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with there being two new skills added, i really wish Operative, the former skill Monkey class, got one or two trained more. They were ebtter than rogues for skills before, and are now subpar to the solarion, which just feels wrong on every level. Justice for Operatives please.
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jRocket wrote: IMO, I think Shield's Up! should work with Dueling Parry, not just parry weapons. This and the Shield Spell, to give a little extra buff to let Casters benefit from having a Commander in the party
Is this a contest, or a buildup to an explosion of content?
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OK, theory time-not from a lore perspective, but from a meta one. So far, they seem to be keeping around gods that the setting would be vastly different without. So if they're going to kill one, it would need to have enough of an impact to make a difference, but also not so big of an impact that the entire setting changes. Also, i suspect they're less likely to kill off more unique deities, or risk their setting becoming bland. So, ruling them out...
- I don't think its Gozreh. Too unique of a concept of a god to get rid of in my book. low Chance
- Calistria: too small of an impact by getting rid of her, also the only lven deity. low chance
- Torag: See Calistria, but dwarf 5% chance
- Sarenrae: their most well-known deity and a setting where the sun is out? I suspect not. low chance
- Sheylyn: I've seen people mention she's become representative of queer players, would be a mistake to get rid of her low
- Gorum: too low profile? also we've never seen their face. but, if they're replacing them with a more unique deity, i could see it. medium chance.
- Iomadae: Unlikely since she took over for Aroden. That would just be doing the same things twice. medium chance
- Lamashtu: a new source of strife would be interesting, but i dont think its guaranteed. medium chance
- Norgorber: secrets about the world are revealed with his death, leading to more interesting stories. Medium chance
- Rovagug: Same as Lamashtu, but 10 years of worrying about him getting out, him dying would feel like an appropriately built up event. likely to generate the most fuss, and could lead to interesting stories, thogh i think theres supposed to be an existing deity taking over the place of the god, so that's why this isnt my #1 pick. high chance
- Abadar: My personal pick. Killing the god of cities and wealth and whatnot i think is the biggest shake up to the setting. If all the major cities suddenly are no more, and all the wealth gets out of whack, it would make for very interesting setting implications, and someone else stepping into that role and changing how things work, especially as no allignment means no city allignments, means those lawful neutral places with slavery in them and whatnot will get an overhaul.
But that's me.
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Hm. Am i reading Weapon Infusion correctly, in that I could use it to make a ranged weapon with the thrown property, then use Elemental Blast as 2 actions to hit someone for 1d8+7 with a strength of 16 and a con of 18 at range at level 1?
Earth Kineticist gnome named Krezbiznet. "I hit it with a ROCK" as his catch phrase
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Ezekieru wrote: keftiu wrote: EDIT 3: I lied - I think the Mummy Archetype is missing an Undead Craving, like all the others have.
EDIT 4: My actual final edit, I promise - go to Knights of the Last Call's channel and support. Skeleton's ability boosts are Dex, Cha, and a Free boost, with an Int flaw. I'm not sure I grasp the Cha bonus, but I'm not opposed to it!
Mummies seem to lack a craving, yes. Their main thing seems to be being bound to a certain kind of terrain (which affects the associated traits and elements of some of their feats), and they also have a half-level weakness to fire.
Also, Skeletons having a CHA boost is probably the same reason Goblins and Kobolds have a CHA boost: Intimidation and Deception skill checks lend well to more monstrous ancestries. Especially the ones that tend to get more on the sillier side. I would think its charisma because people with high attributes in that stat are more likely to...
...
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bone. *runs away*
I had a bard that inspired via comedy. Insulting the enemies to make the party feel they could take them on better was the idea, though it mostly turned to bad dad jokes I found through quick google searches.
Best bit happened at a flgs. My turn coming around when I wasnt expecting it. "Uh... wanna hear something funny? 'Something funny'!" Got booed by the next table over
Captain Morgan wrote: TheGoofyGE3K wrote: I think some of the confusion comes from the fact that, for the most part, occult is the old arcane. Before druids and clerics both used divine magic. But it was clear that they were different sources. Arcana and Occultism were one I the same, with arcana checks being used as anything non-divine. That lead to weird otherworldly magics using the same check as figuring out understand how a magic gateway worked. Yes, they feel similar in the way nature and divine did, but they're still different flavorings. Arcana mostly got manufactured magic, while occultism got the naturally occurring non-native magic Was that ever true? To my memory all magic was identified using either spellcraft or knowledge arcana, and using all items were ativated with Use Magic Device. You'd use knowledge religion to identify and knowledge nature for the same monsters you do now, and so is arcana. The occultism monsters were mostly knowledge dungeoneering. Right. Sorry, I kind of mixed referring to the magic traditions for spellcasting and themes of monsters (divine vs arcane) with the skills (k arcana and k religion). I was referring more to how the new traditions feel, and kinda forgot about Dungeoneering lol.
