapon proficiency already scale with your class's proficiency increases. You may not have to do as much house-ruling as you think.
citricking wrote: With all the discussion in the other thread, can you say exactly what the war priest gets? Normally the Orb doesn't like to be this specific, but in the interest of correcting misinformation, an exception can be made. Spoiler: The Warpriest Doctrine starts with trained proficiency in light and medium armor, and expert proficiency in Fortitude saves, along with Shield Block and Deadly Simplicity for free. At 13th, their armor proficiency increases to expert (as does the unarmored proficiency of Cleric's of any doctrine).
At 3rd they become trained in martial weapons. At 7th, they gain expert proficiency with their deitiy's favored weapon, as well as the critical specialization effect for the weapon. At 11th level their proficiency in divine spells increases to expert. At 15th, they become master in Fortitude saves. At 19th, their divine spell proficiency increases to master.
Vlorax wrote: Can Alchemists throw healing bombs? or are the purely offensive. I have a player that would like to throw healing potions at people but not sure if it's supported Spoiler: There doesn't seem to be any way to do that. Might be something for a future book, as PF1 had a few options to enable healing bombs
MildlyIncandescent wrote: Are there any guidelines in the CRB or Bestiary for deciding how many encounters per day and what difficulties to throw at the PCs, or are there clearer descriptions of the intended resource drain on the party from an encounter of a given difficulty? Spoiler: The game-mastering section goes into detail about how much different encounter difficulties are expected to impact a party's resources. Exactly what an appropriate adventuring day entails is going to vary from group to group, as different parties will handle encounters differently.
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