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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() Luis Loza wrote:
Ahh! Footnotes at the top. So clever! Good perception roll. ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() Luis Loza wrote:
There are superscript foot note markers on entries like Ragathiel (t), Cong, some weapons and domains but the handout doesn't include the footnotes. I assume in Ragathiel's case it means "so cool we put him on the back cover." ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() It's an ok choice but not a great one. The Magus feats are rather poor so I can understand this selection but it certainly isn't game changing. I prefer to take a dedication which opens up more choices like spells, traditions, focus points, familiars, feat, etc. Expansive will not get you extra spell slots to use in your spell strikes and, at best, your DC's will be lower than a full caster. You already have good uses for those slots without expansive spell strike. 2 Lightning bolt spellstrikes are tempting at level 5 but, if you are built for it, so are Normal Fireball, haste, heightened fear and so on. Just my 2 cents ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() If AC has to stay it needs to have some kind of action compression since this is the direction Paizo is going for now it seems. AC recharging your spellstrike is the obvious one, though it would kinda clash with conflux spells Actually, there's no clash. You cascade to enter your stance after spellstrike 1 at the beginning of the fight. Recharge with conflux after spellstrike 2. repeat until you are out of focus points. ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() When I first read this feat, I thought it was awesome. You become a large, clumsy, no reach Oni for 10 mins when you want. No need to worry about 5' foot hallways or large mounts. Then I saw in the descriptive text, "You can Sustain your Oni Form for up to 10 minutes, though you must then spend at least 10 minutes in your natural form before using Oni Form again." There is no sustain tag, so at first I thought this was poorly worded flavor text. Till I saw this in the follow up feat. "You can assume your oni form more easily, and with greater benefits. Your oni form lasts for 10 minutes without the need to Sustain it. While in your oni form, your
If Oni Form has a sustain action tax on top of clumsy and doesn't grant enlarge's reach and damage boost. It's really mechanically bad if flavorful. There still isn't a sustain tag, so I don't know what RAI is? How are people running this? ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() The confusion comes from the second sentence that you didn't bold: "Detrimental effects lasting through a number of turns decrease at the end of that creature's turn." Basically we have 2 different "rounds" depending where the effect is, and then we even have a 3rd category of effects that even though they are on a creature have their own, unique, ways to count rounds ("until the end of your next turn" is one common one coming up in my mind). --- So to summarize the duration of 1 round isn't a full round. It ends 1) beginning of your turn if it is an effect you create or 2) end of the target turn if its a detrimental effect. So if Glimpse is both an effect I created and detrimental to the monster, its DM's call? ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() This ability reads that “For 1 round, the attacker is affected by revealing light.“ How are people running that? Does it end after a full round or and the beginning of the Champ’s turn. The latter really limits the utility of the feature. ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() The Raven Black wrote: I feel there is a heavy trend in Remaster to kill what were previously the obvious power archetyping options, like Monk MC for FoB, Sentinel to get Heavy Armor for Barbarian, Sorcerer MC to get Dangerous Sorcery. And champion archetypes losing heavy armor. ![]()
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![]() Perpdepog wrote: My guess is it'll show up as a boon. That sounds like a thing folks would like working toward, and given how many of these threads I've seen, as well as how many game designers, like Luis Loza and Mark Seifter, keep making dragon-like options, suggests that there is a definite market for that kind of thing, which would extend into org play scenarios. I strongly believe everything in Player Core 2 will be allowed in play as a default. Doesn't mean a DM can't ban Monks and barbarians, but I am confident that PFS will allow all the "core" races and heritages unless one is banned for being obviously broken. I suspect you will not need a boon to play anything in the Core books not labeled rare or requiring a lore backstory like Runelord or faction membership. ![]()
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![]() Captain Morgan wrote: Interestingly, qlippoth are unholy but do not have a holy weakness as you'd expect. They just resistance to mental and physical damage (except cold iron.) I think the vibe is that qlippoth (and their transformed victims) are incapable of differentiating between right and wrong and not focused on the war against all that is holy. Inquiring Clerics want to know. 1) Do all undead have the Unholy trait? The 1 previewed did.2) Do evil outsiders have that unholy trait? 3) Do undead, demons, or devils do extra damage to holy enemies like sanctified Clerics. ![]()
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![]() VestOfHolding wrote: I'm really excited to see more creatures get new lore and abilities based on the original sources. Yet another reason Paizo is awesome with how much they want to put effort into respecting the origins more. Unholy and Holy are effectively a weakness in the remaster. I was excited to see the unholy tag on the Undead although I wonder if they broke it out from Undead to avoid nested labels or to allow design space for good undead like in Eberron. Time will tell on how effective or vulnerable sanctified clerics and Pally's will be. ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() While the witch was buffed in the remaster, a lot of that was tied to their familiar. The theory crafting looks great on paper but in play the familiar remains an easy fragile target. Moreover, it is replaced the next day. If lost, you are out your spellbook, familiar feats, patron buffs, etc. if you play conservatively, and keep your familiar out of sight, you lose your patron buffs which require your familiar to be near your targets. Could people reply on how this has worked in practice at your tables? I am wondering if Witch effectiveness will depend on how much your DM is willing to target your familiar. ![]()
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
![]() Hi,
For tankability, I'm leaning towards sentinel. Sentinel buffs my armor by 1 and allows for armor specialization later. For Spells, I'm thinking Witch which offers spells, slots, traditions, a familiar and 1 tanky focus spell fast healing feat. If I go witch, there's the question of which tradition. I'm assuming my witch spells will be buff and utility so mastery won't be too important. Occult, primal or divine would allow my magic items and I think the buffs are better for Arcane or Occult. I was think Occult for item access but can't tell if that's a real thing in pathfinder society play. What do you think?
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