I suppose a better way to put it would be Arcana had some of it trimmed and fused with Spellcraft. That trimmed part mixed with dungeoneering to make occult. I was only thinking of it originally in terms of the traditions and idnt consider the skills fully
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I think some of the confusion comes from the fact that, for the most part, occult is the old arcane. Before druids and clerics both used divine magic. But it was clear that they were different sources. Arcana and Occultism were one I the same, with arcana checks being used as anything non-divine. That lead to weird otherworldly magics using the same check as figuring out understand how a magic gateway worked. Yes, they feel similar in the way nature and divine did, but they're still different flavorings. Arcana mostly got manufactured magic, while occultism got the naturally occurring non-native magic
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Also, while i dont work for paizo, I'm fairly certain those are all holds your bank has put on your money for the purposes of charging, and they should say processing. Once they process, they should automatically reverse.
I love the smurfs idea. I'm curious to know what happens when you swear, so I will do so here, then edit it out
Ah. That's what happens. Also, perfect smurf for that
The approach to kaiju is amazing. Kinda wish dragons had gotten a similar treatment
Chelliax, but for the simple reason of not being able to wrap my head around what it's supposed to be. Without having every played in something with Chelliax in it, I have never learned about them naturally, and when I tried to look up stuff about it, it seemed there was little actual information as not to spoil a variety of APs.
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Kobold Catgirl wrote: NECR0G1ANT wrote: TheGoofyGE3K wrote: NECR0G1ANT wrote: TheGoofyGE3K wrote: Plus, countless adventuring parties have been fighting slavers in multiple adventure paths for multiple years. Perhaps that's enough dominoes toppled that we've finally seen some results! Erik Mona specifically said this change wasn't the result of anything player characters had done or will do. In fact, the author of the open letter fiercely criticized Paizo for writing adventures in which setting changes happen, like PFS 9-00.
This change is happening because Erik Mona, and presumably others at Paizo, took to heart a criticism of how LO handles slavery. It's not to involve players. A) the letter... doesnt do that? It mentions them and that they did a pitiful job of it. But fiercely condemn? Not really Hey, you can read the open letter yourself if you don't believe me. Their words, not mine.
Quote: The official response? If players wanted slavery banned in Organized Play, then there had to be an in-game event that justified the abolition of slavery.
What a f**%ing hoop to jump through, right?
But it happened. Pathfinder Society Scenario #9-00: Assault on Absalom. An in-game event, requested by players, that led to the abolition of slavery. In one city. By conscripting the enslaved people to fight in a war and then giving freedom to the survivors. Way to trip forward over a very low bar.
I call that a fierce criticsm.
I would call it a fierce criticism, but I don't know if your framing is quite right.
First, they aren't criticizing the fact that the adventure exists. They're criticizing the fact that Paizo refused to ban slavery in Organized Play without first organizing an in-game event. They specifically mention the event being held, not the adventure existing, so I think that's important.
They then go on to fiercely criticize the content of the adventure. "In one city. By conscripting the enslaved people to fight in a war and... @ Necrogiant: Basically what Kobold said here. I interpreted it as them criticizing Paizo making it be hoops to jump through, and then saying that it tripped over the a low bar, which I read as more frustration than fierce criticism, but to each their own. Regardless, my original point still stands, which is that if you need to have a narrative reason for this to happen, plenty of things within the lore could be used as a justification for the ending of the majority of slavery in the scope of the pathfinder setting.
Also, does anyone have Mona's actual statement? I've looked around but havent been able to find it.
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Ian G wrote: TheGoofyGE3K wrote: Fair. But not everyone watches Star Trek. Sometimes you want deep philosophical TV. And other times you just want to watch something that doesnt go as deep into that. Having the option to go deep without having it be all deep all the time is what they've said they're doing.
They want to cut back on how much they write slavery into their setting. Isnt that good?
I think that the way they're doing it is poor, especially considering how hilariously virtue-signally it is after they made a big deal of abolitionist NPCs and protagonist factions, have done so for a while, and have had slavers to kill and slaves to free in several adventure paths.
Totally Not Gorbacz wrote: They're not copies, they're inspired expies. Which means they're not copies of our world's history and developments. If they were, female adventures would be super rare, because the notion that a woman is fully in charge of her own career and personal decisions and can fulfill any job or role a man can is relatively new in our world. You're forgetting the presence of magical powers that can occur in anyone. In this world, it makes sense for, for example, Arcadia to have tech parity with Avistan, and for women to have equal rights with men, because of the equalizing effects of magic. So what if it is? Maybe they had more to say with slavery-based stories. That doesnt make them less tone deaf, nor does it change that their I mentioned before that they kind of treat slavery as an element of a fantasy race and. Ot a terrible thing with lasting repercussions
Basically, they've moved slavery into the part of the CRB where they mention checking with your players before adding this instead of having it as default setting. Which is honestly where it belongs
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NECR0G1ANT wrote: TheGoofyGE3K wrote: Plus, countless adventuring parties have been fighting slavers in multiple adventure paths for multiple years. Perhaps that's enough dominoes toppled that we've finally seen some results! Erik Mona specifically said this change wasn't the result of anything player characters had done or will do. In fact, the author of the open letter fiercely criticized Paizo for writing adventures in which setting changes happen, like PFS 9-00.
This change is happening because Erik Mona, and presumably others at Paizo, took to heart a criticism of how LO handles slavery. It's not to involve players. A) the letter... doesnt do that? It mentions them and that they did a pitiful job of it. But fiercely condemn? Not really
B) I'm not saying it's caused my players. Im pointing out that if you need a story explanation, it's not a stretch to find one
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Plus, countless adventuring parties have been fighting slavers in multiple adventure paths for multiple years. Perhaps that's enough dominoes toppled that we've finally seen some results!
And thank you, Kobold, didnt even think of that. (Call me Goofy, the GE3K is a mess lol) in the setting if the neutral countries are abolishing slavery, the evil ones may need to follow suit to maintain relations or risk war with those who *just* fought to get rid of it.
But seriously. The way the slavery economy is in this setting it comes across as if the person writing thought that slavery and its effects are long ago enough that its... well... fantasy. So it was put into this fantasy setting, not realizing the echoes of it are still reverberating and the wounds havent healed.
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Inqui wrote: TheGoofyGE3K wrote: Mentioned it in another thread, and I'll say it again here:
Good for them deciding to remove slavery from their setting as something active.
For those who believe that they need a story reason for this to happen, good news: it actually already has! Absalom has a PFS scenario that abolished it, and Katapesh has a large portion of their slavers as the foes defeated by the PCs. With two major blows to the slave market in two of largest cities in the world, it stands to reason that the market collapsed shortly after.
There. Story reason taken care of.
Not really, you still have Cheliax and Qadira/Kelesh. Those alone would keep the market alive. Well, they may try. But losing a large part of the trade business might be enough to make it topple. And, if they're removing slavery as an inherent setting status, between our two theories, the slave trade collapsing seems more likely
Edit:: or at least, enough of a blow to mitigate it put of the main scope of the setting
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Mentioned it in another thread, and I'll say it again here:
Good for them deciding to remove slavery from their setting as something active.
For those who believe that they need a story reason for this to happen, good news: it actually already has! Absalom has a PFS scenario that abolished it, and Katapesh has a large portion of their slavers as the foes defeated by the PCs. With two major blows to the slave market in two of largest cities in the world, it stands to reason that the market collapsed shortly after.
There. Story reason taken care of.
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Good for them deciding to remove slavery from their setting as something active.
For those who believe that they need a story reason for this to happen, good news: it actually already has! Absalom has a PFS scenario that abolished it, and Katapesh has a large portion of their slavers as the foes defeated by the PCs. With two major blows to the slave market in two of largest cities in the world, it stands to reason that the market collapsed shortly after.
There. Story reason taken care of.
Very interested in playing as well
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Freehold DM wrote: Andostre wrote: Tender Tendrils wrote: Though, I do prefer "Soul Cubby" to "Soul Cage". Soul Snuggie Great. Now I wanna see lich infomercials. Check out starfinder!
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So I'm hoping that if 5.5/6 is more complicated, that it makes people more open to trying pf2. "Oh man, 5.5 is way better now that I have more character choices beyond spells past level 5! What else is out there?" Kind of mentality. Fingers crossed!
With the two new classes being announced, what are people hoping to see in them?
For the Thaumaterge, in almost expecting it to be skilled and martial focused, with some focus spells. Perhaps with a trinket focus thrown in like the alchemist with alchemical items, maybe getting multiple uses out of them. Giving them cantrips (and only cantrips, perhaps with feats to frant them the occasional spell) would be cool too.
As for psychics... i have no idea. I figured that was the purpose of the Occult Sorcerer. So instead, I say... make them prepared Occult casters. Cleric/druid style, so no spellbook, just access to the Occult list (though my real preference would be Arcanist style casting, but oh well). This is literally the last class I thought would ever hit PF2, so I'm not sure what they would do with it.
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Hmm.. I wonder if a Twisting Tree magus would give a good Gandalf...
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Leviasin wrote: TheGoofyGE3K wrote: Perhaps flavor part of it in a way that they are studying magic to learn to better resist it? Then, when they get to later books, be like a defense against the dark arts-esque teacher. Maybe they take that wizard archetype, but only take things dedicated to counterspelling.
...Counterspelling is tricky. But read aura and detect magic as ways to find magic, with each of the spell slots being filled with a heightened Dispel Magic would give the player a total of 4 spells to deal with (the 4th being the level 1 spell, so something will have to fill that. Perhaps True Strike) and then they can go around ending magical effects wherever they find them...
An orc who hunts demons who was cursed to devour magic could be cool flavor for that, coming here to have the curse removed but instead learns to embrace it, dispelling magicn wherever they go.
Oh I like the way you think. It would definitely have to waive some restrictions, and I would likely flavor the "spells" as manifestations or intentional directing of the curse through techniques they learned at the Magambyaa. This helps a LOT to solve the issue of what to do with the free archetype. Sure they're not TECHNICALLY a wizard, but the archetype will suffice.
Honestly I had not thought much about them as a teacher, but they would be in a prime position to teach the dangers of irresponsible magic! And perhaps other similarly cursed individuals could come to them for help.
My one concern is that one of my other players has made a flames oracle, who chose far before this player. I don't want it to feel like this player is aping the whole curse thing. Maybe flavored less as a curse and more as a weird bloodline side effect?
Either way, I really feel like there are some fun and flavorful ideas coming up in this thread. I can't wait to run them by my player. Who needs a curse when you've been partially possessed by a demon? Or silcer other creature? One that devours magic it comes in contact with. If someone does exercise it, the effects still linger, and even grow as they take the power as their own.
Could make for a cool boss fight at some point. Or perhaps that's from the history and they're working with the aftermath of magic eating
87. Delfina Black. Changeling summoner. She just wants to do good. Shame her hag of a mother keeps haunting her, trying to push her towards darker choices. Anger phantom
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Perhaps flavor part of it in a way that they are studying magic to learn to better resist it? Then, when they get to later books, be like a defense against the dark arts-esque teacher. Maybe they take that wizard archetype, but only take things dedicated to counterspelling. Dunno if that's viable. But could be interesting. Sure it breaks anathema. But it's your game :)
Edit:: had a minute so i played around on pathbuilder. Counterspelling is tricky. But read aura and detect magic as ways to find magic, with each of the spell slots being filled with a heightened Dispel Magic would give the player a total of 4 spells to deal with (the 4th being the level 1 spell, so something will have to fill that. Perhaps True Strike) and then they can go around ending magical effects wherever they find them.
They would need to pick up a bunch of wizard feats, but enough of them dont have to do with spellcasting that i think you could get by. Bespell weapon, just in case. Steady spellcasting. They won't be the most helpful unless they cast Dispel magic. But still. An idea worth looking at.
An orc who hunts demons who was cursed to devour magic could be cool flavor for that, coming here to have the curse removed but instead learns to embrace it, dispelling magicn wherever they go.
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35. Jonah E Samsonite- human cleric with the Summoner Archetype. I had a cleric who found his lost wife as a succubus under a demons control. He saved her soul and preserved her within himself. Now, hes learning to manifest her so they may be together again. Making that in PF2 should be interesting
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Gotta leave room for future products, ya know?
Construct is my favorite, as I think of it like accidentally putting part of your soul into the machine, linking you two. Or rather, that's how I intend to run it
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Between the upcoming Secrets of Magic and Strength of Thousands, it's a good time to be a mage. What kind of spellcasters do people intend to play? I have a few up my sleeve I'm excited to share:
1) Trivinnius Rez, gnomish tinkerer who, in a lab accident, fused his soul with his construct friend (yet to be named) Gnome Summoner
2) Dretargo, dwarven Wyrmblessed sorcerer/ druid, intended to be my student at the Magaambya.
3) Tribbin Tremaine III, halfling wizard with spontaneous casting-trying to rebuild my old arcanist. He was a nutty fella.
4) Horatio Payngore Smith- Half-Orc magus. Hoping to remake a battle bard I used to have under the class.
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Ashanderai wrote: I can see so much possibility for the tactic of using an eidolon tanking on the front lines while the summoner hangs back and gets touch healed by the cleric/other party healer, saving the the group the problems of having to get the healer up to the front line tank, getting the tank to fall back for healing, or casting a less powerful ranged heal. I could see Divine Summoners doing that with or without a healer lol
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HumbleGamer wrote: I'd like to see lairs ( some environement meant to be used as part of a fight, like in the 5e ) and more lore about draconic environement.
Dracolich stuff ( unless everything is coevered in the book of the deads or whatever rits name ) and some chart to allow DM to customize existing dragons for what concerns their spells ( it's rather absurd that all dragons grow up knowing the same spells ).
You could replicate 5e lairs using hazards, though they'd act differently, would fill the same role
So i realize I'm a tad late to the party, but I figure it doesnt hurt to try, right?
About me:
My character:
graystone wrote: TheGoofyGE3K wrote: Reading the new FAQ, you can't do things that require a check that fingers would be used for? So... climbing?
Obviously i dont think it's meant to read that way, but... yeah. Well, climb doesn't have the manipulate trait, so by definition, it doesn't require fine motor control to use [it's not an Interact action]: "You have both hands free" is all you need, even if those hands don't have fingers. I'd thought that, though it's far away enough from the mention of manipulate traits that it stuck out as potentially separate
Reading the new FAQ, you can't do things that require a check that fingers would be used for? So... climbing?
Obviously i dont think it's meant to read that way, but... yeah.
Just got my pdf-so excited! My only complaint is that if hoped the new ancestries would be more incorporated, like there are pages and pages on elves in the expanse, but not as much on Gripplj, Conrasu, or Goloma. But now I can't wait for Strength of Thousands
I feel like I've pitched this before, but a shipwreck-themed one could be cool.
Book One: Stranded on island, need to build a shelter, get attacked by creatures trying to sabotage you
Book Two: investigating the creatures, finding out they lure ships to the island to hunt their crews for sport. Try and take them out.
Book Three: Those creatures, despite doing this for sport, work for something bigger, nastier. Something that wants to erupt the volcano on the island to try and blot out the sun.
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Efficient oxygen- creating plants has always been my assumption. Like moss. Not the most exciting answer, but could be helpful in some dungeons
Heh, yeah, suppose that's a bit considering
Captain Morgan wrote: From experience I will say shield champion vs shield fighter is so freaking boring. That's when you try and disarm!
Intend to stick to APs, but will make up things/places on the fly if need be. My friend and I have traded running games for our group, and while mine have been Golarion, his were in generic locations (small town over a mega dungeon, an icy mountain area, etc) so we've crammed them into Golarion for funsies.
I know in some editions and games pvp works well, and in some it doesnt. Has anyone had any experience using it in pf2?
I would think definitely separately if only for the fact that for some builds will have different odds for their persistent damage (charhide goblin, for example, needing only a 50/50 chance. While you could roll once and compare DCs for the flat check, it makes more sense to me to roll separately
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I intend to build a gnome or halfling tinkerer/summoner who accidentally bound his soul to the golem he created, giving it life but linking his to it.
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Perhaps introduce the free archetype rule? May help make the monk frontline, as well as free up some medic room, maybe even beef up the rest of the party
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Let's also not forget about the pandemic. I love Starfinder, but with the pandemic, we dont meet up any more to play in person for our old Society games. I was one of my area's 3 main SFS GMs, and none of us really run right now. I ran our first game in over a year tonight, and it was just as fun, but we just havent been able to make it work. I fully intend to go back, and i believe every table im signed up for at Paizocon (all SFS) is full. Maybe there's a problem, but it may just be it's tough to grow right now for the obvious reason.
One of my Arcanists was like that. He was the third of his name. The first was a wizard who studied magic all out. The second a sorcerer born with magic from his fathers study. The third being the arcanist, who wanted to expand where his father was content. Break the rules, enhance his power, see what's out there for magic.
Perhaps mythic is a free archetype that has essentially 5 feats you can gain. Each path could have a special action that does something cool while also enhancing your normal class
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